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| Attraction | ||||||||||||
| The Aptitude of Attraction involves the manipulation of other peoples� emotions, and can be very useful. Victims of Attraction may make a Willpower roll (difficulty 5 + level of Attraction being used) to attempt to ignore the effects. The number of successes obtained is compared with the number obtained on the opponent�s appropriate Attraction roll, and whoever has the most wins. In the case of a tie, the character with Attraction wins. Attraction, unlike most Aptitudes, may be used on whole crowds of people (and, in the case of Call of the Wild, animals). Attraction is the source of one of the greatest fears of the latinus scholaris. � Attention Making yourself heard can be difficult sometimes. However, with Attention, you can always make sure you are have are the focus of the crowd. Roll Appearance + Leadership (difficulty of the target�s Willpower, or the highest Willpower if used against a group). On success, the target(s) stop whatever they are doing to hear you speak/watch you act. �� Call of the Wild Unlike the other levels of this Aptitude, Call of the Wild reflects the character�s ability to use Attraction on animals. The usual use for this is to attract potential food, but this is by no means the power�s limitation. Roll Manipulation + Animal Ken (difficulty variable, depending on the area; e.g. 9 for a city, to 4 for the open wilderness). On success, the character attracts a stag, boar, or other such animal suitable as food (though it will still require catching and slaying). On 3 or more successes, the Nephilim attracts a horse. If the character Botches, she has attracted something a little bigger, but food may well still be a factor� ��� Allurement With Allurement, the Nephilim may make herself irresistible to a particular target for a short time. Roll Appearance + Empathy (difficulty of the target�s Willpower). Each success lowers the difficulty of all Social rolls made against the target by 1, to a minimum of 2, for the rest of the scene. After that, Allurement may not be used on the target again, but all Social rolls regarding the target will permanently be at �2. ���� Voice of the Siren At this level of Attraction, the difficulty of all Social rolls involving bending others to the Nephilim�s own will are permanently reduced by her Appearance rating, to a minimum of 2. ����� Charm Charm can cause even the mightiest of foes to fall to their knees in complete subservience. To use Charm, spend 1 Vita and roll Charisma + Empathy (difficulty of the target�s Willpower). On a Botch, the target instantly develops a burning hatred for your character. A Failure has no effect. On 1-2 successes, the target must spend 1 Willpower to disagree or argue with you, or to attack or directly cause harm in any way to you. On 3-4 successes, the target may not disagree or argue with you, and must spend 1 Willpower to attack or directly cause harm in any way to you. On 5 or more successes, the target cannot disagree or argue with you, or attack or directly cause harm in any way to you. Once a character has been Charmed � no matter what degree of success you achieved � you may not Charm him again. Charm will last until something happens to make the target think worse of you, otherwise it is permanent. ����� � Highlight Highlight has a great many uses. It is usually used on another person or on an object, but can be applied to the character herself. The effect creates a �psychic beacon� that will immediately attract the attention of everyone in the vicinity. Examples of the usefulness of this power are Highlighting another character when the Nephilim herself is under intense scrutiny, or Highlighting an object or area to distract the attention of enemies. Highlight costs 2 Vita and only requires a roll if the subject is a living (or Undead) creature or person, in which case the character must roll Perception + Occult (difficulty 4 + the target�s Stealth rating). The power lasts for the rest of the scene, and everyone entering the area (defined as being able to see the subject) will immediately be inclined to at least glance at the subject as soon as it becomes visible to them. Once they have looked once, a character is under no stricture to continue looking; for this, the Fascination power is required. ����� �� Fascination Fascination is an advanced version of Highlight, although it is very rarely used on an inanimate object. Fascination is used to make anyone in the vicinity immediately become obsessed with the target, be it the Nephilim herself, or (as is mostly the case) a victim. Fascination costs 2 Vita and requires a Perception + Occult roll (difficulty 6 for the character herself or an inanimate object, or 5 + the victim�s Stealth rating for another character). Any character in the vicinity will now immediately become Fascinated and obsessed with the target, even to the point of abandoning anything else they are currently engaged in. Any character may attempt to break his own Fascination with the subject, by spending 1 Willpower and then rolling his Willpower (difficulty 7). The target must equal or beat the number of successes scored on the Fascination roll. The character that has used Fascination is of course immune to the effects of her own power. Fascination lasts until the Nephilim leaves the vicinity. ����� ��� Transfer Attraction Using this power will transfer any Attraction power onto a subject, whether she is willing or not. Hence a character might suddenly find herself with a Voice of the Siren, or the subject of Charm. Transfer Attraction costs 3 Vita, and requires a Manipulation + Occult roll (difficulty 4 if the target is willing, or 7 if she is not). Once Transfer Attraction has been successfully made, the Nephilim who has just used it must then proceed to spend Vita and make any necessary roll for the Attraction power(s) she is transferring; she must do this within a number of turns equal to the number of successes rolled on the Transfer Attraction roll, and can indeed transfer multiple powers over the course of several turns. ����� ���� Repel Attraction A simple enough power, Repel Attraction will suppress all effects of any Attraction power for up to a scene, at the expenditure of 3 Vita, rendering her immune to all uses of the Attraction Aptitude during that time. This includes being the subject of either Highlight or Fascination. This is a reflexive action, i.e. a Nephilim under the effects of an Attraction power may Repel Attraction subconsciously. ����� ����� God A truly awesome power, God is rightly the pinnacle of the Attraction Aptitude. Costing 4 Vita, it is a highly advanced version of the level 5 power, Charm. The character must roll Charisma + Empathy (difficulty 7). Upon success, the Nephilim�s Social Attributes are all increased by the number of successes rolled, even if this takes them over their maximum limit. In addition, no character may disagree or argue with the Nephilim, or attack or directly cause any sort of harm or embarrassment to the character using God. The power affects everyone who can see or hear the character simultaneously, regardless of Willpower ratings. The power will last until the character leaves the targets, or vice versa, or until she decides to end its effects. |
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