Levitation
By J D Conrad (jdconrad@postoffice.worldnet.att.net)
Description
This discipline was developed by a Caitiff named Tadeuz. In the tales he heard of vampires they could often fly. Gangrel and Tremere (not to mention Malkavians) often said things that indicated they have this ability. So Tadeuz has spent many long nights learning to fly because he did not know it was impossible.
* Light as a feather
By spending a blood point the character may effectively lighten himself to the weight of a feather for the duration of the scene. This means climbing becomes very easy, no foot prints are left on anything firmer than dust (this gives a -2 on the target number for stealth rolls that involve moving). This level of the discipline doubles the distance a character can jump when in use. If the character falls this level of the discipline halves the damage taken on impact if used from the time the fall begins.
** Walk on the Waters
By spending a blood point the character may further nullify his weight and to an extent ignore the surface over which he walks for a scene. He can walk a dusty hall without leaving footprints; he can even walk across water. Note, that for some reason if the character tries to stand on water or another liquid he slowly begins to sink. This level of the discipline quadruples the distance a character can jump when in use and modifies any stealth roll involing movement by -2 on the target number).
*** Defy Gravity
By spending a blood point each turn the character treat walls and ceilings as if they were floors. Walking or crawling on any surface no mater how smooth or at what angle it stands. When this level of the discipline is in use characters can stand on liquids. Note that if the character stops spending blood gravity kicks back in, which may cause problems. Note that this level of the discipline cannot stop a character from falling unless he can touch a surface. If he can make a strength & athletics roll with a difficulty number based on the speed of the fall as determined by the storyteller, he can jerk himself into contact with the surface. This will cause one die per difficulty level of damage that may be soaked if it succeeds. (Example difficulties: Falling from an airplane and trying to catch a wall just before impact with the ground 10, soak 10 dice on slamming into the wall. Falling along side of a skyscraper difficulty 7. Falling from the roof of a four story building 4. Getting near enough to the surface will probably require athletics or parachuting rolls before the roll to arrest the fall can be made.)
**** Wings of the Mind
By spending a blood point each turn the character can fly at twice the speed he can run. This can be combined with celerity to fly at very high speeds for short periods of time. When the blood is no longer spent the character begins to fall. The character cannot carry others, nor objects that weigh greater than half her body mass. The character can hover, fly backwards, forwards, etc. Going up halves speed, going down adds +50% to speed. If used to try to arrest a fall the character can halve the damage he would take each round, if he can drop the damage to below 1 die he takes no damage from the impact, or if he has not yet reached the surface he is effectively flying and can continue as normal. Once again combining this with celerity allows for very rapid deceleration.