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setting:disciplines_ii




Discipline Changes

Auspex

• Heightened Senses
Instead of giving a flat reduction on difficulty this power will give you a bonus to dice pool instead.

Celerity

You gain one additional action per blood spent, up to the number of dots you have. For example, if you have Celerity 5 you can spend 3 Blood Points to gain 3 extra actions and keep 2 extra dice on Dexterity-based rolls.
As per the standard rules, this expenditure can go beyond the normal Generation maximum.

Obtenebration

••• Arms of the Abyss
Tentacles are subject to a regular attack roll and don't automatically grapple the target.

Thaumaturgy

This list is NOT exhaustive. Any paths or rituals not listed in either V20 core, V20 Lore of the Clans, or V20 Rites of the Blood are banned. No revised, no DA20.

Path of the Focused Mind

• Readiness
More a clarification than a house rule: It only works for Wits related rolls, and only on this turn. This is not a reflexive action, so you need to gain additional actions through other means.

•••• Dual Thought
Does *not* stack with additional actions gained through Celerity. Use either this or Celerity.

••••• Perfect Clarity
Choose one effect: Either -1 on difficulty all actions taken, immunity to Frenzy and Rotschreck (except supernatural sources), or +2 difficulty on any attempts to mind-control or influencing the Thaumaturge

setting/disciplines_ii.txt · Last modified: 2024/Jan/17 02:47 by shalassa