By Andrew Knock (bwuhaha@yahoo.com)
Unless otherwise stated, the effects of all powers last for 1 scene.
System: The player rolls Manipulation + Subterfuge (difficulty = target's Stamina + Fortitude). As well as the feelings induced by the particular drug, the target will suffer dice penalties as follows:
Successes | Dice penalty |
1-3 | 1 |
4 | 2 |
5 | 3 |
6+ | +1 for every 2 successes (rounding up) |
NB: If used to induce a positive result (e.g., caffeine), the target gains additional die in alertness instead of dice penalty.
The effects are not cumulative.
System: The vampire must spend 1 blood point and touch the target. Roll willpower (diff targets stamina + fortitude). Effects are as follows:
Successes | Depressants (dice penalty) | Stimulants |
1 | 1 | +1 Alertness |
2 | 1 | +2 Alertness |
3 | 2 | +2 Alertness, +1 Wits |
4 | 3 | +2 Alertness, +2 Wits, +1 Difficulty on all physical actions requiring steady nerves (e.g., shooting a gun, hot-wiring a car) |
5 | 4 | +3 Alertness, +2 Wits, +2 Difficulty on all physical actions requiring steady nerves (e.g., shooting a gun, hot-wiring a car) |
6+ | +1 per success | No extra affects |
System: Spend 1 blood point and roll Manipulation + Medicine (diff: target's Wit's + Survival). The Storyteller decides how the target is affected. Possible effects include paranoia (1-2 successes), the target running in terror (3-4 successes) or other similar effects.
NB: The samples provided should by no means govern the ST. Do what you think is appropriate depending on numbers of success.
System: Vampire must spend two blood points, touch the target, and roll Willpower (diff: target's Stamina + Fortitude).
Successes | Dice Penalty |
1 | 1 |
2 | 2 |
3 | 4 |
4 | 6 |
5+ | Incapacitated |
System: Vampire must spend 3 blood points, touch the target, and roll Manipulation + Medicine (diff: target's Stamina + Fortitude).
Successes | Damage |
1 | 2 |
2 | 4 |
3 | 7 |
4 | 9 |
5 | 11 |
6+ | +3 per success |
System: The vampire must spend 1 blood point in addition to any needed for the particular level. The effects take effect for the first person to eat/drink the spiked substance. The player rolls Manipulation + Subterfuge (diff 6) to determine the number of successes for the power used.
System: By giving a target a taste of the vampire's blood (1 blood point), a target gains benefits (see table) but also must make a self-control roll or face addiction (see Addiction flaw). The vampire using this power rolls Manipulation + Survival (diff 6).
Successes | Bonus | Addiction Roll Difficulty |
1 | +1 Alertness, +1 Wits | 4 |
2 | +2 Alertness, +1 Wits | 5 |
3 | +1 Wits, +1 Dexterity | 6 |
4 | +1 Alertness, +1 Strength, +1 Dexterity | 7 |
5 | +1 Dexterity, +1 Stamina, +1 Perception | 8 |
6 | +1 Dexterity, +1 Wits, +1 Perception | 9 |
7+ | +1 Alertness, +1 Wits, +1 Perception | 10 |
System: See the flaw Addiction for rules of addiction. The vampire must spent 2 blood points and touch the target. The roll is Manipulation + Medicine (diff: targets Willpower) to determine the duration of the addiction.
Successes | Duration |
1 | 3 nights |
2 | 1 week |
3 | 1 month |
4 | 1 year |
5 | Permanent |
NB: Extended expenditure of Willpower (Storyteller decides the amount) can resist and eventually kick the addiction before the duration wears off.
System: The vampire must touch the target, spend 5 blood points and 1 Willpower. Unlike Addiction, the target cannot kick the addiction (except under exceptional circumstances) and suffers a +1 difficulty to all actions not somehow involve with gaining more of the desired substance. If the target has not had his 'fix' for the night, he suffers a +3 difficulty to all actions. The player rolls Manipulation + Medicine vs. the target's Willpower (both diff 6) and must score 2 or more successes.
System: This power is devastating. The vampire must touch the victim, spent 5 blood points and 2 permanent Willpower. The player rolls Willpower (diff 8) vs. target's Willpower (diff 6). At least 3 successes must be scored. The vampire using this power automatically loses 2 Humanity (some paths might also lose points).