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

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devotions<br />

Action: Refl exive<br />

Any time the character wishes to observe, follow or examine something that moves too<br />

quickly to follow with normal sight, the player may add +5 to a Wits + Composure test pool<br />

while this Devotion is active. (Especially fast-moving or small items might impose a penalty of<br />

-1 to -3 on the draw, at the Storyteller’s discretion, for a net +2 to +4 bonus.) Quicken Sight<br />

lasts for the duration of a scene.<br />

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

TOUCH OF DEPRIVATION (AUSPEX ••••, DOMINATE ••)<br />

With a simple touch, the Kindred can temporarily shut down one of a victim’s fi ve senses.<br />

This Devotion is most frequently used as a combat or interrogative tool to blind or deafen a<br />

subject, but it can just as easily be used to negate one of the other senses. In fact, a vampire<br />

who is immune to pain does not suffer wound penalties, so some Kindred have been known<br />

to use this power on their allies in a crisis.<br />

Cost: 1 Vitae<br />

Test Pool: Intelligence + Medicine + Auspex versus Resolve + Blood Potency (if the subject<br />

is unwilling)<br />

Action: Contested; instant if the subject is willing<br />

<strong>The</strong> character must touch the subject (see “Touching an Opponent” in the Mind’s <strong>Eye</strong><br />

<strong><strong>The</strong>atre</strong> rulebook, p. 217) or an unarmed attack might be made. Once contact is established,<br />

the contested draw is made if the subject is resistant. If the player gets the most successes,<br />

the vampire chooses which of the fi ve senses is negated. <strong>The</strong> victim goes blind, deaf or is<br />

otherwise impaired. If an equal number of successes is drawn or the subject gets more, the<br />

power has no effect. This effects of this power last for a scene. (See “Fighting Blind” in the<br />

Mind’s <strong>Eye</strong> <strong><strong>The</strong>atre</strong> rulebook, p. 227.)<br />

If the vampire possesses a higher Auspex than the subject, she may negate a supernatural<br />

sense (such as <strong>The</strong> Spirit’s Touch), rather than one of the mundane fi ve.<br />

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

VERIDICAL TONGUE (DOMINATE ••, MAJESTY ••)<br />

With this power, a character is able to sift through the tide of Kindred lies by rendering<br />

one subject unable to speak anything but the entire truth as he knows it. Lies cannot escape<br />

his mouth, nor is his tongue able to utter them. Targets may choose to remain silent, of<br />

course, but when they speak, they simply can’t lie, even by omission. <strong>The</strong> subject must be in<br />

the Discipline’s user’s presence when this power is invoked.<br />

Cost: 1 Vitae<br />

Test Pool: Presence + Subterfuge + Majesty – Composure<br />

Action: Instant<br />

If the draw is successful, the target must speak the truth for a number of minutes equal<br />

to the successes gained. He may choose not to speak at all, but silence often equates to guilt<br />

among the Kindred.<br />

This power costs 12 experience points to learn.<br />

215

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