Post by Andrei on Jun 12, 2007 15:34:01 GMT
Brujah, Toreador, Set, Ventrue
1 • Awe (VtM 3rd)
When you employ this power, everyone near you becomes intensely interested in you. They will pay close attention to your words and actions, although they will not necessarily agree with them. Say "Awe" in a loud, clear voice. The attention of everyone within hearing will be drawn to you for approximately the next thirty seconds, or until drawn away by something immediate and pressing (e.g. combat).
2 • Dread Gaze (VtM 3rd)
The exhibition of your full vampiric powers can cause great fear and loathing. This is usually accomplished by baring teeth and claws while hissing loudly. While most vampires can perform this action, you are especially adept at it, and are capable of driving mortals insane with fear, or frightening them into submission or flight with the merest snarl.
3 • Entrancement (VtM 3rd)
Entrancement is used to convince another to like you. The subject of Entrancement will be enchanted with you and desire to serve your needs. However, unlike a person controlled with Dominate powers, the subject of Entrancement retains her freedom of action and creativity. This can be both good and bad.
4 • Summon (VtM 3rd)
You may demand the appearance of a person known to you. You can mentally summon your target to you, even across great distances, and the target cannot easily resist. A person who is Summoned knows where to find you and will home in on that location flawlessly. Unless you have a good reason to resist this or are more powerful than the user of this ability you'll basically go to them without question.
5 • Majesty (VtM 3rd)
You are almost universally feared and respected. Unless others stop to consider their feelings about you, they are likely to treat you respectfully without conscious thought. Indeed, the very sight of you causes jaws to drop in awe and even the most courageous to fear you. You simply seem so formidable that no one would even consider crossing you, let alone challenging you physically. You will not be attacked or harmed in any way for as long as the effects of Majesty remain unresisted. Same thing that went for Summon goes here.
6 • Absent Sway (Cbk Tor Rev)
Some Toreador have learned to leave a ''residual'' Presence in their wake. Artists of the clan can imbue their artwork with certain emotions, territorial Toreador may leave palpable claims to a domain wherein it ''feels'' as if they are a constant, looming threat. When this power is used, the Toreador can inspire those emotions in those who are not even in her presence. The character begins this process when he undertakes a work of art or decides to imbue a room with his essence. He must decided ahead of time which single emotion he wishes to inspire. The player than spends a blood point.
6 • Love (VPG)
Similiar to Entrancement, only much more compelling, this power duplicates the effects of the Blood Bond for as long as the target is in the presence of the vampire.
6 • Rage (VPG)
The vampire may induce feelings of irritation and hostility in those around him. The slightest spark will generally be enough to cause arguments and fights. All vampires who are affected will frenzy.
6 • Paralyzing Glance (GC)
Victims of this are frozen with sheer terror. The vampire must make eye contact. The victim will fall into a whimpering catatonic state.
6 • Temptation (Cbk Set Rev)
This power lets a Setite tempt the victim into some action he normally wouldn't do. This is usually some sinful action; but that's up to the Setite: Temptation works just as well to provoke unwonted generosity as greed, or chastity as well as lust. The Setite must talk to the victim for at least a minute and allude to the action she wants the victim to perform. For a scene.
7 • Cooperation (GC)
This power can be used to nudge those effected into a fragile spirit of camaraderie.
7 • Mind Numb (VPG)
When a vampire uses this power, all those around lose any emotions they were feeling, retaining only a dull numbness. They lose all motivation or reason for action and tend to do nothing. They will not get angry at someone who yells at them and will not become frightened if put into danger. The effects lasts as long as the vampire is present. Effective on other Kindred also.
7 • Mask Empathy (VPG)
Essentially, this power removes the links between people in the vampire's vicinity by cutting off emotional bonds. Lovers stop loving, friends care nothing for one another and alliances fade. People begin to behave like completely autonomous units, without any perception of or desire for community. Effective on other Kindred also.
7 • Phobia (Cbk Set Rev)
By talking to her victim, the Setite can instill an irrational fear of a certain object, substance, person or condition. The object can be broad (cars) or very specific (pink '79 Fords)--although the victim must be able to recognize and distinguish what the vampire wants him to fear. The latter, for instance, would not work on a person who was colorblind. Lasts one page.
8 • Corruption (Cbk Set Rev)
This terrible power enables a Setite to break down the mental barriers between the target's Beast and libido. As a result, the victim becomes addicted to sadism as he takes pleasure in rage and aggression. The Setite can also reverse the connection, so that pleasure might rouse the Beast to frenzy. These two effects produce a spiral of desire and violence dragging the victim to madness.
A corrupted victim can frenzy from anything that gives her pleasure, from sex to her favorite food. Like a frenzying vampire seeking blood, the victim will try to indulge her lust in the most brutal and immediate way. A frenzying vampire might seek out more blood in her rage. This may result n bizarre situations such as a maddened vampire smashing into a record store to hear his favorite music and killing anyone who tries to stop him. Note that Corruption works on mortals as well as vampires. The Inconnu might know how to remove a Corruption--if they really do know the secret to Golconda. The Setite who laid the corruption could remove it at will, but the Setite would probably urge the victim to view it as an opportunity for self-discovery.
8 • Invoke Frenzy (VPG)
The vampire can send another into frenzy at will.
8 • Ironclad Command (GC)
The vampire can resist the powers of Presence for a brief time (three posts). This power is always in effect once it is learned.
9 • Heart of the City (VPG)
The vampire can effect the emotions of those within a city. The vampire can make everyone within its confines feel one emotion of her choice. This power cannot, for example, cause the residents of a city to turn upon one another--unless they were already in a great state of anger. Those with a close tie to the city, but living elsewhere, will be almost as powerfully affected.
10 • Dream World (VPG)
A vampire with this power can affect the dreams of everyone in the world. The vampire can send symbols, themes, stories, images, even nightmares.
1 • Awe (VtM 3rd)
When you employ this power, everyone near you becomes intensely interested in you. They will pay close attention to your words and actions, although they will not necessarily agree with them. Say "Awe" in a loud, clear voice. The attention of everyone within hearing will be drawn to you for approximately the next thirty seconds, or until drawn away by something immediate and pressing (e.g. combat).
2 • Dread Gaze (VtM 3rd)
The exhibition of your full vampiric powers can cause great fear and loathing. This is usually accomplished by baring teeth and claws while hissing loudly. While most vampires can perform this action, you are especially adept at it, and are capable of driving mortals insane with fear, or frightening them into submission or flight with the merest snarl.
3 • Entrancement (VtM 3rd)
Entrancement is used to convince another to like you. The subject of Entrancement will be enchanted with you and desire to serve your needs. However, unlike a person controlled with Dominate powers, the subject of Entrancement retains her freedom of action and creativity. This can be both good and bad.
4 • Summon (VtM 3rd)
You may demand the appearance of a person known to you. You can mentally summon your target to you, even across great distances, and the target cannot easily resist. A person who is Summoned knows where to find you and will home in on that location flawlessly. Unless you have a good reason to resist this or are more powerful than the user of this ability you'll basically go to them without question.
5 • Majesty (VtM 3rd)
You are almost universally feared and respected. Unless others stop to consider their feelings about you, they are likely to treat you respectfully without conscious thought. Indeed, the very sight of you causes jaws to drop in awe and even the most courageous to fear you. You simply seem so formidable that no one would even consider crossing you, let alone challenging you physically. You will not be attacked or harmed in any way for as long as the effects of Majesty remain unresisted. Same thing that went for Summon goes here.
6 • Absent Sway (Cbk Tor Rev)
Some Toreador have learned to leave a ''residual'' Presence in their wake. Artists of the clan can imbue their artwork with certain emotions, territorial Toreador may leave palpable claims to a domain wherein it ''feels'' as if they are a constant, looming threat. When this power is used, the Toreador can inspire those emotions in those who are not even in her presence. The character begins this process when he undertakes a work of art or decides to imbue a room with his essence. He must decided ahead of time which single emotion he wishes to inspire. The player than spends a blood point.
6 • Love (VPG)
Similiar to Entrancement, only much more compelling, this power duplicates the effects of the Blood Bond for as long as the target is in the presence of the vampire.
6 • Rage (VPG)
The vampire may induce feelings of irritation and hostility in those around him. The slightest spark will generally be enough to cause arguments and fights. All vampires who are affected will frenzy.
6 • Paralyzing Glance (GC)
Victims of this are frozen with sheer terror. The vampire must make eye contact. The victim will fall into a whimpering catatonic state.
6 • Temptation (Cbk Set Rev)
This power lets a Setite tempt the victim into some action he normally wouldn't do. This is usually some sinful action; but that's up to the Setite: Temptation works just as well to provoke unwonted generosity as greed, or chastity as well as lust. The Setite must talk to the victim for at least a minute and allude to the action she wants the victim to perform. For a scene.
7 • Cooperation (GC)
This power can be used to nudge those effected into a fragile spirit of camaraderie.
7 • Mind Numb (VPG)
When a vampire uses this power, all those around lose any emotions they were feeling, retaining only a dull numbness. They lose all motivation or reason for action and tend to do nothing. They will not get angry at someone who yells at them and will not become frightened if put into danger. The effects lasts as long as the vampire is present. Effective on other Kindred also.
7 • Mask Empathy (VPG)
Essentially, this power removes the links between people in the vampire's vicinity by cutting off emotional bonds. Lovers stop loving, friends care nothing for one another and alliances fade. People begin to behave like completely autonomous units, without any perception of or desire for community. Effective on other Kindred also.
7 • Phobia (Cbk Set Rev)
By talking to her victim, the Setite can instill an irrational fear of a certain object, substance, person or condition. The object can be broad (cars) or very specific (pink '79 Fords)--although the victim must be able to recognize and distinguish what the vampire wants him to fear. The latter, for instance, would not work on a person who was colorblind. Lasts one page.
8 • Corruption (Cbk Set Rev)
This terrible power enables a Setite to break down the mental barriers between the target's Beast and libido. As a result, the victim becomes addicted to sadism as he takes pleasure in rage and aggression. The Setite can also reverse the connection, so that pleasure might rouse the Beast to frenzy. These two effects produce a spiral of desire and violence dragging the victim to madness.
A corrupted victim can frenzy from anything that gives her pleasure, from sex to her favorite food. Like a frenzying vampire seeking blood, the victim will try to indulge her lust in the most brutal and immediate way. A frenzying vampire might seek out more blood in her rage. This may result n bizarre situations such as a maddened vampire smashing into a record store to hear his favorite music and killing anyone who tries to stop him. Note that Corruption works on mortals as well as vampires. The Inconnu might know how to remove a Corruption--if they really do know the secret to Golconda. The Setite who laid the corruption could remove it at will, but the Setite would probably urge the victim to view it as an opportunity for self-discovery.
8 • Invoke Frenzy (VPG)
The vampire can send another into frenzy at will.
8 • Ironclad Command (GC)
The vampire can resist the powers of Presence for a brief time (three posts). This power is always in effect once it is learned.
9 • Heart of the City (VPG)
The vampire can effect the emotions of those within a city. The vampire can make everyone within its confines feel one emotion of her choice. This power cannot, for example, cause the residents of a city to turn upon one another--unless they were already in a great state of anger. Those with a close tie to the city, but living elsewhere, will be almost as powerfully affected.
10 • Dream World (VPG)
A vampire with this power can affect the dreams of everyone in the world. The vampire can send symbols, themes, stories, images, even nightmares.