By Windwalker (lacona@badger.tds.net)
System: Automatic, always on.
System: Roll Manipulation + Stealth (difficulty 6). Victims roll Perception + Alertness (difficulty 7). If the disciple gains any net successes the victim is unaware of his presence (unless other disciplines or reasons exist). Note: The kindred is only blending with the shadow and is completely visisble to any other kindred with this power (see power 1). He must also stay still.
System: 1 Blood Point must be spent and the kindred must be standing in shadows (the shadow needs to be at least half as large as the kindred using the power). As long as the disciple doesn't move he is undetectable to normal and enhanced senses. However, someone with an Auspex level higher then the disciple always gets a chance to detect the disciple. The roll for this is Auspex (yes Auspex) + Perception (difficulty 8). One success means the Auspex user is aware that something is odd about the shadow. If the disciple moves then anyone who may be a viewer of this is allowed a roll to detect the movement. Roll Perception + Alertness. The target number of this varies according to how violent of a movement it was (adjusting gaze would be a 9 while jumping jacks would be a 3). 3 successes are needed to recognize a human shape in the shadow and realize that it isn't a trick of the light.
System: Automatic but the disciple can only shadow jump 2' per point dexterity. It is fairly obvious when this is done as a shadow moving around the room or street is fairly noticeable. However if there are a lot of shadows and the disciple moves quickly he can go from shadow to shadow and still remain rather hard to spot. If a blood point is spent the disciple can teleport to another shadow (without crossing the light) as long as he can see it.
System: Either 1 willpower point or 2 blood points must be spent to invoke the bolt. As many bolts as the disciple has attacks can be formed (as long as he still has blood or willpower). The maximum range for attack is dexterity X 5 meters. A roll of Dexterity + Athletics (difficulty 6) must be made to hit the target (he may dodge). The attack does damage and hits as a physical force (that is the target may fly back or a door may be bashed in etc.). Damage is Strength + Willpower divided by 2 (damage = (Str+Will)/2); fractions are dropped. This is the number of damage dice rolled. The maximum damage of the attack is the Strength for purposes of what it could do (check the feats of Strength). Thus if it could have done 5 levels of damage (even if actual damage is soaked) it could break open a fire door. This damage is not aggravated. Potence is not added to the damage or the strength feat. If, however, strength had been raised through the use of blood (and this is still in effect) then that is used for the calculations.
System: The kindred must be in shadow and spend either 1 willpower point or 2 blood point to assume this form. Staying in the shadow is as hard to detect as with Merge with shadows (level 3). The disciple may stay out of shadows for as many turns as he has sStamina. Sunlight and fire cause aggravated damage as normal but now any direct light causes aggravated damage as sunlight (direct refers to flashlights and other things that project a beam of light). Use the regular rules for sunlight damage. The disciple is also immune to most (non-magical) physical attacks. Thus the teeth and claws of other vampires and werewolves pass through the insubstantial form of the disciple. Note: Walls may only be passed through if a shadow somehow penetrates the wall. If say, there was a window (even to a different part of the room) then he could pass through the wall because the shadow on both sides is connected and thus part of the same shadow.
System: To shroud an area in shadows, the disciple must either know the area fairly well, or be able to see most of it. He can make an area as dark as a cloudy night or as light as the normal radiance of the area (though what the point of making it not change would be is beyond me). The disciple can affect an area equal to his willpower X 1000 cubic feet (willpower 5 would be 5000 cubic feet or a cube about 17 feet per side. That is 17x17x17=4913 cubic feet or 20x20x12.5). It lasts for 1 hour per point of willpower possesaed by the disciple. If making semi-sentient shadows they can be up to 3 times the size of the disciple or as small as 2' tall. Their size has no bearing on their physical stats (note- they have no social or mental statistics nor do they have any disciplines. They could have intimidation if their creator was careful to craft them with a horrific form, subject to the storyteller). Their physical stats are equal to their creators or 3 whichever is lower. They fight as well as their creator or at a brawl of 3, again, whichever is lower (can't have them tougher then their creator). They cause standard, non-aggravated damage. They last as long as their creator concentrates +1 minute for each intelligence point. The disciple can create 1 shadow creature for each point of willpower he posseses. Note: They don't have to be used for just combat. They could also be used for manual labor (though for that you would have to pay very close attention to them). For an idea of what this might look like, think of the movie Ghost when someone evil died, or Conan the Barbarian when the spirits came to take him away.
System: 1 willpower point or 3 blood points must be spent. Range = dexterity X 10 meters. To hit roll Dexterity + Athletics (difficulty 6). Damage is Strength + Willpower + Potence divided by 2 round down. For every success rolled on the to hit roll add 1 extra die for damage (just like firearm rolls). If the disciple also has fortitude this damage can be aggravated (players choice). Strength increases due to blood also count for this power. The Strength equivalent of this power is the maximum damage the bolt could do +2. (ex. kindred with Str 5 Will 5 and Fortitude 4 fires a bolt at a small car. He gets 3 successes on his to hit roll so he would roll 10 dice for damage (5+5+4=14)/2=7+3(from to hit successes)=total 10. Maximum damage would be 10 so for purposes of strength it would be 10+2 or 12 and could "break a metal lamp post".) The amount of damage that is aggravated is equal to the disciple's level of fortitude. Damage is handled with aggravated being taken care of first and then anything that wasn't aggravated is dealt with. Any time the disciple gets more then 5 successes on his to hit roll the damage is doubled as is the strength equivalent. Aggravated damage is not doubled. Most times when someone is hit like this they fly quite a distance (on one occasion through a wall). Note: The damage dice are doubled not the damage successes (you could still roll really bad). As you can see if the disciple gets a good to hit roll he stands a good chance of getting through that obstacle you put in his way.