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Melpominee 
Named for Melpominee, the Greek Muse of tragedy, the unique Discipline of the Daughters of Cacophony is one of speech and song. The powers of this Discipline explore the various uses of the voice for both benefit and harm. As is the case with mortal art, it is not always clear which of those directions these powers take. No character may have a rating in Melpominee higher than her Performance rating. Melpominee affects the subject's soul as well as the ears; thus, it works perfectly well on deaf subjects, and has caused at least one known breach of the Masquerade due to this effect. Additionally, the powers of Melpominee work only on those who are present when it is used - Daughters of Cacophony cannot "encode" Melpominee effects onto compact discs or send them across radio signals.
The Missing Voice
A vampire with this power may "throw" her voice anywhere within her line of sight, even carrying on two conversations simultaneously (one with her Missing Voice and one with her actual, physical one). Treacherous Daughters of Cacophony impersonate other individuals' voices in order to mislead listeners, and less devious members of the bloodline can use their two voices simultaneously to perform hauntingly beautiful "duets" or eerie one-actress plays.
System:This power functions automatically as long as the character wills it. However, using The Missing Voice while performing any action other than speech or singing incurs a penalty of 1 blood on that action due to the disruption of the character's concentration.
 Phantom Speaker
With this power, the vampire may project her voice to any one individual with whom she has more than passing familiarity. The only distance limitation is that it must be night wherever the intended listener is. The vampire can talk, sing or make whatever other noises she wants. The sounds are inaudible to anyone but the intended subject, unless an eavesdropper has Auspex 3 or higher (and has reason to be listening for such). The Kindred cannot hear the sounds - or the subject's responses - unless she is within earshot. The use of Phantom Speaker has been responsible for several cases, of "paranoid schizophrenia."
System:The player spends a blood point. Each success allows 1 minute of speech; three or more blood allows speech for an entire hour.
  Madrigal
The Kindred may imbue her audience with the emotions expressed in her song, rousing them to passion or deluging them with seemingly bottomless despair. Princes on good terms with Daughters of Cacophony sometimes have the song stresses croon before they make an appearance, bolstering their fellow Kindred with a sense of loyalty.
System:The player spends blood each blood instils the chosen emotion in a fifth of the Kindred's audience. The Referee decides precisely which members of the audience are affected. Characters may resist this power for the duration of the scene with the expenditure of a Blood point, but only if they have reason to believe that they are being controlled by outside individuals. The song the vampire sings must also reflect the emotion she wishes to engender - no one's going to mob the concert security no matter how well she sings "High Hopes," but they might if she wails "Cop-killer."
Affected individuals should act in accordance with their Natures - enraged Conformists would join a riot but not start one, aroused Bravos may force their attentions on the object of their desire, and jealous Directors may send cronies after their rivals.
   Siren's Beckoning
This power reaches deep into its victims' souls to twist their psyches. Siren's Beckoning causes temporary insanity in its victims. Malkavians and vampires in Golconda are immune to Siren's Beckoning; the former are too warped to be further affected, and the latter are too centred. Siren's Beckoning can affect only one victim at a time.
System:Siren's Beckoning requires Multiple blood to be spent, but to activate costs 3 blood. The singer needs a higher Melpominee than double the victims Willpower, the initial blood dose not count to boot the discipline. However blood can be spent to boost the level of Melpominee for the duration of the singing. If the singer accumulates five more points than the victims doubled willpower at any point, the hapless soul acquires a new derangement (or Psychological Flaw) of the attackers choice. This derangement normally lasts for one night per point over five. With a total of 20 points over, the Daughter can make it permanent.
    Virtuosa
Although many low-level Melpominee powers allow a vampire to affect only one target at a time, those who have mastered the Discipline may entertain a wider audience, as it were.
System:The Daughter may use Phantom Speaker or Siren's Beckoning on a number of targets equal to her Willpower + Performance. The player must spend one blood point for every five targets beyond the first to be affected in such a manner. However after their fifth target, they must make a willpower check against the singer.
Melpominee Extended
Shattering Crescendo Level Six
Mortal singers can shatter wineglasses with their voices by finding the precise pitch at which the glass resonates. A talented Daughter of Cacophony can go beyond the destruction of relatively fragile objects, pitching her voice to find the resonant frequency of virtually any object, including a human or Kindred body. Only one victim at a time can be affected by Shattering Crescendo; anyone else within earshot will hear a piercing, though not harmful, shriek.
System:Use of this power requires that the victim be within hearing range (characters with hearing difficulties - or Heightened Senses - are affected at the same range as other victims). The player spends four blood points and rolls to activate. Each additional blood inflicts one health level of aggravated damage. If using this power on an inanimate object, the Storyteller determines how much damage the object may "soak"
Persistent Echo Level Seven
With this power, the Daughter can speak or sing to the air and leave her words for a later listener. This can be either the next being to stand where the character is when she uses this power or a specific individual that she is already acquainted with. Persistent Echo can also be used to "suspend" other Melpominee powers for a future listener or victim.
System:The player each blood spent renders 10 seconds of speech, which will be heard later, this will fade 14 nights after activation. If the player wishes to time-delay another Melpominee power, The standard amount of blood for said power is spent Plus 1 blood for every day the power is to be held before it fades
The Kindred may choose to make the echo audible to anyone who stands in her position for the duration of the power - in effect, an endlessly looped mystic recording. Conversely, she may choose for it to fade away once it is heard for the first time. She may also choose to leave it dormant until activated by the presence of a specific individual with whom she is familiar. If the echo is made a one-time-only effect, all traces of the power disappear once the vampire's words echo to the intended recipient.
If a character uses Heightened Senses in an area where an "inactivated" echo exists, he will hear a faint murmur. Three on Perception is necessary to hear the message.
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