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Mind's Eye Theatre - Vampire The Requiem.pdf - RoseRed

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celerity • dominate<br />

if an opponent acts before her and the vampire wishes to call upon Celerity before the rival’s<br />

action is performed. Doing so, the vampire receives Celerity’s protection bonus early in the<br />

turn. Celerity’s Initiative bonus is also added immediately in the turn, potentially moving<br />

the vampire’s action before her attacker’s in the Initiative roster. <strong>The</strong> vampire also gains the<br />

benefi t of additional Speed adjustments for the turn. If one Vitae is spent to keep Celerity<br />

active into the next turn, all of these benefi ts carry over. Celerity may not be invoked in a<br />

turn in which a character is surprised.<br />

Example: Favian’s Initiative total for a fi ght is 10. His opponent Joshua’s is 13. Favian wants<br />

to activate Celerity in order to avoid his opponent’s attacks and react more quickly. <strong>The</strong> Discipline<br />

can be activated on 13 in the Initiative roster as a refl exive action. Favian has Celerity 2, so attacks<br />

staged against him automatically suffer a -2 penalty throughout the turn, in addition to penalties<br />

from her Defense and any armor he’s wearing. His Initiative for the turn also increases by two, to 12.<br />

That doesn’t allow him to act before Joshua, but he is right on his heels.<br />

If a vampire doesn’t activate Celerity until his stage of the Initiative roster in a turn, previous<br />

actions taken by others that turn aren’t invalidated. (<strong>The</strong>y aren’t re-done because the<br />

vampire suddenly has a higher standing in the roster.) By activating Celerity “late” in the<br />

turn, the vampire forfeits his Initiative bonus that turn. <strong>The</strong> vampire also gains Celerity’s<br />

protection only against attacks that come after his place in the Initiative roster for the turn.<br />

If Celerity is kept active into the next turn, the vampire’s Initiative bonus and full protection<br />

applies throughout. Celerity grants its user the ability to invoke the fair-escape clause;<br />

only a creature with more Celerity or comparable supernatural speed can prevent such a<br />

declaration of fair-escape. If a character with supernatural speed has to be evaded to get<br />

to the only available exit, the escapee requires more supernatural speed than the ‘blocker’<br />

since he needs to go around him. It’s not possible to declare fair-escape using Celerity if the<br />

only exit is completely blocked: it usually takes two normal-sized characters to fully block a<br />

doorway in this fashion, since Celerity would otherwise allow the fl eeing character to swiftly<br />

wriggle by a slow single blocker. In combat turns, resolve movement of steps as normal and<br />

invoke Celerity fair-escape depending on your positioning in respect to any blockers.<br />

DOMINATE<br />

Some Kindred are capable of overwhelming the minds of others with their own force of<br />

will, infl uencing actions and even thoughts. Use of Dominate requires a character to capture<br />

a victim’s gaze. <strong>The</strong>refore, the Discipline can be used on only one subject at a time, and is<br />

useless if eye contact is not possible.<br />

Dominate does not grant the ability to make oneself understood or to communicate<br />

mentally. Commands must be issued verbally, though certain very simple commands (such<br />

as “Get out!” indicated with a pointed fi nger and a forceful expression) may be conveyed by<br />

signs at the Storyteller’s discretion. Telepathic communication does not function to issue<br />

commands. No matter how powerful a vampire is, she cannot force her victim to obey if<br />

she cannot make herself understood — if, for example, the victim doesn’t speak the same<br />

language, she cannot hear or the orders simply make no sense.<br />

Note that victims of Dominate might realize what’s been done to them. That is, they<br />

do not automatically sense that they are being controlled, but they might subsequently<br />

wonder why they suddenly acted as they did. Wise Kindred, especially those familiar with<br />

Dominate, are likely to fi gure it out very quickly, and few vampires take kindly to being<br />

manipulated in such a fashion. Most Kindred who develop Dominate are forceful, controlling<br />

personalities, and they can make an unsavory reputation for themselves if they use this<br />

Discipline wantonly.<br />

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