"Si vis pacem, para bellum." (с)
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21.04.2006 в 01:09

"Si vis pacem, para bellum." (с)
Dementation




1 - Passion

This makes the victim feel more emotional about everything. Whatever the victim currently feels is doubled or tripled in intensity. The vampire has no control over exactly what the person feels. This power may even work on other vampires.

System: The duration of the power is based upon the number of successes the vampire rolls using Charisma + Empathy (difficulty of the victim's Humanity or Path of Enlightenment score).

1 success One Turn

2 successes One Hour

3 successes One Night

4 successes One Week

5 successes One Month

2 - Mind Tricks

The vampire is able to induce hallucinations within the victim's peripheral vision. The images appear to be fully real, but they can only be seen for a second or out of the comer of the eye. The victim will have a hard time convincing others of what she sees. The vampire causing this effect has no control over what the victim sees. The unnerving effects from the use of this power can last from one night to months. The effects occur sporadically but mostly at night, and usually when the person is alone. They usually take the form of the victim's subconscious fears, but the Storyteller should let his imagination run free when describing them.

System: The vampire rolls his Manipulation + Subterfuge (difficulty equal to the victim's Perception + [Self-Control or Instincts]).

l success One Night

2 successes Two Nights

3 successes One Week

4 successes One Month

5 successes Three Months

3 - Eyes of Chaos

This unusual power allows the vampire to see another individual's true Nature. It also allows the vampire to perceive insanity and know how to bypass it when dealing with an unstable person. The vampire also possesses the ability to see patterns of insanity not immediately apparent to even the most perceptive individuals.

System: The vampire can see a pattern by making a Perception + Medicine roll (difficulty based on the intricacy of the pattern. For instance: figuring out a person's Nature upon meeting him would be a 10, figuring it out after knowing him for a while would be an 8, discovering the modus operandi of a serial killer who shows no motive and leaves no evidence would be an 8, a secret code within a code would be a 7, and pictures formed in the sands on a beach by the tide require a 5). Nearly anything can contain several obscure patterns imperceptible to vampires without this power. Most patterns will have no meaning, but they may captivate the vampire for hours with their forms.

4 - Confusion

The vampire can make her victim feel totally disoriented just by looking him in the eye and talking to him. The victim will be aware of only bits and pieces of his memories. He will constantly feel confused and wander around in a daze. The victim must spend a point of Willpower to break out of the daze and perform any coherent action for a turn ( including, but not limited to, any action employing a Dice Pool).

System: The effects last for at least one turn, but can last much longer depending upon the number of successes the vampire rolls using his Manipulation + Intimidation ratings (difficulty equal to the target's Perception + [Self-Control or Instincts] ) .

1 success One Turn

2 successes One Hour

3 successes One Night

4 successes One Week

5 successes One Month

5 - Total Insanity

This power allows the vampire to drive her victim (mortal or vampire) insane. The victim completely loses her sanity, taking on five Derangements of the Storyteller's choice. The victim must be completely focused on the vampire for this power to have any effect.

System: The number of successes the vampire scores on a Manipulation + Intimidation roll (difficulty equal to the victim's Willpower rating) determines how long the effects last.

1 success One Turn

2 successes One Night

3 successes One Week

4 successes One Month

5 successes One Year

6 - Derange

This power allows the vampire to grant her victim one permanent Derangement which may never be removed. The vampire must look her victim in the eye and describe his new Derangement to him. The vampire may choose the Derangement.

System: The vampire must roll at least two successes using her Manipulation + Empathy against the victim's Willpower rating.

6 - Bereavement

This causes the target to feel intense grief.

System: Roll Manipulation + Empathy (Target's Intelligence + Conscience/Conviction). The Target breaks down in blood tears, and is unable to function for successes x 15 minutes, losing one Blood Point every 15 minutes. The affected vampire may try to snap out by making a Willpower roll (8) but must accumulate as many successes as the power user did. This power only works on vampires.

21.04.2006 в 01:10

"Si vis pacem, para bellum." (с)
6 - Bravado

The target of this power firmly believes he can do anything and will boast about his prowess constantly. He may even attempt to prove it.

System: Roll Manipulation + Empathy (Target's Willpower) to activate. The number of successes indicates the power's duration.

Successes Duration

1 One night

2 Three nights

3 One week

4 Two weeks

5+ One month

6 - Dyslexic Reality

The harbingers of madness take it upon themselves to impart some small sliver of their own insanity onto others. Vampires who have mastered the manipulation of sanity, however, know that harmless alterations in perception can often have the same effect of a lifetime of mental anxiety and torture.

When affected with Dyslexic Reality, the target's perceptions of the world around him are flipped on its axis, making all things perceived as their temporal opposites.

Some possible effects: males perceived as female; night seen as day; red lights seen as green lights; black as white; up as down; old as young, etc. This power might also alter the victim's perceptions about themselves: the victim may believe he is speaking normally, when everyone around him hears it as backwards, and vice versa; looking into a mirror, he may see himself as female, or as physically older or younger than he really is.

System: Player spends a blood point, and rolls Manipulation + Empathy (difficulty being the target's Willpower score). The effects of this power can be few or wide. If simply used upon a target, the victim will perceive the opposite of everything around him, in whatever fashion the Storyteller may wish. However, if the Vampire spends a Willpower point when he enacts this ability, he may mentally choose a single thing to be perceived as opposite. Such a thing may only be general, such as 'males seen as females' or 'left is right.' Specifics like 'you will see Prince Jonathan as a woman' or 'main street is a two-way street, instead of a one-way' are not possible. Spending a Willpower point in this way precludes any other 'opposite perceptions' the victim might experience.

The duration of this power depends on the number of successes gained:

1 success: 10 minutes

2 successes: 1 hour

3 successes: 1 day

4 successes: 1 week

5 successes: 1 month

There are other effects this power might have: if ice is seen as fire, for example, the player will still have to make the regular roll for Rotschreck, though the perceived fire might not do any actual harm to the character (it's up to the ST, in the end). Also, if night is seen as day, the character might either run in Rotschreck, or be amazed or entranced that he is able to walk in the sun. The false sun, however, will not make the character sleepy or unable to function, or damage him; those effects are mystical ones caused by the real sun, and cannot be reproduced by an altered perception.

If the player botches, however many 1's he rolled count as successes against 'himself' for use of this power. Ergo, a botch equates to the Discipline's user experiencing Dyslexic Reality.

In the end, the key phrase for Storytellers is: Be creative, be sadistic, B-B Guns.

Note: This power is nothing like 'Horrid Reality.' It cannot be 'disbelieved' as it effects the target's entire concept of reality by the sum total of his perceptions.

6 - Kindred Spirits

The vampire can manipulate another's mind and force the victim's personality to become exactly the same as his own. The victim also gains any Derangements or other mental problems the vampire possesses. This does not give the vampire any real control over the victim, and should not be considered the same as the Dominate power Puppet Master. The vampire should also be ready to learn just how much he hates himself. The vampire must make physical contact (skin to skin) for this power to take effect.

System: The duration of the effect is based on the number of successes the vampire rolls using Charisma + Subterfuge (difficulty of the victim's Intelligence + [Self-Control or Instincts]).

1 success One Night

2 successes One Week

3 successes One Month

4 successes Six Months

5 successes One Year

6 or more Permanently

21.04.2006 в 01:10

"Si vis pacem, para bellum." (с)
7 - Mind of a Child

This power allows the vampire to reduce the victim's total Mental Attributes by up to seven points, as long as the person is left with at least one point in each of the three Attributes. The victim also becomes very childlike in manner, acting both gullible and playful. The vampire must make eye contact with the victim in order for the power to take hold. Vampires as well as mortals are affected by this power. The only way to avoid it is to avoid making eye contact with the vampire.

System: A roll is required using the vampire's own Intelligence + Empathy (difficulty equal to the victim's Wits + [Self-Control or Instincts]).

1 success One Turn

2 successes One Night

3 successes One Week

4 successes One Month

5 successes One Year

7 - Mind of a Killer

This power allows the vampire to alter the mind of the victim, making her a cold-blooded killer who places no value on life. If the victim is offended in any way by anyone, even loved ones, the victim murders that individual, whether with a complex plan or simply a machete. Once the victim of this power has killed, the effect of this power ends and the person reverts back to normal, unsure of why she did such a heinous thing. The power works on both mortals and vampires, and requires the vampire to kiss the victim.

System: Successfully employing this power requires at least three successes on a Charisma + Subterfuge roll (difficulty equal to the victim's Charisma + [Courage or Morale]).

7 - Wave of Insanity

The vampire using this power can cause the same effect as Total Insanity in a large number of mortals or vampires. If more subjects are present than the vampire can affect, the Storyteller chooses whom this power affects.

System: The vampire must make a roll using his Charisma + Empathy (difficulty 7) to see how many are affected. The vampire is capable of affecting one individual for every success. However, after the potential number of victims is determined, the vampire must roll a resisted roll for each individual to ascertain if the power works on that person, just as if he used Total Insanity. The vampire causes this effect by speaking to the victims in a peculiar way.

7 - Bedlam

This power stirs up everyone within earshot of the user, causing total chaos.

System: Roll Manipulation + Intimidation (8). Affected targets become agitated and may start fighting. Roll Self Control/Instinct (No of successes + 4) to resist Frenzy. This is a nice power to use at a Brujah party.

8 - Coma

This power allows the vampire to shock a person's mind until it shuts down all non-vital functions and goes into a coma. The method by which this power is carried out is unknown. The vampire simply concentrates and the victim goes first into convulsions and then a coma.

System: The vampire must make a roll using his Charisma + Intimidation (difficulty equal to the victim's Wits + [Courage or Morale]). The length of the coma is based upon the number of successes:

1 success One Week

2 successes One Month

3 successes Six Months

4 successes One Year

5 successes 10 Years

8 - Minds of the Children

This power has the same affect as Mind of a Child, except that it can effect a larger number of targets. If more potential victims are present then the vampire can effect, the Storyteller may choose whom this power effects.

System: The number of subjects potentially affected by the use of this power equals the number of successes made on a Charisma + Subterfuge roll (difficulty 7). Each individual case must then be handled just as it would be for Mind of a Child to determine if or how long the victim is affected.

9 - Blessing of Chaos

The vampire who possesses this power is immune to others' Dementation, Dominate, Presence and Chimerstry. However, the Blessing of Chaos is not without its price. The vampire gains one additional Derangement that she can never remove. In addition, the vampire will occasionally suffer from Mind Tricks (as the Level Two Dementation power); however, due to the nature of this Discipline, she will be able to cope more readily with these delusions. It is up to the Storyteller to decide when and how these Mind Tricks affect the vampire.

9 - Mass Coma

This power allows the vampire to use Coma on a number of targets. If more subjects are present than the vampire can affect, the Storyteller chooses who will be affected.

System: To determine the number of individuals potentially affected by this power, the vampire must roll his Willpower (difficulty 7 ). The number of successes equals the number of individuals subject to the effects of this power. To determine whether each victim is actually affected, check for each using the method described under the Coma power.

1 success One Day

2 successes One Week

3 successes One Month

4 successes One Year

5 successes Permanent, unless the victim can somehow escape

21.04.2006 в 01:11

"Si vis pacem, para bellum." (с)
Dominate




1 - Command the Wearied Mind

Roll: Man. + Intimidation, difficulty Willpower

With eye contact, the vampire may give a one-word command to a target. This command may only be one word, but it may be used with slight emphasis in a sentence, to hide it. This command is obeyed instantly, unless it is ambiguous, in which case temporary confusion ensues.

2 - Mesmerize

Roll: Man. + Leadership, difficulty Willpower

The vampire can give commands to a target, which may be as simple or detailed as desired. Eye contact must be maintained throughout the command, but is not necessary once the command has been given.

1 suc. The target will not act in defiance of her nature, or her usual behavior, but she is otherwise obedient.

3 suc. The target can be made to act in ways that she otherwise wouldn't, except in the case of self-endangering behavior.

5 suc. Nearly any command may be given.

3 - The Forgetful Mind

Roll: Wits + Subterfuge, difficulty Willpower

With eye contact, the vampire can alter her target's memories.

1 suc. The vampire may cause limited memory loss lasting a day, with control over which memories are lost.

2 suc. The vampire may cause more permanent memory loss.

3 suc. The vampire may make slight alterations to her victim's memory.

4 suc. The vampire may alter or remove an entire scene from her victim's memory.

5 suc. The vampire may reconstruct entire periods of a victim's life.

4 - Conditioning

Roll: Cha. + Leadership, difficulty Willpower

The vampire may add to the number of successes she has accumulated in someone she is dominating. Once she has accumulated a number of successes from five to ten times her victim's Self-Control, the victim will act as if dominated even in the vampire's absense. Such a victim will continue to obey the vampire, even when not dominated, and the difficulty for all other vampires to try to dominate her is increased by two.

5 - Possession

Roll: Cha. + Intimidation, difficulty 7

Resist: Willpower, difficulty 7

With continuous eye contact, the vampire may possess a mortal, but goes into torpor in so doing. Each success by the vampire costs the victim a willpower point. Each success by the victim gives her an extra die the next round. A botch by the vampire makes the victim permanently immune to all Dominate attempts by that vampire. The actual possession (and torpor) occurs when the victim has no willpower points.

6 - Loyalty

Those on whom the vampire has used the Dominate discipline are considered to have five extra dots in Willpower, when resisting other users of the Dominate discipline.

6 - Obedience

The vampire may use any Dominate power without eye contact. Touching their skin, or even clothing, is sufficient.

6 - Rationalize

Roll: Man. + Subterfuge, difficulty Wits + Self-Control

The vampire can make a victim of Dominate believe that she is acting of her own accord.

1 suc. The target won't suspect she has been dominated... at first.

2 suc. The target will suspect something... eventually.

3 suc. The target can only be convinced by others that the action was not her idea.

4 suc. The target will only suspect something if shown hard evidence.

5 suc. The target will ignore all evidence, and may become angry if the point is pressed.

6 - Tranquility

Target: Humanity, difficulty 7

Roll: Willpower, difficulty 9 minus Target successes

Demand: successes = 3 or more

The vampire may bring another vampire out of frenzy. If she botches, the target vampire will attcak her.

6 -Chemical Alteration

With the advent of modern medicine, technology, and genetic science, it is now known that many imbalances in the brain are caused by chemical fluctuations, which were previously mistaken for demonic possession or social dysfunction. A Kindred who is knowledgeable enough about biology can modify a subject's chemical template by causing minuscule changes to the amount of a chemical in their brain. Depending on their skill, very drastic changes could be wrought unto another's mind this way.

Note: This power functions differently from Dementation. Chemical Alteration is permanent, although the changes it brings may be treated with modern psychology and medication. It cannot be used on Kindred. Something else powers a Cainite's mind besides mere chemicals. Also, a vampire must have a Science rating of at least 3 before this power can be learned.

System: Spend a Willpower point and make an extended Intelligence + Science roll. Difficulty depends on the desired change. Causing minor quirks, like mild hallucinations, is difficulty 7. Schizophrenia and other full-blown psychological maladies are generally difficulty 8 or 9. Sexuality can even be changed with Chemical Alteration. The subject could find herself attracted to the same gender, neither gender, both genders, or something truly bizarre, like animals or trees. Modifications like this are generally difficulty 9 or 10. In order for Chemical Alteration to succeed fully, a number of successes must be rolled equal to the difficulty times two.

If the Kindred stops or is interrupted before the process is complete, then the subject has a milder version of the desired affliction, depending on how many successes were achieved. If the Kindred wishes to finish what he started later on, he needn't roll the whole amount of successes again, only enough to make up the successes he missed the first time (he does have to spend another Willpower point, though).

21.04.2006 в 01:12

"Si vis pacem, para bellum." (с)
6 - Sunder

This power breaks any form of mental control over one target, whether magical, Domination, Blood Bonds, etc.

System: Roll Manipulation + Leadership (8). All forms of mental control over target are broken, but they may be re-established in the usual ways. A Cainite may not use this power on herself.

7 - Repression of the Obvious (Clanbook:Malkavian)

Roll: Per. + Empathy, difficulty Willpower

The vampire can learn what thought, emotion, or urge is being most rigorously repressed. Three successes cause the victim to blurt out the thought being repressed.

7 - Mob Rule

The vampire may dominate more that one victim. Each success in a given roll above the required number represents another person who can be Dominated. The roll is determined using the most difficult target; if she is unaffected, the rest of the targets are unaffected. Eye contact is only required for the first target.

7 - Self Control

"In the end, what makes a good and powerful vampire is the will to go on and adapt to the ever changing world. It is the will to overcome the primal Beast to reach a more refined kind of power. Learn Self-Control and the world will be yours to control forever."

-- Siegfried, Ventrue prince of Paris.

This power allows you to use Dominate on your own mind. This can be very useful to help resist frenzies, subconsciously avoid others eyes, strengthen your resistance to domination, modify temporarily your memory (before an interview with the Prince or to bury a traumatic experience) or your personality (to modify your aura, your thoughts processes and adapt your motivations to your needs)...

System: Just use any other Domination power you may have with a difficulty of only half your willpower since you do not resist actively and an effect depending on the number of successes as usual. Eye contact must still be made (using a mirror for instance) if the vampire has not yet overcome this limitation. A botch on any use of this power will result in a derangement: one can not play with his own mind without expecting repercussions.

Using "Mesmerise," you can unconsciously refrain from habits (stop smoking, refrain from looking someone in the eyes...) or you can actually "store" one point of willpower to help when a particular situation arises in the future.

Using the "Forgetful Mind" you can modify your conscious memory so that anybody wanting to explore your memory must first match your successes or read the falsified memory. Or simply to forget a painful memory. If you manage to get five successes, you can even try to modify your whole personality (and thus your demeanor and the first layers of your aura). A key (a situation or a word) may also be set to terminate these effects when they are no longer necessary. However an extra success must be achieve on the roll. If the effect misses by just that extra success then you have successfully modified your memory but there is no key to terminate the effect! Tampering with one's own memory can thus be very dangerous. In the long run however, none of these effects are really permanent with respect to important memories. Such will always come back eventually (through dreams, nightmares or "incidental" clues triggered by the subconscious). Thus simply burying traumatic memories or forcing your personnality to adapt to your need is only a temporary solution which can need to bad backlashes.

At any time you may not have more willpower points stored and keys set then your wits rating.

7 - Greater Possession

"They are all my pawns and I rule them, a Great spirit and an infinity of bodies. They fear me and envy me, those strong enough to know about me, but they can never do anything about it, any of them, because they will never ever meet me and my spirit is unstoppable."

-- Caesar Maximus, Malkavian Methuselah.

At this level of discipline, you can manifest some of your mental powers through a possessed individual.

System: The target must first be possessed as for the usual "Possession" power. He must then roll an extra Charisma+Empathy difficulty of the target's willpower, and the number of successes will indicate what powers can be manifested through the possessed vessel as by the "Sharing of Spirit" power table.

8 - Far Mastery

Roll: Per. + Empathy, difficulty 6

The vampire may use any Dominate power on any victim whose location she knows, even at a distance. Once the above roll is completed, the vampire may use Dominate as if eye contact was achieved. If she attempts to use this on a vampire, she must spend a willpower point.

9 - Best Intentions

Roll: Cha. + Intimidation, difficulty Willpower

The vampire can make a victim act in her interests, without further command, and the victim will automatically know what constitutes the vampire's interests. This bond is broken when the victim gains a permanent willpower point, or gains Humanity.

10 - Puppet Master

Roll: Cha. + Empathy, difficulty Willpower + 2

The vampire can make the victim act as if she was the vampire. This includes all the details of Best Intentions, as described above. This power may only be attempted once per year on a given victim.

1 suc. The victim occasionally acts as the vampire would.

2 suc. The victim feels both her mind and the other in her head, and is appropriately confused.

3 suc. The victim usually acts as the vampire would.

4 suc. The victim almost always acts as the vampire would.

5 suc. The victim may be roleplayed by the vampire.

21.04.2006 в 01:13

"Si vis pacem, para bellum." (с)
Obfuscate




1 - Cloak of Shadows

The vampire may be unnoticed by most, by hiding completely motionless in a shadow, or in a place that puts an object (not necessarily an object big enough to hide behind) between herself and others who might see her. No roll is required.

2 - Unseen Presence

Roll: Wits + Stealth, difficulty 6

The vampire may go unseen, and even be subconsciously avoided, by others. No roll is required unless someone is looking for the vampire, or the vampire is moving in an abrupt manner, as during speech or combat.

3 - Mask of the Thousand Faces

Roll: Man. + Acting, difficulty 7

The vampire may assume another appearance. This is only in the minds of others, and often others will see different forms. This power may not usually be used for impersonation.

1 suc. A little different. She could still be picked from a police lineup.

2 suc. A bit more different. Desсriрtions vary.

3 suc. The desired appearance is successfully broadcast.

4 suc. Appearance, movements, and mannerisms are all radically different.

5 suc. Even race or gender can be altered.

3 – Silence

More stealth-minded Kindred often have no use for Mask of a Thousand Faces. They don't want to be seen at all, getting caught with one face on is just as bad as getting caught with their own. Silence gives them a more practical tool in their covert repertoire. Vampires with Silence can move silently, even when running or jumping. Exceptionally loud noises may break the silence, but even those can be neutralized with some effort.

System: The character spends a blood point and rolls Dexterity + Stealth (difficulty 7). Success means that he can move with only the slightest noise imaginable. Creatures with advanced sensory perception (Lupines, Kindred with Auspex, some technology) may be able to hear the character, but their Perception + Alertness roll (difficulty of the Silenced user's Obfuscate+2) has to gain more success than the vampire did on their initial roll. At the Storyteller's discretion, Stealth rolls may need to be made if the character crosses volatile turf (dry leaves, puddles of water, etc.) A Willpower point may be used as a saving grace if the roll is blown. Silence lasts for a scene may be used in conjunction with other Obfuscate powers.

4 - Vanish From the Mind's Eye

Roll: Cha. + Stealth, difficulty Wits + Alertness

Demand: successes = 3 or more

The vampire can disappear from view. If more successes are gained than a target's Willpower, that target forgets that the vampire was even there, if the vampire leaves promptly.

5 - Cloak the Gathering

The vampire can hide one extra target, for each point she has in Stealth, by the use of any Obfuscate power she knows. The roll is made once, and its efficacy is applied to the entire group.

6 - Conceal

Roll: Wits + Stealth, difficulty 6

An inanimate object may be hidden, as per Unseen Presence, if the vampire is within thirty feet of it, and the object being hidden has emotional significance to her.

6 - Mind Blank

Roll: Int. + Subterfuge, difficulty 7

Resist: Per. + Empathy, difficulty 9

The vampire may make herself impervious to telepathic contact. If a target wishes to force her way through it, she must make a resisting roll as above, and if she succeeds, she may only use the number of dice by which she succeeded in further rolls involving telepathic contact.

6 - Deceive the Machine

In millennia past, Obfuscate has been used to fool others into believing they see a blank spot where there's actually a Kindred. With the advent of technology, it's become more and more difficult for Kindred to sneak into guarded areas. While once they could pass mortal guards with impunity, now they're subject to detection with satellite surveillance, motion detectors, ultraviolet spectrometers, and all sorts of other fancy devices. The Cainites of old need new tricks, and one of these tricks is Deceive the Machine. Using this power renders a vampire invisible to electronic devices. All electronic devices. Video cameras, metal detectors, phone taps, everything. Even electronic weighing devices won't register the Kindred's presence. Note that this power doesn't make a Kindred imperceptible to mortal eyes, but Deceive the Machine may be used in tandem with other Obfuscate powers.

System: Spend a blood point and roll Wits + Stealth (difficulty 7). Success means that the character is immune to electronic surveillance for the rest of the scene (or until the Kindred shuts off the power, whichever comes first).

6 - Soul Mask

The vampire may adopt a mask that changes the color of her aura. The color of the vampire's mask is chosen when she learns this power, and may not subsequently be changed.

6 - Scrawl (Clanbook:Malkavian)

The vampire may write a message that will only be understood by Malkavians, or only by a single Malkavian, though to encrypt it for a single Malkavian, she must know the true name of that Malkavian's sire. No other characters will even recognize the writing as a form of communication, let alone be able to decipher it. This power is exempt from possible detection by higher Auspex, psychic powers, etc.

21.04.2006 в 01:14

"Si vis pacem, para bellum." (с)
7 - Visit Faeryland (Clanbook:Malkavian)

The vampire may visit Arcadia. The vampire disappears from the "real" world, and can not be detected by any means. When the vampire returns to the "real" world, it is at the same time and place where she left it.

7 - Cache

Having successfully used a power of Obfuscate on someone or something other than herself, the vampire may maintain it even when she or the target leaves.

7 - Cloak

Roll: Wits + Subterfuge, difficulty 6

Resist: Per. + Empathy, difficulty 8

The vampire may make her aura invisible. If a target wishes to perceive the vampire's aura, she must make a resisting roll as above, and if she succeeds, she may then use Aura Perception to read the aura.

7 - Displace

Causes the character to appear anywhere within 30 feet of her actual location.

System: No roll required, unless the character does something to attract attention, in which case at least 3 successes must be rolled on a Manipulation + Stealth (7) roll to avoid revealing her true location.

7 - Mysterious Traveler

This power causes all manner of rumours about the user to spread around the city. Every rumour will be different, attributing different appearances, manners and actions. Many will indicate the user has left town one way or another, unless he desires otherwise. One or more rumours may even contain some truth!

System: Roll Charisma + Stealth (7). The rumours will last one night per success before fading from people's memories.

8 - No Past

The character never leaves any traces for Psychometry to read. The only information available is that the item was held by a Kindred. This ability extends to other means of viewing past events, such as higher Auspex levels or magic or other similar means.

System: The Vampire rolls her Manipulation + Stealth. If a Kindred with Auspex 9 or better handles the object, she rolls her Perception + Empathy and must exceed the user's successes.

8 - Old Friends

Roll: Man. + Acting, difficulty Per. + Alertness

The vampire can persuade a target that she is a friend. This target will treat her as a friend, often telling her things that she otherwise wouldn't, and generally treating the vampire in a very friendly manner.

8 - Veil of Blissful Ignorance

The character must touch the victim to activate this power. The player spends one bloodpoint. If the roll is a success, the victim is subject to the effects of Vanish From the Mind's Eye for a length of time determined by the number of successes.

1 Suc: Three turns

2 Suc: One minute (20 turns)

3 Suc: 15 minutes

4 Suc:One hour

5 Suc: One night

9 - Create Name

Resist: any roll involving supernatural perceptions

Demand: successes = 6 or more

The vampire may create a new identity, with its own aura, personality, Nature, Demeanor, etc.

9 - Hidden Presence

The character cannot be located by any means other than visual sighting. Magic, Psionics, etc simply will not find her unless she wishes to be found. If the Character is using Create Name or another similar ability, that persona can be located, if the Kindred so wishes.

System: The character can only be detected by a being with Auspex 10 or other mystical equivalent. She is not, however, invisible to physical senses.

10 - Memorie's Fading Glimpse

Roll: Man. + Stealth, difficulty 8

No one remembers the vampire. Not even if they read about her, or see her on film. The vampire must roll only if she meets someone who once knew her.

1 suc. The target remembers one minor, mundane thing about the vampire.

2 suc. The target knows that she remembers, but doesn't know anything about the vampire.

3 suc. The target feels a vestige of recognition.

4 suc. The target gets a feeling about the vampire.

5 suc. The target doesn't notice a damned thing amiss.

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