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| =Powers= | | =Powers= |
− | | + | [[Crimson Dusk - Animalism]]<br> |
− | ==Animalism==
| + | [[Crimson Dusk - Auspex]]<br> |
− | A vampire’s Beast is not just a facet of his predatory nature,
| + | [[Crimson Dusk - Celerity]]<br> |
− | but a predator in and of itself — and it’s at the top of the food
| + | [[Crimson Dusk - Coils of the Dragon]]<br> |
− | chain. A vampire can slip the leash of his Beast just a little
| + | [[Crimson Dusk - Cruac]]<br> |
− | to overpower weaker animals, forcing his will on them. Most
| + | [[Crimson Dusk - Dominate]]<br> |
− | Animalism powers affect predators and scavenging animals. In
| + | [[Crimson Dusk - Majesty]]<br> |
− | a city, the Kindred can call on feral cats and dogs, pigeons and
| + | [[Crimson Dusk - Nightmare]]<br> |
− | crows, foxes, and more rats than anyone wants to think about.
| + | [[Crimson Dusk - Obfuscate]]<br> |
− | Rural vampires can summon bats, wolves, mountain lions, and
| + | [[Crimson Dusk - Protean]]<br> |
− | even bears — any animal that feasts on the flesh of another.
| + | [[Crimson Dusk - Resilience]]<br> |
− | ===Feral Whispers===
| + | [[Crimson Dusk - Theban Sorcery]]<br> |
− | Cost: 5
| + | [[Crimson Dusk - Vigor]]<br> |
− | | + | [[Crimson Dusk - Devotions]]<br> |
− | A vampire can only command those who can understand him. So it is with beasts as well as men. A vampire
| + | |
− | using Feral Whispers overpowers the animal’s instinctive
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− | reactions and forces it to understand. He can ask questions of
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− | a creature and it must respond as best it can, and with a further
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− | slight nudge, he can compel it to obey him. A canny vampire
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− | can use magpies and crows to spy on his victims from above,
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− | or command a gangster’s mastiffs to savage their owner.
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− | The vampire talks to the animal, either using human words
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− | or, much more frequently, by making animal sounds of his
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− | own. He can command groups of animals, such as a flock of
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− | birds or a swarm of rats, as long as he is close enough that the
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− | animals can all hear her, and he can see all of them.
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− | | + | |
− | Activation Cost: None
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− | Dice Pool: Manipulation + Animal Ken + Animalism Mastery
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− | Action: Instant
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− | Duration: Scene, command can persist up to a night.
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− | | + | |
− | Roll Results
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− | Dramatic Failure: The animal misunderstands the vampire’s
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− | command, giving false information when the vampire asks, or
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− | obeying a twisted version of the vampire’s command.
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− | | + | |
− | Failure: The animals fear the Beast, fleeing from a superior
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− | predator.
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− | | + | |
− | Success: The vampire can communicate with an animal,
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− | asking it what it has perceived. Most animals can remember
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− | what has happened over the last night. Animals relate what they
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− | have encountered through the lens of their own perceptions —
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− | dogs answer in terms of smell and hearing, while birds relate
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− | what they could see. The vampire can also give the victim a
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− | simple command, equivalent to what the animal could do on
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− | its own, such as “attack him,” “follow her then return here,”
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− | “chew through these cables.” The command doesn’t normally
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− | persist for more than a night, but the vampire can add simple
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− | contingencies such as forcing the beast to go to ground if
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− | noticed, or to return once the command is complete.
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− | | + | |
− | Exceptional Success: The animal is exceptionally obedient to the
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− | vampire, improvising to follow the spirit of the Kindred’s command.
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− | | + | |
− | ===Raise the Familiar===
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− | Cost: 10
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− | | + | |
− | True beasts cannot be Embraced. They have never had the
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− | necessary Humanity. With this power, though, the vampire
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− | can complete the process halfway. By feeding a drained animal
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− | some of his Vitae, a vampire can infuse it with a fragment of the
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− | Kindred’s twilight life. It looks as it did when it died, though
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− | if appropriate, it might gain retractable fangs like a vampire.
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− | But the fangs are a lie — its true tragedy is that it cannot
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− | transubstantiate blood into Vitae. If it was wounded in death,
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− | it retains signs of the injuries, but its body functions fully. A
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− | coyote crushed by an SUV has a tire track running across it
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− | but no crushed bones, and a crow with a busted wing has bone
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− | jutting out of the wound but can still fly.
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− | | + | |
− | It doesn’t act like a normal animal — it doesn’t hunt for
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− | food, nor is it spooked by loud noises. It sleeps throughout the
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− | day, but becomes active at night. A human observing such an
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− | animal might be able to tell something’s wrong, but only the
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− | most grievous wounds usually make them take the time to look.
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− | | + | |
− | Activation Cost: 1 Vitae
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− | Requirement: Feed 1 Vitae to the corpse (included in cost)
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− | Dice Pool: None
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− | Action: Instant
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− | Duration: (Blood Potency * animal’s Stamina) nights
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− | | + | |
− | The vampire feeds one point of Vitae to the animal’s corpse.
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− | The animal returns to a semblance of life for a number of
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− | nights equal to (Blood Potency * animal’s Stamina). Once he
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− | has raised a beast, a vampire can feed it more Vitae; each point
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− | ensures the animal’s continued existence as though the vampire
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− | had just raised it.
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− | | + | |
− | The raised creature gains a semblance of intelligence and
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− | a certain low cunning, enough to follow complex orders that
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− | most animals could not understand, and to interpret the spirit
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− | of commands rather than the letter. Treat the familiar as having
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− | one dot of Intelligence.
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− | | + | |
− | Infused with Vitae, the familiar takes bashing damage from
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− | attacks like a vampire, and does not fall unconscious or bleed
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− | out. The animal does not decompose.
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− | | + | |
− | The Vitae burning within the animal’s dead veins forges
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− | a sympathetic link between it and the vampire. The vampire
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− | can use Feral Whispers on his familiar at any time, over any
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− | distance, communicating silently or issuing commands at
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− | any range. Though he must still roll to see if his familiar
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− | interpreted his command, the animal does not resist.
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− | | + | |
− | ===Summon the Hunt===
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− | Cost: 15
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− | | + | |
− | The vampire infuses some of his Vitae with the essence of his
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− | prey, making it irresistible to other predators and scavenging beasts.
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− | Wherever he spills his blood — on the ground, over an object, or
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− | even splashing it on another person — the animals he calls will try
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− | to consume it. His blood only loses potency once the summoned
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− | animals destroy whatever he poured it over or once the sun rises, at
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− | which point the Vitae burns away as though it were never present.
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− | He can focus his Beast’s call on one kind of creature, for example
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− | summoning just birds or rats. Prey animals in the affected area
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− | rightly shy away, afraid of the power of a vampire’s Beast.
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− | | + | |
− | Activation Cost: 2 Vitae
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− | Requirement: Spill 1 Vitae upon the target (included in cost).
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− | Dice Pool: Presence + Animal Ken + Animalism Mastery
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− | Action: Instant
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− | Duration: One night, or until the item marked with blood
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− | is destroyed.
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− | | + | |
− | Roll Results
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− | | + | |
− | Dramatic Failure: The animals follow the Beast’s call, but
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− | lash out against the vampire in fear.
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− | | + | |
− | Failure: Animals within the Discipline’s range feel their
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− | normal fear of the Kindred and stay well away.
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− | | + | |
− | Success: The vampire chooses when spilling the Vitae whether
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− | to summon all predators and scavengers, or whether to restrict
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− | himself to one kind of animal. All animals that match her
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− | request within (successes) city blocks in the city, or (successes
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− | * 100) yards (successes * 90 meters) in the country respond to
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− | his call. Once they taste the spilled Vitae, the vampire can
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− | imprint a command as though he had used Feral Whispers
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− | on the animal. All animals receive the same command, but it
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− | persists even while the vampire slumbers; the animals follow
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− | his command for one night per success.
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− | | + | |
− | Exceptional Success: Animals that taste the vampire’s blood
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− | follow his command with single-minded zeal. They do not stop
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− | to eat or sleep, deriving sustenance from the taste of Vitae alone.
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− | | + | |
− | ===Feral Infection===
| + | |
− | Cost: 20
| + | |
− | | + | |
− | The vampire floods the area with his predatory aura, infecting
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− | everything around him with the ravings of her Beast. The scent
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− | of his blood inspires rage in animals, and can drive men mad,
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− | especially those who have recently touched his blood. Other
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− | Kindred witnessing the effects of Feral Infection recognize the
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− | Beast unchained, likening the victims’ actions to their own
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− | moments of frenzy. The vampire using this Discipline can exert
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− | a measure of control over his victims’ madness, focusing his
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− | own Beast against some victim he wants to crush, or a goal
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− | he wants to conquer.
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− | | + | |
− | Activation Cost: 2 Vitae
| + | |
− | Requirement: Spill 1 Vitae upon the ground (included in
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− | cost).
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− | Dice Pool: Presence + Intimidation + Animalism Mastery
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− | Action: Instant
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− | Duration: Scene
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− | | + | |
− | Roll Results
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− | | + | |
− | Dramatic Failure: The vampire loses hold of his Beast, and
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− | it smashes past him. He is provoked to frenzy, though with a
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− | –2 die modifier on the roll to resist.
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− | | + | |
− | Failure: Affected animals display odd behavior — chasing
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− | their tails, or attacking their own limbs — but nothing drives
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− | them into a rage.
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− | | + | |
− | Success: Any animal that can smell the vampire’s blood
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− | enters a state of feral rage. It lashes out, attacking the nearest
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− | victim without a thought for its own safety. Once the victim
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− | is unconscious or dead, the animal feeds on his flesh. If the
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− | vampire wishes, he can direct the mob of frenzied creatures
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− | towards a single target or goal. He can’t give complex
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− | instructions or a direct command, but can point out targets to
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− | attack or the direction to move.
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− | | + | |
− | Humans and supernatural creatures must make a reflexive
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− | (Resolve + Composure – vampire’s successes) roll to resist the
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− | vampire’s predatory Aura. If the victim has touched or imbibed
| + | |
− | the vampire’s blood within the last night, they suffer a –3
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− | die penalty. A failed roll puts the victim under the vampire’s
| + | |
− | command. Vampires and werewolves frenzy, their victims
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− | dictated by the Kindred who provoked them. Humans and
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− | other supernatural creatures fall into an atavistic state where
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− | they must attack the target, or move towards it if they can’t
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− | reach it. If the vampire does not set a command, his victims
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− | turn upon one another. A supernatural creature can spend a
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− | point of Willpower to ignore the vampire’s commands, though
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− | he remains frenzied.
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− | | + | |
− | Exceptional Success: Unleashing his Beast sates it
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− | temporarily. The vampire gains the Sated Condition (p. 305).
| + | |
− | | + | |
− | ===Lord of the Land===
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− | Cost: 25
| + | |
− | | + | |
− | The vampire marks his territory with Vitae, in much the
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− | same way that animals use urine or feces. He must encircle his
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− | territory in a ring of Vitae, claiming it as his own — assuming he
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− | has driven off any prior residents. When encircling the territory,
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− | he must walk the whole border. Some Kindred open wounds
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− | on their hands and arms and walk at a stately pace, dripping
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− | a slow stream of thick blood behind them. Others run wild,
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− | smearing blood and bodily fluids on surfaces like a feral beast.
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− | Once he has established his territory, the vampire is privy to
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− | everything that happens within it. He can command animals,
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− | summon or banish people, and provoke other vampires to leave
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− | his lair. Most vampires establish their territory in small places,
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− | like a brownstone or small public garden. A powerful vampire
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− | might claim a whole public park or castle, but he must make
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− | sure that nothing interrupts his claim — more than one vampire
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− | has discovered that his territory is already claimed by an angry
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− | pack of werewolves halfway through claiming it.
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− | | + | |
− | Cost: 3-9 Vitae and 1 Willpower
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− | Requirement: The vampire must walk a circuit around his new
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− | territory while marking it with Vitae. Three Vitae is enough to
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− | secure a small house or garden, six can secure a city block, while
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− | nine is enough to claim a castle. She must make sure that the
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− | area contains no other vampires; many Kindred prefer to evict
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− | all supernatural denizens. While the Discipline will still function
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− | if her territory contains werewolves or other monsters, they will
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− | suffer the effects — and will deduce that the vampire is to blame.
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− | Dice Pool: None
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− | Action: Instant
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− | Duration: One week per dot of Blood Potency, longer if the
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− | vampire remains in his territory.
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− | | + | |
− | The vampire marks his territory. It remains empowered for at
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− | least one week per dot of Blood Potency, though the effects of
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− | this Discipline only end when the vampire leaves his territory
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− | after the duration. Rumors speak of ancient vampires lying in
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− | torpor whose territories remain active to this day.
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− | A vampire’s territory scares off most creatures. Animals
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− | and wild beasts won’t enter, and will fight to escape if forced
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− | inside, unless otherwise affected by the vampire’s powers.
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− | Humans and supernatural creatures, including other vampires,
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− | must succeed at a reflexive Composure + Blood Potency roll
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− | to enter — or to stay in the area once it is created. Unless they
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− | roll an exceptional success, the feeling of overwhelming dread
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− | inflicts a –3 die penalty on all actions. For Kindred, simply
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− | being in another vampire’s territory is provocation to frenzy,
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− | and rolls to resist suffer a –2 die penalty. If a vampire explicitly
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− | invites someone into his territory — or uses Feral Whispers or
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− | Summon the Hunt in the case of animals — they do not suffer
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− | these penalties. Ghoul animals are also exempt.
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− | When the vampire is within his territory, he can feel when a
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− | person or animal crosses into his territory; if an invader is a vampire,
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− | he knows his general Blood Potency. He always has a rough idea of
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− | where everyone is within his domain, and only supernatural means
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− | such as Disciplines can cut through his awareness — triggering a
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− | Clash of Wills. As the undisputed master of his territory, a frenzying
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− | creature cannot attack the vampire, nor may they spend Willpower
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− | to resist his commands delivered through Feral Infection. Any
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− | commands given by Feral Whispers last indefinitely, or until the
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− | animal leaves the vampire’s territory. Finally, the vampire can snatch
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− | the senses of any animal he has raised with Raise the Familiar within
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− | his territory, and use that animal to deliver commands using Feral
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− | Whispers to other creatures.
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