Difference between revisions of "Guardian Vigil"

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Latest revision as of 19:08, 3 January 2014

Discipline Techniques

Auspex 1, Celerity 1, Fortitude 1

Often hunted by their High Clan "betters" for sport or as a show of power, the Low Clans are never truly safe, even in their own domains. This art keeps a vampire in a trance of perpetual awareness, ready to spring or act at a moments notice.

System: The player spends a blood point. For the duration of the night, the character cannot be surprised by conventional means so long as he doesn't move more than a few footsteps from his original location. The character is automatically assumed to automatically win the initiative for a single turn if someone else attacks or does anything he can perceive and attempt to stop.
Supernatural effects that cloak a potential attacker / transgressor must be at least one level higher than the Guardian vampire's Auspex to succeed. All mundane stealth attempts automatically fail.
Actions taken against a guarding character must affect him directly and immediately for this power to have any value. In addition, Guardian Vigil only provides benefits for a single turn before expiring. If combat occurs, the character only wins initiative automatically on the first turn. Repeated uses of this power in a given night are possible (if the vigil is interrupted), but benefits are not cumulative to provide multiple turns of heightened response.

Experience Cost: 7