• Whispers of the Chamber
The vampire can detect others within an enclosed area the size of a large apartment, even if they are using other disciplines to hide. This doesn't alert the vampire as to another character's true nature (ie. shifters, mortals, vampires, etc), only their location.
Cost: One blood point.
Dice Pool: Perception + Alertness.
Action: Immediate.
Roll Results
Botch: The vampire is unable to fix a precise location on anyone within the area, although at Storyteller discretion may be presented with false information. This power cannot be used again for the remainder of the scene. The blood point spent is lost.
Failure: The vampire is unable to sense anyone within the area. Unless she has reason to suspect there may be people in the area, it is unlikely this result will be doubted, as there are no signs of anything amiss. However, to use this power again, the character must wait until her next turn. The blood point spent is lost.
Success: The vampire is able to detect a number of beings equal to the successes rolled, starting with the being closest to the vampire, then second closest, etc.
Note
In order for this power to work against other disciplines, the vampire must match the level the other is using. A vampire with Visceratika 4 for instance will be able to use this against a vampire with Obfuscate 3. However, the character would be unsuccessful against a vampire using Obfuscate 5.
•• Wings of the Gargoyle
At this level the vampire grows a pair of tough, leathery wings. While not usable to actually fly, the vampire can, under most circumstances, glide a distance equal to double the height of whatever they jump off of. By sacrificing an action, the wings can also be used to block attacks, adding 2 dice to the vampire's Stamina for the purposes of calculating defence.
Cost: Two blood points.
Dice Pool: None.
Action: Immediate.
System
These wings remain for the duration of the scene. To maintain them for longer, the vampire will be required to spend another blood point each scene thereafter. Regardless of blood spent, the wings last only until dawn. When the vampire awakes to a new night, she wakes without them.
••• Voices of the Castle
The vampire can detect all others within an entire building, or other enclosed area, even if they are using other disciplines to hide.
Cost: Two blood points.
Dice Pool: Perception + Alertness.
Action: Immediate.
Roll Results
Botch: The vampire is unable to fix a precise location on anyone within the area, although at Storyteller discretion may be presented with false information. This power cannot be used again for the remainder of the scene. The blood points spent are lost.
Failure: The vampire is unable to sense anyone within the area. Unless she has reason to suspect there may be people in the area, it is unlikely this result will be doubted, as there are no signs of anything amiss. However, to use this power again, the character must wait until her next turn. The blood points spent are lost.
Success: The vampire is able to detect anyone within the building or enclosed space.
Note
In order for this power to work against other disciplines, the vampire must match the level the other is using. A vampire with Visceratika 4 for instance will be able to use this against a vampire with Obfuscate 1, 2, 3 and 4. However, the character would be unsuccessful against a vampire using Obfuscate 5.
•••• Stone-Strength
The vampire gains two points of armour for the purposes of calculating defence, and her wound penalties are all reduced by one.
Cost: Two blood points.
Dice Pool: None.
Action: Immediate.
System
This lasts for the duration of the scene.
••••• Stoneform
Using this power, the vampire may turn herself into a statue. While in this form, the vampire is completely unaware of their surroundings and remains in this state until a certain event, decided at the time of transformation, occurs. This event must be something that the vampire would be capable of perceiving while not in statue form. Thus, a person entering the room the vampire is in would be acceptable, while a butterfly burning down a school on the other side of the planet would not. Fire will not harm a vampire in this form, nor will sunlight. For all other damage, she is considered to have an additional 3 points of armour.
Cost: Three blood points.
Dice Pool: None.
Action: Immediate.
System
The vampire may remain in this state for as long as she desires, providing she has the blood to sustain this form. The vampire must spend another three blood points to retain this form each consecutive night.