By Deirdre Brooks (xenya@teleport.com)
System: Roll Perception + Empathy against a 6.
System: Make a Perception+Alertness (7) roll to determine how much information she gains about the speaker and intentions being spoken of.
System: If someone hostile is searching for the character, she may decide not to allow herself to be found. In some cases, she may not have a choice, or she may decide to meet them anyway. In either event, she rolls her Perception + Occult against an 8. Each success adds one to all of her dice pools involving Initiative, Combat, Negotiation or anything else the Storyteller deems reasonable.
System: For each decade, or fraction thereof, the person is reduced in physical age, the Salubri pays one Willpower.
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.
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.
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.
System: Spend two Blood Points per step through the Shadows.
System: Roll Manipulation + Subterfuge against Willpower in an opposed test. Target is 6 for both rolls.
System: Roll Charisma + Empathy against the subject's Willpower if unwilling, otherwise 6.
System: The number of successes on a Manipulation + Intimidation roll is used to determine number of people affected.
1 Success | 1 people |
2 Successes | 3 people |
3 Successes | 9 people |
4 Successes | 25 people |
5 Successes | All within sight |
System: The roll is made using Charisma + Empathy. The number of successes indicate how long the effect lasts. It will make enemies neutral and open to diplomacy.
System: Make a Charisma + Empathy roll with a target number of 6. The number of successes is added to nearby Kindred's Frenzy resistance rolls as extra dice.
System: Roll Manipulation + Leadership against the target's Willpower. Each success removes one emotional tie, mystical control or other item of emotional attachment. Attachments so removed rarely return.
System: The change costs 1 Blood Point and takes three turns. The form has all of the usual abilities and drawbacks of Crinos form, including the Veil. Red Eyes and Claws are automatically activated by this ability. The change can be shortened to 1 turn at the price of 3 Blood Points.
System: Costs one BP per use, although returning to normal coloration is free. Kindred using this to hide add 3 to the target numbers for others to spot them by sight.
System: With that one weapon she has a bonus of +3 Accuracy and +3 Damage. The weapon cannot be dropped or knocked from her hand. It costs one Blood Point to use this power.
System: Any powers that require 1 or 2 Blood points costs no Blood. All other expenditures are at one third normal. This only applies to Protean 1-5.
System: It simply costs 1 BP per wound level, regardless of type, to heal. The normal prerequisites for killing the Kindred are the same, however.
System: Double the Cainite's Blood Pool, but not the rate at which it can be spent.
System: When anyone touches or crosses the affected area, he must make a Willpower roll against a target of 8. If failed, he falls completely, generously, unconditionally, totally and secretly in love with the Setite who placed it.
System: His Generation and Attributes are all reduced by one, although any Disciplines at 9 or 10 are not reduced. If he is killed, another body forms around his heart. The original remains in torpor while the duplicate is active.
Yes, I am aware that the Player's Guide does not have special unique Thaumaturgy abilities at 6-10, but in my game, I do. If you have a problem with these being given at these levels then by all means make them Rituals.
System: Roll Intelligence + Medicine after feeding. Each success gives her one additional Blood Point, up to the number taken in her last feeding, giving the potential to double her feeding.
System: You roll Manipulation + Intelligence against Willpower, each success allowing you to use one Blood Point, to spend as if it were your own. This is in addition to your own Blood Pool.
System: Roll Manipulation + Survival vs. target's Stamina + Fortitude. Target number for both rolls is a 6.