12th Generation
DOE - August 16, 1969 (Appears 25)
Has been courted by VW Vance with the promise of finding a semblance of family and life's purpose.
12th Generation
DOE - August 16, 1969 (Appears 25)
Has been courted by VW Vance with the promise of finding a semblance of family and life's purpose.
Level 2
Domitor’s favor
Kindred are creatures of cruel irony, and the name of this Discipline power is one such example. While conditioned with the Domitor’s Favor, a thrall with a Blood Bond to that vampire finds it much more difficult to act against their master. Domineering Tzimisce are especially fond of this power, using it to ensure the loyalty of their servants.
Cost: One Rouse Check
System: Defiance rolls for willful thralls under the effects of Domitor’s Favor are made at a three-dice penalty and thralls may not spend Willpower on them. Additionally, total failure on a defiance roll means that the Blood Bond does not weaken that month. See pp. 233-244 of Vampire: The Masquerade for more information on Blood Bonds and rolls made to defy them.
Duration: One month
Level 2
chimerstry
Amalgam: Presence 1
The vampire is able to create brief but vivid hallucinations, distracting and drawing the attention of those affected. A hallucination can affect any single sense — it can be visual, audial, tactile, etc. — occurring long enough to make an impression before ceasing. The user decides on the specifics of the hallucination, though due to its brief nature it cannot convey more than something glimpsed in the corner of the eye or a voice faintly heard (it can- not be employed to create a fake ID, for example). Dice Pools: Manipulation + Obfuscate vs Composure + Wits
Cost: One Rouse Check
System: The vampire rolls their Manipulation + Obfuscate. Anyone unprepared and within eyesight of the vampire and eligible to experience the hallucination (by being in line of sight of its projected appearance, or by being the target of a tactile sensation) is distracted, losing two dice on their next action. Additionally, those who fail to resist using their Composure + Wits lose their next active action if they fail. (However, they can still defend and resist as normal, with a two-dice penalty.)
Other effects resulting from the hallucination are up to the Storyteller, but they are advised to err on the side of caution.
These hallucinations can never be recorded or transmitted (such as by using Ghost in the Machine).
Duration: One turn
fata morgana
Amalgam: Presence 2
The vampire can craft elaborate hallucinations, making any subjects in their vicinity see, hear, and feel whatever the user can devise. From seeing and tasting a takeout container filled with maggots and rice to a thunderous torrent of reeking, rancid blood boiling out of the sewers, Fata Morgana causes witnesses to experience circumstances that just aren’t real.
There is no limit to the number of victims who can be affected simultaneously, but in order to be af- fected by Fata Morgana a subject needs to be able to see the user or vice versa, though they do not need to be actively aware of them. The vampire does not need to remain present once a victim is affected.
Visual effects are always separate objects. They cannot be used to “mask” or otherwise disguise items or individuals, and can never entirely block line of sight. Fata Morgana hallucinations cannot appear to affect the surrounding reality: The torrent of blood won’t wash away cars parked in the street or pedestrians, and an explosion created with Fata Morgana will not cause any damage, hallucinatory or otherwise. A collapsing staircase won’t tumble anyone currently descending the staircase. Sensory effects created by Fata Morgana cannot blind or deafen or in other ways overload senses, not even those supernaturally augmented. Similarly, hallucinations are not caught on camera or other kinds of recording devices.
Cost: One Rouse Check
Dice Pool: Manipulation + Obfuscate
System: The user makes a Manipulation + Obfuscate test against a Difficulty equal to one plus the number of senses the hallucination targets. (An audio-visual hallucination would thus be Difficulty 3, while a complete five-sensory experience would be Difficulty 6.) The easiest visual hallucinations to create are fairly small or discreet — increase the Difficulty by one for room-sized hallucinations, two for house-sized hallucinations, and so on. Further complications can add additional Difficulty, but that is left to the Storyteller’s discretion. Any attempt to mimic the appearance of a specific individual or in other ways deceive can require additional Performance or Subterfuge tests as appropriate.
Vampires and other supernatural creatures have a chance to disbelieve the hallucination, but mortals can do this only if they have reason to suspect it to be fake. In both cases they roll Intelligence + Awareness against the user’s Manipulation + Presence. A success means that the individual in question is no longer affected by the hallucination, and it effectively disappears for them. Any attempt to interact with the hallucination will also cause it to lapse entirely, as everyone present will become aware of its unreal nature (as with the collapsing staircase example, if someone is using the staircase). Note that the use of this power is not overt, so even if the hallucination is revealed, it is not obvious from whom it originated.
These hallucinations can never be recorded or transmitted (such as by using Ghost in the Machine).
Duration: One scene, unless the vampire chooses to let it lapse before that.
Level 1:
Awe
Anyone in the presence of the vampire finds their attention inexplicably drawn to them. Those listening to the vampire speak might suddenly agree on subjects where they once held different viewpoints. While this power doesn’t cause rapt infatuation, it is still strong enough to sway the minds of most mortals
■ Cost: Free
■ Dice Pools: Manipulation + Presence vs Composure + Intelligence
■ System: Add the Presence rating to any Skill roll involving Persuasion or Performance as well as to other Charisma-related rolls, at the Storyteller’s discretion. Anyone aware that they’re being affected can try to resist with a contest of Composure + Intelligence vs the user’s Manipulation + Presence. On a win, the target can resist the effects for one scene; a critical win makes the target immune for the entire night. Once the power wears off, victims revert to their previous opinions.
■ Duration: One scene or until intentionally ended
Level 2:
The Kiss of a vampire induces near-ecstasy in the victim, but this power leaves other Kisses in the dust. Victims fed upon by the user are temporarily empowered, but also become addicted to the Kiss, obsessing over it and even seeking the vampire out for repeated feedings.
Mortals often become anemic, self-harm, or even die from this addiction. Addicting other vampires is also possible, with the caveat that obsessed vampires demanding to be fed from risk the user becoming Blood Bound. Once under a Blood Bond, a vampire becomes unable to use this power on other vampires, being limited to employing it on mortals.
■ Cost: Free
■ System: The vampire can choose to use this power during each feeding where they sate at least one Hunger. The victim gains a bonus equal to half the user’s Presence (round up) to one Social Attribute of their choice.
This benefit lasts for a single night. Once it fades, withdrawal strikes and all the victim’s actions not spent working toward acquiring a new fix receive a dice penalty equal to the initial bonus. A victim in withdrawal can spend Willpower to ignore the penalties for a scene, and the penalties go away after a number of nights equal to the user’s Presence rating.
This power cannot be used on other vampires by a user who is under the thrall of a Blood Bond. Also, vampires with the Unbondable Merit cannot acquire this power.
■ Duration: A number of nights equal to the user’s Presence rating.
Level 4:
Irresistible voice
■ Amalgam: Dominate 1
The Presence of the user becomes a conduit for Dominate. The vampire now only needs their voice to be heard in order to employ Dominate powers.
■ Cost: No additional cost
■ System: The user's voice alone is now enough to Dominate a target. This does not apply to voices transmitted through electronic media such as phones, television, or apartment door-buzzer speakers.
■ Duration: Passive