Path of Solitude
By John Sitton (jms10@ra.msstate.edu)
* Ward the Mortal
When activated, this power causes mortals to fear and avoid the area immediately surrounding the caster (30ft radius). It costs one blood to activate, and 1 willpower to enter or remain in the area.
** Ward the Kindred
This is similar to the first level power, but causes kindred to fear and avoid the area immediately surrounding the caster. System is as above. Mortals may resist with 2 willpower.
*** Ward the Supernatural
The power now extends to all awakened beings (mages, wraiths, kindred). Mortals may resist with 3 willpower, kindred with 2, others with 1.
**** Ward the Foe
Anyone meaning to do physical harm to the caster will become afraid and will avoid his location. The foe can spend 2 willpower to resist the effect.
***** Banish the Demon
The caster engages target (anything she can detect) in a mental test (must be within 15 ft); occult/spirit lore and (resist)leadership retests. If successful the caster becomes so intimidating/frightening to the victim that the victim will flee in terror and will for a long time (1 month) be unable to enter or remain in the presence of the caster without spending a willpower every 30 min.