By Gareth Edward Vaughan (984271964@98.lincoln.ac.uk)
System: Roll Manipulation + Animal Ken (6, or 8 for ghoul animals). The power user may not affect more animals than twice her Animal Ken score. The number of successes determines length of hibernation.
Successes | Duration |
1 | Two days |
2 | One week |
3 | One month |
4 | Six months |
5 | One year |
The animal can be woken prematurely. If disturbed or shaken, it may roll Willpower (7). 5 successes will wake the animal. This can be an extended roll, but a botch will eliminate any successes so far accumulated.
System: This power operates at will, and can be combined with other Auspex powers. The Cainite must score one success on an Intelligence + Alertness (7) roll or spend 3 turns unable to act due to sensory overload.
System: The Storyteller should make a secret Perception + Alertness roll (8). Each success allows the user to hear for 1 minute after her name has been spoken. This power detects intent, and will not react if someone is speaking about another person with the same name as the user.
System: As Unseen Presence. The user can affect as many targets as her Stealth score.
System: Roll Manipulation + Occult (8). The Host body must be mortal and living at the time of summoning. The demon will remain for one week per success before the body dissolves and dispels it. The Baali must roll Manipulation + Intimidation (Host's Willpower) to command it. If at any time a Botch is rolled, the demon will attack the summoner.
System: Roll Manipulation + Intimidation (8). Affected targets become agitated and may start fighting. Roll Self Control/Instinct (No of successes + 4) to resist Frenzy. This is a nice power to use at a Brujah party.
System: Roll Manipulation + Empathy (Target's Intelligence + Conscience/Conviction). The Target breaks down in blood tears, and is unable to function for successes x 15 minutes, losing one Blood Point every 15 minutes. The affected vampire may try to snap out by making a Willpower roll (8) but must accumulate as many successes as the power user did. This power only works on vampires.
System: Roll Manipulation + Empathy (Target's Willpower) to activate. The number of successes indicates the power's duration.
Successes | Duration |
1 | One night |
2 | Three nights |
3 | One week |
4 | Two weeks |
5+ | One month |
System: Roll Manipulation + Leadership (8). All forms of mental control over target are broken, but they may be re-established in the usual ways. A Cainite may not use this power on herself.
System: Roll Manipulation + Intimidation (7). The user may affect as many targets as his Music score. Affected targets may attempt to speak by rolling Willpower (User's Willpower) and accumulating as many successes as the user did. One target breaking the "spell" does not break it for any of the others, however. They must each roll individually.
System: Roll Manipulation + Music (8). Each success causes one health level of fire damage, possibly causing Rötschreck. If a target receives damage equal to or greater than his Stamina, he is set ablaze, and will suffer an additional two health levels damage each turn. The fire is normal fire, and will not burn without oxygen or under water. It will only affect those who can hear the song. (Therefore, deaf people are immune!)
System: Roll Charisma + Stealth (7). The rumours will last one night per success before fading from people's memories.
System: The wall created is a foot thick and can be up to the user's Manipulation + Occult x 5 yards long. To create it, a Manipulation + Occult (8) roll is required, and the wall has a rating equal to the number of successes. No creature with a Strength less than the rating can push through the wall. Melee and missile attacks through the wall have dice deducted from their damage rolls equal to the wall's rating. The wall itself can only be dispelled by direct sunlight, or by the will of the power user, who does not need to concentrate to maintain it.
System: As Majesty (level 5) but the difficulty to resist is the user's Charisma + Acting.
System: As Summon. The user can summon up to her Charisma x 3 targets. The difficulty is always that of the hardest target for Summon. (Thus if you were summoning 5 targets, one of which you've summoned before, one who has resisted your Presence, and three strangers, then the difficulty for summoning all of them is 8). The result applies to all targets equally.
System: An Appearance + Intimidation (7) roll is required to activate this power. The effect is determined normally according to the Werewolf rules.
System: Roll Manipulation + Subterfuge (Target's Intelligence + Empathy). The affected target will become calm and passive for one hour per success. During this time, he will not resist any action against him, and will follow when lead. He also gains 5 dice to resist Frenzy, but this power will not bring a target out of Frenzy once it has started. If the target does Frenzy, then the power is broken.
System: Similar to Brilliant Halo above, but affected targets have 2 less dice to resist the effects.
System: The user rolls Stamina + Body Alteration (8) and spends 5 Blood Points and a Willpower Point. The change takes 3 turns to complete. While in this form, the Cainite has a number of abilities. First, she gains +4 to all Physical Attributes, but all Social Attributes are reduced to 1. The snake-like neck can turn to look directly behind with no effort. In combat, each extra head may attack. The goat's head butts for 4 damage, while the dragon's head bites for 5 damage. The scorpion tail can also strike (gaining Initiative, difficulty 7) causing 2 damage. This injects an acidic poison, fatal to mortals, which inflicts 1 damage every turn for 5 turns. The lion body can also attack with a single claw per turn, for 3 damage. The Chimæra can also fly at a rate of up to 30 feet per turn. The wings and muscles are strong enough to allow it to hover indefinitely.
Experience Cost: 35
Description: For a cost of 3 Blood points, the power user gains the hard scales and wings of a dragon. The scales act as 1 point of armour, and protect the user completely from normal fire. The wings allow flight at up to 50 feet per turn, but can easily support hovering. Each turn this power is active, however, 1 Blood point must be spent to maintain it.
Experience Cost: 25
The user spends 5 Blood points and is instantly surrounded with flames. He gains complete protection from fire while this power is active, and anyone who touches him will take 2 levels of fire damage. However, each turn in which he would have been burned or someone touches him, he must spend a Blood Point to maintain the Fiery Mantle.
Experience Cost: 30
Note: Only characters of the Road of the Beast may learn this power.
Description: This power allows the user to become a Force of Nature. He must spend a Willpower point and roll his Road rating (7) to initiate this power. For each success he gets, he may add one point to any Physical Attribute, as the very earth boosts his abilities. However, all his Social Attributes are reduced to 0 during the Warp Spasm. He must also roll to resist Frenzy upon activating this power. If he can resist, he can end the Warp Spasm whenever he chooses. If he Frenzies, the power wears off at the same time as the Frenzy does. This power is also known as The Touch of Gaia.
Experience Cost: 35
Description: With the use of this power, the Setite may assume the form of a large snake-man. Essentially, this is a snake with arms, which can hold weapons. Assuming the form costs 3 Blood Points, and inflicts 3 Health Levels of damage, which can be healed normally. The Setite gains the powers of the standard Level 4 Serpentis, but retains the use of his arms. The snake body has an armour value of 1 and spikes can be grown by spending a Blood Point. These spikes add +2 damage to the user's Brawl attacks, and anyone trying to grapple him takes 3 dice of damage per turn automatically. The spikes are poisonous to mortals.