By Michael Myers (booshua@yahoo.com)
System: The character must use a single blood point to activate Hover. This one point allows one object or person to be lifted by a simple touch and upward motion. The player must make a roll of Dexterity + Performance to complete the action. To keep the target up for a long period, a Stamina roll (Difficulty 7) must be passed every few minutes the action is sustained. This roll is also up to the Storyteller in terms of concentration. If the character is attacked, tripped or otherwise distracted, the Stamina roll may necessary. A roll of Willpower (Difficulty 8) is necessary for the target to stay put, if the target is living. No touch is needed to make yourself hover; you are technically already doing that.
Successes | Distance off the ground |
1 | 3 to 6 inches |
2 | 6 inches to 1 foot |
3 | 1 to 2 feet |
4 | 2 to 3 feet |
5 | Up to 5 feet |
Each success above 5 allows movement of one foot per success in any direction, but, the target can not be any higher than 1 foot from the floor.
System: A point of blood per animated object must be spent. There must also be physical contact with the target object. A corpse may be animated, but this must be approved by the Storyteller, and should raise the difficulty of the Stamina roll. A roll of Stamina (Difficulty 7) must be made to keep the object "alive." One action can be performed by the object per success. Suggestions must be made verbally. If the object is attacking something, its stats are up to the Storyteller, unless it is a weapon being controlled. Then the Storyteller makes the appropriate rolls found in the weapon chart. The weapon, however, may have no moving parts, such as a trigger, or gears.
System: The vampire must spend two points of blood per Health Level of aggravated damage to be healed. The character's per turn spending limit may not be exceeded. Physical contact is needed to perform Heal. If the character is attempting to drain her target in order to heal herself, the target makes a Willpower roll to resist giving up the energy. If the drain is successful, the target then must make a Stamina roll (Difficulty 8) to resist the damage they sustain. One point of bashing damage is sustained per level healed. The vampire must then make a roll of Stamina (Difficulty 8) to stop himself from becoming drained of all energy in his body when attempting to heal another. If it is failed, or botched, the vampire may lose control over the energy transfer and drain the target for two points of aggravated damage to the target.
System: Sustaining the blade form is not an easy task. A roll of Stamina (Difficulty 8) plus Willpower must be made per turn to keep the blade and yourself sustained. At least five successes are needed. The simple beam attack is not so tough to do. A roll of Stamina (Difficulty 7) plus an accuracy roll is needed. Damage is Strength + 2.
System: One turn is exhausted to draw the energy. One point of blood is spent per source. No physical contact is needed, but the targets must be within ten feet of the you. Three levels of damage are done to the target(s) per dot of Strength drawn. The three levels are divided up among the sources at the Storytellers discretion. A Willpower roll can be made by the targets to resist (Difficulty 7).