By Chris Pullen (negative_image@hotmail.com)
System: This requires a single Blood Point to activate and rolls depend upon usage. Visual rolls are not normally necessary. The vampire's visual magnification is increased by her Auspex rating in miles for telescopic (with full zoom capabilities), and her Auspex rating x 1,000 for macrovision. Sound filtration requires a successful Perception + Alertness roll, difficulty determined by Storyteller. Supersonic and subsonic effects are determined by the Storyteller. Tracking with a scent requires a successful Perception + Alertness roll, difficulty varies depending upon age of scent, weather, wind and creature tracked (Garou have more of a scent than kindred). Other olfactory feats are determined by the Storyteller. Tactile senses usually require a Perception + Alertness roll, but the difficulty is dependent upon the Storyteller and the situation. Taste may only require a roll when specific information about body fluids or toxins is required.
System: The vampire must roll Perception + Alertness, difficulty 7, and score 3 successes. Only an outline of the target is visible. Any Firearms attacks made against the target are at +2 difficulty, but are still possible.
System: The difficulty for any effect or attack focusing on the vampire's mind is two higher. Additionally, the vampire is alerted to the attempt and has the opportunity to further defend herself. The vampire may raise the difficulty by her permanent Willpower by spending a Willpower point. This counter negates one attempt at one effect. If used to block an effect that requires no roll, the attacker must roll Willpower with a base difficulty of the vampire's current Willpower.
System: By spending a point of Willpower, the vampire may, for the rest of the scene, spend blood as if it were Willpower at five Blood Points per Willpower point. This cannot be used to refill a Willpower pool. The drawback of this flooding of the brain with vitae causes the Cainite to be more susceptible to the beast. Frenzy difficulties are at +2 for the duration of the scene.
System: The vampire rolls her Presence roll normally, however she must spend an additional point of Willpower and roll with a difficulty +2. If no roll is required, the vampire must roll Charisma, difficulty equal to the victim's permanent Willpower. Success causes the victim to rely upon the vampire's Presence. The victim cannot regain Willpower while not in the vampire's presence while the vampire uses Presence. This addiction remains until the victim gains a point of permanent Willpower or until he accumulated 25 success on an extended (one roll per day) Willpower roll.
System: Requiring five Blood Points and three turns, this transformation will include all clothing and equipment. The number of animals is dependent upon the current Blood Pool of the vampire and her health. An average of one rat may be formed per Blood Point plus one for each Health Level remaining. Assume an additional 10-20 rats to account for equipment and clothing. Assume also, 5-20 locusts for each rat, assuming that that form is chosen. The vampire, while in this form, may see and hear through each of the animals.
System: The Gangrel must spend five Blood Points and roll Stamina, difficulty 7. Success determines duration. One equals one turn, two, five turns, three, one scene, four, one evening, five, indefinitely. The vampire's size is increased by 50%, she gains +4 to Strength and Stamina, and +2 to Dexterity. Her Social Attributes are each reduced to zero and she gains a +3 difficulty to resist frenzy. This is said to tap into the very core of Gaia herself. Thus all frenzy modifiers and triggers for the Garou also effect the vampire for as long as this discipline is in effect. Additionally, silver has an irrational effect on the vampire, causing no actual damage, though still inciting frenzy and evoking general uneasiness.
System: When the first blow is struck, the vampire may spend a permanent point of Willpower. After doing so, she remains paralyzed, though each successive hit upon the stake causes each of the vampire's Physical Attributes to increase by one. This continues until the stake has brought the vampire to "incapacitated", at which she awakes in full frenzy, rips the stake from her chest and may deal with her attackers in any way that her Beast-clouded mind can Imagine. If something prevents the attacker from finishing the stake's journey, the vampire awakens three turns later.
System: Using this power by tasting the blood requires a roll of Perception + Medicine (difficulty 7). Each success grants the vampire one bit of information and attempts may be repeated. Using this power for visual examination is somewhat more difficult, and depends upon the current action of the target. Visually determining a target's physical makeup requires the expenditure of one Blood Point and intense concentration and observation. The base difficulty is 8. The difficulty is lowered each turn that the vampire observes the target. The difficulty is reduced by one per turn for a stationary or inactive target, two for a moderately active target, and three for a target suffering intense physical exertion. Again, each success allows the vampire one snippet of information.
System: No roll is required other than the roll needed to create the alternate form.
System: One point of Willpower must be spent upon activating Changeling. This raises the Changeling difficulty to 10. Five successes must be scored to allow a one dot increase. This can be used successfully a maximum of three times. A botch on the Changeling roll causes a permanent reduction of the vampire's maximum Appearance.
System: No roll is necessary.
System: The user must roll Dexterity + Body Alteration, (difficulty 7) or the victim's Stamina (and Fortitude), and spend five blood points to successfully attach an object.
System: The vampire must spend a Blood Point at the beginning of combat to activate this power. While this power is active, for each level of lethal damage taken by the vampire, the vampire loses one point of blood. When the blood contacts the floor or ground it transforms into an exact physical replica of the vampire within one turn. This doppelganger possesses the parent vampire's Physical Attributes as well as her Athletics, Brawl, Dodge, and Melee but only one Health Level. Once this Health Level is lost, the doppelganger collapses into a puddle of blackish muck. Only lethal damage can activate this discipline, as can some types of aggravated damage, such as the claws of other immortals or the garou.
System: Each weapon created costs one Blood Point and takes one turn to form before throwing. The character may spend two Blood Points to create the weapon as he is throwing it, thus completing both actions in a single turn. The weapon need not spin to fly effectively. Any sort of melee weapon may be created. The damage for any weapons used, that are not designed to be thrown, is reduced by one. All damage is aggravated.
System: For each blood point spent in the use of this power, the vampire may affect her size by up to 25%.