< Potence Combo-Disciplines | Meta-Disciplines | Protean Combo-Disciplines >
Required Powers: Presence 5 & Potence 5 ⚠ </br>
Cost: 35 XP
Inspire your allies with courage and inhuman strength. ⚠ </br>
System: Roll Strength + Intimidation (diff 7). One success affects a single ally; successes after the first double the number affected. Add +2 difficulty to any attempt to inspire fear or impair the fighting ability of your affected followers. All affected followers also gain 1 dot of Potence. This power lasts for a scene.
Required Powers: Fortitude 1 OR Potence 1 & Presence 3 ⚠ </br>
Cost: 21 XP
Inspire your allies, granting them additional courage in battle. ⚠ </br>
System: Roll Charisma + Leadership (difficulty 7). Each success allows up to 3 allies to add +3 dice to the Courage rolls for the rest of the scene.
Required Powers: Dominate 2 & Presence 2 ⚠ </br>
Cost: 14 XP
Temporarily incapacitate a target with your gaze. ⚠ </br>
System: Roll Manipulation + Intimidation (diff = target's WP). Botching makes the target immune to all your uses of Dominate and Presence for the rest of the night. Each success on the roll applies a -1 die penalty to all the target's actions for (Willpower) turns. After that duration, the penalty is reduced by 1 die until the target's pools fully return.
If the number of successes is greater than the target's Wits, the duration is measured in minutes instead of turns.
This power cannot affect vampires of lower Generation. If the target feels pain during the effect, they can attempt to shake it off. They roll Willpower (diff 7), with each success reducing the penalty by 1 die. This roll can only be made once per turn.
Required Powers: Animalism 3 & Presence 2 ⚠ </br>
Cost: 21 XP
Make it very difficult for vampires in your vicinity to resist Frenzy. ⚠ </br>
System: Spend 1 BP and roll Charisma + Intimidation (diff 7). All vampires in your line of sight have their Self-Control difficulties increased by 1 per success. Once affected, victims continue to suffer for the rest of the scene, even if they leave your line of sight. Botching the activation roll causes immediate Rötshreck.
Required Powers: Obfuscate 2 & Presence 2 ⚠ </br>
Cost: 14 XP
Cause a target to forgot your presence during a single scene or event. ⚠ </br>
System: Spent 1 BP and roll Manipulation + Subterfuge (diff = target's WP). If successful, the victim forgets your presence and all actions from the current scene. These memories are not destroyed, only suppressed. They can be detected using mind-probing supernatural abilities. This power automatically fails if you do not leave the target's vicinity within 5 minutes of activating it, and remain away for at least one full hour. If you return earlier, the memories rush back immediately.
< Potence Combo-Disciplines | Meta-Disciplines | Protean Combo-Disciplines >