the Cardinal Disciplines
Animalism:
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Feral Whispers: This power requires eye contact, and allows silent, emotional communication with a creature. This power can also be used to communicate with Kindred using the Protean power 'Shape of the Beast' or the Animalism power 'Subsume the Spirit'.
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Quell the Beast: This power has no effect on the use of permanent willpower.
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Subsume the Spirit: A Kindred may spend three Social traits when taking over an animal using Subsume the Spirit to enable use of their Obfuscate.
Auspex:
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General: A character may add traits equal to their Auspex rating for the purpose of resolving ties when attempting to pierce powers of deception such as Obfuscate and Chimerstry.
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Heightened Senses: This power grants sensory powers 'twice those of a normal mortal'. Using this power will allow a character to move up to half the distance to an item or individual they are observing while they remain stationary "in Character".
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Aura Perception: The use of this power is noticeable as the concentration required to view an aura is intense. When using this power a character must indicate that they are using Auspex to peer at their subject for a full turn (three or more seconds) prior to throwing a test.
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the Spirit's Touch: This power is often misunderstood, and the staff encourages players to read the description in Laws of the Night. No House Rules exist for this power at this time.
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Telepathy: As with the Spirits's Touch this power is commonly misunderstood, and the staff encourages players to read its description in Laws of the Night. No house rules exist for this power at this time.
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Astral Projection: The use of Thaumaturgy, or any blood magic that does not expressly state otherwise, while Astral will only impact the Astral realm. Staff have made this ruling in an effort to lighten our cheese load.
Celerity:
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Alacrity: Please see the initiative section under Combat and General Mechanics for a description of this powers effect.
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Fleetness: the use of Fleetness does not grant its user the ability to win ties when using ranged weapons.
- there is no need to declare "the Bomb" or "Ties" prior to their use in a scene.
Dementation:
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This power is often misunderstood, and staff encourages players to read its description in Laws of the Night. No house rules exist for this power at this time.
Dominate:
- Command: Per the book, commands given with this power may not be blatantly harmful or self destructive. The staff encourages players to clarify specific instances with a Storyteller as they arise.
- Mesmerism: Per the book, commands given with this power may not be self destructive. The staff encourages players to clarify specific instances with a Storyteller as they arise.
Fortitude:
- Resistance and Resilience: When using Resistance or Resilience, a character need only risk a Stamina related trait in order to win ties on testing damage down.
- Aegis: If a Kindred is brought to torpor by damage done to them and elects not to activate Aegis, Aegis will not be used reflexively to prevent further damage while the kindred remains in torpor. If the Kindred is brought to torpor by any other means, Aegis will be used reflexively by their beast to prevent damage.
Obfuscate:
- General: Obfuscate is a power of mental misdirection, not invisibility. Mundane objects (such as photographs, videos, or tracks left in the dirt) are not altered by this power. That said, characters in a scene with an Obfuscated individual will ignore such signs until they are no longer subject to the power. A character may add traits equal to their Obfuscate rating when resolving ties vs characters attempting to pierce their concealment.
- Unseen Presence: At this level of power a character is unable to be selective in who their Obfuscate effects. It is impossible to relent to a challenge to see through Unseen Presence without becoming visible to everyone. Note that a character can move at 'walking speed' when using this power, which in combat equates to one normal sized step a round. Attempts to communicate, including text messaging and Telepathy will also reveal a character to onlookers.
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Mask of 1000 Faces: The use of this power can not change the appearance of clothing or items worn or carried by a character. Body parts, can however, be masked or changed by this power, even unusual body parts like tails or ears. Please also note the descriptions of this power in Laws specifically exclude the sensation of touch as being effected by this power.
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Vanish from the Mind's Eye: At this level of power of the Kindred is able to mask even beeps or alarms set to catch unseen visitors to a point.
Potence:
- General: If a character is grappled and thrown by someone using Potence they travel three steps per level of Potence used. 'Hitting for distance' as allowed under previous House Rules is no longer possible.
- there is no need to declare "the Bomb" or "Ties" prior to their use in a scene.
Presence:
- Entrancement: Any aggressive action taken by a character who has used Entrancement will result in the effect of the power being broken, regardless who the target of the aggressive action is. Additionally this power is subtle in the extreme. Characters will not be able to 'figure out' that they have been entranced because they suddenly felt differently about someone they hated. They will rationalize that the emotions, for the time they existed, as their own.
- Summon: Summon cannot be used to force its target into an obvious ambush. The range limit of Summon is equal to Sacramento by Night's chronicle sovereignty. In all cases the target of Summon is aware of whom they are drawn to, even if the Summon fails. Characters will take every precaution to fulfill a Summon including avoiding allies that might interfere, or remaining silent about why they are leaving a meeting. Cheesing of this rule will anger the gods.
- Majesty: Challenging the effect of majesty is an offensive, not defensive action. Any character capable of engaging in a challenge with a Kindred invoking this power is considered to be in range of its effect.
Protean:
- Eyes of the Beast: The light of this power is an actual glow, not merely the eerie reflection of cat's eyes, and thus is a breach of the Masquerade, unless somehow hidden.
- Feral Claws: In order to get the additional trait given by this power, Feral Claws must be used to accomplish said action. Growing claws and wielding a sword does not make a character more beefy, just more breachy.
- Earth Meld: It takes a significant disturbance to unearth a Kindred who has used this power. Get a backhoe.
