Abombwe

The discipline of the Laibon clan from the lands south of the Sahara, vampires of the old world (europe) occasionally come into contact with this discipline. The Laibon had learned to live in unison with their Beast, rather then fighting against it all their existance, and thanks to this they could develop the Abombwe discipline, which allows the Laibon to draw on the power of their Beast. (Vampires that do not share the beliefs of the Laibon will have a hard time learning this discipline, though those that are abnormally close to the Beast or follow the Path of Harmony/Road of the Beast will have an easier time learning this discipline)

Powers:

1 - Predator's Communion:
The Beasts of those around the user create a sort of background noise that the user can detect using this power. This allows the user to not only detect, but also size up enemies. (Costs 2 bloodpoints, or only 1 bloodpoint if the user is not a Laibon, and the user rolls Perception + Survival at diff 6. If successful, the user becomes able to detect the Beasts of those within sensing distance for the rest of the scene. If the user is capable of sensing someone else with any of his/her 5 senses, then the user can detect the Beast in that person, if that person has a Beast. This isn't just limited to vampires either, werewolves, ghosts, sufficiently feral faires and even some especially bestial mortals can be detected using this power. If the user scores 3 or more successes on the activation roll, the user also learns the relative strength of the Beasts around him. If nothing else, the Storyteller should tell the user if a Beast the user has detected is stronger, (lower Path/Road/Humanity rating then the user) weaker, (higher Path/Road/Humanity rating then the user) or aproximately equal.)

2 - Taming the Beast:
At the risk of entering Frenzy, the user can now harness the power of the Beast to increase his/her own physical prowess. (The user must spend a full turn in concentration, then roll Self-Control/Instinct at diff 5. Each success grants the user one bonus die that he/she may add to any physical dice pools for the remainder of the scene. These bonus dices are gone once spend, though the user may distribute them as he/she pleases. However, upon casting this power, the user must immediately roll to resist frenzy at diff 6 as his/her Beast comes surging to the surface. However, even if the character frenzies, the bonus dices remain available.)

3 - Whistling Up the Beast:
The user becomes able to draw out the Beasts of other creatures, sending them fleeing from the user's presence. The user can even draw out his/her own Beast for a self-induced frenzy. (The user must sing, whistle or murmer for a full turn. The user then rolls Manipulation + Expression at diff 7, while the victim resists by rolling Courage at diff 7. If the victim wins or ties with the user in number of successes, the victim merely becomes uneasy for the rest of the scene, granting a 1 die penalty to all actions he/she takes against the user, while also reducing the victim's difficulties to resist Frenzy/Rötshreck for the rest of the scene. If however, the victim fails to exeed or tie with the user in number of successes, he/she must immediately retreat from the user. If he/she cannot retreat for whatever reason, the victim enters Rötshreck. If the user uses this power on him/herself, no roll is needed, the user immediately enters Frenzy.)

4 - Beast-Channel:
The user may now draw the power of the Beast out in specific bodyparts, granting them the wicked power of the Beast. (The user spends 3 bloodpoints (2 if the user is not Laibon) and chooses a bodypart. The choosen bodypart becomes crusted with black hardened vitae and gains the effects as listed below. Rumours persist of Laibon elders that know how to use this power in other, even more destructive ways. This power lasts for a scene.

Effect chart:
Hands - All damage dealt with punches becomes Aggravated.
Body - The user gains 2 dots in all Physical attributes.
Throat - The user may roar violently. Everyone nearby must roll Courage, diff 9 for mortals and diff 8 for supernaturals. If they fail the Courage roll, mortals must flee in terror, while supernatural creatures become weakened, reducing all their dice pools by half.
Feet - All damage dealt with kicks becomes Aggravated. The user may also stomp the ground with incredible force, sending shockwaves through the earth. Everyone within 100-feet of the user must roll Dexterity + Athletics at diff 7 or fall to the ground. The user may continue to stomp the ground as long as he/she pleases.)

5 - Taking the Skin:
By tainting him/herself with the blood of a creature that the user slew, the user can take the shape of that creature. (The user can take the form of any creature he/she kills, as long as the following conditions are met. The user must have personally slain the creature in question, (he/she may have had assistance, but must have personally delivered the killing blow) the creature must be a predator (Though the user can even take the form of vampires, werewolves, fae and humans), and the creature must have had at least one bloodpoint worth of blood left in it's system upon its death. The user must then drench him/herself in the remaining blood of the slain creature, and is then capable of taking it's form. The user may then remain transformed for as long as he/she pleases. While in his/her new form, the user gains the better of that creature's or his/her own Physical, Perception or Appearence attributes, which Appearence only applying if the user took the form of a human or humanlike creature. The user also takes on the creature's shape and size, it's precise appearence and it's physical characteristics, such as claws, enhanced senses or wings. However, the user does not gain any of the supernatural abilities of the creature he/she transformed into, such as shapeshifting, supernatural claws or senses, or other magical abilities.)

 

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