Combo Disciplines

Anticipatory Locution ( Auspex 4 , Obfuscate 3 ) · [ Archons and Templars — Page 142 ]

A refinement to Anticipatory Visage, this power was created in an attempt to mitigate the difficulties involved in passing yourself off as someone when you don't know who you're supposed to be. When Anticipatory Locution is active, the target not only sees whom he expects to see but also hears what he expects them to say. This works for short phrases only, not entire conversations, so an Archon can still trip herself up quite easily if she's not careful. Still, Anticipatory Locution is good for covering small gaffes or for getting around code words and passwords.

System: This power does not require the expenditure of blood, as it is considered active when the user has succeeded in invoking Anticipatory Visage. Any time the character utters a short answer to a question (no more than a single moderate sentence or so), the player may make a roll of Manipulation + Subterfuge(difficulty 7). If successful, the target hears the answer he would have expected from whoever he believes the character to be. This power breaks down in long conversation or under in-depth questioning, and it can be seen (heard) through with Auspex if the Kindred's Auspex is greater than the character's Obfuscate. This power costs 20 Experience Points to learn.

Anticipatory Visage ( Auspex 4 , Obfuscate 3 ) · [ Archons and Templars — Page 142 ]

This power was first developed by an investigative Archon who was frustrated by his inability to sneak into the gathering of a Gehenna cult because he didn't know as whom to disguise himself. Anticipatory Visage allows the Kindred to appear as whomever the target most expects to see in a given circumstance. The character herself has no control over who she appears to be, and may not even be immediately aware of what form she's taken. This power has, to date, been used only by the Archons.

System: The player spends a Blood Point and makes a manipulation + Performance roll (difficulty 6). If successful, the character immediately takes the form (per Mask of a Thousand Faces) of the individual the target most expected. If faced with more than one person, the character must select one individual as the target and hope that the others expect to see the same person. The character is not immediately aware of the form she has taken, and may have difficulty carrying the ruse further than the initial contact. While this power provides the form of the expected individual, it does not provide any knowledge of her personality or memories; the character must be exceedingly careful not to give herself away through suspicious behavior. A vampire with Auspex can see through this power if her Auspex exceeds the character's Obfuscate. This power costs 24 Experience Points to learn.

Aspect Of Beast ( Animalism 3 , Dominate 3 ) · [ Guide To The Anarchs — Page 157 ]

By calling upon another Kindred's Beast, an anarch using this power causes his subject to display the mien of an animal. In some cases, the subject actually resembled a literal beast-man hybrid, but in most situations, people affected by this power are left with a vague and unsettling impression that the personality of this power reminds them uncomfortably of an animal.

System: The player invoking this power spends a Willpower Point, or a Blood Point if she knows the Nature of the character she wishes to afflict with an animal aspect. The player also rolls Manipulation + Expression (difficulty 6). The subject of this power is the person who looks upon the character with the animal aspect. The subject sees the character as if she has some animal characteristic. A cold Ventrue might appear as a shark, while a cunning Nosferatu might appear as a loathsome fox. If the subject's Willpower is less than 3, the character literally appears as a "beast-man" and probably causes some sort of panicked reaction. Subjects with Willpower scores above three are left with the distinct impression that the character reminds them of an animal. Roleplay this reaction accordingly, or simply add two to all Social difficulties faced by the animal-aspected character. The animal impression conjured should be a logical result of the character's given personality. A timid character, for example, is unlikely to appear as a bear, while a noble character probably does not have the aspect of a snake. The Storyteller is the final arbiter of whether or not a certain aspect is suitable to a given character and how the affected character (if someone other than a power's character is affected) reacts. Note that this power is an application of the Dominate Discipline. The Kindred invoking the Discipline must be of equal or lower Generation than her subject, or the power simply fails to work. Additionally, this power affects only one character at a time. That is, each use of this power convinces one character of another person's animal nature. The user may convince multiple people that the character in questions is somehow bestial, and she may even choose a different animal for various subjects to see, but doing so requires separate uses of this power. The number of successes on the Manipulation + Expression roll determines this power's duration. This power costs 15 Experience Points to learn.

1 success One scene
2 successes One night
3 successes One week
4 successes One month
5 successes One year

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