By William Matross (firshee@hotmail.com) for the Banshee bloodline.
System: Roll Manipulation+Singing(expression), difficulty 7. Three successes are needed to bring another vampire out of frensy, five to do the same to any supernatural creature.
System: The user must spend a bloodpoint and roll Charisma+Singing (diff 5 for mortals [non-Awakened], 7 for other supernatural creatures. The number of successes determines the length of sleep. Victims can attempt to counter this by spending Willpower points.
Vampires | 1/2 successes in days |
Werecreatures | 1/2 successes in days |
Immortals | 1/2 successes in days |
Mages and mortals | 1/2 successes in hours |
Fae | 1/2 successes in hours |
Wraiths | Unaffected |
Note: For vampires, this sleep resembles torpor.
System: The user must spend two bloodpoints and make a Manipulation+Singing(diff. Self-Control+3 or Willpower). Three successes will send a Vampire into frenzy, five successes are needed to do the same to other supernatural creatures.
System: By making a Charisma+Singing(Expression), difficulty 9, the user can cause the listener to gain temporary Willpower equal to the number of successes. This can not raise the Willpower higher than normal. If a botch is the result, the listener becomes enraged at the user and may attack.
System: An extended Charisma+Expression, difficulty 8 must be made. The user must gain a total of 15 successes to rally and command. The targets can spend Willpower to cancel successes, but only five successes can be lost each turn.
System: The user must spend a bloodpoint and roll a contested Manipulation+Singing versus each listener Willpower. If he wins the contest, then the listeners are in awe of the singer and will do nothing against him. They are free to act in anyway that will not hurt him.
System: The user spends two bloodpoints and rolls the same roll used in Piano. Instead of becoming awed, the listeners become paralyzed for 1/2 successes in turns.
System: Three bloodpoints must be spent and a Manipulation+Singing difficulty 8 rolled. Three successes must be achieved. Vampires take no dammage, but lose a bloodpoint. All other listeners take one point of damage. If the successes equal twice the listeners Stamina, the victim is permanently deafened.
System: The user must spend five bloodpoints and roll Stamina+Singing difficulty 9. Damage equals half the number of successes scored, non-aggravated. The user can cause one point of the damage to be aggravated for every three additional bloodpoints spent. This damage may be soaked, aggravated first. If this power is used more than twice in a row or a total of five times in a scene, other objects may also begin to take "damage." This is usually like glass shattering.