Post by Phsycodelic on Oct 18, 2016 23:13:38 GMT
Combination Disciplines
Any Kindred
Any Kindred
Aegis Of Entropy ( XXX - Page X )
Prerequisites: Fortitude 3, Mortis (The Grave's Decay) 1
Cost: 21 Experience Points
This power allows a vampire to toughen her flesh with seething necrotic energy in anticipation of a blow. Normal weapons that strike this energy suffer immediate decay, rotting or rusting to uselessness over the rest of the turn. Within seconds, the weapon breaks asunder from its own frailty.
System: The player reflexively spends one blood point and rolls Wits + Crafts (difficulty 6) after a weapon strikes the vampire. Success does not reduce the damage from the attack but causes the weapon to disintegrate by the end of the turn. This power can affect only true inanimate weapons; it does not rot away an opponent's fists, nor may it affect magical weapons or weapons protected by magic of any kind. The attack that triggers the retaliatory use of this power need not inflict any damage. This power cannot destroy weapons used in a surprise attack unless the weapon lingers in the flesh, such as a knife left in the back.
Animus Ligature ( Rites Of The Blood - Page 124 )
Prerequisites: Sabbat Inquisitor; Auspex 2, Thaumaturgy 1
Cost: 12 Experience Points
This power allows an Inquisitor to detect signs of deep attachments upon an individual's aura. Vinculi, blood bonds, codes of honor, soul bargains, and sworn oaths are reflected as scarlet flares, burning brighter or dimmer to reflect the intensity of the bond. If these flares reflect ties of blood, the Inquisitor will receive a visual impression of the other individual in the link (though, obviously, no perception of how that second individual feels or if the bond is returned). If the flare reflects an oath or a code of honor, the Inquisitor will only have a sense that the target takes a promise, oath, or debt very seriously - not whether that attachment is infernal or to whom such a promise was made.
System: After the character stares at the subject for at least a few seconds, the player rolls Perception + Empathy (difficulty 8). Failure indicates that the flares are too indistinct to be made out individually from the rest of the subject's aura. This power does show infernal compacts, but in no way distinguishes them from any other oath or code of honor. The flares of blood bonds or Vinculum are clear, but it is entirely up to the Inquisitor to determine why any other flares exist in her subject's aura.
Anticipatory Locution ( XXX - Page X )
Prerequisites: Auspex 4, Obfuscate 3, Anticipatory Visage
Cost: 20 Experience Points
A refinement to Anticipatory Visage, this power was created in an attempt to mitigate the difficulties involved in passing yourself off as someone when you don't know who you're supposed to be. When Anticipatory Locution is active, the target not only sees whom he expects to see but also hears what he expects them to say. This works for short phrases only, not entire conversations, so an archon can still trip himself up quite easily if he's not careful. Still, Anticipatory Locution is good for covering small gaffes or for getting around code words and passwords.
System: This power does not require the expenditure of blood, as it is considered active when the user has succeeded in invoking Anticipatory Visage. Any time the character utters a short answer to a question (no more than a single moderate sentence or so), the player may make a roll of Manipulation + Subterfuge (difficulty 7). If successful, the target hears the answer he would have expected from whoever he believes the character to be. This power breaks down in long conversation or under in-depth questioning, and it can be seen (heard) through with Auspex if the Kindred's Auspex is greater than the character's Obfuscate.
Anticipatory Visage ( XXX - Page X )
Prerequisites: Auspex 4, Obfuscate 3
Cost: 24 Experience Points
This power was first developed by an investigative archon who was frustrated by his inability to sneak into the gathering of a Gehenna cult because he didn't know as whom to disguise himself. Anticipatory Visage allows the Kindred to appear as whomever the target most expects to see in a given circumstance. The character herself has no control over who she appears to be, and may not even be immediately aware of what form she's taken. This power has, to date, been used by archons alone.
System: The player spends a blood point and makes a Manipulation + Performance roll (difficulty 6). If successful, the character immediately takes the form (per Mask of a Thousand Faces) of the individual the target most expected. If faced with more than one person, the character must select one individual as the target and hope that the others expect to see the same person. The character is not immediately aware of the form she has taken, and may have difficulty carrying the ruse further than the initial contact. While this power provides the form of the expected individual, it does not provide any knowledge of her personality or memories; the character must be exceedingly careful not to give herself away through suspicious behavior. A vampire with Auspex can see through this power if her Auspex exceeds the character's Obfuscate.
Armor Of The Abyss ( Lore Of The Clans - Page 124 )
Prerequisites: Lasombra; Fortitude 3, Obtenebration 3
Cost: 18 Experience Points
When the vampire calls on this power, strands of darkness weave around him and solidify into a dark suit of armor. The vampire is completely encased in shadow, but able to see out of it as if it wasn't there.
System: This power is invoked in much the same way as the Obtenebration power Arms of the Abyss, by spending a blood point and making a Manipulation + Occult roll (difficulty 7). If successful, the strands of shadow encase the vampire instead of reaching out. This cloak of shadow fully protects the vampire but does not encumber him in any way, conferring no penalty. It grants him an armor rating equal to his Obtenebration and Fortitude and lasts for 3 turns(or ten minutes) for each success gained on the activation roll.
Armory Of The Abyss ( XXX - Page X )
Prerequisites: Fortitude 3 or Potence 3, Obtenebration 3
Cost: 21 Experience Points
Once of the few arts created by Abyss mystics that has spread throughout the Magisters, Armory of the Abyss allows a vampire to fashion weapons and armor from shadows. Summoned items extrude from every orifice and pore, quickly hardening from darkened phantasm to black crystal even as they assume the desired form.
System: The player spends one blood point and rolls Manipulation + Crafts (difficulty 6). Characters without the appropriate Crafts Field of Expertise to make the weapon or armor with mundane skill (i.e., armory, blacksmithing, woodworking, etc.) may only roll their Manipulation. The item takes one full turn of concentration to form and solidify. If the vampire is disturbed during this period, his player reflexively rolls the same pool at difficulty 6. Any failure or botch abruptly ends the power and dissipates the half-formed shadow creation. A disturbance may include any violent physical contact, sudden loud noise or similar stimulus. At the end of the turn, the weapon or armor completely hardens. Weapons appear in their owner's grasp, while armor forms around its creator. Weapons may take any form and cannot add more dice to their bearer's Strength for purposes of delivering damage than their creator's Obtenebration rating. Shadow armor adds the character's Obtenebration rating in soak dice but provides no protection against sunlight or fire. Objects created with this power last until the end of the scene or an hour has passed, whichever is longer. Characters who learn the Fortitude-only variant can produce only armor, while those with exclusive Potence can fashion only weapons. Vampires with Fortitude 3, Potence 3 and Obtenebration 3 may learn a version that can provide attack and defense. Every use of this power requires a separate activation.
Awaken The Slumbering Curse ( XXX - Page X )
Prerequisites: Auspex 3, Mortis 3
Cost: 35 Experience Points
A Cappadocian with this power may project a measure of his undead nature into a ghoul, causing her borrowed vitae to burn at the touch of sunlight. This power is favored as an assassination tool or a flashy means of delivering a challenge to a rival.
System: The vampire concentrates on a known or suspected ghoul in his line of sight, while his player spends one blood point and rolls Intelligence + Occult (difficulty of the target’s Willpower). Each success taints the ghoul’s blood for one hour, though the power has no effect if a vampire targets a living being without vitae. Ghouls affected by this power feel oddly feverish; most do not suspect they have been mystically altered, and even those who do have no means of identifying the source of the magic. While enchanted with this power, a ghoul suffers damage from sunlight as though a vampire. Each turn of exposure to sunlight also burns away one point of vitae. After the last point boils away, the former ghoul ceases taking further damage, though she must still contend with massive internal and external burns. Ghouls without Fortitude cannot soak sunlight damage.
Baal's Sight ( Lore Of The Clans - Page 28 )
Prerequisites: Assamite Sorcerer; Auspex 2, Quietus 4 (Baal's Caress - Sorcerer Caste version)
Cost: 18 Experience Points
Oft times, the demon hunters of the sorcerer caste lack the time to activate the spiritual sight associated with Baal's Caress. This power removes the requirement that they do so.
System: Upon learning this power, the sorcerer gains the permanent ability to see dematerialized spirits and the like. There is no roll and no cost for doing so, and this counts as part of the requirement for the sorcerer version of Taste of Death. However, the power permanently alters the sorcerer's eyes, rendering them disturbingly bloodshot as if he had a permanent infection in both eyes. In addition, any spirit in the sorcerer's presence will intuitively sense that he can see them, which some spirits find offensive.
Badger's Hide ( Dread Names: Red List - Page 99 )
Prerequisites: Fortitude 1, Protean 4
Cost: 12 Experience Points
Acquired by an Alastor who spent several years undercover in the Anarch Free State, this power allows the Kindred to alter her skin into an ultra-durable hide in order to repel attacks or other environmental conditions. The Alastor with Badger's Hide is able to resist piercing attacks for a time. This Discipline is often used in heavy combat and gives Alastors the opportunity to fight longer than they would without it.
System: This power costs one blood point. For the remainder of the scene, any attacks that might normally pierce a Kindred's skin, as determined by the Storyteller, have their damage halved and rounded down after the character soaks. Any successful attack that isn't soaked does a minimum of one health level of damage. Damage may be dealt from weapons such as stabbing knives or impaling spikes and spears.
Bagman's Shelter ( Lore Of The Clans - Page 271 )
Prerequisites: Caitiff; Obtenebration 2, Fortitude 3
Cost: 15 Experience Points
Vampires can't stand sunlight, but not every vampire has the luxury of a haven or the ability to merge into the earth. What they do have is access to some exotic Disciplines, and some of those who have to last the day in an unsecured shelter have survived by this little beggar's trick.
System: The Caitiff spends a blood and a Willpower point before resting for the day. All around her, the shadows darken and reinforce cover in such a fashion that improves an otherwise flimsy shelter for the purpose of blocking sunlight. What light does penetrate the space seems not to reflect from whatever surface it hits. As long as none of the exposure is direct, the vampire can sleep safely in a small space, such as the back of a truck cab under a heavy blanket or a basement stairway in the alley covered in trash. For some reason, this ability doesn't work if the Caitiff is awake.
Beneath Contempt ( Lore Of The Clans - Page 271 )
Prerequisites: Caitiff; Obfuscate 2, Presence 3
Cost: 15 Experience Points
Sometimes the only way to stay alive is to bow your head and grovel. While that is not a necessary element of this power, many Caitiff remain alive only because someone more powerful didn't think they were worth the effort to kill. By focusing an aura of the pitiable while masking any real strength they have, the Caitiff can find grudging mercy in disgust.
System: The character spends a Willpower point to activate this power. For the remainder of the scene, anyone who looks at the Caitiff as a potential threat must make a Willpower roll against a difficulty equal to the Caitiff's Humanity score, or 4 if the Caitiff is on a Path of Enlightenment. If they fail the roll, they dismiss the Caitiff as being unworthy of hostility. The Caitiff is not invisible or forgotten, and they might still take them prisoner if they have been defeated and are begging for mercy.
Beast Meld ( XXX - Page X )
Prerequisites: Animalism 4, Protean 6
Cost: 30 Experience Points
Gangrel this familiar with bestial nature and the malleability of form may hide themselves away in the beasts of the earth, rather than in the earth itself. The vampire does not directly control or possess the animal for this period, but the animal will follow certain pre-set directions or instructions to the best of its ability. This allows the Gangrel remarkable latitude for travel, as the animal's body shields her from the rays of the sun. It is also an exceptionally good way to hide; like with Earth Meld, the vampire's essence is suspended mystically, but the animal's essence enshrouds her, making detection next to impossible without involved thaumaturgical rituals or similarly arcane means.
Some Gangrel put this ability to more violent use in setting up ambushes. More than one poacher of exotic animals has been sent eternally packing when his fur-bearing prize disgorged a vengeful vampire.
The animal host chosen by the Gangrel is affected by his passenger's nature. The animal avoids bright light where possible, and becomes noticeably bold and aggressive, although it will not frenzy in a vampiric manner. Those creatures that carry Gangrel for decades become legendary and may develop supernatural characteristics; locals may speak of the puma with eerily glowing eyes, or the stag with horns of iron that families have seen for generations.
System: The character must choose a suitable animal vessel to "ride," one that is large enough to cover at least her smallest beast form as a guideline. The player spends three blood points and makes a Charisma + Animal Ken roll (difficulty 6). The interment is automatic, and the successes on the roll indicate the vampire's degree of success in communicating his wishes to the animal. Three successes are enough to ensure total compliance (within the animal's ability); with only one or two successes, the vampire may find herself somewhere she didn't wish to go, only part way to her destination, or just plain lost. The animal may be instructed to travel to a certain place, to remain in a certain area, or to find a person meeting a simple description.
The vampire must also set a condition for emerging from her animal host, such as "after one week," "when attacked," or "upon reaching my destination" - although the last is dangerous if the Gangrel does not establish sufficient rapport with the creature. The animal host gains the benefit of his rider's Fortitude for purposes of resisting damage. If, however, the animal host is killed by violence, the Gangrel is immediately expelled from the body. Animals will not die of old age while "ridden" by a vampire, but will expire quickly after the vampire's emergence. The Gangrel does not take the damage inflicted on her host unless that damage is caused by fire, in which case she may soak with her Fortitude as normal.
The Gangrel continues to spend one blood point at sunset as is usual. A vampire who drops into torpor due to lack of blood will remain in the animal until awakening, unless the animal is violently killed.
This power costs 30 experience points to learn.
Becoming Kupala ( XXX - Page X )
Prerequisites: The Way Of Spirit 6, Vicissitude 6
Cost: 42 Experience Points
Despite its name, this power does not allow a vampire to join with the primordial evil of Kupala. Rather, the vampire melds with and diffuses through the earth of his territory, becoming its master and spirit even as Kupala is the spirit of the Tzimisce homelands.
System: The player spends 10 blood points and makes an extended roll of Stamina + Alertness (difficulty 6). The vampire's pool diminishes by one die for each successive roll after the first. Once the vampire's pool drops to zero, the roll ends and the vampire's flesh melts into a forest of tendrils that spread through the earth. The zone of control extends a number of yards equal to the (successes rolled x 10). Within this zone, the vampire may freely perceive events as though using the Way of Spirit. The vampire may activate the powers of any Koldunic Sorcery paths within the zone of control at –2 difficulty. If the vampire draws victims into the soil of the region with Hungry Earth, he may drink one blood point per turn instead of inflicting crushing damage. This is the only way the vampire may feed unless someone pours a libation of blood into the ground where the koldun melded. A vampire dispersed through the earth remains a vampire. It still hungers and slumbers through the day. The veil of earth protects it from sunlight and surface fires, though any flame burning hot enough to char the soil burns the vampire normally. Physical attacks against the vampire require large-scale devastation of the land or potent magic. It is not enough to excavate at the site of entry, as the vampire's essence is spread cancerously through the land. A vampire may remain subsumed in the earth as long as he wishes. If the character exhausts his blood pool, however, he is forced out and into his normal form in a spray of earth and winding sanguine tentacles. A vampire may also voluntarily leave the land for a cost of one Willpower point. After a vampire spends more nights subsumed in the earth than his highest virtue, he becomes bound to its soil and weakens when he slumbers elsewhere. In effect, the focus of the Tzimisce's clan curse shifts to the tainted soil he now inhabits. Some Lupines can scent the unnatural presence of a vampire spread in the earth, though precious few werewolves have any inkling as to the true nature of such a presence.
Bestial Presence ( Lore Of The Clans - Page 164 )
Prerequisites: Nosferatu; Animalism 3, Obfuscate 3
Cost: 18 Experience Points
Using this power, the vampire summons up a little of the Beast in each nearby vampire and gives it form. This gestalt entity becomes a brooding animal presence that follows the vampire like a companion.
System: The companion is summoned using Manipulation + Animal Ken with a difficulty of 8. It remains for a number of hours equal to the amount of successes gained. The vampire must also spend one blood point.
The brooding presence of the companion puts all nearby vampires on edge. They feel their own Beast watching and whispering to them. While the companion is present, all vampires (except the summoner) in its immediate vicinity suffer -2 dice to all Social rolls and all rolls to resist any form of frenzy.
Birth The Vozhd ( Lore Of The Clans - Page 241 )
Prerequisites: Tzimisce; Animalism 6, Vicissitude 6
Cost: 36 Experience Points
While the creation of vozhd was once the sole province of koldunic ritual, Tzimisce who have mastered both fleshcrafting and control of the Beast Within can build vozhd as well. This power requires at least 15 ghouls (although 20 or more is preferable). First, the Tzimisce fleshcrafts the ghouls together, forging the bodies into a single entity. The Fiend feeds the corporate mess a concoction of the intermingled blood of the ghouls, creating something like a Vinculum among them. This bond in place, the Fiend uses Animalism to coalesce the minds of the ghouls into one insane and imperfect Beast that drives the vozhd to crush or devour everything in sight.
System: After the Tzimisce collects enough ghouls, roll her Intelligence + Medicine (difficulty 9) to determine how quickly she constructs and "masters" the vozhd. With one success, the process takes as long as a year; with five, it might only take a month. The Fiend can make further Vicissitude modifications to her creation; raise the difficulties of such Discipline rolls by two to reflect the size and complexity of the creature. Botches result in a nonviable dead creature or a frenzied, uncontrollable vozhd. Also note that vozhd, driven by their flawed Beasts, are notoriously difficult to control. Raise the difficulty of all Animalism rolls involving a vozhd by three.
Bliss ( Lore Of The Clans - Page 201 )
Prerequisites: Toreador; Dominate 2, Presence 3
Cost: 15 Experience Points
Many Toreador claim their Clan escaped the curses that afflict their brethren, and that they alone were blessed. Those who learn the secret of Bliss are the loudest making this claim.
Any Toreador who regards a scene or work of great beauty is prone to myopic obsession. This trance is the antithesis of the ugly fury of the Beast. Those familiar with the power of Bliss can recall beauty almost as intimately as if it were before them and use this as a reservoir of inner strength. The recollection of past happiness serves as a bulwark when threatened with the irrational desires, frenzies, and fears of the Beast. Further, the Kindred may project this sense of pleasure upon another, calming them from the throes of rage or frenzy.
System: To use this power, a Toreador needs to deliberately enter a trance while watching, listening to, or looking at some work of art or embodiment of beauty. The duration of this trance is determined by the duration of the art: The Toreador sits enthralled until the song ends, the dance is finished, or the piece of art is covered. (Few choose to use this power with paintings for that reason.)
Within one scene after the trance ends, the player makes an Intelligence + Empathy roll. If the roll is successful, the vampire may temporarily increase her Self-Control, Conscience, or Courage by a single dot, up to a maximum of five dots. This increase lasts for the remainder of the night. The difficulty of the roll is equal to double the Trait's current rating, so a vampire with Self-Control 4 has to roll an 8 to gain another temporary point of Self-Control. Only one Virtue can be increased at a time. Furthermore, the source of the trance has to be appropriate for the Virtue. Looking at David's "Oath of the Horatii" or listening to the first movement of Holst's "The Planets" could bolster one's Courage, but not Self-Control. Bliss is not lost on those who follow Paths other than Humanity, though the source of inspiration must take the Cainite's altered worldview into account.
When a Kindred uses Bliss to steel the resolve of another, the Toreador must roll Wits + Expression to activate the power. Additionally, difficulties for using Bliss on someone other than oneself increase by one. For example, if the target's Conscience is currently 3, the Toreador's target difficulty is 7. Botching any Bliss roll results in the loss of a Willpower point. The target must cooperate with the Toreador, entering a kind of guided meditative state of their own, often focusing on a work of art created for the purpose by the Kindred activating Bliss. If successful, the target gains the benefit instead of the Toreador.
Blood Sight ( Lore Of The Clans - Page 220 )
Prerequisites: Tremere; Auspex 2, Thaumaturgy: Path of Blood 1
Cost: 9 Experience Points
This power allows the user to analyze the potency and type of any blood they touch to a higher level than A Taste for Blood. They can determine which supernatural creature it might come from, and the relative potency of the being in question.
System: The user of this power must touch a small sample of the blood they wish to analyze. They then make a Perception + Medicine roll at difficulty 6. If they are successful, they can identify if the blood is human, animal, or supernatural. With two successes, they can also determine the type of supernatural being in question, such as vampire, lupine, mage, etc. If they gain five successes, they can also determine the relative power of the person in question, such as a vampire's Generation and possibly Clan, or how strong a lupine is. In addition to this, up to one hour for each success, the power user will know if they touch the person the blood came from.
Blood Thorns ( Lore Of The Clans - Page 89 )
Prerequisites: Gangrel; Potence 2, Protean 2
Cost: 12 Experience Points
This power allows the user to expend the force of her blood in order to make a ranged attack with her natural weaponry. With this ability, the Gangrel shoots a barb or claw at her target, potentially injuring them as though she had struck them with her Feral Claws. It takes three rounds for a claw expended in this manner to grow back. Claws or barbs expelled by use of Blood Thorns turn to dust within ten minutes of leaving the Gangrel's body.
System: The character spends a blood pointand rolls Dexterity + Firearms (difficulty 7) to perform a ranged attack against one character within 10 yards/meters. If successful, this attack inflicts Strength +1 aggravated damage.
Body Armory ( Lore Of The Clans - Page 241 )
Prerequisites: Tzimisce; Protean 3, Vicissitude 3
Cost: 18 Experience Points
This power enables the vampire to form wicked weapons from her own body. The vampire may create sword blades, axes, and even spiked mauls. These weapons do terrible damage to their targets. Many Tzimisce make sword-arms, knife-bladed knuckles, and the like, but more dramatic implementations are possible.
System: This power costs two blood points per weapon (though larger weapons like two-handed swords and great axes cost four), and the player must roll Dexterity + Medicine (difficulty 7). Each weapon takes two turns to form (larger weapons take three turns). Weapons created in this manner cause aggravated damage, and turn to ash once they are removed from the user.
Burning Wrath ( Lore Of The Clans - Page xxx )
Prerequisites: Brujah; Celerity 3, Potence 3
Cost: 18 Experience Points
Among the purest expressions of Brujah fury, this power lets the vampire focus her anger through her vitae and then through her fists.
System: This power costs 1 blood point and lasts for a scene. Any Brawl attacks augmented with this power inflict aggravated damage.
Call Upon The Blood ( Anarchs Unbound - Page 105 )
Prerequisites: Animalism 3, Auspex 3
Cost: 18 Experience Points
Used by Anarchs to scout out the strongholds of hated enemies, this power allows the Kindred to "feel" for the Beast in the immediate vicinity. The Animalism aspect of this power attunes the Kindred to any creature that harbors a Beast, and the Auspex element allows him to interpret it and extend his senses beyond their normal limits. Doing so allows the scout to know approximately how many Kindred or ghouls are in the area.
System: The player spends a blood point and rolls Perception + Animal Ken. If the roll is successful, the character gains a fairly accurate impression of how many Kindred and ghouls are in close proximity. The distance to which this sense extends depends upon the successes ac- accumulated on the roll.
Successes | Result |
1 | Small area: A hotel room. |
2 | Large area: A house. |
3 | Great area: A ballroom or salon. |
4 | Huge area: A city block. |
5 | Vast area: An entire estate. |
Storytellers, note that this power calls to the Beast in all Kindred, and impressions will include the presence of Kindred and ghouls in the Anarch's own company. Also, because it prods the Beast in beings to see if it's there, particularly aware Kindred and ghouls might feel their Beast awaken or recoil as the power takes effect, perhaps even alerting them to the disquieting presence. The sensory information gleaned by this power is also a bit unsettling: Inviting the Beast in so many creatures to take note is bold, to say the least. Cainites who rely too much on provoking the Beast in others may find themselves on the verge of frenzy, as it tempts their own Beast each time they use it. A botch provokes frenzy in the vampire using this power.
Carriage Horses ( Lore Of The Clans - Page 183 )
Prerequisites: Ravnos; Animalism 2, Fortitude 3
Cost: 15 Experience Points
This power originated among Ravnos kumpaniyas. Most traveling groups had animal ghouls for the purpose of protecting and guarding the vampires during the day, and some clever individual learned how to make those retainers serve an even greater purpose. By the use of this power, a Ravnos can transfer a point of damage he has suffered to one of his animal ghouls.
System: If the Ravnos has any animal ghouls within sight, he may elect to use this power. The player spends one blood point and rolls Stamina + Animal Ken against a difficulty of 8. Each success transfers one Health level of damage (any type) to the animal. This can only be used immediately after the vampire is wounded (after the soak roll) and counts as a reflexive action.
Chain Of Slavery ( Lore Of The Clans - Page 220 )
Prerequisites: Tremere; Auspex 2, Dominate 2
Cost: 12 Experience Points
By looking a target in the eyes, the user of this power can see if a target is under the influence of Dominate, and who controls him or her. They must be able to make eye contact with the target, and if they can, the image of the Dominator forms in their mind.
System: The user of this power must be able to make eye contact with the target. They then make a Perception + Empathy roll, with a difficulty equal to the controller's Willpower. If successful, they get a glimpse of the target's controller, which becomes more distinct the more successes they roll. With only one success, the image might only appear male or female. At three successes, it is a blurred but recognizable form, and at five successes, it is clear and distinct. If the target is not Dominated or the power user fails the roll, the result is the same: No image appears.
Chaining The Beast ( Lore Of The Clans - Page 241 )
Prerequisites: Tzimisce; Animalism 3, Dominate 1
Cost: 16 Experience Points
As a lord of the land, able to influence the minds of humans and animals alike, the Fiend gains special insight into controlling and cowing even the Beast. The Tzimisce can now Dominate a frenzied vampire more easily.
System: This power allows the player to use the Dominate Discipline on a vampire suffering frenzy or Rötschreck and ignore the normal penalties for doing so.
Charon’s Oar ( XXX - Page X )
Prerequisites: Auspex 5, Nigrimancy 5
Cost: 35 Experience Points
Where masters of Auspex must abandon their physical form to walk invisibly as a spirit, the eldest and most powerful Giovanni may subsume flesh into soul and sojourn among the restless dead.
System: Spend a point each of blood and Willpower and roll Perception + Occult (difficulty 9). Reduce the difficulty by two if the vampire’s location resonates strongly with the energies of death: a graveyard, an abattoir, the site of a great battle, etc. This power automatically fails if used during daylight hours. If successful, the vampire’s physical form and any possessions on her person dissolve like mist in a stiff breeze and become as a ghost, invisible and insubstantial. While in this state, the vampire has the same statistics as normal and does not substitute Mental or Social Attributes for physical tasks. She has no silver cord and loses health levels if damaged. A vampire slain while using this power suffers Final Death and leaves no actual ghost to recall with Nigrimancy. While incorporeal, she may move at her normal pace, half-walking, half-gliding across the earth and effortlessly passing through walls and other obstructions. She interacts with the dead as though both were solid, while remaining undetectable to nature spirits and travelers using conventional Psychic Projection. Likewise, she cannot affect the material world with Disciplines or physical force, nor be affected in turn by material beings. It is possible for individuals sensitive to ghosts and psychic activity, including vampires with Auspex, to sense an incorporeal traveler’s presence with a successful Perception + Occult roll (difficulty 9). Cainites using this power appear as they do normally, with all clothes and possessions they brought with them.
Incorporeal vampires have only the blood they brought with them, for the dead have no blood to steal. Vampires still suffer most of their usual banes during their sojourn. The weight of the sun drives them to slumber and sunlight burns their spiritual form, though flames pass through them harmlessly. They still hunger and gradually deplete their blood, and may fall into torpor and become lost as a forgotten shade resting in some dusty tomb. The only way to materialize once more is to use this power a second time, which requires the same expenditure and roll. Thus, a vampire who exhausts his blood pool is trapped among the dead and doomed unless he can find and take blood from another vampire lurking among the dead.
Clarity Of Emptiness ( XXX - Page X )
Prerequisites: Auspex 1, Mortis (The Corpse in the Monster) 2 or Obtenebration 2
Cost: 14 Experience Points
Developed independently by Cappadocian scholars and Abyss mystics of the Lasombra, this power allows a vampire to still her passions and think with pitiless detached clarity.
System: The player rolls Wits + Occult (difficulty 7). Each success adds one die to the next Mental dice pool the character makes, although a vampire cannot more than double the pool in question. Unfortunately, the inhuman stifling of passion adds +2 to the difficulty of any Social rolls for the scene. This penalty is cumulative with each successive activation of the power during the scene; however, no Social roll can have a difficulty greater than 10.
Claw Immunity ( Lore Of The Clans - Page 89 )
Prerequisites: Gangrel; Animalism 2, Fortitude 4
Cost: 18 Experience Points
Quite a number of high-Generation Gangrel have developed the ability to shrug off claw and bite attacks of normal animals, hardening their flesh against non-supernatural threats. This talent is extremely useful in areas where dangerous predators roam, and particularly when one must fight against animals whom an enemy commands - such as the Ravnos. This power does not work against Feral Claws or supernatural attacks such as werewolf claws and fangs.
System: The player spends two blood points to activate this power. For the remainder of the scene, the Gangrel receives extra soak dice equal to his Animalism + Fortitude to resist damage from any non-supernatural animal attack (claws, fangs, or other natural weaponry). These dice are in addition to the vampire's usual Stamina + Fortitude (i.e., Fortitude is counted twice).
Cloak The Beast ( Lore Of The Clans - Page 164 )
Prerequisites: Nosferatu; Animalism 5, Obfuscate 3
Cost: 24 Experience Points
Even a Kindred who has not mastered the Beast might learn to hide her failings from others. With this ability, the Nosferatu has such control over her animal side that she can use her powers of stealth to conceal how badly she may have fallen from grace.
System: This power requires no roll, simply granting an ability that comes into play whenever any power attempts to determine the Kindred's Humanity/Path or Virtue ratings. The difficulty of such an attempt is increased by the Kindred's Animalism or Obfuscate rating (whichever is higher). A failure shows the Kindred to have solid control over their Virtues, and a Humanity/Path rating of at least a healthy 7. The player should be warned that depending on whatever recent actions provoked such a scan or interview, she may still have a lot of explaining to do!
Command From Afar ( Lore Of The Clans - Page 262 )
Prerequisites: Ventrue; Auspex 4, Presence 4
Cost: 24 Experience Points
This power has lost much of its former value since the advent of the cellphone, but many Ventrue (in both Sects) still swear by it for its impeccable security. By combining the long range effects of Summoning with the communicative benefits of Telepathy, the Ventrue can give complicated instructions over nearly any distance to any individual who is blood bonded to her or that she shares Vinculum with.
System: The player must spend a Willpower point to activate this power, and then roll the character's Charisma + Expression. For each success, the Ventrue can communicate up to five words to a single ghoul, blood-bound vampire, or packmate with Vinculum over any distance, so long as it is night where both of them are. The target will intuitively know whom the mental message comes from. The target is under no particular compulsion to obey, beyond any the compulsion normally attached to the bond or Vinculum.
Command The Wary Beast ( Lore Of The Clans - Page 49 )
Prerequisites: Brujah; Animalism 2, Presence 3
Cost: 15 Experience Points
The Brujah bolsters his influence over animals with his natural charisma to make animals flee in terror or, in the case of animals under his control, remain calm in the face of frightening circumstances.
System: The player spends 1 Willpower point and rolls Manipulation + Animal Ken (difficulty 7). Hostile unled animals must flee. Animals under the control of an enemy will not necessarily flee, but the difficulty of all control rolls increases by 3. Conversely, animals that are friendly to the Brujah or his allies will become more compliant, with the difficulty of all control rolls reduced by 2.
Conquering Blood / Eminence Of Shade ( XXX - Page X )
Prerequisites: Dominate 5, Obtenebration 5 or Vicissitude 5
Cost: 35 Experience Points
These two powers are frighteningly similar in effect, though it is unlikely that practitioners of either know an alternate variation exists. Both powers allow a vampire to become insubstantial and physically enter a host, controlling her from within like an obscene marionette.
System: The vampire assumes the form of living shadow or animate blood with Tenebrous Form or Bloodform as appropriate, spending one additional blood point during the transformation. In this altered state, the vampire may hunt down and grapple a potential host (requiring a standard Dexterity + Brawl roll). Once the grapple lasts three turns without being broken, the vampire pours into the victim's mouth. The victim can only writhe in agony as the numbing cold of unnatural shadow or undulating blood courses through her veins. From within, the vampire may attempt to suppress the victim's soul and assume full control of the host body with the Dominate power Possession. If the possessing vampire botches, the victim spends a turn vomiting the shadow or blood of the Cainite's form. The vampire immediately shifts to normal corporeal form, stunned and unable to act for a number of turns equal to (5 – his Wit's rating). If the vampire strips away all the victim's Willpower, he seizes full control. The vampire may relinquish and subsequently regain control at any time, allowing him to slumber during the day and use the host body at night. The only limitation on how long a vampire may remain in a host is his blood pool, which diminishes at its normal rate each evening and for other expenditures. Possessing vampires cannot regain blood under any circumstances. Once a vampire exhausts his blood pool, he is forcibly ejected from the host as outlined above for a botch. While inhabited by a vampire, a mortal gains the ability to soak lethal damage with his full Stamina. The vampire may heal bashing or lethal damage sustained by the host as usual. Vampires suffer the same damage as their hosts, relying on their husks' augmented resilience to protect them both.
The Obtenebration version of this power may be used to possess living beings as well as other vampires of higher generation. If used to possess another vampire, the tenant may draw on the host's blood pool to fuel healing and maintain the corpse. Any blood consumed replenishes the host's blood pool rather than the parasite.
The Vicissitude version of this power cannot possess a vampire (since it would effectively cause the host to diablerize the tenant). Any mortal so possessed becomes a ghoul that draws on the vampire's own blood pool. The vampire may also employ lesser Vicissitude powers to reshape the host body.
Both forms of this power betray clues as to the presence of the tenant. In the case of Obtenebration, the host's pupils descend into points of infinite empty darkness. In the case of Vicissitude, the host's skin occasionally undulates in a ruddy ripple. These signs are extremely subtle, requiring a successful Perception + Alertness roll (difficulty 9) to notice.
Creepy Clown Coat ( Lore Of The Clans - Page 144 )
Prerequisites: Malkavian; Dementation 1, Obfuscate 3
Cost: 12 Experience Points
Everyone fears something. It may be a phobia, a person, or a concept. This ability allows you to appear as a representation of a person's worst fears. She may flee, break down and cry, or start throwing punches at the very sight of you.
System: Roll Wits + Awareness, with a difficulty equal to the target's current Willpower. Success allows the user to appear as a human representation of what the target fears most. If the fear is of a concept or an animal, the user appears as a representation of that fear. For example, if a person is afraid of being burned alive, the Malkavian might appear as an arsonist, or as a relative of the target who burned up in a fire. The target must make a Courage roll to do anything other than react to the source of her fear. The target must generate a number of successes equal to the successes on the Malkavian's roll.
Days Of Passions Past ( Lore Of The Clans - Page 144 )
Prerequisites: Malkavian; Auspex 2, Dementation 3
Cost: 15 Experience Points
People's moods shift from moment to moment. Vampires with Auspex can take their chances and try to interpret a person's mood at that very moment from an aura. However, those with this power look into the chaos and see what moods the target engages in most frequently.
System: Roll Perception + Awareness, with a difficulty based on the chart below to see how far back the Malkavian can read the history of the aura. Each success allows the Malkavian to see another emotion. One success allows the most common color at the time to reveal itself; two successes allow the two most common, and so on. It may also be used to detect when the vampire has consumed the blood of a supernatural creature, including other vampires. This can be used to detect diablerie, but reporting such a crime becomes the Malkavian's word against the target. The Malkavian gains no further insight about what happened, why the target felt this way, or to whom the consumed blood belongs.
Difficulty | Result |
5 | Since last night. |
6 | Since last week |
7 | Since last month. |
8 | Since last year. |
9 | Since last decade. |
Denial Of Aphrodite's Kiss ( Lore Of The Clans - Page 262 )
Prerequisites: Ventrue; Dominate 3, Presence 3
Cost: 18 Experience Points
It is an insult to the Ventrue's dignitas that he may be victimized by a lesser Kindred's use of one of the signature disciplines of his Clan. This power allows the Ventrue to apply the immunity to Dominate attempts by vampires of higher Generation to Presence attempts instead.
System: Once learned, this power is always active. Any use of Presence Levels One, Two, or Three against the Ventrue by another vampire will be ineffective if that vampire's Generation is higher than that of the Ventrue.
Devil's Mark ( Lore Of The Clans - Page 202 )
Prerequisites: Toreador; Presence 1, Vicissitude 1
Cost: 9 Experience Points
Among the Sabbat, a growing number of Toreador antitribu who have learned the secrets of Vicissitude have discovered a way to infuse their own Presence into tattoos and body modifications placed upon others, Cainite and mortal alike. This is a relatively recent invention developed by a nomadic pair of Toreador antitribu at the tail end of the twentieth century. In the nights leading up to a war party, packs get inked and pierced, covered in symbolic body modifications invoking Awe, Dread Gaze, or even Majesty. Raucous parties tend to coalesce around the ritual, as each member gets marked, and the pack gets more and more hyped and psyched up for the raid. The artist must invest her own blood into the process, whether that's by bathing her tools in it or mixing it into her inks, so it's considered good form for the pack to provide sources of blood for the artist during the revel, since she is investing so much for their cause. The modifications themselves are often elaborate and are themselves sources of pride for the packs and artists alike. Each piece of art is designed to unite the pack while complementing the individual, and packs will travel to find well-known artists just so they can sport an Elektra tattoo, or a set of silver crown piercings by Mikhail.
System: To place the Devil's Mark, the artist must make an extended Dexterity + Expression roll every hour (difficulty 7), requiring a number of successes equal to twice the level of the Presence power being imbued. For example, marking a subject with Awe would require two successes, while Dread Gaze would require four successes and Majesty would need a total of 10 successes. The process of creating the Devil's Mark costs one blood point, plus one point for every invocation she wants to imbue into the body modification. If the subject is a vampire, the modification heals as normal when the "charges" are expended. If the subject is a mortal, the tattoo or piercing remains, but loses its vampire puissance.
Alternately, a vampire subject can choose to spend a point of permanent Willpower to make the modification relatively permanent, giving him access to the specific Presence effect as if he had learned the Discipline power itself. However, another application of Vicissitude or severing of the body part will remove the body modification and the power from the vampire.
The artist applying the Devil's Mark must know the level of Presence being imbued, and may only grant access to powers up to Level Five. The body modification itself is the focal point of the Presence evocation, so must be visible to the target of any use of the Presence powers imbued. Also, the target can't use anything that would dull or neutralize the pain of the procedure.
Divine Aura ( Lore Of The Clans - Page 262 )
Prerequisites: Ventrue; Auspex 2, Presence 3
Cost: 15 Experience Points
This power is commonly used by those Ventrue antitribu who also study Auspex. It allows the antitribu to instill the power of her Entrancement into her own aura so that anyone who attempts to study that aura risks bowing before her.
System: The antitribu must spend one blood point to activate Divine Aura for the night. Until the sun rises, if any other Kindred attempt to inspect the antitribu's aura, she may make a single reflexive Entrancement attack against him. The player makes the roll for the antitribu as normal, but the Cainite need not focus her attention on the target. Indeed, it is not even necessary for the antitribu to know that the aura reading attempt was made.
Do As I Say, Not As I Say ( Lore Of The Clans - Page 144 )
Prerequisites: Malkavian; Dementation 4, Dominate 1
Cost: 15 Experience Points
Clever users of Dominate often slip their command words into a sentence with a hint of inflection to hide their commands. For those Malkavians who mastered both Dominate and Dementation, the words spoken don't have to be the words intended. When this Malkavian locks eyes with the victim, the words spoken as a command are different from the one the victim hears in their head. The one heard inside the head is the one followed.
System: The Kindred rolls Manipulation + Subterfuge (difficulty equal to the target's current Willpower). More successes make the subject pursue the Dominate command more vigorously.
Doubletalk ( Lore Of The Clans - Page 203 )
Prerequisites: Toreador; Auspex 2, Celerity 1, Obfuscate 1
Cost: 12 Experience Points
The Toreador are talented diplomats and politicians, but the Kindred who uses this power may literally hide an entirely different message within their speech. When a Toreador uses Doubletalk, she conveys an entirely different message between and underneath another sentence spoken normally. To most listeners, it looks and sounds like normal conversational placeholders and body language. But for those who know what to look and listen for, it is possible to hold a secret conversation in plain sight, behind an innocuous interaction.
System: When a character speaks in Doubletalk, the player rolls Intelligence + Expression (difficulty 6). If the roll succeeds, the character may seamlessly insert a phrase into her conversation. A failure means the character can't be understood. A botch means the character accidentally spoke her phrase aloud.
The listener then rolls Perception + Subterfuge (difficulty 6). If the roll succeeds, the character may understand the intended message. At the Storyteller's discretion, this difficulty may be modified for circumstances - it's more difficult over the phone or in a noisy area, and impossible in text messages. A failure means the character heard nothing, while a botch indicates that he completely misinteeted what the character said.
Draught Of The Soul ( Lore Of The Clans - Page 28 )
Prerequisites: Assamite; Auspex 4, Quietus 5
Cost: 27 Experience Points
This power is largely a relic of the nights before the Tremere Curse. While many Assamite elders still know it, Draught of the Soul is useless to those who cannot drink the blood of other Cainites. The antitribu can still make use of it, however, and if the Tremere Curse is ever lifted, all Assamites will have the potential to drink the full and exact memories of their victims instead of just their souls.
System: This power can only be used when an Assamite commits diablerie. The player spends a number of Willpower points equal to the victim's Intelligence and then rolls Willpower (difficulty equal to the victim's permanent Willpower plus one for every Derangement she had; maximum 9).
If the roll is successful, the player gains one experience point for every Skill, Talent, and Knowledge in which the victim's rating was equal to or greater than that of the character. The bonus experience points can only be spent to improve Skills in which the victim's rating equaled or exceeded that of the Assamite. These experience points should be kept in a separate pool. At the Storyteller's discretion, the character may also be able to access specific memories of the victim, usually while in a dreamlike state. If the player's roll botches, the character gains a permanent derangement, usually one previously held by the victim if appropriate.
Ears Of The Bat ( Lore Of The Clans - Page 241 )
Prerequisites: Tzimisce; Auspex 1, Vicissitude 1
Cost: 6 Experience Points
The vampire grows long, pointed ears and achieves echolocation, much like a bat. She can "see" in pitch darkness and that sense extends 360° around her, leaving no blind spots for would-be ambushers to exploit.
System: The player must spend a blood point and roll Intelligence + Medicine (difficulty 7). While manifesting the ears, the character gains -3 difficulty on all hearing rolls and suffers a +1 difficulty to all Social rolls with mortals unless she takes steps to hide her ears.
Echo Of The Subtle Vizier ( XXX - Page X )
Prerequisites: Dominate 2, Obtenebration 2
Cost: 14 Experience Points
A Lasombra with this power may silently whisper commands to a target’s shadow without ever making a sound. The commands remain silent until the desired duration passes, at which time the victim finally hears the vampire’s words and faces the Dominate power employed in the command.
System: The player spends one blood point and rolls Manipulation + Empathy (difficulty of the target’s Willpower). Each success allows the vampire to suspend a Dominate power for up to one hour. This power must be immediately activated, with all necessary expenditures and rolls. The target resists as appropriate. Regardless of the results, the target does not remember the brief exchange and nothing actually happens until the duration of suspension passes. One of the more cunning uses of this power is to suspend The Forgetful Mind so that it retroactively erases all memories during the time the power was suspended. The vampire then issues commands with immediate uses of Dominate, knowing the servant will remember none of his actions later.
Effigy Of The Sculpted Tomb ( XXX - Page X )
Prerequisites: Fortitude 2, Potence 2, Mortis (The Grave's Decay) 2
Cost: 14 Experience Points
Almost exclusively wielded by the Lamia warriors in service to Clan Cappadocian, this power allow a vampire to briefly toughen her undead flesh like a stiffened corpse to aid in combat.
System: The player spends one Willpower point and rolls Stamina + Medicine (difficulty 6). A botch makes the vampire’s flesh brittle and thin like worn parchment, subtracting one dot each from Strength and Stamina for the scene. Each success adds one dot to the character’s Strength or Stamina for the scene, as selected by the player. This power cannot add more Strength than the vampire’s Potence rating or more Stamina than her Fortitude. Any successes that should provide bonuses beyond these limits are wasted to no effect. Physical augmentation provided by this power is cumulative with augmentation obtained through blood expenditure.
Elemental Stoicism ( XXX - Page X )
Prerequisites: Fortitude 8, Obfuscate 4
Cost: 40 Experience Points
Although no vampire can resist the sun's light indefinitely, those elders who have mastered the powers of Fortitude to this advanced degree can stave off death for a few crucial moments. Elemental Stoicism also offers some degree of protection against fire.
System: This power is involuntary and cannot be turned off. Every hour that the character is exposed to fire or sunlight, the player must spend one blood point. All damage inflicted on the vampire by fire or sunlight during that hour is changed from aggravated to nonaggravated lethal damage and may be soaked as such. This blood point use does not count against the character's maximum expenditure per turn. A character whose blood pool is emptied by this power falls into torpor immediately and begins taking damage normally if she is still in contact with the damage source. This power does not protect the vampire's clothing or belongings against such damage – she may be able to walk through a burning building, but she'll most likely walk out of it wearing nothing but ashes.
Empower Minion ( Lore Of The Clans - Page 125 )
Prerequisites: Lasombra; Dominate 3, Potence 3
Cost: 18 Experience Points
Using this ability, the vampire can pass his immortal strength on to those who serve him. No matter how far apart they are, the bond of command allows the vampire to channel his Potence to his servant to assist her in doing his will.
System: Any allies currently under the control of the vampire's Dominate power may act with a portion of the vampire's Potence. The vampire must spend one blood point per point of Potence for each thrall he wishes to empower, up to a maximum of three dots of Potence per thrall (the vampire can spend blood over successive turns, as long as the Dominate power is in effect). If the target already has Potence, the controller's Potence level replaces it instead of adding to it.
Eradication Of Secrets ( Rites Of The Blood - Page 100 )
Prerequisites: Inconnu; Dominate 3, Thaumaturgy (any path) 1
Cost: 18 Experience Points
With only a touch, the user of this power erases knowledge from a target's mind. Unlike Forgetful Mind, these memories are not simply written over; they are fully excised and can never be restored. The Inconnu use this power as a failsafe against those who have learned too much about Golconda, Kindred lore, or their society. This power is not subtle, and does not pacify its target in any way. The target realizes that information has been taken from him, and if he has the Awareness skill, will know the topic.
System: The user of this power must physically touch the target in order to activate Eradication of Secrets. Successful use of this power deals one point of lethal damage to its target as memories are literally burned from the cells of that individual's brain. The user states one narrow topic that her target knows (typically something like "all recent discussions regarding my childe" or "everything learned from last night's experiment"). Then, she must roll Intelligence + Intimidation, with a difficulty equal to the target's current Willpower points. If the successes rolled don't allow the extent of modification required, the Storyteller reduces the resulting impact on the victim's mind.
Successes | Result |
1 | May remove a single memory of no more than one hour in length. |
2 | May remove all instances of a single topic of memory, of something learned within the last month. |
3 | May remove all instances of a single topic of memory, of something learned within the last year. |
4 | May alter or remove all instances and references to a single topic of memory throughout the last hundred years. |
5 | May alter or remove all instances and references to a single topic of memory throughout the subject's entire life. |
Esprit De Corps ( Lore Of The Clans - Page 49 )
Prerequisites: Brujah; Potence 4, Presence 4
Cost: 24 Experience Points
The power of the Brujah to raise a mob or even an army is not to be ignored. Those inspired by the vampire's use of this power fight fearlessly and ferociously.
System: The player rolls Charisma + Leadership (difficulty 7). Any opposing force that attempts to intimidate (whether supernaturally or no) those affected by Esprit de Corps find that the difficulty of such attempts increases by 2. The number of successes determines the maximum size of the crowd to be affected.
Successes | Result |
1 | One person. |
2 | Two people. |
3 | Six people. |
4 | Twenty people. |
5 | All allies in the immediate vicinity (whether a battle group or everyone in a large room). |
In addition, for every two successes rolled, each affected person acquires the equivalent of one additional dot of Potence for the duration of the scene, up to a maximum of three dots. This benefit applies regardless of whether the affected person is a mortal, ghoul, or vampire - since mortals cannot spend blood points, they can only use the "passive" effects of Potence
Eventide Strength ( Lore Of The Clans - Page 183 )
Prerequisites: Ravnos; Chimerstry 3, Fortitude 1
Cost: 12 Experience Points
Typically, the powers of Chimerstry are dispelled by the touch of sunlight. However, a Ravnos who has studied this power has learned subtle tricks to reinforce the maya within her illusions, rendering them less vulnerable to the sun.
System: A Ravnos who has learned this power can strengthen her uses of Chimerstry, causing it to survive one hour of sunlight.
Eye Of Unforgiving Heaven ( XXX - Page X )
Prerequisites: Auspex 4, Valeren 4
Cost: 28 Experience Points
Upon invoking this power, a Salubri's third eye opens impossibly wide and burns incandescent gold. The orb becomes as a reflection of the sun itself, illuminating the area and searing the flesh of the undead.
System: The vampire stares in the general direction he wishes the power to illuminate, while his player spends one point each of blood and Willpower and rolls Conscience (difficulty 6). Success causes the Cainite's third eye to open and glow as described. The light has the same effects as direct sunlight and inflicts one to three levels of aggravated damage per turn to all vampires in visual range according to their exposure. As the power's light emits as radiance rather a beam, it knows neither friend nor foe. Even the Salubri is not wholly immune to his light, suffering three dice of lethal damage each turn, soaked normally. Any wounds the Salubri suffers manifest as a torrent of bloody tears weeping from the third eye. This power lasts only one turn, after which its duration may be extended for as many turns as desired (though the player must make the same expenditure each turn). A vampire who perishes as a result of using this power falls to the earth, his normal eyes closed in an expression of beatific rapture even as his third eye dims. His corpse blazes in searing white light, carrying his scattering ashes upward to the possibility of redemption. Obviously, characters who do not ascribe to the Virtue of Conscience may not use this power.
Eyes Of Alamut ( Lore Of The Clans - Page 28 )
Prerequisites: Assamite; Auspex 4, Quietus 3
Cost: 21 Experience Points
This power allows for a most cunning surveillance. The Assamite must touch the target to activate the power. If successful, then for the next hour per success, she can see through the target's eyes and hear through his ears.
System: To activate Eyes of Alamut, the player must spend a Willpower point and roll Perception + Awareness (difficulty is target's current Willpower). This power can only be used to scry on someone who the Assamite has physically touched, and the connection only lasts for an hour. A target who also has Telepathy may notice the fact that someone is riding his senses with a successful Perception + Occult roll (difficulty 6). Such a character automatically realizes the intrusion if the Assamite uses Command From Afar and the control attempt is unsuccessful.
Eyes Of A Thousand Shades ( Lore Of The Clans - Page 107 )
Prerequisites: Giovanni; Auspex 1, Necromancy 3
Cost: 12 Experience Points
While not everyone who has died went on to become a ghost, the dead are legion. They stand in your room while you sleep, and walk the halls when you work late. This power allows the necromancer to harness the ghosts in a given area to act as a kind of phantom clairvoyance. Some younger members of the Clan refer to this power as "spook surveillance."
System: The player spends one blood point and rolls Perception + Occult. Each success widens the effect by 25 yards/meters, giving the necromancer a wider variety of ghosts to pull from in a broader area. While this power is active, the necromancer can see through the eyes of all the ghosts within the area of effect. He can flip from one ghost's perception to another's at will. However, the ghost's vision is filmy, colored by the sudario. The detritus of memory is strewn about, and can cause confusion or obscure fine details of the living world.
Eyes Of Blades ( Lore Of The Clans - Page 29 )
Prerequisites: Assamite; Auspex 2, Celerity 3
Cost: 15 Experience Points
The Assamite can use her preternatural speed to evade or parry a flurry of attacks.
System: At the start of the character's combat turn, the player spends two blood points and one Willpower point. This does not count as activating Celerity for a turn. During this turn, the character may take no action other than self-defense, but she can defend herself with her full dice pool (whether dodging or parrying) against every attack made against her on that turn.
False Death ( Rites Of The Blood - Page 127 )
Prerequisites: Josian; Auspex 3, Obfuscate 5
Cost: 20 Experience Points
This power may be used on the wielder, or on any other willing individual within five feet/one and a half meters. The target of this power appears to die. The death appears genuine in all ways, including leaving behind remains. However, the target instead slides sideways into a pocket realm without the passage of time and is displaced from the physical world. A lifeless but identical construct of the victim's own physical matter has been swapped into its place just before death occurs.
The target remains displaced until a predetermined set of circumstances occur at the location where she "died." These circumstances are chosen by the user at the moment the power is activated, and may not be altered thereafter. Once those circumstances are fulfilled, the individual reappears in the precise location from which she vanished. There are known cases of Josians vanishing into the grip of this power, never to reappear. Either the circumstances were poorly defined, it is presumed, or they somehow became impossible to fulfill.
False Death is useful for faking a Josian's Final Death when he is compromised, or to allow an infiltrating Josian to pretend to take part in sacrificial rituals. The Josian appears to slaughter his target, proving his dedication to the cult, and then returns hours (or weeks, or years) later to rescue the innocent from displacement.
The use of this power wipes any knowledge-locks on the target individual. Thereafter, powers such as Summon, Scry, or Clairvoyance can no longer target her (and register as though the individual were dead). The ability to use such powers on this person may be reestablished as per a first use of those powers. Josians are known to use False Death on themselves and their Servires routinely, to invoke this erasure against those who might be spying on them or tracking their movements.
System: After the character stares at the subject for at least a few seconds, the player rolls Perception + Empathy (difficulty 8). The target must be generally willing to escape her circumstance, even if she does not know a power is being used on her.
Fear Of The Dark ( Lore Of The Clans - Page 125 )
Prerequisites: Lasombra; Dominate 2, Obtenebration 2
Cost: 12 Experience Points
With a mixture of Dominate and Shadowplay, the vampire using this ability can inspire a terrible fear of the shadows in his target. Those caught in this effect find their paranoia runs rampant, as fearful shapes seems to form in the shadows around them in the corner of their eye.
System: The vampire invokes Shadow Play (Obtenebration), and then makes a Manipulation + Intimidation roll, difficulty 6. For each success, the vampire may force one person (mortal or supernatural) in the immediate vicinity to see frightening shapes within the shadows around them. If the target fails a Courage check at difficulty 8, she runs in terror.
Flaying Touch ( Lore Of The Clans - Page 242 )
Prerequisites: Tzimisce; Potence 2, Vicissitude 2
Cost: 12 Experience Points
With this cruel power, a Tzimisce can tear away a victim's skin as easily as removing a robe, all without disturbing the muscles and other tissue beneath. The Fiend simply grabs a handful of skin and pulls it away or surgically slices it with the artful caress of a fingertip. Regardless of the method used, the target suffers excruciating pain and begins bleeding profusely from the exposed flesh. Even if a target somehow survives the blood loss, the area of skinless flesh soon becomes infected. Even Cainites suffer under this agony, though they do not have to fear blood loss.
System: This power requires the same roll as a conventional use of Fleshcraft, though the difficulty is always one higher than normal (maximum difficulty 9). The vampire need not restrain the victim as long as he strikes exposed skin (requiring a Dexterity + Brawl roll as usual), in which case the activation roll is reflexive. Each success inflicts one level of lethal damage, which may be soaked (if the victim can soak such damage) at difficulty 8. If the damage exceeds the victim's Stamina, she can only writhe and scream in pain for the rest of the turn.
Mortal victims continue bleeding profusely from their exposed skin, suffering a number of levels of bashing damage each minute equal to the initial damage. Once any of the original damage is healed or the wound is stanched (Dexterity + Medicine, difficulty 9), the bleeding slows to one level of damage per hour. Only when the original injury is completely healed does the bleeding stop.
Flesh Of Wind And Water ( XXX - Page X )
Prerequisites: Celerity 2, Vicissitude 3
Cost: 16 Experience Points
Under normal conditions, a Tzimisce (or other user of Vicissitude) who seeks to reshape his own form must take the time to mold his features and limbs into the desired shape. This makes it difficult to adapt to changing situations, such as the chaos of combat or the need for sudden disguise. Flesh of Wind and Water (so named because of the rippling effect seen in the flesh as it operates) allows the Tzimisce to make those alterations allowed by the first three levels of Vicissitude almost instantly (each use of the power takes but a single turn), without the need to physically sculpt the alterations. This power can be used on the Cainite wielding the power only; if he wishes to alter someone else, he must do so at the normal rate and with the normal methods. This power is unknown outside of the Sabbat.
System: The player spends two blood points each time this power is invoked, and must make all standard rolls required for the use of Vicissitude. He may use only a single Vicissitude power per use of Flesh of Wind and Water. Thus, if he wanted to use both Fleshcraft and Bonecraft on himself, he would have to use Flesh of Wind and Water twice, requiring a total of four blood points, two rolls and two turns.
Flesh Wound ( Lore Of The Clans - Page 90 )
Prerequisites: Gangrel; Fortitude 2, Obfuscate 3
Cost: 15 Experience Points
True predators know when to rely on cunning and trickery to defeat enemies. Using this power, the Gangrel gives the appearance of taking no damage from attacks. In reality, the attacks hurt like hell, but the Gangrel maintains a facade of invulnerability in order to unnerve opponents. Particularly canny vampires may convince foes that they are, in fact, immune to assault.
System: The player spends one blood point to activate this power. For the duration of the scene, the Gangrel appears as she did upon activation of this power; any wounds or scars already present will remain visible. Further damage does not show on the Gangrel's form, nor do any logical results, such limping or leaking blood. This power ends if the Gangrel reaches the incapacitated health level or is staked. Under no circumstances can the wounds be discerned by an outside source before the power ends.
Forbidden Zone ( Lore Of The Clans - Page 164 )
Prerequisites: Nosferatu; Obfuscate 5, Potence 3
Cost: 24 Experience Points
By infusing her strength into an area as a barrier, the Nosferatu can create a space that resists any form of physical entry. However, this barrier is illusionary and all in the mind of the target. The area might be cloaked or not, as the Nosferatu decides. However, entering the area requires anyone else to have to push through an apparent invisible force. The vampire can release individuals from this power simply by touch.
System: The vampire rolls Strength + Subterfuge (difficulty 6) and spends a blood point. For each success, the character may maintain the zone for one hour, although once set up she need not remain nearby. The vampire can create a zone of any size up to a radius of six feet / two meters for each point of Potence and Obfuscate she has. So a vampire with Obfuscate 5 and Potence 3 could create a zone with a radius of up to 48 feet / 16 meters.
For anyone except the vampire to enter the zone requires a roll as if the character was attempting to open a door. However, the zone is actually a mental barrier, not a physical one, so the successes required equal the vampire's Obfuscate + Potence, and the difficulty is 7. Characters already inside the zone may leave it without any problem, but must make the same roll to return. The vampire can touch any character and exclude them from the effects of this power at no cost.
Forced March ( Lore Of The Clans - Page 29 )
Prerequisites: Assamite; Celerity 2, Fortitude 2
Cost: 12 Experience Points
Forced March allows the Assamite to cover ground quickly. This power cannot be used in combat but can aid the Assamite in moving with great speed without the debilitating vitae cost of conventional Celerity.
System: The Assamite spends a number of blood points equal to half his Celerity rating, rounded up. For a number of hours equal to his Fortitude, the Assamite multiplies his normal running speed by his Celerity rating. Thus, an Assamite with Fortitude 3 and Celerity 4 who could normally run at around four miles per hour (six kph) could use this power to run at a speed of 16 miles per hour (25 kph) for up to three hours.
Fountain Of Ill Humors ( XXX - Page X )
Prerequisites: Potence 2, Mortis (Path Of The Four Humours) 2
Cost: 21 Experience Points
The vampire may use this power to spit the tainted excretions created with Dark Humors, showering her enemies with a forceful spray of the unnatural toxins.
System: The player spends two blood points and rolls Dexterity + Athletics (difficulty 6) as an attack with a maximum range of the vampire’s Strength + Potence in yards. This spray can be dodged normally, though its conical spread adds one to the difficulty. The spray cannot be parried. Victims struck by the spray suffer the full effects of the chosen humor unless their players make successful Stamina rolls (difficulty 8).
Glare Of Lies ( XXX - Page X )
Prerequisites: Auspex 2, Obeah (You must have a third eye for this power) 1
Cost: 14 Experience Points
Upon activating this power, a Salubri's third eye opens and narrows in close scrutiny. The Cainite gains the ability to see the harmony of truth and the disharmony of deception. It is virtually impossible to lie surreptitiously to a vampire who knows this Discipline.
System: The player rolls Perception + Empathy (difficulty 6). Players of any characters wishing to tell a deliberate lie in sight of the Cainite must gain more successes than the vampire's player on a Manipulation + Subterfuge roll (difficulty 8). Anyone who fails to meet this requirement may still lie, but the Salubri recognizes the deception. This power cannot sense subtler deceptions by omission or half-truth. As long as those scrutinized tell the truth - however partial or deliberately obtuse - the power detects no falsehood.
Hand Of The Master Artisan ( XXX - Page X )
Prerequisites: Auspex 1, Celerity 1
Cost: 7 Experience Points
Toreador employ this power to create laborious works of art with impossible speed and precision. Painters casually daub the work of hours in a blur of minutes, while sculptors appear to mold clay as though it were somehow alive.
System: The vampire's player spends one point of Willpower plus a variable quantity of blood. The desired artistic task has its duration divided by the number of blood points spent, rounded up. Thus, a mosaic that normally required three hours to assemble would require only one if the vampire's player spent 3 blood points. The trance of accelerated speed applies only to the single selected task. The vampire may break off and perform other actions without breaking the power, as long as he spends no more than a single hour away from the endeavor. This power may aid only in acts of deliberate artistic creation.
Haunted Place ( Lore Of The Clans - Page 164 )
Prerequisites: Nosferatu; Onfuscate 5, Presence 2
Cost: 21 Experience Points
Given how few Nosferatu master Presence, this is a rare power, but a potent one. The Nosferatu cloaks an area in power, making the place almost impossible to miss. However, it becomes noticeable due to the fetid and corrupt aura the place acquires. Most people avoid it without even knowing why. It seems somehow corrupt and twisted; somewhere no one with any good intent might choose to visit.
System: To create such a place, the vampire must make three rolls on three consecutive nights. Each roll takes an hour to perform, as she spends at least five blood points around the area during the course of the hour. Then, the player rolls Manipulation + Empathy and chooses a difficulty number (the same difficulty number for each roll). If all three rolls are successful, the aura of corruption settles over the place.
For anyone but the vampire to enter it, he must make a Willpower roll with a difficulty equal to the one the vampire chose in creating the Haunted Place. The effect lasts for as long as the vampire exists, or until the Storyteller rules the area has changed significantly or lost some of its menace (such as an urban renewal program).
Haunting Seduction ( Lore Of The Clans - Page 203 )
Prerequisites: Toreador; Dementation 2, Presence 1
Cost: 9 Experience Points
The Toreador are seductive, impressive creatures. When they're around, they can be the only thing that matters in the world. But when they leave, their Presence fades, and that's just not acceptable to some of the Degenerates. Dementation may merely unlock the door to the mind's inner hallways and free what's inside, but enteising Toreador have discovered how to ensure that they are the whisper that haunts their target's thoughts.
In many ways, the Haunting Seduction is similar to the Dementation power The Haunting. Its effects occur mainly when the victim is alone, and mostly at night. However, the effects take on the tone of an almost maddening, seductive obsession. The subject may feel the light brush of a hand that he knows belongs to the vampire, or hear the vampire's sibilant whisper just behind him. The Storyteller should let her imagination run wild when describing these sensory impressions; the victim may well feel as if he is going mad.
System: After the vampire speaks to the victim, the player spends a blood point and rolls Manipulation + Subterfuge (difficulty of her victim's Perception + Self-Control or Instinct). The number of successes determines the length of the sensory "visitations." The precise effects are up to the Storyteller, though it is highly likely that the visions will affect the difficulties of any social interactions between the vampire and her target the next time they meet.
Successes | Result |
1 | One night. |
2 | Two nights. |
3 | One week |
4 | One month. |
5 | Three months. |
6+ | One Year. |
Heart's Desire ( Lore Of The Clans - Page 183 )
Prerequisites: Ravnos; Auspex 4, Chimerstry 2
Cost: 18 Experience Points
With this power, a Ravnos reaches into a target's mind and creates an image of the target's greatest wish. This desire manifests as some sort of material object: A love letter, a stack of money, or the golden crown of a Prince. No matter what manifests, the Ravnos who used this power understands the meaning and nature of the item, and is able to comprehend the target's deepest desire. The Ravnos has no magical ability to understand the why or wherefore of that desire; only that this is the person's fondest dream.
Obviously, handing that love letter to the target will not convince her that the Ravnos can (or has) caused her greatest desire to truly come true. Instead, most Ravnos cunningly use this power to discover a target's secrets, and never reveal to the other individual that Heart's Desire was used at all.
System: To target a character with this power, the Ravnos must have touched them within the last hour. Once that has been achieved, the player must spend a blood point and a Willpower point. Then, roll Intelligence + Subterfuge against a difficulty of the target's current Willpower, and achieve three successes. If the Ravnos is successful, an illusory item manifests within the Ravnos' hand as if Fata Morgana (V20, p. 144) had been used, and the Ravnos instinctively understands the meaning of the item and the general nature of the target's desire.
Honeyed Words ( Lore Of The Clans - Page 29 )
Prerequisites: Assamite; Auspex 2, Presence 1
Cost: 9 Experience Points
The viziers are preternaturally skillful at telling their listeners what they want to hear. So skillful, in fact, that a vizier sometimes doesn't even need to know what he's talking about. This power assures the vizier that, no matter what words tumble out of his mouth, they are always the perfect response.
System: The player must roll Manipulation + Expression (difficulty 6). For the remainder of the scene, the difficulty for all rolls to persuade, manipulate, or interrogate a single target through mundane conversation are reduced by the number of successes rolled to a minimum of 4. Additionally, the Storyteller (or player if this power is used against a player's character) must advise the vizier's player if the vizier is in danger of saying anything that might offend, confuse, or worry the target. It is possible to use this power to baffle someone with highly technical jargon that the vizier himself doesn't understand at all.
The Humberside Panic ( Anarchs Unbound - Page 106 )
Prerequisites: Celerity 1, Thamuaturgy 1
Cost: 6 Experience Points
This combination Discipline allows a Kindred to grant other vampires a brief and limited access to his own mastery of Celerity. The Kindred who possesses Thaumaturgy and Celerity spends one blood point, plus one blood point per member of his coterie to whom he wishes to grant Celerity. For one turn, each indicated member of the coterie may use that Celerity to run or take another action as if she possessed Celerity herself. Thereafter, the Thaumaturge may spend an additional point per character per turn to continue granting the benefit. The Thaumaturge can communicate any degree of mastery of Celerity she possesses using this power, but must pay all related costs for it for each Kindred to whom she extends it.
The drawbacks of this combination Discipline are fairly limiting, however. The vampire using this Discipline must have tasted the vitae of any individual to whom she wishes to extend the benefits, and she must pay the vitae cost for each turn extending the Celerity benefits to other Kindred. Note that the per-turn blood point expenditures dictated by the character's generation apply to spending blood in this way. Those benefiting from the power must be within sight of the Kindred invoking the power, and must be vampires (not mortals, ghouls, or other supernatural creatures).
This Discipline was originally developed to allow a pack of English Anarchs to flee the site after ambushing a Malkavian Primogen, but it has also been used by other packs to more aggressive ends. Because of its utility, it's one of the most popular and widely used combination Disciplines among Anarch coteries.
I Know ( Lore Of The Clans - Page 165 )
Prerequisites: Nosferatu; Auspex 2, Obfuscate 2
Cost: 12 Experience Points
You don't actually need to know a secret to use it as leverage. With this power, the Nosferatu is able to make it appear as if she knows something the subject would rather keep secret. Essentially, she surface scans the target for feelings of guilt, and uses Obfuscate to project into his mind the subtle body language and turns of phrase that convince him the vampire really knows something dangerous about him.
The Nosferatu knows nothing in reality; even the light scan she does to establish guilt gives her no clue as to the nature of what he might be hiding. But the target doesn't know that, and convinces himself the vampire must know his darkest secrets.
System: This power requires a Perception + Subterfuge roll at a difficulty equal to the target's current Willpower. For each success the vampire gains, the subject is more convinced the vampire knows something confidential and dangerous about him. For one success, the target believes she may know something potentially damaging, whereas for five he is sure the vampire knows his deepest secrets.
How the vampire chooses to use this leverage is up to her. Proving she doesn't actually know anything, such as guessing badly about the secret or offering details that prove wrong, will break the illusion.
Ignore Me ( Lore Of The Clans - Page 144 )
Prerequisites: Malkavian; Dominate 3, Obfuscate 2
Cost: 18 Experience Points
Some people fade into the Background easily. A Malkavian that haunts a specific location can program the people there to completely ignore her while she moves about the grounds. Not only does this give her a home field advantage should enemies confront her in this location, but it also makes her a shining example of upholding the Masquerade.
System: Roll Wits + Subterfuge once per day, difficulty equal to the target's current Willpower. This power is an extended action, with a number of successes equal to five times the target's Courage rating.
Once the successes are achieved, the subject completely ignores the existence of the Kindred for the next month, and the vampire can target another person the next day. If the Kindred disturbs a room, the target subconsciously puts things back in place. The target only reacts to the Kindred if she inflicts harm on the target - other physical interactions (such as touching them or searching their pockets) are unaffected. The target makes a Courage roll equal to the Kindred's Willpower rating. If successful, they shake the Kindred's hold.
Impeccable Manners ( Lore Of The Clans - Page 263 )
Prerequisites: Ventrue; Auspex 2, Presence 1
Cost: 9 Experience Points
The Ventrue intuitively senses the mood of another person through an unconscious awareness of her aura. Then, he instinctively modifies his actions so as to shy away from offensive conduct while effortlessly doing things that appeal to the subject.
System: While the Ventrue is interacting socially with another person, the player must roll Perception + Etiquette (difficulty 6 for mortals or 8 for supernatural beings). Each success on this roll reduces the difficulty of all mundane Etiquette or Persuasion rolls made against the same target by -1 for the rest of the scene. This benefit does not modify Discipline rolls.
Internet Famous ( Anarchs Unbound - Page 106 )
Prerequisites: Presence 4, Thaumaturgy 4
Cost: 30 Experience Points
According to one rumor, a French Toreador Anarch who calls herself Cadavre Exquis has developed a combination Discipline that allows her to use Presence and the Path of Technomancy to effect a mass Summoning through her social media accounts. She apparently can issue a command for all of her followers to come to a particular location and participate in a protest, a riot, or even just a flash mob, with each recipient affected as if she had personally targeted him with Summon. Cadavre Exquis is also rumored to be the subject of a blood hunt across several non-Anarch domains, probably for having embarrassed some august Kindred with this power.
This power works as does the Presence power Summon, but the roll to activate the power uses Charisma + Computer at a difficulty of 8. However, in addition to a blood point, the player must spend a Willpower point and issue the Summon via social media. The power affects every one of the Kindred's followers on social media accounts - it is not subtle or selective. Any individual who recognizes what is happening can spend a Willpower point to ignore the Summon, but mortals likely have no idea what's going on when they receive such a Summon (and neither do many Kindred, especially those not well-versed in social media). Note that the individual does not have to be currently accessing social media to feel the Summon, as this power draws on the sympathetic connection drawn by establishing the online relationship or even simply following the vampire's account.
Iron Facade ( Dread Names: Red List - Page 99 )
Prerequisites: Fortitude 1, Obfuscate 3
Cost: 10 Experience Points
Battles are often won not by the strength or weaponry of the combatants, but in the psychology of war. The appearance of invulnerability is often sufficient to unsettle or even rout a superior foe. With this power, the Kindred creates just such an appearance, seeming to shrug off heavy or even near-crippling blows as if he'd be splashed with water. This power was more commonly found amongst Archons, but has recently been taught to Alastors.
System: The player rolls Manipulation + Subterfuge with a difficulty 6. If successful, the character appears to be unwounded and functioning at full capacity regardless of how badly injured he actually is. This power does not actually heal wounds or reduce dice-pool penalties; it simply appears to do so, making it impossible for the enemy to judge the character's true state. The power lasts for a scene, or until the character reaches the Incapacitated health level. A vampire with Auspex can see through this power if her Auspex exceeds the character's Obfuscate.
Iron Heart ( Lore Of The Clans - Page 49 )
Prerequisites: Brujah; Potence 3, Presence 3
Cost: 18 Experience Points
Common among Individualists who quest for self-control, Iron Heart fortifies the Brujah against supernatural powers that affect her emotions, her self-control, or her reason (including Dominate, Dementation, and Presence), while also allowing her to inspire others to resist such manipulations themselves.
System: This power has two effects. First, a Brujah who has acquired this power permanently increases the difficulty of all attempts to manipulate her through supernatural means (whether Disciplines or other magic) by 2, to a maximum of 9. Against unrolled supernatural effects (such as Majesty), the Brujah instead reduces the difficulty of any relevant resistance rolls by 2. This aspect of the power is always active.
Second, if the player spends a Willpower point while the character actively persuades another to resist such effects, the difficulty of any such supernatural manipulation increases by 1 (or the difficulty of the character's resistance roll against unrolled effects is reduced by 1).
Jaws Of The Dracon ( XXX - Page X )
Prerequisites: Koldunic Sorcery 7, The Way Of Earth 5, The Way Of Fire 5, The Way Of Spirit 5, The Way Of Water 5, The Way Of Wind 5
Cost: 49 Experience Points
With this power, a vampire may unleash all the elements in a storm of unbridled supernatural power. The storm scourges everything in its path, raining lightning, fire, hail and grinding earth in a conflagration that defies imagination. The very existence of such a spell lies shrouded in myth and legend; no vampire has cast it in recorded memory.
System: The koldun spends an hour standing still on the soil, gathering the energies that will empower the spell. The player rolls Charisma + Occult (difficulty 8) and spends all remaining blood. This drives the koldun into immediate frenzy. Tempest-torn clouds build in the sky over the next hour, reaching their apex of size and fury as fire begins to rain. For every success, the storm has a radius of one mile. Everything in that region suffers dice of aggravated damage equal to the koldun's Willpower + Occult. This damage occurs sometime over the span of one hour, after which the clouds part to reveal the devastation. Inanimate objects suffer damage determined by the Storyteller; assume that the storm destroys virtually everything in its path.
King Of The Beasts ( Lore Of The Clans - Page 90 )
Prerequisites: Gangrel; Animalism 4, Fortitude 2
Cost: 18 Experience Points
The vampire who masters this power has the ability to extend the auspices of her Fortitude to those animals who are summoned by her blood, ensuring that they are protected. This power requires no further expenditure on the user's part; her very nature steels and fortifies her minion against damage.
System: Creatures you summon with Animalism gain one dot of Fortitude so long as they stay within your line of sight.
Leaps And Bounds ( Lore Of The Clans - Page 49 )
Prerequisites: Brujah; Celerity 2, Potence 2
Cost: 12 Experience Points
Through this intersection of strength, speed, and will, the Brujah can leap amazing distances, whether to evade foes or flee a burning building.
System: The Brujah multiplies all vertical and horizontal jumping distances by the lesser of her Celerity or Potence (see the rules for jumping in V20, p. 260). The player does not need to roll anything to make the jump but, at the Storyteller's discretion, may need to roll Dexterity + Athletics (difficulty 4) to land safely depending on the environment.
Lifesong ( XXX - Page X )
Prerequisites: Dominate 1, Presence 1
Cost: 4 Experience Points
This power allows the Ventrue to assess any single statement made by the subject and look for the essence of that subject's being beneath the words she speaks. The Ventrue needs to speak no words himself; he simply interprets the statement offered to him.
System: The player makes an Intelligence + Empathy roll (difficulty equal to the subject's Manipulation + Expression). With even a single success, the Ventrue determines the subject's Demeanor from the statement, finding profound meaning in the most common of utterances. This power works only upon living creatures - Kindred lack the spark of life that colors the words they speak.
Lucinde's Revenge ( Dread Names: Red List - Page 100 )
Prerequisites: Dominate 4, Fortitude 4
Cost: 25 Experience Points
For centuries, Lucinde's Revenge was known only to the Ventrue. Recently, a new iteration of this power has become widely taught among the Alastors per the wishes of Justicar and Red Alastor, Lucinde, who wants those hunting the Red List prepared to resist the manipulative tactics and Disciplines the Anathema use, one in particular. This power protects against Presence, keeping that Discipline's more subtle effects at bay.
System: Lucinde's Revenge protects against all Presence based on Generation in a similar way that Dominate functions. Only a Kindred of lower Generation than the user of Revenge can affect that Kindred with Presence. Thus a Ninth Generation Kindred would be unaffected by a Twelfth Generation Kindred attempting to use Dread Gaze on her.
Malkav's Pavlovian Response ( Lore Of The Clans - Page 145 )
Prerequisites: Malkavian; Dementation 2, Dominate 2
Cost: 12 Experience Points
Malkavians blessed with the knowledge of both of these Disciplines can use them to connect someone or something with a specific emotion. The Kindred can make someone hate their boss, love their enemy, or lust after a specific book.
System: The Kindred rolls Charisma + Subterfuge with a difficulty equal to the target's current Willpower. She speaks a word, which can be hidden in a sentence, and connects a specific emotion to that word. Whenever the target encounters the word or the object connected to the word, they feel the emotion. This lasts one night per success rolled, starting with the evening the Kindred uses the power.
Martyr's Resilience ( XXX - Page X )
Prerequisites: Auspex 4, Fortitude 7
Cost: 35 Experience Points
Reputedly pioneered by the Salubri bloodline, this power has been demonstrated by members of several other clans as well. Martyr's Resilience allows the vampire to choose to absorb injuries inflicted upon anyone whose blood he has tasted. This power is not necessarily used for selfless means - several Ventrue in London command small criminal armies of ghouls who seem to possess a disturbing degree of immunity to bullets.
System: The vampire must have ingested at least one blood point of the subject's blood within the past year to employ this power, and must be within eyesight of the subject when the injury is inflicted. The player spends a blood point to activate this power, and the action must be declared before the initial victim rolls to soak the damage. As a result, a number of health levels of damage equal to the character's Stamina are transferred from the initial target of the attack to the character. This damage is considered to have been inflicted directly on the character and is soaked normally. Any damage in excess of the character's Stamina is inflicted on the initial recipient of the damage, who soaks it normally as well.
The use of this power is completely voluntary - a character cannot be forced to use it, even through Dominate or other powers of that sort.
Mask Of Cathay ( XXX - Page X )
Prerequisites: Animalism 3, Chimerstry 3
Cost: 15 Experience Points
Ravnos in Asia have had to learn several tricks to conceal their presence among the fanatical Eastern Kindred. One of the more common techniques is the ability to appear as an asuratizayya. This mask conceals the Ravnos' nature as one of the Kindred descended from Caine and makes them appear to be asuratizayya for purposes of all tests.
This power does not grant the Ravnos any ability to learn Eastern Disciplines or adopt their Dharmic paths. It simply allows the Ravnos to misrepresent herself.
System: The player spends one Willpower point and one blood point and rolls Manipulation + Subterfuge (difficulty 6). Each success the player gains on that roll represents one success an onlooker must overcome with the use of any power (Auspex, Kuei-jin Life sight, Death sight, etc.) to perceive the Ravnos as one of the Western Kindred. Otherwise, senses show the Ravnos to be a yin-aspected Kuei-jin. If no roll is associated with the power, roll Perception + Alertness (difficulty 6). Eastern Mask lasts for only one night per use.
Measure The Will ( XXX - Page X )
Prerequisites: Auspex 2, Dominate 2
Cost: 14 Experience Points
A vampire with this power may gauge the strength of a target’s resolve and identity, often as an exploratory prelude to shattering and reshaping that mind.
System: The vampire’s player rolls Perception + Intimidation in a resisted roll against the target’s Willpower (both rolls at difficulty 6). The target does not sense any mental intrusion or foreign malevolence unless the roll botches. If the vampire wins, he may precisely gauge the rating of one of the following Traits: permanent Willpower, temporary Willpower or any selected Virtue. The vampire may use this power multiple times in succession to gain further information. Each failed attempt adds one to the difficulty of subsequent rolls. Obviously, the vampire does not perceive such ephemeral concepts as will and valor in terms of numerical quantities. The vampire simply compares the target’s force of mind with his own psyche. The player may interpret this information more accurately according to the mechanics of the game. This power does not require eye contact, although the vampire must be able to see the target clearly.
Mind Strike ( Lore Of The Clans - Page 125 )
Prerequisites: Lasombra; Dominate 2, Potence 2
Cost: 12 Experience Points
By focusing his mental power, the vampire can channel their Potence into a powerful mental attack that does real damage to the victim. He simply meets his victim's gaze and delivers a strike into her very mind.
System: This power costs a Willpower point to use and requires eye contact. The vampire makes a Manipulation + Intimidation roll (without any bonus from the Obtenebration power of Shadow Play) against a difficulty of the victim's current Willpower. The amount of successes are added to the vampire's Potence rating and become bashing damage to the victim. Normal soak rolls apply. As with many Dominate powers, targets of a lower Generation are immune to its use.
Mind's Eye ( XXX - Page X )
Prerequisites: Auspex 4, Dominate 3
Cost: 14 Experience Points
With this power, an archon or templar can actually experience a memory belonging to someone else. Sight, sound, scent and other details — all are potentially just as intense as they were for the subject when they first occurred. While Mind's Eye can be used on a cooperative subject who simply wishes to provide the most accurate report possible, it is often used as a form of interrogation and intelligence gathering.
System: The character must make eye contact with the subject (unless she possesses a power that allows her to use Dominate with touch or at a distance, in which case she may use these other techniques instead), and the player must spend a blood point. If the subject is cooperating, or is an unwilling mortal or Kindred of higher generation than the character, the character need merely make a Perception + Subterfuge roll, difficulty 6. If the subject is both unwilling and a Kindred of equal or lower generation, she may resist with an opposed Willpower roll, difficulty 6; successes on this roll subtract from the character's own. The character may attempt to locate a specific memory in one of two ways. She may either search by time ("Let me see what was happening to you yesterday at midnight") or by event ("I'm going to find out what you said to him at your last meeting!") A botch instead allows the subject to see one of the character's memories (chosen randomly by the Storyteller) and renders that subject immune to any further uses of Mind's Eye by that specific character for the remainder of the scene.
The clarity of the memories experienced depends on the successes rolled and the time elapsed since the events actually occurred. The elapsed time indicated on the table below is for clear, accurate memories only; the character can actually experience memories of one category older, but with a substantial loss of detail and accuracy (Storyteller's call as to what is correct and what is not).
Successes | Age Of Memories Available |
1 | Within the last hour. |
2 | Within the last day. |
3 | Within the last week. |
4 | Within the last month. |
5 | Within the last year. |
Mortal Terror ( XXX - Page X )
Prerequisites: Animalism 3, Presence 2
Cost: 18 Experience Points
While the power of Quell the Beast is certainly useful if you're trying to soothe or quiet someone, sometimes you need something a bit more dramatic. Mortal Terror focuses the power of Dread Gaze directly on another Kindred's Beast, bypassing the conscious mind entirely. This can potentially drive a vampire into immediate Rötschreck. This power is available to both archons and templars.
System: The character must either touch her target or make eye contact, and the player must succeed in a contested roll (Charisma + Intimidation vs. the target's Willpower, both difficulty 7). If the character accumulates more successes than the victim has dots of Courage, the power takes effect and Rötschreck overwhelms the victim. The victim may begin making Courage rolls in an attempt to fight off Rötschreck starting the next turn. Until he accumulates five successes, he will continue to flee from the character by the fastest and most direct route. Invoking this power spuriously is dangerous. Should the character botch the roll to invoke the power, the victim must immediately roll Self-Control to resist frenzy, rather than Rötschreck.
Mover And Shaker ( Lore Of The Clans - Page 271 )
Prerequisites: Caitiff; Auspex 2, Presence 3
Cost: 15 Experience Points
Playing the grand city game is beyond most Caitiff, but those who choose to take over a suburban town can learn to create a modest but effective hold over their minor territory. The Caitiff who becomes well acquainted with the people of their town can weave a subtle web of approval among them, harnessing not only their goodwill, but also their shelter from accusers.
System: The Caitiff must spend time meeting and getting to know all of the people of the town they want included in this effect. By spending a Willpower point for each night they spend mingling, they can gain the lasting trust of the citizens in a passive, undetectable fashion.
This does not have as obvious an effect as Presence, nor does it give you control over them. What it does do is create a sense of basic goodwill and a positive impression. They trust the Caitiff, and anyone who starts asking suspicious questions or making accusations will find doors closing to them - all Social rolls regarding the Caitiff are at +2 difficulty for a number of weeks equal to the number of Willpower points spent. This can help shake off would-be mortal hunters and even some Kindred. Werewolves and other supernaturals will have their own ways to find the Clanless.
Name Of The Fallen ( XXX - Page X )
Prerequisites: Auspex 3, Thaumaturgy 1
Cost: 10 Experience Points
Name of the Fallen could likely be made to function with Necromancy in place of Thaumaturgy at the Storyteller’s discretion. Because few archons or templars have access to this Discipline, however, this is not a standard technique.
System: The player must spend a blood point and roll Perception + Empathy; the difficulty depends on whether the subject was mortal or vampire, as well as on the length of time since he died. The character must have in her possession at least a small piece of the corpse, though something as tiny as a finger bone or even the ashes of a Kindred who has suffered Final Death will suffice. If the roll fails, that character may not try to identify that particular subject again unless she can find a new sample of the body. If the roll indicates a botch, the character receives false information. The knowledge granted by this power appears instantly; the character falls into no "trance" such as that experienced when using Spirit's Touch.
The Kindred with this power may identify a deceased person, Kindred or kine, simply by handling a piece of the corpse.
Difficulty If Kindred | Difficulty If Kine | Time Since Death |
4 | 4 | Less than 24 hours. |
6 | 4 | One day to one week. |
7 | 6 | Less than one month. |
8 | 6 | Less than six months. |
10 | 6 | Less than one year. |
10 with 3 successes | 7 | Less than ten years. |
10 with 5 successes | 8 | Less than one century. |
N/A | 10 | Greater than one century. |
Pater Szlachta ( XXX - Page X )
Prerequisites: Protean 4, Vicissitude 3
Cost: 18 Experience Points
Some Tzimisce combine the Protean power to turn into an animal with the possibilities of Vicissitude. Forces of chaotic change surge through the Fiend's body, forces he must direct while experiencing bone-breaking pain. When the Tzimisce can bear the strain no longer, the body settles into the Pater Szlachta or bogatyri form - so named by Tzimisce anarchs to insult either their servants or the "elder valiant champions" who served the anarchs' sires. In the modern nights, this power is still known to a few Tzimisce, who sometimes use it in contests of improvisational fleshcrafting.
System: Spend two blood points and roll Stamina + Medicine (difficulty 1). The change takes (5 – the number of successes) turns to complete, during which the Tzimisce can only howl, drool vitae and writhe. The character can rearrange his Physical Attributes (one dot per success), but no Attribute can exceed the limit; imposed by generation. The player can describe what sort of alterations he wants to make, but the process is difficult to control. In the end, the Storyteller is the final arbiter, choosing one physical state for the character in bogatyri form or certain Vicissitude modifications such as bone spikes, spine-saws, etc. Botches earn whatever physical Flaws the Storyteller chooses, maybe permanent ones. The change lasts for one scene.
Example: The player of Csikos Thesz spends two blood points and earns four successes on his Stamina + Medicine roll. Csikos Thesz spends one turn changing into the bogatyri form, during which he struggles to rearrange his muscles and body fat to better absorb impacts; he also concentrates on drawing forth bane mass to his knuckles, visualizing them coming to thick, knobby studs. After the change, his player can rearrange four dots of Physical Attributes. Before the change, Csikos had Strength 3, Dexterity 3, Stamina 2. He moves a point from Strength and two from Dexterity into Stamina and doesn't use the fourth success, leaving him with Strength 2, Dexterity 1, Stamina 5. Since four successes indicate an "exceptional success," the Story teller decides that Csikos has grown bony nodules on his knuckles that inflict lethal damage.
Penitent Resilience ( XXX - Page X )
Prerequisites: Fortitude 3, Obeah 4
Cost: 28 Experience Points
With this power, a Salubri may briefly walk in the brightest sunlight without fear of injury. His purity defends him, allowing the sun to burn the Curse within and leave the flesh unmarred. Some Salubri believe a truly penitent vampire may use this power to burn out the Curse of Caine entirely and regain his mortality, but such legends are anecdotal at best.
System: The player may reflexively spend one blood point whenever the vampire is exposed to sunlight. Until the vampire exhausts his blood pool, he may not soak damage from sunlight. Such damage is rolled, rather than applied as automatic successes, and each level of injury burns one point of the Cainite’s vitae rather than inflicting actual wounds. Once the vampire runs out of blood, he suffers damage normally and may again soak with his usual Fortitude. Only Cainites who ascribe to the Virtues of Conscience and Self-Control may benefit from this power.
Power Animal ( Lore Of The Clans - Page 165 )
Prerequisites: Nosferatu; Animalism 3, Potence 1
Cost: 12 Experience Points
The Kindred's connection with animals is such that they can transfer their physical power to animals under their control. Such creatures can be made stronger and more deadly with an increase in strength from the vampire's Potence.
System: The vampire must first make a connection to an animal using the Animalism power of Feral Whispers. She must then spend a blood point for each point of Potence she wishes to invest in the animal for the rest of the night. She may not grant the animal more Potence points that it has Strength, or than the vampire has Potence. So, a rat with a Strength of 1 may only be given Potence 1, but a pig of Strength 4 can be given a Potence of 4, as long as the vampire has at least a Potence of 4.
Pulse Of Undeath ( Lore Of The Clans - Page 50 )
Prerequisites: Brujah; Auspex 1, Potence 1
Cost: 6 Experience Points
Canny Brujah with this power can go into fights forewarned about their opponents' capabilities. The Brujah can intuitively sense which, if any, physical Disciplines another vampire possesses.
System: The player rolls Perception + Empathy (difficulty 6). Each success informs the Brujah of one physical Discipline (Celerity, Potence, or Fortitude) possessed by the target observed, as well as that Discipline's approximate level.
Quick Sight ( Dread Names: Red List - Page 99 )
Prerequisites: Auspex 1, Celerity 2
Cost: 9 Experience Points
Recently, Alastors have picked up this trick from the Toreador Archons. Quick Sight allows the vampire to see fast-moving objects as if they were traveling at a visible speed. A Kindred with this power can better track projectile objects, like an arrow that's been shot from a crossbow or a bullet from a gun. However, most Alastors will likely use Quick Sight to monitor another vampire's movements when their target is using Celerity.
System: The player spends one blood point to activate this power, which lasts for a scene. Any time the character wishes to see, follow, or examine something that is moving too quickly for normal observation, the player must make a Wits + Alertness roll. The difficulty based on how quickly the item is moving, which would normally be 6 or 7. One success allows the character to observe the trajectory or movements of the object in motion; more successes bring greater detail and clarity.
Quickshift ( Anarchs Unbound - Page 106 )
Prerequisites: Protean 4, Vicissitude 2
Cost: 21 Experience Points
This power allows a vampire to invoke a Protean transformation into the form of a beast in response to the actions of an aggressor. Any time the vampire suffers any form of hostile action, such as an attack, being made the target of a Discipline, or even being suised, the Kindred may spend four blood points and instantly transform into the shape of a beast. This does not require the Kindred's action for the next turn, which is the benefit of the power. Alternatively, the Kindred may spend the blood points at the beginning of a scene in which he plans to use Quickshift (for those Kindred of generations too high to spend four blood points in one turn); at any point thereafter that scene, he may activate the power at no additional cost. If the Kindred doesn't use that power in that scene, the blood points are simply lost.
Quicksilver Contemplation ( XXX - Page X )
Prerequisites: Auspex 2, Temporis 3
Cost: 21 Experience Points
A True Brujah with this power may dilate his perception of time and speed of thought in response to a crisis situation. Such a vampire may spend half an hour deliberating as the world stands still, re-entering the standard flow of time in order to dodge an attack with perfect precision or deliver a well chosen retort.
System: The player spends one blood point and rolls Wits + Alertness. With a success, time suddenly halts from the vampire's perspective. His mind - and only his mind - has briefly stepped out of the flow of normal time. He cannot physically act or use any mental power that can actually influence the world (though mystical perceptions are permissible). He cannot even shift his vantage point. All he can do is consider his situation and plan the best response while standing frozen in a still and silent world. Once the vampire decides the best course of action, he returns his mind and awareness to time and may act on his deliberations. Reduce the difficulty of the first action he takes by -1 per success rolled, to a minimum difficulty of 3. Some actions and events are simply unavoidable. A Cainite may pause to consider the arrow touching its point to his chest before it stakes his heart, but it is too late to dodge out of the way. A vampire could spend a lifetime contemplating a no-win situation and never arrive at a solution. Some True Brujah imagine that their ancient progenitor spent eternity in the moment his treacherous childer's fangs pierced his throat. Botching this power gives the vampire a derangement, as he spends decades or even centuries alone and aware in the prison of his private moment.
Rando ( Lore Of The Clans - Page 145 )
Prerequisites: Malkavian; Dementation 3, Obfuscate 3
Cost: 18 Experience Points
Obfuscate has long been a staple for walking unnoticed through crowds. Sometimes, a Malkavian wants to deliver a message to someone from the safety of a crowded street. This power allows a Malkavian to communicate with someone while protecting his identity with a random face. Every time the target looks at the Kindred, she sees somebody else.
System: Roll Wits + Stealth. The difficulty is determined using the guidelines below, and each roll targets a specific person. Every time the target sees the Malkavian, she sees someone matching the current scene. If the target looks away and looks back, the form she sees changes. One moment, the Malkavian might look like a willowy concertgoer. The next glance, the Malkavian looks like a burly security guard, and so on.
Difficulty | Result |
5 | A standing-room-only concert |
6 | A shopping mall at Christmas. |
7 | A busy restaurant at dinner. |
8 | A sparsely attended gallery show. |
9 | A city street at midnight. |
Random Patterns ( XXX - Page X )
Prerequisites: Auspex 2, Dementation 2
Cost: 14 Experience Points
Developed by Malkavian templars but slowly increasing in usage among archons as well, Random Patterns allows the character to anticipate an opponent's next move in time to counter it. Blows can be blocked or avoided before they're even thrown, pursuit can be cut off and bluffs can be called. The power doesn't allow the character to see into the future per se, so much as it reads the patterns in the chaos and random chance that surround the target and allows the Kindred to determine his next move based on previous actions and lines of probability.
System: The player spends a blood point and rolls Perception + Empathy (or Awareness, if you're using that optional Talent), against a difficulty of 5 to 7, determined by the Storyteller's assessment of how predictable the opponent is based on his nature. For instance, a character with a Nature of Curmudgeon or Perfectionist is probably fairly predictable and thus difficulty 5, while a Nature of Deviant or Monster is probably less predictable and thus difficulty 7. The difficulty can be further modified by derangements. If the roll succeeds, the character adds a number of automatic successes to his next action equal to the number of successes on the Random Patterns roll. This action must be a contested or combat-related roll against the target. For example, the bonus could be applied to pursuit, melee or dodge, but not to the activation of a Discipline.
Reluctant Performance Artist ( Lore Of The Clans - Page 50 )
Prerequisites: Brujah; Dominate 3, Presence 3
Cost: 18 Experience Points
Popular among the Situationists, this power not only lets the Brujah transform a mortal into an unwilling performer, it transforms other mortals into a captive audience. Other, less artistic Brujah who learn this power find it useful as a distraction to cover for their clandestine activities.
System: The player adds one Willpower point to the cost of using Mesmerize on a mortal who the Brujah then commands to perform some action in a public place. For Situationists, this action is typically something absurd or otherwise bizarre, consistent with modern performance art. Theoretically, however, the Brujah could command the mortal to do anything, such as start an argument with someone else or commit an act of public vandalism.
Other mortals who observe the performer and whose current Willpower ratings do not exceed the successes rolled by the Brujah are powerless to do anything except watch attentively. If the performer does something dangerous or illegal, treat each audience member's Willpower as if it were 1 higher. If the performer attacks anyone in the audience, treat each audience member's Willpower as if it were 3 higher.
If the performance is completed without interruption, affected audience members will move on and either forget about the performer's actions or rationalize the events as being part of an artistic performance (no matter how odd the scene). Whether a particular mortal thinks the performance is any good will probably depend on her appreciation for performance art.
Remote Access Buffer ( Anarchs Unbound - Page 107 )
Prerequisites: Thaumaturgy 5, special
Cost: 30 Experience Points
Using this versatile Thaumaturgy power, a Kindred can create a temporary version of certain other Discipline powers he possesses and transmit it (via file attachment, text e-mails, text message, private social media message, or any other user-to-user delivery method of a personal computer or device). These "data Disciplines" serve as a form of digital amulet, transferring the ability to use the encoded power one single time to a proxy. After the proxy uses the power, the message or file containing the amulet and all instances of it (duplicate copies, messages stored on servers, etc.) delete themselves, leaving no record of their existence.
The vampire creating the buffer can do so for any level of the following Disciplines he has mastered: Auspex, Chimerstry, Dementation, Dominate, Obfuscate, and Presence.
Some Anarchs fear that this power may have unforeseen side effects. They worry that the power is actually a Trojan horse, allowing for the "remote access" use of the power they don't have, while also exposing them to a hidden application of a different Discipline - likely Dominate, given the Tremere acumen with it. They note that the pioneer of the Path of Technomancy, Masika St. John, has no formal connection to the Anarch Movement. These Anarchs don't want to risk becoming Tremere sleeper agents. What if the power allows the original "programmer" to activate, through clever obscured Conditioning, an impulse that allows the Kindred to remotely Dominate them? Of course, other Anarchs consider all of this paranoid fear-mongering - which is itself wholly apropos to the Jyhad. After all, why can't this power be used to buffer Thaumaturgy? And what will happen once some enteising individual finds a way to hack the file degradation process, allowing the file to be copied and backed up with no loss once it's activated?
The very idea of this power terrifies elders and members of other sects. What if the Anarchs have whole servers or e-mail accounts out there full of these buffered powers, and all it takes is a smartphone to call them down inside the domain? With such fears in mind, many tyrants swiftly repress or punish those whom they know to have the ability to encode Disciplines in this manner. It's a disaster waiting to happen, and probably a Masquerade breach under any sensible inteetation of the Tradition.
Over the course of a scene, the Kindred creating the buffer pays the costs for whatever individual power he wishes to buffer, plus one blood point per level of that power squared in order to suspend the effect. So, for example, a fourth-level power would cost whatever it normally costs to activate the power, plus 16 blood points to store. However, because the Kindred creates the buffered power over the course of the scene, the amount of blood he can spend per turn isn't important (though access to that much blood is).
The Kindred sends the buffered power via some digital format, such as e-mail or a text message. He can even send it to multiple individuals or share it on a server, but the power will work only for the first proxy to invoke it, and then delete itself as normal. Thereafter, so long as the proxy has a device or computer on his person that contains the buffered power, he can invoke it. The device or computer doesn't even have to be on or running an application that can view it, it simply needs to be in memory or storage. This does mean that a Kindred would have to copy it to a local drive from a cloud, though. Simple access to the file on the cloud isn't enough. Still, that's a very minor distinction, but one that can prove critical in a WiFi dead zone.
Only Kindred may be proxies, even though others may see the file and its contents (though it's not evident what the file actually includes or performs - it's raw data).
The proxy makes any dice rolls for the buffered power using her own Traits as a basis when she invokes the power.
Rescue Beacon ( Lore Of The Clans - Page 263 )
Prerequisites: Ventrue; Fortitde 1, Presence 4
Cost: 15 Experience Points
Fortitude will not defend against all attacks. The wise Ventrue is prepared for the night his luck runs out and his skill is insufficient. One always needs a backup plan. This power automatically activates a Summoning to the nearest individual who has tasted the Ventrue's blood in the event he is either forced into tor or paralyzed via staking.
System: If the vampire either falls into tor or is successfully staked, this power activates automatically. The player spends a blood point and rolls Charisma + Subterfuge (difficulty 4); this power is an explicit exception to the general rule that a vampire cannot spend blood while staked. The vampire can only use this power to Summon someone who has tasted the Ventrue's blood (ghouls, blood-bound vampires, packmates with Vinculum, etc.). Otherwise, the power works as the Presence 4 power of Summon.
Retain The Quick Blood ( Anarchs Unbound - Page 108 )
Prerequisites: Celerity 3 and (Protean 3 or Quietus 3)
Cost: 15 Experience Points
In the nights of the Anarch Revolt, the Assamites had an informal alliance with the antitribu who raged against their sires. Although few Anarchs possessed knowledge of the Assamite Discipline of Quietus, a few did, and they learned this blood-conserving technique to aid them. In the modern nights, this combination Discipline has spread quickly among the Anarchs, and has been adapted to the more-common Protean Discipline. Retain the Quick Blood allows a Kindred to call upon the preternatural gifts of vitae without expending them.
System: Any blood that the player spends on Celerity returns to her blood pool at the rate of one blood point per hour. Blood returned in this way will never exceed the character's maximum blood pool - if he's full at the time that another point of blood would return to his system, that blood point is lost (as are any others that would be returned from the use of Celerity).
Retaliatory Terror ( Lore Of The Clans - Page 263 )
Prerequisites: Ventrue; Fortitude 1, Presence 2
Cost: 9 Experience Points
Those who dare to attack the Ventrue are soon taught the error of their ways. When an attacker successfully inflicts damage on the Ventrue, the terrifying power associated with her Dread Gaze strikes out at the offender, seemingly straight out of the wound.
System: Whenever the Ventrue takes damage from a Brawl or Melee attack, the player can choose to spend one blood point and make a reflexive Charisma + Intimidation roll (difficulty equal to the victim's Wits + Courage). However, the difficulty is reduced by the number of health levels of damage the attacker inflicted on the Ventrue, to a minimum of 4. If successful, the effects are as per the Presence 4 power of Dread Gaze. The power cannot be used to retaliate to a successful attempt to stake the Ventrue, as he will be unable to spend blood to activate it.
Sanguinary Expulsion ( XXX - Page X )
Prerequisites: Fortitude 2, Protean 3 or Thaumaturgy 3
Cost: 15 Experience Points
Developed by elder archons as a counter against the terrors (true and imagined) of the Vaulderie, this power allows a vampire to ingest small amounts of blood without absorbing them into her system. This not only prevents the formation of blood bonds and Vinculum, but also protects against blood-borne poisons, drugs and diseases. The unpleasant aftereffects of this power make most archons reluctant to utilize it, but it beats letting the Sabbat or some arrogant elder compromise your loyalties.
System: The player rolls Stamina + Fortitude, (difficulty 5 + the number of blood points consumed, maximum 9). If she fails, the blood is consumed normally and all effects occur as normal. If the roll succeeds, the character is able to hold the blood internally without absorbing it, and may vomit it back up later. This prevents any blood bonds, Vinculi, poisons or other abnormal properties of the blood from affecting the character. On the other hand, the character may not spend even a single blood point until the tainted blood is regurgitated; if she does so for any reason (including waking up in the evening), the power ends instantly and the blood is absorbed as normal. Although it doesn't cost a blood point to activate the power, an additional blood point (above and beyond the number consumed) is vomited back up and lost when the tainted blood is purged.
Scalpel Tongue ( Lore Of The Clans - Page 204 )
Prerequisites: Toreador; Celerity 1, Presence 1
Cost: 6 Experience Points
Catty repartee is both an art and a vice among the Kindred of Clan Toreador. Those who cannot compete effectively in the arena of cruel wit are unlikely to earn the respect of their Clan members. Toreador higher up the ladder, then, must have the ability to scathe others with words if they are to maintain their positions. Scalpel Tongue mixes the same quick thinking that guides the body as it moves at accelerated speeds with the Toreador's prodigious social aptitudes, allowing the Kindred to immediately generate a barbed quip so stinging (due to the emotion-enhancing effects of Presence) that it shames the target into silence. Of course, the Toreador themselves are so constantly surrounded by the vicious wit of their own Clan that they inevitably develop a thicker skin. They may play up the melodrama of insult and offense, but even the shast barbs come to wash over them like water off a duck's back.
This power has a subtle downside: If another Toreador detects that she had to use a Discipline to come up with such a stinging retort (such as the user of Scalpel Tongue botching her roll), it could have a negative impact on how others in the Clan perceive her. Why would she need to use powers if she didn't have an inferior wit? In such a case, the user will have a +1 difficulty on Social rolls against other Toreadors for the rest of the night, including future uses of Scalpel Tongue.
System: Roll Wits + Empathy against a difficulty of 7. If the user of this power does not know his target well, the difficulty is increased by one, due to not knowing what buttons to push to achieve the greatest verbal impact. The barbed comment stings the target into silence for one turn per success, or double that if the target is not a member of Clan Toreador. Spending one Willpower negates this effect.
Scourge Of Alecto ( Lore Of The Clans - Page xxx )
Prerequisites: Brujah; Celerity 2, Presence 4
Cost: 18 Experience Points
An obscure power often found among older Idealists, Scourge of Alecto allows the Brujah to chain his own Beast and then, through an act of supreme will, unleash it within the body of someone else nearby. Doing so does not alter the Brujah's own propensity for frenzy, but it can inflict both damage and frenzies upon his enemies.
System: The player must spend a point of Willpower while the character spends a full turn concentrating on a single target (which may be mortal, vampire, or any other type of supernatural character). Then the player rolls the Brujah's permanent Willpower (difficulty equals target's current Willpower). Each success inflicts one level of bashing damage as the Brujah's manifested fury attacks the target from the inside. Additionally, if the target is someone normally susceptible to frenzy, she must immediately roll to resist it at a +2 difficulty.
Screams Made Real ( Lore Of The Clans - Page 145 )
Prerequisites: Malkavian; Auspex 4, Dementation 4
Cost: 24 Experience Points
Everyone has hidden, disturbing images that hide somewhere in his or her mind. This power allows the Malkavian to pull those images to the surface and confront their creator.
System: The Kindred spends a blood point and makes a Manipulation + Empathy roll (difficulty 8). Each success pulls a disturbing image from the mind of the target. The target thinks the images are real and acts accordingly. The images last for a scene.
Affected victims fly into a blind flight or frenzy. Kindred or other creatures capable of frenzy, like Lupines, may make a frenzy check with a difficulty penalty equal to the number of successes on the roll. Humans get no such roll. They much choose flight or fight immediately.
Sculpt The Flowing Wound ( XXX - Page X )
Prerequisites: Fortitude 3, Vicissitude 2
Cost: 21 Experience Points
A Tzimisce with this power may vastly accelerate her healing by concentrating and willing flesh to mold back to its original form.
System: The player spends one blood point and rolls Wits + Body Crafts (difficulty 8). Each success heals one level of lethal or bashing damage. This power cannot heal more health levels per turn than the vampire's generational limit for blood expenditure. Any healing beyond this limit extends into subsequent turns until complete.
See The Reflected Form ( Lore Of The Clans - Page 90 )
Prerequisites: Gangrel; Auspex 2, Protean 4
Cost: 18 Experience Points
Using this power, the Gangrel may use Aura Perception to pull detailed information from his subject's aura. In that aura, he can see the beast forms of Gangrel or other vampires possessing Protean; the forms of the Lupines and other shape-changing beasts; the half-real dream forms of fairies; and the shadows of vampiric forms from Disciplines such as Obtenebration, Protean, Sentis, and Vicissitude. Further, the user of this power can tell which form is "native" or original to the subject.
System: The player rolls Perception + Awareness (difficulty 6). One success gives the character knowledge of the individual's native form, regardless of the form that the user inhabits at the time. Three successes allow the user to see all forms that the individual in question may assume, and know the Disciplines used to achieve those forms. With five successes, the user may see the images of all forms assumed by non-vampires (such as Lupines or Fae), though the user may not understand the powers used to transform into those shapes. This ability does not reveal the visual changes of Obfuscate, as those are not truly transformative powers.
See The True Shape ( XXX - Page X )
Prerequisites: Auspex 2, Vicissitude 2
Cost: 14 Experience Points
A Fiend with this power may recognize flesh that has been magically reshaped. Although Tzimisce are most adept at noticing fleshcrafting wrought by Vicissitude, they can also recognize the changes brought about by Protean, mortal magic or even the shapechanging of Lupines.
System: The vampire scrutinizes the target and her player rolls Perception + Body Crafts (difficulty 6). The number of required successes depends on the nature of the target's transformation. If the player fails to gain the required number of successes, the vampire senses no alteration and assumes the target is in its natural form. A botch means the vampire mistakes the nature of a transformation or sees alteration where none exists. One success spots works of Vicissitude; two sees through other shapechanging evoked through vampiric Disciplines. The character needs three successes to pierce other magic (including mortal wizardry) and four for "natural" shapechanging such as Lupines use. If the player gains two more successes than are needed, the character not only recognizes the type of transformation but may make an educated guess as to the target's natural form. Even more successes reveal more detailed information as relayed by the Storyteller.
Shadow Feint ( Lore Of The Clans - Page 30 )
Prerequisites: Assamite; Celerity 2, Obfuscate 2
Cost: 12 Experience Points
Shadow Feint combines the characteristics of Celerity and Obfuscate to blur the perceptions of the Assamite's enemies.
System: At the beginning of any turn in which the Assamite has activated Celerity and in which her first action is an evasive one, the player may spend an additional blood point to activate Shadow Feint. For the rest of the turn, the difficulty of all rolls to target the Assamite increase by +2, to a maximum of 9. This is an Obfuscate power and cannot affect any vampire whose Auspex exceeds the Assamite's Obfuscate.
Shadow Mark ( Lore Of The Clans - Page 125 )
Prerequisites: Lasombra; Dominate 3, Obtenebration 6
Cost: 27 Experience Points
Shadowstep (Obtenebration) only allows the vampire to move between shadows. However, with this power he can mark those he Dominates and use any shadow they are standing in instead.
System: This power allows the vampire attempting Shadowstep to step to one of his Dominated minions instead of another shadowy area. The minion must be standing in shadow himself or the power will not work, but otherwise distance is no object: the vampire simply appears out of the nearby shadow. There is no additional roll or expenditure when making such a Shadowstep, although the difficulty is one level higher.
Sharing The Master's Vigor ( Lore Of The Clans - Page 107 )
Prerequisites: Giovanni; Dominate 5, Necromancy 3
Cost: 24 Experience Points
Those who walk the Bone Path of Necromancy can summon grotesque zombie hordes to perform their will. For those few who have learned the secret of this power, those deathless guardians may be imbued with extra speed, strength, or toughness.
System: The player spends one blood point and rolls Wits + Occult. Each success allows him to imbue one zombie summoned through the Necromancy power Shambling Hordes with a dot of a physical Discipline (Celerity, Fortitude, or Potence) that the necromancer possesses. For example, he may choose to spend two successes on the same zombie by giving him 1 Celerity and 1 Fortitude or 2 Celerity. However, the necromancer cannot share a Discipline rating higher than his own. For example, if Beniamino has Potence 2, but achieves three successes on his activation roll, he cannot give a zombie Potence 3. The zombie retains these abilities as long as it is animate.
Shatteoof ( Lore Of The Clans - Page 90 )
Prerequisites: Gangrel; Fortitude 4, Protean 3
Cost: 21 Experience Points
A Gangrel with this power toughens his flesh and allows her body to absorb damage, spreading a blow's impact throughout her entire form to avoid significant injury.
System: The Gangrel may roll both Fortitude and Stamina together to soak aggravated damage. Each turn the Gangrel uses this ability of this ability requires the expenditure of one Willpower.
Shroud Of Absence ( Lore Of The Clans - Page 125 )
Prerequisites: Lasombra; Obfuscate 3, Obtenebration 3
Cost: 18 Experience Points
This variant of Shroud of Night (Obtenebration) creates not just an area of shadow, but also an area no one looks at. It is effectively a cloak of invisibility, an area any bystander will simply ignore. To look inside the cloak of deception requires a powerful act of will.
System: The use of this power requires a blood point and a roll of Manipulation + Subterfuge (difficulty 7). If successful, an area about ten feet/3 meters across within the vampire's line of sight is cloaked. The cloaked area can be moved at a normal walking pace and lasts for an hour for each success. Anyone wishing to look into the cloaked area must make a Willpower roll (difficulty 7) and score more successes than the vampire did to create the area. If she succeeds, she can see through the cloak as if it wasn't there.
Slenderman ( Anarchs Unbound - Page 108 )
Prerequisites: Auspex 3, Obfuscate 2
Cost: 15 Experience Points
When a Kindred with this power knows he's having his picture taken, he can cause a brief burst of occult energy to obscure his appearance in the photograph. This causes the image of the Kindred to appear only as a nondescript humanoid figure in his exact location when the photograph is taken, without any of the distinct characteristics of the individual. The Kindred may do this in reaction to having his photograph taken, and doing so is reflexive; he doesn't need to spend an action performing the power. Using this combination Discipline costs one blood point, which the Kindred may spend the instant he knows he's having his picture taken. This power cannot be used to alter his appearance in an existing photograph, however.
A Kindred may also use this power to obscure himself in an ongoing recording, such as being videotaped or recorded on a webcam. The Kindred must invoke the power on the turn in which the recording first begins, and must continue paying the blood point cost for each turn during which he's being recorded. The Kindred activating this power doesn't have to spend vitae the whole time, but that portion of the video will reveal his identity.
Smiling Jack's Trick ( Anarchs Unbound - Page 108 )
Prerequisites: Dominate 3, Obfuscate 3
Cost: 18 Experience Points
Attributed to the Anarch Smiling Jack, this power causes a Kindred to confuse one vampire for another. For a brief period, the subject consistently mistakes the user of this gift with another Kindred in the immediate vicinity. According to the story, Jack found himself caught by a Scourge and his lieutenant. Invoking this power, Jack made the Scourge believe that his lieutenant was actually the Anarch and vice versa. As the Scourge turned his attentions to the lieutenant, Jack escaped into the night, cackling all the while.
System: The player makes a contested Manipulation + Performance roll (difficulty equals the subject's Intelligence + 5, to a maximum of 10) against the subject's Wits + Subterfuge (difficulty 7). If the subject gains more successes, the power fails. If the character succeeds, the subject briefly but unfalteringly transposes the character using the power with another Kindred in her line of sight. From there on out, it's up the character to make the best of the situation, but the strangeness of the change usually buys enough time to escape, if not to completely change the Anarch's position.
Note that this is a Dominate power, so it works only on those subjects of equal or lower generation as the user. The duration of the power's effect is one hour - (10 times the subject's Intelligence) minutes.
Soul Decoration ( Lore Of The Clans - Page 242 )
Prerequisites: Tzimisce; Auspex 2, Obfuscate 3
Cost: 21 Experience Points
The body and soul are linked. Outer change brings inner change (and vice versa). The body's experiences can be summed up in the aura, but this phenomenon is the product of physical forces. By physically adjusting certain locations on the body - chakras, joints, erogenous zones, and the like - a Tzimisce with this power can "paint" whatever aura he chooses. The aura artist uses tools such as needles, clamps, and electric shock to work such change.
System: Aura crafting is a sensitive and precise art and requires at least ten minutes of uninterrupted work. After spending three Willpower points, the player makes a Perception + Empathy roll. The difficulty of this roll is equal to the subject's current Willpower - stronger personalities resist alteration. The number of successes indicates how completely the aura can be changed to the Tzimisce's specifications.
Successes | Result |
1 | Can alter primary color. |
2 | Can alter secondary color. |
3 | Can alter psychological state (frenzied, psychotic, etc.). |
4 | Can conceal or falsify diablerie and magic use. |
5 | Can conceal or falsify natural condition (vampire, shapeshifter, ghost, etc.). |
The deception lasts one night per success. During this time, the aura doesn't change to reflect new conditions in its owner. This power changes only the aura, not the subject herself. At the Storyteller's discretion, the subject may feel token emotions to match her new colors. She might feel somewhat distrustful if her aura was painted light green, for instance.
Soul Painting ( Lore Of The Clans - Page 204 )
Prerequisites: Toreador; Auspex 4, Presence 2
Cost: 18 Experience Points
The ancient Toreador art of "painting souls" flourished briefly in the early 1300s, but with the loss (and presumed Final Death) of Katherine of Montpellier, the technique was thought to be gone forever. In recent nights, Katherine has returned. Roused from an ages-long tor, she has agreed to teach a few worthy students the knack of painting a portrait of a being's inner nature. A few enteising Toreador have attempted to adapt her principles to other expressive media, including music, song, and even acting.
Art has long been held to be a doorway into the soul. Usually it's the soul of the artist. In this case, the painting can expose the nature of the person portrayed. The message conveyed is powerful, subtle, and - when successful - undeniable. Falsehood cannot be portrayed through Soul Painting, for even the artist does not initially know what the image will reveal.
To create this type of portrait, the artist needs to study the subject for a full, uninterrupted hour. This can be done in a sitting, of course, but (due to the sensitive nature of the portrait) it's more often done from recalled observation. Looking not only at the minute details of appearance and carriage, but also at the subject's aura, the painter forms a conscious insight. This alone is not sufficient, however: The painter must give himself over to a kind of creative fugue, setting aside his preconceptions completely, in order to make a soul portrait.
The portrait must be painted in a single setting, and interrupting a soul painter while she works is as difficult as rousing a Toreador from a more mundane fit of artistic absoion. It generally takes 10-12 hours to create the picture, though more complex efforts may take longer - Katherine's portrait of the Archbishop Mon�ada reputedly took over one thousand hours - but if successfully completed, it reveals a great deal indeed.
System: The player rolls Manipulation + Empathy (difficulty 6). If the roll yields even a single success, the painting (or other work) captures the subject's Nature in the work itself. For each additional success, the player may opt to illustrate any one of the following: a rough gauge of Humanity (or Path, which usually won't create a traditionally flattering work), Willpower, Self-Control, Conscience, Conviction, Instinct, or Courage.
Anyone with the Soul Painting power can immediately recognize every insight portrayed in a portrait. Those who lack the power may (at the Storyteller's discretion) be required to make Perception + Awareness, Empathy, or Crafts rolls to "decode" the portrait. The difficulty for such attempts should be low, however; the whole point of the power is the exposure of these hidden, abstract concepts.
Note that Soul Painting does not necessarily make the artist a skilled artist - it is quite possible to have a crudely executed portrait that nonetheless communicates the subject's personality. Such a ham-handed painter is unlikely to have learned this power from the mistress herself, though.
Spirit Tracking ( Lore Of The Clans - Page 90 )
Prerequisites: Gangrel; Animalism 2, Protean 2
Cost: 12 Experience Points
Your beast is an exceptional tracker, sensing the lingering trails of another beast through the spiritual ether rather than relying on physical senses alone. Indeed, your Beast can sense and follow the path of another vampire's Beast, tracking it even when the prey takes physical precautions against being followed or found. Your inner senses are so keen, in fact, that it is difficult to fool you with mirages or false trails, making it more difficult for the powers of the Ravnos to trick you.
System: When tracking a vampire, you may roll Perception + Survival (difficulty 7) in order to track the individual so long as they are within 10 yards/meters. With three or more successes, you may continue to track the individual so long as they are within 100 yards/meters. With five successes, you may sense specific individuals who have been in a location within the last three days, though you may not track them unless they are still currently within 100 yards/meters. Further, you are not fooled by Obfuscate or illusions created using the Chimerstry power Ignis Fatuus. Unless the Ravnos creates an illusion that appeals to all of the senses (i.e., uses Chimerstry's Fata Morgana or some greater power), your animalistic nature can instinctively tell the mirage is false.
Stonesight ( Anarchs Unbound - Page 109 )
Prerequisites: Auspex 1, Visceratika 1
Cost: 3 Experience Points
This power allows the Kindred to see through a stone surface as if it were glass. The stone doesn't actually become glass, however, so whatever's on the other side of the stone won't be able to see the Kindred. This power affects a three-foot by three-foot area of stone, to a depth of up to three feet. This effect lasts for one full scene, and costs one blood point to activate.
Stunning Awe ( XXX - Page X )
Prerequisites: Dominate 2, Presence 2
Cost: 14 Experience Points
This power allows a vampire to slow a victim with a mixture of terror and mystical compulsion. He need only lock gazes with the target and unleash his monstrous will to stun her.
System: The player rolls Manipulation + Intimidation against a difficulty of the victim's Willpower. A botch leaves the target immune to all further uses of Dominate or Presence by the vampire for the rest of the night. Each success imposes a penalty of one die on all the target's actions. This penalty lasts a number of turns equal to the vampire's Willpower, after which it loses one die of potency each turn until the target is free to act normally. If the initial penalty exceeds the target's Wits rating, the duration is measured in minutes rather than turns. If a stunned target suffers any pain, her player may roll Willpower (difficulty 7). Each success reduces the penalty by one die. This resistance roll may be attempted only once per turn and only once for the same stimulus. This power cannot affect vampires of lower generation.
Suck It Up ( Anarchs Unbound - Page 109 )
Prerequisites: Animalism 1, Protean 2
Cost: 9 Experience Points
The sites of Anarch conflicts are often slick with spilled blood, and even the side that arguably wins the conflict is probably ravenous after calling upon the gifts of Caine. Still, conflict attracts attention, and the last thing Anarchs want is to be caught hunched over, sucking the last draughts of vitae from the beaten bodies or lapping up blood from the ground. This power allows the Kindred to simply touch a pool of blood and draw it into herself.
Of course, bodies left bloodless will still attract attention , regardless of whether it went into the vampire through her mouth or fingertips. Kindred are advised to use this power discreetly.
System: The Kindred touches a quantity of spilled blood and adds it to her blood pool, up to her maximum. This power will, in fact, "strip the ground clean," and only if the Kindred chooses not to take every available drop will some amount remain to stain the ground afterward.
Sympathetic Agony ( Lore Of The Clans - Page 184 )
Prerequisites: Ravnos Kshatriya jati; Chimerstry 2, Fortitude 4
Cost: 18 Experience Points
The Kshatriya caste developed this power as a weapon of last resort, punishing their enemies with illusory agonies in the throes of combat. After a target strikes a Ravnos who has successfully used this power, the target feels the pain of that specific attack instead of the Ravnos.
System: The user of this power rolls Manipulation + Intimidation against a difficulty equal to the victim's Perception + Self-Control. If successful, for the rest of the scene the target will feel a supernaturally augmented reflection of any pain she inflicts by attacking you.
Any time your target damages you, she immediately suffers a penalty to all physical actions equal to the successes you scored when activating this power. Penalties inflicted by Sympathetic Agony last for three full turns. Penalties from this power do not stack; a character under the effects of multiple applications of Sympathetic Agony suffers a penalty equal to the highest number of successes scored on a single use of the power's activation.
Telepathic Command ( Lore Of The Clans - Page 263 )
Prerequisites: Ventrue; Auspex 4, Dominate 1
Cost: 15 Experience Points
Generally, the Auspex power of Telepathy cannot be used as a means to silently Dominate another, as both powers require concentration from the vampire. A Ventrue with this power overcomes that limitation.
System: The vampire must still make eye contact with the target. If he does so, he can use Command via telepathic means so that the order is not audible to others nearby. The power cannot affect vampires of lower Generation.
Tenebrous Veil ( Anarchs Unbound - Page 110 )
Prerequisites: Obfuscate 1, Obtenebration 1
Cost: 6 Experience Points
Many Anarchs have found themselves in the wrong place at the wrong time, and often what makes the difference between being found out and being discovered is the judicious use of supernatural powers. This power, created several centuries ago by Lasombra and Malkavian Anarchs, allows the Kindred to stand stock-still and avoid being seen in almost any location. As long as some shadow is present, the Kindred can bend it around his body and thereafter use that shadow to conceal himself from the minds of any onlookers.
System: No dice roll is necessary. As long as a square foot or more of shadow is present in the area, the Kindred can remain effectively unseen for as long as he chooses to remain motionless. This power combines the basic principles of Obtenebration and Obfuscate. It is very simple, but very effective.
Thaumaturgical Sight ( Lore Of The Clans - Page 220 )
Prerequisites: Tremere; Auspex 2, Thaumaturgy 1
Cost: 6 Experience Points
With this ability, the user can see magical auras. In much the same way as the Auspex power of Aura Perception, she can see a halo of crimson over any magical items or effects. This sight extends to all Kindred blood magic, although some might show a different color of aura. Generally, the stronger the magic, the brighter the aura will be, but is it hard to gauge the relative power of any magical effect.
System: This ability is used in much the same way as Aura Perception. The user stares at the item or area in question for a few moments and makes a Perception + Occult roll (difficulty 8). For a single success, the power user can determine that magic is present. If she gets three successes, she can recognize the ritual or path in question, as long as she knows it herself. For five successes, she can recognize any thaumaturgical effect, regardless of whether she has seen it before. If the effect in question is beyond her skill or knowledge, the user will still gain an impression of what it is designed to do. Should the power user also wish to use Aura Perception on the target, she must take a new action to do so.
The False Drink ( Lore Of The Clans - Page 242 )
Prerequisites: Tzimisce; Auspex 1, Vicissitude 5
Cost: 18 Experience Points
Some independent elder Fiends who pay lip service to the Sabbat developed this trick. Using a heightened self-awareness and vitae control, the Tzimisce is able to divert imbibed blood to a discrete cavity within her body. The compartmentalized blood is not absorbed into the vampire's system, and thus, the blood bond or Vinculum can be secretly avoided. The vampire can then vomit up the unwanted blood at her leisure.
System: Upon drinking the blood, the player must roll Intelligence + Medicine (difficulty 8). Failure means the vampire accidentally absorbs the imbibed blood as normal, affecting any blood bond or Vinculum as per normal. Botching the roll causes the vampire to vomit the imbibed blood, along with half of her own blood pool, in a messy spray.
Theft Of Will ( Lore Of The Clans - Page 220 )
Prerequisites: Tremere; Dominate 3, Thaumaturgy 4
Cost: 21 Experience Points
This power allows a vampire to take control of any magical effect nearby, such as a ward or enchantment. Effectively, the power user becomes the caster of the spell for all intents and puses. This power doesn't grant the ability to detect magic or recognize it, although the power user need only know the magic is there to take control of it. Some magicians have laid cursed enchantments that lie in wait for someone to try to take control of them without knowing what they are.
System: The user of this power must know there is a magical effect nearby that they wish to take control of (such as with the use of Thaumaturgical Sight, below). The ritual that created the effect must also be one level below the power user's own Thaumaturgy level. It costs one Willpower point to use this power, and requires a Stamina + Occult roll at a difficulty equal to the original caster's total Willpower. If the roll is a success, the power user effectively becomes the caster of the spell, although this does not change the duration or strength of the effects.
This power also only works on Thaumaturgy effects. The Storyteller may allow it to apply to Necromancy or other mystical powers at her discretion.
True Love's Face ( Lore Of The Clans - Page 69 )
Prerequisites: Follower of Set; Obfuscate 3, Presence 3
Cost: 18 Experience Points
Through a perfect combination of Mask of 1,000 Faces and Entrancement, the Setite can appear to another person as someone he already loves. If she does not know of such a person, she can let the victim define his own "true love" and let the power do the rest. In that case, however, the Setite will have to use her wits to discover who the victim thinks she is.
System: The vampire receives a roll of Charisma + Empathy (difficulty 6). Success means that the chosen victim sees the vampire as a loved one for as long as the vampire remains in her presence.
Typhonic Beast ( Lore Of The Clans - Page 69 )
Prerequisites: Follower of Set; Potence 3, Sentis 4
Cost: 21 Experience Points
The Setite calls upon the primordial chaos of the Duat, expressing it through his own flesh. The vampire takes on the form of the mysterious Typhonic animal.
System: This power requires the expenditure of three blood points; the transformation takes three turns to complete. The transformed vampire gains one dot each of Strength, Dexterity, and Stamina, as well as the benefits of Potence. The Typhonic form gains the soak benefits of the Sentis power called Skin of the Adder: Dropping the soak difficulty to 5; and the vampire can use her Stamina to soak aggravated damage from claws and fangs, but not from fire, sunlight, or magic. The Setite also gains the venomous bite of Form of the Cobra, doubles her running speed, and gains +2 dice on all Perception rolls related to smell or hearing.
The vampire remains in bestial form until the next sunrise, or until she voluntarily changes back. Clothing and other small personal items transform along with the vampire.
Unassailable Parry ( XXX - Page X )
Prerequisites: Celerity 7, Celerity 3
Cost: 42 Experience Points
According to the Sabbat, one of the primary advantages that younger Kindred have in battling their elders is modern technology - firearms, to be precise. Many overconfident elders have fallen to packs of diablerists with automatic weapons. Some few ancients, however, have honed their reflexes and hand-eye coordination to an edge fine enough to stop a bullet, or at least to deflect one.
System: This power allows a character to parry projectiles. The player spends one blood point and rolls Dexterity + Athletics (difficulty and number of successes required are shown below) to parry or catch a thrown weapon, arrow or bullet. Only solid physical projectiles may be deflected in this manner - Unassailable Parry has no effect on a stream of liquid from a fire hose, for instance.
To Parry | To Catch | Missile |
4 | 5 | Rock or grenade. |
6 | 7 | Knife or shuriken. |
5 | 5 | Spear. |
7 | 7 | Hatchet. |
7 | 8 | Arrow. |
8 | 9 | Crossbow bolt. |
9 | 9 with two successes | Bullet. |
If the player scores less than three successes on any roll to parry or catch a bullet, the character still takes the gun’s base damage. Any missile hurled with Projectile is considered a bullet for the purposes of deflecting or catching it with Unassailable Parry.
Unchain The Wrathful Beast ( XXX - Page X )
Prerequisites: Animalism 5, Vicissitude 4
Cost: 35 Experience Points
A Fiend with this power may project her Beast into a hapless host, where it immediately sets about warping flesh and bone to better accommodate its monstrousness. The host writhes in agony, skin sloughing off and muscles boiling into new and terrible forms. Once the change settles, the host frenzies as a terrible living weapon, wreaking a swath of carnage until the vampire bids his Beast return.
System: The vampire releases his Beast using the Animalism power Drawing Out the Beast. Once the Beast finds a home, it burns two of the vampire's blood points to change the host into zulo shape. The painful transformation lasts two turns, after which the host enters immediate frenzy. The Beast will not attack the vampire it rightfully belongs to, but assaults everyone and anyone else in range of its claws. At any time, the vampire may recall his Beast with a successful Manipulation + Animal Ken roll (difficulty 6). Only one such roll may be made per turn. If the host dies before the vampire recalls his Beast, the Beast rises out of the corpse as a black, writhing miasma and flies back to the Cainite faster than mortal eyes can follow. Even after the Beast leaves the host, the physical changes remain. Vampires regain their form over three nights as they lose one die of augmented Physical Attributes. After the third night, all traits return to normal. Mortals and ghouls are not so fortunate, remaining locked in the zulo shape indefinitely. Worse still, mortals suffer one die of aggravated damage each day until they perish from rotted bone marrow and unnatural tumors. This decay can be slowed to one die of damage per week if the mortal remains a ghoul. Mortals (ghoul or otherwise) cannot heal the damage from their degenerating tissue, so this power spells their death sentence without extremely potent curative magic.
Under The Skin ( Lore Of The Clans - Page 204 )
Prerequisites: Toreador; Auspex 3, Presence 3
Cost: 18 Experience Points
The Kindred of Clan Toreador are natural critics. With insight and zeal they analyze and deconstruct art, culture, and politics. Some studied Toreador possess the ability to do the same with their peers, reading them like texts and making obvious their failings of personality. The Cainite using this power analyzes the personality of another, finds its weaknesses, and then uses the force of his presence to make light of those weaknesses and hammer on them like a battering ram. The results can be quite dramatic.
While this power is similar to Scalpel Tongue, it's much more devastating. That one stings; this one draws blood (and possibly a lot of it).
System: The Toreador must interact socially with his target for a number of consecutive turns (2-5 turns is a good rule of thumb, at the Storyteller's discretion) before this power can be activated. After that warm-up, roll Wits + Alertness against a difficulty of 6 as the character begins his systematic analysis of the target's psyche and self-esteem. The results of this assault are listed below.
Successes | Result |
1-2 | Target is rendered utterly speechless with embarrassment and rage, and broods for the remainder of the scene. (One die penalty to all Social rolls). |
3-4 | Target storms out in a rage. (Two dice penalty to all Social rolls). |
5 | Target becomes violent, either toward the Toreador using this power (jumping over the table to attack, for example) or toward herself in a fit of self-loathing. (+1 difficulty to rolls to resist frenzy). |
6+ | Target enters frenzy. (+3 difficulty to resist frenzy). |
The target may spend a Willpower point to lessen the effect by one category (e.g., from 6+ to 5 or from 3 - 4 to 1 - 2).
Waking Dream ( Lore Of The Clans - Page 184 )
Prerequisites: Ravnos; Chimerstry 1, Fortitude 1
Cost: 6 Experience Points
You may briefly treat an illusion you've created as though it were real.
System: Once per game session, you may utilize a simple illusion (climbing a rope, landing on a trampoline, unlocking a door with an illusory key, or similar) as if it were real for one turn. Waking Dream cannot be used to directly harm or help any other character.
Weigh The Heart ( Lore Of The Clans - Page 70 )
Prerequisites: Follower of Set; Auspex 3, Sentis 5
Cost: 24 Experience Points
The ancient Egyptians believed that conscience and judgment resided in the heart. In the afterlife, the gods weighed a person's heart, the record of his deeds, against the feather of truth. A Setite who has learned the Sentis power of The Heart of Darkness not only can remove a vampire's heart to keep it safe, he gains a potential insight into the consciences of others. He can develop that potential through Auspex. Like the god Anubis, a vampire with this power can "weigh" another person's heart to read his character and sins. Such knowledge of another person's character makes tempting, corrupting, or teaching him much easier.
System: This power does not require the removal of the target's heart, but it does call for a Perception + Empathy roll (difficulty 8). Each success reveals one truth about the target's character, with particular emphasis on the person's weaknesses, passions, and guilts. The first truth is always the target's Nature. Subsequent truths might include any Derangements or mental Flaws, strong passions, or deep-laid fears and guilts (although never specific details about specific crimes).
Witness Of Ahriman ( XXX - Page X )
Prerequisites: Dominate 3, Obtenebration 3
Cost: 21 Experience Points
With this subtle power, a Lasombra's eyes dilate to the infinite depths of the Abyss, filling a target who meets her gaze with fear. Shadows plague the victim's mind, gnawing at his sanity and resolve.
System: The player spends one Willpower point and rolls Manipulation + Occult (difficulty of the target's Willpower). Success means the target begins seeing disturbing flickers of darkness at the edge of his vision and hears whispers he cannot make out. For as long as the phantoms last, the victim adds 2 to the difficulty of all Willpower and Virtue rolls. Once each day at dawn, the victim's player may attempt to throw off this spectral haunting with a Willpower roll (difficulty of the vampire's Occult plus the two-point difficulty increase imposed by the curse). For each day that the target does not throw off the curse, the difficulty on the roll rises by one (maximum difficulty 9). Victims who remain haunted for more days than their permanent Willpower lose the ability to regain Willpower points until they throw off the curse. A mortal victim haunted for more days than his Willpower + Wits grows suicidal and ends his life at the earliest possible opportunity.
Wolf In Sheep's Clothing ( Lore Of The Clans - Page 165 )
Prerequisites: Nosferatu; Animalism 3, Obfuscate 2
Cost: 15 Experience Points
This power allows the Nosferatu to use their Obfuscate powers on animals as well as humans. They might cloak an animal companion to bring them into Elysium, or simply to sneak about the city with them on their nightly wanderings. They might also use their power to make them seem more impressive, dangerous, or even benign.
System: This power allows the user to apply any Obfuscate power to any animal. The vampire makes any required rolls and spends any blood required by the ability, but the effects are applied to the animal. The animal in question must either be under the control of Animalism or have drunk the Nosferatu's blood.
Wound Sculpting ( Lore Of The Clans - Page 243 )
Prerequisites: Tzimisce; Fortitude 3, Vicissitude 2
Cost: 15 Experience Points
A vampire with this power may vastly accelerate her healing by concentrating and willing flesh to mold back to its original form.
System: The player spends one blood point and rolls Wits + Medicine (difficulty 8). Each success heals one level of lethal or bashing damage. Each wound level requires one minute of uninterrupted work.
Ze Monkey's Paw ( Lore Of The Clans - Page 145 )
Prerequisites: Malkavian; Auspex 3, Dementation 4
Cost: 21 Experience Points
Superstitions are little pieces of irrationality that still take hold in the rational world. Malkavians with this ability play on these notions to convince a perfectly normal person that an inanimate object is the source of all their troubles. It's a great way to get someone babbling about strange connections, or dig a valuable item out of the trash when the victim throws it away.
System: Roll Wits + Subterfuge (difficulty 6), while touching an object, picturing a specific person, and spending a point of Willpower. The next time the target sees the object, the power starts working. Every success rolled robs the target of a Health level (when a minor accident involving the object occurs) or a Willpower point (when the target somehow blames a bad turn in their life on the object). The Malkavian chooses the split when the power is used, but the target loses no more than one Willpower point or one Health level per scene. The Malkavian has no control over what the target does with the object or when the curse strikes, but the target is unlikely to keep it for long.