Discipline of Battle
By Windwalker (lacona@badger.tds.net)
Description
The discipline of battle was created by a Caitiff who was a cCelt before the embrace. Needless to say he was battle experienced before and is more so now. Many of the powers of Battle are constant. Some are similar to powers from other disciplines, while some require other disciplines to be fully effective. All of the powers of this discipline are only effective pertaining to a combat situation. Most can only be used in combat and the others are active right before combat is joined.
* Battle Alertness
This power is similar to the Auspex danger sense but is more specific in what situations cause the awareness of danger. It won't trip because of a trapped door but would if someone was waiting on the other side. (intent to attack subject to storyteller).System: Automatic
** Battle Sense
This is an enhanced version of Battle Alertness. The disciple has learned to use his combat sense in battle and is capable of reacting on insincts that are more accurate to the situation. Thus he is able to roll with the punches, aim his attacks more accurately, and just overall perform better in combat.System: The disciple gains one automatic success on all combat rolls. Thus he gains 1 success whenever he attacks, rolls damage, soaks, rolls initiative, etc.
*** Battle Performance
**** Enhanced Physical Attributes
***** Combat Master
At this level the disciple can be truly impressive in combat. By spending 1 blood point, Celerity (must have) is kicked in for combat, each physical attribute gains a +1, and Protean claws (optional) can be turned on as well. In addition a bonus success to all combat rolls is gained (in addition to battle sense).Note: If celerity and protean are not possessed the kindred will not gain those benefits.
System: Lasts until the end of combat.
****** Master's Luck
******* Pacification
At this point the kindred should know that fighting isn't always the best answer (more fun but not always better). At times the best way to win a fight is by not getting into one. This power can end all aggressions in the area and possibly even knock a garou out of his Rage and out of crinos (unless he is metis).System: Manipulation + empathy target number 6. Number of people affected is determined by successes.
Successes | Targets affected
|
1 | 1
|
2 | 4
|
3 | 8
|
4 | 16
|
5 | All people in the immediate area
|
Each success removes 1 point of Rage from a garou. If the number of successes is greater than the number of Rage then the garou is snapped back to his breed form (remember crinos is the breed form for metis). To resist, willpower points equal to the number of successes must be spent. Also if a kindred attacks people that he has pacified it should cost humanity.
******** Immortal Battle Master
At this level the disciple is truly an amazing sight to behold in combat: able to attack many times and able to do devastating damage and withstand awesome amounts of damage.System: 3 blood points must be spent. Effects: Celerity is kicked in (must have), Protean claws are grown (must have), +2 to all physical attributes (additional points can be spent to gain higher attributes: 1 point gets 1 to each physical, max attribute is 15). Also aggravated damage can be soaked with stamina (like garou but no special vulnerablities). In addition 2 successes are gained on all combat rolls. Note, if this is used, no other blood can be spent on other Battle powers. This lasts (as usual) until the end of combat.