By Brian-Joseph Baker (elomae@aol.com) for the Children of Chaos
System: The character must look directly into her target's eyes and roll Manipulation + Subterfuge (Difficulty: the victims Willpower). For every success gained, the power will affect that particular individual for one minute.
System: The character spends one Blood Point and rolls Manipulation + Alertness (Difficulty: the victim's Willpower). For every success gained his victim's spatial perceptions will be off the mark by five feet. This effect will last for as many turns as successes rolled.
System: The character spends one Blood Point and rolls Manipulation + Alertness (Difficulty: the victim's Willpower). For every success gained his victims Dexterity and Perception will be reduced by one.
System: The character spends two Blood Points and rolls Manipulation + Alertness (Difficulty 7). At least three successes are necessary for this power to be effective. Once the necessary successes are rolled, the victim will lose three dice from her Perception, Dexterity, and Stamina. This effect last for as many turns as successes rolled.
System: The character spends two Blood Points and a Willpower Point and rolls Manipulation + Alertness (Difficulty 8). At least three successes are necessary for this power to take effect. Once this power takes effect, the victim's Perception, Dexterity and Stamina are reduced to zero. This effect lasts for as many turns as successes rolled.
System: To employ this power, the user must first defeat her opponent in a Mental Challenge and spend a Blood Trait. If successful, the opponent will be at a -1 Physical Trait until the user dispels the effects of this power. (i.e., the user stops concentrating on her target.) If interrupted while issuing the Challenge, the user will lose the Mental Traits empowering the Challenge.
The user of this power will be at a -1 Physical Trait while invoking this power; once the power is in effect, this -1 penalty goes away.
System: To employ this power, the user must first defeat his opponent in a Mental Challenge and spend a Blood Trait. If successful, the opponent will be at a -2 Physical Traits (pertaining to precision body movements, i.e., walking in a straight line, trying to attack someone, etc...) until the user of this power dispels its effects (i.e., the user stops concentrating on his target). If interrupted while issuing the Challenge, the user will lose the Mental Traits empowering the Challenge.
The user of this power will be at a -1 Physical Trait while invoking this power; once the power is in effect, this -1 penalty goes away.
System: By winning a Mental Challenge and spending two Blood Traits, the user will be able to put his opponent at a -4 Physical traits until the user of this power dispels the effects of this power (i.e., the user stops concentrating on his target.) If interrupted while issuing the Challenge, the user of this power will lose two Mental Traits for the evening and he will be at a -2 Physical Traits for the next ten game minutes. The user of this power will be at a -1 Physical Trait while invoking this power; once the power has gone into effect, this -1 penalty goes away.
System: By winning a Mental Challenge and spending two Blood Traits and a Willpower Trait, the user of this power will be able to put her opponent at 0 Physical Traits and render him unconscious for the next twenty game mintutes. When he awakens, he will be at one Physical Trait for the evening unless he has Potence or Fortitude to regain those lost Traits. If interrupted while issuing the Challenge, the user of this power will suffer a backlash effect of the power, reducing the user to half her Physical Traits for the evening unless she has Potence of Fortitude to regain the lost Traits.
The user will also be at a -1 Mental Trait for the rest of the evening. The user of this power will be at a -1 Physical Trait while invoking this power; once the power has gone into effect, this penalty will go away.