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Disciplines Praetori: The Lothorian Mastery of the Beast-Form The Lothorian Bloodline has its own variant of the Protean Discipline. While not as versatile as the latter, it has a sharper focus on the actual; state of being a humanoid predator of the night. The Lothorian mindset views vampires existence as state of grace; therefore, as their age and experience progress, so too does their control ... their absolute sovereignty, if you will, of their physical natures in accordance with their psychological, spiritual and aesthetic development as undead hunters. One of the prices that is paid, of course, is the fact that Lothorians have an "all or nothing" perception of being a vampire; this is reflected in what is perhaps a lesser version of the Gangrel-like "weakness" that is generally attached to the Discipline itself. Whenever a Lothorian loses control of themselves (Frenzy, Rotshreck), they revert to the form that they attain during the activation of the Discipline: bestial features emerge, only receding when they have calmed down and willed them to disappear. Additionally, a Lothorian is unable to assume any aspect of the Praetori power without assuming all of the ones that they have learned simultaneously. It is therefore impossible for a Lothorian who has mastered Level Three Praetori (which includes feature that affect the eyes, ears and extremities) to activate Level one without also activation Level Two- through-Three. Such is the intensity of the Paetori, and that of the Bloodline's dedication to their role.
First Basic - Predator's Eyes: A this level, the vampire's features begin taking on the initial features of the Beast; inhuman, craggy or animalistic facial contours combine with fierce glowing or nonhuman colored eyes. The fangs are clearly visible ... as long as the features are intact, the canines will not retract. System: Same as eyes of the beast ( Protean one) Second Basic - Taste for blood: The tong becomes slightly longer and more pointed, making for a rather demonic looking aspect when extended. The vampire now has the ability to distinguish between different grades and types of blood by taste. He can actually tell between the blood of individuals or even such details as what they've eaten ingested recently, their general state of health, ect. System: Characters with Taste for Blood can, by making a Simple Test, determine one Salient fact about the subject by tasting their blood, sweat of other bodily fluid (What has this person eaten within the last few hours?", What kinds of diseases has then person been recently exposed to?", ect). Note that this ability does not test for Bloodline, Generation, ect. for Kindred .. that is the Purview of Thaumaturgy. Additionally the Lothorian is able to lick ANY aggravated wound caused by vampire fangs, of ANY Cainite and heal it completely as if it were inflicted by her own fangs simply by licking the wound, burning a blood trait and winning a simple test.
First Intermediate - Feral Senses: The Lothorian's ears now take on an animal like appearance (usually pointed but more extreme cases have been noted ). System: While active the Lothorian receives the following mental traits; Alert, Observant and Discerning (note: these traits can not be used to "fuel" Icarus). Additionally the Lothorian is two bids up on all hearing related challenges. Second Intermediate - Talons of the Hunter: Same as Feral claws ( Protean 2 ), with the exemption that both hands and feet are affected. Advanced - Indifference of the Predator: The Lothorian taps into the dark and brutal wellspring of power that lies in the souls of vampires, transforming her into a ferocious monster. System: While under the influence of this Discipline the character is three bids up on all Dominate and Presence challenges. Furthermore while this power is active the character gains the physical traits; ferocious and enduring While active the Lothorian has the negative social trait violent.
Icarus: Below is the newly revised Icarus for LARP rules. Certain adjustments have been made to fit the Discipline more in keeping with both the inspiration for the Bloodline and the LARP/MET Revised setting and mechanics. First basic - Levitate At this level, the Lothorian may ascend from the ground or hover. The character can "drift" slightly (no more than a few yards) to the side, and could theoretically ride fairly strong air currents (which requires a Static Physical Challenge). The character may raise or lower his altitude as far as he can get for the duration of his power, and may do so at a speed of roughly 10 miles an hour, maximum. System: The basic ability has an effective duration of 10 minutes. By spending a Mental Trait, the duration can be increased to _ hour. The Mental Trait must be spent at the end of the term of the power to be effective. Second Basic - Wind The vampire can generate a very stiff breeze, which is capable of blowing over lightweight objects and distracting those within its parameters. System: The Lothorian spends a Mental Trait. Minor objects (leaves, papers, etc.) are thrust about, while those within range (about a 10-foot radius) undergo a Simple Test. Failure means that they are 1 Trait down on challenges due to buffeting. The power lasts for one round. This power has no effect on other Lothorians or anyone with similar powers. First Intermediate - Flight The Lothorian is now capable of fully realized flight. System: The Lothorian can now actually fly at a speed of up to 20 miles an hour and can lift 70lbs. Spending a Mental or blood Trait adds 5 miles an hour or 10lbs per Trait spent. The duration of the power is 5 minutes, but the expenditure of a Blood Trait enables sustained flight for up to one hour. Second Intermediate - Whispering Air The Lothorian has the ability to superimpose a one-word message on the breeze that he/she projects. The breeze will be felt by all, but only specified targets will hear the word. System: The player engages in a Simple Test. If successful, he may plant a single, spoken word (if the character has the appropriate Discipline, such as Auspex or Presence [Summoning], the word may be instead uttered telepathically) upon a wind that the character generates. For each Mental Trait then spent, one predesignated target within the wind-powers area of effect will "hear" the word for as long as the wind is generated. In this way, every little breeze actually can whisper "Louise." Advanced - Great Wind The Lothorians mastery of the element of air is now powerful indeed; he may generate gale-force winds that can bowl over opponents. System: By spending a Willpower Point, the Vampire can generate a powerful gale that effects everyone within a 15-foot radius. Each target must engage in a Simple Test or be knocked around or hurled through the air. While there is no direct damage per se, the target may require secondary tests to prevent up to 1 health level worth of damage by impacting against objects around them. The power lasts for one round, but can be extended by spending one Mental Trait per each additional round. Obviously, anyone affected by the Great Wind is down two traits in their bids until they overcome it. Additionally, by spending a Mental Trait, the vampire can funnel the Great Wind so that it travels unidirectionally, therefore only affecting targets along a specific line of direction.
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