| |
This page was originally authored by Peter Wake.
This discipline involves the manipulation of the
Vampires' Blood and eventually the Blood of others, be it
mortal, Lupine or Cainite. By using this discipline the
Vampire is able to control aspects of his or her Blood to
behave in specific ways. Members of this discipline are
ones who seek power and control over others through superior
force. The members of the secret society of Inconnu are
rumored to have knowledge of this discipline, but none know
if they use it or not. The Sabbat recently has been rumored
to have found it through the diligent study of one of it's
splinter members, a scientist/occultist who makes Chicago
his haven. What the status of this and just how many know
this discipline are unknown. The Dark Trick is a powerful
discipline and should be used with care, it's teachings
appeal to the Beast more than anything else in all of us.
Vampires who use this discipline frequently are seen as
power hungry, insane individuals who exhibit behavioral
traits similar to the Malkavians in their quest for power.
A Vampire may speak in tones so low that normal
hearing can not distinguish actual speech. This speech can
be directed at another person, or Vampire, as to make just
that one person or close group hear what is being said to
them. The effect can even be centered inside someone, so
that the target listener feels as if his or her own
conscious mind is speaking to them. To notice the speaker
requires a Perception + Alertness (difficulty 6 if you are
the target, 9 if otherwise), and it is next to impossible
for another to hear what is being said (mortals can not hear
this unless they are the target, but Vampires may roll
Perception + Alertness at 8 to hear if they are in the
vacinity of the target). Shouting is not possible with the
Whispers, and only short sentences may be used. This power
can not be used in conjunction with establishing any
Dominate discipline over the target, although the subject
may believe that someone is talking to him or her (like a
conscious or God). There is no roll required for the
Vampire to use Whispers.
With this power the movements and actions of
the Vampire are smoothed and refined into an artist's
quality. If the Vampire is a dancer, then the leaps are
graceful and seem to last just a little longer then they
should, the dancer staying up in the air just a bit too
long. Reduce the difficulty of all performance target
numbers by 2 when any sort of grace or agility is concerned
to affect the outcome. If a musician or artist is using
this power, reduce all target numbers to perform or make a
painting/sculpture by one (these actions are not full body
as a dancers). Finally, a solo performance in a theater
like atmosphere may induce Awe (Presence Level One) if the
Storyteller thinks it is appropriate. This power requires
the use of one blood point.
This power simulates the legendary ability of
Vampires to rise into the air or disappear off of tall
buildings. The power, once used, is limited to that day and
that specific scene; the Vampire may jump off a bridge and
Levitate to the surface of the water, but after swimming
across the lake; may not then levitate again to the top of
the cliffs. Constant Levitation is not possible; if the
Vampire looses concentration (roll Willpower against Target
Number given to you by the Storyteller if it is appropriate)
or stops Levitating for any reason the Vampire falls.
Levitation in this manner can be used to gain some
horizontal distance while jumping from one building to
another, double the amount of dice available for running
jumps as long as the height of the object you are jumping to
is less then the one you are jumping from. You may not
levitate sideways, only up and down. This power costs one
blood point to use. You may carry more then your own body
weight at the expenditure of one extra blood point for each
mass beyond your own; for instance if you wanted to Levitate
while holding a beautiful woman in your arms you would first
have to be able to physically pick her up (roll strength)
and then expend two blood to levitate up to the overhead
balcony. Because of the concentration required to use this
power, no action is allowed either while moving or
immediately after (jumping off a building and then shooting
a foe when you arrive at the pavement isn't allowed, it
takes too long for one action). If it is dark (which it
constantly is in Vampire) or if the environment is hazardous
to movement (like a rain of bullets or a storm) then the
Storyteller may ask you to make a Wits + Athletics roll
(difficulty from 2-9) to reflect the conditions of your
landing correctly. Three successes is usually needed to
land, if you don't make it then you crash prone and loose
your action for the next round.
This power prevents Kindred and the
like from using blood in any way for the duration of the
combat. The Vampire using this rolls Manipulation + Occult
against the targets Willpower (Iron Mind does not affect
this because it is not a Domination ability) and expends one
blood point. If the Vampire gets at least three successes,
then the target is prevented from using blood (but not
drinking it). Additional successes increase the time
effectiveness of the Sealing, each one is an extra minute
that the target can not use blood. If the Vampire botches
this roll then the target can Never be sealed until the
Vampire lowers his or her generation.
This grants the Vampire the ability to maintain
controlled flight. All the Vampire does is to expend three
blood points. The Vampire then lifts off the ground to a
height he or she wants and fly's towards a destination. The
Flight ability allows for minor correction to avoid large
passenger air planes, birds and the like, but not bullets or
spears. The Vampire may continue to fly as long as he or
she likes, but may not fly for more then 24 hours. Speed
is comparable to that of a sports car (safe 100, unsafe
190), and at speeds greater than that the Storyteller may
require a remain conscious roll (Stamina) against a
difficulty of 6-10 to reflect the inherent dangers of
reckless speed. An unconscious Vampire striking the earth,
building or such suffers twice the amount of wounds as if
they had fallen from a height equal to the speed they were
traveling. For example, Bob the Vampire takes off after a
leer jet and blacks out while traveling at 200 MPH. Bob
falls to the ground (or grinds along the runway if that it
appropriate) and has to soak as if he fell 400 feet off a
building (40 floors, Cainites) which is the max 10 health
levels. As flying is an unsteady base, increase all
applicable difficulties by 2 while in the air. Controlled
crashing, like through a window or door, grants the Vampire
5 extra dice to roll along with Strength (don't forget to
add Potence), and damage to the Vampire is up to the
Storyteller's disgresion (see the chart on page 193 of the
Handbook to get an idea of what force we are talking about).
Any physical attack upon the target
by the Elder Vampire causes the target to loose blood as it
sprays from his or her body. The amount is double the
damage left unsoaked by the target, to a maximum of 10
blood. If the hit does no damage or the target successfully
resists all physically damage, then the target looses the
minimum of 3 blood.
The Elder Vampire may spend 5 points
of blood and heal an aggravated would at any time, in
addition to taking an action. This can be done as may times
as the Elder rolls Stamina + Occult (difficulty 6). One
failed, the Elder must rest one day to use this power again.
This allows the Elder Vampire to project his
or her thoughts into another being to cause damage. The
Elder rolls Manipulation + Occult and must see the target.
Difficulty is the target's Stamina if the Elder's Willpower
is higher, target's Willpower if it is not. Each success
indicates one normal wound done to the target, resisted
normally with Stamina + Fortitude.
When any Kindred who is successfully
targeted by this power burns blood it instead goes to you.
Target difficulty is Willpower (roll Manipulation + Occult).
Must be line of sight. It is possible for the Elder to
drain corpses and other bodies this way without being near
them, although the nature of this power being used is
incredibly obvious. One blood is used per target, and there
is no limit as to the number of targets as long as they are
with in line of sight.
For every blood point you spend, do 1
aggravated wound of fire damage to a target (house, Vampire,
object, ammo clip, etc.). There is no roll needed to use
this power unless the target can not be seen clearly (or at
all), then a Perception + Alertness is required based on the
Storyteller's disgresion. This damage is resisted by
Fortitude (9).
The Elder Vampire may immobilize a target by
rolling Intelligence + Occult against Stamina. Three
success are required, and any additional success immobilizes
the target for 10 minuets per success. The target is
physically unable to move, and this will kill any mortal in
1 minuet (heart stopped), but will not adversely affect
Vampires in the like manner. The target may expend
Willpower to counter the successes of this power, and once
done the power can not be used again on that Vampire. This
requires one blood to use.
This power allows the Elder Vampire to
stop the physical mechanical movements of objects around
him. Objects must not weigh more then the character can
left. Thus, guns will not work, cars do not start, bullets
cease to move. This provides absolute protection from
moving things in a 20 foot radius around the caster. The
Elder has absolute control over the things moving, and can
send bullets back to targets, or strike different ones.
This requires expenditure of 5 blood. Any amount of damage
can be inflected by force of will, up to 10 dice normal.
More then one "thing" can be controlled at one time, for
instance, the Vampire using Khayman's Purpose may stop the
beating of the hearts of all mortals in a 20 foot radius
around him or her. This causes death in 5 minuets to the
subject. Other examples apply.
This power allows the user to
completely ignore normal needs for blood. The Elders blood
becomes so potent that 5 days may pass with out the need to
use blood to feed on. The Vampire need not sleep nor hunt,
and makes all rolls versus any terror at double the amount
of dice. The Master of the Blood can compress actual liquid
blood into forms that can be stored and handled. For
example, the Elder may change the 5 gallons of blood in a
vase into the vase its self. The vase would then be able to
hold the blood indefinitely. Breaking the object that the
blood is in does not destroy it, although the pieces will
contain less blood then the original as a whole. The Elder
may choose to meld into this blood soaked object at will, by
merely coming into contact with the object that has been
properly prepared with holding blood. At least one blood
point must be in the object. The Elder looses all blood
currently in his or her body while in the object, and has as
many blood as the object has in storage. The Vampire may
use this blood normally. It takes 10 blood to reform his or
her body to exit this state, and the Vampire will have 10
blood. While in the object, the Vampire can not be harmed
by any means short of total destruction of the object.
Not much is known about this power,
for it is only rumored to exist. Older sages of the
Vampiric Lore have pointed to obscure references in Biblical
text of the existence of a entity that may travel through
space and time, that takes on the forms of the Apocalypse
Horsemen. No one knows if this is true, but also no one
knows of a Vampire old enough to have possessed this level
of the Dark Trick.
Legal Stuff
The books and movie Interview with a Vampire, the Vampire Lestat and the Queen of the Damned is copyright Anne Rice. The characters of Lestat, Louis, Armand, and the others detailed above were created by Anne Rice.
This supplement is an entirely unofficial use of the material contained within the film and novels that inspired it and is not
intended as an official or profit making venture in any way, shape or form. Likewise, these rules take the White Wolf Game Systems
Roleplaying game, Vampire: The Masquarade as their base. Again, use of these rules are unauthorized, and no infringement is intended.
This supplement is not affiliated to either Anne Rice or White Wolf Games Studios in any way and should not be
viewed as such. This supplement may be freely distributed on the Net but is, under no circumstances whatsoever, to be sold for
profit.
This page was originally authored by Peter Wake and is maintained by Patrick Halverson.
|
|