Lynx

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Unlike the other Bloodlines listed in this "Created" section, the Lynx haven't been created by Suspire.org, you can find their full write up in the Invictus covenant book.


We have, however, modified some of their aspects dramatically, such as their weakness and discipline, which is what will be brought attention to here in this section. If you are interested in playing a Lynx, please familiarize yourself with the write-up for them in the Invictus covenant book.


Nickname: None, though some call them The Links or a Link.

Parent Clan: Mekhet


Contents

Modifications to Write-up

Weakness

The Lynx find it easy to get themselves involved in social networks - perhaps too easy. As a result, the first time they drink another Kindred's blood, they will count as having a two-point vinculum to that kindred, instead of a one-point vinculum. Likewise, the second drink creates a full vinculum for the poor Lynx, rather than a two-point vinculum. Although the Lynx can theoretically find another member of the bloodline to sever the bond with Remove the Bonds of Blood, doing so is quite costly, especially if it has to be done repeatedly.


In addition, the Lynx value social connections a great deal, and losing them actually pains the Lynx. Any time a Lynx loses a dot in the Allies, Contacts, Herd, Mentor, or Retainer merits, they suffer a single point of aggravated damage, which they may then work to heal normally.


Note: As a final note, be aware that the rule "Mental / Physical / Social Networks" rules for the Lynx in Invictus do not apply, due to the radical revision of their unique discipline.


Correlate

Foundation of Interplay (•)

By gaining a basic understanding of the motives that drive others, a Lynx can figure out why an individual interacts with others the way they do. If Foundation of Interplay is used on both subjects of a conversation, it might allow the Lynx to predict exactly how a conversation will go with just a passing glance.


Wits + Empathy + Correlate - Composure

Expenditure: None

Dramatic Failure: You are unable to use this power on the victim for the rest of the night.

Failure: Nothing happens.

Success: You learn either the subject's Virtue, or their Vice (your choice, declared when the power is used).

Exceptional Success: You learn *both* the subject's Virtue and Vice.


In addition, successful use of this power gives the Lynx a bonus equal to their successes activating the power on all Sense Motive rolls against a target for the rest of the scene.


Social Dynamic (••)

Once a Lynx advances beyond an understanding of interplay at a foundational level, they began to understand heirarchy. The artificial construct that sorts out who holds power in the Danse is easy for a Lynx to understand... or manipulate towards their own ends. Perhaps more frighteningly, the Lynx are capable of twisting this construct towards their own ends by strengthening or weakening the power it grants others, thereby changing the interplay between them. By assigning greater or lesser importance to the system of standing that regulates all kindred, the Lynx can completely alter the tempo of any social encounter.


Manipulation + Investigation + Correlate - Composure

Expenditure: 1 Vitae

Dramatic Failure: The target's status counts double against you in all status-based rolls.

Failure: Nothing happens.

Success: You may modify the bonus dice that the target gains from status (either positively or negatively) by the number of successes you achieved on this roll. This may only be applied to a single category of status - Clan, Covenant, or City. This bonus (or penalty) lasts for the rest of the scene.

Exceptional Success: In addition to providing a higher bonus, you may divide the modifications amongst Clan, Covenant, or City status, rather than having to focus on a single category.


Acquiring at least 1 success with this power will reveal the target's City, Clan, and Covenant status to the Lynx]. Note that these bonus dice only apply to rolls that add the status merit to them. Note also that the Lynx can target themselves with this roll (in which case Composure is not subtracted).


Example: Bill uses Social Dynamic on Ted, and scores three successes. Bill chooses to give Ted a +3 modifier to his City Status. Ted had City Status 3 originally, so he now gains 6 bonus dice from City Status instead of his usual 3 whenever he applies it to a roll. Had Bill chosen to give Ted a -3 modifier instead, Ted would get 0 bonus dice from City Status instead of his usual 3.


Hierarchy Genesis (•••)

Building upon what they learned about the miniature hierarchy of the damned and the interaction behind it, the Lynx next learns to better manipulate mortals by inserting themselves into the mortal hierarchy as a figure of importance, allowing them to become master manipulators of the mortal herd.


Manipulation + Persuasion + Correlate

Expenditure: 1 Vitae

Dramatic Failure: The Lynx cannot use this discipline for the rest of the night.

Failure: Nothing happens.

Success: The Lynx gains a bonus to their next merit-based interaction roll with mortals (be it Allies, Contacts, Domain, Status, etc.) equal to their successes.

Exceptional Success: Extra successes are their own reward, in this instance.


Note that this only works against mortals, and will not apply to rolls made to interact with Ghouls or any other supernatural creatures.


Tap Sympathetic Connection (••••)

As the Lynx gains a greater understanding of social interaction and dynamics, they learn how to forge an artificial connection of blood to another Kindred, inserting themselves into the hierarchy falsely and gaining insight.


Wits + Empathy + Correlate vs. Resolve + Blood Potency

Expenditure: 1 Willpower initially, 1 Vitae per use

Dramatic Failure: The Lynx is overcome by sensory overload, and suffers a -3 penalty to all rolls for the rest of the night. They cannot use this power again for the rest of the night.

Failure: Nothing happens.

Success: The Lynx counts as if they had Blood Sympathy to the target, and may feel any particularly strong emotions that the target broadcasts. In addition, with the expenditure of a vitae (rather than the willpower point that Blood Sympathy normally requires), the Lynx may gain a sense of the target's direction (a Wits + Survival roll, or the Direction Sense merit, allows them to find their way to the target), and their emotional state for a scene. The connection lasts for a single night.

Exceptional Success: Attempting to gain a sense of the target's direction and emotional state no longer requires a vitae expenditure.


Note that this blood sympathy is not a two-way street, and thus that the target may not gain the benefits of Blood Sympathy against the Lynx. Note also that, since a willpower point is spent to activate this power, another willpower point cannot be spent to add +3 to the roll.


Remove the Bonds of Blood (•••••)

Finally, when the Lynx masters their discipline, they gain the ability to remove one of the artificial social constraints from vampire society, coloring interaction greatly and ultimately removing an artificial hindrance from it. This incredibly useful power is the greatest secret of the bloodline.


Presence + Occult + Correlate -Stamina

Expenditure: 1 willpower point for the Lynx, 1 willpower DOT for the target

Dramatic Failure: The Lynx binds the target completely to their domitor forever. They may never escape the blood bond, no matter what.

Failure: Nothing happens, note that willpower is still expended by both the user and the target.

Success: The user learns of all the target's blood bonds, and may reduce blood bonds that the target is laboring under by their successes (and may divide them up between multiple bonds if there are more than one).

Exceptional Success: In addition to the reward of extra successes, the severing of the blood bond does not broadcast itself to the Regnant, who remains blissfully unaware.


Note that the regnant(s) will feel the blood bond dissipate after successful use of this power (unless the Lynx scores an exceptional success). Note also that the Lynx does not have to expend all their successes if they choose not to. Additionally, note that the Lynx cannot activate this power with themselves as the target. Finally, note that since the Lynx spends a willpower point to activate this power, they cannot spend another willpower point to gain +3 to the activation roll.


Example: Bill uses Remove the Bonds of Blood on Ted. Ted is bonded 2 points to Marla, 2 points to Steff, and 1 point to Alice. Bill scores 4 successes. He learns of all of Ted's bonds, and chooses to remove Marla's and Alice's entirely (expending 3 successes to do so), and he reduces Steff's by 1 (expending his 4th and final success), leaving Ted with a 1 point bond to Steff and no bond whatsoever to Marla and Alice.


Devotion: Observe the Ties that Bind

Auspex 2, Correlate 1

Cost: 10xp

Expenditure: 1 Vitae / Scene

Roll: Wits + Occult + Correlate, use the Awe negative modifiers for crowd size


Dramatic Failure: The Lynx is unable to use this power for the rest of the night.

Failure: Nothing happens.

Success: The Lynx gains insight into the webs of blood bonds that permeate kindred society. Successful activation reveals translucent red lines connecting individuals that are blood bonded. Note that success does not reveal which vampire is the regnant and which is the thrall, nor does it reveal the strength of the blood bond.

Exceptional Success: In addition to the benefits of the success, the Lynx is also able to determine the strength of the bond (the translucent red lines will brighten correspondingly). The Lynx still does not know who is the regnant and who is the thrall, however - that's the province of guesswork, or Remove the Bonds of Blood.

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