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

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

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diablerist being summoned into a known gathering place of Kindred, or a mortal enemy of<br />

the Lancea Sanctum being summoned to a visible group of sanctifi ed Inquisitors.<br />

If a Willpower point is spent and a Composure + Blood Potency draw is made for a subject<br />

to resist this power, as explained on p. 176, any success defi es a summons for a whole night,<br />

not just a turn or a scene.<br />

Cost: 1 Vitae<br />

Test Pool: Manipulation + Persuasion + Majesty versus subject’s Composure + Blood<br />

Potency<br />

Action: Instant<br />

Draw Results<br />

Failure: <strong>The</strong> character loses or ties the contested draw. <strong>The</strong> subject remains unaware of<br />

the Summoning, and nothing happens.<br />

Success: <strong>The</strong> character wins the contested draw by getting the most successes. Complete<br />

success brings the subject as quickly as possible within the space of one night, without questioning<br />

the motivations or origins of the summons.<br />

••••• SOVEREIGNTY<br />

One of the most potent of all Kindred abilities, Sovereignty augments the power of a<br />

vampire’s personal deportment to incredible levels. <strong>The</strong> newly empowered mien inspires devotion,<br />

respect and fear in those who stand in the vampire’s proximity. <strong>The</strong> weak-willed (and<br />

cunning) supplicate themselves for the chance to serve, and the stout of heart fi nd themselves<br />

at a loss to do anything but acquiesce. Sovereignty’s power infl uences decisions, breaks hearts,<br />

cripples confi dence and shakes the ambitious to the foundations of their determination.<br />

<strong>The</strong> vibe the vampire gives off makes others quick to surrender, and the thought of risking<br />

his displeasure quails even the heartiest souls. Raising one’s voice to a sovereign Kindred seems<br />

unthinkable; aggressing upon him seems impossible. This power is a terrifying thing to behold,<br />

and a diffi cult thing to rein in once it’s let loose. Elders are wise not to abuse it or use it too<br />

fl ippantly, as its power is most effective when used both sparingly and exactingly. Despite its<br />

mighty prowess, Sovereignty is a fi nely honed tool — a scalpel, rather than a sword.<br />

Cost: 1 Willpower per scene<br />

Test Pool: Presence + Intimidation + Majesty versus Composure + Blood Potency.<br />

Action: Instant to activate; contested, and refl exive<br />

Roleplaying: <strong>The</strong> user must employ the standard hand gesture for “Imposing Presence”<br />

when this power is fully active. Those under the sway of Sovereignty should roleplay awe and<br />

deference toward the user. Even hated rivals show respect and cannot so much as speak ill of<br />

the vampire unless they resist as outlined.<br />

Sovereignty is considered “always active” during scenes in which it is invoked, though it<br />

may be turned off at the Kindred’s discretion. Activating the power requires an instant action.<br />

Its capacity is tested whenever somebody challenges the Majesty user. When the power<br />

is at its “normal” level, people can speak freely around the vampire as long as they don’t try<br />

to openly defy or criticize him, though their demeanor is marked by an obvious obeisance to<br />

the Kindred invoking Sovereignty. Anyone wishing to attack the vampire, however, whether<br />

physically, mystically or socially, calls the user’s Sovereignty into question. A refl exive and<br />

contested draw is made for presiding vampire and would-be attacker.<br />

Note also that, unlike other uses of Majesty, Sovereignty may not be overcome with the<br />

expenditure of a Willpower point and success on a Composure + Blood Potency draw (see p.<br />

176). <strong>The</strong> power is defensive and overwhelming, and it must be countered by a determined<br />

foe as described here.<br />

180<br />

chapter two: character

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