Chronicles of the Dark Metropolis

: Vampires :
: The Masteries : Vampire Powers :

Welcome to the darker world of Vampires. From here, you are likely working on your character Sheet for Novice Rank (Rank.2) or higher. All these powers below are open to All vampires regardless of their lineage. Selecting any of these will count as taking on one Active Power to your character, so please be sure you have at least one Active Power slot open for these!
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Telekinesis: The ability to move things with your mind. This is not a replacement for Flight, which is its own Power slot. Telekinesis can only move other objects and people, not oneself. Nor can Telekinesis move something because it is attached to yourself. [Roll: Willpower vs 6 + Target’s Resistance]
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Civilian (1 EP): When activated for the scene, the Vampire can move things that are up to 200 pounds or one person.
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Moderate (2 EP): When activated for the scene, the Vampire can move things that are up to 500 pounds or two people.
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Master (3 EP): When activated for the scene, the Vampire can move things that are up to 2 tons or up to 5 people.​​​
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Flight: Flight allows you to push against the gravitational force of the earth and take to the skies. As one grows in their power, so too do the limits they can reach to the sky. [No Roll needed for activation.]
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Civilian (1 EP): You can hover up to 10 meters off the ground and travel within a 10 meter radius for the scene.
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The Vampire may make Melee Attacks while in Flight.
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Making any other attack action ends the flight.
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Activating another ability ends the flight.
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Moderate (2 EP): You can hover up to 20 meters off the ground and travel within a 20 meter radius for the scene.
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The Vampire may now make Ranged and Melee attacks while in flight.
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Activating another ability ends the flight.
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Master: (3 EP): Unrestricted flight. The Vampire may move beyond 20m to perform a Flee action.
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The Vampire may now make Ranged, and Melee attacks while in flight.
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The Vampire may make Basic Magical Ranged attacks while in flight.
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When making a Flee Action the vampire gains +1 Edge to use on the action.
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This Edge may not be pooled and will be lost at the end of turn if not used.
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Mind-Melding: Merge your thoughts with another’s mind, allowing you to communicate telepathically or share memories and emotions. This can also be used to control the actions of the other person at the highest levels. This power can never be used on a group of individuals. [Roll: Willpower vs Target’s Intelligence]
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Civilian (1 EP): Able to share own thoughts with another and read memories of others through physical contact. Memories appear to you as a tapestry of images.
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Success: Target takes +1 Mental Damage. Memories are read as described.
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Failure: Memories are a jumbled mess with no sense of time. Power may not be used against the target again for the remainder of the encounter.
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Botch: Target may project false memories. Power may not be used against any target again for the remainder of the encounter.
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Moderate (2 EP): Able to manipulate memories of a Target through eye contact. Memories may be erased temporarily and recovered through other means later.
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Success: Target takes +1 Mental Damage. Caster may read and choose which memories to be erased at their leisure.
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Failure: Memories may be hazy, but none are erased. Power may not be used against the Target again for the remainder of the encounter.
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Botch: Same as Failure, but the Target becomes aware of your tampering. Power may not be used against anyone for the remainder of the encounter.​
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Master (3 EP): Able to experience the memories of others as though they were your own. Siphoning memories is dangerous and does physically harm the Target. At this level, the Vampire can completely erase the Target’s memories, or shut down their neural network, leaving them nearly vegetative. This power does NOT kill, but can result in incapacitation and permanent debilitation.
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Critical Success: Target becomes incapacitated, and is unable to return to consciousness without aid.
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This can essentially remove a player from a combat scenario. If they are aided by an ally, they may rejoin combat at the end of the Initiative Order.
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Allies of the target may use an Edge action (-1 Edge) to attempt to disrupt the ability. [Roll: Willpower vs Caster’s Willpower]
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On Success: Target takes +2 Mental Damage and gains Paralyzed Condition for 1 Round.
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Paralyzed Targets are considered Vulnerable.
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Failure: Target takes no damage and the power may not be used on the same target again for the remainder of the encounter.
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On Botch: Same as failure, but vampire takes +1 Mental Damage and may not use the power again for the remainder of the encounter.​
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Banshee’s Cry: Some Vampires are able to feed from the fear of their Targets, turning their emotional state into sustenance to fuel their unnatural powers, like the Bean Sidhe of olde. The Greater the fear the more sustenance they are able to gain. Blood is still their main diet, but they are able to stave off hunger for a bit until their next feeding. [Roll Willpower vs Willpower]
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Civilian (1 EP): At this level, the Vampire is able to Sense & Project Fear unto a Target. Essentially, this raises the Target’s emotional state to Fear Lvl.1.
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Critical Success: The Vampire gains +1 Edge Point to be used to restore +1 EP.
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This Edge may not be pooled and is lost at the end of turn if not used.
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On Success: Target takes +1 Mental Damage and is unable to take any attack actions for 1 Round.
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On Fail: Nothing Happens.
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Moderate (2 EP): The Vampire is now able to quell the levels of Fear in a Target or raise the Emotional state. At this level, the vampire is able to siphon Life Force from the target. The effective Emotional State will be Fear Lvl.2.
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Critical Success: Vampire gains +1 Edge Point to be used to restore +1 Mark of Physical Damage or, if No Marks have been taken, +1 Resistance Point.
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This Edge may not be pooled and is lost at the end of turn if not used.
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On Success: Target takes +1 Mental Damage and the vampire gains +1 EP. The Target gains Stunned condition for 1 round.
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The vampire may choose to Raise or Quell the Emotional state of the target.
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On Fail: Nothing Happens.
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Master (3 EP): At this level of Mastery, the Vampire becomes able to fully control and Feed from the Fear of a Target, similarly to the banshee of myth. They are able to afflict the target with Fear Lvl.3 and feed freely from their vey life force. This is not a replacement for blood feeding.
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Critical Success: The Vampire gains +1 Edge point which may be used to inflict the Paralyzed condition onto the target. This counts as Incapacitation until the effect is removed.
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The Vampire’s marks are fully restored. If no marks are restored, then restore +2 Resistance Points.
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This Edge may not be pooled and is lost at the end of turn if not used.
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On Success: Target takes +2 Mental Damage and gains Stunned condition for 1 Round. The Vampire Restores +2 EP.
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The vampire may choose to Sustain this ability. If the ability is sustained, each subsequent Round offers +1 Mental Damage to the Target, extending the Stunned condition until the condition is removed, or the hold is released.
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Upon releasing the ability, the Emotional State is immediately quelled, and the Target gains Fear Lvl.0.
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On Fail: Nothing happens.
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On Botch: Vampire takes +1 Mental Damage from emotional feedback.​
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Enthralling: Sometimes called “Hypnosis”, sometimes called “Vampiric Glamour”, this ability makes use of the vampire’s otherworldly presence to deter potential enemies from doing them harm. This power essentially makes one aggressive enemy back down from their aggression, and at higher stages, may even make the Vampire an ally in their eyes for a period of time.​
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An individual that becomes aggressive toward the Vampire must make a Willpower check vs the vampire’s Charisma. Failure of this check causes the target to back down from their aggression, making the Vampire temporarily an Ally to the target. [Roll: Charisma vs Target’s Willpower]
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​On Success: The Target may act freely against the vampire.
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On Fail: Target takes +1 Mental Damage, and the effects are applied as described by rank.
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Civilian (1 EP): At this level, the Vampire cannot be targeted by aggressive actions from the target. The Target must use their attack action against a target other than the Vampire.
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This effect ends when the Vampire or the Target takes damage from any source.
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Moderate (2 EP): At this level, not only can the vampire not be targeted, but the aggressor becomes a Temporary ally to the Vampire. Both the target and the vampire each benefit from abilities and status that positively affect allies.
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This effect ends once the vampire takes any other action, or if either Target or Vampire are Incapacitated.
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Allies of the Target may spend 1 Edge Point to end the effect on the target. [Roll: Willpower vs Vampire’s Willpower]
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On Fail: The target takes +1 Mental Damage, and the effect persists.
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Master (3 EP): At this level of Mastery the Vampire manipulates their chosen victim as though a puppet on a string. The Vampire may act freely in the encounter, and the target essentially views all of their Allies as enemies. At the vampire’s command, the target will attack one of their own allies.
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Allies of the Target may spend 1 Edge Point to end the effect on the target. [Roll: Willpower vs Vampire’s Willpower]
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​On Fail: The target takes +1 Mental Damage, and the effect persists.
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On Botch: The target is incapacitated and the vampire gains one Edge point to apply Enthralled to another target.
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This Edge may not be pooled and is lost on the end of turn if not used.
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Aura Manipulation: The Vampire is able to manipulate the very aura of a being, turning their very essence against them and wracking their body with pain that reaches beyond the physical. While supernatural creatures enjoy a degree of Aura Projection, this power turns that very feat into a weapon to be exploited. [Roll: Willpower vs Target’s Willpower].
Note: The Target must have an Active Aura for this power to work. It does nothing on targets who do not possess auras.
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On Success: The Aura of the Target is turned against them to deal Spirit Damage and other effects as described below.
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On Failure: Nothing happens.
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Civilian (1 EP): The Vampire deals +1 Spirit Damage to the target.
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​On Crit, the Vampire gains +1 Edge Point to spend to apply Soul-Flayed to the target.
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​This Edge point may not be pooled and is lost at the end of turn if not used.
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Moderate (2 EP): The Vampire deals +1 Spirit Damage/round to the target so long as their aura is active.
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​The Target may choose to spend their turn to make a Willpower check, or take another action. [Roll: Willpower vs DC: 10]
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​Critical Success: The Effect ends, and the target gains +1 Edge Point to make an attack action immediately.
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​This Edge may not be pooled and is lost at the end of turn if not used.
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On Success: The Effect ends.
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On Fail: The Target takes +1 Spirit Damage.
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On Botch: The Target takes +2 Spirit Damage and all Essence is Lost (EP = 0) for the rest of the Encounter.
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On Crit, the Vampire gains +1 Edge Point to spend to apply Soul-Flayed to the target.
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​This Edge point may not be pooled and is lost at the end of turn if not used.
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Master (3 EP): The Vampire deals +1 Spirit Damage/round to the target and applies Soul-flayed.
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The Target may choose to spend their turn to make a Willpower check or take another action. [Roll: Willpower vs DC: 10]
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​Critical Success: The Effect ends, and the target gains +1 Edge Point to make an attack action immediately.
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​This Edge may not be pooled and is lost at the end of turn if not used.
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On Success: The Effect ends.
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On Fail: The Target takes +1 Spirit Damage.
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On Botch: The Target is incapacitated.
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On Crit, the Vampire gains +1 Edge Point to spend to Incapacitate to the target.
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This Edge point may not be pooled and is lost at the end of turn if not used.​
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