I was looking through my old files and found a bloodline I had created years ago for V:tM... the Scions of Khepera. I should really elaborate on the background (as the one I wrote was very simplified), but I always thought it was an interesting idea.
I'm not sure how balanced the new discipline is, but it sure sounds cool to me.
The Scions of Khepera
In the days of the second city, there was a mortal man who lived out in the desert known as the Hermit of the Desert who would periodically come to the city to use it's library, being known as a man who thirsted for knowledge of any kind. One of the childer of Set was conducting research in combining the blood of his clan and that of the Gangrel's to create something new that he and his sire could use to obtain more power. In doing so, he kidnapped the Hermit as a mortal that no one would miss and subjected him to a great ritual involving the blood of a Gangrel and his own blood. The result was the creation of a new vampire, though unlike any the world had seen before. Before the Hermit could be used for the Settite's own ends, he escaped into the desert. Afraid of what would happen if his sire discovered he had conducted the ritual only to let the Hermit escape, he went into the desert to find him. The sand based abilities of the new vampire proved too much for the Settite to handle, however... the Hermit knew the desert well and in his own element with the desert at his beck and call, the Settite was quickly defeated and drained. Now no one remained who even knew of the ritual. After that, the Hermit never returned to the city, content to seek knowledge in his own secluded way. To this day a small number of this bloodline exists, hidden in the deserts.Disciplines:
Auspex, Fortitude, KhepericusWeakness:
Any promise of new substantial knowledge requires a self control roll for the Scion to resist pursuing by any means necessary.Clan Advantage:
One free trait of Academics and OccultKhepericus:1st Basic: Path of the Sidewinder:
The Cainite who uses this discipline is not hampered by sand in any way, and moves as though traveling on flat solid ground with no tests needed. Use of this discipline also gives a free retest for traveling on any other tricky surface such as snow, ice, mud, ect.
2nd Basic: Sandmeld:
As Earthmeld but with sand.1st Intermediate: Sahara's Blessing:
A Cainite with this potent discipline may transform his entire body into soft sand. While in this state, the Scion retains his humanoid shape and mobility, but most physical attacks do no damage whatsoever. Knives and bullets pass harmlessly through his sandy body, but damage which disperses large portions of his body such as explosions will damage a Scion with this Discipline, though only dealing half damage (round up). This may reduce a Scion to torpor until such time as he is able to recover and heal himself, gathering his sand particles back together. Fire and Sunlight do normal damage, though fire can fuse the Scion's body to glass. This power comes with one key weakness in that water deals unsoakable lethal damage based on it's volume, dissolving the sand. A squirt from a cheap water pistol may deal 1 health level, while being hit by a garden hose would deal 3 health levels. A hydrant stream or fire hose deals 5 health levels and total immersion in water deals 6 health levels a turn. System: The Scion spends 3 blood points and makes a static mental test vs 9 traits. Retest is Occult.2nd Intermediate:
Sandstone: As the Gargoyle Discipline Armor of Terra, but 1 blood point must be spent. In addition, the Scion may spend an additional blood point to further solidify himeslf, gaining an armor rating equal to 1/2 his Khepericus rating (round down) usable against all forms of damage, even sunlight. This additional use of the discipline however, only lasts one round per blood point spent.Advanced:
Passage of the Hourglass: The Scion may now manipulate his sandy form, traveling through keyholes, up walls, under doors, etc. As well, the body or parts of his body may be manipulated into nearly any shape, and then hardened via Sandstone. In this way, an arm could become a wicked blade of incredible hardness. The player should make a static Mental test vs 9 traits with Occult as a retest.Elder:
Chariot of Horus: The Scion may stand on any amount of sand large enough for both feet to touch, and activate this discipline. His body immediately turns into soft sand and collapses into a pile of mundane sand, while the Scion appears some distance away where there is more sand. The Scion need not see his destination, for he can sense where a sufficient quantity of sand lays within range via this discipline, though he is not aware of what is around that sand. The Scion spends a variable amount of blood points, making a static Mental test vs 12 traits and refers to the chart below. Note that this discipline is hampered by large bodies of water. A river would necessitate an extra two blood points, while a sea or large lake would require an extra 5 blood points.1 BP:
Up to 500 yards2 BP:
Up to 1 mile3 BP:
Up to 5 miles4 BP:
Up to 50 miles5 BP:
Up to 100 miles
*Each BP after the 5th adds 100 miles