Backgrounds Generation 2, Resources 1, Rituals 3, Status 1
Weakness Cast no reflections.
Blood Bond/Vinculum Andrew Williams - 5 | Annalisa Wellington - 7 | Hakim al-Bariq - 8 | Jean-Luc Rouzier - 5 Disciplines Dominate 2, Fortitude 2, Obtenebration 4, Potence 3, Thaumaturgy 3 (primary pathThe Path of Blood 3; secondary pathsPath of Conjuration 2)
- Dominate 1Command ● Lock eyes and speak a one-word command. ● System Roll Manipulation + Intimidation (difficulty target's current Willpower). More successes means activity lasts longer and more vigor. Cannot be ordered to directly harm self, and nonsense is ignored (for example, "Die!" cannot be obeyed). ● V20, pg. 152.
- Dominate 2Mesmerize ● Verbally implant a false thought or hypnotic suggestion in subconscious mind. Both you and target must be free of distraction. It may be activated immediately or trigger later. ● System Roll Manipulation + Leadership (difficulty target's current Willpower). At one or two successes, the subject cannot be forced to do anything that seems strange to him. At three or four successes, the victim will do most things that do not endanger him. At five successes, the victim will obey most any order accept harm himself or betray his Nature. ● V20, pg. 152.
- Obtenebration 1Shadow Play ● Animate existing shadows and darkness into tangible oppressive forms. ● System No roll required, but spend a blood point. Being cloaked adds 1 to Stealth dice pools and one to the difficulties of ranged weapon attacks. Add one die to Intimidation dice pools. Opponents plagued by strangling shadow reduce Stamina dice pools by one; air-breathers reduced to 0 Stamina begin to asphyxiate. Only one target or subject may be affected at once although a small motionless group can benefit from concealment. Mortals seeing this power make a Courage roll (difficulty 8) or suffer a one-die penalty to all dice pools for the remainder of the scene. ● V20, pg. 188.
- Obtenebration 2Shroud of Night ● Create a cloud of inky choking blackness obscuring light and sound that can be moved with intense concentration. ● System Roll Manipulation + Occult (difficulty 7), with success creating 10 foot diameter cloud. Each additional success doubles diameter. May be invoked up to 50 yards away, out of line of sight requires blood point and increases difficulty by 2. Extinguishes light and muffles sound, even to Heightened Senses and similar disciplines. Reduces Stamina by 2 like Shadow Play and likewise requires Courage rolls from mortals. ● V20, pg. 189.
- Obtenebration 3Arms of the Abyss ● Create prehensile tentacles that may grasp, restrain, and constrict foes. ● System Spend a blood point, and make a simple Manipulation + Occult roll (difficulty 7); each success enables the creation of a single six-foot long tentacle with Strength and Dexterity equal Obtenebration score plus Potence or Celerity for Str and Dex respectively. Each has 4 health levels, suffers damage from fire and sunlight, and soaks with your Stamina + Fortitude. Tentacles may constrict at Strength +1 lethal damage per turn. Breaking free requires resisting Strength roll (difficulty 6). Tentacles may not be used for any kind of manipulation such as typing or driving. ● V20, pg. 189.
- Obtenebration 4Black Metamorphosis ● Merge with black tentacles to become a shadow monster. ● System Spend two blood points and roll Manipulation + Courage (difficulty 7) and transform in two turns. A botch inflicts two lethal health levels. Grow four tentacles with your Strength, Dexterity, Potence, and Celerity scores. Touched opponents subtract two dice from Stamina like Arms of the Abyss (not cumulative). Make one additional attack at no penalty. Fully aware in pitch darkness. Mortals viewing you must make Courage rolls (difficulty 8) or panic like Rotschreck. Add 3 dice to Intimidation dice pools. ● V20, pg. 189.
- Path of Blood 1A Taste for Blood ● Touch subject's blood and determine vitae level, if subject is vampire, how recently he fed, approximate Generation, and with 3 or more successes if he has committed diablerie. ● System Spend a blood point, and make a Willpower roll (difficulty 4). Successed determine amount and accuracy of information. ● V20, pg. 213.
- Path of Blood 2Blood Rage ● Cause another vampire to expend a blood point in a manner he normally could (enhance physical attributes, heal, activate a discipline, and so on). ● System Spend a blood point, and make a Willpower roll (difficulty 5). Touch subject. Each success also increases difficulty to resist frenzy by one. ● V20, pg. 213.
- Path of Blood 3Blood of Potency ● Once per night, cause own blood to become more effective. ● System One success on a Willpower roll allows you to lower your Generation by 1 step for 1 hour. Each additional success either lowers one more step or extends duration by 1 hour. ● V20, pg. 213.
- Path of Conjuration 1Summon the Simple Form ● Conjure simple inanimate objects out of thin air. ● System Successes determine quality. Each additional turn, spend Willpower to keep object in existance. ● V20, pg. 221.
- Path of Conjuration 2Permanency ● Make conjurations permanent. ● System Invest three blood points in an object to make it real. ● V20, pg. 221.
Thaumaturgical Rituals Requires Intelligence + Occult roll (difficulty 3 + ritual level, max 9).
- Defense of the Sacred Haven ● Level 1 ● Ritual prevents sunlight from falling within 20-foot radius that lasts as long as you don't leave the radius. ● System Spend a blood point and 1 hour to enact ritual. ● V20, pg. 230.
- Recure of the Homeland ● Level 2 ● Mix blood and dirt from your homeland to make a healing paste. ● System Mix two blood points with dirt from your home city or town of mortal birth. One handful will heal one aggravated wound on you only, and only one handful may be used per night. ● V20, pg. 234.
- Clinging of the Insect ● Level 3 ● Cling to walls and ceilings like a spider. ● System Place a live spider under your tongue and move at half normal rate clinging to walls and ceilings. Lasts for one scene or until you spit out the spider. ● V20, pg. 235.
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