Category:Hounds of Actaeon

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General Information

 Parent Clan/Covenant: Gangrel

 Sobriquet: Hunters

 Source: Gangrel, p. 111

 Disciplines: Animalism, Protean, Resilience and Obfuscate

Bloodline Gift: Predator's Innocence

The Hounds are hunters, but they are not, inherently, monsters any more than most Kindred. Members of the bloodline who ritually hunt and kill are able to preserve their Humanity through embracing the hunt. When hunting and killing a living prey, the Hunter does not face a Breaking Point for killing or injuring their quarry. Murder under any other circumstance is a breaking point as normal.

Bloodline Bane

The Hounds maintain that the hunt must be pure, and this requires that the Beast be kept in check. Any time a Hound frenzies, it is considered a Breaking Point at Humanity 2.

Devotions

Deerstand (Resilience ••)

Sometimes a Hunter must lie in wait, watching for his prey. With this Devotion, a Hound may lie in wait for hours on end with no hint of motion. By spending a vitae, the Hunter may remain motionless for a number of hours equal to their Resilience. While in this state, the Vampire becomes hyper-aware, adding their Resilience to all perception rolls.

This Devotion costs 1 Experience.

Bait (Animalism ••)

Not all prey needs to be pursued and run down. Sometimes the Hunter can control the path of the prey with clever baiting. By smearing an area or object with their vitae, the Hunter may create a nearly irresistible lure. During the process of spreading the vitae, the Hunter concentrates on a particular type of prey (human, a type of beast, kindred, etc) and rolls Manipulation + Survival + Animalism. The effects of the lure are as follows: All creatures of the proper type within 100 yards per dot of the Hunter's Blood Potency subtract the successes rolled from all perception rolls as they are distracted by the scent of the lure. Victims with a Composure + Supernatural Tolerance less than the successes rolled are compelled to investigate the lure and will make their way towards it, though they will not act any more recklessly than normal, they will be less likely to notice danger due to the perception penalty.

This Devotion costs 2 Experiences.

Camoflauge (Obfuscate •, Protean ••)

Obfuscate, while a powerful tool, has limits. It can only effect the mind, and there are times when a Hunter needs to be truly concealed, either against those who can pierce illusions, or mundane equipment and cameras. With this Devotion, the Hunter can instead alter her own form to blend in with the surroundings. By spending two vitae, they may coerce their body to rapidly blend and shift with their surroundings. Subtract their Protean dots from all attempts to detect them with mundane perception. As a physical effect, this is not subject to clash of wills.

This Devotion costs 2 Experiences.

Game Preserve (Animalism •••••, Obfuscate •••••, Protean •••)

The strongest of the bloodline sometimes create their own game preserves, areas where they can hunt and run freely and without concern, where they are the absolute master. By combining the mastery of Animalism and Obfuscate, a Hunter may affect an area with both Lord of The Land and Oubliette simultaneously for one cost. Additionally, while withing their Game Preserve, the Kindred may use Beast's Skin to take the form of any animal within the bounds of their preserve.

This Devotion costs 6 Experiences.

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