By Ole Peder Giaever (deagol@everyday.no) for the Mancata and Daughters of Mancata bloodlines.
System: The character must make a Manipulation + Intimidation roll, difficulty of the target's Willpower. If she succeeds, the victim must make a Courage roll. The difficulty is equal to the number of successes on the Inspire Terror roll +2. If the character fails, or marginally succeeds, he may do nothing but flee in panick. If the roll is botched, the victim is susceptible to the same terror, but gains a Derangement (usually a paranoid one). Each success determines how many minutes the Terror fit lasts (one success, one minute etc).
System: The character rolls Appearance + Empathy to invoke this power. The difficulty of the roll is equal to the victims Self-Control + 2. The number of successes determines how many hours the victim is hold in sway of the passion.
System: The character spends two blood points, and then rolls Perception + Empathy. The difficulty is determined by how accurate and specific she wants the vision to be.
1 success: | one day into the future, metaphorical or symbolic vision |
2 successes: | one week into the future, blurred or incomprehensible vision |
3 successes: | one month into the future, snapshot vision of specific incident. |
4 successes: | a year into the future, clear vision |
5 successes: | a decade into the future, the vision is seen with perfect clarity. |
System: The character spends three bloodpoints, and rolls Manipulation + Leadership against the Demons willpower. A failure indicates that she didn't manage to control the dark entity, and that the demon attacks her. This attack will be ferocious in the extreme, and it's up to the ST to use her dirty imagination. A botch means that the demon is filled with such rage that he drags her screaming to hell with him. After the effect is over, the demon will return to the other side, whether his mission is accomplished or not. Also, when the mission is accomplished, the demon will return. The ritual results in the loss of one point of humanity.
1 success: | The demon may be commanded to perform a lesser task, such as stealing a small object. The effect may last one night. |
2 successes: | The demon may be commanded to perform a minor task, such as stealing a major object. The effect may last one week. |
3 successes: | The demon may be commanded to perform an easy task, such as destroying some object. The effect may last one month. |
4 successes: | The demon may be commanded to perform a large task, such as harming a mortal or Kindred immensely. The effect may last one year. |
5 successes: | The demon may be commanded to perform an immense task, such as destroying someone. The effect lasts until the Demon has accomplished his mission. |
System: The character must spend two bloodpoints and roll Manipulation + Occult for the power to be invoked. The difficulty is the purity of the place (a number from 1-10 assigned by the ST. A slum quarter is a 3, an unpolluted forest is a 10 ) or the humanity of the victim.
1 success: | One object or person is affected. The effect is hardly noticeable, but manifests in such things as odor and habits. |
2 successes: | One room, or two persons are affected. Same effect as above + The victim's natural aging is doubled. A place will attract insects and fungus. |
3 successes: | One house, or three persons are affected. Same effects as above + The victim becomes corrupted and loses 1d10 humanity, a place will smell of stale piss. |
4 successes: | One neigbourhood, or four persons are affected. Same effects as above + The victim ceases to feel human emotions, and gains a derangement; a place will become a slum, and detoriate quickly. |
5 successes: | One city cell, or five persons are affected. Same effects as above + figure out something inexplicably nasty. |