By William Adams (william@isla.net) for the Sons of the Dragon
System: The change from normal vision to Demon Eyes takes one turn and requires a Malediction roll, difficulty of the local Gauntlet or 7.
System: The vampire must roll Charisma + Occult to get a spirit to heed his call. To bind a spirit to do one service or to an object or place requires a Manipulation + Intimidation roll. Both rolls are made with a difficulty of the spirits Willpower and can be resisted by the spirit with an opposed roll. The difficulty for the spirit is the level of Malediction of the vampire.
System: Mortals who see the vampire and realize what he is are affected by the Delirium according to the chart in the Werewolf rules book. When trying to affect a supernatural being the vampire must enter a contest of Will. Roll opposing Willpower scores against a difficulty of 7. The vampire must garner two or more successes more than his opponent to have any effect. For each success the vampire achieved over his victim subtract the result from 11 until it is equal to the permanent Willpower score of the victim or higher and apply the result from the chart. While the result can be higher, and the effect thus less, than the Willpower of the victim would indicate on the chart if the victim were human, it cannot be less, and the effect cannot be for that reason any greater.
System: The vampire must have an action with which to activate Demon Rage and must have suffered damage just prior to the activation of this power. The vampire gains all the usual benefits of Frenzy and suffers no penalties to dice pools from damage. This power can be activated even if the vampire is incapacitated or in torpor as long as it is still the same turn as when he fell into torpor or was incapacitated. The vampire rolls Malediction against a difficulty of 8. For each success one Health Level is instantly regenerated. If further damage is taken it cannot incapacitate the vampire as he falls into frenzy and continues to regenerate one Health Level each turn. If the roll fails the vampire cannot attempt it again during the scene and furthermore if the vampire was incapacitated or in torpor when he attempted Demon Rage he suffers Final Death immediately.
If the vampire was incapacitated when attempting Demon Rage, or if the total damage received while in frenzy would have taken the character below incapacitated, then the vampire will suffer from a debilitating scar that cannot be regenerated. The recuperative powers of the undead were heightened to such a degree that some wounds healed too fast and in the wrong way. The vampire loses one dot from either Strength, Dexterity, Stamina or Appearance. The player can decide which.
System: Just like the Garou the vampire can step sideways into the Umbra. Also like the Garou the vampire must gaze into a reflective surface to effect the passage. Roll Malediction vs. the local Gauntlet and consult the stepping sideways chart in the Werewolf rules book. The vampire can dispense with the reflective surface but must make a Wits + Meditation roll, difficulty 9 and cannot gain more successes to step sideways with the Malediction roll than those gained on the meditation roll.
System: The power of spirits is treated as blood for the purposes of drawing nourishment and replenishing the blood pool. To commit Dark Diablerie with the intention of lowering generation compare the power attribute of the spirit to the size of the blood pool of the generation the vampire wishes to achieve. If the power of the spirit exceeds the size of the lower generation blood pool by as much as the current blood pool of the vampire then he can use that spirit to lower his Generation by one. Take current blood pool, add desired blood pool and compare to spirit power. If the totals are equal then Dark Diablerie can be attempted. Spirits use Willpower to resist Dark Diablerie. The power pool must be sufficient when the process is begun to cover the generation of the vampire and the generation he wishes to achieve. If the spirit spends power in combat with the vampire or the vampire strikes it and causes sufficient loss of power that the power pool is no longer sufficient the attempt fails. Once begun the spirit can only use Willpower to resist but the process can be negated by any damage to the spirit that causes it to lose the amount power necessary to lower the vampire's generation.
System: The vampire must first be in the Umbra to travel beyond. Travel to Horizon realms and Anchorheads is automatic as long as the vampire has been to them before. To pierce the Horizon and travel to Shard realms and other Celestines the vampire must roll his Malediction level against a difficulty of 8 and garner ten successes on an extended roll.
System: The vampire rolls his Manipulation + Leadership against the Willpower of the target. This is an extended roll and each time the vampire garners as many successes as the target has Willpower he can defeat one idea or derail one train of thought.
System: The vampire rolls his rating in Malediction against a difficulty of 6 to remove Toxic waste and pollutants. Restoring a Fomori to humanity is also against a difficulty of 6, as is blocking or counterweaving the effects and powers of Infernalist hedge magic and demonic investments. Blocking the powers of vampiric disciplines and the gifts of Black Spiral Dancers is against a difficulty of 7. Countering the True Magick of a Nephandus is against a difficulty of 8. This power does not affect nuclear radiation only toxic radiation. Toxic radiation is from already decayed particles while nuclear radiation is from unstable or fissionable particles.
System: The vampire simply has to look at an object or creature to unleash the power of the Wyrm upon it. If it is a living creature it can resist with a Willpower roll, difficulty 9. Objects are not so lucky and disappear at a glance from the vampire. Spirits and Wraiths always resist with Willpower, but minions of the Wyrm, Banes and Spectres must gain at least three successes to resist this power.