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New Haven RPG > 2025 > May (Page 83)

Stone Magic

Type: RangedOptimum Range: 50This discipline covers the ability of creatures to conjure andmanipulate stone. A type of 'sorcery' that is usually used to conjure asharp or heavy stone projectile which is then launched at an adversary butcan also be used to manipulate existing stone. Restricted...

Tooth and Claw

Type: MeleeMax Range: 1This discipline covers the ability to fight with natural weaponry such asfangs or claws and typically combining conventional unarmed combat maneuverswith attacks that take advantage of natural weaponry. See Also disciplines ...

Energy Fighting

Type: MeleeMax Range: 1This discipline covers the ability of creatures to fight withpure energy in close proximity, by conjuring and deploying the magicdirectly to a close quarters opponent or channeling through a weapon or bodypart upon striking. Restricted to monster guests. See Also disciplines ...

Fire Fighting

Type: MeleeMax Range: 1This discipline covers the ability to fight with fire in close proximity, byconjuring and deploying it either directly to a close quarters opponent orchanneling it through a weapon or body part upon striking. Restricted tomonster guests. See Also disciplines ...

Ice Fighting

Type: MeleeMax Range: 1This discipline covers the ability to fight with water in close proximity,by conjuring and deploying the magic either directly to a close quartersopponent or channeling it through a weapon or body part upon striking.Restricted to monster guests. See Also disciplines ...

Lightning Fighting

Type: MeleeMax Range: 1This discipline covers the ability of creatures to fight withelectricity in close proximity, by conjuring and deploying it either directlyto a close quarters opponent or channeling it through a weapon or body partupon striking. Restricted to monster guests. See Also disciplines ...

Dark Fighting

Type: MeleeMax Range: 1This discipline covers the ability of creatures to fight withdark energy in close proximity, by conjuring and deploying it eitherdirectly to a close quarters opponent or channeling it through a weapon orbody part upon striking. Restricted to monster guests. See Also disciplines ...

Ballistic Armor

Type: DefensiveThis discipline covers the use of modern armor, often made from Kevlar andfashioned most often specifically to absorb gunfire. Starting with a simpleand fairly low cost vest ballistic armor can range up to full suits madefrom cutting edge materials.Takes 80% damage from all firearms.Takes...

Medieval Armor

Type: DefensiveThis discipline covers the use of older styles of armor, usually featuringmetal plates or woven chainmail worn over thick or padded clothing. Todaymost often deployed using high tech materials and crafting methods the armoris often more effective at general purpose protection than modernequivalents but...

Natural Armor

Type: DefensiveThis discipline covers those who have some form of natural body armor.Take 90% damage from rifles, pistols and carbines.Take 80% damage from Shotguns, Longblades, Knives, thrown weapons and bows.Take 90% damage from Blunt weaponsTake 80% damage from animal attacks, striking and grappling. See Also disciplines ...