                                 PTOLEMOS



   Literally the War, Ptolemos is about the disciplines the Machomenoi
   needed to fight the "good" fight.

   * Eyes of the Combatant: This power gives the Machomenoi heightened
   senses, but only in combat, although it can be used to evade an
   ambush. The Machomenoi burns 1 BP, and rolls Wits+Survival, diff 8.
   Each success adds a die to either Perception, Wits, or Intelligence
   (to the generation max), giving potentially monstrous initiative
   rolls. Note, however, that to notice rear-attacks requires Perception,
   and to notice large scale change of tactics requires Intelligence. By
   locking all points in one or two attribute, the Machomenon's mind gets
   myopic, missing an obvious rear assault, or failing to notice a
   regrouping.

   ** Blood Weapon: When a Machomenon is Embraced, he is supposed to
   choose a single weapon to be his True Weapon, a weapon he will favor
   above all others. With this level, he need never be without it. By
   spending 2 points of blood, he can call it into existence for a time
   in hours equal to an Sta+Melee (diff 7) roll.

   *** Mind of the Myrmidon: Perhaps the most potent of the Machomenon's
   powers, this allows him to link his mind with several others, to
   coordinate attacks. It is not telepathy. Only non-verbal directives
   can be given, like an image of a corner of a room, where an attacker
   is charging from. Still, the range of the power is effectively line of
   sight, and if the Machomenon can keep his squad leader in sight, he
   can direct large scale troop movement. The power lasts for a Scene,
   and affects a number of people equal to the number of successes on a
   Man+Leadership roll (diff 6). Each person in the group gets a -1 to
   combat difficulties, and the Machomenon can channel Eyes of the
   Combatant through them. Note that they are linked to the Machomenon.
   Any damage does 1 health level to the Kindred, soakable. However, this
   must be rolled at the end of the combat, with cumulative results.
   Thus, if a Machomenon was linked to four people, and all four were
   hit, the vampire would have to soak 4 health levels. Once this initial
   assault is endured, no more checks need to be made.

   **** Rally 'round the Standard: The Machomenon can use this power to
   incite his troops to greatness. The Machomenon soaks an item with 1
   BP, then attempts to make a powerful speech, to sway his troops. The
   Machomenon rolls Cha+Oratory, (diff 6), with the number of successes
   x5 indicating the number of people affected.

   All those affected get -1 to all combat difficulties, as long as the
   standard is in sight. If it falls for any reason, the bonus is lost.
   If it is captured, the Machomenon's side receives a +1 to all
   difficulties, until it is regained. If it can be recaptured, it is
   worth - 2 to the Machomenon's side. If the flag is captured, and
   presented at the end of combat to the loser, the loser owes the victor
   5 blood points.

   Note that this power is compatible with Mind of the Myrmidon, allowing
   leaders to enjoy -2 to all combat difficulties when both are employed.


   ***** Deny Iron's Bite: With this potent power, a Machomenon spends a
   point of blood, and for the remainder of the scene is immune to all
   metal weapons specifically created for combat. Thus, a sword would do
   no harm, but a lead pipe, not specifically created to fight with,
   would still hurt. The metal weapons actually pierce flesh, perhaps
   requiring some serious explaining later on. Note that simply covering
   the weapon in the blood of a supernatural creature will allow normal
   damage to be inflicted. Also, True Weapons likewise are immune to this
   power.

  HIGHER LEVELS OF PTOLEMOS



   From here, the puzzle of Clan Makhomenoi becomes incredibly vague.
   Anecdote has allowed us to nail down the first five steps, fairly
   readily. At this point, however, all evidence vanishes. In truth, the
   lowliest Makhomenoi grunt was 8th Generation. This means that the
   higher levels of Ptolemos were MUCH more accessible than similar
   levels today.

   Part of the radical split has to do with what happens when one masters
   "the basics." (Level 5). Until a Makhomenos masters Ptolemos 5, he is
   considered an apprentice, completely subservient to his liege. There
   is no question of inherent loyalty. The moment the apprentice steps
   out of line, he is destroyed, in accordance with the Ancient
   traditions. Thus, a kind of ettiquette was instilled in all Makhomenoi
   that does not seem to exist in this day and age. Vampires of this era
   meeting a Makhomenos would more than likely mock them as being too
   naive for their own good.

   When a Makhomenos reached Ptolemos 5, he is then inducted into the
   Order of his Sire. From this point, the three streams of Makhomenoi
   diverge. Each path has a different way of expressing the essential art
   of war, and how it applied to them.

   The Arm were those intensely interested in the Melee, combat won on a
   mano e mano level. All notions of mass tactics were shunted in favor
   of a handful of good hard steel. However, to slay would be too quick,
   too pointless. A warrior squelched in his prime, because of a careless
   mistake, would never make a worthwhile opponent. But one clubbed into
   unconsciousness would learn form his error, and live to fight
   --better-- another day. While all paths fought in combat, the Arm
   would prefer this style above all.

   The Leg were those fascinated with the politics of warfare; the
   subconscious interactions of troops, as they moved. This would
   eventually become psychological and guerilla warfare, as the dark tone
   of the Assamites set in. As it was, they labored to capture the single
   nuances they needed to gain a decisive edge, to let it all come down
   to fate.

   The Chest were the Master Tacticians. The grease and smoke of warfare
   was all irrelevant. Wars and battles were about outflanking and supply
   lines. Manipulate one, and capute another, and surrender could be
   obtained without a single fatality. War was about strategy on the
   large scale, taking in terrain, weather, and treating troops as just
   so many pieces to be manipulated on a map.

   Once a Makhomenos was set on a path, it was almost impossible to
   deviate. The selection by a Sire boded well or ill on the initial
   state of the Neonate. If the Neonate proved to be much more of a Arm
   than his Leg Sire, he would be traded, sold, or given to a more
   appropriate master. Thus, many truly brilliant Makhomenoi would have
   been passed through masters of all paths, before finally choosing the
   one he belonged in.

   ****** (Arm) Hand of Valor: With this Discipline, the Makhomenoi's
   spirit leaves his body, and enters his True Weapon, infusing it with
   his essence. The weapon is then given to a preselected warrior, who
   will wield it in combat. While the weapon is wielded, the Makhomenoi
   can channel his will through the blade, guiding the steps of his
   wielder. When the wielder would do something contrary to the desires
   of the sword, a Will vs. Will test is made, to determine outcome.
   However, such an act drains the Makhomenos of a point of WP, without
   any loss on the part of the wielder.

   The Makhomenos' senses are those of the wielder in all ways, so an
   excellent candidate is chosen beforehand.

   Each hour spent away from the body drains it of a Health Level,
   eventually sending it into Torpor. To prevent this, the weapon must be
   returned to the hands of the Makhomenos. The Makhomenos can freely
   abjure himself from the weapon, at a cost of two HLs. All damage is
   healed in the normal manner.

   ****** (Leg) Blood Walk: A very macabre Discipline, this level
   requires the Makhomenos to smear fresh blood (2 BPs worth) all over
   his body. Once this is done, a Sta+Survival roll is made at Diff 8. If
   this succeeds, the Makhomenos is transformed into a mortal. This,
   however, is all the minuses, and few of the plusses. If killed in this
   form, the Makhomenos is dead forever. The Makhomenos cannot take in
   blood for healing, nor can he use blood to pump stats or fuel any
   discipline other than celerity. Still, his heart beats, he breathes,
   and except for being covered in sticky blood, appears to be utterly
   normal.

   Blood must be replenished at a rate of 1 BP/hour. This blood must be
   bottled in some way, and time must be taken to spread it over the
   body. Note that the Makhomenos cannot voluntarily end the time. They
   must ride out the hour as a human, with all the resulting problems.

   Oddly, the blood, other than being ghastly-looking, has no effect.
   Animals will not shy away from the character, as they would if they
   smelled such a foul stench, or if they sensed a vampire.

   ****** (Chest) Being There: From the depths of sleep, a Makhomenos who
   has this level can react on a very simplistic level. By infusing a
   "chit" with a point of blood, the Makhomenos has spatial awareness of
   Line of Sight, as if he was standing where it was placed. In addition,
   the Makhomenoi can control movement of the chit, with a power similar
   to movement of the Mind 1. The chit, subsequently, cannot be bigger
   than a fist. The effect lasts for Stamina+Occult (diff 6) hours.

   A map of the battlefield was usually provided. The chit was placed on
   a table, and a fairly accurate map was laid out before it, with pieces
   resembling troops. Messengers would be sent constantly to update the
   battle as it progressed. The Makhomenos would use his chit to move the
   appropriate pieces around, usually with a fair degree of dexterity.

   Instead of this option, a Makhomenos can choose to infuse multiple
   chits with his blood (1 BP required), and know what's going on around
   that chit (same line of sight). Each hour requires the expenditure of
   one point of blood to maintain the effect. To do this this, the
   Makhomenos now must be awake (with all penalties) and out of the sun,
   and can receive no healing while in this weakened state. The battle
   can be directed in this fashion.

   ******* (Arm) Hand of Strength: An enhanced form of Hand of Valor, the
   Hand of Strength allows more control of the wielder of the sword, in
   exchange for more power granted to the wielder. In short, the wielder
   has full access to the Makhomenos' Blood pool, but in exchange, the
   wielder is considered under a blood bond (can perform no action not in
   the best interest of the Makhomenos).

   ******* (Leg) Blood Run: To perform this discipline, the Makhomenos
   needs to immerse himself in at least 10 BPs for at least an hour. This
   can be bathed in, or soaked into cloths, and then laid on the
   Makhomenos. When it is finished, the Makhomenos takes on a terrible
   scarlet hue that is the equivalence of Awe against any who view the
   Makhomenos with hostile intentions.

   The Blood Run is a wicked give and take gamut that the Makhomenos
   endures for the chance to walk in the sunlight. During this time, he
   can use blood to increase stats, but not to heal, and cannot take in
   more. He can use all disciplines as normal, but each, regardless of
   level, takes a point of blood per application. Finally, normal weapons
   can cause the True Death. As blood is used, the Makhomenos becomes
   more and more pale, and the pain of being in the sun increases
   steadily (create "phantom" health bar linked to blood pool; at 5 BPs,
   the Makhomenos is in enough pain to cause - 1 to all die rolls, etc.
   At 1 BP, he is incapacitated with the pain.

   Duration is Str+Survival (Diff 7) in hours. The Makhomenos can abjure
   the form at the cost of 5 BPs. The moment this happens, the vampiric
   weaknesses kick in again.

   ******* (Chest) Talisman: To use this ability, the Makhomenos must
   first craft an item out of virtually any material, and steep it with 3
   points of his blood. Then he projects his essence into the item,
   gaining phenomenal amount of control over the item. The whole process
   takes an hour to complete.

   The item must be small enough to lift with MotM 1, but can be in
   practically any shape, which is really the point of this power. The
   object, usually a figurine, becomes completely animated in every way
   the figurine could be animated. Thus, a statuette of a bird could
   actually fly, a statuette of a cat would slink and pounce (though at a
   greatly reduced distance, considering its size), and a statuette of a
   man with a spear could poke with it, throw it, or do anything else,
   although the damage is never more than a Health Level (but can be
   poisoned).

   The item can be destroyed by normal means, inherent to the material it
   was composed. Destruction of the item causes the Makhomenos to take 3
   HLs damage, one of which is aggravated. The Figurine is active for an
   amount of time equal to Int+Artistic Expression (diff 6) hours.

   ******** (Arm) Hand of Glory: The usurpation of the will of the
   wielder is almost complete at this point. Through the power of the
   True weapon, the Makhomenos will control the steps, actions, and
   thoughts of the wielder. In almost every way, the sword confers its
   powers upon the wielder, granting access to blood (but not healing),
   disciplines, and intelligence. However, for every HL the wielder
   takes, the Makhomenos must spend a willpower to maintain the
   connection. In addition, if the host is killed, then the Makhomenos
   takes an aggravated level of damage.

   Another wielder then can be selected, and to accomplish this, the
   Makhomenos, through the focus of the True Weapon, can lure a fighter
   to the weapon with a power similar to Dominate 1 (the fighter must
   notice the weapons, which often is not hard, considering its quality).
   Once flesh touches metal, the contest for control begins, with Will+3
   of the Makhomenos vs. Will of the target. Note that, as before, each
   struggle saps 1 WP from the Makhomenos. The Makhomenos can urge his
   wielder to drop the weapon at any time, and an effect similar to
   Dominate 3 kicks in, compelling the fighter to wander off.

   However, there is a terrible danger to this. Every day that passes,
   the Makhomenos' material form consumes 5 BPs to maintain the magic. If
   the True Weapon is not returned to the hands of the Makhomenos by the
   time the vampire runs out of blood, the Makhomenos' body will
   deteriorate into dust, and the vampire will be trapped in his True
   Weapon forever, unable to control his wielder, and granting only those
   disciplines that do not require blood. If the wielder is a vampire,
   the trapped Makhomenos can use her pool to fuel the power, but only
   with the consent of the wielder.

   The True Weapon will never rust, lose its edge, or fail from lack of
   care. They are weapons of fine quality, some of which still have
   Makhomenos spirits, waiting to get a proper wielder.

   ******** (Leg) Blood Sprint: Similar in every way to Blood Run, this
   incredibly powerful application allows the Makhomenos to walk in full
   daylight without any loss of power. The bathing ritual still must be
   accomplished. The primary difference lies in the fact that the
   Makhomenos still cannot take in Blood during the day, and will die the
   True Death if all blood is destroyed (rather than falling into
   Torpor). Further, every hour awake after the bath costs the Makhomenos
   5 BPs. Although the Makhomenos can heal, he will still die the true
   death if taken below incapacitated, even by normal weapons.

   ******** (Chest) Animation: With this potent power, the Machomenos can
   transfer his consciousness to non-living things in chains (i.e., one
   must touch the other, which must touch the next, etc.) The Makhomenos
   prepares a figurine as above, but is not tethered to this form. He can
   animate any object that can be lifted by MothM 2, and merely has to
   touch it with his figurine. Further, he can always jump back to the
   figurine, at the cost of a blood point.

   The figurine now enjoys the protection of Fortitude, although its
   destruction is still traumatic (1 agg.) Also, all "mental" disciplines
   (those that work in Torpor) work in whatever object he is possessing.
   A limited form of Telepathy allows him to send simple picture images
   to targets. This can be useful to take over a weapon. For instance, a
   Makhomenos sneaks into the enemy camp, as a panther figurine, to
   overhear the details of the plan. He realizes that he must stop the
   general, and to do so, needs to take over a guard's spear. He touches
   the guard's sandal, and commands it to start itching the guard, while
   mentally sending a message to the guard to scratch the sandal with the
   spear. When spear touches sandal, the transfer is made.

   Note that using items as weapons follows the same rules as if you were
   to use MotM. First, one can only hope to control objects that can be
   lifted with MotM 2. Next, if the item is being held, or otherwise
   restrained, and the target knows that the weapon can be "possessed,"
   there is a resisted test, pitting the Makhomenos' WP vs. the target's
   Str+3. Thus, most of the time, the Makhomenos prefer a secret attack.

   The duration of the Discipline is the Makhomenos' Sta+Artistic
   Expression (diff 6) in hours. The Makhomenos may opt for longer, at a
   rate of 1 WP/hour.

   ********* Enhance: Perhaps the reason why Hassam destroyed Clan
   Makhomenoi, no good could come of this potent Discipline which the
   Clan apparently used far too often. With it, the Clan could modify a
   potential Makhomenos before he is embraced, making up for natural
   discrepancies, or truly improving him in every way. Near the end of
   their reign, the Clan was endeavoring to create the ultimate warriors,
   and subsequently passing them around the Arms, Legs, and Chests.

   Each of the Makhomenoi subgroups have a set of abilities and
   attributes that they prize above all others. Those mortals being
   Enhanced drink the potent blood of Vampire warriors, and are forever
   changed with the power. The dark secrets and potentials of the vampire
   are realized with only a sip, and the outcome is usually always
   dramatic.

   The Makhomenos who is performing the Enhancement rolls Man+Empathy
   (diff 6). Each success means 1 extra point which can be added to any
   subset which the vampire controls. The change is permanent, and
   carries over into vampiric existence.

   The sets are:

   Arms: Strength, Charisma, Wits, Talents

   Legs: Dexterity, Appearance, Perception, Skills

   Chests: Stamina, Manipulation, Intelligence, Knowledges

   Thus, a Chest, desiring to enhance a mortal, gives him a point of
   potent vitae, specially prepared (it takes a week to prepare a dose).
   The Makhomenos rolls Man+Empathy, and gets 4 successes. The mortal may
   add permanent levels to Sta, Man, Int, and Kno (enhancing or adding
   the Knowledges the Chest knows). However (thankfully), once one
   subgroup performed their ritual, they cannot use it again on the
   mortal. He still can be passed off to the other groups.

   Once Enhancement was a gift only for heroes, and warriors of
   distinction. Near the ned, it was bandied around too freely for the
   likings of many, avaliable not to reward, but to make hum-drum
   existence more exciting. The legacy still lives on, however, in the
   form of unopened vials, still waiting to be drunk.

   ********** Usurpation: The title Warlord was more than just
   lip-service. Within its range of powers lay the most devastating of
   all, the power Hassam did everything to squelch. The power of
   Usurpation is the ability to oversee a conflict, and suddenly throw
   the odds out the window. Thus, if the Warlord were to witness a battle
   between overwhelming forces and a group about to be massacred, with
   but a wave of his hand, the battle would be turned, though some horrid
   tragedy or coincidence. The power of Usurpation allows him to tip the
   scales any way he pleases, from a devastating upset, to an even match,
   to a slight advantage. This power affects any conflict on any level,
   from a single fight to a war. The only flaw in this power is that a
   Warlord cannot Usurp a conflict which he himself is personally
   involved in. Thus, the Warlord, to keep this ultimate veto power in
   reserve, must remain neutral most of his career, a prospect which
   rankles most Makhomenoi more than anything else. Hassam wisely drew
   the Warlord into the fray, preventing him from using this power to
   prevent his own death, the ultimate of ironies.
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