V5 Disc: Difference between revisions
From Vampire V5
Keira Kelly (talk | contribs) |
Keira Kelly (talk | contribs) |
||
| (6 intermediate revisions by the same user not shown) | |||
| Line 6: | Line 6: | ||
The vampire gains a balance and grace equal to and surpassing world-class trapeze artists. Tey can walk and even run across ledges and wires effortlessly and can keep their balance on the slimmest of supports.<br> | The vampire gains a balance and grace equal to and surpassing world-class trapeze artists. Tey can walk and even run across ledges and wires effortlessly and can keep their balance on the slimmest of supports.<br> | ||
'''Cost:''' Free<br> | '''Cost:''' Free<br> | ||
'''System:''' The user automatically passes any Dexterity- or Athletics-based roll needed to keep their balance. Note that this power does not allow them to balance on support that cannot take their weight. | '''System:''' The user automatically passes any Dexterity- or Athletics-based roll needed to keep their balance. Note that this power does not allow them to balance on support that cannot take their weight.<br> | ||
'''Duration:''' Passive | '''Duration:''' Passive | ||
| Line 13: | Line 13: | ||
While their bodies still can’t defy the laws of nature, vampires with this power perceive events instantly and can react to them with superhuman alacrity. Tey can observe incoming projectiles to the extent that they can attempt to dodge arrows and even bullets without available cover.<br> | While their bodies still can’t defy the laws of nature, vampires with this power perceive events instantly and can react to them with superhuman alacrity. Tey can observe incoming projectiles to the extent that they can attempt to dodge arrows and even bullets without available cover.<br> | ||
'''Cost:''' Free<br> | '''Cost:''' Free<br> | ||
'''System:''' With this power, vampires suffer no penalty to their defense pools for lack of cover against Firearms attacks. They can also take a minor action (see p. 298) worth up to two dice per turn, such as readying or reloading a weapon, for free. | '''System:''' With this power, vampires suffer no penalty to their defense pools for lack of cover against Firearms attacks. They can also take a minor action (see p. 298) worth up to two dice per turn, such as readying or reloading a weapon, for free.<br> | ||
'''Duration:''' Passive | '''Duration:''' Passive | ||
| Line 21: | Line 21: | ||
Their mastery of Celerity now allows the vampire to move and react with dizzying speed.<br> | Their mastery of Celerity now allows the vampire to move and react with dizzying speed.<br> | ||
'''Cost:''' One Rouse Check<br> | '''Cost:''' One Rouse Check<br> | ||
'''System:''' Add the Celerity rating to user's dice pool for non-combat Dexterity tests. Once per turn the user may also do this when defending with Dexterity + Athletics. | '''System:''' Add the Celerity rating to user's dice pool for non-combat Dexterity tests. Once per turn the user may also do this when defending with Dexterity + Athletics.<br> | ||
'''Duration:''' One scene | '''Duration:''' One scene | ||
| Line 30: | Line 30: | ||
'''Cost:''' One Rouse Check<br> | '''Cost:''' One Rouse Check<br> | ||
'''Dice Pools:''' Dexterity + Athletics, or as needed | '''Dice Pools:''' Dexterity + Athletics, or as needed | ||
'''System:''' The vampire moves in a straight line toward a target, covering any distance under 50 meters while still having enough time to perform an action, such as an attack, during the turn. If the terrain is in any way hazardous, the character needs to make a Dexterity + Athletics roll to avoid stumbling and coming to a halt on the way. Te Storyteller may call for other contests as desired, especially if the vampire races a distant foe to an object or an action. Vampires engaging a foe with this power act as if already engaged when the turn begins. | '''System:''' The vampire moves in a straight line toward a target, covering any distance under 50 meters while still having enough time to perform an action, such as an attack, during the turn. If the terrain is in any way hazardous, the character needs to make a Dexterity + Athletics roll to avoid stumbling and coming to a halt on the way. Te Storyteller may call for other contests as desired, especially if the vampire races a distant foe to an object or an action. Vampires engaging a foe with this power act as if already engaged when the turn begins.<br> | ||
'''Duration:''' One turn | '''Duration:''' One turn | ||
| Line 38: | Line 38: | ||
'''Cost:''' One Rouse Check<br> | '''Cost:''' One Rouse Check<br> | ||
'''Dice Pools:''' Dexterity + Athletics | '''Dice Pools:''' Dexterity + Athletics | ||
'''System:''' Make a Dexterity + Athletics roll with a Difficulty of 3 (inclined surface with traction) to 6 (slick vertical surface, open water), depending on the surface and angle. Each point of margin gets the vampire further up or out; a margin of 0 gets to a close target, a margin of 1 to one farther than that, and so forth. Te Storyteller should inform the player beforehand if a target is too distant to even attempt Traversal; as a rule of thumb, anything over water farther than 60 meters (or more than 30 stories up a building) probably exceeds this power’s range | '''System:''' Make a Dexterity + Athletics roll with a Difficulty of 3 (inclined surface with traction) to 6 (slick vertical surface, open water), depending on the surface and angle. Each point of margin gets the vampire further up or out; a margin of 0 gets to a close target, a margin of 1 to one farther than that, and so forth. Te Storyteller should inform the player beforehand if a target is too distant to even attempt Traversal; as a rule of thumb, anything over water farther than 60 meters (or more than 30 stories up a building) probably exceeds this power’s range.<br> | ||
'''Duration:''' One turn | '''Duration:''' One turn | ||
| Line 46: | Line 46: | ||
The Blood of the vampire becomes saturated with the power of Celerity, conveying a part of that power to anyone who drinks of it. While this is also a first step towards a Blood Bond, already bound thralls or servants have little use for such worries, and even non-bound allies might decide to brave a sip for the sake of temporary power.<br> | The Blood of the vampire becomes saturated with the power of Celerity, conveying a part of that power to anyone who drinks of it. While this is also a first step towards a Blood Bond, already bound thralls or servants have little use for such worries, and even non-bound allies might decide to brave a sip for the sake of temporary power.<br> | ||
'''Cost:''' One Rouse Check<br> | '''Cost:''' One Rouse Check<br> | ||
'''System:''' Drinking a Rouse Checks worth of Blood directly from the user gifs the drinker with temporary Celerity equal to half the Celerity dots (rounded down) of the donor. Te drinker gains the same non-Amalgam powers as the donor’s, up to that level. | '''System:''' Drinking a Rouse Checks worth of Blood directly from the user gifs the drinker with temporary Celerity equal to half the Celerity dots (rounded down) of the donor. Te drinker gains the same non-Amalgam powers as the donor’s, up to that level.<br> | ||
'''Duration:''' One night; for vampires, until the next feeding or the vampire reaches Hunger 5 | '''Duration:''' One night; for vampires, until the next feeding or the vampire reaches Hunger 5 | ||
| Line 54: | Line 54: | ||
The world around them slowing to a crawl, the vampire can aim and throw or fire any weapon at a target as if the target were stationary.<br> | The world around them slowing to a crawl, the vampire can aim and throw or fire any weapon at a target as if the target were stationary.<br> | ||
'''Cost:''' One Rouse Check<br> | '''Cost:''' One Rouse Check<br> | ||
'''System:''' Use before making a ranged attack. Te target makes no roll to dodge or defend; make the attack at Difficulty 1. An opponent possessing Celerity 5 can nullify this power by making their own Rouse Check, defending at the same speed. | '''System:''' Use before making a ranged attack. Te target makes no roll to dodge or defend; make the attack at Difficulty 1. An opponent possessing Celerity 5 can nullify this power by making their own Rouse Check, defending at the same speed.<br> | ||
'''Duration:''' A single attack | '''Duration:''' A single attack | ||
| Line 61: | Line 61: | ||
Faster than the eye can follow, the vampire can strike with fast or melee weapon at such speed that the opponent is unable to defend or take evasive action.<br> | Faster than the eye can follow, the vampire can strike with fast or melee weapon at such speed that the opponent is unable to defend or take evasive action.<br> | ||
'''Cost:''' One Rouse Check<br> | '''Cost:''' One Rouse Check<br> | ||
'''System:''' Use before making a Brawl or Melee attack. Te opponent makes no roll to dodge or defend; make the attack at Difficulty 1. An opponent possessing Celerity 5 can nullify this power by making their own Rouse Check, defending at the same speed. | '''System:''' Use before making a Brawl or Melee attack. Te opponent makes no roll to dodge or defend; make the attack at Difficulty 1. An opponent possessing Celerity 5 can nullify this power by making their own Rouse Check, defending at the same speed.<br> | ||
'''Duration:''' A single attack | '''Duration:''' A single attack | ||
| Line 68: | Line 68: | ||
The speed at which the vampire moves catches up with their supercharged perception, allowing them to react to events around them at a moment’s notice. Ambushers find their prey already standing behind them, and favors asked are completed before the words leave the supplicants mouth.<br> | The speed at which the vampire moves catches up with their supercharged perception, allowing them to react to events around them at a moment’s notice. Ambushers find their prey already standing behind them, and favors asked are completed before the words leave the supplicants mouth.<br> | ||
'''Cost:''' One Rouse Check<br> | '''Cost:''' One Rouse Check<br> | ||
'''System:''' The player can supersede the Storyteller’s narration of events, within reason. They can choose to have their character move through a door before it closes, circumvent an ambush after it has been triggered, roll out of the way of an explosion, and so forth. Te action taken must be reasonable and should not take more than a few seconds in real time. Te Storyteller decides what Skills, if any, need to be checked to successfully accomplish an action begun using this power. | '''System:''' The player can supersede the Storyteller’s narration of events, within reason. They can choose to have their character move through a door before it closes, circumvent an ambush after it has been triggered, roll out of the way of an explosion, and so forth. Te action taken must be reasonable and should not take more than a few seconds in real time. Te Storyteller decides what Skills, if any, need to be checked to successfully accomplish an action begun using this power.<br> | ||
'''Duration:''' Roughly one action, as determined by the Storyteller. | '''Duration:''' Roughly one action, as determined by the Storyteller. | ||
| Line 74: | Line 74: | ||
==Fortitude== | ==Fortitude== | ||
===Level 1=== | |||
====Resilience==== | |||
Endowed with supernatural endurance, the user can strengthen their physical resolve.<br> | |||
'''Cost:''' Free<br> | |||
'''System:''' The user adds their Fortitude rating to their Health track.<br> | |||
'''Duration:''' Passive | |||
====Unswayable Mind==== | |||
The user gains a mystical ability to resist any attempts to sway them through mundane charms, coercion, and wiles. Some exhibit Unswayable Mind as zen-like calm, others as supernatural stubbornness.<br> | |||
'''Cost:''' Free<br> | |||
'''System:''' The user adds their dots in Fortitude as extra dice in any roll made to resist coercion, intimidation, seduction, or any other attempt to sway the user’s mind against their will. This power also works against supernatural abilities such as Dominate and Presence.<br> | |||
'''Duration:''' Passive | |||
===Level 2=== | |||
====Toughness==== | |||
All vampires with this power exhibit an innate ability to ignore damage that would otherwise inconvenience and even disable others of their kind. While this power alone gives no protection against banes and other agravated damage, the protection it confers adds up in the long run.<br> | |||
'''Cost:''' One Rouse Check<br> | |||
'''System:''' Subtract the Fortitude of the defender from all Superficial damage sustained. This occurs before halving the damage, and cannot reduce the damage below one.<br> | |||
'''Duration:''' One scene | |||
====Enduring Beasts==== | |||
'''Amalgam :''' Animalism 1<br> | |||
The user shares a small portion of their unnatural toughness with the animals they influence. Teeming swarms and great beasts alike exhibit a resistance to fleeting injuries almost equal to the vampire themself.<br> | |||
'''Cost:''' Free (for famulus); One Rouse Check (for other animals)<br> | |||
'''Dice Pools :''' Stamina + Animalism (for non-famulus animals)<br> | |||
'''System:''' The vampire can choose to extend some of their Fortitude powers to animals affected by their Animalism. Any animal thus imbued gains additional Health levels equal to the Fortitude dots of the vampire. Using this power on their famulus is free and automatic. To imbue other animals besides their famulus, the user must make a Rouse Check and roll a test of Stamina + Animalism (Difficulty 3). Te user can fortify one animal per point of margin. When the effect ends, remove unmarked Health first; this may result in the animal expiring.<br> | |||
'''Duration:''' One scene | |||
===Level 3=== | |||
====Defy Bane==== | |||
By preparing themselves with an expenditure of power, the vampire can make themselves temporarily resistant to fire and sunlight as well as other grievous wounds that would threaten them with Final Death.<br> | |||
'''Cost:''' One Rouse Check<br> | |||
'''Dice Pools :''' Wits + Survival (to activate reflexively)<br> | |||
'''System:''' The user can convert a number of Aggravated damage equal to their Fortitude rating to Superficial damage when sustained. They may not heal that Superficial damage for the rest of the scene. This power converts a number of damage per scene, not per wound or per attack. Te user can renew this power once expired by making another Rouse Check. If endangered unexpectedly, the user can activate this power reflexively with a Wits + Survival roll (Difficulty 3) upon receiving Aggravated damage. If the user fails the test, the power does not activate; if they win the test, they must make a Rouse Check to pay for the power.<br> | |||
'''Duration:''' One scene or until expired, whichever comes first | |||
====Fortify the Inner Facade==== | |||
Instead of hardening the vampire’s physical frame, this power allows the user to protect their thoughts and emotions from supernatural prying. Their mind appears completely blank while their aura is, for lack of better words, flat.<br> | |||
'''Cost:''' Free<br> | |||
'''System:''' Increases the Difficulty of using Scry Soul (Auspex 3), Telepathy (Auspex 5), and similar powers on the user by half their Fortitude rating (round up). If the rules allow the user to resist these powers, they add their Fortitude rating to their dice pool instead.<br> | |||
'''Duration:''' One scene | |||
===Level 4=== | |||
====Draught of Endurance==== | |||
The Blood of the vampire becomes saturated with the power of Fortitude, conveying a part of that power to anyone who drinks of it. This is the Fortitude equivalent of Draught of Elegance.<br> | |||
'''Cost:''' One Rouse Check<br> | |||
'''System:''' Drinking a Rouse Check's worth of Blood directly from the user gifts the drinker with temporary Fortitude equal to half the Fortitude dots (rounded down) of the donor. The drinker gains the same powers as the donor’s, up to that level.<br> | |||
'''Duration:''' One night; for vampires, until the next feeding or the vampire reaches Hunger 5 | |||
===Level 5=== | |||
====Flesh of Marble==== | |||
The power of the Blood causes the skin of the vampire to harden, taking on a marble-like sheen that is still supple but stops almost any blow before momentarily breaking and reforming. A vampire using this power is almost impossible to destroy outright, barring a lucky blow or physical restraint.<br> | |||
'''Cost:''' Two Rouse Checks<br> | |||
'''System:''' With this power active, the vampire ignores the first source of physical damage each turn, including fire but not sunlight. If confusion arises about which source is “first,†the Storyteller either decides based on the narrative, or the vampire ignores the most damaging single source that turn. A critical win on an attack roll bypasses this power.<br> | |||
'''Duration:''' One scene | |||
====Prowess from Pain==== | |||
Injuries and impairments now only fuel the powers of the vampire, who grows stronger and faster from each blow, rend, or tear received. Only utter destruction can stop one who calls upon this Fortitude power.<br> | |||
'''Cost:''' One Rouse Check<br> | |||
'''System:''' Upon activating the power the vampire no longer suffers any dice penalties from Health damage sustained, such as physical Impairment. Additionally, they can increase one Physical Attribute by one dot (derived stats are unaffected) for each level of damage on their Health track, aggravated or superficial. The user’s Attributes cannot exceed a value equal to their Blood Surge + 6 through this ability.<br> | |||
'''Duration:''' One scene | |||
==Potence== | ==Potence== | ||
===Level 1=== | |||
====Lethal Body==== | |||
Using this power, the user is capable of causing horrendous damage to mortals, tearing skin and breaking bones with bare fingers.<br> | |||
'''Cost:''' Free<br> | |||
'''System:''' The user’s unarmed attacks can now do Aggravated Health damage to mortals, if desired. They also ignore one level of armor per Potence level of the user.<br> | |||
'''Duration:''' Passive | |||
====Soaring Leap==== | |||
Possessing unholy strength in more than arms and fsts, the user can leap far higher and further than any mortal.<br> | |||
'''Cost:''' Free<br> | |||
'''System:''' The user can jump a number of meters equal to three times their Potence level vertically, and five times their Potence level horizontally. The user needs no run-up to make these leaps.<br> | |||
'''Duration:''' Passive | |||
===Level 2=== | |||
====Prowess==== | |||
Vampires with Potence gain far greater strength from their Blood than those who lack it.<br> | |||
'''Cost:''' One Rouse Check<br> | |||
'''System:''' When activated, add the Potence rating of the user to their unarmed damage value as well as to feats of Strength.<br> | |||
'''Duration:''' One scene | |||
===Level 3=== | |||
====Brutal Feed==== | |||
Known as the “Savage Kissâ€, this power allows the user to employ an unholy inner strength when draining a victim. In mere seconds, the attacker swallows torrents of blood while mauling the victim. Te result is an efficient, if messy, feeding often employed in the heat of battle where the mangled remains of the victim can be disguised.<br> | |||
'''Cost:''' Free<br> | |||
'''System:''' The vampire can drain a human completely in seconds, usually within a single turn. Every point of Hunger slaked causes one point of Aggravated Health damage to the victim, as their blood vessels burst and organs bruise and rupture internally. Using Brutal Feed on a vampire does only Superficial Health damage to their dead and inert organs. In combat, Brutal Feed comes immediately after a successful Brawl attack using fangs. The victim first takes bite damage, then damage from this power. Armor does not protect against Brutal Feed, as the wounds are, or at least begin as, mainly internal. Storytellers may decide such mutilation-killing warrants Stains (p. 239).<br> | |||
'''Duration:''' One feeding | |||
====Spark of Rage==== | |||
'''Amalgam :''' Presence 3<br> | |||
Combining Potence and Presence, the vampire can incite anger and even frenzy in onlookers, as easily as awe or dread. The user must take care not to rile up an angry mob to turn on them rather than the target or each other.<br> | |||
'''Cost:''' One Rouse Check<br> | |||
'''Dice Pools :''' Manipulation + Potence<br> | |||
'''System:''' When active, the user can add their Potence rating to any attempt to rile or incite a person or a crowd to violence. In addition, the user can activate this power and roll a contest of Manipulation + Potence vs Composure + Intelligence of another vampire. If they win, the opposing vampire must make a fury frenzy test at Difficulty 3.<br> | |||
'''Duration:''' One scene | |||
====Uncanny Grip==== | |||
Focusing their unnatural strength into their toes and fingers, the vampire grips and burrows their extremities into almost any surface, enabling them to climb and even hang otherwise unsupported from walls and ceilings. Close observation reveals telltale scarring or deformation on these surfaces afterward, however, as this is an application of brute force, not superhero-style adhesion.<br> | |||
'''Cost:''' One Rouse Check<br> | |||
'''Dice Pools :''' Manipulation + Potence<br> | |||
'''System:''' When active, the user can add their Potence rating to any attempt to rile or incite a person or a crowd to violence. In addition, the user can activate this power and roll a contest of Manipulation + Potence vs Composure + Intelligence of another vampire. If they win, the opposing vampire must make a fury frenzy test at Difficulty 3.<br> | |||
'''Duration:''' One scene | |||
===Level 4=== | |||
====Draught of Might==== | |||
The Blood of the vampire becomes saturated with the power of Potence, conveying a part of that power to anyone who drinks of it. This is the Potence equivalent of Draught of Elegance (p. 254).<br> | |||
'''Cost:''' One Rouse Check<br> | |||
'''System:''' Drinking a Rouse Checks worth of Blood directly from the user gifts the drinker with temporary Potence equal to half the Potence dots (rounded down) of the donor. The drinker gains the same powers as the donor’s, up to that level.<br> | |||
'''Duration:''' One night; for vampires, until the next feeding or the vampire reaches Hunger 5 | |||
===Level 5=== | |||
====Earthshock==== | |||
Their strength an elemental force, the vampire can slam their fst or foot into the ground, creating a shockwave that throws their opponents prone. One of the more dramatic applications of Potence, this power needs to be carefully employed, lest the user literally bring the house down upon themselves.<br> | |||
'''Cost:''' Two Rouse Checks<br> | |||
'''System:''' No additional test is needed to create the shockwave. (Te ground is hard to miss.) Anyone within a fvemeter radius of the user must make a Dexterity + Athletics roll (Difficulty 3), with the results below. Anyone prepared for the Earthshock (such as the user’s companions) can shift their results up by one step. This power causes significant collateral damage. If used on the ground, the earth cracks. If used indoors, furniture breaks and mirrors shatter. On anything but the ground floor the floor might shatter, causing everyone within the radius to plummet to the floor below. This power can only be used once per scene.<br> | |||
'''Critical Win:''' No effect.<br> | |||
'''Win :''' Knocked off balance. Lose current action.<br> | |||
'''Failure:''' Fall prone. Lose current action; must spend a turn getting up.<br> | |||
'''Duration :''' One use | |||
====Fist of Caine==== | |||
The vampire’s bare hands can inflict grievous injuries, lethal to both mortals and other vampires. They can dismember, pierce, impale, decapitate, and even rip a heart out of the chest.<br> | |||
'''Cost:''' One Rouse Check<br> | |||
'''System:''' For one scene the user can inflict Aggravated Health damage to mortals and supernaturals alike while Brawling, as they literally rend flesh and tear their opponents limb from limb with their bare hands.<br> | |||
'''Duration:''' One scene | |||
Latest revision as of 08:56, 23 October 2018
<yambe:breadcrumb>Main_Page|Main Page</yambe:breadcrumb>
Celerity[edit]
Level 1[edit]
Cat’s Grace[edit]
The vampire gains a balance and grace equal to and surpassing world-class trapeze artists. Tey can walk and even run across ledges and wires effortlessly and can keep their balance on the slimmest of supports.
Cost: Free
System: The user automatically passes any Dexterity- or Athletics-based roll needed to keep their balance. Note that this power does not allow them to balance on support that cannot take their weight.
Duration: Passive
Rapid Reflexes[edit]
While their bodies still can’t defy the laws of nature, vampires with this power perceive events instantly and can react to them with superhuman alacrity. Tey can observe incoming projectiles to the extent that they can attempt to dodge arrows and even bullets without available cover.
Cost: Free
System: With this power, vampires suffer no penalty to their defense pools for lack of cover against Firearms attacks. They can also take a minor action (see p. 298) worth up to two dice per turn, such as readying or reloading a weapon, for free.
Duration: Passive
Level 2[edit]
Fleetness[edit]
Their mastery of Celerity now allows the vampire to move and react with dizzying speed.
Cost: One Rouse Check
System: Add the Celerity rating to user's dice pool for non-combat Dexterity tests. Once per turn the user may also do this when defending with Dexterity + Athletics.
Duration: One scene
Level 3[edit]
Blink[edit]
The vampire swiftly closes in on a foe, engaging or escaping in the blink of an eye. To an unprepared observer the user almost appears to teleport, a rush of wind the only sign of their passing.
Cost: One Rouse Check
Dice Pools: Dexterity + Athletics, or as needed
System: The vampire moves in a straight line toward a target, covering any distance under 50 meters while still having enough time to perform an action, such as an attack, during the turn. If the terrain is in any way hazardous, the character needs to make a Dexterity + Athletics roll to avoid stumbling and coming to a halt on the way. Te Storyteller may call for other contests as desired, especially if the vampire races a distant foe to an object or an action. Vampires engaging a foe with this power act as if already engaged when the turn begins.
Duration: One turn
Traversal[edit]
With blurring speed the vampire can run or climb along any surface, including vertical and even liquid mediums. While Traversal does not grant insect-like supernatural traction, running up or along walls present little problem. Walking on water remains impossible, but the vampire can run on water for a limited distance given a run-up.
Cost: One Rouse Check
Dice Pools: Dexterity + Athletics
System: Make a Dexterity + Athletics roll with a Difficulty of 3 (inclined surface with traction) to 6 (slick vertical surface, open water), depending on the surface and angle. Each point of margin gets the vampire further up or out; a margin of 0 gets to a close target, a margin of 1 to one farther than that, and so forth. Te Storyteller should inform the player beforehand if a target is too distant to even attempt Traversal; as a rule of thumb, anything over water farther than 60 meters (or more than 30 stories up a building) probably exceeds this power’s range.
Duration: One turn
Level 4[edit]
Draught of Elegance[edit]
The Blood of the vampire becomes saturated with the power of Celerity, conveying a part of that power to anyone who drinks of it. While this is also a first step towards a Blood Bond, already bound thralls or servants have little use for such worries, and even non-bound allies might decide to brave a sip for the sake of temporary power.
Cost: One Rouse Check
System: Drinking a Rouse Checks worth of Blood directly from the user gifs the drinker with temporary Celerity equal to half the Celerity dots (rounded down) of the donor. Te drinker gains the same non-Amalgam powers as the donor’s, up to that level.
Duration: One night; for vampires, until the next feeding or the vampire reaches Hunger 5
Unerring Aim[edit]
Amalgam : Auspex 2
The world around them slowing to a crawl, the vampire can aim and throw or fire any weapon at a target as if the target were stationary.
Cost: One Rouse Check
System: Use before making a ranged attack. Te target makes no roll to dodge or defend; make the attack at Difficulty 1. An opponent possessing Celerity 5 can nullify this power by making their own Rouse Check, defending at the same speed.
Duration: A single attack
Level 5[edit]
Lightning Strike[edit]
Faster than the eye can follow, the vampire can strike with fast or melee weapon at such speed that the opponent is unable to defend or take evasive action.
Cost: One Rouse Check
System: Use before making a Brawl or Melee attack. Te opponent makes no roll to dodge or defend; make the attack at Difficulty 1. An opponent possessing Celerity 5 can nullify this power by making their own Rouse Check, defending at the same speed.
Duration: A single attack
Split Second[edit]
The speed at which the vampire moves catches up with their supercharged perception, allowing them to react to events around them at a moment’s notice. Ambushers find their prey already standing behind them, and favors asked are completed before the words leave the supplicants mouth.
Cost: One Rouse Check
System: The player can supersede the Storyteller’s narration of events, within reason. They can choose to have their character move through a door before it closes, circumvent an ambush after it has been triggered, roll out of the way of an explosion, and so forth. Te action taken must be reasonable and should not take more than a few seconds in real time. Te Storyteller decides what Skills, if any, need to be checked to successfully accomplish an action begun using this power.
Duration: Roughly one action, as determined by the Storyteller.
Fortitude[edit]
Level 1[edit]
Resilience[edit]
Endowed with supernatural endurance, the user can strengthen their physical resolve.
Cost: Free
System: The user adds their Fortitude rating to their Health track.
Duration: Passive
Unswayable Mind[edit]
The user gains a mystical ability to resist any attempts to sway them through mundane charms, coercion, and wiles. Some exhibit Unswayable Mind as zen-like calm, others as supernatural stubbornness.
Cost: Free
System: The user adds their dots in Fortitude as extra dice in any roll made to resist coercion, intimidation, seduction, or any other attempt to sway the user’s mind against their will. This power also works against supernatural abilities such as Dominate and Presence.
Duration: Passive
Level 2[edit]
Toughness[edit]
All vampires with this power exhibit an innate ability to ignore damage that would otherwise inconvenience and even disable others of their kind. While this power alone gives no protection against banes and other agravated damage, the protection it confers adds up in the long run.
Cost: One Rouse Check
System: Subtract the Fortitude of the defender from all Superficial damage sustained. This occurs before halving the damage, and cannot reduce the damage below one.
Duration: One scene
Enduring Beasts[edit]
Amalgam : Animalism 1
The user shares a small portion of their unnatural toughness with the animals they influence. Teeming swarms and great beasts alike exhibit a resistance to fleeting injuries almost equal to the vampire themself.
Cost: Free (for famulus); One Rouse Check (for other animals)
Dice Pools : Stamina + Animalism (for non-famulus animals)
System: The vampire can choose to extend some of their Fortitude powers to animals affected by their Animalism. Any animal thus imbued gains additional Health levels equal to the Fortitude dots of the vampire. Using this power on their famulus is free and automatic. To imbue other animals besides their famulus, the user must make a Rouse Check and roll a test of Stamina + Animalism (Difficulty 3). Te user can fortify one animal per point of margin. When the effect ends, remove unmarked Health first; this may result in the animal expiring.
Duration: One scene
Level 3[edit]
Defy Bane[edit]
By preparing themselves with an expenditure of power, the vampire can make themselves temporarily resistant to fire and sunlight as well as other grievous wounds that would threaten them with Final Death.
Cost: One Rouse Check
Dice Pools : Wits + Survival (to activate reflexively)
System: The user can convert a number of Aggravated damage equal to their Fortitude rating to Superficial damage when sustained. They may not heal that Superficial damage for the rest of the scene. This power converts a number of damage per scene, not per wound or per attack. Te user can renew this power once expired by making another Rouse Check. If endangered unexpectedly, the user can activate this power reflexively with a Wits + Survival roll (Difficulty 3) upon receiving Aggravated damage. If the user fails the test, the power does not activate; if they win the test, they must make a Rouse Check to pay for the power.
Duration: One scene or until expired, whichever comes first
Fortify the Inner Facade[edit]
Instead of hardening the vampire’s physical frame, this power allows the user to protect their thoughts and emotions from supernatural prying. Their mind appears completely blank while their aura is, for lack of better words, flat.
Cost: Free
System: Increases the Difficulty of using Scry Soul (Auspex 3), Telepathy (Auspex 5), and similar powers on the user by half their Fortitude rating (round up). If the rules allow the user to resist these powers, they add their Fortitude rating to their dice pool instead.
Duration: One scene
Level 4[edit]
Draught of Endurance[edit]
The Blood of the vampire becomes saturated with the power of Fortitude, conveying a part of that power to anyone who drinks of it. This is the Fortitude equivalent of Draught of Elegance.
Cost: One Rouse Check
System: Drinking a Rouse Check's worth of Blood directly from the user gifts the drinker with temporary Fortitude equal to half the Fortitude dots (rounded down) of the donor. The drinker gains the same powers as the donor’s, up to that level.
Duration: One night; for vampires, until the next feeding or the vampire reaches Hunger 5
Level 5[edit]
Flesh of Marble[edit]
The power of the Blood causes the skin of the vampire to harden, taking on a marble-like sheen that is still supple but stops almost any blow before momentarily breaking and reforming. A vampire using this power is almost impossible to destroy outright, barring a lucky blow or physical restraint.
Cost: Two Rouse Checks
System: With this power active, the vampire ignores the first source of physical damage each turn, including fire but not sunlight. If confusion arises about which source is “first,†the Storyteller either decides based on the narrative, or the vampire ignores the most damaging single source that turn. A critical win on an attack roll bypasses this power.
Duration: One scene
Prowess from Pain[edit]
Injuries and impairments now only fuel the powers of the vampire, who grows stronger and faster from each blow, rend, or tear received. Only utter destruction can stop one who calls upon this Fortitude power.
Cost: One Rouse Check
System: Upon activating the power the vampire no longer suffers any dice penalties from Health damage sustained, such as physical Impairment. Additionally, they can increase one Physical Attribute by one dot (derived stats are unaffected) for each level of damage on their Health track, aggravated or superficial. The user’s Attributes cannot exceed a value equal to their Blood Surge + 6 through this ability.
Duration: One scene
Potence[edit]
Level 1[edit]
Lethal Body[edit]
Using this power, the user is capable of causing horrendous damage to mortals, tearing skin and breaking bones with bare fingers.
Cost: Free
System: The user’s unarmed attacks can now do Aggravated Health damage to mortals, if desired. They also ignore one level of armor per Potence level of the user.
Duration: Passive
Soaring Leap[edit]
Possessing unholy strength in more than arms and fsts, the user can leap far higher and further than any mortal.
Cost: Free
System: The user can jump a number of meters equal to three times their Potence level vertically, and five times their Potence level horizontally. The user needs no run-up to make these leaps.
Duration: Passive
Level 2[edit]
Prowess[edit]
Vampires with Potence gain far greater strength from their Blood than those who lack it.
Cost: One Rouse Check
System: When activated, add the Potence rating of the user to their unarmed damage value as well as to feats of Strength.
Duration: One scene
Level 3[edit]
Brutal Feed[edit]
Known as the “Savage Kissâ€, this power allows the user to employ an unholy inner strength when draining a victim. In mere seconds, the attacker swallows torrents of blood while mauling the victim. Te result is an efficient, if messy, feeding often employed in the heat of battle where the mangled remains of the victim can be disguised.
Cost: Free
System: The vampire can drain a human completely in seconds, usually within a single turn. Every point of Hunger slaked causes one point of Aggravated Health damage to the victim, as their blood vessels burst and organs bruise and rupture internally. Using Brutal Feed on a vampire does only Superficial Health damage to their dead and inert organs. In combat, Brutal Feed comes immediately after a successful Brawl attack using fangs. The victim first takes bite damage, then damage from this power. Armor does not protect against Brutal Feed, as the wounds are, or at least begin as, mainly internal. Storytellers may decide such mutilation-killing warrants Stains (p. 239).
Duration: One feeding
Spark of Rage[edit]
Amalgam : Presence 3
Combining Potence and Presence, the vampire can incite anger and even frenzy in onlookers, as easily as awe or dread. The user must take care not to rile up an angry mob to turn on them rather than the target or each other.
Cost: One Rouse Check
Dice Pools : Manipulation + Potence
System: When active, the user can add their Potence rating to any attempt to rile or incite a person or a crowd to violence. In addition, the user can activate this power and roll a contest of Manipulation + Potence vs Composure + Intelligence of another vampire. If they win, the opposing vampire must make a fury frenzy test at Difficulty 3.
Duration: One scene
Uncanny Grip[edit]
Focusing their unnatural strength into their toes and fingers, the vampire grips and burrows their extremities into almost any surface, enabling them to climb and even hang otherwise unsupported from walls and ceilings. Close observation reveals telltale scarring or deformation on these surfaces afterward, however, as this is an application of brute force, not superhero-style adhesion.
Cost: One Rouse Check
Dice Pools : Manipulation + Potence
System: When active, the user can add their Potence rating to any attempt to rile or incite a person or a crowd to violence. In addition, the user can activate this power and roll a contest of Manipulation + Potence vs Composure + Intelligence of another vampire. If they win, the opposing vampire must make a fury frenzy test at Difficulty 3.
Duration: One scene
Level 4[edit]
Draught of Might[edit]
The Blood of the vampire becomes saturated with the power of Potence, conveying a part of that power to anyone who drinks of it. This is the Potence equivalent of Draught of Elegance (p. 254).
Cost: One Rouse Check
System: Drinking a Rouse Checks worth of Blood directly from the user gifts the drinker with temporary Potence equal to half the Potence dots (rounded down) of the donor. The drinker gains the same powers as the donor’s, up to that level.
Duration: One night; for vampires, until the next feeding or the vampire reaches Hunger 5
Level 5[edit]
Earthshock[edit]
Their strength an elemental force, the vampire can slam their fst or foot into the ground, creating a shockwave that throws their opponents prone. One of the more dramatic applications of Potence, this power needs to be carefully employed, lest the user literally bring the house down upon themselves.
Cost: Two Rouse Checks
System: No additional test is needed to create the shockwave. (Te ground is hard to miss.) Anyone within a fvemeter radius of the user must make a Dexterity + Athletics roll (Difficulty 3), with the results below. Anyone prepared for the Earthshock (such as the user’s companions) can shift their results up by one step. This power causes significant collateral damage. If used on the ground, the earth cracks. If used indoors, furniture breaks and mirrors shatter. On anything but the ground floor the floor might shatter, causing everyone within the radius to plummet to the floor below. This power can only be used once per scene.
Critical Win: No effect.
Win : Knocked off balance. Lose current action.
Failure: Fall prone. Lose current action; must spend a turn getting up.
Duration : One use
Fist of Caine[edit]
The vampire’s bare hands can inflict grievous injuries, lethal to both mortals and other vampires. They can dismember, pierce, impale, decapitate, and even rip a heart out of the chest.
Cost: One Rouse Check
System: For one scene the user can inflict Aggravated Health damage to mortals and supernaturals alike while Brawling, as they literally rend flesh and tear their opponents limb from limb with their bare hands.
Duration: One scene