This Discipline was developed by the Cappadocians in an attempt to uncover the secrets of death. It seeks to explore many aspects of death, from outright cheating it, to causing it with a single touch. Rumor has it that masters of Mortis are able to defy death itself. Practitioners of Mortis are often consumed with all aspects of death and the afterlife. All Cappadocians begin with the Hunted flaw and one free ability point in Medicine. Only 1b and 3a have bids (mental+medicine+mortis versus same).
Damoinion is the restricted discipline of the Baali. Due to the covetous nature of the Baali, they refuse to teach it to anyone not of their bloodline. Only levels 1a, 1b, and 2a have tests.
Garou Rules
Gypsy Rules
Mummy Rules
Wraith Rules
Mortis
To understand death, a Cappadocian must begin with the understanding of themselves at the most basic level: the blood. The first ritual learned by the studious Cappadocian uses one blood of the individual to be investigated and yields the following information: generation, clan, number of blood bonds, and the clan of the regnant(s). This ritual is instantaneous, and vaporizes the one blood point used leaving a trace scent of burned blood. All information gained by this ritual is automatically understood and requires no tests.
This power allows the character to cause rapid aging in an opponent. The victim begins to suffer the effects of old age: skin becomes pallid and thin, bones become brittle, and the victim may even begin to experience advanced effects of arthritis or other ailments of the elderly. Mortals affected by this power are permanently physically aged 1 year per blood point spent (aged permanently) and suffer 1/2 physical bids (plus newly aged physical penalties) for the scene or 10 minutes, whichever is longer. Vampires touched with this power take no wounds but are instantly at 1/2 physical bids for 10 minutes or the scene, whichever is longer. Brawl test, or simple RP required to touch victim.
Studying death has increased the personal strength of Cappadocians. They have unlocked one secret that has proven incredibly useful for clarity of thought, and healing themselves when necessary. This ritual allows the user to lower their generation three levels for the remainder of the night in which they cast it. This confers the blood pool and Dominate use and resistance of the destination generation. At the end of the night, the user returns to their true generation. This may cause implanted mesmerisms to fade. The user cannot embrace while using this power.
By feeding a corpse some blood, the Cappadocian may reanimate the body, creating an undead servant that serves its master until it falls completely into decay. This walking corpse cannot talk (though some have been known to utter low moan), and is a servant to its creator through the Blood Oath. As soon as the first point of blood falls into its mouth, the corpse animates and begins to drink of its own accord. This can be a dangerous time for the Cappadocian, as some corpses have been known to continue feeling after the initial blood has been taken. A zombie created by this method has 0 Mental attributes, 0 Social attributes, 13 Physical attributes, does not suffer wound penalties, has 5 wound levels, Potence 2a, no abilities, no influences, and the body appears as it did at the time of creation. These creatures have some intelligence but are so overwhelmed by the bond to their masters that they seldom exhibit free thought. Zombies created via Mortis are utterly destroyed when their health levels are depleted and cannot be re-raised as zombies via Mortis. These automatons crumble to dust on the third sunrise after their creation. If the Cappadocian that controls the zombies falls into torpor, or meets Final Death, the zombies fall to the ground as the dead bodies they once were, and can be raised again if the body is in good enough condition. The duration of their existence can be extended by feeding the creatures more blood every day. Vampires, Garou, and other special beings cannot be affected by this power.
The Cappadocian can unlock the decay in everything around them and tap into the death that dwells in all living things from mortals to beasts to plants. Humans and animals waste away instantly, plants wither and decay. The Plague Wind does not discriminate; everything within the area of effect, except the Cappadocian, is subject to its corrupting influence. Vampires affected by this power are drained of one blood, one control, and one willpower. Humans and ghouls affected by this power fall over dead instantly, and may be raised as zombies. The humans/ghouls affected by this power will seem to have died by "natural causes" if investigated via autopsy. The Plague Wind forms instantly in the area designated by the Cappadocian, affecting everyone and everything in a 4 pace radius.Baali
Clan Advantage: Access to a 4th discipline.
Clan Disadvantage: Baali cannot stand the sight of religious, most notably Christian, symbols. They will be uncomfortable around them, and usually seek to leave their presence. (RP, suggest 1 control burn upon situation)
In-clan Disciplines: Obfuscate, Presence, Damoinion
Damoinion
Upon a successful mental + investigation + infernalism + level of Damoinion versus standard defense Obfuscate test, a Baali can discern one of the victim’s derangements. This test is visible to the victim only if the test fails.
Upon a successful mental + subterfuge + infernalism + level of Damoinion versus a standard Animalism defense test, a Baali can force into the victim’s mind a hint of the fear that Hell has to offer causing a loss of 4 control points. This test is obvious to the victim whether or not the test wins or fails. If the test wins, a horrible image of terror fills the victim’s mind. If the test fails, the victim senses that someone was attempting to tinker with his or her inner beast.
Over time, Baali have learned that secret pacts and a silver tongue cannot get them out of every sticky situation. Due to the gruesome death of the High Priest in training named Hlestn, many Baali gathered together to find a way that they could be evil, show their demonic roots, and hold their own in combat at the same time. Many demons were summoned, questioned, and worshipped before finding one “helpful” evil being. This being instructed the gathered Baali how to summon forth a bit of the essence from an undisclosed dimension of evil. The essence does not burn, is not cold, weighs nothing, does not conform to our laws of physics for any purposes, nor resembles anything else anyone other than the Baali would understand. The essence does however hurt a LOT (2 agg) if the Baali summoner wishes it so. This mottled green looking essence surrounds the Baali’s hand and may either be used as a brawl damage enhancement, or as a missile weapon. Summoning such evil essence is plainly visible to all beings, and it has been said that a handful of blind victims could simply “feel” the evil presence.
This discipline is made up of several minor abilities showing the adaptability of the Baali. Each ability can be used as an instant action for 1 blood, or as a combat action for 0 blood. Each ability lasts for 10 minutes or the scene, whichever is longer.
Only a handful of Baali elders have ever attained this degree of mastery. These select few embody an understanding of Hell sufficient to begin bridging the fissure between worlds so that someone/something might enter through a momentary rift. The summoned entity will never attack the summoner, can assume any form it chooses (as if per fleshcraft), and has the following abilities:
All attributes 20
Brawl 10
Occult 10
Blood 20
Willpower 10
Wound levels 10
Immunities: Dominate (always), Fire (always), and Presence (except Majesty)
Constant abilities: Animalism 4, Fortitude 2, Regeneration 1 wound level per round
Offensive powers: Dark Firestorm (1blood)(FThau3a), Mass Cauldron (1 blood)(BThau3a, may target all living beings within melee range), Auspex 1, Obfuscate 1, and Potence 5. (Note: only the exact # level of each aforementioned discipline may be used. Heralds do not have access to any other levels of those disciplines, nor of any other disciplines that have not been noted above.)