Cloak of Shadows
Description: The vampire conceals herself from sight by relying on nearby shadows and cover to assist in hiding her presence. She steps into an out-of-the-way, shadowed place and eases herself from normal sight. The vampire remains unnoticed as long as she stays silent, still, under some degree of cover (such as a curtain, bush, door frame,
lamppost, or alley), and out of direct lighting. The immortal’s concealment vanishes if she moves, attacks, or falls under direct light. Furthermore, the vampire’s deception
cannot stand up to concentrated observation without fading.
System: Rouse the Blood to activate Cloak of Shadows. No roll is necessary. The power lasts until the user moves or otherwise makes herself noticed, or the scene ends.
Unseen Presence
Description: The vampire can move around
without being seen. Shadows seem to shift to cover him, and people automatically avert their gazes as he passes by. Others move unconsciously to avoid contact with the cloaked creature; those with weak wills may even scurry away from the area in unacknowledged fear. The vampire remains ignored indefinitely unless someone deliberately seeks him out or he inadvertently reveals himself.
System: Rouse the Blood to activate Cloak of Shadows. No roll is necessary. If the user takes any action other than walking, roll Mental(Wits)+Stealth with a difficulty determined by the ST to avoid breaking the stealth. The power otherwise lasts until the scene ends.
Mask of a Thousand Faces
Description: The vampire can influence the perception of others, causing them to see a face different from his.
WHITE WOLF
ENTERTAINMENT
Although the Kindred’s physical form does not change, any observer who cannot sense the truth sees whomever thevampire wishes her to see.
System: Rouse the Blood to activate the power for the duration of a scene. Roll Social(Manipulation)+Subterfuge.
Mask of a Thousand Faces Successes Result
1 success: The vampire retains the same height and build, with a few slight alterations to his basic features.
Nosferatu can appear as normal, albeit ugly, mortals.
2 successes: He looks unlike himself; people don’t easily recognize him or agree about his appearance.
3 successes: He looks the way he wants to appear.
4 successes: Complete transformation, including gestures, mannerisms, appearance, and voice.
5 successes: Profound alteration (appear as the opposite sex, a vastly different age, or an extreme change of size).
Potence
Prowess
Description: Your strength is clearly supernatural. You attack with mighty force, overwhelming your enemies and awing your allies.
System: Rouse the Blood to add your Potence rating as automatic successes in any Physical(Strength)-based roll for a turn.
Mighty Leap
Description: Vampiric strength can not only be used to crush and break, but to propel the user further than any natural muscles would allow, in flight-like leaps.
System: Rouse the Blood to leap through the air, travelling a distance equal to five times the number of successes on a Physical(Strength)+Athletics roll if jumping horizontally, or times two if going for a vertical leap. (Yes, this can be combined with Prowess for some truly spectacular flying.)
WHITE WOLF
ENTERTAINMENT
Penetrating Strike Description: The user is able to concentrate her strengthwith such speed and focus to make a mockery of armour.
System: Rouse the Blood to make the next brawl or melee attack ignore armour.
Presence
Awe
Description: Those near the vampire suddenly desire to be closer to her and become receptive to her point of view. Awe is extremely useful for mass communication. It matters little what is said — the hearts of those affected lean toward the vampire’s opinion. The weak want to agree with her; even if the strong-willed resist, they soon find themselves outnumbered. Awe can turn a chancy deliberation into a certain resolution in the vampire’s favor almost before her opponents know that the tide has turned. Despite the intensity of this attraction, those so smitten do not lose their sense of self-preservation. Danger breaks the spell of fascination, as does leaving the area.
Those subject to Awe will remember how they felt in the vampire’s presence, however. This will influence their reactions should they ever encounter her again.
System: The player Rouses the Blood and rolls
Social(Charisma) + Persuasion. The number of successes rolled determines how many people are affected, as noted on the chart below. The power stays in effect for the remainder of the scene or until the character chooses to drop it.
Awe Success Result
1 success One person 2 successes Two people 3 successes Six people 4 successes 20 people
5 successes Everyone in the vampire’s immediate
WHITE WOLF
ENTERTAINMENT
vicinity (an entire auditorium, a mob) Those affected can roll Willpower points to overcomethe effect, with one Success granting immunity for a round and three or more negating the effect for the rest of the scene. If a roll fails, no further attempts can be made to resist for the scene.
Dread Gaze
Description: While all Kindred can frighten others by physically revealing their true vampiric natures — baring claws and fangs, glaring with malevolence, hissing loudly with malice — this power focuses these elements to insanely terrifying levels. Dread Gaze engenders unbearable terror in its victim, stupefying him into madness, immobility, or reckless flight. Even the most stalwart individual will fall back from the vampire’s horrific visage.
System: Rouse the Blood and make a resisted roll of
Social(Charisma)+Intimidation against Composure of a single target. On 1-2 Successes the target is cowed, effectively losing the next action. On three or more successes the target tries to flee by any means necessary. Vampires affected thus need to make an immediate fear frenzy test.
Entrancement
Description: This power bends others’ emotions, making them the vampire’s willing servants. Due to what these individuals see as true and enduring devotion, they heed the vampire’s every desire. Since this is done willingly, instead of having their wills sapped, these servants retain their creativity and individuality.
While these obedient minions are more personable and spirited than the mind-slaves created by Dominate, they’re also somewhat unpredictable. Further,
since Entrancement is of a temporary duration, dealing with a lapsed servant can be troublesome. A wise Kindred either disposes of those she Entrances after they
serve their usefulness, or binds them more securely by a blood bond (made much easier by the minion’s willingness