1- Sense Vitality
Roll: Per. + Empathy, difficulty 7
The vampire can feel the flow of life force
of a being after touching him. From this he can learn much useful information
1 Suc: Identify type of creature: Mortal,
Ghoul, Vampire (or none of the above)
2 Suc: How much damage the target has suffered
3 Suc: Amount of blood in the creature's
system
4 Suc: Identify diseases in the target's
bloodstream e.g HIV
2 - Anesthetic Touch
Roll: Willpower, difficulty 6
Resist: Willpower, difficulty 8
The character spends one bloodpoint and
makes the roll. This allows the target to ignore wound penalties for a
number of turns equal to the amount of successes. This power may not be
used on Cainites.
3 - Burning Touch
The Fury spends one bloodpoint to activate
this power. Each bloodpoint thereafter reduces the victim's dicepool by
two. The Fury must touch the target and prolonged exposure to this power
can cause victims to be traumatized.
4 - Ending the Watch
Ending the Watch can be used to put willing
indivduals through a painless assisted suicide. The character must place
his hand over the subject's heart and spend a willpower point. If the subject
truly wishes for death, their heart will slowly stop. There have been no
reports of these people becoming wraiths.
5 - Vengeance of Samiel
The vampire spends three bloodpoints. Any
single attack made by the vampire automatically hits the targets as mystical
forces guide the blow. These attacks may not be dodged, although they can
be blocked or parried. This blow strikes as if the character had succeeded
with all of his Dexterity+ Melee/Brawling pool. This power may only be
used once per turn. The third eye of any character using this will open
up an glow with a bale red.
6 - Blissful Agony
Roll: Willpower, difficulty 8
The vampire may cause pain with a mere
touch, as per Burning Touch, but this pain swells and lingers even after
the Fury has removed her hand. If used for long enough Blissful Agnoy can
send vampires into frenzy, kill incapacitate Lupines and kill mortals outright.
The player must spend a bloodpoint to activate this poer. At the vampire's
option she may cause actual physical damage
6 - Animal Succulence
No roll necessary. All blood that the vampire
drinks from animals is doubled before it is added to the her blood pool,
but may not increase her blood-pool limit.
6 - Shared Soul
Roll: Per. + Animal Ken, difficulty 6
By touching an animal, the vampire may
share her experiences with an animal, and will learn of the animal’s
experiences. This power costs one willpower
point per turn.
6 - Species Speech
Roll: Cha. + Animal Ken, difficulty 8
Vampire may talk with a group of animals
if all are of the same species. Most often used after Beckoning.
7 - Conquer the Beast
Roll: Willpower, difficulty 7
The vampire may enter a frenzy over which
she has a significant degree of control. A botch means that an
uncontrolled frenzy was achieved. This
power costs one willpower point per turn.
8 - Taunt the Caged Beast
Roll: Spend 1 Willpower, Man. + Empathy,
diff 7. Victim: Self-Control (difficulty 5+number of successes)
A vampire may unleash her beast on another
creature incapable of frenzy e.g mortals.
Victim's failure results in immidiate frenzy.
A botch causes the attacking character to fall into frenzy.
9 - Unchain the Beast
Roll: Three Bloodpoints, Man. + Intimidation,
difficulty Victim's Self-Control +4.
A vampire may turn a Kindred's own beast
against her. The victim erupts in a fountain of blood and gore as claw
and bite wounds from an invisible source tear her asunder.
The attacker must make eye contact with
the victim, each success causes one level of lethal damage to the target.