By the Reverend Omnicynic (minelson@primenet.com)
Some vampires possess just such guidance.
System: At any point, the player can ask around the group, including the ST, for suggestions about what would the nastiest thing his character could possibly do in the given situation. Out of character knowledge may be used in this discussion to affect the decision about what the vampire ends up doing.
System: Anytime the vampire isn't doing much of importance, she can roll her Humanity against a difficulty of 8. If the roll is failed, the vampire comes across something which could be useful in an unpleasant manner. Whatever she finds could range from a knife, to a set of chains and a bunch of locks, to an abandoned Tzimisce torture chamber with all its devices and a diary detailing their use.
System: Something's looking out for the vampire. While commiting acts of atrocity, nothing will interrupt. The vampire could hang a policeman with his own intestines in the middle of a roomful of police, and no one would try to stop him until the victim finally ceased kicking. It's not that people don't notice what the vampire's doing, they just don't interfere, for whatever reason. As soon as the atrocity is completed, or the vampire leaves the scene, the survivors can act as normal.
Note that to activate this power, the vampire must be doing something that can properly be called an atrocity. Simple killings won't do; a disembowelling, at least, is required. If the other players start backing away from you, assume this power is in operation.
System: Anyone trying to find the vampire, or the vampire's haven, must come up with a full five successes on a Perception + Investigation roll. Of course, this doesn't prevent the unwary from just stumbling across the vampire in a dark alley or something like that.
System: The vampire becomes a combat monster, not out of any raw skill, but because fate begins to conspire against those attacking her. They'll slip on the floor, bang themselves against doorways, and shoot themselves in the foot when drawing a gun. The effect is that those who are attacking the vampire lose two successes on all their rolls (all their rolls!) while they're in combat with the vampire. Meanwhile, the vampire gets two automatic successes on her own rolls. This ability lasts until the vampire is no longer in combat.