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

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Like all Obfuscate-based powers, a façade created by Perfect Stranger does not appear on<br />

video equipment, nor will any apparent voice changes carry over on recording devices. Immediate<br />

observers using such devices are still fooled normally.<br />

Cost: 1 Vitae<br />

Test Pool: Intelligence + Subterfuge + Obfuscate versus Resolve + Blood Potency<br />

Action: Contested; resistance is refl exive<br />

A failure on this test means that no change takes effect, though the vampire is aware of<br />

this failure. Success means that the vampire is perceived as having the appearance she desires<br />

for the rest of the scene.<br />

Once fooled, an onlooker cannot attempt to pierce the vampire’s disguise again unless<br />

he does something that would betray his identity, in which case the subject may test Wits +<br />

Awareness + Auspex against the vampire’s own test pool.<br />

A character with Auspex can potentially see through this disguise, as per the normal rules<br />

for Auspex versus Obfuscate (see p. 159).<br />

Perfect Stranger lasts for one scene, until the vampire drops the façade or the disguise is<br />

prematurely dispelled somehow.<br />

This power costs 21 experience points to learn.<br />

ARCANE SIGHT (AUSPEX ••, CRUAC •)<br />

Those who know this Devotion have learned how to expand their mystical sight by incorporating<br />

rudiments of blood magic. Kindred with this power can use their Auspex to scrutinize<br />

the auras of objects, as well as people, and may glean information from the eddies of power<br />

that whorl through the world.<br />

Cost: 1 Vitae per scene<br />

Test Pool: Wits + Occult + Auspex<br />

Action: Instant<br />

Rather than sensing patterns of emotions as with Aura Perception, the user sees the ebb and<br />

fl ow of magical power. A Kindred possessing this Devotion can learn a variety of information,<br />

including the following: whether an object (or person) has any magic of its own or is currently<br />

under enchantment; whether the magic comes from the object or creature directly or from an<br />

external source; the nature of the magic (benefi cial, harmful, illusory); even detailed information<br />

as to the type and level of magic employed. Scrutinized individuals who are capable of<br />

any sort of magic (vampiric or otherwise) always glow with sparkling crackles of energy.<br />

Although this Devotion does identify sources of magic or items possessed of enchantments,<br />

it does not reveal magic effects in action (such as a magical fi reball or an illusion). Each success<br />

on the activation draw yields one piece of information from the list above about the magic<br />

in question. If use of this Devotion becomes reasonably common, the Storytelling staff may<br />

even place task cards labeled “Arcane Sight” on important items or locations, which can only<br />

be attempted by characters with this Devotion.<br />

This power costs 10 experience points to learn.<br />

BODY OF WILL (RESILIENCE •••, VIGOR •)<br />

Truly tough Kindred can call upon personal reserves of will to shore up their toughness in<br />

the face of adversity. By means of this Devotion, a vampire learns how to funnel his strength<br />

of will through his supernaturally altered form, allowing him to shrug off the deleterious<br />

effects of his wounds — for a time.<br />

Cost: 1 Vitae<br />

Test Pool: Composure + Athletics + Resilience<br />

Action: Refl exive<br />

212<br />

chapter two: character<br />

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