Basic
____-Heightened
Senses: The vampire's senses become superhuman. Sight and hearing
are doubled, and the vampire may hear ultrasonic sounds (a dog
whistle, whalesong, etc.). Smell becomes as acute as a wild animal's,
and the vampire may read the print on a page by touch. The vampire
gains an extra die to all perception-oriented tasks.
____-Aura
Perception: The vampire may sense the invisible "aura"
surrounding all living creatures. For each success on a Mental
roll (difficulty 4), the vampire may ask the Storyteller one
yes-or-no question about another character's emotional or physical
state. (Permissible questions include: "Is she angry?"
"Is he lying?" "Is she a vampire?" "Is
he sane?" and the like.)
Advanced
____-Telepathy:
The vampire may attempt to read a victim's mind. The vampire
must be able to see the person to be scrutinized. The vampire
makes a Mental roll (difficulty of the opponent's Psychic + 2).
Success allows the vampire to read the victim's surface thoughts,
while three or more successes allow the vampire to read the victim's
subconscious thoughts, dark secrets, etc.
____-Astral
Projection: The vampire may project her spirit from her body.
The spirit is invisible and intangible. The spirit may travel
up to 500 m.p.h., and may penetrate walls, doors, etc. The spirit
may use any senses the vampire possesses. While the spirit roams,
the vampire lies dormant and helpless. Use of this power costs
three Blood Points.
Celerity
____Vampires
with Celerity are dangerous foes, for this Discipline enables
them to move and attack at superhuman speeds. A character with
activated Basic Celerity always gains initiative (the first move)
over a character without such enhancement. Likewise, a character
with activated Advanced Celerity always gains initiative over
a character without Advanced Celerity. (The only exception is
a character using the Gangrel Advantage Hunter's Prowess; such
a character gains initiative over everyone else.) If two characters
have the same level of Celerity, defer to the normal initiative
process (see "Initiative," below).
Basic
____-The
vampire's movement rate doubles. Additionally, she gains an extra
action per turn.
Advanced
____-The
vampire's movement rate triples, and she gains two additional
actions per turn.
Dominate
____Vampires
with Dominate may mesmerize others, or even control their minds
outright. Use of this power requires eye contact.
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Basic
____-Command:
The vampire may issue a one-word command ("Go!" "Stay!"
"Halt!" and the like are acceptable; "Die!"
is not) to another being. Unless the victim beats the vampire
in a Psychic roll (difficulty 4 for both), the command must be
obeyed. The victim must understand the vampire's language. If
the vampire gains no successes on her Psychic roll, the command
does not take effect.
____-Mesmerize:
The vampire may make hypnotic suggestions to her victim. After
making a suggestion, the vampire makes a Social roll (difficulty
varies, depending on the Storyteller's interpretation of the
order: 3 to make the victim do something she was inclined to
do anyway, 4 to make the victim do something that isn't terribly
inconvenient, 5 to make the victim do something embarrassing
or against his principles, 6 to make the victim do something
life-threatening). If the vampire succeeds, the victim obeys
the suggestion.
Advanced
____-Forgetfulness:
The vampire may "block out" pieces of the victim's
memory (even the fact that the victim ever saw the vampire).
To do so, the vampire must beat the victim in a Psychic roll
(difficulty 4 for both). One success (over and above the victim's
successes) enables the vampire to "wipe" the victim's
memory for a scene; three successes enables the vampire to "wipe"
the victim's memory permanently.
____-Possession:
The vampire may transfer his consciousness into the victim's
brain. This power works only on mortals. To use it, the vampire
must make a Psychic roll (difficulty 4) and gain more successes
than his victim, who makes the same roll. If he succeeds, the
victim is his puppet; the vampire's body goes dormant, but the
vampire may make the victim do anything, even commit suicide.
This power costs three Blood Levels to use.
Fortitude
____Vampires
with Fortitude prove unnaturally resistant to damage. They must
often be literally hacked apart, like the walking corpses they
are. Fortitude is always on (no Blood Levels need be spent to
use it).
Basic
____-The
vampire has +1 die for soak rolls, +1 Health Level (an extra
"Light" level) and may soak fire, sunlight and other
aggravated-damage attacks.
Advanced
____-The
vampire has +2 dice for soak rolls, +2 Health Levels (both "Light")
and may soak damage from fire, sunlight and other aggravated
attacks. Additionally, potential damage from long-term exposure
to fire and sunlight is halved (i.e., the vampire only tallies
damage from direct sunlight every other turn, from indirect sunlight
every four turns, etc.).
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