Disciplines

Presence

Level 2

Melpominee

  • Amalgam: Dominate 2

The voice of the vampire can be made to originate from any point in the vampire's immediate area, or even multiple points at once. When she raises her voice in song, the vampire enraptures her target and takes complete control of their attention.

  • Cost: Free or One Rouse Check.

  • Dice Pools: Performance + Presence vs Intelligence + Resolve

  • System: No roll or Rouse Check is required to throw your voice to a single spot. Creating a larger effect - throwing the voice from multiple locations - requires a Rouse Check. There cannot be more originating spots for your voice than you have dots in Performance. Each additional source for your voice increases the volume appropriately.
    To enrapture a target, make a Rouse Check and roll Performance + Presence vs the target's Intelligence + Resolve. The victim becomes obssessed with your song, unable to take their attention from it, and if spoken to, they will only talk about your song. Any other actions receive a dice penalty equal to the margin.
    You can enrapture multiple targets - one for each vocal source you are producing.

  • Duration: Until you stop singing or the scene ends, whichever comes first.

Level 4

Siren's Beckoning

  • Prerequisite: Requires Melpominee

The vampire's song spreads their insidious influence through the minds of the listeners. Victims find themselves increasingly agitated as their inner demons bubble to the surface, drowing out all rhyme and reason.

  • Cost: One Rouse Check.

  • Dice Pools: Performance + Presence vs Composure + Intelligence.

  • System: Once the user's song begins, they can activate this power. For the duration of the scene, the user may attack any targets within earshot each turn with a Performance + Presence vs Composure + Intelligence conflict, causing Superficial damage to Willpower. Targets who become impaired suffer the same effects as Dementation.

  • Duration: One Scene.

Level 5

Primal Scream

  • Prerequisite: Requires Melpominee

The vampire's control over their voice has become so powerful that they can cause physical damage and inspire Rötschreck in their victims.

  • Cost: One Rouse Check

  • Dice Pools: Performance + Presence vs Stamina + Composure.

  • System: The vampire amplifies and directs her voice at a single target, making a Performance + Presence vs Stamina + Composure conflict. The target suffers aggravated damage equal to the margin. A vampire who suffers this damage must make a Terror Frenzy test with the difficulty equal to the damage taken.

Protean

Level 1

Chameleon Skin

  • Amalgam: Obfuscate 1

Practically unknown outside the small population of Gargoyle Kindred, this power allows them to turn their already rock-like skin into a facsimile of their surrounding environment, giving them limited capability to blend in and appear unnoticed.

  • Cost: Free.

  • Dice Pools:

  • System: No roll is required. The Vampire is required to be standing against a surface with a reasonably consistent tone and texture - the side of a concrete car park, the night sky, a craggy outcrop, even the bark of a wide tree trunk. So long as the Vampire remains standing still, they are undetectable by normal means, though observation from a different angle might reveal the ruse. Electronic surveillance is also foold.
    Limited motion is possible - the Gargoyle can move a number of inches equal to their rating in Protean each turn without breaking the illusion. Moving faster creates a blurring effect.

  • Duration: One Scene.

Level 4

Bond with the Mountain

  • Amalgam: Potence 2

Due to the Gargoyle's intrinsic familiarity with Stone and Rock, rather than melding into earth, the Gargoyle sinks into solid rock - choosing how long they wish to remain. Unless in torpor, the vampire rises again the following night. The Gargoyle can also move within the substance they have bonded with, albeit slowly.

  • Cost: One Rouse Check.

  • Dice Pools:

  • System: No roll is required, as this power functions almost identically to Earth Meld, though the vampire must be against a rock or stone surface - even artificial rock such as brick, concrete, or asphalt. It takes one turn for the vampire to sink into the stone, leaving carried objects behind when they do.
    A vampire can move a number of meters equal to their potence rating through the stone, at a rate of one meter per turn. If they become stuck, a further Rouse check is required to "reactivate" this power. A vampire unable to rouse the blood will need to be chiseled out or remain buried for eternity.
    While in the stone, the vampire is aware of their surroundings, except during day-sleep. At those times, disturbances to the stone will awaken them or not as with all vampires.

  • Duration: One day or more, or until disturbed or freed from the stone.

Level 5

Flight

  • Amalgam: Potence 1

Rather than taking on the specific form of an animal, the Gargoyle's shapechanging ability manifests in the growing of a pair of large wings on their back. These take a variety of forms, shapes, and sizes but all confer the ability to fly - utilizing their natural strength and Potence to both get off the ground and maintain flight.

  • Cost: Free.

  • Dice Pools: Strength + Athletics for speed or maneuvers.

  • System: Once the power is learned, the Wings are permanent, but may be concealed with heavy clothing or other covering, using a Stamina + Stealth roll (Difficulty equal to Bane Severity). Flight speeds can vary, but are generally anything from an average running speed up to about 30mph when pushed to the limits. Hovering in position is not possible and constant momentum must be maintained.

  • Duration: Permanent.