by: Belladonna |
(Each of these uniquely Caitiff-oriented Disciplines should not carry the normal restriction of improvement that falls upon Caitiff trying to improve existing Disciplines. After a fashion these should be viewed as 'Clan' disciplines for the Caitiff, costing only 5 times their current level in xp to improve. For now each of these Caitiff disciplines is limited to level five - the maximum Trait rating for anything up to 8th generation.)
Every vampire is physically superior to mortals, everybody knows that. Even when they've been shown as having few or no other powers, their speed, strength, and resistance to injury is still there. It's a basic fact, man. Best of all, it gets better as you get older - you can get to be damn near invulnerable and have the strength of like twenty people or more. So what if you have to 'vamp out' to do it?
Even in their first night, the vampire is superior to her mortal counterparts in every aspect of the physical. The drawback of this is minor when one considers the awesome potential she has gained. The vampire is capable of drawing on her blood to make herself stronger, faster, and more durable than her mortal opponents, the outer aspect of this is a fearsome vampiric appearance with extended claws, red or yellow eyes, and bestial features complete with overly extended fangs, which is gained when Vitality is activated and lasts for the duration of its use.
Blood Point Cost: 1
Will roll required, number of successes determines the maximum duration of the effect, although the vampire may choose to drop the effect at any time within that duration.
Strength Pool +1
Damage Pool +1 (over and above Strength bonus)
Actions per Turn +1
Charisma -1
Appearance -2
Intimidation +1
1 success: 1 turn
2 successes: 3 turns
3 successes: 5 turns
4 successes: 1 scene
5 successes: 1 night
Blood Point Cost: 2
Will roll required, number of successes determines the maximum duration of the effect, although the vampire may choose to drop the effect at any time within that duration.
Strength Pool +2
Damage Pool +1 (over and above Strength bonus)
Actions per Turn +2
Charisma -2
Appearance -3
Intimidation +2
1 success: 1 turn
2 successes: 3 turns
3 successes: 5 turns
4 successes: 1 scene
5 successes: 1 night
Blood Point Cost: 3
Will roll required, number of successes determines the maximum duration of the effect, although the vampire may choose to drop the effect at any time within that duration.
Strength Pool +3
Damage Pool +2 (over and above Strength bonus)
Actions per Turn +3
Charisma -3
Appearance -4
Intimidation +3
1 success: 1 turn
2 successes: 3 turns
3 successes: 5 turns
4 successes: 1 scene
5 successes: 1 night
Blood Point Cost: 4
Will roll required, number of successes determines the maximum duration of the effect, although the vampire may choose to drop the effect at any time within that duration.
Strength Pool +4
Damage Pool +2 (over and above Strength bonus)
Actions per Turn +4
Charisma -4
Appearance -5
Intimidation +4
1 success: 1 turn
2 successes: 3 turns
3 successes: 5 turns
4 successes: 1 scene
5 successes: 1 night
Blood Point Cost: 5
Will roll required, number of successes determines the maximum duration of the effect, although the vampire may choose to drop the effect at any time within that duration.
Strength Pool +5
Damage Pool +3 (over and above Strength bonus)
Actions per Turn +5
Charisma -5
Appearance -5
Intimidation +5
1 success: 1 turn
2 successes: 3 turns
3 successes: 5 turns
4 successes: 1 scene
5 successes: 1 night
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