By Matthew McFarland (cmouch@uoft02.utoledo.edu)
System: Roll Dexterity + Athletics(difficulty 7). Success adds 1 to the vampire's Dexterity for the remainder of the scene. Dexterity cannot be raised over the maximum allowed by generation in the manner.
System: Roll Perception + Alertness (difficulty 8). Success indicates the vampire wins initiative for that turn. Failure means the player must roll for initiative as normal, while a botch means the vampire can take no action that turn.
System: The vampire must spend a Blood Point and roll Stamina + Athletics(difficulty of her own Self Control + 3). Success indicates that for the duration of combat, the vampire takes no wound penalties, gains +2 dice to hit and +1 to damage(hand-to-hand or melee attacks only), and gains +3 dice to a declared dodge.
System: The player must roll Stamina + Athletics(diff. 7) to begin the dance, Perception + Occult(diff. 8) to see the visions, and Willpower(diff. 6) to keep herself focused. If she fails this Willpower roll, the visions may be colorful, interesting, or even horrific, but they'll be useless for the matter at hand. If she rolls more successes on the second roll than on the third, her visions will be useful, but some elements will seem off-kilter or non-sequiturial. The information gained is completely up the the Storytellar.
System: Roll Charisma + Intimidation (difficulty of opponent's Willpower). This roll is opposed with a Willpower roll (difficulty 7). If the vampire scores more successes than the target, she begins dansing. A human will lose one Health Level per turn, whereas a vampire will lose one Blood Point. The danser must be physically stopped and immobilized for a full turn to break the spell. Humans will dance until they fall dead; vampires until they fall to 0 Blood. At this point they roll Humanity (difficulty 6). If successful, they stay conscious (but should feed soon). If the roll is failed, the vampire falls into torpor.