Difference between revisions of "Phantasmagoria"

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*1 - [[Distract]] -- The victim finds reasons to look away while the vampire does something else.
 
*1 - [[Distract]] -- The victim finds reasons to look away while the vampire does something else.
 
*2 - [[Reverie]] -- The vampire can now nudge the victim down a certain intellectual track, absorbing the victim in something they would be inclined to muse upon.
 
*2 - [[Reverie]] -- The vampire can now nudge the victim down a certain intellectual track, absorbing the victim in something they would be inclined to muse upon.
*3 - [[Lethargy]] -- The vampire can now subject the victim to a variable degree of mental fatigue, allowing the vampire to take actions while the victim battles his or her fatigue.  
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*3 - [[Hebetude]] -- The vampire can now subject the victim to a variable degree of mental fatigue, allowing the vampire to take actions while the victim battles his or her fatigue.  
 
*4 - [[Fugue]] -- Now the vampire can induce a dreamlike altered state of consciousness, lasting from a few seconds to several minutes, during which a person loses his or her awareness and memory, often wanders away from familiar or safe locations rather trustingly with complete strangers.  
 
*4 - [[Fugue]] -- Now the vampire can induce a dreamlike altered state of consciousness, lasting from a few seconds to several minutes, during which a person loses his or her awareness and memory, often wanders away from familiar or safe locations rather trustingly with complete strangers.  
 
*5 - [[Coma]] -- Older, more powerful vampires can now go beyond just inflicting fatigue, rather they can lock a mortal or other vampire in a sleep from which they cannot wake. While in this coma, they victim sleeps very deeply, unaware of his or her surroundings and heedless of uncomfortable positions or even imminent danger.   
 
*5 - [[Coma]] -- Older, more powerful vampires can now go beyond just inflicting fatigue, rather they can lock a mortal or other vampire in a sleep from which they cannot wake. While in this coma, they victim sleeps very deeply, unaware of his or her surroundings and heedless of uncomfortable positions or even imminent danger.   

Revision as of 22:52, 18 December 2016

Disciplines / Discipline Techniques


Clan Discipline of the Oneiros bloodline

Main Sequence
1 - Look Away
2 - Somnolence
3 - Night Night
4 - Confusion
5 - Dreams of the Masses
6 - Youths Beauteous Mask/ Morpheus Slumber


Alternate Sequence

  • 1 - Distract -- The victim finds reasons to look away while the vampire does something else.
  • 2 - Reverie -- The vampire can now nudge the victim down a certain intellectual track, absorbing the victim in something they would be inclined to muse upon.
  • 3 - Hebetude -- The vampire can now subject the victim to a variable degree of mental fatigue, allowing the vampire to take actions while the victim battles his or her fatigue.
  • 4 - Fugue -- Now the vampire can induce a dreamlike altered state of consciousness, lasting from a few seconds to several minutes, during which a person loses his or her awareness and memory, often wanders away from familiar or safe locations rather trustingly with complete strangers.
  • 5 - Coma -- Older, more powerful vampires can now go beyond just inflicting fatigue, rather they can lock a mortal or other vampire in a sleep from which they cannot wake. While in this coma, they victim sleeps very deeply, unaware of his or her surroundings and heedless of uncomfortable positions or even imminent danger.
  • 6 - Oneiromancy -- The elder vampire can now observe the dreams of his or her victims, while limited to one at a time, the vampire need not wait for the victim to dream, but may induce dreams in an unconscious mind and even control the contents of a dream turning pleasant recollection into a nightmare or vice versa.
  • 7 - Mass Hibernation -- The elder vampire can now use the power of Coma on masses of individuals.
  • 8 - Gestalt of Dreams -- Truly ancient vampires can create dreams, manipulating every detail for groups of individuals, granting them understanding of each other and bypassing barriers of language and idiom.