• Silent Passage
Adroanzi, being self-proclaimed masters of nature, reinforce their mystery by use of this power. They can move through the wilderness without fear of being heard or discovered. Even animals have trouble finding evidence of a Gardener’s presence.
Effect
When activated, Silent Passage provides the character with a number of benefits related to moving about in a natural setting. He must be walking through grass, on soil, through water, or across a naturally occurring surface. The power does not function if the character is walking across concrete, wading in a constructed fiberglass-bottom pool, or traveling on or over any sort of similarly worked or artificial surface.
First, he is virtually silent when walking or even running. Observers using Heightened Senses have the potential to hear the character, but this requires a successful Clash of Wills (see Vampire: The Requiem, p. 119). The Adroanzi’s player rolls Resolve + Survival + Nburu during this contested action. Users of this power also mask evidence in regards to scents. This, too, can be subject to a Clash of Wills. Finally, Silent Passage also hides evidence of the vampire’s passing. He does not leave tracks in the sand, break the grass as he walks through, or disturb the surface of water as he is walking or swimming. In the case of traveling through water, the character may move no faster than his normal walking speed. Moving any faster will disrupt this power and cause it to fail. Tracks and other evidence are not completely hidden, but any roll made to track or investigate the area receives a -5 modifier.
First, he is virtually silent when walking or even running. Observers using Heightened Senses have the potential to hear the character, but this requires a successful Clash of Wills (see Vampire: The Requiem, p. 119). The Adroanzi’s player rolls Resolve + Survival + Nburu during this contested action. Users of this power also mask evidence in regards to scents. This, too, can be subject to a Clash of Wills. Finally, Silent Passage also hides evidence of the vampire’s passing. He does not leave tracks in the sand, break the grass as he walks through, or disturb the surface of water as he is walking or swimming. In the case of traveling through water, the character may move no faster than his normal walking speed. Moving any faster will disrupt this power and cause it to fail. Tracks and other evidence are not completely hidden, but any roll made to track or investigate the area receives a -5 modifier.
Material Components
Cost: 1 Vitae
Gestures & Ritual
Dice Pool: This power involves no roll.
Related Discipline
Effect Duration
The power lasts for the duration of the scene.
Effect Casting Time
Instant
Level
1