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The vampire may see in the dark. When she is using this power, her eyes glow
red. This change takes one turn to complete.
By spending one blood point, the vampire may grow one-inch claws on her fingers,
which do aggravated damage. This change takes one turn to complete.
By spending one blood point, the vampire may sink into the ground, gaining
shelter from sunlight. This only works on earth; this power may not be used
on concrete, asphalt, or even earth under a linoleum floor.
By spending one blood point over three turns, the vampire can transform into
a wolf or a bat. This may also be done by spending three blood over one turn,
if the vampires generation allows it.
By spending one blood point over three turns, the vampire can transform into
a mist. This mist may not be separated by wind, but it can be moved by it,
and Potence must be used to resist being blown around. This may also be done
by spending three blood over one turn, if the vampires generation allows
it.
The vampire may survive and function in a particular extreme environment,
such as extreme cold, underwater, etc. The environment in which the vampire
may exist is chosen when she learns this power, and may not subsequently
be changed.
The vampires skin, while retaining its usual flexibility, is as hard as
stone, and she will take only half-damage (round down) from everything except
fire and sunlight.
The vampire may move around in the earth, as if swimming in it. Chases under
earth may be resolved by both parties making Strength + Athletics rolls.
By pulling some flesh from the back of her mouth, the vampire may summon
a three-inch-tall copy of herself, which has a personality that is a warped
version of her own. This creature lacks disciplines, will die if it runs
out of blood or suffers two levels of aggravated wounds, burns one blood
point per hour, and may hold three blood points at a time.
By spending a blood point, the vampire can become insubstantial. The
vampires appearance doesnt change, she can move as if real, she is not
affected by gravity or wind, and she may pass through solid objects.
The vampire may move at an inch per minute, even if she is staked, or would
otherwise be unable to move.
The vampire may split into two weaker versions of herself, unless one of
her attributes is at zero. For each new replicant, all attributes are reduced
by one, and blood pool and the amount of blood that can be spent are each
halved. Unless the character has the appropriate Auspex powers, there is
no communication between them beyond intuition. The two characters may reunite
by touching, but this is quite nauseating for others to watch.
By spending three blood points, the vampire may turn into a nearly invulnerable
fireball, and may remain in this state by spending two blood points per turn.
If a target is touched by it, she takes aggravated damage (difficulty 9,
wounds of two on resistance roll). If a vampire looks at the vampire for
more than one turn, they will be blinded for one hour. The vampire is
invulnerable to all physical attack, and sunlight will only hurt her if she
botches a Stamina roll, difficulty 6.
Legal Stuff
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All rights reserved.
This page is an entirely unofficial use of the Vampire: The Masquarde and A World of Darkness gaming materials published by White Wolf Publishing, Inc. and not intended as an official or profit making venture in any way, shape or form. Although the use of these concepts, rules, etc., is unauthorized, no infringement is intended. This page is not affiliated with White Wolf Publishing, Inc. in any way and should not be viewed as such. This page are freely available for viewing and personal use, but are, under no circumstances whatsoever, to be sold for profit.
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