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
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