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Inner Focus (•)

Social order and honor is foremost in the Duelist’s mind and soul. It is this idea of honor, and understanding of their place in society, that allows this power to work. Whenever a Duelist fails an anger frenzy roll and the subsequent frenzy would call them to breach one of the core strictures of their social structure, they may use this power to gain a second chance at avoiding frenzy.


Cost: 1 vitae

Roll: None

Action: Reflexive


The Duelist is allowed to reroll their frenzy at -3 dice. This power, regardless of success or fail, may only be used once per scene.

It should be noted that this only applies to anger frenzies that break the social code, for example, a frenzy in Elysium which would lead to violence would break the social code. A frenzy in a public place which would break the Masquerade would break the social code. A frenzy in a private local, such as a haven, would most likely not break a social code - it would, however, apply to frenzying against someone you are Oath-bound to protect. If you are unsure if your frenzy applies, speak to a Storyteller.


Honor Assured (••)

All Duelists expect others to follow the same codes of honor as they, however few Duelists are so foolish as to think this actually happens. This power allows for the Duelist to assure themselves that their opponents will act honorably during combat. This power can be used for any combat with a pre-set code of rules. Prior to the combat the rules must be established, however, both parties do not have to agree to the rules regardless both are bound to them. If the Duelist breaks the code then the effects of this power are immediately voided.


Cost: 1 vitae

Roll: Presence + Expression + Honoris Causa - opponent's Composure

Action: Instant


Dramatic Failure: The Duelist is assaulted with suspicion regarding his opponent’s honor and thus suffers –3 dice on his next roll due to preoccupation.

Failure: The power fails to activate.

Success: Neither participant can step outside of the bounds set for the combat.

Exceptional Success: The Duelist is assured of his opponent’s agreement and translates this confidence into his actions, allowing a dice bonus of +1 to any action in the scene against this opponent, or a +1 defense against this opponent.


Suggested Modifiers

Modifier Situation

+2 Power is turned on a vampire with whom the user has a blood tie


Social Strike (•••)

This power allows the Duelist to substitute his social attributes for physical attributes in a close combat situation but only after having taken time to engage the opponent in conversation which allows ample time to study his opponent.


Cost: 1 vitae per scene

Roll: Wits + Socialize + Honoris Causa – subject’s Composure (Highest if necessary)

Action: Instant


Dramatic Failure: If the Duelist fights the opponent during the course of the night, he is wracked with shame and doubt stemming from his poor performance in the social arena. He suffers a –3 penalty to all non-reflexive dice pools during the fight with that opponent.

Failure: The vampire gets no benefit from the Discipline.

Success: For each success on the activation roll, the Kindred may invoke one of the following effects in a scene when fighting that opponent:

Exceptional Success: Is it's own benefit.

  • Substitute Presence for Strength in a close combat dice pool.
  • Substitute Manipulation for Dexterity in a close combat dice pool.
  • Substitute Manipulation for Wits when calculating Defense.
  • Substitute Manipulation for Dexterity when calculating Defense.
  • Substitute Socialize for Weaponry in a close combat dice pool.
  • Substitute Intimidation for Brawl in a close combat dice pool.

If an opponent or multiple opponents are not spoken to prior to this activation, no benefits are gained against them. This usually only comes into contention against multiple adversaries.


Suggested Modifiers

Modifier Situation

+2 Power is turned on a vampire with whom the user has a blood tie


Forced Instruction (••••)

At this level the Duelist can inflict her own views of the world on those who offend her. She must make eye contact with the offender and inform them of what they are doing wrong, and how they should act. After this point the subject is expected to react within the proper boundaries of the social order. He cannot speak out against his superiors. He cannot break any known rules. Any stepping outside of these boundaries results in determent to the subject. If the subject does not act outside of social boundaries during the scene then there is no effect.


Cost: 1 vitae

Roll: Manipulation + Socialize + Honoris Causa vs. Composure + Blood Potency

Action: Instant and Contested


Dramatic Failure: The Duelist’s words sound hollow to her own ears and she suffers a loss of willpower as she momentarily loses her resolve.

Failure: Nothing happens.

Success: Should the subject step out of the bounds of social correctness he will suffer the loss of willpower equal to successes on the invocation roll.

Exceptional Success: In addition to the willpower loss, the subject develops a derangement of the Storyteller’s choice.


Suggested Modifiers

Modifier Situation

+2 Power is turned on a vampire with whom the user has a blood tie


Barbed Words (•••••)

At the highest levels of Honoris Causa, a Duelists’ words alone are deadly weapons. A Duelist using this power does not fight physically. Instead, he uses his own sense of honor against that of his opponents. By making eye contact and speaking the Duelist is able to inflict physical harm upon his subject. Victims may cough up Vitae or suffer terrible chest and head pains. This power cannot be used during combat.


Cost: 1 vitae

Dice Pool: Presence + Intimidation + Honoris Causa – subject’s Composure

Action: Instant


Dramatic Failure: The power rebounds on the character initiating and they suffer one additional derangement for 5 – composure weeks (for a minimum of 1 week).

Failure: The power fails.

Success: One lethal damage is inflicted per success on the invocation roll.

Exceptional Success: The power causes damage normally. In addition this causes the victim to spend one willpower point.


Suggested Modifiers

Modifier Situation

+2 Power is turned on a vampire with whom the user has a blood tie

-1 to -3 Based on wittiness of the insult as decided by a Storyteller

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