Resonance: Sanguine
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
Daunt: Instead of attracting people, the vampire uses Presence to repel. With this power the user appears
threatening and exudes an aura of menace powerful enough to make most mortals avoid their attention
and even vampires think twice about acting against them.
■ Cost: Free
■ System: Add the user’s Presence rating to any Intimidation rolls. Attacking the user requires a Resolve+Composure roll at Difficulty 2. Vampires cannot use Awe and Daunt simultaneously.
■ Duration: One scene or until
intentionally ended
Lingering kiss
The Kiss of a vampire induces near-ecstasy in mortals, but this power leaves other Kisses in the dust. Mortals fed upon by the user 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, but vampires
find it a useful power for cultivating a herd.
■ Cost: Free
■ System: The vampire can choose to use this power or
not during each feeding. The user adds dice equal to their Presence to any subsequent Charisma Attribute-assisted pool against the bitten subject. A mortal fed upon with this power can make a Willpower
test (Difficulty equals the user’s Presence) every week to resist the effects. Winning this test for three consecutive weeks breaks the effect, as does a single critical win.
■ Duration: Until successfully resisted
Type: Mental
Blood Resonance: Phlegmatic, Artists, Visionaries, Schizophrenics, psychoactive substance users, detectives
heightened senses
The vampire’s senses sharpen to a preternatural degree, giving them the ability to see in pitch darkness, hear ultrasonic frequencies and smell the fear of cowering prey.
■ Cost: Free (but see below)
■ Dice Pools: Wits + Resolve
■ System: The user adds their Auspex rating to all perception rolls. If exposed to extreme sensations, such as loud bangs, flashes of intense light or overpowering smells while the power is active the user must
succeed on a Wits + Resolve (Difficulty 3 or more) roll to
dampen their senses in time, or the overload causes them to sustain a -3 dice penalty to all perception-based rolls for the rest of the scene.
■ Duration: Until deactivated.
Having the power active for longer stretches of time without rest (more than a scene), especially so for high-stimulus environments, might necessitate spending Willpower, at the Storyteller’s discretion.
Sense the unseen
The senses of the vampire become attuned to dimensions beyond the mundane, allowing them to sense presences otherwise hidden from the naked eye. This can be anything from another vampire using
Obfuscate to someone using Auspex to spy upon the character to a ghost in the middle of the room.
Dormant Blood Sorcery spells and rituals might also be found with this power, at the Storyteller’s
discretion.
■ Cost: Free
■ Dice Pools: Wits + Auspex or Resolve + Auspex
■ System: Whenever there’s something supernatural hiding in plain sight, the Storyteller makes a hidden roll of Wits + Auspex against a Difficulty they choose. Against an entity actively trying to stay hidden, the Storyteller can call for a blind roll (“Lisa, roll seven dice
for me”) as a contest against the target’s relevant pool. (For example, detecting a vampire using Obfuscate would be a roll of Wits + Auspex vs Wits + Obfuscate) If the vampire actively searches for a hidden supernatural entity, they roll Resolve + Auspex similarly.
■ Duration: Passive
Cloud Memory
By uttering the phrase “Forget!” the user can make the Dominated victim forget the current moment as well as the last few minutes, enough to mask a superficial
feeding or a chance meeting. No new memories are formed and if pressed the victim realizes they have a few minutes missing.
■ Cost: Free
■ Dice Pools: Charisma + Dominate vs Wits + Resolve
■ System: No roll is required against an unprepared mortal victim. Clouding the memory of a resisting victim or another vampire requires a Charisma + Dominate vs Wits + Resolve roll.
■ Duration: Indefinitely
Compel
With eye contact, the vampire can issue the victim a single-action command, no longer than a short sentence, to be obeyed to the letter. It must be possible to complete the command in a single turn. The Storyteller decides whether to interpret ambiguous commands in
an unexpected or unfavorable way; alternatively, the command simply confuses the victim and fails.
■ Cost: Free
■ Dice Pools: Charisma + Dominate vs Intelligence + Resolve
■ System: No roll is required against an unprepared mortal victim. Commanding a resisting victim, a victim the vampire has previously Dominated in the same scene, or another vampire requires a contest of
Charisma + Dominate vs Intelligence + Resolve. Commands that go against the victim’s nature also require such a contest.
■ Duration: No more than a
single scene