                                    IKARA



   * Descent of the Feather: With this power, the Daedalean can cause a
   significant reduction in the speed he is falling. Every turn, he must
   roll Willpower, difficulty 6. Each level allows one negation of damage
   due to falling. The vampire will be seen slowly descending to the
   ground, unharmed. With Ten cumulative successes, he can fall any
   distance, and take no damage. Speed is that of normal walking.

   ** Resist the Calling of the Earth: WIth this power, the Daedalean can
   completely negate the effect of gravity on his person. He can hover in
   place for an hour, needing only a stamina + Survival roll diff 7 to do
   so. Those who employ this power in combat can add two soak dice to
   blows and weaponfire, since their body rolls with the punch, rather
   than absorbing the force.

   *** The Calling of the Heavens: True flight is achieved, allowing the
   Kindred to actually fly at a speed variable to his abilities. He must
   roll a strength + athletics, every round, difficulty based on how fast
   he desires to go: 10 mph = diff: 4; 20 mph= diff: 5; 30 mph = diff:6;
   40 mph = diff:7; 50 mph = diff: 8; 60 mph = diff: 9

   A flier must start at 10 mph the first round, then build up speed, at
   a step up the chart per round. Likewise, he must slow himself down in
   this manner, or risk taking damage from running into objects. A
   failure means he drops one speed class, while a botch indicates that
   he must spend a point of willpower, and is dropping like a rock. 50
   mph is felt to be the top speed.

   **** Avain's Calling: By rolling Manipulation + Animal Handling (diff
   6), the Daedalean can summon a flock of birds to his person. Theyt
   arrive in five minutes, and will remain for the amount of turns equal
   to his roll. These can be used as a diversion (any attempt to escape
   (Dex + Subterfuge, Diff 7) is aided by dice equal to the amount of of
   the first roll), a harrying attack (Manipulation + Leadership, Damage
   Equal to the Success of the first roll), or sometimes just a communion
   with that part of nature they still cherish.

   ***** The Boon of Freedom: With the ingestion of two points of blood,
   the Daedalean can bestow any of Ikara 1-3 on another person. The
   ability lasts for a single night. Note that Assamites and Ventrue
   might not be able to use this, and each succesive point brings the
   drinker that closer to a blood bond. The Daedalean must will the power
   to activate. Also, if the Daedalean ever falls unconscious, the power
   fades. Daedaleans are lothe to let this power out, as, in the wrong
   hands, it can be greatly abused. The Daedalean cannot refill the blood
   spots he has bestowed until the next day.

   Note that when a Daedalean initially gets a level, he can only
   transport himself. With each successive level, he may add on another
   person. Thus, one with Ikara 5 can help 4 others with Level 1, Three
   others with level 2, and Two others with level 3. All must be touching
   or linked to the Ikara for it to work. Every extra person
   automatically steals a success from all rolls.

   All Daedaleans add their Ikara level to their dodge pool.

   Daedalos, bloodline founder, was of the 7th generation. There are no
   greater powers known.
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