RAWKLAWBSTAR

Maura Powers Reference

Jan 6th, 2019
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  1. Maura’s Shenanigan Options
  2.  
  3. Stupid Vampire Tricks
  4. [Healing]
  5. • Vitae can knit Maura’s back together rapidly.
  6. ◦ 1 Vitae heals 2 Bashing damage or 1 Lethal Damage.
  7. ◦ Aggravated Damage takes 5 Vitae and a full day’s sleep.
  8. [Kindred Senses]
  9. • Maura can sense heartbeats, though she can’t sense direction or number unless she actively concentrates on it.
  10. • Maura can see in the dark much better than humans. Even in abject darkness she can navigate with only a -2 penalty, but don’t expect to catch much in the way of detail.
  11. • Maura can smell blood, from a tiny drop to dried stains. Once Maura has tasted someone’s blood she can easily identify it by smell later.
  12. ◦ +Blood Potency to tracking them.
  13. • By tasting wet blood, Maura can infer the physical condition of its owner.
  14. ◦ Roll: Wits + Medicine/Survival + Blood Potency
  15. [Physical Intensity]
  16. • Vitae can make Maura swole in short bursts.
  17. ◦ 1 Vitae gets +2 to a Physical Attribute for one turn.
  18. [Predatory Aura – Lashing Out]
  19. • Maura bludgeons someone’s mind with her predatory aura in a display of the Beast’s power to either seduce, challenge, or overpower.
  20. ◦ Roll: Blood Potency + Power Attribute
  21. [Predatory Aura – Psychic Pressure]
  22. • Maura can focus her Predatory Aura at other vampires to announce her presence, get their attention, or even communicate in Morse code if she really wanted to.
  23. • Maura can use Psychic Pressure to subtly get the attention of mortals, though without supernatural senses they’ll read it as happenstance.
  24.  
  25. Auspex
  26. [Enhanced Senses ●]
  27. • Maura always adds her dots in Auspex to Wits + Comp rolls or other Perception pools.
  28. • Maura can super charge her senses to pick out details that would otherwise be nigh impossible to notice, like a license plate on a speeding car or name tag across a crowded room.
  29. ◦ Roll: Wits + <Appropriate Skill> + Auspex
  30. ◦ Cost: First use in a scene is free but every use after costs 1 Vitae.
  31. [Uncanny Perception ●●]
  32. • Maura may switch the focus of her Enhanced senses to the paranormal, allowing her to notice auras and other psychic phenomena. This lets her add her Auspex dots to roll to discern and read auras.
  33. ◦ Range: Line of Sight limited by Kindred Senses. Through thins walls up to Auspex yards.
  34. • Maura can narrow her attention to a single person to let her Beast draw out clues she may otherwise miss.
  35. ◦ Roll: Intelligence + Empathy + Auspex.
  36. ◦ Cost: First use in a scene is free but every use after costs 1 Vitae.
  37.  
  38. Obfuscate
  39. [Face in the Crowd ●]
  40. • In a crowd, Maura cannot be picked out so long as she doesn’t do anything to draw attention to herself.
  41. • Things Maura is openly carrying evade notice so long as they’re not something that is being specifically looked for.
  42. • Maura’s Predatory Aura is invisible to anyone not look at her, and even then she’s harder to notice.
  43. [Touch of Shadow ●●]
  44. • Maura can extend Touch of Shadow to things other than herself through physical contact.
  45. ◦ Cost: 1 Vitae
  46. • Small things that fit in her pockets and such are much more easily hidden, so its free on those.
  47. [Cloak of Night ●●●]
  48. • Maura becomes psychically invisible. It even applies through videos.
  49. ◦ Cost: 1 Vitae
  50.  
  51. Sylvanism
  52. [Green Thumb ●]
  53. • Maura adds her Sylvanism dots to all mental skill rolls concerning plants and all survival rolls concerning plants or scrounging.
  54. • Maura ignores up to her Sylvanism in penalties that would be caused by foliage or plant-based substances.
  55. • Maura may shape plants so long the stem/branch is less than Sylvanism inches across, though not instantly. It’ll maintain that shape for the scene, but if its her mandragora it’ll maintain that shape indefinitely.
  56. • With her Vitae Maura may make plants grow unnaturally fast so long as they are smaller than her.
  57. ◦ 1 point of Vitae will make a herbaceous plant plant gain a month’s worth of growth in the span of 10 minute. Small woody plants and saplings take an hour instead.
  58. [Sylvan Refuge ●●]
  59. • Maura may merge with plants so long as they have enough mass to accommodate her. While inside a plant she can sense whats around her and regenerates Bashing Damage at a rate of one every half hour.
  60. ◦ Cost: Living Plants 0, Dead Plants 2, Lumber 4
  61. [Verdant Hand]
  62. • Maura may reshape plant tissue as if it were putty and may graft and meld plants together just as easily.
  63. ◦ Cost: 1 Vitae per Sylvanism points of Size of plant.
  64. • By touching a plant, Maura can make it bend and flex as if it were a part of her body. If it’s a mandragora she grew with her own Vitae, it simply needs to be within her Kindred Senses and she may control it through verbals commands or gestures.
  65. ◦ Cost: 1 Vitae for every 5 Size of controlled portion for living plants. For dead plants its 2 vitae and for lumber its 4.
  66.  
  67. Cruac Blood Sorcery
  68. [Basic Information]
  69. • Cruac Rites require an extended roll with a target number of success that depends on the level of the spell and possibly on certain conditions.
  70. • Cruac limits Maura’s maximum humanity.
  71. ◦ Maximum Humanity = 10 – Cruac
  72. • Cruac ALWAYS costs 1 Vitae per roll. Sometimes it has Vitae surcharge that must be paid at the start or has other conditions that have to be met.
  73. • Cruac uses a dice pool of Resolve, Strength, or Manipulation + Occult + Cruac. The attribute depends on the spell.
  74. • On successful spells, any components are not consumed unless specifically noted.
  75. • The maximum number of rolls is Occult + Cruac + Blood Potency.
  76. ◦ Every acolyte aiding in the spell increases the limit by +1. Non-acolytes can help but not very effectively.
  77. • The Interval of rolls is 20 minutes per roll for spells of a level equal to Maura’s Cruac rating. For spells below her Cruac rating, she needs only 10 minutes per roll.
  78. ◦ Maura may hasten the spell by incurring a -2 penalty for every time she halves the interval. She may only halve it a number of times equal to her Intelligence.
  79. • Spending Extra Vitae ALWAYS grants a bonus to the dice pool, equal to the number of extra vitae spent. The Vitae doesn’t have to be Maura’s.
  80. [Feast of Prometheus ●]
  81. • Maura may store Vitae in a liver that she can consume later. Vitae stored in the Liver does not cause vinculum. Ghouls cannot gain vitae by consuming the liver.
  82. ◦ Attribute: Manipulation
  83. ◦ Target: 5
  84. ◦ Components: One Liver
  85. ◦ Fresh animal livers may store up to <Animal’s Size + 1> Vitae, double the number if the animal was a predator or scavenger. If the liver is not fresh from a kill, halve the value.
  86. ◦ Human livers store up to Maura’s Blood Potency in Vitae. If it is fresh, increase her Blood Potency by 2. If the source was willing, increase it by 2.
  87. [Witch’s Brew ●]
  88. • Maura can mix together a batch of ingredients to make a potion. At this level, she may have produce only one primary effect with her potions of modifier no greater than her Cruac.
  89. ◦ Attribute: Manipulation
  90. ◦ Target: 5+
  91. ◦ Components: At least three things, one of which is the active ingredient, plus a liquid to brew it all in.
  92. ◦ The quality of ingredients can affect the dice pool and other properties of the spell.
  93. ◦ Experimental: Maura has no limit of recipes she can know for Witch’s Brew and may develop them through experimentation. Recipes may be bought as merit dots, which includes a reliable source for the ingredients.
  94. ◦ Upgrade Chain: When purchasing Witch’s Brew 2, pay only the difference between it and Witch’s Brew 1.
  95. [Blood Witness ●●]
  96. • Maura charges some of her Vitae with her essence, allowing her to see through once disconnected from herself.
  97. ◦ Surcharge of at least 1 Vitae
  98. ◦ Attribute: Resolve
  99. ◦ Target: 7+
  100. ◦ Duration: One Day, +1 Day per 2 extra success.
  101. ◦ Maximum Range: Blood Potency * 10 Miles
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