Affects desolidified beings +1/4
When purchased with a power it can effect desolidified
beings. This is probably most appropriate for an attack power.
Area effect +1
This advantage allows a power to affect more than
one being. When this modifier is purchased the power affects 1 hex
per level. Some powers are already assumed to be area effects.
If there is a resistance roll then all beings in the area get the resistance
roll.
At Range +1/2
This turns a normally unranged power into a ranged
power. When the ranged modifier is bought then the range is one hex and
this increases by one hex per level.
Autofire +1
Any power with this modifier may be used more than
once in a single turn. The attack must still be rolled for each attack.and
the attacks must be in a straight line and no more than one hex apart (though
all attacks may be aimed at the same target). The vitae cost for
each use of the power is still the same.
Continuous +1
Any power with this modifier may continue to hit
a target without having to roll a new attack roll. The power hits
once per turn once the initial strike is made. Autofire and Continuous
are not allowed in the same power
Difficult to Dispel +1/4
Any power with this modifier is more difficult to
dispel and lower the effects of (dispel and supress). Any power having
this modifer dispels as if it was twice as many levels as it actually is.
Explosive +1/2
This modifier makes a power explode giving it a
limited area of effect. The power makes the power have 1 die less
damage per hex from the target area.
Increased Maximum Range +1/4
This power makes the range of the power further
than normal. For each level of this modifier double the maximum range
of the power.
Invisible Power Effects +1/4
A power with this modifier does not have noticable
special effects.
No Range Penalty +1/2
A power with this modifier has no range penalty.
The power can be fired at its maximum range with the same chance of success.
Reduced Vitae Cost +1/2
A power with this modifier costs half as much to
use. If it normally takes 1 vitae per use it instead takes 1 vitae
per two uses.
Sticky +3/4
Any power with this modifier affects all character's
who touch the affected target.
Time Delay +3/4
Any power with this modifier may take effect later
after the target leaves sight of the character. The actual attack
roll must still be rolled. The power still takes effect even if the character
is unconscious, dead, or in another place.
Transdimensional +3/4
Any power with this modifier works across dimensions.
Each dimension's distance counts as one range modifier.
Useable against others +3/4
This modifier gives a power the ability to be used
on others. Many powers are assumed to have this modifier but this
may also be purchased with many powers that do not have it naturally.
Useable by others +1
This modifier gives the character the ability to
allow others to use the power. The person given the power may then
use it at will and use their own vitae to fuel it. Any power so given
lasts for one turn unless regiven or unless increased time is purchased.
Variable special effects +1/2
A power with this modifier may have a variety of
special effects. This might be an appropriate modifier for Celcius's
power of blast of cold/heat. This primarily allows for character's
to take advantage of the special effect's strengths while allowing them
to avoid many of the weaknesses.
Power Modifiers (Negative)
Power modifiers alter how good a power is and alter
its cost. The negative modifiers (some are special for the power)
make the power less useful and less expensive.
Ablative variable (-1/2, -3/4 or -1)
A power with this modifier can be beaten down and
made gradually less effective. For each die of damage that goes through
it lower the effective protection given by 2. This cannot be renewed
for a variable amount of time dependent on how much the modifier is worth.
If it renews at a rate of 1 per minute it is a -1/2 modifier. If
it renews at a rate of 1 per hour it is a -3/4 modifier. If it requires
some special catalyst to renew it is a -1 modifier.
Activation variable (-1/2, -3/4 or -1)
A power with this modifier requires an activation
roll to turn on. This is in addition to any other rolls required
to use the power. This power requires an activation skill to use.
The roll is Attribute + Power Skill + d10. The difficulty is 10 for a -1/2
modifier, 15 for a -3/4 modifier and 20 for a -1 modifier.
Always on -1/2
A power with this modifier cannot be turned off.
This power does not cost vitae to use.
Concentration variable
A power with this modifier requires extra concentration
to use.
-1/4 the character cannot fight or dodge
(any quick movements) but may otherwise move normally
-1/2 the character cannot do anything more complex
than walk
-1 the character cannot move at all during
that turn if he wishes to use the power.
Extra Time -1/4 per time scale down
A power with this modifier takes longer to turn
on than normal.
Focus variable
A power with this modifier requires some sort of
focus object to function.
-1/4 the focus object can be easily replaceable
(frog's legs, cat hair)
-1/2 the focus object is replaceable but
it is not easy ($100 diamond, cat liver)
-1 the focus object is very difficult to
replace (alien artifact)
Gestures variable
A power with this modifier requires the character
to make gestures and motions to make the power work.
-1/4 the power requires a small movement
(hand gesture)
-1/2 the power requires large body movement
(arm motion)
-1 the power requires full body movements
(dance with arms waving)
Incantation -1/4
A power with this modifier requires that the character
say words to make the power work. The longer the power takes to activate
the more that must be said. The incantation must be in a regular
speaking voice.
Increased Vitae Cost -1/2
A power with this modifier costs more to use than
a normal power. Any power with this modifier costs twice as much
vitae to use each time.
Limited Power variable
The power is limited in some other way. This
is a catchall category for all other limitations that are not listed.
Add the limitation cost for the total. The minimum cost for the modifier
is -1/4.
+1/2 the limitation almost never comes into
effect. (not usable during a full eclipse)
-0 the limitation comes into play regularly
(can't use power during full moon)
-1/2 the limitation comes into effect most
of the time (can't use power during the day)
-3/4 the limitation comes into effect all
the time (the limitation is constant)
-1/2 the limitation makes using the power
inconvenient (costs double vitae)
-3/4 the limitation makes using the power
hard (causes physical damage to character to use power)
-1 the limitation makes using the power practically
impossible (can only use the power while in an induced coma)
Linked -1/2
A power with this modifier must be used with another
power. A power with this modifier may be linked either with a power
that does not have the modifier or one that does not have the modifier.
No Conscious Control -1
A power with this modifier cannot be controlled.
The power comes on during times of stress or under other factors.
The gm may use a power with this modifier at will however the player has
no conscious control over this power either to turn it on or to turn it
off.
Reduced by Range -1/2
A power with this modifier loses power the further
away from the character it is. For each hex range the power is from
the user it loses 1 level worth of effect.
Side Effects variable
A power with this modifier has some sort of negative
consequence that acrues to using the power under some circumstances.
These side effects can vary widely and the cost for the modifer is going
to depend greatly on the frequency of the side effect and the seriousness
of the effect.
+1/2 the side effect almost never comes into effect
(during eclipses)
-0 the side effect comes into regularly (during
full moon)
-1/2 the side effect comes into effect most
of the time (can't use power during the day)
-3/4 the side effect comes into effect all
the time (the side effect is constant)
-1/2 the side effect makes using the power
inconvenient (kills flowers nearby)
-3/4 the side effect makes using the
power hard (causes physical damage to all people within range)
-1 the side effect makes using the power
practically impossible (causes deadly wounds to the character)
Visible -1/2
A power with this modifier is noticed by all five
senses.
Beastial | Lillanite Vampire | Camarilla Vampire | Sabbat Vampire | Anarch Vampire |
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