By Luciano Paciornick (cobra@spei.br) and Anderson L. Ravanello
This Tome is now in the power of the Inconnu, or so say all the others. The Inconnu, for their part, claim there is no such book and that no Elder would reveal his secrets to others. All things put, this excerpt was found by a very sneaky Nosferatu, when he entered a Conclave held by a Ventrue Justicar, in his haven, and found these pages now brought to the knowledge of the world. If that Justicar finds about this, both me and that Nosferatu would be slain, but it is worth the risk.
Experience Cost: 15
Description: This power, developed by a truly horrid Nosferatu, allows the user to strike an enemy and impress upon her his Inner Beast, frightening even the boldest of Cainites.
System: If a vampire hits a target and does three or more health levels of damage, he may spend a blood point and bring his Inner Beast to the surface, showing it to his victim. Any action she takes against the vampire is at +2 difficulty, and must be followed by a Courage or Morale roll (difficulty 8). If she fails the last roll, she enters Rötshreck. If the striker is a Nosferatu with the Disgusting merit or is in Zulo form, raise the difficulties by 1.
Experience Cost: 20
Description: Created by a very insidious Malkavian, this power allows the user to effectively send the victim into a state of mental and psychic grief, leaving his mind weak and open to suggestion and retrieval of information.
System: The user rolls Manipulation + Intimidation or Leadership - which ever is higher (difficulty equal to the victim's Willpower). Each success lowers a dot on the victim's Mental Traits (the user may choose where to apply these effects), for a number of turns equal to the user's Willpower. The victim of this power is unable to resist any type of mental attack, such as with Dominate or Auspex.
Experience Cost: 25
Description: Created by a paranoid Tzimisce, this power allows the very molecules of the user's blood to gain self-awareness and allow him to "check" on wherever he left his blood.
System: The user must leave the blood where he wants to be able to "check" later. No matter how much blood he leaves, the effect is the same. To check, he must roll Perception + Empathy (difficulty based on the distance to the blood). Successes grant more information, while a failure makes the user unable to check on that amount of blood and a botch gives wrong information. The awakened blood stays that way for a night or until the user enters torpor or sleeps. He may also leave more than one portion of awakened blood in different places. Note that if the awakened blood is consumed by a vampire, it's effects vanish.
Experience Cost: 30
Description: Developed by a very old Assamite, this power has 2 primary effects: the first allows the user to create a full Blood Bond by giving a single Blood Point to the Thrall; the second allows the user to actually communicate with the blood he leaves inside someone's body. He may check to see where that person is and, with enough concentration, even see through his eyes.
System: The user must tell the Storyteller he's activating the power before using it. Once activated, the smallest portion of blood drank from the user will create a Blood Bond as strong as if the drinker had drank 3 Blood Points. Additionally, until that amount of blood is spent (the Storyteller should instruct the drinker to place some kind of mark on the Blood Points drank from someone using this power -- and remind him that the Points drank last will be spent last), the user may, at any time, roll Perception + Empathy (the base difficulty is 8, decreasing by one for every 2 Blood Points drank and increasing at the Storyteller's discretion based on the distance) to feel where the drinker is. If 4 or more successes are scored, the user may choose to see throgh the drinker's eyes for a number of turns equal to the number of successes above (thus, 5 successes would allow a single turn of vision through the drinker's eyes). The user may choose to stay viewing for that number of turns consecutively or to use that ability again for as many times as he has successes (above 4) left, without having to roll dice. Note that after that, the user must succeed on a roll Wits (difficulty 6), or become confused for as many turns as he stood viewing through the drinker's eyes.
Experience Cost: 25
Description: Developed by a very powerful Gangrel Elder, this power allows the user to create an armor of flesh, effectively increasing the vampire's capability of soaking damage.
System: The user must spend 2 Blood Points and one turn creating the armor. This should be count as 3 dice of armor, but will increase the difficulties regarding vision and hearing by 1. These dice should be added to the Dice Pool when soaking aggravated damage of any kind (claws, fire, sunlight, etc.) and, when using this power, every 2 successes deduct 3 successes from the damaage roll (rounded down - 4 successes deduct 6 Health Levels of damage, as do 5 successes). This power lasts for one night if not deactivated, in which case reactivation would still cost the same 2 Blood Points. Furthermore, if the user takes, after soaking, 3 or more Health Levels of damage using this power, the Armor is torn and he'll take one extra die of damage (rolled by the Storyteller), since it's made from his own flesh. This last damage roll is unsoakable.
Experience Cost: 20
Description: This power was not developed, but yet discovered by accident by a very ancient Brujah, when he was in the middle of a medieval battle and his army was outnumbered and losing. He managed to send every vampire in his side into a somewhat controlled frenzy, thus increasing their resistance and winning the battle. Later, he discovered how to control such power, and used it in every single battle he fought. This power is also known as Summoning Of The Beast.
System: The user must spend a Willpower point and roll Charisma + Leadership (difficulty 7). After that (unless he botches -- check below), he must make a Self-Control/Instincts roll (difficulty 8) to determine how well-controlled is the frenzy (even if the character has Self-Control instead of Instincts). For every permanent Willpower point, he can affect 5 vampires of his choice. The successes on the above mentioned roll can be used to increase the number of vampires affected by 1 per success or to send the vampires into a more controlled frenzy -- use the same rules for controlling frenzy as for characters with the Instincts Virtue, starting with the successes the user got on the above Self-Control/Instincts roll (for every 2 successes on the roll above, consider as if the user and all the affected vampires had 1 extra success on the Instincts roll). He can spread out the successes between the two options. If the roll fails, the original number of vampires are affected (5 x perm. Willpower), but the frenzy is completely uncontrolled (as is normally). In case of a botch, no vampires are affected and the user is sent into a mad frenzy (no Self-Control/Instincts roll is allowed), thus gaining a Derangement. If any of the vampires wish to resist the Rage Wind, he must roll Self-Control/Instincts (difficulty 8). If he succeeds, he doesn't enter frenzy. On a failure, he enters frenzy, but he won't have any kind of control over it. On a botch, he enters frenzy and gains a Derangement. In any case, the user can still try to force the Summoning of the Beast upon the vampires who tried to resist it, rolling Manipulation + Empathy (difficulty equal to the highest Willpower among the group). If he succeeds, the vampires automatically enter frenzy, but if he fails or botches, he won't be able to send those particular vampires into frenzy for 10 - Charisma nights.
Experience Cost: 20
Description: With this dreaded power, developed by a Malkavian Prince with the sole purpose of saving his own life, the user can effectively wipe out a victim's mind for a determined period of time. During this time, the victim forgets every single thing he ever knew; he won't even remember his own name. Thus, no Skills or Knowledges can be used, as well as non Physical Disciplines. As Attributes and Talents are innate, he can still use them, but only instinctively (the Storyteller should make the rolls whenever he sees need). If the victim is a Cainite, he will instictively avoid fire and sunlight, drink blood and sleep during daytime. Depending on how proficient the use has been, he may even lose Willpower. After the effects vanish, however, the victim doesn't remember what happened; to him, the time between the activation and deactivation seems shorter that a second. Furthermore, the caster may spend Willpower points to increase the effects for one night per point spent.
System: Eye contact is required and the user must roll Charisma + Intimidation (difficulty equals the target's Willpower). Successes function according to the following table:
Successes | Duration and Effects |
1 | One scene |
2 | Two scenes |
3 | Five scenes and loss of 1 Willpower point |
4 | One night and loss of 2 Willpower points |
5 | One week and loss of 3 Willpower points |
Failure | Nothing happens |
If a botch occurs, then the power cannot be used for the rest of the night and the caster loses 1 Willpower point for every "1" left on the dice roll.
Experience Cost: 30
Description: This power was created by a Ravnos who became tired of having to run way from every moment of danger. Through sheer force of will, the user of this power gains the resistance of a rock and it becomes very hard for his opponents to harm him or otherwise sweep him from his feet.
System: The vampire must spend a Willpower point and concentrate, or the Stronghold will not remain. As he must concentrate, he will not be able to dodge any attacks, but he can add his Strength and Potence scores as extra dice when soaking damage. If the attacker does not cause 3 or more Health Levels of damage, the user will not move an inch. If, however, the attacker causes such damage, the user must be successful on a Courage/Morale roll (difficulty 9) or spend a Willpower point for any action against that particular foe for the remainder of the scene, representing his fear of such a powerful enemy.
Example: Matt, a Brujah neonate wants to attack John, a Ravnos ancilla using this power. John spends the necessary Willpower point and can now add his Strength and Potence to the soak-ing roll. Matt is punching him and, as John cannot dodge, Matt roll his Strength (4) and gets 3 successes. As he has a Potence score of 4, John will have to soak 7 Health Levels of damage. He adds his Stamina (3) to his Fortitude (4), for a total of 7 dice. As he is using Stronghold, he adds his Strength (2) and his Potence (4) to those 7 dice, for a final total of 13 dice. He rolls these dice, getting 5 successes. John still takes the 2 remaining Health Levels of damage, but his body doesn't move, thus intimidating Matt and making him flee from his presence.