Wednesday, October 31, 2018

Savage Vampire Part 4 - Disciplines (Dominate, Fortitude)


Dominate
Skill: Dominate

Command
Rank: Novice
Discipline: d4 (Starting Power)
Cost: 2
Range: Smarts
Duration: Instant

Kindred speaks a one-word command at target which must be obeyed. The command cannot be something destructive, such as die, but may include words such as go, sleep, forget. The target gets a Spirit vs. Kindred's Dominate skill to resist. The Kindred gains a +2 if they are familiar with the target, such as having bitten the target or has a close relationship with the target. 

Mesmerize
Rank: Seasoned
Discipline: d6
Cost: 3
Range: Smarts
Duration: Instant

The Kindred speaks in a soft whisper to suggest an action that the target may attempt to do. The target gets a Spirit vs. Dominate roll to resist. Their ability to resist is determined on their inclination to the action. If it is something they would be inclined to do they receive a -2, if it is an action they are neutral about they receive a +0, if it is an action that is inconvenient or dangerous to them they receive a +2. On a failure, the Target does the action as suggested to the best of their ability. The suggestion can be dangerous (such as attack a nearby target) but not overtly destructive (such as jumping off a building). The spell breaks if the Kindred suggests the target such an overtly self-destructive action.

Forgetfulness
Rank: Veteran
Discipline: d8
Cost: 3
Range: Smarts
Duration: Permanent

With a flash of an object, a word from the Kindred, the target must make a Smarts vs. Dominate save or lose memory of the past 30 minutes. If the Kindred wins with a raise, a more complex memory is erased from the victim. If the Victim succeeds in their Save vs. Dominate, the Victim is immune from further attempts for 24 hours, though other Kindred may attempt the spell at no penalty. Memory loss is permanent unless incontrovertible evidence is presented, in which case the Victim may make a Smarts (-2) to regain their locked away memories.

Possession
Rank: Veteran
Discipline: d10
Cost: 3 
Range: Smarts
Duration: 30 minutes (1/10 Minutes)

The victim makes a Spirit vs. Dominate or find their body taken over by the Kindred. On a failure by the Victim, the Kindred's essence is transferred to their body. The Kindred has total control of the victim's body and uses the victim's physical abilities, but not their mental abilities. While possessing a victim, the Kindred's body goes dormant and is vulnerable. Destruction of the Kindred's body, while it is possessing another, causes the Kindred's spirit to dissipate. If the Kindred fails a possession roll, they are unable to make another attempt for 24-hours.

Fortitude
Skill: Fortitude

Fortitude I
Rank: Novice
Discipline: d4 (Starting Power)
Cost: 2
Range: Self
Duration: 5 (1/round)

The Kindred increases their Vigor by 1 die step or 2 die steps with a raise.

Fortitude II
Rank: Veteran
Discipline Rank: d8
Cost: 4
Range: Self
Duration: 5 (1/round)

The Kindred increases their Vigor by 2 die steps. On a Raise, the Kindred also gains the Hardy trait for the duration of the power.

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