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The Philosophies of engagement
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The Philosophies of engagement

Kindred and bloodshed are part and parcel, combat and petty rivalry are the foundations of cainite society, and it perhaps Comes to no surprise that the centuries have given way to things so bloody as philosophic slaughter, thusly, in tandem with the paths of enlightenment so to were the Philosophies of engagement

Diogenim

Based on the philosophy of the eldest, (and early human predation methods) it constantly works to reduce the needs of the body, and in a sense, this is translated into combat with terrifying stamina, practitioners tend to have few outward transformations, rather preferring to trick an opponent into expending there strength, these fighters will feign and dodge, before finally neutralizing the threat when it can no longer fight.

Common clans: gangrel, nosferatu, old clan Tzimisce

1 point: Unnerving stamina

For each two rounds of combat, gain a temporary point in endurance

2 point: off the ledge

Whenever an opponent is forced to decide between dealing with you or coming to harm, it must succeed a number of saves equal to your intimidation str, or choose the outward threat.

3 point: minimalism

You live hard, and with ridiculously little commodity, Rough terrain has half the effectiveness on you.

4 point: confrontation through contradiction

Whenever an opponent readies an action, you may force them to fail a net result of your wit minus theres (minimum one)

5 point: lantern in the day

Whenever you succeed three or more attack rolls against an unarmored openent, you cut somewhere above the brow, unless they expend an action wiping their brow each three rounds, they will suffer the poor vision flaw.

Socratis

The Socratic method relies on forcing the opponent to make a mistake, through trickery or through disciplines, the idea is to make them hesitate for even just a moment, at which point, powerful strikes are dealt.

Common clans: Ventrue, lasombran, (true and) brujah

1 point: methodical approach

Whenever using a slahing weapon in combat, automatically succeed in two attack roles, as you flit about and lacerate them.

2 point: the perfect truth

The believer of this enlightenment sees that no truth is perfect in words, but can be built into the mind with questions like stones, Once per scene, the kin can ask one humanoid that speaks a language they do a simple yet difficult question, until they answer sufficiently for themselves wits suffer -.5 (-½) rounded down each round. (Discuss with story teller, mental discipline suggested for balancing)

4 point: Unknowable intentions

During combat, opponents suffer your knowledge in wit fails to read you, as your buddy gives but even a glimmer of your intentions, your mind waiting for there's like a patient parent scolding a child, it infuriates any creature who cannot perform an action as a result, roll frenzy against DC of Socrates deception.

5 point: mad gadfly

opponents who suffer your second level ability for longer than three turns (opponents) wits begin to feel the existential wait on there hands from the actions they have committed related to your path of enlightenment (temporary alignment shift)

Machavelier

The machiavellians focus on being so horrible as to almost inspire goodness in others, they believe that misery is born of ignorance. To be educated in pain is truly the only way to know genuine compassion and appreciation.

Common clans: Tzimisce, lasombra, Ravnos

1 point: True abomination

One aspect of your mental attributes can be used to replace intimidation, you speak a short dialogue describing or showing at least one horrible aspect of yourself.

2 point: Satan's tears

in his challenges for God, it is said that each time Lucifer succeeded he cried, so too do you feel this, but as God twisted Lucifer to challenge him, so to do you feel the righteousness of there guilt, forcing an enemy to sin against there path automatically gives the level of sin committed to you against frenzy.

3 point: spare the rod

Love is in the cruelty of combat, every mercy is simply another blessing uncounted to the enemy, thusly it is important that they see your cruelty early, that they might see your mercy at the end, creatures who take at least one level of lethal damage by your hand within the first three rounds of combat must make a röttschriek roll each round afterwards or flee in terror.

4 point: cull the unworthy

Able was weak, for his nature was to pride himself in gods praise, not to tremble in the mercy of his ambivalence, he was unworthy of life.  God saw this, thusly Caine was raised to be his new contradictor, an opposing drive within humanity that would purge it of it's disgusting entitlements. Harming a creature who has failed at least one bane this scene causes you to gain influence on other creatures who were troubled by the action. (Storytellers discretion)

5 point:  bloody stones and burnt feathers

Whenever you touch a corpse, glean there last moments of agony to share with others, that they might see more the truths of life. The next time in the same night that you touch a sentient being, impart these memories upon them like a torrent, 

These beings invariably experience röttschriek for three rounds.

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