UNIQUE DISCIPLINES
Nativus
1: Camouflage - (As 1st level Visceratika, Skin of the Chameleon) By expending a blood trait, you can make your skin take on the texture of your surroundings. By standing still or moving very slowly (one step per three seconds) you blend in so well you cannot be seen by normal eyes. Characters with Heightened Senses may opt to do a Mental Challenge against your Physical Traits to find you. You may move and speak while utilizing this power, but its usefulness is nullified at that point.
2: Dryad's Touch - Acts as second level Elemental Mastery, Wooden Tongues, save with flora (flowers, trees, etc.) only.
3: Heart of the Wood - Acts as Earth Meld, save you can enter trees instead of the ground. If the tree is cut down or killed at any point when the user is inside, the user is immediately expelled from the tree. Requires a blood point to use.
4: Path of the Dryad - After employing Heart of the Wood, the user may "jump" from tree to tree as long as the relevant trees are within ten feet of one another and are still alive. If at any time said tree is killed or cut down while the user is inside, they are immediately expelled from the tree.
5: Treant Form - Take the form of a ten to twelve feet tall mythical Treant. Advantages are as follows: User gains 3 Physical Traits, can only be staked if the attacker has Level 5 Potence (Puissance) or greater, and halves damage from all blunt weapons (in addition to the halving already done for Vampires). Disadvantages are as follows: User takes one extra health level from fire and gains the negative traits Lethargic x3. All damage inflicted in this form is aggravated. User may speak and make use of their "eyes" as normal. They do however lose their sense of smell but gain the benefits of being able to "sense" their environment through their plant-form so essentially it ends up the same. Requires three blood points to use.
Path of Light and Silence
1: Calm the soul. With a touch and a word, puts the target into a calm, passive trance for five minutes. Does not affect frenzy. Mental Challenge.
2: Light. Summons a soft white light to illuminate a 10 ft radius. Counteracts Obtenebration's Shroud Of Darkness. Mental Challenge.
3: Gift of Light. With a touch and a word, gives a glimpse of the Calmness that Golconda brings. Puts the target in a trance for five minutes. Will calm frenzy. Mental.
4: Star-burst. A burst of blinding light. All characters within 10ft must make a static challenge. If they win, nothing happens. If they tie, they are stunned for a round and blinded for the next. If they lose, they are stunned for a full three rounds. Kindred with Heightened Senses (sight) have the effects doubled.
5: Gift of Redemption. With a 3 day ritual, allows the user to start a target on the path to Golconda. The target loses one Path Trait permanently, and gives the target the following power: Calmness - allows the user to put himself in a trance for five minutes, thus ending any threat of frenzy. This will not cancel a frenzy in progress, nor can it be used on another target. (This power may not be taught to another, save through the use of level 5 PoLaS). Gift of Redemption requires the user to permanently expend one Willpower.
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