Disciplines

Clash of Wills

Lorsque deux Disciplines s’opposent, tous les vampires dans le Clash roulent Blood Potency + Discipline en utilisation. Le plus haut résultat gagne. Si nous obtenons une nulle, on roule de nouveau, jusqu’à l’obtention d’un gagnant.

Animalism

Brièvement:
Niveau 1 et 2 se fondent ensemble pour devenir Niveau 1. On parle au animaux, et avec assez de succès, on leur donne des ordres.
Niveau 2: On se crée un familier à partir d’un animal mort, qui nous obéit presque parfaitement.
Niveau 3: On asperge son Sang sur quelque chose ou quelqu’un, les animaux en sont obsédés et voudront le dévorer/détruire.
Niveau 4: On conserve le même qu’avant (ma décision)
Niveau 5: On asperge son sang dans un endroit pour en devenir le souverain pendant un nombre de semaines.

Auspex

Auspex devient maintenant une perception subjective passant par la Bête, plutôt que de sens extra-sensoriels (quoique les niveaux les plus élevés relèvent encore de ceci)
Niveau 1: La Bête permet de ressentir le danger ou la faiblesse dans son environnement immédiat. C’est une utilisation subjective, mais fiable.
Cost: The first use in a scene is free, but subsequent uses in the same scene cost 1 Vitae each; it is tiring for the Beast and it needs to be fed.
Dice Pool: Wits + Empathy + Auspex
Succès: Peut poser 1 question
Succès Exceptionnel: 2 questions.

Exemples:
• Who here is the most likely to give me what I want?
• Who/what here is most likely to lapse into violence?
• Who here is most afraid?
• Who/what here is most likely to hurt me?
• Who here is closest to frenzy?
• Is a vampire here using Auspex 5, or ghosts?

Auspex 2:
Semblable à Auspex 1, mais dirigé vers un individu spécifique:
Cost: Varies; the first use in a scene is free, but subsequent uses against the same target that scene cost 1 Vitae each.
Dice Pool: Intelligence + Empathy + Auspex
Chaque succès donne droit à une question.
Exemple de questions:
• What is this person’s mood?
• What is this person afraid of right now?
• What is this person’s Clan/Dirge/Vice?
• What is one of this person’s psychological vulnerabilities?
• Is this person a diablerist?
• Is this person being controlled by someone else?
• Is this person a supernatural creature — and if I have seen them before, what is she?
• Who here does this person want to hurt most?
• Has this person frenzied tonight?

Niveau 3, 4 et 5 demeurent identiques.

Celerity

Effet persistent: On ajoute Celerity à la Defense, et au jet de Full Dodge. Cette Defense additionnelle s’applique aux attaques de Firearms. Le vampire doit être conscient qu’il est sous attaque imminente.

Effets actifs: La dépense de Vitae permet de choisir un effet instantané. Aucun de ces effets ne peut être invoqué plus d’une fois par tour, mais plusieurs effets différents peuvent l’être si la Blood Potency le permet:

• Se mettre immédiatement en tête d’Initiative pour le tour. Si plus d’un vampire utilise cette option, un Clash of Wills a lieu pour déterminer le premier.
• Interrompre une action en court avec sa propre action. Ceci peut être faire sa propre attaque, un désarmement, une Discipline, un Full Dodge, un mouvement pour se cacher, etc. Un mouvement de cette façon n’est qu’un mouvement normal, à moins de dépenser de la Vitae pour bouger plus vite. Cette utilisation permet d’agir, et la personne interrompue doit quand même procéder à la même action. Une victime qui perd son action peut déclarer un Échec Dramatique et obtenir un Beat. Évidemment, le personnage doit être conscient de l’action qui s’apprête à être posée pour l’interrompre. Finalement, cette utilisation de Celerity ne peut être faite un nombre maximal de fois par scène égal au total de point de Celerity.
• Multipliez sa Speed d’un facteur de Celerity +1 point. Cette rapidité donne une réelle impression que le vampire ne traverse même pas l’espace entre les deux points.

Dominate

Niveau 1: Mesmerize. Essentiellement identique qu’auparavant.
Cost: None
Dice Pool: Intelligence + Expression + Dominate vs. Resolve + Blood Potency
Succès: Le vampire inflige la Condition : Mesmerized.
Succès Exceptionnel: Inflige la Condition: Mesmerized et peut donner un ordre le même tour.
Une fois hypnotisé, l’ordre qui peut être donné subséquemment se résume à quatre mots. Ceci peut inclure d’oublier la présence du vampire. L’effet est très évident socialement et facilement identifiable comme anormal.

Niveau 2: Command (Iron Edict). Essentiellement identique, aussi.
Cost: 1 Vitae (sauf si en Vinculum)
Doit être fait sur une victime Mesmerized.
Dice Pool: Aucun
L’ordre qui peut maintenant être donné peut comprendre jusqu’à trois énoncés complets. Chaque énoncé prend deux tours à implanter. Les ordres peuvent être suivis jusqu’à la fin de la nuit. La victime obtient la Condition: Dominated.

Niveau 3: Forgetful Mind. Essentiellement pareil (ma décision).
Cost: 1 Vitae
Doit avoir infligé Mesmerized sur la victime.
She can create memories of events from nothing, erase memories of an event or person, or change the people, events, and location of existing memories to serve her purpose. As part of this alteration, she inflicts a persistent Condition on the victim. If she deletes a broad swath of memories, the victim receives the Amnesia Condition (p. 301), otherwise he takes the False Memories Condition (p. 303). The vampire has to speak with her victim, describing the changes she wants to make to his memories. Crude alterations — deleting a swathe of his past, or replacing his wife’s face with the vampire’s in all his memories — take about a minute to describe, but more detailed changes can take quite a bit longer. When changing memories or creating new ones, the vampire can create the factual content of the memory, but the victim’s thoughts and feelings remain out of her control. She can create an environment that makes him predisposed to certain reactions, but she can’t force him to love a son she’s just invented. The vampire’s changes are permanent, unless she used Entombed Command to only reveal them on a trigger.

Niveau 4: Entombed Command
Cost: None; other Dominate powers may cost Vitae.
Dice Pool: Intelligence + Subterfuge + Dominate – victim’s Resolve
Requirement: The vampire must have inflicted the Mesmerized Condition on the victim
Action: Instant
Duration: One week per success, or one month per success (see below).
Roll Results
Dramatic Failure: The vampire’s attempt to set up a trigger backfires. The victim loses his Mesmerized Condition. For the next week, when he encounters one trigger that the vampire attempted to set he instead gains the Steadfast Condition (p. 306).
Failure: The attempt to set triggers in the victim’s mind doesn’t take. Is he fighting back, or is there another reason?
Success: The vampire can implant a number of subconscious triggers equal to the number of successes rolled to trigger specific effects of other Dominate powers. She must pay any Vitae cost for these powers as normal. These triggers remain in place for one week per success, or one month per success if the victim is in any stage of Vinculum towards the vampire. During that time, the effects of the trigger emerge each time the victim encounters the stimulus.
Exceptional Success: The vampire’s commands slip into the victim’s subconscious with ease. Reduce the Vitae cost by one when implanting Iron Edict and The Lying Mind.
Each trigger is a specific event or sensory stimulus that causes the linked effect to emerge. The vampire must pay any Vitae cost for other Dominate powers, but only need do so once to attach that power to any number of triggers. Using Iron Edict in conjunction with Entombed Command to force a man to show up at a nightclub when he argues with his wife, and making him fill a USB stick with sensitive information from
his workplace all costs only one point of Vitae. Describing both the trigger and its specific effect on the victim takes about two turns per trigger. Other Dominate abilities work as follows when channeled through Entombed Command: • Mesmerize: The victim gains the Mesmerized Condition when he encounters the trigger. If the vampire isn’t present to capitalize on his state, the effects soon fade. • Iron Edict: When the victim encounters the trigger, he immediately gains a Dominated Condition relating to the imprinted command. As he is entirely under the vampire’s sway when Dominated, he does not encounter other triggers until he resolves the Condition. • The Lying Mind: The trigger serves as a switch for memory alteration. Encountering it once causes a memory to emerge (or to vanish), while encountering it again reverses the change.

Niveau 5: Possession (même affaire)

Majesty
Niveau 1: Awe (quelques changements)
Cost: None
Dice Pool: None
Action: Instant
Duration: Scene
Durant la scène, le vampire ne peut pratiquement pas faire de faux pas socialement. En tant que centre d’attention, il ajoute ses points de Majesty à tout ses jets de Presence envers les gens autour de lui. Aussi, le vampire impose sa Majesty en pénalité à tout jet de Wits+Composure afin de remarquer quelque chose autre que sa personne. Finalement, il peut inviter toute personne captivée par sa présence à venir le rejoindre, non pas mystiquement, mais en choisissant de l’inviter de façon évidente.
Un vampire peut utiliser son Predatory Aura pour résister Awe. Aussi, seulement un vampire peut commander une telle attention à la fois. Deux utilisateurs de Majesty (ou plus) doivent ’affronter dans un Clash of Wills.

Niveau 2: Confidant (essentiellement pareil)
Cost: None
Requirement: The vampire must use Awe on the victim.
Dice Pool: Presence + Empathy + Majesty vs. Resolve + Blood Potency
Action: Contested; resistance is reflexive
Succès: Le vampire inflige la Condition: Charmed.
Succès Exceptionnel: La Condition dure un nombre de nuits plutôt que d’heures selon la Condition.

Niveau 3: Green Eyes (essentiellement pareil)
Cost: 1 Vitae
Requirement: The vampire must have inflicted the Charmed or Enthralled Condition on the target.
Dice Pool: None
Action: Reflexive
Duration: Scene
La victime devient obsédée par le vampire. Une victime ainsi Charmée fera n’importe quoi pour le vampire – donner son argent, sa maison, tuer sa femme, et n’importe quel autre acte dépravé, tant et aussi longtemps que ceci ne met pas sa vie en danger ou ne vient pas dépasser les limites morales les plus repoussées de la victime.
Le vampire peut également changer le focus émotionnel de ses victimes avec 1 Vitae. Si plusieurs personnes dans son entourage sont affectées par Green Eyes, il peut imposer le changement émotionnel à toutes ses victimes avec un seul Vitae.

Niveau 4: Loyalty (changement; Summon est maintenant une Devotion)
Cost: 2 Vitae
Requirement: The vampire must have inflicted the Charmed Condition on the target.
Dice Pool: Manipulation + Empathy + Majesty vs. Resolve + Blood Potency
Action: Contested; resistance is reflexive
Roll Results
Dramatic Failure: Something sets the victim on edge, some discordant note forces her to rethink her affection for the vampire. She immediately resolves the Charmed Condition.
Failure: Though the victim remains devoted to the vampire, her loyalty does not flare into fanaticism.
Success: The vampire inspires burning loyalty in the victim. She’d do anything for him, giving up her blood or organs — or taking a bullet for him. The victim gains the Enthralled Condition.
Exceptional Success: The Enthralled Condition lasts for one week per dot of Blood Potency.

Niveau 5: Idol (ta yeule, j’ai Majesty)
Cost: 2 Vitae and 1 Willpower
Dice Pool: None
Action: Reflexive
Duration: Scene
Anyone affected by the vampire’s Awe must make a reflexive roll of Resolve + Blood Potency minus the vampire’s Majesty dots in order to take an action that could harm or embarrass the vampire in any way. Si une des personnes affectées a la Condition: Enthralled, elle ne peut utiliser de points de Willpower pour opposer le vampire.

Nightmare

Niveau 1: Monstrous Countenance
Cost: None
Dice Pool: Presence + intimidation + Nightmare vs. Composure + Blood Potency
Action: Instant
Duration: Scene
Dramatic Failure: Something goes wrong. Though the victim sees visions of his fear made manifest, he stares them down. He regains a point of Willpower.
Failure: The victim’s fear troubles him, but he doesn’t flee.
Success: The victim gains the Frightened Condition (p. 303). If the vampire activates Dread Presence, she can designate herself as the source of the victim’s fear.
Exceptional Success: The vampire gains a vision of precisely what the victim is so afraid of. While this has no mechanical advantage, it gives her something else to exploit.

Niveau 2: Dread
Cost: 1 Vitae
Dice Pool: Manipulation + Empathy + Nightmare vs. Composure + Blood Potency
Action: Instant, Contested
Duration: Scene
Success: Keep success roll. Affects all within BP times 3 yards. Add Nightmare to Intimidation rolls. Inflict -2D to all affected by the effect. Effect ends if the vampire attacks, uses a Discipline or performs Dodge.
Exceptional Success: Affected people also lose 1 Willpower.

Niveau 3: The Grand Delusion
Cost: 2 Vitae
Dice Pool: Manipulation + Empathy + Nightmare vs. Composure + Blood Potency
Action: Contested
Duration: 1 night
Dramatic Failure: Vampire gains Condition: Delusional for the scene, delusion being what she sought to inflict
Failure: The delusion sparks behind the victim’s eyes, but then gutters and dies.
Success: All it takes is a few words, and the victim suffers the Delusional Condition (p. 302). The vampire defines his exact beliefs, but can’t control his reaction to these beliefs, nor can she inspire a delusion that would make the victim homicidal or self-destructive. She can force someone to believe that his friends hate him, but not that he must attack them. The delusion lasts for a night.
Exceptional Success: The vampire sparks intense delusions
in the victim. The delusion lasts for three nightsper point of her Blood Potency.

Niveau 4: Waking Nightmare
Cost: 1 Vitae
Dice Pool: Presence + Empathy + Nightmare vs. highest Composure + Blood Potency in group
Action: Contested; resistance is reflexive
Duration: Scene
Dramatic Failure: The vampire starts to hallucinate, perceiving something that only she can see that terrifies her. She must immediately roll to resist frenzy.
Failure: The victims do not hallucinate, or it does not particularly affect them.
Success: The vampire inflicts a single hallucination — a change or addition to what is currently present in the scene — on her victims. The hallucination lasts for a scene.
Exceptional Success: The victims suffer the vampire’s version of reality for a full night.

This terrible hallucination manifests to all senses, though it generally can’t change more than a single person, object, or feature of the location. She could invert the colors in a building, create a shambling monster that stalks her victims, or give herself a nightmarish appearance. The Storyteller should work with the player to determine how big a change the vampire can
make. Once created, the Nosferatu can control how the vision reacts while it remains in her presence; once she has separated from her victims, her creation takes on a life of its own. The hallucination takes no effort to maintain, and will run its course even if the vampire meets Final Death.
Unleashing the fears of the Beast gives the hallucination the taint of nightmares, even if the Nosferatu doesn’t intend anything overtly horrifying. A doll’s eyes follow the victims around the room, that nice man has too wide a smile and it doesn’t touch his eyes, the gentle stream reflects the light wrong and something strange is swimming in it. Nightmare cannot create a pleasant image, though no matter how awful the hallucinations can’t cause actual harm or inflict significant pain. Alone, Waking Nightmare only affects one person. Used with Dread, it can affect any number of people affected by that power — though they all suffer the same
hallucination, and while they are together their perceptions remain roughly consistent.

Niveau 5: Mortal Terror
Cost: 1 Vitae and 1 Willpower
Dice Pool: Presence + Intimidation + Nightmare – victim’s
Composure
Condition: The vampire needs to have inf licted the Frightened or Delusional Conditions on her victim.
Action: Instant

Roll Results
Dramatic Failure: The victim faces his fears down and doesn’t back away. He gains a +3 bonus to resist Nightmare for the next week.
Failure: The victim’s heart skips a beat and he starts sweating badly, but he doesn’t falter.
Success: The fear reaction tears through the victim; he suffers one point of lethal damage per success. If he survives, he bears a permanent mark of coming through his fear — a nervous twitch, or a sudden streak of white in his hair — and takes the Broken Condition (p. 301). If the vampire activates Dread Presence, the victim also loses one point of Composure per success; these lost dots heal at the same rate as lethal damage.
Exceptional Success: The vampire can taste and savor the victim’s fear. If her victim dies, she regains a point of Willpower.

Obfuscate

Niveau 1: Touch of Shadow (identique)
Cost: None
Requirement: The vampire must touch the object he wants to hide; in the case of an unwilling victim, the vampire must roll to touch his opponent (see p. 177). The animal or object cannot have Size greater than the vampire’s own (but see Suggested Modifiers).
Dice Pool: Wits + Larceny + Obfuscate
Action: Reflexive
Duration: 1 Scene
Roll Results
Dramatic Failure: Something draws people’s attention to whatever the vampire wanted to hide. It’s the first thing they notice when they come onto the scene, and they want to find out more about it.
Failure: The object or creature doesn’t fade into the background.
Success: For the rest of the scene, people’s eyes slide off the object. People subconsciously register that the subject is present, but they’re not actively aware of it. If an observer is forced to deal with something affected by Touch of Shadow — being thrown into an occulted table or door, or bitten by an occulted dog — that observer can then recognize the subject’s existence. In order to notice the occluded object, observers must succeed at a reflexive Wits + Composure penalized by the vampire’s Obfuscate dots. A living creature affected by Touch of Shadow can see anything else that the vampire has Obfuscated without a roll.
Exceptional Success: The victim of this power doesn’t stand out to any observer, even if they’re looking at photographs or video featuring him when the power was active.
Suggested Modifiers
+/-1 to +/-3 Size differential from the vampire himself.

Niveau 2: Face in the Crowd
Cost: None
Dice Pool: None
Action: Instant
Duration: Scene
For the rest of the scene, people’s eyes just slide off the vampire; he’s just “some guy,” average height and build, average hair, average clothes. Unless the vampire’s doing something to draw people’s attention — pulling a gun, or screaming at people — or he’s in a place where someone doesn’t expect anyone else to be, everyone around him ignores him. They don’t care what he’s carrying; he could walk down the street with an assault rifle strapped across his back or a body slung over his shoulder. If the vampire is violent towards someone — if he punches someone or starts feeding in a crowded subway station — his victim will automatically notice. If he’s doing something that would draw attention, including but not limited to being violent, everyone around him notices. The vampire’s predatory aura seemingly disappears, so that other vampires can’t sense it.

Niveau 3: Cloak of Night (coûte maintenant 1 Vitae; peut cacher autrui, comme pour se nourrir)
Cost: 1 Vitae
Dice Pool: intelligence + Stealth + Obfuscate
Action: None
Cloak of Night increases the effect of Face in the Crowd and Touch of Shadow. At its most basic, the vampire can now use Touch of Shadow on other people in his presence. Even if the victim strikes someone, only the person she hits will notice her; everyone else must roll to notice her (see below). The vampire can also spend an extra point of Vitae when activating Face in the Crowd or Touch of Shadow to vanish completely. Rather than being overlooked or just an “average presence,” the vampire instead completely disappears. People can no longer notice his presence. A sadistic vampire can use Cloak of Night to make his victim vanish in a crowded street, then feed with impunity while his victim cries out, never knowing why people do not help her. Open combat, however, will always reveal the vampire; disappearing from sight during combat can only be done on the vampire himself, never others.
Canny or knowledgeable observers can follow the vampire by incidental signs of his passing — disturbed smoke, gaps in crowds, and the like. An observer rolls Wits + Composure – the vampire’s Obfuscate dots as an extended action. Each roll takes one minute, and the observer must roll more successes than the vampire’s Wits + Stealth + Obfuscate.

Niveau 4: The Familiar Stranger (pareil)

Niveau 5: Oubliette
(Cloak the Gathering est maintenant une Devotion)

Protean

Niveau 1: Unmarked Grave (Earth Meld/Haven of Soil)
Désormais, coûte 1 Vitae/pt de Durability si tu entres dans autre chose que de la terre

Niveau 2: Predatory Aspect
Cost: 1 Vitae
Dice Pool: None
Action: Reflexive
Duration: Scene
Avec 1 Vitae, la chair du vampire se transforme pour développer des aspects de prédateurs via sa Bête. Trois aspects peuvent être choisis. Ces aspects sont fixes, mais peuvent être changés pour 1 Vitae par aspect à modifier lorsque le vampire repose dans sa Unmarked Grave pour un jour et une nuit entière.
• Aquatic: Growing webbed hands or slick scales, the vampire can swim at the same Speed she can run on land.
• Extra Sense: The Kindred grows extra sensory organs, giving her tremor sense, echolocation, or some other sense that allows her to “see” without using her eyes. Using this sense, she has a 360-degree field of vision.
• Feral Senses: Taking on a hawk’s eyes or a dog’s sense of smell allows the vampire to hear heartbeats and see or smell blood as though her Blood Potency were two dots higher.
• Patagia: By growing a flap of leathery skin between her arms and torso, the vampire can glide — as long as she falls at least ten yards (ten meters), she can travel thirty yards (thirty meters) horizontally, and she takes no damage from the fall.
• Prehensile Tail: The vampire grows a long, prehensile tail. She can use it to grab things as though it were an extra arm, though it doesn’t have a hand and can’t be used for fine-motor tasks like unlocking a door or firing a gun.
• Quadripedal: Longer arms and shorter legs allow a vampire to run on all fours like a cheetah or wolf. When running on all fours, add +4 to her Speed and double all jump distances.
• Wall Crawling: The vampire grows hundreds of tiny insect legs, claws on his feet, or barbed hairs on his body that allow him to move freely across walls and ceilings without an Athletics roll.
• Barbed Hands: Pushing out tiny barbs on her hands and arms, the vampire can grab her opponents with incredible ferocity. Add her Protean dots to all grappling dice pools. When choosing the Damage move in a grapple, the vampire deals lethal damage. These barbs enable very gory feeding in the middle of a fight, tearing the victim’s skin as she bites him.
• Hooked Hands: The vampire’s hands grow great hooked claws and other unnatural appendages that allow him to dig through soil and rock at up to half his Speed.
• Horrid Talons: By growing giant fangs or serrated talons, the vampire can deal horrific damage to anyone who gets in her way. These weapons give a +2 lethal weapon modifier on all Brawl attacks, and armor piercing 2. The damage is lethal even to vampires.
• Rubbery Flesh: Warping her flesh into a rubbery substance and her bones into flexible cartilage, the vampire can stretch, condense, and contort her body in impossible ways. She can fit through almost any gap more than an inch (two centimeters) across. If the contortion requires a roll — such as squeezing through a drain cover while someone’s shooting at her — add the vampire’s Protean dots to her dice pool.

Niveau 3: Claws of the Wild (changement mineur)
Cost: 1 Vitae
Dice Pool: None
Action: Instant
Duration: Scene
Les griffes sont très grandes et évidentes. Elles ne peuvent pas être utilisées pour des manoeuvres de combat associées à des Merits. Elle inflige +0A, et Armor Piercing 3.

Niveau 4: Shape of the Beast
Cost: 2 Vitae
Dice Pool: None
Action: Instant
Duration: Indefinite
Le vampire peut se transformer en une sélection d’animaux rapace, rongeur, carnassier ou prédateur équivalente à son niveau de Protean. Il peut varier la grosseur de ces animaux de Size 1 à 7, et tout ajout à ses habiletés donneront +2 dés à son jet.
Afin de changer sa sélection d’animaux, il doit boire le sang d’un de ces animaux et dormir un jour et une nuit dans sa Unmarked Grave.

Niveau 5: Body of Mist (idem; coûte 3 Vitae)

Resilience

Effet persistent: On ajoute Resilience à la Stamina, et ainsi au total de Health du vampire. Pour toute attaque subit, le vampire peut downgrader un nombre de dégât Aggravé à Lethal équivalent à sa Resilience. Seul le soleil ne peut être contré de cette façon.

Effets actifs: La dépense de Vitae permet de choisir un effet réflexif instantané. Aucun de ces effets ne peut être invoqué plus d’une fois par tour (et ne dûrent qu’un tour), mais plusieurs effets différents peuvent l’être si la Blood Potency le permet:

• Réduire tout dégât de toute source non-spécifique aux vampires (“Bane”) avec son niveau de Resilience plus 1. Statistiquement, ceci fonctionne comme de l’armure. Ceci ne vient pas contrer le dégât esthétique que le vampire reçoit, toutefois. Il sera couvert de coupures, contusions et abrasions, mais ceci ne l’arrêtera pas.
• Imposer son niveau de Resilience en Defense additionnelle envers toute source de dégât qui blesserait de façon surnaturelle le vampire. Statistiquement, ceci fonctionne comme de l’armure. Ceci ne vient pas contrer le dégât esthétique que le vampire reçoit, toutefois. Un vampire ne subissant aucun dégât d’un édifice en feu émergera quand même des flammes avec une apparence calcinée. Cette protection ne s’applique pas au soleil, toutefois.—

Vigor

Effet persistent: On ajoute Vigor à la Strength de façon permanente. Le vampire doit rester conscient, toutefois, que cette force est d’apparence surnaturelle.

Effets actifs: La dépense de Vitae permet de choisir un effet instantané. Aucun de ces effets ne peut être invoqué plus d’une fois par tour, mais plusieurs effets différents peuvent l’être si la Blood Potency le permet:

• Invoquer Vigor pour rajouter ses points en bonus d’arme à tout jet d’Athletics, Brawl ou Weaponry lors de ce tour. Ceci impose un stress incroyable sur des armes: chaque point de Vigor qui excède la Durability de l’arme vient endommager sa Structure et pourrait la briser.
• Permettre au vampire de soulever et utiliser des objets autrement trop massifs comme armes. Une voiture, un rocher, une colonne ou un bureau sont de bons exemples. Si Strength + Vigor est équivalent ou excède le Size de l’objet, il peut l’utiliser comme arme improvisée contre un adversaire. Tout item Size 5 inflige du Lethal sur un humain; Size 10 est aussi Lethal pour un vampire.

Disciplines

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