Difference between revisions of "Call Upon the Blood"
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− | Storytellers, note that this power calls to the Beast in all Kindred, and impressions will include the presence of Kindred and ghouls in the anarch's own retinue. Also, because it prods the Beast in beings to see if it's there, particularly aware Kindred and ghouls (high Perception, Auspex or Animalism) might feel their beast awaken or recoil as the power takes effect, perhaps alerting them to the presence of some disquieting presence. The sensory information gleaned by this power is also a bit unsettling: Inviting the Beast in so many creatures to take note of oneself is bold, to say the least. Be wary of players using this power as a default "Detect Kindred spell." Cainites who rely too much on provoking the Beast in others may find themselves on | + | Storytellers, note that this power calls to the Beast in all Kindred, and impressions will include the presence of Kindred and ghouls in the anarch's own retinue. Also, because it prods the Beast in beings to see if it's there, particularly aware Kindred and ghouls (high Perception, Auspex or Animalism) might feel their beast awaken or recoil as the power takes effect, perhaps alerting them to the presence of some disquieting presence. The sensory information gleaned by this power is also a bit unsettling: Inviting the Beast in so many creatures to take note of oneself is bold, to say the least. Be wary of players using this power as a default "Detect Kindred spell." Cainites who rely too much on provoking the Beast in others may find themselves on the verge of frenzy, as it tempts their own Beast each time they use it. |
'''Experience Cost''': 21 | '''Experience Cost''': 21 |
Latest revision as of 04:37, 5 January 2014
Animalism 3, Auspex 3
Used by anarchs to scout out the strongholds of hated enemies, this power allows the Kindred to "feel" for the Beast in the immediate vicinity. The Animalism aspect of this power attunes the Kindred to any creature that harbors a Beast, and the Auspex element allows him to interpret it and extend his senses beyond their normal limits. Doing so allows the scout to know approximately how many Kindred or ghouls (or Lupines!) are in the area.
System: The player spends a blood point and rolls Perception + Animal Ken. If the roll is successful, the character gains a fairly accurate impression (give or take an entity) of how many Kindred and ghouls are in close proximity. The distance to which this sense extends depends upon the successes on the roll.
1 success | Small area: a hotel room |
2 | Large area: a ballroom or salon |
3 | Great area: a house |
4 | Huge area: a city block |
5 | Vast Area: an entire estate |
Storytellers, note that this power calls to the Beast in all Kindred, and impressions will include the presence of Kindred and ghouls in the anarch's own retinue. Also, because it prods the Beast in beings to see if it's there, particularly aware Kindred and ghouls (high Perception, Auspex or Animalism) might feel their beast awaken or recoil as the power takes effect, perhaps alerting them to the presence of some disquieting presence. The sensory information gleaned by this power is also a bit unsettling: Inviting the Beast in so many creatures to take note of oneself is bold, to say the least. Be wary of players using this power as a default "Detect Kindred spell." Cainites who rely too much on provoking the Beast in others may find themselves on the verge of frenzy, as it tempts their own Beast each time they use it.
Experience Cost: 21