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===Devotions=== ====Fey Step==== Mytherceria •, Obfuscate •, Obtenebrate • Price: 5 xp The Kiasyd can step into the Hedge. Due to the geography of the Hedge not matching up with that of Realspace, a Kiasyd could step into the Hedge in Tokyo, walk two hundred yards, and exit back into Realspace in Chicago. To step across the boundry, pay one Vitae, no roll is required; the Kiasyd can also open a passageway for a limited period of time, by spending two vitae and a willpower point the Kiasyd may open a door from Realspace to the Hedge or vice versa for a number of minutes equal to her Mytherceria score - anyone can cross through this passageway whilst it is open but closing it before the time period ends is only a free action. (And remember, the passageway works both ways, opening a way from Realspace could allow goblins to cross over into the mortal world, or even worse, one of the Gentry). ====Ravaging==== Mytherceria ••, Manipulation ••• Price: 15 xp The Kiasyd can rip energy from mortals, living off their Glamour instead of blood. After forming at least a loose relationship with a mortal, the Kiasyd may roll Willpower + Manipulation to rip Glamour from the victim. Each success counts as one blood point gained (although the victim doesn't lose blood).For days (a number equal to the blood points gained) after the Ravaging, the mortal will be uncreative, passive and Banal. The character must choose the method with which they rip Glamour, such as destroying love or hope, or causing despair, when purchasing this devotion. ====Darkling Trickery==== Mytherceria •, Obtenebrate • Price: 6 xp The Kiasyd can call upon minor mischievous chimera to plague those who displease him, causing minor pranks, although they are potentially dangerous. The Kiasyd concentrates for a moment and then calls up a swarm of near sentient spirits that swarm about the victim. Those with Fey Sight can easily see them as a cloud of tiny winged faeries. System: Using this power requires a Manipulation + Occult + Mytherceria roll. The number of success determines both the extent of the prank and its duration. Although the details vary depending upon the trick, generally one die penalty due to distraction per success, lasting one scene per successes can be used as a measuring stick. Examples include causing someone's hair to fall out, a banshee's wail (frightening all nearby, often deafening them for hours), blight crops (causing plants to die quickly), battering someone with stones (causing pebbles to rain upon opponents, the number of successes in bashing damage for a turn or 1 bashing per turn for a number of turns equal to successes), slipping (causing the victim to lose their balance and fall without a successful Dexterity + Athletics roll), and causing machines to malfunction (The more complex the machine, the greater and longer-lived the effect. Simple mechanical devices, like guns, are difficult to affect but electronics, such as computers, are simple to destroy). ====Know the Dan==== Mytherceria •••, Auspex ••• Price: 12 xp the Kiasyd begins to see the threads of fate and detect the destiny, the Dan, of a subject. By preparing a mixture of their own blood and that of the subject with molten wax, the vampire can scry into the past, present, or even the future. The Darkling mixes her own blood with that of the person she wishes to view (it can be herself) and drinks a portion of it. She then pours it into a stone bowl full of molten wax. So long as the wax stays molten, the vampire can spy upon her subject. If she does not have wax or a bowl, the Kiasyd can still scry, but it is more difficult. System: Using this power costs the Kiasyd 2 blood points and 1 from the subject (which can be herself) along with 1 Willpower point if the subject is supernatural. Mixing the blood together and drinking it (the mixing does create a minor Vinculum after several uses); the Kiasyd then rolls Mytherceria + Occult. The Successes required depends upon how far in the future or the past the user wants to see. If the number of successes required is raised above 10 for any reason, the scrying fails. Time Period or Circumstance (successes needed): One Day (1), One Month (2), One Year (3), Decades (4), Centuries (5), Lacking wax and bowl (+2) The then Kiasyd rolls Mytherceria + Occult to determine the degree of detail. Sight is the only sense in the vision. Detail of Vision (successes achieved): Mere Shadows (1), Shapes and Movement (2), Misty Images (3), Clear Visions (4), Detailed Picture (5) ====Luck of the Devil==== Mytherceria ••••, Know the Dan Price: 16 xp Now the Kiasyd's connection with Dan is so strong that it works subconsciously, subtlety twisting fate and luck around the vampire. Things often just seem to go her way. Coincidences abound around the Kiasyd: the bullet just barely skims her skin, leaving her with but a scratch; she just manages to jump and roll over the car barrelling towards her; she makes the impossible shot, her bullet hitting the villain’s only weak spot. This is where the Kiasyd's legendary luck finds its source. System: At the beginning of each night, spend 1 vitae (in addition to the 1 needed to rise each night. Luck always has a price) and rolls Willpower. Each success allows the Kiasyd to change one die from a failure into a success or a success into an exploding die. This cannot be used on rolls on which the player has spent a Willpower point or on any Mytherceria roll. Storytellers have the final say about what rolls this can be used on. ====Hitomi's Folly==== Mytherceria •••••, Luck of the Devil Price: 34 xp The Kiasyd can now begin to truly manipulate the strings of fate like a master puppeteer. The goals and intentions of others are like putty in the hands of the vampire. Outcomes are bent, resources redirected, and plans thwarted or advanced merely by a simple tug. This does not come with a price, however. Unforeseen repercussions are inevitable, as no mind could conceive of all the possible ramifications of one "simple" twist. System: This power is very expensive, costing 1 Willpower and 8 blood points. The prohibitive cost almost necessitates that the Kiasyd be in a safe location and have some time to prepare. The roll to use the power is Manipulation + Occult + Mytherceria, and each success allows for 1 goal to be achieved, although more successes must be used to "balance out" the effects. One success accomplishes a minor task (getting a reasonable supply of money, gaining access to a closed library) with unforeseen repercussions (family death provides the money in the form of life insurance payments, the man who leaves the library unlocked loses his job). Five successes would allow for a minor goal to happen without any repercussions or for a major goal (the death of an enemy, receiving of an ancient fragment of the Book of Nod) to be accomplished with many unforeseen ramifications (the enemy was killed by a new and more powerful antagonist, the former owners of the fragment come looking for it...). Getting a number of successes in between results in a more favourable outcome. [[Category:Roleplaying]] [[Category:Homebrew Rules]] [[Category:White Wolf]] [[Category:World of Darkness]] [[Category:Vampire: The Requiem]]
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