Blikus
By Jason Darrah (happyman000@hotmail.com) for the Munchkins
Description
This Discipline is based on the idea of winning. Even though, if you are really role-playing, there are no real winners or losers, this Discipline makes sure that you win anyway.
* Sleight of Dice
This discipline allows the Munchkin to, not re-roll, but get any chosen number from an already rolled die. (uh, I don't like that one. Let's make it a ten). No roll is required, and no blood or Willpower needs to be spent. You just casually turn the die onto the number that you want.
** Ignore Flaw
This power allows the Kindred to ignore all flaws, derangements, or dice penalties against him orher. (Uh, I snap out of my multiple personality disorder, and uh...) This one doesn't require a roll either. It takes effect as long as you have it.
*** Resist Discipline
This discipline allows the character to resist the effects of Disciplines such as Dominate, Obfuscate, and well, any other discipline. This also works with Gifts, Spheres, etc. One point of blood is spent and a Willpower lost. (Unless you "forget" to erase the dots on your character sheet... *innocent whistling*)
**** Pseudo-Dots
With this Discipline, the Munchkin can (with just a few pencil marks) raise his/her score in any one given Attribute/Ability/Discipline/etc. Just fill in the little bubble when the other players aren't looking, and voila! It's easier than having to bother with that experience crap! :)
***** Dominate GM
By this level, the Munchkin has gained enough power (even though he/she was all-powerful before) to tell the Storyteller what to do. The Munchkin just takes the ST's notes, chronicle ideas, and the ST Screen, and resumes playing. The Munchkin now has the right to tell anyone who tries to go against him to "piss off". :)