Post by Hematite on Jul 4, 2014 13:21:47 GMT
Spiritus
This discipline was originally created by Mercuria, founder of the Ahrimanes. Though the Ahrimanes are no more, they did teach the discipline to a few select people before they vanished. This discipline was never widespread of course. The Ahrimanes were a small and very insular group who didn’t trust outsiders as a rule. Characters should have a good reason for knowing this discipline.
Spiritus 1: Aid From Spirits [V20 466]
This bonus only applies to actions where the item is an essential part of the action. For example, the Ahrimane cannot get additional dice to social checks while talking on an enhanced phone, since the performance of the phone is not what is essential to the action being taken.
Under no circumstance will this bonus ever apply to the activation of a discipline or other supernatural power.
Spiritus 2: Summon Spirit Beasts [V20 466]
Treat the spirit animals as mundane animals in all respects while manifested corporeally. If Incapacitated, the spirits discorporate and enter Slumber.
The spirit animals do not have blood and cannot provide nourishment from either blood or meat.
The summoner may telepathically communicate with the spirit beast as long as he remains within line of sight of it. The spirit will obey any commands given, up to but not including obviously suicidal ones.
Spiritus 3: Aspect of the Beast [V20 466]
The user can only gain aspects of animal spirits who are native to the area in question. So a vampire in Africa might take on aspects of an elephant, but could not reasonably assume an aspect of a tree frog.
Animal aspects can be nearly anything, but should not exceed +/- 2 dice or difficulty for any Attribute or Ability dice pool or +/- 3 dice or difficulty for a narrower category.
Under no circumstances will an animal aspect allow the vampire to deal aggravated damage.
Spiritus 4: Engling Fury [V20 467]
This power does not grant the Ahrimane any ability to see or interact with spirits. This power does cross the Gauntlet, allowing the Ahrimane to use it from the material plane, however he still needs a way to see the spirit in question (or the spirit must be manifested).
This power does not automatically destroy a spirit. Each success on this power drains a point of Essence from the Spirit in question. Spirits reduced to 0 Essence in this manner are destroyed.
This does not send a spirit to Slumber. It actually destroys the spirit. This is one of the very few powers that can permanently destroy an Umbral Spirit. As such spirits who witness a use of this power and escape will spread tales of fear about the vampire.
Spiritus 5: The Wild Beast [V20 467]
This is considered a Complete and Incompatible Transformation. See clarifications on Transformation Disciplines for details.
The vampire’s bite deals Strength +1 Aggravated damage and the vampire may bite without first initiating a Hold or Clinch.
The vampire’s Claws deal Strength +1 Aggravated damage.
The Ahrimane in this form can see perfectly in the dark as if under the effect of Eyes of the Beast (see Protean Clarifications).
The Ahrimane can remain in this form for a number of hours equal to her Permanent Willpower, or until sunrise, whichever comes first. This replaces the line in the power about a maximum number of hours in this form per night