Melpominee

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Powers (1–5)

The Missing Voice

Expend 1 Blood and use a simple action to modify your voice. With the Missing Voice, you may utilize any sound the human voice can produce (within any octave or vocal range, from the deepest basso to the highest soprano). You can also increase your volume beyond standard human range, resonating over other noises like a living megaphone. Further, if you have 3 or more dots of Performance: Singing, you can identically replicate any voice you have studied for at least five minutes, regardless of that individual's sex or vocal tone. Note that Missing Voice does not provide any fluency with foreign languages; you may duplicate a foreign accent, but cannot comprehend languages you do not already understand.
Focus: [appearance]
Your Missing Voice can be captured by recordings and carried by electronic or mechanical means.

Phantom Speaker

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By spending 1 Blood and expending a simple action, you cause your voice to generate from thin air. Using this power allows you to make your voice emanate from any location within your line of sight or from any location with which you are familiar. When you use Phantom Speaker, you do not have to move your lips or otherwise show any signs of speaking. If you choose, you may allow one willing person to respond in kind; her voice will softly emanate just within your hearing. A character who has the Auspex power Heightened Senses and is within three steps of the location where a Phantom Speaker emanates will overhear a conversation held through Phantom Speaker. You can have only one application of Phantom Speaker in operation at a time. However, you can carry on two conversations simultaneously, one through Phantom Speaker, and one spoken normally. You cannot use other powers or supernatural effects through Phantom Speaker, except for the Melpominee power Missing Voice.
Focus: [charisma]
You can use Phantom Speaker on any familiar individual regardless of range.

Madrigal

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To use Madrigal, you must spend 1 Blood and then sing for at least three turns. All those in hearing range of this power feel an intense emotion of your choice, related to the subject of your performance. This emotion is overwhelming, summoning a rush of memories, images of events that caused similar feelings in the individual's past. Individuals affected by Madrigal receive a +2 bonus to their test pools to resist emotion-based powers originating from disciplines other than Melpominee, such as Entrancement, Dread Gaze, or Passion. Using this power on an individual with a derangement gives her 1 Derangement trait. The effects of Madrigal last for 10 minutes, plus an additional 10 minutes for every dot the user has of the Performance: Singing skill.
Focus: [appearance]
Targets receive a +3 bonus instead of +2 to resist non-Melpominee emotion-based powers.

Siren's Beckoning

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To use Siren's Beckoning, you must spend 1 Blood and use a standard action to sing. Choose a number of individuals within hearing range equal to your Performance: Singing skill. These individuals immediately enter a fugue-like state, stopping all other activity in order to listen to your performance. So long as you continue to spend your standard action singing each round, your listeners will remain utterly captivated by the song. If you use your simple action to walk, they will follow at a slow pace, unaware of events happening around them; they will not notice breaches of the Masquerade or other general events. However, if a beckoned individual is attacked, put in danger (you cannot lead them over a pit nor in front of a speeding car), or targeted by an offensive power, your Siren's Beckoning will immediately break. All those who wish to resist your Siren's Beckoning must make an opposed challenge using their Social attribute + Willpower versus your Melpominee test pool. Using this power on an individual with a derangement gives her 2 Derangement traits. If this causes the individual to experience a psychotic break, that break will not occur until after Siren's Beckoning ends.
Focus: [charisma]
Mortals do not count toward your maximum number of targets.

Death of the Drum

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Spend 1 point of Blood and expend a standard action to sing, shriek, or otherwise audibly evoke Death of the Drum. Make an opposed challenge against an opponent, using the Melpominee test pool. If you are successful, your victim takes 3 points of aggravated damage. You can activate Death of the Drum against a target repeatedly; this is an exception to the rule that prohibits a character from using a Social power on the same target immediately after failing. If you fail to use Death of the Drum against an opponent, you may try again against that same opponent (or someone else) on the next turn.
Focus: [charisma]
You can also target objects, shattering most solid items in a single round.

Elder Powers

Shattering Crescendo

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When you invoke the power Death of the Drum, you may choose to inflict an additional point of damage to a single target, or instead, to affect up to three targets of your choice. When targeting multiple enemies with this power, you must make a separate opposed challenge against each of the defenders. Should you spend a point of Willpower to retest any of these opposed challenges, you also gain that retest for the remainder of the opposed challenges, without spending further Willpower. If you spend Willpower to retest after some challenges have been resolved, you cannot go back to previous challenges you've lost and apply that Willpower retest retroactively.

Persistent Echo

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When you activate Phantom Speaker, Madrigal, or Death of the Drum, you may choose to have the effects of that power delayed, hanging silently in the air at your current location, until triggered at a later time. You must be physically present in the location in which you wish to place your Persistent Echo at the time you activate this power, but you do not need to be present when the Persistent Echo triggers. First, you must meet all requirements of the power you wish to invoke. Then, inform the Storyteller of the specifics that will cause this power to activate at the location where you are currently present. Examples of triggers might include, "When someone other than myself comes through this door," or "When the sun sets three days from today." This power remains suspended via Persistent Echo for a number of nights equal to your dots in Performance: Singing or until it is triggered. You cannot have more than one application of Persistent Echo in effect at any time. Creating a second Persistent Echo erases the first.

Reverberation

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You can duplicate another character's voice so perfectly that it enhances any power or discipline they use. You may activate this power outside of your initiative order but only if you have a simple action remaining in the round. To do so spend 1 point of Blood and your simple action and target someone who has just failed a challenge involving the use of their voice. This could be a power that requires a target to hear words such as Mesmerism or Command, or powers that simply require one to speak, such as Thaumaturgy. Regardless of whether you understand the words spoken or understand the power itself, you copy the target with perfect mimicry. When using Reverberation in one of these instances, the user of the power gains a free retest. This retest can be used before or after the normal Willpower retest and is an exception to the rule limiting retests to one per challenge. You may use this power on yourself, creating an immediate echo of your own power giving you an additional retest for any powers involving your voice. Any retests use the trait pool of the power's original user.

Sound Wave

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Your voice is capable of resonating at a pitch and frequency that damages objects and people by imbuing it with kinetic energy. Once purchased, you may declare the use of Sound Wave by spending 1 additional point of Blood when using Death of the Drum. If you chose, your attack may now use your Social attribute + Subterfuge skill against your opponent's Physical attribute + Willpower. Your voice also gains the power to project a terrible force. The sheer power of your voice shatters windows, knocks glasses off tables, and has a tangible "push" that can be felt by nearby targets. Any opposed challenges won by you while using this power push your opponent back 3 steps in the direction of your choice regardless of the defense pool used by your target. If this would cause your target to collide with anything the size of a table or larger, she takes 1 point of damage, as do any characters she collides with. This damage is considered separate from your initial attack for the purposes of damage reduction. This power can be used in conjunction with other elder Melpominee powers when appropriate. The Storyteller will determine how inanimate objects are affected by this power.

Luminary Powers

Choir of the Damned

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Spend 2 points of Blood and use your simple action to summon two otherworldly entities who join you in song. These singers take whatever appearance you choose, such as choir members, angels, or backup singers dressed similarly to you. The singers are intangible and cannot be harmed or targeted by hostile powers and will follow you at your walking pace. The singers may use your Melpominee powers from levels from 1 through 5 as well as the elder power Sound Wave. They may use these powers without cost, and act on your initiative (which includes the benefits of the merit Rhythm of Battle if you have it). In addition, the three of you may combine the group's efforts to destroy objects of significant size up to 100 feet away from the furthest singer and within your collective line of sight. By spending 2 points of Blood and 3 uninterrupted turns singing as a group, you can destroy an object less than or equal to the size of a car. If you spend a total of 6 turns, you can cause the collapse of a single floor or the ceiling of a structure.