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===Plasmapheresis Discipline=== ====Cardiac Delivery: β’==== Cost: - Duration: One Scene The Vitae in the vampires body recognizes its place among the rivers, and instinctively follows the flow. The vampire takes a deep breath (Though vampires do not need to breathe, the gasp is ritualistic, as the point of blood is to deliver oxygen to various parts of the body), and begins to swims at twice his regular speed every turn, and receives 9-again to all rolls related to maneuvering in water. He cannot swimming against the current unless it's slow enough for a regular person to be able to go against without any problems. The discipline ends when he exhales. While the discipline is active, local fish tend to become slightly more aggressive towards the vampire, which serves his needs just as well, as their tendency to swim withing arms reach to nibble at him makes them an easy meal for a fledgling. However, unless the vampire is swimming in the rivers of South America or Africa, the damage he takes is probably trivial, maybe a bashing damage per scene at the very worst. ====Aphairesis: β’β’==== Cost: - The vampire can drink the Plasma of a victim, rather then his blood. This plasma is stored among with vitae, but is to be marked with a P. This means you can only store Plasma and vitae in your vampires body as your Blood Potency allows you to. >A vampire with BP 4 can store 13 vitae in his body. If he has 8 already, and drinks 3 Plasma, he has 11 slots filled up. If he drinks 6, then he would have 14, meaning that the final point of plasma is lost. Every victim has plasma in their body equal to half the amount of blood rounded up. The victim takes no damage from having his plasma drunk, until this threshold is reached. After that, the vampire begins drinking vitae, and the target takes one aggravated damage per vitae taken, and suffers from Anemia for as long as it takes for him to heal the aggravated damage. Vitae is what vampires crave, what their every essence calls out for, so drinking excess vitae replaces Plasma within the body. Plasma just barely magical, having just a tiny fraction of the properties of vitae. Plasma dissipates from the vampires body in a number of hours equal to his Blood Potency and cannot be used to activate disciplines other then those in Plasmapheresis. ====Humourism: β’β’β’==== Cost: 1 Plasma Dice Pool: Plasmapheresis + Occult + Wits vs. Composure + Blood Potency Cost: 1 Plasma The Ordo Dracul is no stranger to the methodologies of the ancient Hippocratic medicine. The concepts of various humours in balance controlling the moods of mortals is a quaint theory, but tests done by masters of the Blood, practitioners of Majesty and Nightmare and general alchemists centuries ago proved it to be a falsehood, though a falsehood with a grain of truth. The reality is that while mundane blood does not produces emotions, vampire Blood very much instills an attitude of optimism and courageousness among those who ingest it. Ghouls are seen as evidence of this. As these scholars can't find supernatural beings with an emphasis on Bile or Phlegm, they cannot replicate these tests and ultimately, the Humourism theory is considered inconclusive. Even so, among the theories, the Leucocyte notices that all the various fluids that determine emotions in this theory need plasma, so several Plasmapheresis Alchemists rationalize that in a vampire, the plasma itself is the tool to unlocking emotion. It just has to be tweaked in just the right way... Humourism is incredibly similar to Majesty, Nightmare and Dominate, as it falls under the same principles of using a hypnotic stare to change the subjects behavior. Most Leucocytes don't even recognize the first time they use this ability, though they definately feel the surge of plasma boiling away when they exert their willpower. Humourism doesn't affects the glands of the subject, black bile and yellow bile and blood and phlegm is not released in quantity. Even so, the subject begins to fixate on a particular emotion. He begins sobbing, becoming cripplingly depressed. He becomes irritable and attacks those who stare at him. He tries to rape the first person he sees. All in all, the subject acts in a self-destructive manner for an amount of turns equal to successes, as the emotion most relivant to the situation takes over him. ====Tunica intima et media β’β’β’β’==== Dice Pool: Plasmapheresis + Medicine + Intelligence - Subjects Composure + Blood Potency (If resisting) Cost: 1 Vitae, 1 Plasma Named for two types of veins in the body, Tunicia Intima Et Media is a manipulation of the Blood using the plasma it's suspended in. Technically, the discipline is three different effects. However, the method of utilizing the traces of magic in Plasma is essentially the same, merely subtle manipulations of the plasma that controls the flow of the blood, leading scholars of the discipline to categorize it as one. By spending a point of Plasma, the vampire can bestow one of three effects on either himself, a mortal, or a vampire with which he is physically touching. '''On another vampire: ''' The vampire burns a point of vitae without dissipating the liquid, leaving behind Plasma in the wake of vampire magic. "Tunica intima et media" does not allow the Leucocyte to force the vampire to burn it, the vitae must be spent either activating a discipline, waking up, or any other method of expending vitae magically. One success rolled turns one vitae into Plasma, which is stored in the foreign vampires body. Plasma within another vampire can be drunk by the Leucocyte with no risk of vinculum. The vampire is aware that he is not hungry, though he feels unsatisfied, temporary fooling the Beast into believing that it is not hungry, so for the sake of all hunger frenzy rolls the vampire acts as if the points of Plasma are vitae until it burns away in a number of hours equal to the vampires blood potency. '''On a mortal''' The plasma separates slightly from the subjects blood, but provides no ill effects to the subject. If subject is drank from by the Leucocyte within next five minutes, the feeding need only take a single turn. '''On the Leucocyte herself''' The Leucocyte burns away a point of Vitae to distill the Plasma already within it. So potent is plasma created by this ritual that it can not only stay within the Leucocytes body indefinitely, but it can also be used as normal vitae for every action except for performing disciplines and waking up. This plasma this way stored transmutes into vitae, having absorbed the lost potency of the blood, upon waking up from torpor. ====Ipecacuanha β’β’β’β’β’==== Dice Pool: Plasmapheresis + Occult + Wits vs. Subjects Stamina + Blood Potency Cost: 1 Vitae, 1 Plasma, 1 willpower How ironic is it that water sustains the life of the living, and acts merely a solvent to sustain the unlife of the dead? Practitioners of Plasmapheresis understand that the importance of the lymphatic system is merely a means to an end. From a vampire perspective, it's the powder that flavors the drink that matters, not the liquid that suspends it. In the end, the Leucocyte is still a vampire, and still needs Blood to function, and the bloodline recognizes this predatorial requirement. The final discipline in the line of Plasmapheresis is the ultimate dissolution. The Leucocyte focuses, softly calling to the liquids of his quarry with a guttural noise. Mortal or kindred, and the victim begins sweating, crying, vomiting, defecating and otherwise removing every drop of water in their body. The mortal target suffers aggravated damage equal to the successes the Leucocyte rolled, while the kindred victim loses vitae, which is forced out of their flesh, staining their clothes, moving against their will, dragged along by the whims of a monster who simply wants the liquid out of the body. Modifiers: *Every point of Plasma within subjects body +2
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