saber de clanes 344257123-V20-Lore-of-the-Bloodlines-11056187-pdf | Page 28

sounds unless she knows they are there. So she can easily add a new voice to a conversation when she sees someone join, but not hear someone talking behind her or hear a new alarm going off. Elder Disciplines choosing. For each success she gets, the so ng she sings will remain quietly hanging in the area for one day. Anyone entering the area must make a Willpower roll at a difficulty equal to the one the Daughter picked to use the power. If they fail, they suffer the effects of the derangement the Daughter picked for the rest of the night. If they botch the roll, the derangement does not fade and must be removed as if it was permanent. Mosh Pit (Melpominee •••••) Calling Song (Melpominee ••••• •••) This power costs 12 experience points to learn. This rather dangerous power can be used to inspire frenzy in any supernatural creature prone to such a thing (such as vampires and werewolves). The Daughter sings of her primal anger, and her target finds it hard not to lose themselves to their most violent urges. System: The Daughter spends a blood point and makes a Manipulation + Performance roll at a difficulty of her choosing. If she is successful, her target must make a roll to resist frenzy at the same difficulty. If a frenzy is inspired, it plays out as normal. The Daughter has no control over the target beyond triggering the frenzy. Other Melpominee powers might allow the Daughter to effect multiple targets. Primal Scream (Melpominee •••••) This time the Daughter’s song is one of terror, not rage. It is awe inspiring and makes her appear frightening in the extreme. Her target becomes terrified beyond belief. System: This power works in exactly the same ways as Mosh Pit (Melpominee •••••), except that instead of frenzy, it inspires Rötschreck. Haunting Melody (Melpominee ••••• ••) The Daughter can use this power to leave a tune hanging in the air in a certain place. Anyone visiting this area can perceive the tune quietly on the breeze, or just on the edge of their hearing. Unfortunately, the tune carries madness, and those who hear it can lose their minds if they are not careful. System: The Daughter picks a derangement and makes a Manipulation + Performance roll at a difficulty of her This ability allows the Daughter to place a tune in the mind of several different targets. They begin to hear her Fugue all around them, quietly at first, and then growing more difficult to ignore. They will hear the tune in myriad places, even in the walls of buildings, and it will seem to come from somewhere in particular. Eventually they will find themselves drawn towards the source of the music. System: The Daughter can implant the song in as many people as she likes. She must sing for each person individually, making a Charisma + Performance roll at a difficulty equal to their current Willpower. When she has implanted the song, she can choose to activate it at any time. When she does, she must sing the calling song once more at the place she wants the others to come to. From that moment on, each person with the song in their head must do their best to reach the place they are being called to as if they were under the effects of Summon (Presence ••••). Supernatural creatures may make a Willpower roll (difficulty 8) to resist this effect, but ordinary humans may not. What they find there depends on the Daughter’s plan, but she need not be there at all. Once each targeted person arrives, the call of the song fades and they know they have reached its source. If the target manages to make a successful Willpower roll, they continue to hear the song and are still drawn towards it, but they may choose not to go. At the next sunset, they must make the Willpower roll again, and if they fail the song takes control of them once more. If they manage to succeed the Willpower roll three times in a row, the song loses its power and fades away. LORE OF THE BLOODLINES 27