By David "Ogre" Zaslavsky (ogre@inx.net) (18 April 1996)
This Discipline allows a vampire to travel more freely, and to know where she is. At greater levels it allows the user to physically travel easier and faster.
The political ramifications for a Kindred with this Discipline are very important. Kindred society depends on the idea that subjects are bound to the Prince's fief not because they are loyal but because they cannot travel freely. One with this Discipline becomes a wild card in Kindred politics. A subject who can leave the machinations of most Princes is unpredictable and uncontrollable, barring Dominate and Blood Bonding. They can be interfief spies, messengers, or simply travelers. They can be a means to bringing the Camarilla closer, as a group, or a means to disseminate dissent, by spreading news and rumor.
System: To activate this power, the Kindred must use a blood point and then roll Perception + Awareness (diff. 6). The number of success rolled and then divided between two categories, range and detail.
Range | Detail | ||
---|---|---|---|
No Successes: | Line of Sight | 1 Success: | General awareness of terrain. |
1 Success: | 1/4 Mile Radius | 2 Successes: | Intimate knowledge of terrain. |
2 Successes: | 1/2 Mile Radius | 3 Successes: | Area Knowledge 1 |
3 Successes: | 1 Mile Radius | 4 Successes: | Area Knowledge 2 |
4 Successes: | 5 Mile Radius | 5 Successes: | Area Knowledge 3 |
5 Successes: | 10 Mile Radius |
System: To activate this power the Kindred must use a willpower point and then roll Wits + Enigmas (diff. 7). For every success rolled, divide the time it takes to get to the Kindred's destination by half, up to the least possible time it would take to get to where the Kindred is going. On a botch it will take the Kindred at least twice as long to get to where he must be. The Storyteller may also decide that the Kindred walks into some sort of trouble of a botch is rolled.
System: The Kindred can get extensive knowledge of the area he is in with this power. To activate it he must expend a willpower point and a bloodpoint, he then rolls Perception + Awareness (diff. 7) and divides the resulting successes between Range and Detail.
Range | Detail | ||
---|---|---|---|
No Successes: | Line of Sight | 1 Success: | Area Knowledge 2 |
1 Successes: | 1/4 Mile Radius | 2 Successes: | Area Knowledge 3 |
2 Successes: | 1/2 Mile Radius | 3 Successes: | Area Knowledge 4 |
3 Successes: | 1 Mile Radius | 4 Successes: | Area Knowledge 5 |
4 Successes: | 5 Mile Radius | 5 Successes: | Area Knowledge 5 + City Secrets 1 |
5 Successes: | 10 Mile Radius | 6+ Successes: | Area Knowledge 5 + City Secrets 2 |
The power lasts for one scene.
System: The Kindred must expend a blood point and a willpower point. He must then roll Stamina + Alertness (diff. 7). The range of his travel are determined by the roll. The Kindred can determine where he wants to be after he rolls to see how far he can go. He must have been to the location that he is going to at least once before. The period of time he was there does not matter.
System: The Kindred must expend one willpower point and one blood point for every person he is transporting, including himself. He must then roll Stamina + Alertness (diff. 8) to determine range.
Botch: | God help you |
1 Success: | 1/2 Mile |
2 Successes: | 1 Mile |
3 Successes: | 10 Miles |
4 Successes: | 100 Miles |
5 Successes: | Whole Continent |
6+ Successes: | Anywhere on the planet |
The Kindred must send everyone to the same place and he must accompany anyone he sends. To get somewhere the Kindred must have been to that location at least once; the period of time he was there does not matter.