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Rules Section

Recent Rules Additions

Below is a list of the new additions to the AIT House Rules made in the 2nd Quarterly Rules Review for 1999.

Arcane Lore

Arcane Lore Measures your knowledge of all things mystic and supernatural. Though it will not aid in the casting of magics or use of Thaumaturgy, this ability will allow you to grasp the esoteric meanings of ancient mysteries, identify supernatural creatures, and generally aid in the understanding of things otherworldly. This ability is the mirror image of Science. As with Science, this ability is used in plot and roleplaying.

Empathy

Possessing this ability allows you to look beyond an individual's demeanor to discern the emotions and thoughts behind them. Empathy enhances the effectiveness of the discipline Dementation by providing increased awareness of the subject's thought processes. Without the Dementation, this ability has limited plot and roleplaying use.

Auspex 2A - Insight

The development of your senses has led to the discovery of a new sense, one that allows you a number of perceptions never encountered before. You now possess a higher awareness of your surroundings, and things that were once hidden are now clear to you.

Using Insight, you are able to

1. Read impressions off of objects.
2. Detect the presence of rituals on a person or object.
3. Detect the presence of psychic projectors.
4. Detect possessors.
5. Be immune to the effects of Partial Surprise (See section on Surprise) generated by stealth or situation.

Certain dramatic events leave an indelible mark on objects in the form of psychic impressions. Insight allows you to sense and interpret these impressions. To use this ability, contact a Storyteller.

Rituals, too, leave their marks on both objects and individuals. With a successful challenge (Mental + Investigation + Level of Auspex versus the subject's Mental + Subterfuge + Level of Obfuscate), you may detect the presence of rituals on an individual or on an object carried by an individual. You may detect rituals on objects not carried by an individual without the need of a challenge.

Insight also gives you heightened abilities to detect those that are Psychically Projected. If an individual who is currently Psychically Projected is in your presence, you may run a challenge (Mental + Investigation + Level of Auspex vs. the projector's Mental + Investigation + Level of Auspex) to see if you detect her.

You may also make a challenge (Mental + Investigation + Level of Auspex versus the subject's Mental + Authority + Level of Dominate) to see the overlapped spirit indicative of a possessor.

With the power of Insight, you are immune to the effects of Partial Surprise generated by situation or stealth ( Unseen Presence and similar powers). You are still fully susceptible to the effects of Total Surprise and Partial Surprise generated by supernatural Speed. This discipline is not a surprise downgrade and is applied after the challenges for any relevant surprise downgrade attempts.

Dementation

By the laws of science, when two opposing forces meet, there is energy. By the laws of society, when two opposing ideas meet, there is conflict. By the laws of the mind, when two opposing natures meet, there is madness. At their core, Kindred exist in a state of perpetual madness. Forever torn by the conflict of their raging Beast with their dwindling spark of Humanity, any appearance of sanity is at best a shallow veneer. For most Kindred, the only release from this madness is the cold embrace of Final Death or the feral sanity of complete surrender to the Beast. Through this madness, a weakness in the Kindred mind exists. The ancient Discipline of Dementation was designed to take advantage of this weakness. Once believed lost in Kindred history, Dementation reappeared in the Summer of 1999 after a mysterious torpor swept over the Malkavian Clan. Madness is again a weapon in the Jyhad. For in this modern world, who can truly claim to be sane?

1A - Catatonia

The mind is a fragile thing. When the psyche is injured, the mind will stop responding to outside stimuli and enter a withdrawn state known as Catatonic Shock. With this most basic power of Dementation, you are able to manipulate the psyche of another so as to cause them to temporarily enter a state much like Catatonic Shock, hence the name.

In order to use this power, you must have line of sight on your target. You must then win a challenge (Mental + Empathy + Level of Dementation versus your target's Mental + Empathy + Level of Dementation). If you win the challenge, your target will lose the will to act.

If you are successful, your target will enter a state of Catatonia. Your target will be aware of her surroundings, but for the duration of the power, she will be unable to force herself to act on what she sees. In fact, your target will not be able to take any actions (including movement or speech) or initiate any challenges until the Catatonia ends.

The Catatonia lasts for the remainder of the scene, 10 minutes, or until the Catatonia is broken. The Catatonia may be broken by outside stimuli in one of two general ways. First, if an individual in Catatonia is chosen as the target of any attack, the Catatonia will immediately be broken and the individual may take an action in that combat round as normal. The nature of this attack may be Social, Mental, or Physical, damaging or otherwise. The second way the Catatonia may be broken is through direct danger from the general environment. For example, an individual will not remain in Catatonia while standing inside a burning building, sitting outside minutes before sunrise, or in other such situations where the environment, not other individuals within the environment, poses a direct threat. If in such an environment, the Catatonia is broken and the individual may act as normal.

The effects of this discipline may be ignored by the target with the expenditure of willpower. This expenditure must be done immediately after the conclusion of the challenge. It may not be done at a later time. Such expenditure of willpower to ignore the effects of this discipline may be counterspent by the expenditure of willpower by the attacker. This willpower battle may continue back and forth until one side runs out or declines to spend additional willpower.

If the attempt is unsuccessful, due to losing the challenge or willpower battle, you must wait a scene or ten minutes before attempting this power on the same target again.

The use of this power (and its source) is only obvious to the target.

1B - Clarity of Thought

Madness is a tool like any other. It can be used to create or to destroy. To fully utilize a tool, one must have some understanding of it. To understand madness is, in some degree, to understand the frailty of the mind. Upon mastering this power of Dementation, you are able to recognize the frailty within your own mind and guard against its exploitation. Stimuli that would once have crippled your concentration, will no longer affect you.

You are completely immune to the effects of Confusion (See section on Confusion). However, you are not immune to disciplines which cause Confusion, as some have additional effects to which this power does not grant immunity.

2A - Phobia

Fear. Fear haunts our dreams and fills our waking moments. Fear shapes us, drives us, and protects us. But fear should never control us. For fear is the most primal of emotions, and in its grip, we are reduced to nothing more than animals. Through your growing power to manipulate the psyche, you can implant an overwhelming terror into the mind of another.

In order to use this power, you must have line of sight on your target. You must then spend a blood, inform the target of the object of the Frenzy, and win a challenge (Mental + Empathy + Level of Dementation versus your target's Mental + Empathy + Level of Dementation). If you win the challenge, your target will imediately enter a Terror Frenzy (See section on Frenzy).

If the target of this discipline is a Kindred, the target's current control rating is immaterial (See section on Control Rating). Willpower cannot be spent to prevent the Terror Frenzy by refreshing the control pool because loss of control is not the cause of the Frenzy. The object of the Frenzy remains the same even if the Terror Frenzy is changed to a Rage Frenzy by the Brujah Clan advantage (See section on Clan Brujah). The duration and resolution of the Frenzy are as normal (See section on Frenzy).

If the target of this discipline is a human or ghoul, the target will enter a state of panic similar to a Terror Frenzy. In fact, this state of panic will resolve as if the target were a Kindred in a Terror Frenzy. The duration and resolution of the Frenzy are as normal (See section on Frenzy).

The effects of this discipline may be ignored by the target with the expenditure of willpower. This expenditure must be done immediately after the conclusion of the challenge. It may not be done at a later time. Such expenditure of willpower to ignore the effects of this discipline may be counterspent by the expenditure of willpower by the attacker. This willpower battle may continue back and forth until one side runs out or declines to spend additional willpower.

If the attempt is unsuccessful, due to losing the challenge or willpower battle, you must wait a scene or ten minutes before attempting this power on the same target again.

The use of this power (and its source) is only obvious to the target.

2B - Delusions

Hallucinations. Voices only you can hear. The sensation of bugs crawling across your skin. These are the more famous signs of insanity. Now, they are weapons in your arsenal of madness. When this power is used, the targets are assaulted with a variety of phantom stimuli. Whether visual, auditory, tactile, or other, these tricks of the mind will temporarily hamper each target's ability to concentrate. This impediment to their concentration will have a negative effect on their ability to fight.

In order to use this power, you must have line of sight on each of up to three targets. You must then spend one blood point and win a challenge against each target (Mental + Empathy + Level of Dementation versus your target's Mental + Empathy + Level of Dementation). If you win this challenge, that target will be Confused (See section on Confusion, pg. ??) for a single combat round. Any Willpower spent by you to increase your bid on this challenge will apply against all three targets that round.

When used in combat, the test and resolution of this discipline will be made in the instant phase, although it will be considered the user's combat action for that round (See section on Confusion). Additional instant and delayed actions may be taken during that combat round as normal.

This power may be used against no more than three opponents in each round.

Willpower may not be used to directly ignore the results of this discipline. However, an unresisted Willpower may be spent to ignore the Confused state for that combat round (See section on Confusion).

If this power is unsuccessful or Willpower is spent to ignore the effects of Confusion, there are no restrictions on attempting this power on the same person again in the next combat round.

The use of this power (and its source) is only obvious to the targets.

3A - Lobotomy

Throughout history, there have been many attempts to cure insanity. One of the most barbaric was lobotomy, the practice of surgically removing a portion of the brain in hopes of removing the portion that caused the insanity. Often, this practice removed more than was intended, such as the ability to speak, to, write, to sing, to walk, or almost anything else we take for granted. Now, through your mastery of Dementation, you are able to stop an individual from using much of their mental faculties. While not on as basic a level as a surgical lobotomy, this discipline works with much more precision. Only the ability to use mental disciplines or mental skills is removed. Memory, speech, and physical coordination are unaffected.

In order to use this power, you must have line of sight on your target. You must then spend one willpower point and win a challenge (Mental + Empathy + Level of Dementation versus your target's Mental + Empathy + Level of Dementation). If you win this challenge, your target will be unable to maintain or initiate any mental based disciplines or utilize any mental based abilities for a scene or ten minutes.

If you are successful, the target will suffer the loss of a number of mental based faculties. First, any of the target's currently active mental powers will terminate. These powers include any Telepathic link created by the target, Psychic Projection, Possession, Unseen Presence, Mask of 1000 Faces, Vanish from Mind's Eye, Cloak the Gathering, Cloak of Shadows, Tentacle of Shadows, Hand of Flame, Fire Strike, Flight, Snare, Channel the Lost, Enslave the Dead, the change of appearance made by Changeling (which requires concentration), the change of appearance made by Body Craft (which requires concentration), and Skin of the Chameleon. Second, the target will be unable to initiate any mental powers. These powers include all of Auspex, all of Dementation, all of Dominate, all of Obfuscate, all of Obtenebration excluding Shadow Body, all Paths of Thaumaturgy, Changeling, Body Craft, and all of Visceratika excluding Wings of Stone and Stonemeld. The immunity to partial surprise (from Stealth) granted by Insight, the ability to see psychic projectors granted by Psychic Projection, the immunity to the effects of Confusion granted by Clarity of Thought, the ability to lie granted by Soul Mask, the immunity to control loss from the presence of blood granted by Taste of Vitae, the immunity to control loss from the presence of fire granted by Shield of Fire, and the ability to know the location of those around you (visible or invisible) granted by Whispers of the Castle are not affected by Lobotomy as these mental powers require no tests or concentration. Third, the target will be unable to initiate mental based ability challenges. Examples of these ability challenges are Firearms challenges, Throwing Challenges, and Security Challenges. Knowledge based abilities such as languages, Science, and Sewer Lore are fully accessible to the target during the duration of the Lobotomy. Finally, the target is unable to cast rituals while under the effects of Lobotomy. Rituals already active on the target are unaffected.

Lobotomy only limits the target's capability to make use of specific mental faculties. The target's capability to defend from mental based attacks is unaffected. Memory, intellect, and motor skills are also unaffected. Physical and Social based disciplines and abilities may be used by the target as normal.

The effects of this discipline may be ignored by the target with the expenditure of willpower. This expenditure must be done immediately after the conclusion of the challenge. It may not be done at a later time. Such expenditure of willpower to ignore the effects of this discipline may be counterspent by the expenditure of willpower by the attacker. This willpower battle may continue back and forth until one side runs out or declines to spend additional willpower.

If the attempt is unsuccessful, due to losing the challenge or willpower battle, you must wait a scene or ten minutes before attempting this power on the same target again.

The use of this power (and its source) is only obvious to the target.

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