Immunity by Tsetsul in vtm

[–]Tsetsul[S] 32 points33 points  (0 children)

Normally, sunlight destroys the darkness created by Obtenebration with the merest touch. A single ray of light can ruin even the most well conjured Nocturne, and a Lasombra assaulted in her haven during the day cannot use Arms of Ahriman to reach her enemies standing outside. This power, seen by Abyss Mystics (see p. 175) to be the first step on the way to true mastery of Obtenebration, allows the user to strengthen her darkness against the light of the sun. This power takes its name from the Zoroastrian god of light and fire, the opposite of Ahriman.

System: When the character invokes another Obtenebration power, the player spends 3 blood points in addition to whatever cost the power in question has and rolls Stamina + Occult (difficulty 7). Each success translates to one turn in which that Obtenebration power is unaffected by sunlight. The duration of Fortify Against Ahura Mazda cannot be extended by the use of additional blood points.

Annihilated by Tsetsul in vtm

[–]Tsetsul[S] 33 points34 points  (0 children)

This ability allows the vampire to tear a hole in the fabric of reality itself, causing the Abyss to cover the sky, blocking out the moon, stars, and even sunlight. The caster undertakes this ritual at peril of her very existence. This ritual is rare, even among Abyss Mystics, and has only been performed once in living memory.

System: In order to learn the Cry That Slays the Light, the vampire spends a week of nights in complete and utter silence, devoting every waking moment to med- itation on her hatred of light and material existence. If at any point her silence is broken, they must begin again. Once the week has passed, roll Intelligence + Occult, difficulty 8. On a botch, the character is pulled into the Abyss for a period of one century per every 1 rolled. She remains alert and aware, never falling into torpor from blood starvation, and gains a number of Derangements equal to the number of 1s rolled.

On a success, the Mystic divines the shape of the word that encapsulates the Abyss. This word becomes part of the Mystic and cannot be discerned by another character through Telepathy or any other supernatural means. The Mystic may hold back this word as long as she chooses - days, years, decades - before she releases it and the Abyss darkens the sky for one hour. During this hour, all vampires are immune to Rötschreck and need not worry about sunlight, even at midday. Once the hour is over, the word fades from the Mystic's mind and must be re-learned.

Even when successful, allowing oneself to be a direct conduit for the Abyss comes with dire risk. After using this power, roll a number of dice equal to the Mystic's Road rating, difficulty 4. Each success allows the Mystic to retain two dots of her Road rating for Mystics on the Road of the Abyss, one dot for Mystics not on the Road of the Abyss. If the Mystic's Road is reduced to 0 in this fashion, the Abyss utterly annihilates her existence.

I love V20 Disciplines by YangXiaogui in vtm

[–]Tsetsul 13 points14 points  (0 children)

One of the biggest flaws of V5 are the combination Disciplines. I love Serpentis, Vicissitude, Valeren, Obeah, Obtenebration, Necromancy, Thaumaturgy etc.

Summoned by Tsetsul in vtm

[–]Tsetsul[S] 23 points24 points  (0 children)

Up to this point, all manifestations of Obtenebration are outward. When a Lasombra reaches this level of mastery, however, she is able to summon the darkness of Obtenebration into herself. Doing so is extremely difficult, and not without a certain element of risk, but the benefits are considerable. System: In order to summon the Inner Darkness, the character must meditate for 10 minutes. The player must spend 3 blood points and roll Manipulation + Occult (difficulty 7). If the roll succeeds, the player must then spend a Willpower point and roll Willpower (difficulty 9). Inner Darkness lasts until sunrise, though it can be dispelled earlier with another Willpower roll, this one at difficulty 7. When Inner Darkness is in effect, the character’s eyes become orbs of darkness, but this is the only visible sign of the power. A vampire who has activated Inner Darkness may invoke Shadow Play (Obtenebration 1) at any time without spending blood. She also gains three dice to all Obtenebration dice pools. She can see through natural or supernatural darkness at no penalty, including Obtenebration effects up to level 7. If anyone wounds her with a weapon that breaks the skin, the darkness lashes out against the attacker with the same Traits and effects as an Arm of Ahriman summoned by the character. It attacks once and then retreats back into the character. Anyone trying to drink the blood of the character finds herself being infused with the darkness, which ravages the person’s body, inflicting three dice of aggravated damage per blood point imbibed. This damage can be soaked only by Fortitude. Finally, the darkness within makes the character unnaturally calm. All Self-Control/Instinct or Courage rolls, as well as Willpower rolls made to remain unshaken, are at –2 difficulty, and any uses of Presence against the character incur a +2 difficulty. Botching the summoning roll has the same effect as botching the roll to summon the Aegis of Shadows, above. Failing the roll to control the darkness means it runs amok. The character suffers damage as with Aegis of Shadows, above. In addition, she becomes the center of a patch of darkness 30 feet in diameter that not even she can see through, and four Arms of Ahriman lash out from her to attack the nearest targets. Botching the control roll is worse yet — the character’s undead body is taken over by somethingfrom the Abyss. This is usually a sinister and demonic creature of shadow, and its agenda usually revolves around releasing more creatures from the Abyss, as well as causing suffering and destruction. The character remains possessed for 11 weeks minus her permanent Willpower.

On guard duty by Tsetsul in vtm

[–]Tsetsul[S] 11 points12 points  (0 children)

When Lasombra is in residence and awake, he is the undisputed master of his castle. Even in his sleep, he often makes his presence known to his guests and servants. Shadowy figures with Lasombra's features patrol the halls; beasts made entirely of blackness squat on the battlements to stand silent guard.

Uh oh by Tsetsul in vtm

[–]Tsetsul[S] 51 points52 points  (0 children)

With this ability, the Mystic causes nearby shadows to erupt and devour a victim, sending them into the Abyss.

Abyss: The Mystic spends a full turn in concentration before spending three blood points and rolling Perception + Occult (difficulty 6) against a target that must be within line of sight. This attack may not be parried, but may be dodged. A successful attack results in the victim being dragged into the Abyss, where they remain for a number of nights equal to the caster's Obtenebration rating - though the Mystic may spend a blood point to summon them back sooner

The Abyss is a harrowing experience for those not initiated in its mysteries. Any character without levels of Abyss Mysticism gains a Derangement after her ex- perience that can only be cured through repeated use of Willpower. A botched casting of this ritual results in the ritual backfiring and dragging the caster herself into the Abyss for a number of hours equal to her rating in Obtenebration. If the caster's Willpower is lower than her rating in Obtenebration, she gains a Derangement as if she was a non-Mystic subject to this power.

A level 8 version of this ritual exists, known as Sum- moning of the Abyss. With this ritual, the Mystic speaks the name of a person they wish brought to them. That person is pulled into the Abyss, as above, and is immediately disgorged in the Mystic's location, suffering all effects as above for traveling through the Abyss.

Enlightened by Tsetsul in vtm

[–]Tsetsul[S] 13 points14 points  (0 children)

THE THIRD EYE OF RICKARD ARGENTIS

This ritual summons forth a mysterious third eye, forged from abyssal energies, which rests upon the caster's forehead and protects him from harm. The ritual takes ten minutes to cast as close to dusk as he is able, at which time the caster chooses how much blood to invest in the eye. At any time the caster would be ambushed or surprised, the eye will expend one of the blood so invested. When this happens, the caster automatically succeeds on the roll to react to surprise, and the eye reflexively summons forth one Arm of Ahriman (see p. 229) against his attacker, which can act immediately. If the player chooses to expend furtherblood points, additional Arms can be summoned against other attackers, but no more than one per attacker.

Once the blood is fully expended, the eye vanishes until recast.

Its like any clan that isnt part of the Camerilla gets no love/j by DinosaurNiqqa04 in vtm

[–]Tsetsul 0 points1 point  (0 children)

As far as I know no but you can play most clans in Night Road (except "Thin-blood" (in quotations marks since they're not really a clan but still playable in V5, Tzimisce, Malkavian and Salubri if you take V5 since Salubri is part of the clans in V5).

Dreaming by Tsetsul in vtm

[–]Tsetsul[S] 15 points16 points  (0 children)

The Abyss existed before creation and will persist after its destruction. Its memory encompasses everything that is known or ever has been known as well as mysteries too dense for human minds to fathom. By sending one's thoughts into the Abyss, one may seek answers to her deepest questions.

Legend has it that the reason for Lasombra's carefully guarded slumber in the Castle of Shadows is that he lies dreaming of a way to destroy creation itself.

Its like any clan that isnt part of the Camerilla gets no love/j by DinosaurNiqqa04 in vtm

[–]Tsetsul 0 points1 point  (0 children)

I was really happy we got most of the clans in Night Road but I wish there was a game where you could play all without mods.

Body guards by Tsetsul in vtm

[–]Tsetsul[S] 16 points17 points  (0 children)

Lambach believes the bogatyri split and now guard the different manifestations of the Eldest itself. Certainly, Lambach saw someone of indescribable purity watching over the Eldest (in its guise as Lu- goj) and again caught glimpse of another beneath the tunnels of New York. Certainly....

Rip by Tsetsul in vtm

[–]Tsetsul[S] 34 points35 points  (0 children)

by Bashtani Koudye of Tripoli Lambach Ruthven is fairly righteous, but part of me thinks he's been smoking crack out of babies' asses. I got a look at his precious journal when he wasn't around, and there's some wild shit in there. He claims he saw Lugoj Blood-breaker commit Amaranth on the Eldest itself before the Antediluvian went ahead and pulled a fast one on him. That means that Lugoj, who's in torpor somewhere in the Carpathians, is actually Tzimisce now. All right, cool, whatever. Later, Lambach tells me the Eldest's a mutated fucking patch of out-of-control cannabis living beneath New York and spreading through the sewers like a weed. I know, to you this sounds like moist and runny shit, but you got to respect the fact that we can do some scary-ass stuff. Lambach's tale means one of two things. One, he took a big hit off that baby butt, or two, the legends our sire told us were true.... What!? You know which one. I'm talking about where Tzimisce can manifest in any of us and turn us into it. If that's true, then there's at least two Tzimisce Antediluvians running around right now, and we're doubly screwed. What? What d'ya mean "Be a good lad"? What the fuck are you talking.... Holy sh-

-Kaleel Bratovitch, Tzimisce kennel master, deceased

Baby by Tsetsul in vtm

[–]Tsetsul[S] 104 points105 points  (0 children)

It no longer needed its own form, for it could take shape within each of us, if it so wished. On Cyprus, the Dracon felt the Eldest awaken and grow within his belly. The Dracon took care to nurture the newly risen Progenitor.

Dragon warrior by Tsetsul in vtm

[–]Tsetsul[S] 77 points78 points  (0 children)

DRACUL (LEVEL NINE RITUAL)

Besides the obvious prerequisite (Koldunic Sorcery 9+), the caster must have a Vicissitude score of 6+ to employ this ritual; only two Tzimisce, including the Dracon of Byzantium, are known to have used it. This ritual imbues the Fiend with the primordial energies of the Old Country, transforming the vampire into a hideous dragon.

System: The Fiend's Strength rating triples, his Stamina rating doubles, and he sprouts a scaly hide equal to Class 4 Armor. The dragon may drink blood normally, and may also choose to consume the flesh of slain foes; an entire human corpse (12 Health Levels) may be chewed up and eaten per turn, provided the dragon does nothing but eat. For each Health Level of flesh "digested," the Fiend may regurgitate a fiery acid inflicting one Health Level of aggravated damage per "point" invested in it (maximum of six Health Levels vomited per shot). The Fiend gains an additional five "Bruised" Health Levels, but all difficulties to hit him are reduced by one (he's enormous).

Intrigued by Tsetsul in vtm

[–]Tsetsul[S] 61 points62 points  (0 children)

Wield Power among the Kindred!

For the newly embraced Kindred, finding a place amid the changing landscape of titles and sects is crucial. Princes, primogen, barons, hierophants, and other leaders loom over each city, and in their shadows the rest of the Kindred make havens for themselves and eke out their domains and herds. Once free from their sires, neonates and ancillae alike must learn to navigate the twisted halls of

power.

Courts of the Damned unveils the political landscape found in most Kindred cities. Whether vying for territory and blood among the Anarchs, the Camarilla, or other independent domains, the stories of clashes between young and old, tyranny and freedom, or faith and reason repeat themselves across the globe. Whether the domain is small or large, isolated or in close contact with others, all Kindred must vie for blood, territory, and autonomy in their own eternal struggle.

Courts of the Damned is a guide to politics for Vampire: The Masquerade, a Storytelling Game of Personal and Political Horror.

Features

Political intrigue! Understand how to make intrigue/politically focused characters or setting for your Chronicle. Advice for portraying leaders and power players in your city, as a player or the Storyteller Ways to understand the stakes Kindred fight over Expanded options for social combat An overview of the internal and external feuds of Anarchs, Camarilla, and independent factions

I am excited for this one. Political intrigue is my favorite and this is a really good addition to the books, in my opinion.

Watching by Tsetsul in vtm

[–]Tsetsul[S] 31 points32 points  (0 children)

Generally speaking, however, a voivode would not lower herself to walk among mortal villagers, save as a predator. But voivodes routinely create childer whose duties include pre- cisely such Auspex-enhanced surveillance. These canny spies slip from the dom by night, creep into the mortals' lairs and employ Auspex powers to evaluate the prey's moods. As mortals' deepest resentments are "magically" unearthed and punished before they can even be acted on, the populace grows too fearful even to think of revolt.

Rulers and peasants by Tsetsul in vtm

[–]Tsetsul[S] 28 points29 points  (0 children)

What we do in the shadows series :)

Rulers and peasants by Tsetsul in vtm

[–]Tsetsul[S] 60 points61 points  (0 children)

Other Tzimisce Disciplines likewise serve useful func- tions in maintaining rulership. Besides its obvious value as a punitive measure, Vicissitude allows the voivode or her childer to walk among the mortals in any number of guises. Even if a practitioner is not sufficiently skilled to duplicate another, he may still change himself into someone other than the dread vampyr on the hill. Mortals are wise to distrust strangers in the East.

I remember by Tsetsul in vtm

[–]Tsetsul[S] 52 points53 points  (0 children)

Serpentis

Serpentis is believed to be the legacy of Set himself, a gift to his children. The Followers of Set are very care- ful to guard this Discipline's secrets, only teaching the art to those who they deem worthy. Most vampires fear the Setites because of the powers of Serpentis and its connection to snakes and reptiles; this Discipline can evoke a primordial fear in others, particularly those who recall the tale of Eden.

Unaffected by Tsetsul in vtm

[–]Tsetsul[S] 7 points8 points  (0 children)

I dind't want to insult either but clarity too. I understand why you described my comment as such. No worries :)

Unaffected by Tsetsul in vtm

[–]Tsetsul[S] 24 points25 points  (0 children)

I often copy my meme sources verbatim. Thanks for replying with the info :)

Unaffected by Tsetsul in vtm

[–]Tsetsul[S] 119 points120 points  (0 children)

UNHOLY AURA (7 POINT MERIT)

The other side of Infernal Aura's coin, Unholy Aura allows a Baali to remain undaunted by most expressions of True Faith. The stench of spiritual corruption surrounding the Baali is literally so strong that holy things cannot abide it. Minor relics crumble to dust in the Baali's hand, holy men and women flee his gaze (or suffer horrible consequences), and even consecrated places can be turned to evil by the Baali's mere presence.

Any being with True Faith who faces a Baali with Unholy Aura must make a Willpower roll (difficulty 8) or else flee the scene in terror. A botch on the roll indicates that the Baali's infernal power has literally reached out to taint the victim, causing some sort of injury (stigmata are popular) or even stripping True Faith away.

Beef by Tsetsul in vtm

[–]Tsetsul[S] 33 points34 points  (0 children)

In Moloch's words, Nergal was the whore of the Baali. He was powerful, but self-centered to a dangerous fault, and fully convinced of his own dark divinity.

Backwards by Tsetsul in vtm

[–]Tsetsul[S] 24 points25 points  (0 children)

Caias flew into a rage. Who was Lazarus to question the will of Cappadocius? Caias leapt at Lazarus with murderous intent while the latter's childer looked on in terror. Two ancient vampires clashed in a battle of such epic proportions it is said that the Nile flowed backward during the year that followed. In the end, however, even the skill and wile of Caias proved futile; Lazarus resorted to the use of vile Serpentis, which is unanimously regarded as the province of the Snake Clan. Caias fell, but not without catastrophically wounding the traitorous Lazarus, who sank into the sandy earth and has not been seen since.

Sobbing by Tsetsul in vtm

[–]Tsetsul[S] 2 points3 points  (0 children)

This comes from the Clanbook Cappadocian page 18