From: Jeremy Burkett <[c--ta--r] at [iastate.edu]>
Newsgroups: rec.games.frp.storyteller
Subject: New discipline--Telens
Date: Tue, 07 Nov 1995 17:27:23 -0600

Here is a new discipline that I came up with to try to fill in some of
the gaps in movement powers that folklore vampires are often seen to
have that Kindred in V:tM do not.  Any forthcoming feedback is greatly
appreciated.


Telens, the power of vampiric motion.

This discipline represents the special movement abilities that are often
thought to accompany the change into a vampire.

* Soft Step

This power (along with Quietus) is what is responsible for the legends of a
vampire's silent movement.  Whenever active, the vampire only barely touches
the ground and thus leaves no footprints and makes no noise by his
footsteps.  This power does not help in sneaking through shadows (learn
Obfuscate), but it will give the user a -1 to -2 (ST's discretion) to
difficulties on a stealth roll if sound is a factor.  This is in addition to
any bonuses that may be accrued from level 1 Obfuscate.

Perhaps even more beneficial is the ability of the vampire to walk on
surfaces that he "shouldn't" be able to such as water or a weak floorboard. 
The character must roll (Courage+Wits or Courage+Perception) versus a target 
number of the ST's discretion based on the suface that is to be walked over.
The character may move a number of yards over that surface equal to the number 
of successes. A failure indicates the character falls through.  Each turn
the roll may be done again.

** Great Leap

This power allows the vampire to leap great distances.  The character may
spend one blood to double the number of successes received on any jump
attempt.

*** Scale the Mountain

At this point, the character has learned how to cling to shear surfaces. 
For one blood, the character may move along nearly any solid surface.  It
takes quite a bit of concentration, however, and if somehow interupted, the
vampire must make a Self-Control check versus a target number of 7 (maybe
higher if the surface is wet or slick).  This power _does_ allow the vampire
to move on ceilings and such.

Note that usually, the vampire will crawl along the surface he is moving
along, because gravity can still affect his balance.

**** Angel's Decent

At this level of Telens, the vampire no longer falls as fast as gravity
asks.  The player should roll (Dexterity+Self-Control) versus a target
number of 7.  The result is the number of dice which are removed from
the falling damage roll--with the character's downward momentum
proportionally reduced.  No expenditure of blood is required.

***** Flight

With Telens 5, the character can truly fly.  With the expendature one
blood, the character gains the ability to ignore the bonds of gravity.
The character can move at normal speed (walking or running) in all three
dimensions.  When coupled with Celerity, this can be quite spectacular.
The secondary Talent of Flight should govern any difficult manuvers the
character wishes to make while in the air.


Possible ligher level powers include:

****** Grand Motion

The character may freely double the speed of all her movement.  This
applies primarily to walking, flying, climbing, etc. although other
actions may appear somewhat faster.  It should be of particular not that
it is only the _speed_ of movement which is affected, not _rate_ of
movement.  The character must still buy Celerity to get extra actions.

******* Portal Passage

Now the character, with the expendature of one point of blood, may pass
through any portal she finds, even if closed.  The character must be
able to approach the portal (door, window, etc.), so flight may be
required as well.  The character simply becomes insubstancial to the
portal for one turn.

The definition of a portal can be very vague and the Storyteller should
use his best judgement.  A locked door, even if air-tight, would count as
a portal; but a window, even if it had a pane broken out, would not if
it had been build into the wall with no opening mechanism.

******** Flicker

At this level, the character may simply will himself to a new location.
The character must be able to sense the exact location in some way and
there must be a reasonably clear path to that point.  This is not true
teleportation, but rather motion accelerated beyond the ability of the
eye to comprehend.  The character will be aware of this as will any
exceptionally perceptive characters or those with Auspex 1, although
they will not be able to react until the movement has occurred.

********* Whispering Walk

The character gains the ability to walk through objects, including
walls.  At the cost of two blood, the character becomes insubstantial to
one object (a wall) or close group of objects (a table and the place
settings on it) for one turn.  She may then move accordingly.

********** True Being

With expenditure of two blood, the character has the ability to simply
"be" at any place in the world of which he has knowledge.  This effect
is instantanious, but the Storyteller may require a roll for places
which are unfamiliar to the character or have changed since his last
visit.

-- 
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|       Jeremy Burkett          Spectre of Grace                        |
|       e-mail:                 [c--ta--r] at [iastate.edu]                    |
|       www:                    http://www.public.iastate.edu/~castagir |
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