Советник Господа Бога. || Совесть не отвечает или временно недоступна.
Третий день дождь.
Люди всё меньше улыбаются, значит, надо больше улыбаться мне)))
Утром, пока завтракал, читал о линии крови Дочери Какофонии.
Вот ведь поистине - всегда на своей волне!
Причём настройка на эту волну осуществляется автоматически, при Становлении)))
Надо найти, где о них больше написано, желательно, и про их очень интересную дисциплину - Мельпомени)
Да, мне определённо они нравятся. Но я хочу кое-что уточнить.
Кто-нибудь, дайте мне название книги-первоисточника!) Я запутался в том, что у меня где валяется!)))
Люди всё меньше улыбаются, значит, надо больше улыбаться мне)))
Утром, пока завтракал, читал о линии крови Дочери Какофонии.
Вот ведь поистине - всегда на своей волне!
Причём настройка на эту волну осуществляется автоматически, при Становлении)))
Надо найти, где о них больше написано, желательно, и про их очень интересную дисциплину - Мельпомени)
Да, мне определённо они нравятся. Но я хочу кое-что уточнить.
Кто-нибудь, дайте мне название книги-первоисточника!) Я запутался в том, что у меня где валяется!)))
The Melpominee Discipline appeared simultaneously with the Daughters of Cacophony and is intrinsically linked to that bloodline. It allows its possessors to use speech and song for a variety of supernatural effects.
1 - The Missing Voice (The Enchanting Voice)
A Vampire with this power can "throw his voice," causing it to emanate from many place within his view. The voice operates independently of the vampire, and he can talk normally at the same time his voice sings elsewhere.
System: This power works automatically, but if the vampire undertakes any other actions while using The Missing Voice, he loses two dice form his dice pool.
1 - The Soft Voice
By singing or speaking, the vampire is able to bring the target out of frenzy.
System: Roll Manipulation + Singing (diff. 7). Three successes are needed to bring another vampire out of frenzy, five to do the same to any supernatural creature.
2 - Tourette's Voice
With this power, the vampire can project her voice to any point or person with which she is familiar. She can sing, talk or make any other vocal noises she likes, as loudly or as softly as she wants. The Daughter will not hear the sounds unless she is within earshot.
System: Tourette's Voice requires the character to make a Wits + Linguistics roll (difficulty 7) and spend a Willpower point. Each success allows the character to speak for one turn.
2 - The Enraged Voice
This acts like a counter to the Soft Voice. This will cause the listener to go into a frenzy.
System: Roll Manipulation + Singing (diff Self-Control +3 or Willpower). Three successes will send a Vampire into frenzy; five successes are needed to do the same to other supernatural creatures.
2 - The Monotonous Voice
Using repetitive notes, the user can cause any creature to fall asleep. This affects different creatures in different ways.
System: Roll Charisma + Singing (diff 5 for mortals, 7 for other supernatural creatures). The number of successes determines the length of sleep. Victims can attempt to counter this by spending Willpower points. For vampires, this sleep resembles torpor, while Wraiths are unaffected.
Vampires 1/2 successes in days
Lupines 1/2 successes in days
Mages 1/2 successes in hours
Mortals 1/2 successes in hours
Changlings 1/2 successes in hours
3 - Toreador's Bane
This power enables the vampire to entrance others with her voice. The effect duplicates the Toreador clan weakness, but can affect anyone. The target will sit still, in awe of the character's voice, until the character stops singing. Thus the effects can last seconds, minutes, hours or even the entire night.
System: The character makes a Charisma + Music roll (difficulty equals the target's Willpower [minus two for Toreador] and totals the successes, though one is enough to send the victim into this "trance." If the target wants to resist, she must make a Willpower roll (difficulty equals the number of accumulated successes.). If the target does not resist, than the trance will last until the character stops singing.
3 - The Voice of Pain
By singing loudly, the user can deafen opponents. Normally this is in the form of blood coming from the ear.
System: Roll Manipulation + Singing (diff 8). Three successes must be achieved. Vampires take no dammage, but lose a bloodpoint. All other listeners take one point of damage. If the successes equal twice the listeners Stamina, the victim is permanently deafened.
3 - The Missing Voice
A vampire with this power can "throw her voice," causing it to emanate from any place within her view. This voice operates independently of the vampire, and she can speak normally at the same time her voice sings elsewhere.
System: This power works automatically, but if the vampire undertakes any other actions while using The Missing Voice, she loses two dice from her Dice Pool.
4 - Art's Traumatic Essence
This is the power that other vampires fear the most. It is the song that drives others mad, and it can be used in conjunction with the other powers of this Discipline. It can only affect one target at a time.
System: Art's Traumatic Essence requires a Manipulation + Empathy roll (difficulty equals the target's Willpower). The singer must accumulate a number of successes equal to the subject's Self Control + 5. Once this happens, the target acquires a new Derangement of the Storyteller's choice.
4 - Voice of the Muse
With this power, the Daughter can inspire others with her voice.
System: By making a Charisma + Singing (diff 9), the vampire can cause the listener to gain temporary Willpower equal to the number of successes. This can not raise the Willpower higher than normal. If a botch is the result, the listener becomes enraged at the vampire and may attack.
5 - Death of the Drum
At this level, the character can use this discipline and his voice to inflict actual damage upon others. The damage caused to mortals is mainly that of punctured eardrums. Kindred may take serious damage as dead organs begin rupturing. Only one victim can be targeted at a time. The target must be within earshot, but does not actually have to hear anything.
System: Use of this power requires a Manipulation + Intimidation roll (difficulty equals the target's Stamina + 3). Each success inflicts one level of aggravated damage. This damage can be soaked (difficulty 7).
6 - Voice of Authority
Using this power, the vampire may rally the support of others. With this rallying effect, the Daughter can comand the forces to act. The forces will fear nothing to complete their commands.
System: Roll Charisma + Artistic exprеssion (diff 8). The vampire must gain a total of 15 successes to rally and command. The targets can spend Willpower to cancel successes, but only five successes can be lost each turn.
6 - Blessed Audience
At this point, the vampire learns to use Art's Traumatic Essence on a group. All affected must be within earshot of the vampire, and they must be able to hear her song.
System: The roll and effects are the same as for Art's Traumatic Essence. The vampire can affect one person for every Blood Point she spends.
6 - Hush
This power prevents targets from uttering a sound as long as the user remains singing.
System: Roll Manipulation + Intimidation (7). The user may affect as many targets as his Music score. Affected targets may attempt to speak by rolling Willpower (User's Willpower) and accumulating as many successes as the user did. One target breaking the "spell" does not break it for any of the others, however. They must each roll individually.
7 - Torch Song
This song causes its listeners to start burning.
System: Roll Manipulation + Music (8). Each success causes one health level of fire damage, possibly causing Rtschreck. If a target receives damage equal to or greater than his Stamina, he is set ablaze, and will suffer an additional two health levels damage each turn. The fire is normal fire, and will not burn without oxygen or under water. It will only affect those who can hear the song. (Therefore, deaf people are immune!)
7 - Banshee Wail
While the Daughters of Cacophony are known for their beautiful voices, the word 'powerful' may be more accurate to describe them. They are masters of ventriloquism, voice projection, and empathic singing. Some of the Daughters, though, have some decidedly more 'painful' powers. With Banshee Wail, a Kindred skilled in Melpominee may unleash the powers of her voice into a deafening shriek. Louder than heavy machinery, jet engines, and sonic booms, nothing can compare to the volume of Banshee Wail. The Daughter must be careful however, it may be a breach in the Masquerade if she shatters all of the windows within three blocks.
System:
The character spends two blood points to pump up her voice box and then spends a turn to crescendo her voice. At the beginning of the next turn, the deafening wail is damages everything in a radius equal to the Daughter's Strength + Performance in yards. Anything in the radius that can hear rolls Stamina + Fortitude (difficulty 7, increased to 9 if they're using Heightened Senses, or difficulty 5 if they're hearing impaired). The base amount of aggravated damage is 10, lowered by one for each success on the Stamina roll. Most creatures hold their ears and collapse, as the splitting pain overloads their mind. Also, anything within ten feet and directly in front of the Daughter's mouth is pushed physically away from her. In addition, the wail damages inanimate objects in the area, eroding building material, cracking metal, and shattering glass (Storyteller's discretion, generally). Banshee Wail is a devastating attack when used effectively. It may be used only once every five minutes, however, in order for the voice box to recuperate.
8 - The Distant Drum
The vampire can now combine the power of Death of the Drum with the power of Tourette's Voice in order to inflict damage on a distant target.
System: The character must spend two bloodpoints roll Wits + Intimidation (diff equals the targets Stamina + 5). Each sucess inflicts one level of aggravated damage. This damage can be soaked (diff 7).