BY Mike Vides (xwiteheatx@aol.com)
Enjoy.
Maneuver | Roll* |
Sharp maneuver | Dexterity + Ascension |
Dodge while in the air | Ascension + Dodge |
Remain aloft for extended flights | Stamina + Ascension |
Attacks, such as diving thrusts or flying kicks | Ascension + Brawl or Melee |
*The optional Flight ability may be used instead of Ascension if the Storyteller desires.
A character's Ascension rating also grants her Automatic successes when resisting damage from falling, one success per level of the discipline.
Note that the use of this discipline in public is considered a highly vulgar breach of the Masquerade.
System: No roll need be made. A blood point must be expended, and for the rest of the scene, the vampire may walk across any surface without sinking (Indeed, she may be lifted almost effortlessly by just about anyone). Strong wind may cause the character to raise off of the ground for brief moments of pseudo-flight. However, the character does not quite fall as a feather, as this power may not be used to negate all falling damage (See the description of Ascension above).
Additionally, the character may summon a stiff breeze (about 20 miles per hour, not enough to lift her into the air) whenever she desires.
System: The character expends 1 Willpower point any time after initiating the level 1 power Light as a Feather, allowing her, for the rest of the scene, to raise off of the ground slowly (her Dexterity in feet per turn) and levitate in a limited fashion through the air (at jogging speed, Dexterity +12 in yards per turn). In addition, the vampire may double all jumping distances, summoning the wind in one strong burst (there is no cost associated with this use of the power, unless the storyteller deems otherwise, in which case a cost of 1 blood point, rather than 1 Willpower point, is recommended).
System: The vampire spends a Willpower point after initiating Light as a Feather. She may fly at a rate of (Dexterity + Ascension) x 5 in miles per hour, and uses the rules above for maneuvers, dodges, etc. This ability lasts for the remainder of the scene.
System: The Vampire spends a bloodpoint and rolls Ascension + Brawl, difficulty of the target's Stamina + Athletics, resisted by the characters Strength + Potence (Difficulty of the vampire's Strength + Ascension). With 1 or 2 successes, the target is forced back a few steps, with 3 or 4, the target is thrown to the ground, with 5 or more, the target is thrown back, suffering 1 health level of normal damage per success when they strike a wall, object, ceiling, floor or other hard surface which may be soaked normally (Ascension applies to this soak roll). With enough successes, the vampire may be able to stake his target to protruding objects (tree branches, etc...).
System: The vampire must expend 1 blood point for every other character he intends to bring with him. This blood point must be ingested for the power to work and the point is then used to fuel the first level power. Additionally, the Vampire granting the blood must also expend 1 Willpower point per character past the first to which the Gift of Daedalos is to be granted. For the rest of the scene, the Vampire may call upon a gust of wind strong enough to bear all of his troupe. Note that the recipients of the blood do not actually gain the discipline, simply the ability to be affected by the winds summoned by the doner. Thus, recipients may not utilize Light as a Feather of their own will, they may simply be born aloft by the donating character.