                                  UNSEELIE



   It is unknown how the Unseelie Discipline came about or was developed.
   Only Lycaon himself is said to know for sure. Some say it is a clever
   mix of Fae and Vampire Blood, and others say that elaborate rituals
   and magics help to create this fusion. Even others whisper that
   Lycaons may not be true Vampires at all, but are instead the elaborate
   forgeries of the Unseelie Faeries.

   The Unseelie ability essentially mimics the Faeries' ability to warp
   time and space.

   * Dark Fae Blood: The character now has permanent Unseelie Faerie
   Blood. Any blood taken into the character's system is immediately
   converted over to this type of blood. This Unseelie Blood is necessary
   for the other levels of Unseelie to be used, since these abilities
   come about as a result of the new Blood itself.

   Disciplines like Taste of Blood will detect the changed blood in the
   Vampire quite easily, while still letting the observer know that the
   character is still a Vampire. Aura Perception will show the character
   as being a vampire, but the colors will swirl and flitter about in
   random patterns.

   Anyone who drinks the blood of the character is in for a real shock.
   Drinking the blood can totally transform the drinker into something
   else. The chart below tells what exactly will happen to the drinker
   depending on the amount of blood drank. The effects last for 5 hours.

     * 1 blood point - Mild Hallucinations
     * 2 blood points - Severe Hallucinations
     * 3 blood points - Minor Transformation of the Flesh (i.e., growing
       horns, or a trunk, or sprouting fur, or long ears, etc.)
     * 4 blood points - Major Body Part Transformed (i.e., head turns
       into a donkey, or feet turn into duck feet, or arms become snakes,
       or chest grows an eye, a nose, and a a mouth, and starts talking,
       etc.)
     * 5 blood points - Total Transformation (i.e., turns into a frog,
       billy-goat, or beach ball, etc.)



   Per each additional blood point after 5, add on an extra hour that the
   effects last.

   The drinker can choose to roll Stamina + Fortitude with a difficulty
   of 8. For every success made, the number of hours is reduced by 1. If
   brought to 0, the character only has a mild headache. If brought below
   0, character experiences nothing.

   The Dark Fae Blood still has these same effects even after it's been
   exposed to air. It has a base 5 hours to evaporate. If anyone touches
   it, they could have the effects listed above, depending on the amount
   touched or swallowed. The blood of the Lycaons are much sought after
   by Mages for this very reason. Imagine forcing someone to swim in pool
   of it, or drinking a large bowl of it. Remember: the base will
   increase for every point of blood above 5. A pool of this would take a
   while to evaporate. Of course, each hour, the potency would decrease
   by one.

   ** The Blink of an Eye: This level allows the character to teleport
   for very short distances. The character rolls Perception + Scan versus
   a difficulty on the number of feet he will be teleporting. Add +1 to
   the difficulty if the character wishes to change his facing. Add +2 if
   the character wants to teleport to a place he can not see, like behind
   a wall (and no dice for Scan is allowed in this case). For every point
   that the character succeeds, the opponent loses 1 die for every
   success, due to surprise. (The opponent can spend a willpower point to
   resist this effect, IF and ONLY IF they have seen the ability in use
   before and are expecting it.)

   The character simply disappears and reappears in the place where he
   aimed for. The time is instantaneous.

   This ability costs the character 3 blood points per use. If the
   character wishes to blink behind a wall or a curtain, or any
   partition, he must spend an additional blood point.

   If the character fails his attempt, he doesn't teleport anywhere and
   loses a Willpower point. If the character botches, he also doesn't
   teleport anywhere, but loses an additional blood point per botch. If
   the teleport will cause the character to appear in a place occupied by
   another object, the attempt automatically fails, and the character
   must spend another blood point, as well as another Willpower point.

   *** In a Puff of Smoke: This level allows the character to teleport
   over extremely long areas. The character literally disappears in a
   small, barely audible puff of green smoke. Where the character
   reappears, he is usually seen surrounded by a green smoke as well.
   (The smoke dissipitates in a turn.)

   The character rolls Perception + Dodge with the difficulty determined
   by how familiar they are with an area. 4 is for a haven, 6 is for a
   favorite hunting ground, 8 is for a place the character sometimes
   frequents, and 10 is for someplace the character may have been once
   (or has seen a picture of). The Storyteller may require the character
   to roll Intelligence + (any appro- priate Knowledge) to see how well
   the character remembers the place; the difficulty would be based on
   the number of days since the character has been there.

   Note: the character can not teleport to anyplace he is not even
   remotely aware of. For instance, a Lycaon by the name of Magpi wants
   to to teleport in a Puff of Smoke to an alleyway behind Joe's Bar. He
   has been to Joe's Bar but he has never taken a look or been in the
   alley. The Storyteller does not allow him to teleport there. Magpi
   could still use his Blink of an Eye ability to pop in there, but only
   if he were close enough.

   In a Puff of Smoke is not instantaneous like Blink of an Eye, although
   it's not really that noticeable a difference. It automatically takes
   10 turns to reach ANY destination. Range is unlimited, as long it's on
   the current planet's/dimension's/plane's/whatever's surface. Each
   success reduces the number of turns by one.

   The cost of this ability is 5 blood points per use. If the character
   fails his roll, the character goes no where and spends a Willpower
   point as well. If a character botches his roll, he will disappear in a
   puff of a smoke, but it's will appear in some strange, unpredictable
   time and space. There is also a chance that upon botching, that the
   character may be attacked by some horrible monster that lives as a
   part of the Space/Time Continuum. No character has been known to
   survive such an encounter.

   If the place the character is teleporting to has an object there (for
   example, the character's haven is filled in with concrete), then the
   character goes no where and must spend an additional 3 blood points
   and an additional Willpower point. This ability has been known to put
   Vampires into Torpor upon failing in using it.

   **** Inanimate Travel: The Vampire now can teleport inanimate objects
   short distances by just touching them. They blink out and reappear
   elsewhere. The difficulty, the costs, and the rolls are the same as
   Level Two, but additional Willpower points must be spent based on the
   size of the object:

     * 0 Willpower points - Object can fit in the palm of a hand
     * 1 Willpower point - Object about the size of a hand to shoe- box
       size
     * 2 Willpower points - Small monitor size to a large recliner/
       loveseat size
     * 3 Willpower points - Couch size to large conference table
     * 4 Willpower points - Small car to small truck size
     * 5 Willpower points - Large car to long stretch limo with a a small
       sauna in the back trunk
     * 6 Willpower points - The tractor of a Mac truck
     * 7 Willpower points - The trailer of a Mac truck
     * 8 Willpower points - A trailer home
     * 9 Willpower points - A regular, average-sized home
     * 10 Willpower points - A large house



   A favorite tactic of those using this ability is to teleport something
   large just over their enemy's head.

   At this level, the object can not be transported to where any other
   object is at, regardless of the size of either object. If the
   character tries, the object goes nowhere, and the character loses 5
   blood points in the attempt.

   ***** Painful Infusion: At this level of ability, the Vampire can now
   teleport objects into other objects, including living (or unliving)
   beings. He has, in a sense, fused the objects with the objects
   teleported into. The intitial costs for this ability is the same as
   Inanimate Travel, including the Willpower costs based on size. The
   target roll is the same for The Blink of the Eye.

   However, the target of this attack can choose to roll to dodge if and
   only if - they know or have seen what kind of an attack it is. If so,
   they can roll Perception + Dodge, with the difficulty being the number
   of dice the attacker - rolled to hit with. Each success gets rid of
   one attacker's success.

   Damage for the attack is based on the number of Willpower points spent
   in teleporting the object. The Vampire can spend more Willpower than
   the minimum in order to cause more damage. Each Willpower point is one
   point of severe aggravated damage and cannot be soaked, unless the
   victim has Fortitude. The number of dodge successes made at in to the
   amount of Fortitude dice. A Fortitude roll versus a difficulty of 8 is
   required. Each success reduces the damage by one level.

   (Fusing an object that is small enough to fit in your palm costs 0
   Willpower, as stated in the Level 4 chart. However, unless more
   Willpower is spent, the object does no damage except superficial, and
   can be easily torn free from the skin. Thus, a ring teleported this
   way would have a most of it just hanging from a bit of skin.)

   No matter what, if the attack hits (after the Dodge attempt), the
   object is partially fused with the victim, even if the victim soaks
   all the Damage. The object (with the fused flesh) must be ripped out
   before the victim can try to heal the damage with blood or
   regeneration. This could cause further damage, based on the severity
   of the fusion. The fusion can be cleaned out by use of Purity of the
   Body ritual, or anything similar.

   If two none living objects are fused, they both become useless or
   destroyed. There are no known ways to defuse two non-living objects
   once they are joined.

   Fusion looks really gross and painful, and this should be emphasized
   by the Storyteller.

   ****** Thief of the Eye: The vampire no longer has to touch an
   nonliving object to teleport it when using Level 4 and Level 5. He
   must merely look at it. This tends to surprise almost everybody
   attacked with it (who thus can't try to dodge), unless they somehow
   manage to know what's happening.

   ****** Blood of my Blood: Similar to the Quietus Discipline Level 5,
   the Vampire can now spit his Dark Fae Blood at opponents. The
   character must choose whatever effect he wants, but must spend the
   minimum blood points for it (i.e., hallucinations are 1 blood point,
   while Total Transformation is 5). The base number of hours is still 5.
   The character can spend an additional blood point to increase that
   base by one.

   To hit the intended victim, the Vampire must roll Dexterity +
   Athletics at a difficulty based on the range. The victim can still
   dodge, and still roll Stamina + Fortitude (versus 8) to resist the
   effects.

   The Dark Fae Blood still requires the same amount of time to dissolve
   as listed in Level One of this Discipline.

   ******* Remove my Enemy: With but a touch, the Vampire can now
   teleport away others in a puff of smoke. The restrictions to where the
   Vampire can teleport is the same as In a Puff of Smoke.

   The Vampire must first hit the character in a Brawl attempt (but not
   to do damage). This simulates a light touch, like a finger or the palm
   placed on the victim. The Vampire must then roll as if using the Level
   3 Discipline, except the base roll is Perception + Brawl.

   The victim can resist by rolling Willpower at a difficulty of 7. Each
   success takes away a success of the attacker. Note: it only takes one
   success to teleport someone away.

   The character must still pay the same amount of blood and willpower
   for any failed attempts. The base costs of using this is 3 blood
   points per person being teleported, including the user of Unseelie.

   The Vampire cannot teleport a victim where another object lies, and
   also cannot teleport a victim underwater (or else severe fusion may
   occur). He could, however, transport a victim hundreds of feet into
   the air, but only if he's been there before. Such an attempt is
   usually difficulty 8 or 9, unless it's near a haven or frequented
   place. Since most Vampires of this level can fly and can get familiar
   with certain high in the air places, this can prove to be a VERY nasty
   ability.

   It still takes a base chance of 10 turns for the victim to reach his
   destination, since he's still flying through a pipe in the Space/Time
   Continuum. There could be a chance that the victim may be picked off
   by one of those monsters.

   If a severe botch occurs using this ability, the victim goes nowhere,
   but a portal will open up nearby. This portal only opens for a brief
   second, just enough to have those monsters to come in. They always
   hunt down the person who was messing with the Space/Time Continuum and
   goes after them first. They will only leave once that person is
   killed. The Storyteller should feel free to make up any sort of
   monster he wishes with any sort of abilities (very tough these guys
   are).

   (Garou say that these beasts are Weaver spirits protecting the law and
   order and balance of Time and Space. Others say they have their own
   realm and Time and Space is but one of their domains. All agree that
   will not hesitate to kill anyone who tries to manipulate it as bluntly
   as the Lycaons do.)

   (This was written before Mage, but it can still incorporate some of
   Mage's ideas. The creatures could be nothing more than Paradox
   Spirits. In fact, this would probably work best.)

   ******* In the Blood: The vampire no longer has to spend blood when
   using any Unseelie Discipline levels 1-5. The ability is now a part of
   the Vampire's inner nature. Blood must still be spent for any botches
   or failures.

   ******* Exit Stage Left: The character can use In a Puff of Smoke for
   himself and anyone within eyesight of him. The character rolls
   Perception + Dodge against the familiarity of the place; and if he
   succeeds, everyone disappears in a puff of green smoke, and reappears
   wherever the character himself reappears.

   If one of those people does not want to be teleported, she can roll
   her Willpower against a difficulty of 6. Each success gets rid of one
   of the character's success. If the person manages to resist being
   teleported, it does not cost the character anything as punishment.

   This ability can only be used with the character's friends and not
   against enemies. If in doubt of a character's friendship, then that
   person can't be teleported. This ability has to do with presence of
   mind and empathy with another person, more than anything else.

   If a failure roll is made, then everyone teleported must spend a point
   of blood and a Willpower point. Like all the other abilities, they
   don't go anywhere. On a botch, they are likely to summon one of the
   guardian monsters of the Space/Time Continuum - one for each.

   Some Gangrel tell stories of a pack of Lycaons that were torn apart by
   hands that appeared out of "a hole in the universe".

   ******* Rewind the Clock: At this level of ability, the Vampire can
   actually reverse the flow of time for a short instant.

   The Vampire must spend five blood points, but when he does, he can
   move time back to his previous action turn. Thus, he can ignore any
   damage or stupid move he made after that action turn. To all
   observers, the actions that did occur no longer exist in their minds.
   Thus, the Vampire can see what his opponents will do, and then back up
   time, to be prepared for it.

   At this level of ability, the Vampire can be dangerous in battle. They
   ignore any damage, by making it never happen. Once they reverse time
   to their previous action turn, they can always choose a different
   tactic.

   ******** Escape Death's Grasp: With this level of ability, the
   character has the option to alter Time, to the degree that he can
   escape Death. When a character is killed, he needs to roll Stamina +
   Survival at a difficulty of 10. One success is all that is necessary.
   The character will then reappear elsewhere, as he has broken the
   Space/Time Continuum. In essence, he has gone back enough in time not
   to have entered the combat that killed him.

   Everyone will remember the character's death, but will be utterly
   surprised that he is suddenly alive the next day.

   ******** Master of Space: At this level of ability, the Vampire can
   now appear anywhere in the world with just the expenditure of a
   Willpower point. If the Vampire is incredibly familiar with a place,
   no Willpower point needs to be spent.

   These next two abilities are not suppose to exist according to most
   Gangrels. They know of no Lycaon that has reached this level, but with
   these abilities, it would be easy for them to hide.

   ********* Crush the Clock: The character can now actually freeze time.
   Only the character will not be affected by the time freeze. Everyone
   else will be in stasis, frozen like statues in their present action.

   The character must spend a blood point for every minute he freezes
   time. But during that time, he can manipulate any object he wishes.
   However, every living (or undead) object that the character touches
   (or effects in any way, like shooting them with a gun, hitting them
   with a pole) will become unfrozen in time. So one must be careful what
   one touches. However, this discipline does give you first shot at a
   target.

   If a character wants to take something off a target (like a ring or a
   sword or a hat), it is possible to take it without awakening the
   victim from being stasis. The character needs to roll Dexterity +
   Pickpocket at a difficulty of 9. One success is all that's required. A
   failure means that that object can't be taken without waking the
   target. A botch means the target is awakened.

   All Rank 5 Garou and all 4th Generation or older Vampires are immune
   to this ability. Living in a magical, mystical place will also
   transfer immunity, including living or being at a Caern. (Leaving the
   Caern after the Vampire starts spending blood will keep the immunity
   going. In order to recapture the person in frozen time, the Vampire
   must restart time and stop it again.) Also, certain mystical items,
   and mystical centers, and high enough mystical knowledge (for Mages)
   will provide immunity (a Master Level in any Sphere will do it).

   ********* Eye of Banishment: At this level, the Vampire now has the
   ability to teleport anyone away, based solely upon looking at them.
   With the expenditure of one Willpower point per person, and a single
   success on a Perception + Alertness roll versus a difficulty 10, the
   character can cause anyone to disappear anywhere in the world he
   wishes.

   Victims have a chance to save. They must roll Wits + Survival versus a
   difficulty of 10 and get more successes than the vampire. Even if the
   attempt fails, one Willpower is spent. If the attempt succeeds, 5
   Willpower (Blood if no Willpower left) is automatically spent
   resisting such a powerful discipline. Garou of 6th rank and 3rd
   generation Vampires do not lose such points.

   ********** Lord of the Continuum: This is the level of ability that
   Lycaon is rumored to possess. It is obvious that Lycaon is not
   naturally 3rd generation, but that he managed to get this generation
   through fradulent means (diablerie, magick, faerie magic, etc).
   Diablerie is the most unlikely way.

   This ability is similar to the double form ability of Protean, but
   MUCH more powerful.

   This level allows the character to have near-exact duplicates of
   himself running around at the same time. However, each duplicate can
   exist in any time period or anyplace on the earth. In that particular
   place they must stay once situated, because no duplicate can gain
   Level 10 of this discipline. Besides that weakness, the duplicates
   have the exact stats of their creator. All duplicates share a mental
   bond, and the creator knows when one has died, and where, and when. No
   duplicate will rebel against another.

   The maximum amount of duplicates to exist at one time is equal to the
   character's Willpower.

   The only problem is that the duplicates are often hunted down by the
   guardians of the Space/Time Continuum, as they do not like such
   manipulations of time and space to occur. The guardians have been
   known to force other vampires (the players) into helping them track
   down anyone using this power.

   The surest way to get these creatures after you is to have two
   duplicates existing in the same area of time. This creates a paradox
   that the guardians home in on. Any duplicate killed by a guardian or
   the actions of a guardian can not be remade. Usually the guardians
   will first try to get information from the duplicate. This info is
   usually when the character reached this level of power. Then the
   guardians will kill the duplicate, go back in time to kill the
   character before they gain this level of ability.

   This "Guardian" Business: There is no official name or specific stats
   for this group. When I originally thought them up, I had an idea that
   they would take the form of some being in that current time and space
   frame. This form can be killed like any normal character, but the
   guardians can manipulate time enough to change that occurence. I
   suppose, if you have Mage, they could represent one of the Mage's
   spheres of thought. But I chose to make them ambiguous so that they
   could fit in any type of campaign. You could, if you hate the idea
   altogether, cut them from the Unseelie discipline and give the Lycaons
   some other punishment for severe botches.

   No matter what you decide for their origins, very few people know
   about them. Only the ones that are ancient enough in power to be
   unaffected by their time/space manipulations. Almost all Lycaons are
   completely ignorant of them. The Unseelie, however, may know of them,
   but if so, they are incredibly tight- lipped about it - even to their
   allies.

   Perhaps, these things are nothing more than Paradox Spirits from Mage.
   I haven't really thought about considering the fact that I created
   these yokels before Mage came out. Perhaps, the Unseelie discipline is
   more like a Rote than an actual Vampiric Discipline, and is thus
   affected by a slight (but deadly) form of Paradox. Just a thought.
