(1) Rapid Reflexes: The vampire suffers no penalty to dodging gunfire without cover.
(2) Fleetness: The vampire can add their Celerity to non-combat Dexterity checks.
(3) Traversal - System: Make a Dexterity +
Athletics roll with a Difficulty of 3 (inclined surface with traction)
to 6 (slick vertical surface, open water), depending on the surface
and angle. Each point of margin gets the vampire further up or out; a
margin of 0 gets to a close target, a margin of 1 to one farther than
that, and so forth. The Storyteller should inform the player beforehand
if a target is too distant to even attempt Traversal; as a
rule of thumb, anything over water farther than 60 meters
(or more than 30 stories up a building) probably exceeds this
power’s range.
(1) Lethal Body: Using this power, the user is capable of causing horrendous damage to mortals, tearing skin and breaking bones with bare fingers.
(2) Prowess: The Kindred gains an overall increase in strength
(1) DAUNT: Instead of attracting people, the
vampire uses Presence to repel. Add the user’s Presence rating to any Intimidation rolls. Attacking the user requires a Resolve+Composure roll at Difficulty 2.
Comments