By blake1001@technologist.com
Abilities: Alertness 3, Awareness 3, Brawl 4 (Grab and Bite), Dodge 2, Intuition 3, Intimidation 4 (Gaze), Subterfuge 4 (Urbane), Etiquette 4 (Old Fashioned), Melee 4 (Sword and Shield), Stealth 4 (Silent as Death), Culture 3, Enigmas 4 (Wisdom of the Ages), Linguistics 4 (Old Forms), Occult 5 (Ancient Secrets), History 4 (Personal Experience)
Backgrounds: Followers, Resources, Avatar, Destiny
Willpower: 10
Arete: 5
Quintessence: 10
Paradox: 0
Health Levels: OK,OK,OK,OK,OK,-1,-2,Becomes Mist
Prime 5, Life 4
This effect allows the Vampire to obtain the Quintessence he needs to maintain his mockery of life by drinking the blood of the living. [The effect costs no quint to use, the Vampire must succeed in a STR + Brawl contest to grab and bite a resisting victim. Each success on the Vampire's Arete drains 1 HL (Aggrevated) from the victim, and gives the Vampire 1 Quintessence.]
F/X - doesn't draw Paradox (oddly enough)
Hypnotism (Willforce)
Mind 4
The Vampire's dread gaze can overwhelm the will of nearly any Mortal. The Vampire can command the Hypnotized victim to perform nearly any act, can plant post-hypnotic suggestions, and alter memories. Multiple uses can leave the victim insane, or a 'broken' puppet of the Vampire, or both. The victim has no memory of what occurs while she is Hypnotized. [Costs one Quint, and requires an Arete roll, Diff 7. If it works, instead of normal Resistance, the victim and the Vampire make contested Willpower rolls each time a new command is given. The Vampire's difficulty is always 6; the victim's varies based on the command, from 8 for simple commands she might be tempted to obey anyway, to 4 for unspeakable acts.]
F/X - Coincidental.
Reveal the Beast Within
Life/Matter 3
The Vampire is not really a human being anymore. If he chooses, he can abandon his human form for one that more accurately represents his inner nature: a blood-drinking bat or predatory wolf. [Costs one Quint, and requires an Arete roll, Diff 7, 8 with witnesses; only one success is required, and there are no penalties for assuming the animal form (it is 'natural' to the Vampire). As a bat, the Vampire loses two OK HLs but, has +2 DEX, can fly at twice his normal running speed, and has a -2 on his dodge and stealth difficulties. As a Wolf, he has enhanced (-2 diff) senses of smell and hearing, can run at twice normal speed, bite for STR+1 Agg damage (but not use 'Drink the Life,' above), and has +1 STR, +1 DEX, and +3 STA.]
F/X - Vulgar.
Blush of Life
Prime/Life/Mind 2
Though the Vampire is a creature of the night, he can move about during the day, though it is not his natural time, and his powers are weak. [Costs one Quint per scene, no Arete roll required. The Vampire appears completely human, and, in fact, takes damage as if he were human for the duration of the effect (though he will still vanish into mist if taken below Incapacitated) and can be affected by Life Magick, as well. This effect temporarily suspends the Vampire's vulnerability to sunlight (though it is still unpleasant to him). While using this effect, no other Vampiric power can be called on, and the Vampire's STR and STA are both reduced to two.]
F/X - Coincidental. There's no such thing as Vampires.
Scent the Life
Life/Prime 1
The Vampire can smell blood in even the tiniest amounts, and has the predator's instinct to track his prey once scented. He can also tell much about any person whose blood he tastes. [Costs no quint to use. The Vampire roll PER + Awareness (difficulty 4 to note the presence of fresh blood, 6 to track or identify a specific victim, or 8 to infer the magickal powers of a victim).]
F/X - Coincidental.