[PROPOSAL] Regulation of Combination Disciplines for Non-Ventrue from Lore of the Clans

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Proposal Type: Bylaw Revision
Opened: 24-May-2016 12:55AM EDT
Closing: 24-May-2016 1:00AM EDT


 
In accordance with the OWbN Coordinator Bylaws, Section 3.C.
iii. Genre Coordinators must pass before Council any plot, R&U bylaw revision, R&U named characters, territory requests, in character enforced policy, or in character binding edict they wish to use which they can reasonably expect to affect multiple chronicles and these proposals need not be seconded, but go immediately into discussion.
 
1. If no opposition is voiced during the week of discussion, the proposal is considered passed and enforceable. Once passed these are considered binding to all chronicles and a chronicles refusal to adhere is grounds for OWbN disciplinary measures. Opposition must be in regards to the content of the proposal and must give those reasons why the objection is voiced. This is to allow Coordinator's the opportunity to respond and/or make changes/remove the proposal and its contents.
 
PROPOSAL
The Ventrue Coordinator proposes the regulation of the following Combination Disciplines from the V20 Book: Lore of the Clans, p.262-263. Both the original source write-up and the MET conversion which will be added to the Non-Binding Ventrue Genre Document are copy/pasted below:
 
Command from Afar (Auspex 4, Presence 4) - V20: Lore of the Clans, p.262
This power has lost much of its former value since the advent of the cellphone, but many Ventrue (in both Sects) still swear by it for its impeccable security. By combining the long range effects of Summoning with the communicative benefits of Telepathy, the Ventrue can give complicated instructions over nearly any distance to any individual who is blood bonded to her or that she shares vinculum with. 
System: The player must spend a Willpower point to activate this power, and then roll the character’s Charisma + Expression. For each success, the Ventrue can communicate up to five words to a single ghoul, blood-bound vampire, or packmate with vinculum over any distance, so long as it is night where both of them are. The target will intuitively know whom the mental
message comes from. The target is under no particular compulsion to obey, beyond any the compulsion normally attached to the bond or vinculum.
This power costs 24 experience points to learn.
 
Command from Afar (Auspex 4, Presence 4; 12 XP) - V20: Lore of the Clans, p.262
Spend a Temporary Willpower and engage in a Static Social Challenge, retest Expression, against a difficulty set by the target's Social Traits. On a success, the Ventrue can send the message, as defined in the source.
*This power requires Coord-Approval when learned by non-Ventrue. [Character Bylaws, 10.l.viii.19]
 
Denial of Aphrodite’s Kiss (Dominate 3, Presence 3) - V20: Lore of the Clans, p.262
It is an insult to the Ventrue’s dignitas that he may be victimized by a lesser Kindred’s use of one of the signature disciplines of his Clan. This power allows the Ventrue to apply the immunity to Dominate attempts by vampires of higher Generation to Presence attempts instead.
System: Once learned, this power is always active. Any use of Presence Levels One, Two, or Three against the Ventrue by another vampire will be ineffective if that vampire’s Generation is higher than that of the Ventrue. 
This power costs 18 experience points to learn. 
 
Denial of Aphrodite’s Kiss (Dominate 3, Presence 3; 10 XP) - V20: Lore of the Clans, p.262
This power is also known as Denial of Aphrodite's Favor
*This power requires Coord-Approval when learned by non-Ventrue. [Character Bylaws, 10.l.viii.19]
 
Divine Aura (Auspex 2, Presence 3) - V20: Lore of the Clans, p.262
This power is commonly used by those Ventrue antitribu who also study Auspex. It allows the antitribu to instill the power of her Entrancement into her own aura so that anyone who attempts to study that aura risks bowing before her.
System: The antitribu must spend one blood point to activate Divine Aura for the night. Until the sun rises, if any other Kindred attempt to inspect the antitribu’s aura, she may make a reflexive Entrancement attack against him. The player makes the roll for the antitribu as normal, but the Cainite need not focus her attention on the target. Indeed, it is not even necessary for the antitribu to know that the aura reading attempt was made.
This power costs 15 experience points to learn.
 
Divine Aura (Auspex 2, Presence 3; 7 XP) - V20: Lore of the Clans, p.262
No conversion necessary, use as printed.
*This power requires Coord-Approval when learned by non-Ventrue. [Character Bylaws, 10.l.viii.19]
 
Impeccable Manners (Auspex 2, Presence 1) - V20: Lore of the Clans, p.263
The Ventrue intuitively senses the mood of another person through an unconscious awareness of her aura. Then, he instinctively modifies his actions so as to shy away from offensive conduct while effortlessly doing things that appeal to the subject. 
System: While the Ventrue is interacting socially with another person, the player must roll Perception + Etiquette (difficulty 6 for mortals or 8 for supernatural beings). Each success on this roll reduces the difficulty of all mundane Etiquette or Persuasion rolls made against the same target by -1 for the rest of the scene. This benefit does not modify Discipline rolls.
This power costs 9 experience points to learn.
 
Impeccable Manners (Auspex 2, Presence 1; 4 XP) - V20: Lore of the Clans, p.263
The player performs a Static Mental Challenge, retest Etiquette, against a difficulty of the Mental Traits of the individual he or she is speaking with (and is considered up 3 Traits on ties if the target is mortal). On a success, the Ventrue's player may spend up to 3 Mental Traits in order to gain an equal number of "free" uses of the Etiquette ability to be used to negate any social faux pas during the course of the conversation with the target. These "free" uses last until the end of the scene.
*This power requires Coord-Approval when learned by non-Ventrue. [Character Bylaws, 10.l.viii.19]
 
Rescue Beacon (Fortitude 1, Presence 4) - V20: Lore of the Clans, p.263
Fortitude will not defend against all attacks. The wise Ventrue is prepared for the day his luck runs out and his skill is insufficient. One always needs a backup plan. This power automatically activates a Summoning to the nearest individual who has tasted the Ventrue’s blood in the event he is either forced into torpor or paralyzed via staking. 
System: If the vampire either falls into torpor or is successfully staked, this power activates automatically. The player spends a blood point and rolls Charisma + Subterfuge (difficulty 4); this power is an explicit exception to the general rule that a vampire cannot spend blood while staked. The vampire can only use this power to Summon someone who has tasted the Ventrue’s blood (ghouls, blood-bound vampires, packmates with vinculum, etc.). Otherwise, the power works as Summon (V20, pp.
195-196). 
This power costs 15 experience points to learn.
 
Rescue Beacon (Fortitude 1, Presence 4; 7 XP) - V20: Lore of the Clans, p.263
No challenge is necessary to enact this power; other than this, use as printed
*This power requires Coord-Approval when learned by non-Ventrue. [Character Bylaws, 10.l.viii.19]
 
 
Retaliatory Terror (Fortitude 1, Presence 2) - V20: Lore of the Clans, p.263
Those who dare to attack the Ventrue are soon taught the error of their ways. When an attacker successfully inflicts damage on the Ventrue, the terrifying power associated with her Dread Gaze strikes out at the offender, seemingly straight out of the wound.
System: Whenever the Ventrue takes damage from a Brawl or Melee attack, the player spends one blood point and makes a reflexive Charisma + Intimidation roll (difficulty equal to the victim’s Wits + Courage). However, the difficulty is reduced by the number of health levels of damage the attacker inflicted on the Ventrue, to a minimum of 4. If successful, the effects are as per Dread Gaze (V20, pp. 194-195). The power cannot be used to retaliate to a successful attempt to stake the Ventrue, as
he will be unable to spend blood to activate it. 
This power costs 9 experience points to learn.
 
Retaliatory Terror (Fortitude 1, Presence 2; 5 XP) - V20: Lore of the Clans, p.263
On taking damage, the Ventrue must spend a Blood Trait (within his or her normal Generational limit) in order to issue a Presence 2: Dread Gaze challenge against the attacker. The use of Dread Gaze in this instance is not considered an action. The Ventrue is, however, considered down a number of Traits on the challenge equal to the damage he or she took from the attacker.
*This power requires Coord-Approval when learned by non-Ventrue. [Character Bylaws, 10.l.viii.19]
 
Telepathic Command (Auspex 4, Dominate 1) - V20: Lore of the Clans, p.263
Generally, the Auspex power of Telepathy cannot be used as a means to silently Dominate another, as both powers require concentration from the vampire. A Ventrue with this power overcomes that limitation. 
System: The vampire must still make eye contact with the target (V20, p. 152). If he does so, he can use Command via
telepathic means so that the order is not audible to others nearby. The power cannot affect vampires of lower Generation.
This power costs 15 experience points to learn.
 
Telepathic Command (Auspex 4, Dominate 1; 7 XP) - V20: Lore of the Clans, p.263
No conversion necessary, use as printed.
*This power requires Coord-Approval when learned by non-Ventrue. [Character Bylaws, 10.l.viii.19]
 
 
BYLAW CHANGES
The item in BOLD  will be ADDED to the OWbN Character Bylaws, Section 10.l.viii.19.:
 
19. Non-Ventrue with Ventrue Combination Disciplines - PC: Coordinator Approval - NPC: Coordinator Approval - Coordinator: Ventrue
a. Approximation of Loyalty Absolute
b. Aura of Inescapable Truth
c. Denial of Aphrodite's Favor / Denial of Aphrodite’s Kiss
d. True Tongue
e. Distant Friend
f. Lifesong
(Note, section g appears in another proposal)
h. Command from Afar 
i. Divine Aura
j. Impeccable Manners
k. Rescue Beacon
l. Retaliatory Terror
m. Telepathic Command
 
GRANDFATHERING
There will be no Grandfathering with this proposal.
 
My reasoning is, since these powers are new, and the book was published after I was already serving as Ventrue Coordinator, anyone who has learned these powers should have collaborated with the Ventrue Coordinator to figure out how PCs (or NPCs) might be learning them. I will be, of course, willing to hear the case and, if appropriate, I will approve the learning.
 
Thank you,
 
- Brian Orlando
  Ventrue Coordinator

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