Grey+Court+Vampire+(Type+C)

If you thought the Jade Court were enigmatic, try getting information on a vampire that can steal its very existence from your thoughts. Often referred to among their own kind as Takers, the first Grey Court vampire was thought to be a NeverNever entity that took over a deceased body, that is until it realized someone knew of its existence and fed on those memories. This enigmatic court is named, if anybody remembers to name them at all, after the grey mind fog that their abilities produce.


 * Musts:** A Grey Court Vampire must have an appropriate High Concept and the following Powers:

Living Dead (-1) Human Guise (-0) Thought Vampire (-1) Steal Thoughts (-3) Feeding Dependency (+1; affecting the following): Glamours (-2) Domination (-2) The Sight (-1) Gaseous Form (-3) Mimic Abilities (-3)


 * Minimum Refresh Cost:** -15


 * New Abilities:**

__**Thought Vampire**__ – You are sustained by the thoughts of others, ravenously devouring the very essence that makes each person unique.
 * Skills Affected:** Lore, Conviction
 * Effects:**
 * //Feeding Touch//** – Physical contact is where it’s at for a satisfying, long-term meal. When a victim is in the caught up in a powerful memory (usually easy for a Grey Court vampire using his Steal Thoughts ability), you may draw some of his life force out of him to sustain you. This is done as a psychological attack with an appropriate skill (usually Lore). If you have the Steal Thoughts ability, inciting the memories and feeding on them may be done as a single action, based on a single roll. On subsequent exchanges, if the memory is still in place you may continue to feed, gaining a +1 on the roll.
 * //The Taste of Death//** – Once per scene, if you inflict enough stress and consequences to kill a victim from feeding, you may take an immediate "free" recovery period equal to an extra scene. This will clear your stress track and mild physical consequences, and possibly larger consequences if you have any ability that lets you heal quickly.
 * //Feeding Frenzy//** - When in the presence of powerful memories, you feel a nearly uncontrollable urge to attack. The GM is within his rights to call for Discipline rolls to resist the urge. In some cases, the urge may take the form of a compel against your high concept.

__**Steal Thoughts**__ (-3) //**Memory Loss**// - You can touch a thinking creature and can drain their ability to access certain thoughts. You may make a special Block action against a thinking creature using your Lore targeting any of a number of skills (each attack only affects one skill, chosen at the time the block is created). Skill checks that do not beat your Memory Loss Block satisfy your Feeding Dependency, giving you an automatic +1 to your next Memory Loss Block (see Thought Vampire). //**At Range**// (-1) - You may use this ability on targets up to one zone away without touching them. //**Lasting Drain**// (-1) - If you increase the refresh cost of this ability by 1, you gain the ability to do a Memory Loss as a mental attack instead of a Block. If such an attack hits, you gain a +2 stress bonus on a successful hit (as though it were a Weapon:2), increasing the chances of inflicting a mental consequence (and thus a more lasting mental state). The victim defends with his Discipline //**Potent Drain**// (-1) - The Lasting Drain upgrade is a prerequisite to this one. You get another +2 stress bonus on successful attacks as per Lasting Drain, as though you had Weapon: 4.
 * Skills Affected:** Lore, Discipline
 * Effects:**