World of Darkness: Tenebris Raptis

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Join date : 2010-01-28

PostSubject: Quiatus    Mon Feb 08, 2010 4:19 pm

Quietus, the Discipline of silent death, is practiced by the assassins of Clan Assamite. Using the principles of poison, vitae control and pestilence, this blood-based Discipline focuses on the destruction of its target through varying means. Quietus does not always cause a quick death; the Assassins rely upon its secret lethality to hide their involvement with their victims.

*Silence of Death

Many Assamites claim never to have heard their targets’ death screams. Silence of Death imbues the Assamite with a mystical silence that radiates from her body, muting all noise within a certain vicinity. No sound occurs inside this zone, though sounds originating outside the area of effect may be heard by anyone in it. Rumours abound of certain skilled Assamite viziers who have the ability to silence a location rather than a circumference that follows them, but no proof of this has been forthcoming.
System: This power costs one blood point to activate, which maintains a 20 foot radius of utter stillness around the Assamite for one hour.

**Scorpion’s Touch

By changing the properties of her blood, an Assamite may create powerful venom that strips her prey of his resilience. This power is greatly feared by other Kindred, and all manner of hideous tales concerning methods of delivery circulate among trembling coteries. Assamites are known to deliver the poison by coating their weapons with it, blighting their opponents with a touch, or spitting it like a cobra. An apocryphal account speaks of a proud prince who discovered an Assamite plotting her exsanguinations and began to diablerise her would-be assassin. Halfway through the act, she learned that she had ingested a dire quantity of tainted blood and was then unable to resist the weakened hashashiyyin’s renewed attack.
System: To convert a bit of her blood to poison, the Assamite’s player spends at least one blood point and rolls Willpower (Diff 6). If this roll is successful, and the Assamite successfully hits (but not necessarily damages) her opponent, the target loses a number of Stamina points equal to the number of blood points converted into poison. The victim may resist the poison with a Stamina + Fortitude roll (Diff 6); successes achieved on the resistance roll subtract from the Assamite’s successes to affect the target. The maximum number of blood points an Assamite may convert at any one time equals her Stamina. The number of successes scored indicates the duration of the stamina loss.

1 Success One turn

2 Successes One hour

3 Successes One day

4 Successes One month

5 Successes Permanently (though Stamina may be bought back up with experience)

If a mortal’s Stamina falls to zero through use of Scorpion’s Touch, she becomes terminally ill and loses immunity to diseases, her body succumbing to sickness within the year unless she somehow manages to increase her stamina again. If a Kindred’s Stamina falls to zero, the vampire enters torpor and remains that way until one of her stamina points returns. If a Kindred is permanently reduced to zero Stamina, she may recover from torpor only from mystical means.
To afflict her target with the poison, the Assamite must touch her target’s flesh or hit that target with something that carries the venom. Many Assamites lubricate their weapons with the excretion, while others pool the toxin in their hands (or fleck their lips with the poison, for a “kiss of death”) and press it to their opponents. Weapons so envenomed must be of the melee variety – arrows, sling stones, bullets and the like cannot carry enough of the stuff to do damage, and it drips off in flight. Players who’s Assamites wish to spit at their targets must make a Stamina + Athletics roll (Diff 6). No more than two blood points’ worth of poison may be expectorated, and a Kindred may spit a distance of 10 feet for each point of Strength and/or Potence the character possesses. Assamites are immune to their own poison, but not the blood-venom of other Assamites.

***Dragon’s Call

This terrible and recently rediscovered power allows an Assamite to drown her target in his own blood. By concentrating, the Assamite bursts her target’s blood vessels and fills his lungs with vitae that proceeds to strangle him from within. The blood actually constricts the target’s body from the inside as it floods through his system; thus, it works even on un-breathing Kindred. Until the target collapses in agony or death throes, this power has no visible effect, and many Assamites prefer it because it leaves no trace of their presence.
System: The Assamite must touch her target prior to using Dragon’s Call. Within an hour thereafter, the Assamite may issue the call, though she need not be in the presence or even in the line of sight of her target.
Invoking the power costs one Willpower point. The Assamite’s player makes a contested Stamina roll against the target’s Stamina; the difficulty of each roll is equal to the opponent’s permanent Willpower score. The number of successes the Assamite achieves is the amount of damage, in health levels, the victim suffers. For an additional point of Willpower spent in the next turn, the Assamite may continue using Dragon’s Call by engaging in another contested Stamina roll. Damage from Dragon’s Call is considered lethal. So long as the Assamite’s player continues to spend Willpower, the character may continue rending her opponent from within.

****Baal’s Caress

The penultimate use of blood as a weapon (short of diablerie itself), Baal’s Caress allows the Assamite to transmute her blood into a virulent ichor that destroys any living or undead flesh it touches. In nights of yore, when Assamites led the charges of Saracen Legions, the Assassins were often seen licking their blades, slicing open their tongues and lubricating their weapons with this foul secretion.
Baal’s Caress may be used to augment any bladed weapon; everything from poisoned knives and swords to tainted fingernails and claws has been reported.
System: Baal’s Caress does not increase the damage done by a given weapon, but that weapon inflicts aggravated damage rather than normal. No roll is necessary to activate this power, but one blood point is consumed per hit. For example, if an Assamite poisons his knife and strikes his opponent (even if he inflicts no damage), one blood point’s worth of lubrication disappears. For this reason, many Assamites choose to coat their weapons with a significant quantity of blood. If the Assamite misses, no tainted blood is consumed.

*****Taste of Death

A refinement of Baal’s Caress, Taste of Death allows the Assamite to spit caustic blood at her target. The blood coughed forth with this power burns the flesh and corrodes bone; some Assamites have been reported to vomit voluminous streams of vitae that reduce their targets to heaps of sludge.
System: The vampire may spit up to 10 feet for each dot of Strength and/or Potence he possesses. Hitting the target requires a Stamina + Athletics roll (Diff 6). Each blood point spewed at the target inflicts two dice of aggravated damage, and there is no limit (other than the vampire’s capacity and per-turn expenditure maximum) to the quantity of blood with which a target may be deluged.


[ 6 ] Blood Sweat

Although vampires do not have functioning sebaceous glands, they are still capable of sweating at times of extreme stress. This "sweat" is actually a thin sheen of blood on the Cainite's forehead and palms. Most Kindred see blood sweat as an admission of fear or guilt. The vampire who has mastered Blood Sweat is capable of inducing these feelings in a subject to a preternatural degree. The victim experiences a torrential outpouring of vitae if he harbors the tiniest shred of remorse for any action he has ever undertaken.

System: The character must be within line of sight of the subject and spend three turns concentrating. The player spends a Willpower point and rolls Manipulation + Intimidation (difficulty equal to the target's current Willpower points). The target loses one blood point per success. Mortals sustain injury as if they had lost blood from being fed upon. The target actually "sweats out" the lost blood in a sudden rush of sanguinary perspiration that soaks his clothes. Large amounts may even form puddles at his feet. Blood lost through this process is considered dead, inert mortal blood, and provides minimal nutrition (half normal) for Cainites desperate enough to lick it up from the floor or wring it out of towels. It provides no sustenance for the individual from whom it emerged. In addition to the blood loss, the victim is overcome by a sense of remorse and guilt for his past transgressions (if he has a strong conscience) or an overwhelming compulsion to brag (if he is of sufficiently coarse moral character). The severity of this impulse depends on the number of successes rolled: One success could cause a slight twinge of conscience, while five successes may result in the subject breaking down and pouring out a full confession of his crimes. This effect is more story-oriented than mechanical, and the Storyteller is the final authority on what the victim feels compelled to confess or boast. Note that this power's existence is not widely known. Vampires and mortals alike tend to shrink away from someone who begins spontaneously sweating blood, and experiencing such an affliction may panic even the staunchest individual.

[ 6 ] Selective Silence

Although Silence of Death is an effective tool for the battlefield and the court alike, it is indiscriminate in its effects. The assassin who uses it in preparation for firing a shotgun also silences the radio over which her comrades might warn her of an oncoming guard. The courtier who suppresses a room full of dissenting voices is likewise unable to speak her own mind. Selective Silence allows the skilled Cainite to overcome these limitations by silencing only those individuals or objects that she wants to silence. When using this power, most individuals exhale a thin mist of blood that clings to the selected subjects, gradually evaporating as Selective Silence's effects fade. Some vampires also use a similar technique when invoking Silence of Death, in which case the mist surrounds them and moves with them.

System: The player spends two blood points and rolls Stamina + Stealth (difficulty 7). Each success allows for one individual or object that the character can silence with this use of the power. Each subject must be within 20 yards or meters of the character. Objects larger than a man count as more than one subject: A heavy machine gun counts as two, a car as three, and a small aircraft as five. Objects larger than a private jet or creatures larger than an elephant cannot be silenced through the use of this power. Each subject is completely silenced for a number of minutes equal to the character's permanent Willpower. Nothing it does generates sound, though the secondary effects of its actions will do so normally. For example, a gun silenced with this power will not produce an audible explosion when fired, but its bullets still make noise as they break the sound barrier. A silenced victim can scream all he likes and not make a sound, but may be able to summon help by smashing a window.

[ 6 ] Ripples Of The Heart

According to Assamite lore, this technique originated with a Byzantine scholar who wanted to protect his herd from the thirst of other Cainites. Ripples of the Heart allows a Cainite to leave emotions within the bloodstream of any mortal from whom he feeds. Any other vampire who subsequently drinks from that mortal experiences those emotions as if they were his own.

System: The character drinks at least one blood point from the subject mortal then spends a minute in physical contact with the subject while concentrating on the emotion he wishes to leave in her blood. The player spends a point of Willpower and rolls Charisma + Empathy (difficulty 7 under normal circumstances, 5 if the subject is currently experiencing the intended emotion, 9 if he is currently experiencing a strong opposite emotion). The subject's blood carries the weight of the intended emotion for one lunar month per success rolled. A mortal's blood can only carry one emotion at a time. Subsequent attempts to use Ripples of the Heart on the same individual have no effect until the previous application has worn off. Any vampire who drinks from a vessel under the effects of Ripples of the Heart must succeed in a Self-Control/Instinct roll (difficulty of the mortal's current Willpower points) as soon as she swallows the first blood point. If she fails this roll, the vitae-borne emotion immediately overtakes her. The strength of the emotion depends on how many blood points she drinks. One blood point results in a momentary mood swing, two causes a significant shift in demeanor, and three or more generates a complete change in emotional state. Depending on the circumstances and the precise emotion, the effects of this may be spectacular or catastrophic. A vampire overtaken by romantic passion may temporarily believe she is in love with the mortal (or any other convenient bystander). One who drinks from a hate-infused vessel may rend her prey to shreds, and one who takes a draught of a mortal touched with fear may run away screaming. The vampire remains subject to the emotion for a number of hours equal to the mortal's permanent Willpower, though she is still subject to other feelings after the initial rush of sensation. The mortal who is under the effects of Ripples of the Heart is unaware of the power's effects on him, though he is slightly predisposed toward the emotion in question while the power is in effect. The vampire who

[ 6 ] Purification

Although most mortal cultures affix negative connotations to the spilling of blood, most Assamites -- indeed, most vampires -- have quite the opposite reaction to it. For them, blood is an unlife-affirming and reinvigorating substance. Purification works on this principle, using the power of vitae to cleanse and restore. Rather than purging foreign taints from the body, Purification allows its wielder to cleanse other individuals' minds and souls of stains, including those left by the mind control of other Kindred. The vampire using this power expels his own blood through his skin and allows it to soak through his subject, slowly dissipating. As it does so, it carries away spiritual impurities and outside influences.

System: The character touches the forehead of her intended subject, and both parties spend a minimum of five minutes in deep concentration. The player spends a number of blood points equal to the subject's permanent Willpower. The subject rolls Willpower once for every external supernatural influence (a vampiric Discipline, usually) to which his mind has been subjected. The difficulty equals the level of the power in question +4 (or a difficulty of 7 if the power level is unknown, such as one used by a different kind of supernatural creature). A success nullifies that effect. Purification has its limits. It can remove directly intrusive influences such as Dominate-implanted commands, Dementation-generated derangements, or the imperatives caused by elder vampires' Presence. It cannot dispel influences that are transmitted by blood, including a blood bond or the dispositions imparted by one's Clan or bloodline, nor can it erase those caused by purely mundane techniques such as persuasion, hypnosis, or brainwashing, or genuine emotional states such as love and hate. It can remove mind-altering blood magic effects, but either the character wielding Purification or the power's beneficiary must have a level of Thaumaturgy equal to or greater than that with which the effect was placed. A character cannot use Purification on herself.

[ 7 ] Baal's Bloody Talons

The toxin generated by Baal's Caress is not enough to significantly harm some truly fearsome foes. This progressive development of that lesser technique allows its user to envenom his weapon with a blood-based poison so potent that it corrodes the very weapon that bears it, eating away at the strongest metal in a minute or less. However, its effects on its victims are spectacular enough to make the loss of even the most treasured blades worthwhile. This power's effects are of very limited duration, as the substance it creates will quickly evaporate away.

System: The character coats an edged weapon with her own blood, as per Baal's Caress. The player spends one or more blood points and rolls Willpower (difficulty 7). The weapon now does aggravated damage. It also gains a number of additional damage dice equal to the number of successes rolled plus the number of blood points spent. These extra dice fade at a rate of one per turn as the poison dissipates, drips off, and reacts with the weapon's material. Once the extra damage dice are all gone, the weapon's base damage dice begin to fade at the same rate. The weapon breaks if used when its base damage is reduced to the wielder's Strength or less. The only weapons that can resist this corrosion are those created with a supernatural power of a level equal to or greater than the character's Quietus rating, though even this is subject to the Storyteller's discretion. Baal's Bloody Talons is subject to the same limitations as Baal's Caress, except the limit on the number of successful strikes that do aggravated damage. A weapon affected by Baal's Bloody Talons does aggravated damage with every successful attack until it is destroyed. At the Storyteller's discretion, the character may use the venom this power produces for other purposes, such as burning through a padlock or destroying an incriminating tape. He may not, however, store this poison for later use -- even if a container proves resistant to it, the substance becomes inert within a few minutes of leaving its creator's body.

[ 7 ] Poison The Well Of Life

Beyond leaving emotional traces in a subject's blood, the master of this Quietus power can now taint that same vitae, making it into a deadly poison for any other Cainite who drinks from that mortal. Some vampires use Poison the Well of Life to guard their own herds against "poachers" or to ward specific vessels against indiscriminate feeding. Others have been known to employ it as a subtle trap for other vampires, turning herds against their owners.

System: The character touches the mortal he wishes to taint and smears a streak of his own vitae on the victim's skin. The player spends three blood points and rolls Stamina + Occult (difficulty 7). For a number of months equal to the number of successes, any other vampire who drinks that mortal's blood sustains two health levels of aggravated damage for every blood point imbibed. This damage manifests as a combination of acid burns and something akin to toxic shock.While a mortal is poisonous to vampires, his body's alchemical balance is slightly altered toward toxicity. He gains two extra points of Stamina for the purposes of resisting the effects and damage of poisons and acids. However, his bodily excretions, especially his sweat, are slightly more noxious than normal. He suffers a one-die penalty to all Social dice pools if whomever he chooses to interact with has a particularly sensitive nose and is close enough to smell him.

[ 8 ] Songs Of Distant Vitae
Blood magic practitioners and individuals skilled at Auspex have long known that vitae can carry residual impressions of emotion and personality. This power invokes those impressions to overwhelm its victim with "remembered" images and sensations drawn from the vessels who held that blood before the vampire fed from them. Particularly strong-willed or hardened subjects may shrug off these visions as daydreams, but those who are less self-possessed can be permanently changed by the experience. A side effect of the use of this power is the partial destruction of the vitae from which the images are drawn. Some viziers theorize that this is the result of motes of the vessels' consciousness making an effort to escape their usurper.

System: The character touches his target and spends a turn in concentration. The player spends four blood points and rolls Wits + Intimidation in a contested roll against the victim's permanent Willpower (difficulty 7). If the target has committed diablerie within a number of nights equal to the character's Perception, the attacker gains one automatic success. The result depends on the number of net successes the attacker rolls. Note that in all invocations of this power, the sensations that the subject relives are expressly negative and terrifying -- for example, he experiences none of the pleasure that would normally accompany the Kiss when he flashes back to such an event. In addition to the effects listed below, the subject of a successful attack loses a number of blood points equal to the number of successes rolled. This vitae oozes from his body in warm red trickles that do no damage but are certain to terrify onlookers.

Successes Result
Botch The attacker enters a flashback sequence in which he relives his last feeding from the vessel's point of view. If the player rolled three or more "1"s, the character acquires a permanent derangement related to feeding.
Failure The target is unharmed and immune to this power for a number of nights equal to his Willpower.

1 The target experiences a brief (10-second/3-turn) flashback sequence in which he relives his last feeding from the vessel's point of view. During this time, he is at +2 difficulty to all rolls.
2 The target experiences a brief montage (15 seconds/5 turns) of flashbacks during which his viewpoint flashes between various feedings from the vessels' points of view. During this time, he is at +3 difficulty to all rolls. Once the initial rush of sensation passes, he is unsettled and at +1 difficulty to all rolls until he succeeds on a Self-Control/Instinct roll (difficulty Cool, which he may attempt once per scene.
3 The target experiences a composite memory, assembled by his own subconscious, of the terror that various vessels felt while being stalked and fed upon. He must succeed in a Courage roll (difficulty Cool or instantly enter Rötschreck. If he succeeds in this roll, he is still at +3 difficulty on all actions for the rest of the scene due to the distraction that his visions impose.
4 The target is stunned and completely unable to act for a number of turns equal to 8 - his Self-Control/Instinct as he is bombarded by a sequence of the most terrifying memories of his various vessels. Once this initial onslaught subsides, he must roll Courage (difficulty 9) or enter Rötschreck. If he fails this roll, he must roll Self-Control/Instinct (difficulty Cool or gain the Sanguinary Animism derangement.
5 The target is thrown into a nightmarish reenactment of the greatest fears of every individual upon whom he has ever fed. He must make a successful Self-Control/Instinct roll (difficulty 9) or fall into torpor for (10 - the target's Stamina) nights, at the end of which he loses half his permanent Willpower and gains the derangement Sanguinary Animism. If he succeeds on the Self-Control/Instinct roll, he enters Rötschreck for the rest of the night, during which time his greatest fear is of his own image. At the end of the night, he must succeed at a Willpower roll (difficulty 9) or lose a permanent Willpower point and gain the derangement Sanguinary Animism.

[ 9 ] Condemn The Sins Of The Father

Although the Second City's judges recognized that heritage does not equal guilt, they also encountered many situations in which a vampire's entire brood had committed the same crime. In such cases, the judges often decreed the same punishment for all transgressors. This technique, which modern viziers believe to have originated at that time, allows its wielder to administer such judgments. Through Condemn the Sins of the Father, a Cainite can apply lesser Quietus powers to an entire lineage.

System: After successfully using any lesser Quietus power on another vampire, the player spends a permanent Willpower point and 10 blood points and rolls Stamina + Occult. The difficulty of this roll is equal to four plus the number of Generations of the original target's descendants that the player wants to affect, up to a maximum difficulty of 10. If the roll succeeds, every descendant of the original target within the specified range of Generations suffers the same effects that the original target experienced, resisting with his own relevant Traits. The player may exempt a number of potential subjects from this effect equal to twice the character's Wits, but the character must know their faces or have tasted their vitae.
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