Flaws ( BP 7 total)
Glowing Eyes (3pt. Flaw) You have the stereotypical glowing eyes of vampire legend, which gives you a -1 difficulty on Intimidation
rolls when you're dealing with mortals. However, the tradeoffs are many; you must constantly disguise your condition (no, contacts don't cut it); the glow impairs your vision and puts you at +1 difficulty on all sightbased rolls (including the use of ranged weapons); and the radiance emanating from your eye sockets makes it difficult to hide (+2 difficulty to Stealth rolls) in the dark.
Cold Breeze (1pt. Flaw) A chill wind follows you everywhere you go. While it may make for dramatic entrances, this effect also discomfits mortals (+1 difficulty on all appropriate Social rolls) and marks you as obviously supernatural. Cold winds sweeping through executive offices or crowded nightclubs can raise all sorts of questions.
Can't Cross Running Water (3pt. Flaw) You believe in the old folklore, and cannot cross running water unless you are at least 50 feet (15 meters) above it. Running water is considered to be any body of water at least two feet (half a meter) wide in any direction and not completely stagnant.
Merits (7 Total)
Enchanting Voice (2pt. Merit) There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thundering, soothing, persuading, or simply talking, your voice commands attention. The difficulties of all rolls involving the use of the voice to persuade, charm, or command are reduced by two.
Ability Aptitude [Intimidation] (1pt Merit) Pick a single non-combat skill, talent, or knowledge: you're a whiz at whatver this is. -2 to difficulties relating to this ability.
Eidetic Memory (2 points): With but a moment's reflection, you can recall anything you've observed or experienced in clear detail. In a stressful or dangerous situation, this recollection may require a Perception + Alertness roll.
Coldly Logical (1pt. Merit) While some might refer to you as a "cold fish," you have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings (-1 difficulty on all related rolls).
Concentration (1pt. Merit) You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e.g., loud noises, strobe lights, or hanging upside down).
Abilities
Socialize 5 (4 BP)
Bureaucracy 5 (6 BP)
Abilities
Social 4 (5 BP)
Disciplines:
Obtenebraton 1: Shadow Play: This power grants the vampire limited control over shadows and other ambient darkness. Though the vampire
cannot truly "create" darkness, she can overlap and stretch existing shadows, creating patches of gloom. This power also allows Kindred to separate shadows from their casting bodies and even shape darkness into the shadows of things that are not there.
Once a Kindred takes control of darkness or shadow, it gains a mystical tangibility. By varying accounts cold or hellishly hot and cloying, the darkness may be used to aggravate or even smother victims. Certain callous Lasombra claim to have choked mortals to death with their own shadows.
System: This power requires no roll, but a blood point must be spent to activate it. Shadow Play lasts for one scene and requires no active concentration. Kindred cloaking themselves in shadow gain an extra die in their Stealth dice pools and add one to the difficulties of ranged weapon attacks against them. Vampires who use the darkness to make themselves more terrifying add one die to Intimidation dice pools. Opponents plagued by flapping shadows and strangling darkness subtract one die from all Stamina dice pools (including soak). Mortals, ghouls, and other air-breathers reduced to zero Stamina by strangling shadows begin to asphyxiate; vampires lose all appropriate dice but are
unaffected. Only one target or subject may be affected by this power at any given time, though some modicum of concealment is offered to a relatively motionless group.
The unnatural appearance of this power proves extremely disconcerting to mortals and animals (and, at the Storyteller's discretion, Kindred who have never seen it before). Whenever this power is invoked within a mortal's vicinity, that individual must make a Courage roll (difficulty 8) or suffer a one-die penalty to all dice pools for the remainder of the scene, due to fear of the monstrous shadows.
Presence 2: Dread Gaze: While all Kindred can frighten others by physically revealing their true vampiric natures — baring claws and fangs, glaring with malevolence, hissing loudly with malice — this power focuses these elements to insanely terrifying levels. Dread Gaze engenders unbearable terror in its victim, stupefying him into madness, immobility, or reckless flight. Even the most stalwart individual will fall back from the vampire's horrific visage.
System: The player rolls Charisma + Intimidation (difficulty equal to the victim's Wits + Courage). Suc cess indicates the victim is cowed, while failure means the target is startled but not terrified by the sight. Three or more successes means he runs away in abject fear; victims who have nowhere to run claw at the walls, hoping to dig a way out rather than face the vampire. Moreover, each success subtracts one from the target's
action dice pools next turn. The character may attempt Dread Gaze once per turn against a single target, though she may also perform it
as a extended action, adding her successes in order to subjugate the target completely. Once the target loses enough dice that he cannot perform any action, he's so shaken and terrified that he curls up on the ground and weeps. Failure during the extended action means the attempt falters. The character loses all her collected successes and can start over next turn, while the victim may act normally again.
A botch at any time indicates the target is not at all impressed — perhaps even finding the vampire's antics comical — and remains immune to any further uses of Presence by the character for the rest of the story.
Dominate 5: See Spy (Control posses etc...)
Effects:
-2 Intimidation DCs
-1 Intimidation DCs dealing with mortals
+1 DC to sight based rolls
+2 DC to stealth rolls at night
-2 to DC when using your voice
+1 to DC when having your own air conditioning would be an issue
-1 DC dealing with emotional people (like the ones you terrify
)
+1 Intimidation Dice when using Shadow Play
Mortals may suffer -1 dice when witnessing Shadow Play