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Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer
Also: C&P the text of non Blood&Smoke disciplines so we can start converting them.

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ZiegeDame
Aug 21, 2005

YUKIMURAAAA!
If we're talking last-minute changes, I think I should clarify that it isn't that Renee doesn't like Kveldulf, she just has no respect for the concept of law. It's law that says she's someone else's property, after all. She'd at least appreciate the tacit acknowledgment in Icelandic law that there is no punishment that can be levied against you if you are too strong for anyone to kill.

Loomer
Dec 19, 2007

A Very Special Hell
Right, Kveldulf's perspectives have been edited accordingly. And per request, the text of his weird-rear end discipline:
•Pact of Allure
Even the most primitive students of Ralab are armed with something to offer — and something to take. This Discipline takes the form of a pact between the Asnam and a mortal, who must willingly submit to it (though the Asnam is under no compulsion to explain the full ramifications of the deal). The essence of the pact is that the pair exchanges that intangible quality called “allure” until the next sunset. Neither party changes appearance, but the mortal typically seems more poised, charming, vital — she’s nicer to look at, though not in any way anyone can name.
The pact is consummated when the Asnam anoints the human with his blood, and the human lets the Asnam taste hers. (Only a drop is needed, though often Asnâm imply that much more is required.)
In olden times, this Discipline was commonly used as a direct exchange — you pay me, I make you beautiful for a while. In modern nights, fewer people believe in such things (though there are still gullible occult dabblers in every city), so a Asnam is more likely to use this with one of his own long-term followers to create a sort of “body double.”

Cost: 1 Vitae
Dice Pool: This Discipline is not rolled.
Action:
Once the Asnâm has taken and spent a Vitae from the subject, the mortal (or ghoul) can substitute the Asnam’s Presence score for her own, if it’s higher. This bonus lasts until the Asnâm next rises from sleep or torpor. (Thus the risk to the Asnâm: if the ghoul learns this, he may have good reason not to rescue his regnant from torpor so quickly.) Typically, only the homely seek out the Pact of Allure, but even the lovely can be driven to extremes by competition. Many Asnâm use Majesty to “polish up” what they offer, though the effects of that Discipline do not enhance a mortal who has made a Pact of Allure.

For that same duration, the Asnam does not provoke the Predator’s Taint in other Kindred (though he still needs to make Resolve + Composure rolls for frenzy as usual). His aura may reveal his nature, but the Taint is muted for the duration. Specifically, it’s redirected to his mortal pact-mate. Her aura shows her humanity, but she provokes Predator’s Taint in vampires as if she had the Asnam’s Blood Potency.
For an additional three experience points, this power may be expanded, granting the subject the equivalent of the Striking Looks Merit (••) for its duration. If the sub-ject already has Striking Looks ••, then this expanded power grants Striking Looks •••• instead.

••Haven of Flesh
At this level, the lines between ghoul and goddess are so blurred that one can flow into another. By taking her worshipper into her arms, the Asnam can dissolve into his very body, dwelling invisibly within him until she chooses to emerge.
Cost: 1 Vitae
Dice Pool: This Discipline requires no roll to invoke.

The overlap of Idol and servant has a powerful effect on each. The Asnam can only slumber within her ghoul (though there are rumors of Auspex Devotions that let her perceive and remain awake). The Asnam may choose to wake up at nightfall, or if the thrall becomes afraid or any time the thrall takes damage. Any damage done to the thrall while the Asnam is ensconced is done to the Asnam as well, though bullets still only do bashing damage to her. If the thrall dies, she is automatically ejected from his corpse, coalescing like oil from his skin. No matter how or why she emerges, she has the option of automatically taking as much of her thrall’s remaining Vitae as she chooses.

The ghoul, while holding his Idol, enjoys a calm bliss of satiation — like a mild version of the euphoria of the Kiss, but extended on and on. All his dice pools suffer a –2 penalty due to this lassitude, but he can still walk, talk, reason, get on the plane to Fresno — even fight if he must. He may not draw on any of his mistress’ Vitae, however, save that which he had before she merged with him. If he does use up all the Vitae in his system, he feels no craving for it. After all, he has its source slumbering within — she can’t go far.
It is clear to Aura Sight that somethingis strange about the conjoined entities, though unless the viewer has seen this unique overlapping of auras before he’s unlikely to recognize what they mean. Other than that, there’s little way to rec-ognize the phenomenon. The ghoul carrier gains no weight, provokes no Taint and doesn’t even spook animals.
Action: Instant

•••The Infinite Chalice
This feared Discipline is the foundation upon which an Asnâm can build a regional or even national cult.
Most Kindred keep their ghouls close, so that the thrall can protect the master while the master enhances the thrall. But the Infinite Chalice allows the bond of blood to transcend mere space, so that a Asnam may feed from a ghoul regardless of distance, or replenish his servant’s Vitae across miles, time zones and oceans.

Cost:1 Willpower
Dice Pool: Strength + Occult + Ralab – the subject’s Stamina
Action: Instant

This Discipline permits a transfer of Vitae between regnant and ghoul. Only the Kindred half of the pair can initiate the process. For each success rolled, the Idol can drain one Vitae (though he may take less if he so chooses). There is no swooning Kiss effect with such feeding, or pain. The ghoul may not even notice, if his regnant takes only a little. On the other hand, the ghoul may pale and pass out, suddenly and mysteriously a liter short on precious blood. When replenishing a ghoul’s supply, the Kindred may transfer one Vitae for each success rolled. He may donate less — for example, rolling three successes but only giving his ghoul one Vitae. Under no circumstances can he grant a ghoul more Vitae than the ghoul’s Stamina permits.

Suggested Modifiers
Modifier Situation
+2 The Asnam spends his last point of Willpower
to activate this Discipline
+1 The ghoul is within sight of the user.
— The ghoul is within 100 miles of the user.
–1 The ghoul is more than 100 miles away.
–3 The ghoul is more than 500 miles away.
–5 The ghoul is more than 1,000 miles away.

••••Of Will Undivided
Asnâm who are already glutted on the physical blood of their slaves can, with further study of Ralab, transfer the in-ner strength that is the very core of identity. An Asnam may bolster a tried-and-true worshipper to nearly superhuman levels of competence and concentration with this Discipline. Far more often, the Asnam uses it selfishly, sometimes leaving his thrall a veritable empty shell of a personality.

Cost:1 Vitae
Dice Pool: Manipulation + Occult + Ralab – the subject’s Resolve
Action: Reflexive

This Discipline permits the transfer of Willpower be-tween Asnam and ghoul. Only the Kindred half of the pair can initiate the process. With any number of suc-cesses, the Asnam can transfer a single Willpower point. If he’s draining, the ghoul loses a point of Willpower and the vampire gains it. If the Asnam is sending, the ghoul gains a point of Willpower and the Asnam loses it.
Suggested Modifiers
Modifier Situation
+1 The ghoul is within sight of the user.
— The ghoul is within 100 miles of the user.
–1 The ghoul is more than 100 miles away.
–3 The ghoul is more than 500 miles away.
–5 The ghoul is more than 1,000 miles away.

•••••Unholy Avatar
If there is a more odious, inhuman and self-serving Discipline studied by the Asnâm, no one outside the bloodline is talking about it. The depraved apex of Ralab answers the question, “Why would a vampire bargain for a living infant, anyway?”

Through the warping influence of her blood, an Asnam who acquires a child who is too young to walk or speak can so entangle the child’s life with her Requiem that upon the destruction of her Kindred frame, her spirit moves on to vanquish that of the child (even if the child is grown by the time this fateful night comes). The soul of the child passes on to whatever waits beyond death. The Asnam retains the memories and knowledge of her Requiem, only now in a new place, residing in a new body. One of the Asnâm could infect a child with this curse, leave him somewhere to resume some normal life and then unexpectedly seize control when necessary.

Cost:1 Willpower dot plus 5 Vitae (see below)
Dice Pool: Presence + Occult + Ralab versus the subject’s Resolve + Composure
Action: To anoint the subject: instant; resistance is reflexive. To transfer the vampire’s consciousness: reflexive; resistance is reflexive.

The complete use of Unholy Avatar requires two rolls. The first is made when the victim is still an infant (less than one year old) and requires the expenditure of five Vitae and one Willpower dot. One of these Vitae must be fed to the child. If the role is successful, there are several effects.

• The child cannot be placed under a full Vinculum, and upon being fed any Vitae, makes a reflexive Stamina + Resolve roll to resist developing even a partial bond. A single success is sufficient to shake off the false adoration of the blood bond, no matter how potent the Vitae consumed. This protection persists until the Asnam takes over the child’s body, until the child is made another vampire’s ghoul or until death, whichever comes first. The supernatural bond of thralldom that binds a ghoul to his regnant super-sedes this power’s protection. Thus the Asnâm is faced with the quandary of making his Unholy Avatar his ghoul or of maintaining his back-up corpse’s protective anonymity.

• The child develops an extreme sensitivity to day-light. He suffers a –2 penalty to all actions taken in direct sunlight. The subject sunburns easily, possibly even suffering one point of bashing damage per additional hour spent in full sunlight after the first four (at the Storyteller’s discretion).

• No Asnâm can gain nourishment from feeding off this child, though other Kindred can feed from it as normal. Vitae taken from the subject harms her but is not claimed by the feeding Kindred — it simply vanishes.

• An Asnâm instinctively knows if his Avatar suffers lethal or aggravated damage or is killed. This effect operates no matter how far the vampire is from her subject.

• If the Unholy Avatar is Embraced, he is released from this power’s effects (as his body has effectively died).

• The child can (if the Asnam wishes) be ghouled with most of the normal effects — addiction, mental instabil-ity and access to Disciplines. However, one notable exception is that the child’s Vinculum resistance prevents him from becoming maniacally devoted to his Idol.The Asnâm often ghoul these children, once they reach the peak of their physical prowess and appearance — by keeping the Avatar eternally young, the Asnam ensures a fitting vessel when she decides (or is forced) to move on.

Aura Sight reveals that there is something occulted about the Avatar, but unless the viewer is familiar with the effect, he’s unlikely to recognize the tell-tale signs for what they are.
The Asnam cannot finish the transaction required by this power until her own demise, and even then it’s an uncertain thing. If she is slain (or kills herself because the Avatar’s body or circumstances are more desirable than her own), she makes the second roll to complete this power’s invocation, which costs no Vitae. If that roll garners even a single success, she takes over the Avatar’s body, which becomes, in that moment, that of a vampire.

Any blood (Kindred or mortal) that was in the Avatar’s body remains there when the new tenant moves in. When an Asnâm’s consciousness moves into its new body, the following changes are made:
• The Asnâm’s Mental Skills and Attributes replace those of the Unholy Avatar.
• The child’s Physical Attributes replace those of the Asnâm.
• The Asnâm’s Composure and Manipulation replace the child’s. The child’s Presence replaces the Asnâm’s.
• All of the Asnâm’s Social and Physical Skills are reduced by two dots, as the Asnâm is not familiar with his new body.

If the Unholy Avatar is not yet old enough to be a playable character (by the Storyteller’s standards), then these diminished Skills may be reduced even further until the Asnâm’s new body comes of age (see below). Some Skills (such as Expression, Intimidation or Athletics) may reflect the Asnâm’s former abilities faster than others, as the Storyteller sees fit.
• Merits must be handled on a case-by-case basis. The Asnâm’s Mental Merits most likely survive the transfer, but Physical Merits may no longer be usable until the Asnâm once again fulfills their prerequisites. Social Merits might be lost if Contacts and Allies no longer recognize the character.

• The vampire’s Humanity replaces that of the child. The vampire’s Blood Potency drops by one.

• Once the vampire’s wicked will replaces the subject’s, the new body begins to age and grow. This process takes a number of nights equal to 10 minus the vampire’s Blood Potency. Over this time, the avatar’s body alters to resemble the age that the vampire was at the time of his Embrace — unless the avatar was the Asnâm’s ghoul, in which case the ghoul’s apparent age at the time of the vampire’s destruction determines the body’s apparent age at the end of its transformation. These days of change are extremely awkward and painful for the vampire, who’s new body may be transformed from that of an infant to that of an old woman in a matter of hours.

• The Asnâm’s new body is effectively Embraced when the vampire’s will usurps it. It is considered to have Vitae equivalent to the body’s Health and be immediately subject to all the banes of vampiric existence — including the damage of sunlight.

Some Avatars are utterly ignorant of their fate. They are placed in orphanages, find good homes and often receive excellent health care and schooling, courtesy of some “mysterious benefactor.” Indeed, their lives seem charmed, coddled and protected by some anonymous mentor, until the day their spouses wake up and find the Avatars radically different . . .
Other Avatars know full well their fate. Even without a Vinculum, the wiles, Majesty and addiction of being Idols’ ghouls can so warp the Avatars’ minds that they are willing, even honored, to give up their body for their mistresses — though most Avatars are attached enough to themselves to try and stave off that eventuality. An Unholy Avatar who fights against his mistress’ plans is rare. After all, one false move could prematurely end her existence. If an Idol has multiple Unholy Avatars in waiting, he is transferred into the one subjected to this power the earliest.

Basically, Kveldulf is a dude who can live inside the ship and inside the crew and will, if not stopped before reaching the peak of the discipline, become almost as unkillable as his Ghul. As it stands, he's a dot below the single most frightening discipline power I've ever seen. Given the distances in the Caribbean and the specific trade lanes, it's going to be very unlikely that Kveldulf will ever be more than five hundred miles from a ghoul on shore. They could wind up mired with no food at all and Kveldulf would be just fine as a result. When you add in the ability to make those Ghouls more potent and more useful via willpower infusion and to use his Presence, it gets scarier because a cunning man like Kveldulf might just use an agent to start a furious riot against a Sanctified prince while he's verifiably elsewhere, or to arrange for a shore battery to decide that they'd better bombard that rival vampire ship whenever it appears. So long as the ghoul isn't linked to him - and it'll be a harder one to do so if he only ever meets the ghoul once physically - it gives excellent deniability.

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer

Loomer posted:

Right, Kveldulf's perspectives have been edited accordingly. And per request, the text of his weird-rear end discipline:
•Pact of Allure
Even the most primitive students of Ralab are armed with something to offer — and something to take. This Discipline takes the form of a pact between the Asnam and a mortal, who must willingly submit to it (though the Asnam is under no compulsion to explain the full ramifications of the deal). The essence of the pact is that the pair exchanges that intangible quality called “allure” until the next sunset. Neither party changes appearance, but the mortal typically seems more poised, charming, vital — she’s nicer to look at, though not in any way anyone can name.
The pact is consummated when the Asnam anoints the human with his blood, and the human lets the Asnam taste hers. (Only a drop is needed, though often Asnâm imply that much more is required.)
In olden times, this Discipline was commonly used as a direct exchange — you pay me, I make you beautiful for a while. In modern nights, fewer people believe in such things (though there are still gullible occult dabblers in every city), so a Asnam is more likely to use this with one of his own long-term followers to create a sort of “body double.”

Cost: 1 Vitae
Dice Pool: This Discipline is not rolled.
Action:
Once the Asnâm has taken and spent a Vitae from the subject, the mortal (or ghoul) can substitute the Asnam’s Presence score for her own, if it’s higher. This bonus lasts until the Asnâm next rises from sleep or torpor. (Thus the risk to the Asnâm: if the ghoul learns this, he may have good reason not to rescue his regnant from torpor so quickly.) Typically, only the homely seek out the Pact of Allure, but even the lovely can be driven to extremes by competition. Many Asnâm use Majesty to “polish up” what they offer, though the effects of that Discipline do not enhance a mortal who has made a Pact of Allure.

For that same duration, the Asnam does not provoke the Predator’s Taint in other Kindred (though he still needs to make Resolve + Composure rolls for frenzy as usual). His aura may reveal his nature, but the Taint is muted for the duration. Specifically, it’s redirected to his mortal pact-mate. Her aura shows her humanity, but she provokes Predator’s Taint in vampires as if she had the Asnam’s Blood Potency.
For an additional three experience points, this power may be expanded, granting the subject the equivalent of the Striking Looks Merit (••) for its duration. If the sub-ject already has Striking Looks ••, then this expanded power grants Striking Looks •••• instead.


Okay, for starters, we'll ditch the BP cost. Predator's taint is no longer a thing, so we'll change that to allow the vampire to add her presence rating to rolls to resist frenzy when the pact is in effect.


Loomer posted:

••Haven of Flesh
At this level, the lines between ghoul and goddess are so blurred that one can flow into another. By taking her worshipper into her arms, the Asnam can dissolve into his very body, dwelling invisibly within him until she chooses to emerge.
Cost: 1 Vitae
Dice Pool: This Discipline requires no roll to invoke.

The overlap of Idol and servant has a powerful effect on each. The Asnam can only slumber within her ghoul (though there are rumors of Auspex Devotions that let her perceive and remain awake). The Asnam may choose to wake up at nightfall, or if the thrall becomes afraid or any time the thrall takes damage. Any damage done to the thrall while the Asnam is ensconced is done to the Asnam as well, though bullets still only do bashing damage to her. If the thrall dies, she is automatically ejected from his corpse, coalescing like oil from his skin. No matter how or why she emerges, she has the option of automatically taking as much of her thrall’s remaining Vitae as she chooses.

The ghoul, while holding his Idol, enjoys a calm bliss of satiation — like a mild version of the euphoria of the Kiss, but extended on and on. All his dice pools suffer a –2 penalty due to this lassitude, but he can still walk, talk, reason, get on the plane to Fresno — even fight if he must. He may not draw on any of his mistress’ Vitae, however, save that which he had before she merged with him. If he does use up all the Vitae in his system, he feels no craving for it. After all, he has its source slumbering within — she can’t go far.
It is clear to Aura Sight that somethingis strange about the conjoined entities, though unless the viewer has seen this unique overlapping of auras before he’s unlikely to recognize what they mean. Other than that, there’s little way to rec-ognize the phenomenon. The ghoul carrier gains no weight, provokes no Taint and doesn’t even spook animals.
Action: Instant


No change needed, I think.

Loomer posted:


•••The Infinite Chalice
This feared Discipline is the foundation upon which an Asnâm can build a regional or even national cult.
Most Kindred keep their ghouls close, so that the thrall can protect the master while the master enhances the thrall. But the Infinite Chalice allows the bond of blood to transcend mere space, so that a Asnam may feed from a ghoul regardless of distance, or replenish his servant’s Vitae across miles, time zones and oceans.

Cost:1 Willpower
Dice Pool: Strength + Occult + Ralab – the subject’s Stamina
Action: Instant

This Discipline permits a transfer of Vitae between regnant and ghoul. Only the Kindred half of the pair can initiate the process. For each success rolled, the Idol can drain one Vitae (though he may take less if he so chooses). There is no swooning Kiss effect with such feeding, or pain. The ghoul may not even notice, if his regnant takes only a little. On the other hand, the ghoul may pale and pass out, suddenly and mysteriously a liter short on precious blood. When replenishing a ghoul’s supply, the Kindred may transfer one Vitae for each success rolled. He may donate less — for example, rolling three successes but only giving his ghoul one Vitae. Under no circumstances can he grant a ghoul more Vitae than the ghoul’s Stamina permits.

Suggested Modifiers
Modifier Situation
+2 The Asnam spends his last point of Willpower
to activate this Discipline
+1 The ghoul is within sight of the user.
— The ghoul is within 100 miles of the user.
–1 The ghoul is more than 100 miles away.
–3 The ghoul is more than 500 miles away.
–5 The ghoul is more than 1,000 miles away.

Also no change.

Loomer posted:



••••Of Will Undivided
Asnâm who are already glutted on the physical blood of their slaves can, with further study of Ralab, transfer the in-ner strength that is the very core of identity. An Asnam may bolster a tried-and-true worshipper to nearly superhuman levels of competence and concentration with this Discipline. Far more often, the Asnam uses it selfishly, sometimes leaving his thrall a veritable empty shell of a personality.

Cost:1 Vitae
Dice Pool: Manipulation + Occult + Ralab – the subject’s Resolve
Action: Reflexive

This Discipline permits the transfer of Willpower be-tween Asnam and ghoul. Only the Kindred half of the pair can initiate the process. With any number of suc-cesses, the Asnam can transfer a single Willpower point. If he’s draining, the ghoul loses a point of Willpower and the vampire gains it. If the Asnam is sending, the ghoul gains a point of Willpower and the Asnam loses it.
Suggested Modifiers
Modifier Situation
+1 The ghoul is within sight of the user.
— The ghoul is within 100 miles of the user.
–1 The ghoul is more than 100 miles away.
–3 The ghoul is more than 500 miles away.
–5 The ghoul is more than 1,000 miles away.

also unchanged.

Loomer posted:


•••••Unholy Avatar
If there is a more odious, inhuman and self-serving Discipline studied by the Asnâm, no one outside the bloodline is talking about it. The depraved apex of Ralab answers the question, “Why would a vampire bargain for a living infant, anyway?”

Through the warping influence of her blood, an Asnam who acquires a child who is too young to walk or speak can so entangle the child’s life with her Requiem that upon the destruction of her Kindred frame, her spirit moves on to vanquish that of the child (even if the child is grown by the time this fateful night comes). The soul of the child passes on to whatever waits beyond death. The Asnam retains the memories and knowledge of her Requiem, only now in a new place, residing in a new body. One of the Asnâm could infect a child with this curse, leave him somewhere to resume some normal life and then unexpectedly seize control when necessary.

Cost:1 Willpower dot plus 5 Vitae (see below)
Dice Pool: Presence + Occult + Ralab versus the subject’s Resolve + Composure
Action: To anoint the subject: instant; resistance is reflexive. To transfer the vampire’s consciousness: reflexive; resistance is reflexive.

The complete use of Unholy Avatar requires two rolls. The first is made when the victim is still an infant (less than one year old) and requires the expenditure of five Vitae and one Willpower dot. One of these Vitae must be fed to the child. If the role is successful, there are several effects.

• The child cannot be placed under a full Vinculum, and upon being fed any Vitae, makes a reflexive Stamina + Resolve roll to resist developing even a partial bond. A single success is sufficient to shake off the false adoration of the blood bond, no matter how potent the Vitae consumed. This protection persists until the Asnam takes over the child’s body, until the child is made another vampire’s ghoul or until death, whichever comes first. The supernatural bond of thralldom that binds a ghoul to his regnant super-sedes this power’s protection. Thus the Asnâm is faced with the quandary of making his Unholy Avatar his ghoul or of maintaining his back-up corpse’s protective anonymity.

• The child develops an extreme sensitivity to day-light. He suffers a –2 penalty to all actions taken in direct sunlight. The subject sunburns easily, possibly even suffering one point of bashing damage per additional hour spent in full sunlight after the first four (at the Storyteller’s discretion).

• No Asnâm can gain nourishment from feeding off this child, though other Kindred can feed from it as normal. Vitae taken from the subject harms her but is not claimed by the feeding Kindred — it simply vanishes.

• An Asnâm instinctively knows if his Avatar suffers lethal or aggravated damage or is killed. This effect operates no matter how far the vampire is from her subject.

• If the Unholy Avatar is Embraced, he is released from this power’s effects (as his body has effectively died).

• The child can (if the Asnam wishes) be ghouled with most of the normal effects — addiction, mental instabil-ity and access to Disciplines. However, one notable exception is that the child’s Vinculum resistance prevents him from becoming maniacally devoted to his Idol.The Asnâm often ghoul these children, once they reach the peak of their physical prowess and appearance — by keeping the Avatar eternally young, the Asnam ensures a fitting vessel when she decides (or is forced) to move on.

Aura Sight reveals that there is something occulted about the Avatar, but unless the viewer is familiar with the effect, he’s unlikely to recognize the tell-tale signs for what they are.
The Asnam cannot finish the transaction required by this power until her own demise, and even then it’s an uncertain thing. If she is slain (or kills herself because the Avatar’s body or circumstances are more desirable than her own), she makes the second roll to complete this power’s invocation, which costs no Vitae. If that roll garners even a single success, she takes over the Avatar’s body, which becomes, in that moment, that of a vampire.

Any blood (Kindred or mortal) that was in the Avatar’s body remains there when the new tenant moves in. When an Asnâm’s consciousness moves into its new body, the following changes are made:
• The Asnâm’s Mental Skills and Attributes replace those of the Unholy Avatar.
• The child’s Physical Attributes replace those of the Asnâm.
• The Asnâm’s Composure and Manipulation replace the child’s. The child’s Presence replaces the Asnâm’s.
• All of the Asnâm’s Social and Physical Skills are reduced by two dots, as the Asnâm is not familiar with his new body.

If the Unholy Avatar is not yet old enough to be a playable character (by the Storyteller’s standards), then these diminished Skills may be reduced even further until the Asnâm’s new body comes of age (see below). Some Skills (such as Expression, Intimidation or Athletics) may reflect the Asnâm’s former abilities faster than others, as the Storyteller sees fit.
• Merits must be handled on a case-by-case basis. The Asnâm’s Mental Merits most likely survive the transfer, but Physical Merits may no longer be usable until the Asnâm once again fulfills their prerequisites. Social Merits might be lost if Contacts and Allies no longer recognize the character.

• The vampire’s Humanity replaces that of the child. The vampire’s Blood Potency drops by one.

• Once the vampire’s wicked will replaces the subject’s, the new body begins to age and grow. This process takes a number of nights equal to 10 minus the vampire’s Blood Potency. Over this time, the avatar’s body alters to resemble the age that the vampire was at the time of his Embrace — unless the avatar was the Asnâm’s ghoul, in which case the ghoul’s apparent age at the time of the vampire’s destruction determines the body’s apparent age at the end of its transformation. These days of change are extremely awkward and painful for the vampire, who’s new body may be transformed from that of an infant to that of an old woman in a matter of hours.

• The Asnâm’s new body is effectively Embraced when the vampire’s will usurps it. It is considered to have Vitae equivalent to the body’s Health and be immediately subject to all the banes of vampiric existence — including the damage of sunlight.

Some Avatars are utterly ignorant of their fate. They are placed in orphanages, find good homes and often receive excellent health care and schooling, courtesy of some “mysterious benefactor.” Indeed, their lives seem charmed, coddled and protected by some anonymous mentor, until the day their spouses wake up and find the Avatars radically different . . .
Other Avatars know full well their fate. Even without a Vinculum, the wiles, Majesty and addiction of being Idols’ ghouls can so warp the Avatars’ minds that they are willing, even honored, to give up their body for their mistresses — though most Avatars are attached enough to themselves to try and stave off that eventuality. An Unholy Avatar who fights against his mistress’ plans is rare. After all, one false move could prematurely end her existence. If an Idol has multiple Unholy Avatars in waiting, he is transferred into the one subjected to this power the earliest.

Basically, Kveldulf is a dude who can live inside the ship and inside the crew and will, if not stopped before reaching the peak of the discipline, become almost as unkillable as his Ghul. As it stands, he's a dot below the single most frightening discipline power I've ever seen. Given the distances in the Caribbean and the specific trade lanes, it's going to be very unlikely that Kveldulf will ever be more than five hundred miles from a ghoul on shore. They could wind up mired with no food at all and Kveldulf would be just fine as a result. When you add in the ability to make those Ghouls more potent and more useful via willpower infusion and to use his Presence, it gets scarier because a cunning man like Kveldulf might just use an agent to start a furious riot against a Sanctified prince while he's verifiably elsewhere, or to arrange for a shore battery to decide that they'd better bombard that rival vampire ship whenever it appears. So long as the ghoul isn't linked to him - and it'll be a harder one to do so if he only ever meets the ghoul once physically - it gives excellent deniability.

Also no change, and you're right, that is a frightening power.

Deep State of Mind
Jul 30, 2006

"It was a busy day. I do not remember it all. In the morning, I thought I had lost my wallet. Then we went swimming and either overthrew a government or started a pro-American radio station. I can't really remember."
Fun Shoe
Are my disciplines not blood and smoke? I thought they are. Hope you're not waiting for me to post :ohdear:

ZiegeDame
Aug 21, 2005

YUKIMURAAAA!
I don't know if any 2nd Edition books have been released yet besides the core, and it definitely doesn't contain Sunnikuse, no.

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer

GoatLord posted:

I don't know if any 2nd Edition books have been released yet besides the core, and it definitely doesn't contain Sunnikuse, no.

This is correct. If anyone has a pdf of Night Horrors, please post GA's flying head discipline, too.

Loomer
Dec 19, 2007

A Very Special Hell
I'll post it up along with the Ghul specific stuff.

Ghul:
Blood Potency
A Ghűl has Blood Potency 0, which is not the same as having no Blood Potency trait at all. Blood Potency 0 is discussed in greater detail on p. 11.

Clan
A Ghűl is not a vampire and possesses neither a clan nor a clan weakness. She does not benefit or suffer from blood ties or blood sympathy.

The Embrace
A Ghűl cannot Embrace, though she can be Embraced. In this case she becomes a Kindred in all ways, completely abandoning all of the benefits and weaknesses of being a Ghűl. She keeps any Disciplines she may have developed. (If she had fewer than 3, she gains additional Disciplines appropriate to her clan; if she had three or more, she retains those but gains no more.)

Ghűls fall to their wretched state through a variety of means that typically culminate in the consumption of dead flesh (whether as part of an occult rite, a bid for immortality, curiosity or debauched gluttony). The curse that befalls one of them thereafter is hers alone, and she has no one (and no sire) to blame but herself.

Vitae
A Ghűl may spend 1 Vitae per turn for the purposes of increasing physical dice pools and fueling Disciplines. She possesses a Vitae pool that is filled by the consump-tion of dead, uncooked flesh. Every pound of flesh grants the creature 1 Vitae, meaning that most Ghűls easily fill their Vitae pool with each night’s feast. A Ghűl continues to eat even if she has filled her Vitae pool; excess Vitae is ignored. If a Ghűl is somehow prevented from eating on any given night, she loses 1 Vitae and suffers 1 Lethal damage. If she is restrained long enough to reduce her Vitae to 0, she instead suffers 2 Lethal damage per night.

Ghűls suffer a compulsion they cannot control to eat raw flesh for the duration of every night from mid-night until the sun first begins to light the horizon. At midnight a Ghűl must spend a point of Willpower or seek out flesh to consume, eating until dawn. The flesh can be animal or human, but it must be raw. Many Ghűls haunt graveyards simply because they provide the easiest source of their needed sustenance. Ghűls cannot eat more than the tiniest amount of other food without getting sick (much like Kindred). Furthermore, they neversleep (save when recovering from wounds as described below). While Ghűls do not become tired, many develop Derangements as a result of their constant waking life.

A Ghűl cannot be made a ghoul, addicted to Vitae or placed under the Vinculum. (Indeed, a Ghűl can’t hold a point of vampire Vitae down any more than she can a glass of wine.) Furthermore, she cannot create ghouls or thralls, and her blood carries no risk of addiction. A Ghűl can neither commit nor suffer diablerie.

Advantages
A Ghűl’s Advantages are determined as a mortal charac-ter’s. A Ghűl possesses a Morality trait as well as a Virtue and Vice, and regains Willpower as any mortal. The only exception is that Ghűls do not sleep and therefore regain no Willpower for doing so. Characters that begin play as Ghűls do so with a Morality of 4.

Disciplines
Ghűls possess no Disciplines when they first change into monsters, but may purchase Celerity, Majesty and Vigor over time as if they were out-of-clan Disciplines.

Damage, Healing and Final Death
Ghűls do not roll to remain conscious when they lose their last Health to Bashing damage and do not fall into torpor when they lose it to Lethal damage. A Ghűl suffers Wound Penalties only from Aggravated damage. When she loses her last Health level to Aggravated damage she explodes in a bloody mist, some of which finds its way back to the location of the Ghűl’s last meal, where it
reforms into the Ghűl. A Ghűl dispatched in this manner regains all her lost Health, but her Vitae pool is reduced to 0 and she remains asleep for a number of days and nights equal to 10 – her Humanity. In this state, the Ghűl becomes vulnerable and can be destroyed by burning her body.

Other Traits
Ghűls no longer suffer ill effects from exposure to any natural disease or poison. Ghűls are, for all other intents and purposes, alive. They heal at the normal rate for a mortal, they contend with no Beast for control of their actions, and the sun has no deleterious effects upon their person or abilities. All Ghűls suffer from the Mel-ancholia Derangement, which they must roll to resist whenever the weaknesses of their state interfere with their goals or desires. Ghűls may purchase Merits typically limited to mortals (save Unseen Senses), but lose such Merits if ever Embraced.

The Beautiful Stranger:
Ghűls can appear particularly attractive to someone they have never met before, an illu-sion that persists so long as the victim does not discover the Ghűl’s dread secret. A player controlling a Ghűl may spend 1 Willpower when first meeting another character to gain a single die to applicable Presence and Manipulation rolls with that individual, as if the Ghűl possessed the Striking Looks 2 Merit. This power stacks with the benefits of Striking Looks.

The effect remains until the enchanted target discovers the truth of his beautiful stranger, either by confession from the Ghűl or witnessing the Ghűl in the act of consuming flesh. Other evidence will be ignored or rationalized away.

The Wild Ride:
When all else fails, the Ghűl can reduce her enemies to unthinking animals. The Ghűl must be able to establish eye contact with her victim and tell him what animal he is to become in a language he can
understand. (This statement requires at least the following words: “You are” and the name of the animal.)
Cost:1 Vitae
Dice Pool:Manipulation + Persuasion vs. target’s Re-solve + Composure
Action:Instant and Contested
Roll Results
Dramatic Failure:The power rebounds upon the Ghűl, reducing her to a feral state for the remainder of the scene.
Failure:The power has no effect.
Success:The target becomes convinced he is the animal named, and acts in all ways as if he were. If the target possesses an inner Beast prone to violent outbursts (such as a vampire or werewolf), the target falls into immediate Frenzy, regardless of the animal named. This power remains in effect until the end of the scene.
Exceptional Success:As success, save the effects of the power remain until the following dawn.
Suggested Modifiers
+2 Striking Looks 4
+2 The target has the ability to change shape into
the named creature.
+1 Striking Looks 2
+1 The target is possessed of an inner Beast.
–2 The target has never seen in person an example of the named creature.
–3 The character names an animal wildly inappro-priate to the current environment (such as requiring a character in the desert to become a dolphin).

Ghűl Occultism
Furthermore, many Ghűls possesses the following powers, legacies of their occult studies prior to their transformations. Not every Ghűl knows these powers, however, and a few know others besides. Ghűls portrayed by players may purchase these powers as Merits (as indicated by their level in dots, below), but must begin with Luck Magic.
Alchemy (••)
Prerequisites: Occult •• and Medicine •
Effect:If given access to an alchemical (or chemical) laboratory, the Ghűl may transmute a simple, common, non-precious substance into another simple, common, non-precious substance. This ritual requires 1 hour of work.
Cost:1 Willpower
Dice Pool:Intelligence + Occult
Action:Instant
Roll Results
Dramatic Failure: An accident occurs, possibly causing mild burns or a minor explosion. The material is lost.
Failure:The material remains the same.
Success:The material is transmuted.
Exceptional Success: The final product is imbued with a mystic energy. It can be used to inflict Bashing wounds against dematerialized ghosts.
Suggested Modifiers
–1 Per point of Size of the original material over 1
–1 Per point of Durability of the original material
–1 Per dot of Resources cost of the new material
–1 Poor laboratory equipment
–1 No sample of the desired substance

Aura Sight (••)
Prerequisites: Empathy ••
Effect:By staring at and focusing on an individual for one minute, the Ghűl can read the eddies and currents of a target’s soul.
Cost:1 Willpower
Dice Pool:Intelligence + Empathy vs. target’s Compo-sure + Blood Potency
Action:Instant and Contested
Roll Results
Dramatic Failure: The Ghűl receives misleading information.
Failure: Nothing happens.
Success: The Ghűl can observe a target’s aura as per the Auspex power Aura Sight (p. 120, Vampire: The Requiem), save she cannot use it to differentiate between supernatural creatures and need not take penalties for how carefully she’s examining the aura. She gleans only a single emotion (the strongest), and gains a +1 bonus to all Social rolls with the target.
Exceptional Success: As success, save the bonus to Social rolls is +2.
Suggested Modifiers
+1 Character possesses a bit of hair, blood or cloth-ing from the target.
+1 Character observes the target in the reflection of a mirror over a century old.
–1 The subject is a habitual or pathological liar.

Curse of Ill-Fortune (•••)
Prerequisites:Luck Magic, Persuasion •
Effect: By ritualizing for 10 minutes (including the con-sumption of raw flesh), the Ghűl can curse a target.
Cost:1 Willpower
Dice Pool:Manipulation + Persuasion vs. target’s Com-posure + Blood Potency
Action:Instant and Contested
Roll Results
Dramatic Failure:The curse rebounds upon the Ghűl and he suffers its effects.
Failure:Nothing happens.
Success:The target suffers a penalty equal to the Ghűl’s dots in Manipulation to a number of dice pools related to a specific activity (a job interview, driving, fighting, etc.) equal to the Ghűl’s Persuasion. This curse remains for 24 hours.
Exceptional Success:As success, save the penalty applies to allrolls of the designated type for 24 hours.
Suggested Modifiers
+1 Character possesses a photograph or video of the target performing the activity to be cursed.
+1 Character possesses a tool the target uses for the activity to be cursed.
–4 Target possesses the Luck Magic Merit.

Luck Magic (••••)
Effect: By spending 10 minutes ritualizing, the Ghűl can grant himself excellent luck at a specific activity. With a 30-minute ritual, he can grant that luck to another or grant himself superlative luck.
Cost:1 Willpower
Dice Pool:Manipulation + Occult
Action:Instant
Roll Results
Dramatic Failure:The Ghűl loses the benefit of the 10-Again rule for the specified action.
Failure:Nothing happens.
Success:When using the 10-minute ritual, the Ghűl gains the 9-Again rule for a number of rolls of a specific type (driving rolls, firearms rolls, etc.) chosen at the moment of casting equal to his Manipulation. Alternatively, he can spend 30 minutes ritualizing and grant himself 8-Again or another character 9-Again for 3 rolls of a specific type. These “lucky” rolls must be used within 24 hours.
Exceptional Success:As success, save the affected dice pools also gain a bonus die.
Suggested Modifiers
+1 Character possesses a piece of hair or clothing or a sample of blood from someone who excels at the type of action designated.
+1 Character possesses a picture or video of the target performing the chosen activity particularly well

Meningilai
• The Hidden Voice
In some legends, the penanggal’s scream is a sign of safety. It has a sort of reverse-Doppler effect. The further away the creature is, the louder its scream. The only time you are in danger is when you cannot hear it at all. It’s not true. With the Hidden Voice, the penanggal can cause her shriek to come from another location.
Cost: None
Dice Pool: Presence + Expression + Mengilai
Action:Instant
Roll Results
Dramatic Failure: Not only does the creature’s voice pin-point its location, the penanggal cannot use any Mengilai power in the next turn.
Failure:The penanggal’s voice is not thrown. Its shriek is a clear marker to its position.
Success: The penanggal can throw her voice up to ten yards per success achieved on the roll.
Exceptional Success: The penanggal can throw her voice as far as she can see.

•• Curse of Babel
This ability leaves the subject mentally shattered, unable to speak or form coherent thoughts. In the past, victims were generally diagnosed as hysterical and treated accordingly. The curse renders the victim unable to describe her attacker in the immediate aftermath and increases the likelihood that her eventual descriptions will be taken as the ravings of a broken mind.
The subject must be within earshot and able to hear the penanggal’s shriek.
Cost: 1 Vitae
Dice Pool: Presence + Expression + Mengilai – target’s
Composure + Blood Potency
Action: Instant and contested
Roll Results
Dramatic Failure: The power does not work, and affects the penanggal himself for the rest of the scene.
Failure:The penanggal fails to gain more successes than the victim. The power has no effect.
Success: For each success the penanggal’s player rolls, the victim is unable to describe the penanggal or explain the creature’s actions in any coherent fashion for one hour.
Exceptional Success:There is no additional effect beyond added duration of the power’s effect.

••• Unhinged Wail
The sight of a penanggal is enough to make one question one’s sanity, but the shriek of a penanggal can temporarily drive a target to the brink of madness.
Cost: 1 Vitae, 1 Willpower
Dice Pool: Presence + Intimidation + Mengilai – target’s Composure + Blood Potency
Action: Instant and contested
Roll Results
Dramatic Failure: The penanggal suffers the effects of a mild Derangement and cannot attempt to use this power on the target for the rest of the night.
Failure: The power has no effect.
Success: The victim is afflicted with a mild Derange-ment for a number of hours equal to the number of suc-cesses rolled. The specific Derangement is subject to the Storyteller’s discretion.
Exceptional Success: As a success, but the subject also loses a point of Willpower.

•••• Shattering Cry
The scream of the penanggal takes on a physical force, violently slamming into its target and causing actual damage. The victim’s ears bleed, and they suffer Bashing damage from the creature’s shriek. The target must be within earshot, though it works just as well against a deaf target as one with perfect hearing.
Cost: 1 Vitae, 1 Willpower
Dice Pool: Presence + Intimidation + Mengilai – target’s
Stamina
Action: Instant
Roll Results
Dramatic Failure: The power damages the penanggal instead, causing 1 level of Bashing damage.
Failure: The power has no effect.
Success: The victim suffers 1 Bashing damage per suc-cess rolled.
Exceptional Success: There is no additional effect: extra successes are their own reward.

••••• Invisible Tongue
The shriek of the penanggal resonates at exactly the right frequency, creating a conduit between the target and the penanggal, allowing the penanggal to steal the victim’s Vitae from a distance. The Vitae is siphoned through a vortex of sound, flying through the air to the penanggal’s waiting mouth.
Cost: 1 Vitae, 1 Willpower
Dice Pool: Presence + Intimidation + Mengilai – target’s Stamina
Action: Instant
Roll Results
Dramatic Failure: The power damages the penanggal, causing 2 levels of Bashing damage.
Failure: The power has no effect.
Success: The subject gains 1 Vitae per success, causing the victim to lose an equal amount of Vitae and take appropriate Lethal damage.
Exceptional Success: There is no additional effect beyond the extra Vitae stolen.

Relevant non-discipline bits:
While separated, the penanggal’s body is extremely vulnerable. If the penanggal does not take steps to pre-serve her body—either through refrigeration or immersion in some sort of preservative fluid (like vinegar or formaldehyde)—the body suffers a point of Aggravated damage over the course of the night. The body is helpless, and if someone destroys it, the penanggal meets Final Death at sunrise. It is more or less essential that the pen-anggal has a suitable Haven with all the accouterments necessary for her existence, including an inconspicuous method of ingress and egress while she is separated.

In her human guise, a penanggal moves as quickly as any other human. When she leaves her body behind, however, she becomes preternaturally fast. When detached, the penanggal’s Speed rating increases as
her Species Factor rises by 2, to 7.

While separated, a penanggal takes only Bashing damage from firearms, does not suffer Wound Penalties, and does not need to roll to avoid falling unconscious when all his Health boxes are filled with Bashing or Lethal damage.

Sunnikuse
Each time Sunnikuse is used, Wits + Occult is rolled for the subject to recognize that the Jonah is somehow behind her sense of doom. A normal success suggests that there is some vague connection between the Bohagande and the bad luck. An exceptional success fully exposes the Bohagande’s complicity. Perhaps the vampire is even caught with a hand in the proverbial cookie jar, actively doing something strange near or in regard to the intended victim.

Suggested Modifiers
Bonus Condition
+1 A black cat or broken mirror is nearby
+2 Target is under a ladder
+3 It’s Friday the 13th
+4 A fortune teller told the victim that something terrible would happen this evening
+5 The victim is already convinced he is jinxed or cursed
Penalty Charm
–1 Target has a lucky rabbit’s foot or mouths a protective prayer
–2 Target received a blessing from a holy authority that same day
–3 Target knows the truth about what the Bohagande can and cannot do
–4 Target has a rare artifact that legend ascribes with miraculous powers
–5 Target knows the Bohagande’s secret name

Luck stolen through use of Sunnikuse cannot come from or later be used for Humanity or degeneration rolls made for either the Bohagande or a target. In essence, while the Storytelling System may call for a dice roll to determine Humanity and degeneration, luck does not play a factor in whether a character retains his morality or sanity.

•Jinx
A Bohagande can snatch small amounts of luck from others that he can then use for himself. By making physical contact with another — even the lightest touch is sufficient — the character can activate this power. If successful, the victim’s next ac-ion fails, while the Bohagande’s next action automatically succeeds. The power of Jinx lasts only one scene, so if the Bohagande takes no further actions
that scene, the benefit is forfeit. Consult the rules for “Touching an Opponent” on p. 157 of the World of Darkness Rulebook to determine if a Jonah successfully makes contact with a resisting target when
this power is used. If a target does not resist, assume that contact can be made automatically under some context, such as through a handshake, sleight of hand or seeming to stumble.
Cost:1 Willpower
Dice Pool:Wits + Subterfuge + Sunnikuse
Action:Instant to touch target; reflexive to activate power
Roll Results
Dramatic Failure: The character’s Jinx is turned back on him. The next action the Bohagande performs in this scene is failed automatically.
Failure: No effect. A successive attempt to use the power may be made, but contact is required again, as is another Willpower point.
Success: A subject is jinxed upon being touched. The next roll made for the subject is automatically a failure, regardless of how improbable that might be. If the action normally calls for a chance roll, the victim automatically suffers a dramatic failure. The Bohagande fares much better. The next roll made for him is an automatic success. If he attempts no further actions for the remainder of the scene, he receives no benefit from Jinx. If the subject attempts no further actions in the scene, he is spared failure.
Exceptional Success: Similar to a normal success, except the stakes are much higher. The victim’s next action results in a dramatic failure, while the Bohagande’s next action is automatically an exceptional success.
A subject can be under the influence of only one use of Jinx at a time, and a Bohagande can have no more than one “unused” success at his disposal at one time. Once it’s fulfilled, this power must be activated again to acquire a new guaranteed success.

••Evil Eye
This cursed ability can wreak all manner of havoc on a victim. By drawing on the power of her Vitae, a Bohagande no longer needs to touch her victim to affect him. So long as she is in close physical proximity and can see him directly, even if only momentarily, she can turn the Evil Eye on him. (Looking through a TV or at a photo doesn’t apply.)
Cost:1 Vitae
Dice Pool:Presence + Intimidation + Sunnikuse
Action:Instant
Roll Results
Dramatic Failure: The intended target is unaffected and all rolls made for the Bohagande against that indi vidual suffer a –2 penalty for the remainder of the scene.
Failure: The power has no effect, but successive at-tempts to use the power on the subject may be made as long as he is in direct sight.
Success: The victim suffers a –2 penalty on all rolls. In addition, the 10 Again rule to re-roll 10’s doesn’t apply to the subject. Both of these effects apply for the remainder of the scene.
Exceptional Success: The victim suffers a –3 penalty on all rolls for the remainder of the scene, in addition to the proscription against the 10 Again rule.
A victim can be subject to only one use of this power at a time.

•••Calamity
A Jonah has honed his abilities such that he may cause victims’ efforts to have tragic results. A personal possession of the victim is needed to level this curse — anything from a necklace to a comb to a lock of hair to a tooth. The Bohagande taints the object with his cursed Vitae, usually by opening a small wound in his hand. The vampire murmurs a few brief words and as long as the character holds the bloodied item in hand, the subject is plagued by disaster.
Cost:1 Vitae
Dice Pool:Manipulation + Empathy + Sunnikuse
Action:Activation is instant; application can be contested
Roll Results
Dramatic Failure: The next roll made for the Bohagande that scores even a single 1 is a dramatic failure, regardless of the number of successes actually achieved on the roll.
Failure: No effect, although successive attempts to activate the power can be made if the object is still held and more Vitae is spent.
Success: After the power has been activated and the item is held by the vampire, a subject’s action fails au-tomatically if any die rolled for him ever turns up a 1, regardless of how many successes are actually rolled. Indeed, if successes rolled for the victim are lower than those rolled for the vampire when this power was acti-vated, and a 1 turns up on a die, the victim’s action is
automatically a dramatic failure.
Example:Three successes are rolled for a vampire using this power. Later on, a dice pool is rolled for the subject. Four successes are achieved, but a single die in the pool turns up a 1. The action fails immediately, regardless of the four successes rolled. The victim is somehow robbed of an easy victory. If only one or two successes had been rolled for the subject — less than the vampire’s three — and a 1 had turned up on another die, the effort would have been a dramatic failure.
Exceptional Success: As per a normal success, except any 1 rolled for the subject indicates a dramatic failure no matter how many successes are otherwise achieved in the roll.
Should the Bohagande release the possession from hand for even a moment, Calamity is dispelled. It’s possible for more than a single item to be held in order to affect multiple victims simultaneously, assuming the items are small enough. For each dot in Sunnikuse, a Bohagande can utilize one such personal item at a time. Multiple items from the same subject do not increase the intensity of this power over him.
Gloved hands deny use of this power, as does merely having an object close by (in a pocket, around the neck). Rings are particularly sought after by the Bohagande. The item must have a solid connection to
the subject for it to be valid. This can be due to an emotional attachment (a pearl earring given by a loved one, a dead father’s pocket watch), due to a lasting relationship (a wallet owned for a dozen years, a child-hood teddy bear), or because the object was actually part of the target (a lock of hair). The Bohagande need not be able to see the victim of this power for it to be effective.

The victim of Calamity does not receive any special hint as to the source of his affliction. Even if near the Bohagande, the victim does not have any overt way to identify the vampire as the responsible party. If a connection is somehow made (maybe the Jonah takes credit), the victim or anyone else can attempt to liberate the personal object from the vampire’s grasp by grappling. See “Disarm Opponent” on p. 157 of the World of Darkness Rulebook. If the effort is successful, the Bohagande loses contact with the object and the effects of Calamity are terminated.

••••Twist of Fate
Sometimes, no matter how great one’s odds are or how likely one is to fail miserably, the fickle hand of Fate steps in. Bohagande who excel at Sunnikuse learn to control freakish turns of events for their
own purposes.
Cost:1 Vitae
Dice Pool:Manipulation + Subterfuge + Sunnikuse
Action:Reflexive
This power effectively increases or decreases the degree of success or failure of a single action taken by the Bohagande or by any other character within direct sight.
The Bohagande’s player must declare the power in use immediately after a dice pool is rolled, but before the results are declared.
Roll Results
Dramatic Failure: The very next roll made for any character (even one not nearby the Bohagande) that is made to cause harm or disadvantage to the Jonah is improved by one degree of success. Say, from dramatic failure to failure, failure to success or success to exceptional success. This can mean a homeless man’s feeble effort to resist the vampire is suddenly over-whelming, or a Hound’s efforts across town to unearth information about the Bohagande reveals his very haven! If increasing the degree of success of the effort by category is too vague, as in a combat attack, add three to any successes rolled against the vampire. Thus, a roll of one success becomes four, and a failure becomes three successes.
Failure: No effect, although successive attempts to apply the power to other dice pools be made if more Vitae is spent.
Success: The result of the roll can be made more successful or less successful by one degree. That is, a success can be turned into an exceptional success or a failure, while a dramatic failure can be changed to only a regular failure. If altering degree of success by category is too vague, as in a combat attack, add or subtract a number of successes equal to those achieved in the power’s activation roll. So, if three successes were gained, up to three can be added to or subtracted from those achieved in the affected roll.
A targeted roll that is reduced to zero successes is a simple failure; it’s not made a dramatic failure with “negative successes.”
Exceptional Success: The Bohagande is able to twist fate to such a degree that the result of the target’s roll can be changed two full steps in either direction. An exceptional success can be turned
into a failure, while a dramatic failure can become a regular success. As with success, if altering degree of success by category is too vague, actual successes achieved in the activation roll — five or more — can be added to or subtracted from those of the affected action.
Twist of Fate can be used on only instant actions. Extended and reflexive actions are unaffected. When used on a contested action, the power is directed at only one contestant, but can affect the outcome for both. Someone who should have won or lost the contest suddenly does not. This power can be used at any time during a turn, regardless of a character’s Initiative, and does not count as the action the Bohagande is normally allowed that turn. The power can be used only once per turn.

•••••Gift of the Crow
Up to this point, a Bohagande is unable to hold onto the luck she steals for more than a brief time. It must be used quickly or be lost to the ever-changing winds of Fate. Now, however, the character understands how to hold onto her precious lot.
Cost:1 Willpower
Dice Pool:Intelligence + Occult + Sunnikuse
Action:Instant; resisted if used against another Bohagande who also uses Gift of the Crow
Gift of the Crow allows a Bohagande to steal luck from others and use it to improve her chances of success on future rolls by taking advantage of the 9 Again and possibly the 8 Again rules. This benefit
lasts a number of nights equal to the successes achieved on the power’s activation roll, until the Jonah suffers a dramatic failure, or until the user is rendered unconscious or falls into torpor (whichever comes first).

This luck comes at a price to someone else, of course. Someone within distance to carry on a normal conversation suffers a dramatic failure on his next action, regardless of how many successes are rolled for him. One such dramatic failure is imposed for each success achieved on the activation roll of the power. So, if three successes are rolled, the next three actions performed by others
are dramatic failures. These tragedies may all be heaped upon a single victim or assigned to various victims within range, as the character chooses. Three mishaps could befall three separate people, or three could plague one victim. If a Jonah is not careful with this power, he could soon be at the epicenter of tragic events or pitfalls, from which he emerges unscathed. If he comes away “lucky”
too many times, others may notice. If no one is in sufficiently close proximity to steal their luck, this power cannot be activated. A valid victim must be human or humanoid, whether alive or undead.
See “System Permutations” on p. 134 of the World of Darkness Rulebook for details on the 9 Again and 8 Again rules. A Bohagande cannot be subject to the effects of more than one use of this power at a time.

Roll Results
Dramatic Failure: The character does not steal any luck and is not subject to the 10 Again rule until the next sunset.
Failure: No effect, although successive attempts to ac-tivate the power can be made if more Willpower is spent.
Success: For each success rolled, the character en-joys the 9 Again rule for one night (including the re-mainder of the current one). So, if three successes are rolled, the 9 Again rule applies for three nights. Each 9 or 10 rolled at that point is re-rolled to improve the Bohagande’s chances of success.
Exceptional Success: Similar to a normal success, except the Bohagande now has the benefit of the 8 Again rule for a number of nights equal to the successes achieved. Each 8, 9 or 10 rolled by the player is re-rolled.

Deep State of Mind
Jul 30, 2006

"It was a busy day. I do not remember it all. In the morning, I thought I had lost my wallet. Then we went swimming and either overthrew a government or started a pro-American radio station. I can't really remember."
Fun Shoe
edit OH gently caress LOOMER JUST POSTED SUNNIKUSE WHY DID I WASTE ALL THIS TIME WITH FORMATTING I'M MAD ALSO SOMEBODY ELSE TOOK SUNNIKUSE? NOW I'M NOT SPECIAL I'M REALLY MAD

Every application of Sunnikuse, whether it involves a simple touch (as with Jinx) or a momentary gaze (Evil Eye), leaves a victim with a discernible sense of doom. The victim may not always know the source of the sinking feeling (most Bohagande seek to camouflage their depredations with some justifiable charade, such as a game of billiards or Three Card Monty), but she always experiences a terrible sense of unease and impending failure. The greater the potential loss, the more powerful the impression received. Successive uses of Sunnikuse against the same subject only amplify her
sensation, eventually convincing any but the most ob-tuse victim that a Jonah is somehow responsible for her bad luck.

Each time Sunnikuse is used, Wits + Occult is rolled for the subject to recognize that the Jonah is somehow behind her sense of doom. A normal success suggests that there is some vague connection between the Bohagande and the bad luck. An exceptional success fully exposes the Bohagande’s complicity. Perhaps the vampire is even caught with a hand in the proverbial cookie jar, actively doing something strange near or in regard to the intended victim.

There are ways in which a potential victim can protect herself from this Discipline. Most cultures believe that certain items, expressions or practices provide a measure of defense against bad luck. The more involved or complicated the charm, the greater the protection granted. It’s important that the individual truly believes in the power of the charm, however. It is this belief that staves off disaster, not the object itself. To a Bohagande’s benefit, a host of events, items and circumstances — crossing the path of a black cat, breaking a mirror, walking under a ladder — are ascribed
with the power to cause bad luck. If a subject of Sunnikuse is in the vicinity of such circumstances or performs such actions, she is easier to affect with the Discipline. Some Jonahs exploit these superstitions and try to arrange for such ill omens to be present when they use this power, both to increase its usefulness and to provide sources of blame for the ill fortune that befalls a victim.

The following is a list of some factors that might make it easier for a Bohagande to use Sunnikuse, as well as examples of charms that can undermine the Discipline.
Suggested Modifiers
+1 A black cat or broken mirror is nearby
+2 Target is under a ladder
+3 It’s Friday the 13th
+4 A fortune teller told the victim that something terrible would happen this evening
+5 The victim is already convinced he is jinxed
or cursed

–1 Target has a lucky rabbit’s foot or mouths a protective prayer
–2 Target received a blessing from a holy authority that same day
–3 Target knows the truth about what the Bohagande can and cannot do
–4 Target has a rare artifact that legend ascribes with miraculous powers
–5 Target knows the Bohagande’s secret name

Luck stolen through use of Sunnikuse cannot come from or later be used for Humanity or degeneration rolls made for either the Bohagande or a target. In essence, while the Storytelling System may call for a dice roll to determine Humanity and degeneration, luck does not play a factor in whether a character retains his morality or sanity.

Jinx
A Bohagande can snatch small amounts of luck from others that he can then use for himself. By making physical contact with another — even the lightest touch is sufficient — the character can activate this power. If successful, the victim’s next action fails, while the Bohagande’s next action automatically succeeds. The power of Jinx lasts only one scene, so if the Bohagande takes no further actions that scene, the benefit is forfeit. If a target does not resist, assume that contact can be made automatically under some context, such as through a handshake, sleight of hand or seeming to stumble.
Cost: 1 Willpower
Dice Pool: Wits + Subterfuge + Sunnikuse
Action: Instant to touch target; reflexive to activate power
Roll Results
Dramatic Failure:
The character’s Jinx is turned back on him. The next action the Bohagande performs in this scene is failed automatically.
Failure: No effect. A successive attempt to use the power may be made, but contact is required again, as is another Willpower point.
Success: A subject is jinxed upon being touched. The next roll made for the subject is automatically a failure, regardless of how improbable that might be. If the action normally calls for a chance roll, the victim automatically suffers a dramatic failure. The Bohagande fares much better. The next roll made for him is an automatic success. If he attempts no further actions for the remainder of the scene, he receives no benefit from Jinx. If the subject attempts no further actions in the scene, he is spared failure.
Exceptional Success: Similar to a normal success, except the stakes are much higher. The victim’s next action results in a dramatic failure, while the
Bohagande’s next action is automatically an exceptional success.

A subject can be under the influence of only one use of Jinx at a time, and a Bohagande can have no more than one “unused” success at his disposal at one time. Once it’s fulfilled, this power must be activated again to acquire a new guaranteed success.

•• Evil Eye
This cursed ability can wreak all manner of havoc on a victim. By drawing on the power of her Vitae, a Bohagande no longer needs to touch her victim to affect him. So long as she is in close physical proximity and can see him directly, even if only momentarily, she can turn the Evil Eye on him. (Looking through a TV or at a photo doesn’t apply.)
Cost: 1 Vitae
Dice Pool: Presence + Intimidation + Sunnikuse
Action: Instant
Roll Results
Dramatic Failure:
The intended target is unaffected and all rolls made for the Bohagande against that individual suffer a –2 penalty for the remainder of the scene.
Failure: The power has no effect, but successive attempts to use the power on the subject may be made as long as he is in direct sight.
Success: The victim suffers a –2 penalty on all rolls. In addition, the 10 Again rule to re-roll 10’s doesn’t apply to the subject. Both of these effects apply for the remainder of the scene.
Exceptional Success: The victim suffers a –3 penalty on all rolls for the remainder of the scene, in addition to the proscription against the 10 Again rule.
A victim can be subject to only one use of this power at a time.

••• Calamity
A Jonah has honed his abilities such that he may cause victims’ efforts to have tragic results. A personal possession of the victim is needed to level this curse — anything from a necklace to a comb to a lock of hair to a tooth. The Bohagande taints the object with his cursed Vitae, usually by opening a small wound in his hand. The vampire murmurs a few brief words and as long as the character holds the bloodied item in hand, the subject is plagued by disaster.
Cost: 1 Vitae
Dice Pool: Manipulation + Empathy + Sunnikuse
Action: Activation is instant; application can be contested
Roll Results
Dramatic Failure:
The next roll made for the Bohagande that scores even a single 1 is a dramatic failure, regardless of the number of successes actually achieved on the roll.
Failure: No effect, although successive attempts to activate the power can be made if the object is still held and more Vitae is spent.
Success: After the power has been activated and the item is held by the vampire, a subject’s action fails automatically if any die rolled for him ever turns up a 1, regardless of how many successes are actually rolled. Indeed, if successes rolled for the victim are lower than those rolled for the vampire when this power was activated, and a 1 turns up on a die, the victim’s action is automatically a dramatic failure.
Exceptional Success: As per a normal success, except any 1 rolled for the subject indicates a dramatic failure no matter how many successes are otherwise achieved in the roll.

Should the Bohagande release the possession from hand for even a moment, Calamity is dispelled. It’s possible for more than a single item to be held in order to affect multiple victims simultaneously, assuming the items are small enough. For each dot in Sunnikuse, a Bohagande can utilize one such personal item at a time. Multiple items from the same subject do not increase the intensity of this power over him. Gloved hands deny use of this power, as does merely having an object close by (in a pocket, around the neck). Rings are particularly sought after by the Bohagande. The item must have a solid connection to the subject for it to be valid. This can be due to an emotional attachment (a pearl earring given by a loved one, a dead father’s pocket watch), due to a lasting relationship (a wallet owned for a dozen years, a childhood teddy bear), or because the object was actually part of the target (a lock of hair). The Bohagande need not be able to see the victim of this power for it to be effective. The victim of Calamity does not receive any special hint as to the source of his affliction. Even if near the Bohagande, the victim does not have any overt way to identify the vampire as the responsible party. If a connection is somehow made (maybe the Jonah takes credit), the victim or anyone else can attempt to liberate the personal object from the vampire’s grasp by grappling. See “Disarm Oppo-nent” on p. 157 of the World of Darkness Rulebook. If the effort is successful, the Bohagande loses contact with the object and the effects of Calamity are terminated.

•••• Twist of Fate
Sometimes, no matter how great one’s odds are or how likely one is to fail miserably, the fickle hand of Fate steps in. Bohagande who excel at Sunnikuse learn to control freakish turns of events for their own purposes.
Cost: 1 Vitae
Dice Pool: Manipulation + Subterfuge + Sunnikuse
Action: Reflexive
This power effectively increases or decreases the degree of success or failure of a single action taken by the Bohagande or by any other character within direct sight. The Bohagande’s player must declare the power in use immediately after a dice pool is rolled, but before the results are declared.
Roll Results
Dramatic Failure: The very next roll made for any character (even one not nearby the Bohagande) that is made to cause harm or disadvantage to the Jonah is improved by one degree of success. Say, from dramatic failure to failure, failure to success or success to ex-ceptional success. This can mean a homeless man’s feeble effort to resist the vampire is suddenly over-whelming, or a Hound’s efforts across town to unearth information about the Bohagande reveals his very haven! If increasing the degree of success of the effort by category is too vague, as in a combat attack, add three to any successes rolled against the vampire. Thus, a roll of one success becomes four, and a failure be-comes three successes.
Failure: No effect, although successive attempts to apply the power to other dice pools be made if more Vitae is spent.
Success: The result of the roll can be made more successful or less successful by one degree. That is, a success can be turned into an exceptional success or a failure, while a dramatic failure can be changed to only a regular failure. If altering degree of success by category is too vague, as in a combat attack, add or subtract a number of successes equal to those achieved in the power’s activation roll. So, if three successes were gained, up to three can be added to or subtracted from those achieved in the affected roll. A targeted roll that is reduced to zero successes is a simple failure; it’s not made a dramatic failure with “negative successes.”
Exceptional Success: The Bohagande is able to twist fate to such a degree that the result of the target’s roll can be changed two full steps in either direction. An exceptional success can be turned into a failure, while a dramatic failure can become a regular success. As with success, if altering degree of success by category is too vague, actual successes achieved in the activation roll — five or more — can be added to or subtracted from those of the affected action.

Twist of Fate can be used on only instant actions. Extended and reflexive actions are unaffected. When used on a contested action, the power is directed at only one contestant, but can affect the outcome for both. Someone who should have won or lost the contest suddenly does not. This power can be used at any time during a turn, regardless of a character’s Initiative, and does not count as the action the Bohagande is normally allowed that turn. The power can be used only once per turn.

••••• Gift of the Crow
Up to this point, a Bohagande is unable to hold onto the luck she steals for more than a brief time. It must be used quickly or be lost to the ever-changing winds of Fate. Now, however, the character understands how to hold onto her precious lot.
Cost: 1 Willpower
Dice Pool: Intelligence + Occult + Sunnikuse
Action: Instant; resisted if used against another Bohagande who also uses Gift of the Crow

Gift of the Crow allows a Bohagande to steal luck from others and use it to improve her chances of success on future rolls by taking advantage of the 9 Again and possibly the 8 Again rules. This benefit lasts a number of nights equal to the successes achieved on the power’s activation roll, until the Jonah suffers a dramatic failure, or until the user is rendered unconscious or falls into torpor (whichever comes first).
This luck comes at a price to someone else, of course.
Someone within distance to carry on a normal conversation suffers a dramatic failure on his next action, regardless of how many successes are rolled for him. One such dramatic failure is imposed for each success achieved on the activation roll of the power. So, if three successes are rolled, the next three actions performed by others are dramatic failures. These tragedies may all be heaped upon a single victim or assigned to various victims within range, as the character chooses. Three mishaps could befall three separate people, or three could plague one victim. If a Jonah is not careful with this power, he could soon be at the epicenter of tragic events or pitfalls, from which he emerges unscathed. If he comes away “lucky” too many times, others may notice. If no one is in sufficiently close proximity to steal their luck, this power cannot be activated. A valid victim must be human or humanoid, whether alive or undead. See “System Permutations” on p. 134 of the World of Darkness Rulebook for details on the 9 Again and 8 Again rules. A Bohagande cannot be subject to the effects of more than one use of this power at a time.
Roll Results
Dramatic Failure:
The character does not steal any luck and is not subject to the 10 Again rule until the next sunset.
Failure: No effect, although successive attempts to activate the power can be made if more Willpower is spent.
Success: For each success rolled, the character enjoys the 9 Again rule for one night (including the remainder of the current one). So, if three successes are rolled, the 9 Again rule applies for three nights. Each 9 or 10 rolled at that point is re-rolled to improve the Bohagande’s chances of success.
Exceptional Success: Similar to a normal success, except the Bohagande now has the benefit of the 8 Again rule for a number of nights equal to the successes achieved. Each 8, 9 or 10 rolled by the player is re-rolled.

Deep State of Mind fucked around with this message at 12:33 on Oct 31, 2014

Alien Sex Manual
Dec 14, 2010

is not a sandwich

N/m Loomer beat me to it.

Though to add, I wouldn't think a vampire needs to protect the rest of their body from decay; I didn't get the impression that penanggalan are actual undead so that's why the human parts rot.

Alien Sex Manual fucked around with this message at 12:54 on Oct 31, 2014

Loomer
Dec 19, 2007

A Very Special Hell
Don't worry, I didn't actually take Sunnikuse. I just posted it since I was already doing an infodump.

Deep State of Mind
Jul 30, 2006

"It was a busy day. I do not remember it all. In the morning, I thought I had lost my wallet. Then we went swimming and either overthrew a government or started a pro-American radio station. I can't really remember."
Fun Shoe
Oh well then I thank you for your considerate behavior and once again feel like a snowflake in the Caribbean

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer
First post is written, just needs to be typed. Probably tomorrow morning assuming life doesn't get in the way again.

Deep State of Mind
Jul 30, 2006

"It was a busy day. I do not remember it all. In the morning, I thought I had lost my wallet. Then we went swimming and either overthrew a government or started a pro-American radio station. I can't really remember."
Fun Shoe
Did life get in the way? I hope life is okay. Eagerly awaiting your post!

Also hoping I didn't miss a post that was already posted

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer
Life. I'm off tomorrow and thursday, so it'll be up then, I'll link, of course.

Deep State of Mind
Jul 30, 2006

"It was a busy day. I do not remember it all. In the morning, I thought I had lost my wallet. Then we went swimming and either overthrew a government or started a pro-American radio station. I can't really remember."
Fun Shoe
Anybody seen that show Black Sails on Starz? I was thinking of watching it for some pirate-themed entertainment after replaying all the Monkey Islands and some Sid Meier's Pirates, but I haven't heard anyone talking about it or saying it was good.

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer
Had some bad news and kind of drank all weekend. Starting a new exercise regime that should get my spirits and energy levels up. I may just type it at work tonight and post without the benefit of spell check just to stop flaking out.

Deep State of Mind
Jul 30, 2006

"It was a busy day. I do not remember it all. In the morning, I thought I had lost my wallet. Then we went swimming and either overthrew a government or started a pro-American radio station. I can't really remember."
Fun Shoe
I initially read that as "excuse regime" which was funny.

ZiegeDame
Aug 21, 2005

YUKIMURAAAA!

Bloodnose posted:

Anybody seen that show Black Sails on Starz? I was thinking of watching it for some pirate-themed entertainment after replaying all the Monkey Islands and some Sid Meier's Pirates, but I haven't heard anyone talking about it or saying it was good.

I stole my character portrait from that show. That is all I can say on the matter.

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer
http://forums.somethingawful.com/showthread.php?threadid=3679882&pagenumber=1#lastpost

Deep State of Mind
Jul 30, 2006

"It was a busy day. I do not remember it all. In the morning, I thought I had lost my wallet. Then we went swimming and either overthrew a government or started a pro-American radio station. I can't really remember."
Fun Shoe
I want to write Pietro's part in the fight last, if that's okay. He will be very hesitant to join the fight and will want to board last, if at all. I guess he'll be hungry and that'll be his motivation.

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer
totally fair!

ZiegeDame
Aug 21, 2005

YUKIMURAAAA!
I'm slowly working something up, it just requires some thought since we're explicitly not supposed to slaughter everyone on deck.

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer
I mean, you *can*, but Black Betty may be mad at you for wasting food.


As a player, these are my three priorities when deciding what to do:

1) Does this make for a fun game?
2) Would my character do this?

Those two and neck and neck, but way down here in a distant third:

3) Will my character survive this?

Drama is fun! As long as you are not trying to be a special snowflake or actively ruining the game for the other players, you will be rewarded commensurate with the grief you bring to your character.

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ZiegeDame
Aug 21, 2005

YUKIMURAAAA!
Hey, it's not a waste if I drink it. :colbert:

I've got something though, don't worry. Please excuse my terrible Spanish.

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