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A version of the discipline featured in VtMB2, altered to be more usable at the table. I would basically allow Thinbloods to take this as a Thin Blood Merit, something like "Discipline Inceptor" or so.

Nicknames: Too New For Such Things

This Discipline causes the Kindred to create bats from their vitae and take on the traits of bats.


  • Type: Physical
  • Masquerade Threat: Low to High; Jumping higher or farther than natural could be easily covered up, but growing wings, summoning bat swarms, and changing shape are about as masquerade-breaking as they come.
  • Blood Resonance: Animal Blood, primarily Bats for clear reasons, other flying animals, like birds and flying squirrels, function nearly as well.

Level 1


The kindred quarters their body weight, allowing them to balance, leap, and catch the wind in otherwise impossible ways.

  • Cost: One Rouse Check
  • Dice Pool:
  • System: No roll is needed to activate this power. While this power is active, you add your Chiropteran rating to all rolls related to falling, leaping, flying, balancing, climbing, and similar rolls. You also add your Chiropteran to your Strength to determine how high and far you may leap. If you end this power early while in the air, you may use the force of the effect to increase the power behind an action you take while falling, such as tackling a creature from the air. In doing so, you add Chiropteran to that action's associated roll.
  • Duration: One scene or until deactivation


The kindred's ears sharpen to nearly the intensity of a bat's. Perhaps as a side effect, or perhaps intentional style, the vampire's ears become literally sharper and pointier while Listen is active.

  • Cost: Free
  • Dice Pool:
  • System: No roll is required to activate this power. While active, you add your Chiropteran rating to all rolls related to listening, and you may "see" the impression of all physical barriers and creatures near you, using a form of echolocation.
  • Duration: As long as desired

Level 2


  • Prerequisite: Glide

In addition to lowering their body weight, a kindred with this power also amplifies their muscles while Glide is active.

  • Cost: None; Activated alongside Glide
  • Dice Pool:
  • System: This power improves Glide. While Glide is active, you may perform a full-power leap using only the muscles in one arm; For each extra limb in service to the jump, you increase your leap distance by a factor of 1(Such that, with uninhibited arms and legs together, you would quadruple your leap height and distance).
  • Duration:

Thirsting Fangs

Bats might not have the biggest fangs in the animal world, but when Vampire Bats exist, kindred with this discipline take inspiration.

  • Cost: No cost
  • Dice Pool:
  • System: No roll is required to activate this power. While active, you deal damage with your Fangs as though they were ordinary weapons, and you do not suffer a penalty to your dice pool when rolling to attack with them.
  • Duration: As long as desired.

Level 3

Call Swarm

This power allows Kindred to transform their Vitae into a swarm of frenzied bats.

  • Cost: One Rouse Check
  • Dice Pool: Stamina + Chiropteran
  • System: You choose a creature you can see within a number of metres equal to your Chiropteran rating. A swarm of Bats erupts from your veins and flies to harry and assault this target, following them until killed. This swarm imposes a penalty to all of the creature's die pools equal to your Chiropteran rating(This cannot reduce a pool below 1; The remaining penalty is rolled as damage), and possesses Health and Willpower each equal to your Chiropteran rating. These bats suffer damage from fire and sunlight in the same manner as you do.
  • Duration:

Chiropteran Form

This allows a Kindred to transform into a bat.

  • Cost: One Rouse Check
  • Dice Pool:
  • System: No test is required. The transformation takes one turn, during which you may take no other actions. Upon transformation, you use your Chiropteran rating for all physical dice pools, and you are limited to the communicative and practical capabilities of a large bat. You can use other Disciplines, at the Storyteller’s discretion. (By and large, Auspex, Animalism, Celerity, Chiropteran, Fortitude, Potence, and Protean; many powers of Dominate, Obfuscate, and Presence pose problems; Blood Sorcery is completely off the table.)
  • Duration: One scene or until deactivation

Level 4

Crimson Swarm

  • Prerequisite: Call Swarm

This power instills a latent blood magic within the swarm conjured through Call Swarm, allowing them to send blood flying.

  • Cost: One Rouse Check
  • Dice Pool: Charisma + Chiropteran vs Stamina + Fortitude(If applicable)
  • System: You activate this ability while a Swarm is already active, causing them to feast on the target's flesh and blood. The swarmed target takes Health damage appropriate to the Activation Roll. On a critical success, the bats also drink one Rouse Check's worth of blood from the target(If vampiric) or one additional Aggravated damage's worth of blood(If not vampiric). You may recall your Swarm after you critically succeed with this power, allowing you to regain the stolen blood and the blood used to summon the swarm to begin with, but destroying the swarm.
  • Duration: Instant


  • Prerequisite: Leap

Vampires with Chiropteran are masters of the skies. This is a good part of the reason for that, as this power allows a vampire to grow leathery membranous wings. A smart Kindred modifies their clothes before use, not after.

  • Cost: Two Rouse Checks
  • Dice Pool: Strength + Athletics for aerial maneuvering
  • System: While this power is active, you may use your wings to fly. This can be at roughly walking speed, and you may fly roughly thrice as fast as your top running speeds. This speed can be further modified using other disciplines and abilities, such as Celerity.
  • Duration: level 4 Power 2 Duration

Level 5

Become Swarm

  • Prerequisite: Chiropteran Form

Vampires can turn into mist, hordes of rats, and hordes of bats- This power covers that last one.

  • Cost: One to Three Rouse Checks
  • Dice Pool:
  • System: No roll is required. The transformation takes three turns, though it can be sped up with additional Rouse Checks on a one-for-one basis. While a cloud of bats, you may fly at thrice your walking pace and you may perceive through all the bat's senses as a collective. You cannot speak as a cloud of bats. You may use Disciplines as appropriate(As with Chiropteran Form).
  • Duration:

Chiropteran Marauder

Every little dracula wants to turn into a giant bat monster. Of course the Bat discipline lets a kindred do it!

  • Cost: Two Rouse Checks
  • Dice Pool: See System
  • System: No skill check is needed, and the transformation takes three turns. While transformed, you add your Chiropteran rating to all strength-based or perception-based die pools, you fly at thrice your ordinary speed, you gain additional Health equal to your Chiropteran rating, and you grow claws and long fangs which may be used as Brawl-based weapons. These deal aggravated damage to mortals and non-halved superficial damage to kindred, and are +3 weapons.

This shape is a flying masquerade breach, usable only with the most extreme caution. It's also impossible to properly communicate with such a giant bat mouth.

  • Duration: One Scene or until ended early

Torrential Swarm

  • Prerequisite: Call Swarm

The number of bats spawned through the vitae of an experienced practitioner of Chiropteran resembles a storm, more than a flock.

  • Cost: One Rouse Check(In addition to the check in Call Swarm)
  • Dice Pool:
  • System: This works as Call Swarm, however you may cause bats to swarm any number of targets within your sight. Crimson Swarm functions with any number of these swarms simultaneously, however the recall does not restore the blood used to create these bats.
  • Duration:


Author: ♥Abel♥

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