The Nature & Origin of Disciplines
Disciplines, the supernatural powers conferred upon vampires through the Embrace, provide them with an exceptional mystical advantage over their adversaries, separating the Damned from mortals. Whether used to display the might of a dozen men, force a foe into submission, ignite a fire merely with a look, or assume the form of a beast, Disciplines are formidable tools that render even a fledgling vampire equipped with a handful of powers a formidable threat. In contrast, elders, who have often honed a wide range of these potent abilities, can appear nearly invincible.

The origin of Disciplines remains a mystery among Kindred – are they a form of divine retribution imposed upon Caine and his descendants? Are they the teachings of Lilith, the mother of monsters, and twisted creations of the natural world? Or are they simply predatory assets inherent to being Kindred? Regardless of their roots, learning and refining these supernatural powers is crucial for a vampire to confront undeath on their own terms, especially as other forces in the Jyhad will undoubtedly be cultivating their own powers.

Disciplines, like other Traits, are rated progressively in dots, with one dot representing a barely awakened Discipline and six or more dots indicating mastery beyond the reach of most neonates and ancillae. As a character progresses in a Discipline, she gains access to the powers associated with the corresponding number of dots, while still retaining access to lesser powers. Levels of Disciplines beyond five dots are only accessible to those Kindred of Generations seven and lower.

LORE: Clans vs Bloodlines
There are a lot of mention of Clans and Bloodlines in V:TM literature. There is both an OOC and IC definition of these concepts:

OOCly, there are zero mechanical differences between Clans and Bloodlines. Both are largely artificial constructs designed to kit your character out with a few common tropes and a recognizable suite of supernatural powers. Clans are catered towards the ‘classic’ vampire experience, and Bloodlines are more niche invocations of various archetypes – some of which land better than others. They’re mostly interchangeable terms when discussing game options from a player perspective. Technically, all Clans are Bloodlines, but not all Bloodlines are Clans.

ICly, to Western Kindred, Clans are especially mighty and prolific Bloodlines which claim a special descent from one of the thirteen mythical grand-childer of Caine who revolted against their Sires and went on to found the thirteen Clans which shape vampiric society down into the modern nights. This tends to endow Western Kindred from the loftiest Ventrue to the meanest Brujah with a sense of ‘Cainite exceptionalism’ that suggests they have a unique destiny. This is the case even if they profess to regard the Book of Nod as superstitious rubbish (which many Camarilla Elders claim to do). The Sabbat are under no illusion whatsoever as to their apocalyptic destiny.

The humblest Camarilla or Sabbat vampire have been known to frenzy at the notion that this might not be the case. It is one of the leading reasons that the Followers of Set are so despised, since the Serpents explicitly reject Cainite mythology. Indeed, the Setite notion of Cain is something more akin to a barbaric vagrant than anything meriting reverence. It is only among the Anarchs that one might find some vague self-awareness of the artificial nature of Western Kindred ‘cultural imperialism’. It’s an all the more sensitive subject, since Western European Kindred spent much of the 16th through early 20th centuries kicking around ‘lesser’ vampires from less developed parts of the world. The Ravnos of India (which far from comprising one ‘Clan’ as the Ventrue might conceive of it, are in fact dozens of loosely connected South Asian bloodlines) got their especial fill of the Camarilla in the Age of Victoria.

What is the truth? It’s somewhere along the lines that Clans are not so sacrosanct as even the Western Kindred claim to believe. They rise and fall (witness the fates of the Salubri and the Cappadocians), and there are mysteries they cannot explain (The Gangrel and Nosferatu seem happy enough to claim credit for the West African Laibon…but what about the infernal Baali or enigmatic Cathayans?). The vampires of every continent and sub-continent, whether South America, Africa, India or East Asia have their own origin myths.

Ultimately, the question of whether a group of vampires is looked upon as a Clan or a Bloodline has far more to do with politics than metaphysics. In a certain twisted way, Ventrue and Toreador elders extend more respect to their hated rivals among the Lasombra and Tzimisce, than they do to humbler bloodlines such as Daughters of Cacophony or Samedi. And even those ‘second tier Kindred’ have it much better than the contempt shown to Caitiff or the repulsive horror they reserve for the Baali.

READ THIS: Expanded Disciplines & Affinity Bonuses
Some Disciplines have received an ‘expanded’ treatment, to afford them greater depth and also to update them for the 2020s. It’s also partially from a personal preference at giving players more space to grow ‘wider’ instead of merely taller. This has the following ramifications:

  • Briefly: Expanded Discipline powers are marked with a letter next to their level. You must buy level 1 of that Discipline, before buying the level 1A power. In order to then buy the level 2B power of that Discipline, you must first buy both the level 2 and the level 1A powers. And so forth.
    • Think of Expanded Disciplines as a parallel ladder that you build while you ascend the main sequence.
  • Example: Expanded Discipline powers are marked with a letter next to their level, such as Presence’s (A) Daunt. In order to acquire Daunt, you must buy the Presence Discipline to level one first, which grants you Awe. Daunt then costs the same XP as buying any other Discipline at the first level (i.e., 10 XP). Presence would then show up as 1A on your +sheet (instead of 1). This would denote that you possessed both the Awe and Daunt powers.
    • To continue the example from above, whether or not you bought (A) Daunt, would have no effect on your ability to buy the next level of Presence (which would show up on your sheet as Presence 2 if you didn’t purchase Daunt, and 2A if you did), which grants Dread Gaze, as usual. You would however, have to buy (A) Daunt first, before you were allowed to then purchase (B) Lingering Kiss. Your +sheet would then show your Presence as 2B, and so forth.
  • Cost is always handled exactly as if you were buying a Discipline to that level – whether it’s in-clan, out-of-clan, or for a ghoul, etc.
  • Any vampire can wield an Expanded Discipline, but only a vampire for whom that Discipline is an affinity of their Clan or Bloodline, (such as Animalism for the Nosferatu and Gangrel) can acquire it instinctively without an instructor.
  • Every Common Discipline has had at least one Affinity Bonus attached to it. This is a minor, unique permutation of the Discipline that only benefits vampires that have that Discipline as in-clan or acquired as such via a Merit like Additional Discipline.
    • There is no cost for them beyond needing to reach the required Discipline level.
    • Caitiffs get the Affinity bonus with their first three chosen Disciplines (picked during chargen).
    • The consequence of Affinity Bonuses, is that although your (reworked and upgraded) Disciplines require more investment than before, they also give better value.
AbombweAnimalismAuspexCelerityChimerstryDaimonionDementationDominateFortitudeMelpomineeMytherceriaNecromancyObfuscateObeah / ValerenObtenebration (WIP)PotencePresenceProteanQuietusSerpentisTemporisThanatosisThaumaturgyVicissitudeVisceratika / FlightCOMBINATION DISCIPLINES
Affinity: Gangrel, Nosferatu, Lasombra or Tzimisce with the Laibon (4-point) Merit.

The Laibon claim heritage from a hunter possessed by a darkness from a time before the light. It is impossible to trace the veracity of this statement, but the Discipline of Abombwe certainly taps into both primal darkness and predatory prowess.

Note: For reasons unknown, acquiring this Discipline is only possible by those who were killed (i.e., Embraced) on West African soil, buried within it and then raised again. The overwhelming majority of Western Kindred are unaware of its particulars.

Predator’s Communion

The Laibon is the greatest predator in his territory and senses whenever a potential ally or rival is nearby.

System: Spend a blood point. For the rest of the scene, the Laibon can sense predators in the area, including vampires, shapeshifters, ghosts, predatory animals, mortals, and ghouls with a Path rating of 4 or less.

To pinpoint the location or find a hidden creature, the player rolls Perception + Survival (difficulty 6, modified by the strength of the predator as determined by the Storyteller; stronger predators are generally easier to detect).
●● Invoking the Predator

Sculpting the malleable darkness inside him and pushing it outward, the Laibon can copy aspects of predatory animals.

System: This transformation takes one turn and requires one blood point. The character might grow claws that inflict Strength +1 lethal damage or a tail for balance. Most transformations are automatic, but particularly exotic ones such as poison glands require an Intelligence + Survival roll (difficulty 7).

A botch results in a successful transformation, but adds cosmetic changes such as scales or stripes. This power does not suspend the laws of physics; the Laibon cannot create wings or spider webbing strong enough to carry his weight.
●●● Unseen Hibernation

The Laibon makes his lair inside natural formations, plants, or earth by melting into the darkness hidden under their surface. A natural object significantly altered or sculpted by man is not suitable for this power; a wooden hut cannot be used, but a tree with carvings on it might do.

System: The player spends a blood point. Unseen Hibernation is automatic and takes a turn to complete. The character falls into a consciousness one step above torpor during this time and his player must make a Path roll (difficulty 6) for the character to rouse prematurely. The difficulty of rolls to locate the character increase by two. Astral individuals cannot affect him directly, instead meeting with writhing darkness as their hands pass through him.

Violence upon the submerged vampire expels him from the object in a blinding spray (everyone near the vampire, and the vampire are at +2 difficulty on Perception for the turn). The vampire subtracts two from his Initiative for the first turn upon expulsion, but may act normally after that.
●●●● Power from Darkness

The Laibon lets darkness flow out and over him like black, clotted blood that clings to his body. This grants him power and special abilities even as the light repels it.

The mysterious Laibon of Africa are quite willing to combine this horrifying power with Animalism 4 (Pact with Animals), which gives Western Kindred yet another solid reason to avoid the ‘Dark Continent’.

System: This power costs two blood points and is automatic. One transformation may be active at a time, lasting for a scene, during which resisting Rötschreck is at +1 difficulty. Examples of use are listed below, but players and Storytellers are encouraged to come up with their own changes:

* Hands – Punches inflict Strength +1 aggravated damage.
* Head – Gain the ability to see perfectly in normal darkness and a -2 difficulty for seeing in supernatural darkness. Spit a toxin by rolling Dexterity + Athletics (difficulty 7) that paralyzes any enemy’s limbs it touches unless the target succeeds at a Stamina roll (difficulty 7).
* Torso – Sprout four spider legs which allow for one additional attack as part of a multiple action in a turn. Climb actions automatically succeed, and attempts to escape by running are at -2 difficulty.
* Legs – Kicks inflicts aggravated damage. Leap up to 10 times the normal jumping distance and receive -1 difficulty to landing safely after a fall or jump.
* Throat – Emit a primordial roar. Mortals and ghouls must succeed at a Courage roll (difficulty 9) or flee, whilst supernatural beings must succeed at a Courage roll (difficulty 8) or become weak with terror (all dice pools reduced by half, rounded up).
●●●●● Predator’s Transformation

The Laibon slays a predator and consumes a part of it, be it heart, liver, flesh, or blood. He then becomes that creature as his vitae fully absorbs its essence.

System: The player spends one blood point and rolls Stamina + Survival (difficulty 7). If successful, the Laibon physically transforms into the creature. The creature must be predatory in nature and at least the size of a cat. Humans and supernatural beings may be duplicated, but this does not include powers.

Predator’s Transformation lasts until sunrise or the Laibon ends the power. A Laibon may duplicate a previous transformation without consuming another creature. This requires a Stamina + Survival roll (difficulty 10) with difficulty reduced by one for each time he has killed and transformed into a creature of that type, to a minimum difficulty of 6.

With mortals, vampires, and other humanoids, the Laibon takes on an average appearance for his victim’s ethnic group, unless the player succeeds on the roll at difficulty 9, in which case the previous transformation is perfectly duplicated.
●●●●● ● Incarnate Darkness

Emulating the horror that created his lineage, the Laibon becomes a mass of darkness, writhing and turning as it tries to emulate predators not known to man. In this form, the Laibon becomes the ultimate hunter: both deadly and unseen.

System: This power costs three blood points, but requires no roll, as the Laibon’s blood bursts from his skin and transforms him into roiling darkness. The vampire may take on one of three basic shapes: winged (allowing for flight at 25 mph/40 kph), insectoid (burrowing through earth and rock, and granting automatic success on climb rolls) or brutish (all brawling damage increased by +1 lethal).

In addition, his Physical Attributes each increase by three dots, while all Social Attributes drop to zero (however, the vampire may substitute Strength for a Social Attribute for purposes of intimidation). The Laibon becomes the perfect stalker, decreasing the difficulty for all of the Laibon’s Perception and Stealth rolls by two. His claws and teeth inflict Strength +2 aggravated damage and inject the victim with an inky poison that causes one level of damage per turn in living victims until the toxin is nullified.

Affinity: Gangrel, Nosferatu, Ravnos, Tzimisce

The Beast resides within all creatures, from scuttling cockroaches to scabrous rats up through untamed wolves and even powerful Kindred elders. Animalism allows the vampire to amplify his intensely primordial nature. He can not only communicate with animals, but can also force his will upon them, directing such beasts to do as he commands. As the vampire grows in power, he can even control the Beast within mortals and other supernaturals.

Prey and predator creatures alike grow distinctly agitated in the presence of a vampire who lacks this Discipline or the Skill of Animal Ken, often to the point of attacking or running from the vampire. In contrast, vampires possessing Animalism exude a dominant vibe to lower creatures, which attracts them.

Animalism is commonly found among vampires of the Gangrel and Nosferatu Clans. Manipulation and Charisma are important for the use of Animalism powers; the stronger the vampire’s personality, the more influence he has over animals.

Bond Famulus

When Blood Bonding an animal, the vampire can make it a famulus, forming a mental link with it and facilitating the use of other Animalism powers. While this power alone does not allow two-way communication with the animal, it can follow simple verbal instructions such as “stay” and “come here.” It attacks in defense of itself and its master but cannot otherwise be persuaded to fight something it would not normally attack.

System: The animal must be fed the user’s Blood on three separate nights. The amount of Blood needed to sustain the bonded state of the animal after this is negligible for story and gameplay purposes. Players starting with this power have completed this process and can chose a famulus for free. Only death releases a famulus once bound.

Without the use of Feral Whispers (Animalism 2), giving commands to the animal requires a Charisma + Animal Ken roll (Difficulty 3); increase Difficulty for more complex orders. A vampire can only have one famulus, but can get a new one if the current one dies. A vampire can use Shared Soul (Animalism 3) and Subsume the Spirit (Animalism 3C) on their famulus for free.

Affinity Bonus: The vampire’s famulus is allowed some special characteristic, typically equivalent to a free dot of the Retainer BG spent on it.
(A) Sense the Beast

The vampire can sense the Beast present in mortals, vampires, and other supernaturals, gaining a sense of their nature, hunger, and hostility.

System: Roll Perception + Empathy vs a difficulty determined by the sum of the target’s Manipulation and Subterfuge ratings. Success allows the user to sense the level of hostility in a target (whether the person is prepared to do harm or even determined to cause it) and determine whether they harbor a supernatural Beast, marking them as a vampire or werewolf.
●● Feral Whispers

This power is the basis from which all subsequent Animalism abilities grow. The vampire creates an empathic connection with a beast, thereby allowing him to communicate or issue simple commands. The Kindred locks eyes with the animal, transmitting his desires through sheer force of will. Although it isn’t necessary to actually “speak” in chirps, hisses, or barks, some vampires find that doing so helps strengthen the connection with the animal. Eye contact must be maintained the entire time; if it’s broken, the Kindred must re-establish contact to continue communication. The simpler the creature, the more difficult it becomes to connect with the animal’s Beast. Mammals, predatory birds, and larger reptiles are relatively easy to communicate with. Insects, invertebrates, and most fish are just too simple to connect with.

Things to Keep in Mind while Talking to Animals
Feral Whispers provides no guarantees that an animal will want to deal with the vampire, nor does it ensure that the animal will pursue any requests the vampire makes of it. Still, it does at least make the creature better disposed toward the Kindred. The manner in which the vampire presents his desires to the animal often depends on the type of creature. A Kindred can often bully smaller beasts into heeding commands, but he’s better off couching orders for large predators as requests. If the vampire successfully uses the power, the animal performs the command to the best of its ability and intellect. Only the very brightest creatures understand truly complex directives (orders dealing with conditional situations or requiring abstract logic). Commands that the animal does understand remain deeply implanted, however, and guide its behavior for some time.

The character’s Nature plays a large part in how he approaches these conversations. The character might try intimidating, teasing, cajoling, or rationalizing. The player should understand that he does not simply play his character in these situations, but the Beast Within as well.

Using this power cannot force an animal to do something against its nature, or to force a creature to risk its life. While the aforementioned grizzly would stand guard to the vampire’s haven and even fight for it, it would not do so against obviously superior numbers or something overwhelmingly supernatural. A predatory bird might be convinced to harry a target, but would definitely not hold ground. A docile dog or skittish cat would have no problem with reporting something it had seen, but it wouldn’t enter combat unless given no other option — though it would likely agree to stand and fight and then flee at the first opportunity, if a harsh Kindred demanded it.
System: No roll is necessary to talk with an animal, but the character must establish eye contact first. Issuing commands requires a Manipulation + Animal Ken roll. The difficulty depends on the creature: Predatory mammals (wolves, cats, vampire bats) are difficulty 6, other mammals and predatory birds (rats, owls) are difficulty 7, and other birds and reptiles (pigeons, snakes) are difficulty 8.

This difficulty is reduced by one if the character speaks to the animal in its “native tongue,” and can be adjusted further by circumstances and roleplaying skill (we highly recommend that all communication between characters and animals be roleplayed).

The number of successes the player achieves dictates how strongly the character’s command affects the animal. One success is sufficient to have a cat follow an individual and lead the character to the same location, three successes are enough to have a raven spy on a target for weeks, and five successes ensure that a grizzly ferociously guards the entrance to the character’s wilderness haven for some months.
●● (B) Beckoning

The vampire’s connection to the Beast grows strong enough that he may call out in the voice of a specific type of animal — howling like a wolf, shrilling like a raven, etc. This call mystically summons creatures of the chosen type. Since each type of animal has a different call, Beckoning works for only a single species at a time.
All such animals within earshot are summoned, and some percentage of them will heed the Beckoning if it is successful. While the vampire has no further control over the beasts who answer, the animals who do are favorably disposed toward him and are at least willing to listen to the Kindred’s concerns. (The vampire can then use Feral Whispers on individual animals to command them, which may be at a decreased difficulty at Storyteller discretion.)

System: The player rolls Charisma + Survival (difficulty 6) to determine the response to the character’s call; consult the table below. Only animals that can hear the cry will respond. If the Storyteller decides no animals of that type are within earshot, the summons goes unanswered.

You must allocate any successes past the first both for how many respond, and how good of a mood they’re in when they arrive.

Botch: A random fraction of the creatures respond, but are hostile to the character.
Failure: No response; you may try again.
1 Success: One animal responds; The one animal that does eventually respond does so with a measure of skepticism and wariness.
2 Successes: One-quarter of the animals within range respond; The slowly approaching animals are cautious but reluctantly curious.
3 Successes: Half the animals within range respond; The beckoned animals arrive at a normal pace, evincing an open curiosity.
4 Successes: Three quarters of the animals within range respond; The quickly approaching animals are clearly willing to cooperate.
5 Successes: All animals within range respond; The responding animals (or herds?) are extremely enthusiastic to collaborate.
The call can be as specific as the player desires. A character could call for all bats in the area, for only the male bats nearby, or for only the albino bat with the notched ear he saw the other night.

Affinity Bonus: Wolf's Lament
In ancient times, the wolf’s howl echoed across the forests and mountains, communicating with its far-flung brethren. The Nosferatu and Gangrel living among the wilds of northern Europe learned how to do the same, resulting in Wolf’s Lament. It still echoes into the modern nights in rural or war-torn areas around the world, and is especially popular among nomadic Anarch and Sabbat packs who have adapted it for dogs.

This ability enables the vampire to howl a message out into the open, where it might carry for miles supported by echoing howls. Once upon a time, if done properly, a chain of wolves could sustain the lament across dozens even hundreds of miles. Tonight, it still works to a much lesser extent upon dogs, who take up a howling, barking clamor with more reckless abandon than their nobler ancestors.

System: Anyone listening merely hears an eerie keening that pierces the air (or an obnoxious canine racket). Those with Feral Speech, however, hear a voice carried within the howl. The content is brief, but it imparts emotional imperative and a general missive. It can warn of danger, summon a specific individual, grieve for someone’s death or carry any other quick and simple messages.
●●● Shared Soul

This power allows a character to probe the mind of any one animal she touches. Shared Soul can be very disconcerting to both parties involved, as each participant is completely immersed in the thoughts and emotions of the other. With enough effort or time, each participant can gain a complete understanding of the other’s mind.

Shared Soul is most often used to extract an animal’s memories of a specific event, but some Gangrel use this power as a tool in the search for enlightenment, feeling they come to a better understanding of their own Beasts through rapport with true beasts. Too close of a bond, however, can leave the two souls entangled after the sharing ends, causing the vampire to adopt mannerisms, behavior patterns, or even ethics (or lack thereof) similar to those of the animal.

System: The character touches the intended subject creature, and the player rolls Perception + Animal Ken (difficulty 6). The player spends a Willpower point for every turn past the first that contact is maintained. Locating a specific memory takes six turns, minus one turn for every success on the roll. A complete bond takes 10 turns, minus one turn for every success on the roll.

A botch on this roll may, at the Storyteller’s discretion, send the vampire into a frenzy or give the character a derangement related to the behavior patterns of the animal (extreme cowardice if the vampire contacted the soul of mouse, bloodlust if the subject was a rabid dog, and so forth).
●●● (C) Subsume the Spirit

By locking his gaze with that of an animal, the vampire may mentally possess the creature. Some elders believe that since animals don’t have souls but spirits, the vampire can move his own soul into the animal’s body. Many younger vampires think it a matter of transferring one’s consciousness into the animal’s mind. In either case, it’s agreed that the beast’s weaker spirit (or mind) is pushed aside by the Kindred’s own consciousness. The vampire’s body falls into a motionless state akin to torpor while his mind takes control of the animal’s actions, remaining this way until the Kindred’s consciousness returns.
Some haughty Tzimisce eschew this power, considering it debasing to enter the body of a lesser creature. When they do stoop to using it, they possess only predators. Conversely, Gangrel revel in connecting to the natural world in this way. They delight in sampling different animals’ natures.

System: The player spends 1 blood point and 1 Willpower point, then rolls Manipulation + Animal Ken (difficulty 8) as the character looks into the animal’s eyes. The number of successes allows the character to employ some mental Disciplines while possessing the animal, as noted below.
Successes Result
1-2 success – Cannot use Disciplines
3 successes – Can use Animalism, Auspex and other sensory powers
4 successes – Can also use Presence and other powers of emotional manipulation
5 successes – Can also use Dementation, Dominate, and other powers of mental manipulation
This power entwines the character’s consciousness closely with the animal’s spirit, so much so that the character may continue to think and feel like that animal even after breaking the connection. This effect continues until the character spends a total of seven nights or three Willpower points to resist and finally overcome the animal nature. This should be roleplayed, though the character will be affected to a lesser degree if the player chooses to spend Willpower.
Mental, Emotional and Physical Ramifications of Animal Possession
At the end of any particularly exciting incident during possession, the player rolls Wits + Empathy (difficulty 8) for the character to retain his own mind. Failure indicates that the character’s mind returns to his own body, but still thinks in purely animalistic terms. A botch returns the character to his body, and also sends him into frenzy.
The character may travel as far from his own physical body as he chooses while possessing the animal – though his mental hold on the beast will evaporate with the first rays of dawn. The character retains no conscious connection with his vampire body during this time, though. If the character leaves the animal’s body (by choice, sunrise, or after sustaining significant injury), the vampire’s consciousness returns to his physical form instantaneously.
Although the vampire has no conscious link to his body while possessing the animal, he does form a sympathetic bond. Anything the animal feels, the vampire also experiences, from pleasure to pain. In fact, any damage the animal’s body sustains is also applied to the character’s body, though the Kindred body may soak as normal. If the animal dies before the vampire’s soul can flee from the body, the character’s body falls into torpor. Presumably this is in sympathetic response to the massive trauma of death, but some Kindred believe that the vampire’s soul is cast adrift during this time and must find its way back to the body.
●●●● Pact with Animals

This power allows the wielder to borrow the powers of an animal that she feeds from. It can grant her the strength of the bear, the eyes of the hawk, the wisdom of the owl or the poison bite of the serpent. This power is particularly revered among the Gangrel, although sees good use among feral Nosferatu as well – the latter being ugly enough for the Discipline’s physical distortions to be less apparent.

Note that any vampire who is especially enslaved to their Beast, or in the throes of a truly savage frenzy might display a terrifying, predatory disposition. This Discipline allows the vampire to partially harness such ferocity.

System: Pact with Animals requires that the character drink at least one blood point from the type of animal from which she wants to borrow a power. In the case of small animals, such as rats, this may require more than one source. As the blood is consumed, the player spends one point of Willpower and rolls Wits + Animal Ken with a difficulty of 8 Pact with Animals lasts for one hour per success.

At the Storyteller’s discretion, assuming the attributes of an especially craven or rabid creature might require additional Frenzy checks throughout the night.

The power gained from the animal is usually some combination of literal and symbolic features. For example, someone drinking from an owl would become wiser as well as see better in the dark (or rotate their head 180 degrees), while someone drinking from a snake would slip towards an evil disposition. The Storyteller is the ultimate arbiter, and the results are not necessarily consistent.

Sample Animal Powers
* Raptor: Talons of the beat that work especially well for grasping (+2 to Strength for grip only), keen eyesight (Acute Senses for sight only), hunting instinct (+2 to Survival for hunting purposes).
* Wolf: Savage bite (+1 bite damage, ability to bite without grappling), great endurance (+2 to Stamina), enhanced hearing and smell (+1 to Perception for these senses), pack instincts (+1 to all difficulties if alone).
* Bear: Claws (Talons of the Beast) and Savage Bite (+1 bite damage, ability to bite without grappling), great strength (+1 to Strength), +1 difficulty to Self-Control/Instinct rolls to avoid frenzy when wounded.
* Rat: Great swiftness (+1 to Dexterity) and agility (+1 to Athletics and Dodge), exceptional sense of smell (Heightened Senses for smell only), cowardly (must roll Courage not to flee whenever confronted).
* Snake: Flexibility (+1 Dexterity and +3 dice to any roll involving flexibility), scaly skin (+1 to soak any damage except sunlight and fire), venomous bite (four health levels of lethal damage to mortals, none to Cainites), treacherous personality (must roll Willpower when presented with an opportunity to commit betrayal or cause strife not to give in to these urges).
●●●● (D) Beast Walk

This power builds upon Subsume the Spirit. Through his power, the vampire casts his mind into an animal’s body. More than that, however, he can jump from that first animal to another animal, then a third, a fourth, and so on indefinitely, while his torpid body remains safe in his haven. Given time and a bit of luck, it is possible to mentally travel a significant distance.

System: This power works exactly the same as Subsume the Spirit, although it requires achieving at least 3 successes on the initial Manipulation + Animal Ken (difficulty 8) roll to attempt. It has no cost, unless you achieve less than 3 successes on the Beast Walk attempt – in that case, you’ll need to pay out 1 blood point and 1 Willpower point as normal.

If Beast Walk is activated with at least 3 successes, the vampire can jump to another animal’s body if his current host can (roughly) look into its eyes. The usual range for this is about 20 feet. Re-roll Manipulation + Animal ken for each jump (also at difficulty 8) to determine what disciplines the vampire can use while occupying the new host.

Only a botched roll breaks the chain of possessions and sends the vampire’s mind hurtling back to his body and an immediate frenzy. if the roll fails, the vampire cannot attempt to possess that particular animal, and is stuck in his current host until he finds another vessel.

Affinity Bonus: Beast Walk is Reflexive instead of Instant, making it an excellent insurance to escape a killing blow at the last moment.
●●●●●Animal Dominion

The power the vampire holds over beasts is now great enough to command flocks and packs as if they were extensions of their own body. At a gesture, animals lay down their lives by the dozens, even hundreds, to appease their master.

System: Feral Whispers is no longer limited to one animal at a time. It’ll allow you to communicate with all creatures of a particular species who are within earshot.

In addition, you can beseech them for greater help in the event of a sudden crisis. Choose a type of animal (preferably one in the vicinity) and make a Charisma + Animalism roll with a Difficulty depending on the nature of the animals and the order given. Getting a flock of familiar crows to disperse and look for a specific individual (given some means of identifying their target) is relatively straightforward (Difficulty 5), but getting a random pack of stray dogs to give their lives in a suicidal attack on another vampire is more of a challenge (Difficulty 8).

The power does not allow the user to summon animals, but compels those already present to obey. The vampire can command the animals to return after completing their task, if they have means to do so. It lasts for a single scene or until the directive is fulfilled, whichever is shortest.
●●●●● (E) Tainted Oasis

By mixing their vitae with local watering holes (or flood control channel), a vampiric master of Animalism may breed servants from among all the creatures who drink there. Although the blood creates some loyalty, it is not enough to create a true blood oath or turn a mortal into a ghoul.

In the modern era, this power is most often used in the sewers by the Tunnel Rats who dwell there. Rumors of monstrous rats and gargantuan insects found in forgotten cisterns and deep sewer tunnels may be exaggerations.

System: The vampire taints the drinking water with the equivalent of six points of blood. The player rolls Manipulation + Animal Ken (difficulty 5). Each success taints the spring for one lunar month. Failures have no special effect, but a botch indicates that something in the ‘oasis’ is especially resistant to the vampire’s blood.

Assuming success, animals who feed there regularly during the affected time grow unnaturally strong and more loyal to the vampire whose blood they are imbibing. The Storyteller can represent this in a variety of ways, but increasing the animal’s Strength and Stamina Attributes by one dot each and lowering the player’s Animalism and Animal Ken difficulties (when dealing with affected beasts) by two is a good start.

Prolonged feeding at a tainted pool also passes on some of the Cainite’s predatory nature, though. The Storyteller can portray predators thinning the local heard needlessly and herbivores in constant challenges for herd dominance. The Storyteller can also judge that the effect fades more quickly or that more blood is needed in the case of especially large water sources.
●●●●● ● Shepherd’s Innocence

While not all animals run away at a vampire’s approach, the relations between Kindred and most creatures are far from the best. Dogs tend to bark in their presence, cats leave the room and horses often throw them. On the other hand, animals find those undead with Shepherd’s Innocence not only inoffensive but extremely appealing.

Most vampires find the blood of animals flat, tasteless, and lacking in nutritional value. However, animals under the influence of this power offer much more sustenance to their ‘shepherd’.

System: With the expenditure of a blood point, and rolling of Charisma + Animal Ken (difficulty determined by the emotional state of the animal +1 for each additional animal after the first), a character can quickly calm a charging lion, gain the trust of growling guard dogs and ride happily on the back of a wild elephant. If enough successes are obtained, the character may attempt nearly any sort of activity with the creature(s) (this makes feeding from it absurdly simple). Your successes determines how long this happy state of affairs lasts.

Successes Result
Botch – The animal becomes unrelentingly hostile.
Failure – The animal is immune for the rest of the night.
1 success – One hour
2 successes – One night
3 successes – One week
4 successes – One month
5 successes – One year

Subtract three successes from your final result’s duration when used upon an animal that is bonded to another vampire, unless the character it is bonded to, is also bonded to you.

This power’s true purpose however, is the greater ease with which it allows rural vampires to ‘subsist off the land’. Every animal affected by this power allows a character to count each blood point drawn from an animal as two in her blood pool. This does not increase the size of the vampire’s or animal’s blood pool, just the nutritional value of animal blood.
●●●●● ● (F) Crimson Fury

This power is the subject of much rumor and conjecture, as it has very little visible effect. Upon reaching this level of mastery, the elder vampire may chose to allow his Beast to roam freely through his veins. His blood causes frenzy in mortals and vampires who taste it. Should a diablerist successfully consume this vampire’s soul, she may well meet a grisly end as the Gangrel’s Beast eats her away from the inside.

System: This power is activated once, when the vampire learns it. It cannot be turned off. The smallest taste of the vampire’s vitae causes agitation in the taster, who must make a Self-Control roll (difficulty 7) or frenzy immediately. This applies to newly created childer, ghouls, attackers who bite and any vampires who would drink from the Gangrel. This is the equivalent of a warning shot for would-be diablerists. Should the attacker resist the urge to frenzy, she may continue to drink as normal, but the supernatural agitation she experiences should be a clear sign that something is unusual about this vitae. If the attacker succumbs to the frenzy, she must spend a Willpower point for each turn she continues to drink.

Should the diablerist be successful, she immediately suffers a +2 difficulty on all frenzy rolls for a duration determined by the Storyteller. She must also make an opposed Willpower roll against her victim’s Beast (which has the same Willpower rating that the now-deceased vampire had). The loser of this contest forfeits one permanent Willpower point.

This contest takes place every month for the first year past the diablerie, and once a year thereafter. As the diablerist loses Willpower, she becomes more feral and impulsive. If the invading Beast loses its last Willpower point, it becomes quiescent, ceding victory to the diablerist. The evidence of diablerie in the perpetrator’s aura persists until the Beast is subdued.

Gangrel legends suggest that some incredibly powerful “victims” of diablerie have eaten their way through their attackers, consuming the diablerist’s soul in turn, and then taken over the new body. This is not the normal result of this power, but rumors do circulate…

Affinity: Malkavians, Salubri, Toreador, Tremere, Tzimisce

Auspex gives the vampire uncanny sensory abilities. She starts with the capacity to heighten her natural senses significantly, but as she grows in power, she can perceive psychic auras and read the thoughts of another being. Auspex can also pierce through mental illusions such as those created by Obfuscate — see “Seeing the Unseen” below.

Seeing the Unseen
Auspex enables Kindred to perceive many things beyond the limits of lesser senses. Among its many uses, Auspex can detect the presence of a supernatural being who is hidden from normal sight (a vampire using Obfuscate, for example, or a ghost) or pierce illusions created by the Discipline of Chimerstry. Note: “Normal sight” includes regular, non-Auspex use of the Awareness skill.
• Obfuscate: When a vampire tries to use her heightened perceptions to notice a Kindred hidden with Obfuscate, she detects the subject’s presence if her Auspex rating is higher than his Obfuscate, and she succeeds at a Perception + Awareness roll (difficulty equals 7 minus the number of dots by which her Auspex exceeds his Obfuscate). Conversely, if the target’s Obfuscate outranks her Auspex, he remains undiscovered. If the two ratings are equal, both characters make a resisted roll of Perception + Awareness (Auspex user) against Manipulation + Subterfuge (Obfuscate user). The difficulty for both rolls is 7, and the character with the most successes wins.

• Chimerstry: Likewise, vampires with Auspex may seek to penetrate illusions created with Chimerstry. The Auspex-wielder must actively seek to pierce the illusion (i.e., the player must tell the Storyteller that his character is trying to detect an illusion). The Auspex-user and Chimerstry-wielder then compare relative ratings, per Obfuscate, above. The process is otherwise identical to piercing Obfuscate.
• Other Powers: Since the powers of beings like magi and wraiths function differently from vampiric Disciplines, a simple comparison of relative ratings isn’t applicable. To keep things simple, both characters make a resisted roll. The vampire rolls Perception + Awareness, while the subject rolls Manipulation + Subterfuge. Again, the difficulty is 7, and the character with the most successes wins.

A vampire with Auspex needs to be careful. Her increased sensory sensitivity can cause her to be drawn in by beautiful things or stunned by loud noises or pungent smells. Sudden or dynamic events can disorient an Auspex-using character unless her player makes a Willpower roll to block them out (difficulty of at least 4, although the more potent the source of distraction, the higher the difficulty). Failure overwhelms the character’s senses, making her oblivious to her surroundings for a turn or two. While the Malkavians and Toreador are more prone to these kinds of distractions, the Tremere and Tzimisce aren’t immune. Dots in Perception are very useful for using Auspex powers, as more successes help the character gain more sensory information.

Note: Powers which grant Perception bonuses such as Heightened Senses or Merits like Acute Senses do not lower the difficulty of Auspex Discipline rolls.

Heightened Senses

This power increases the acuity of all of the vampire’s senses, effectively doubling the clarity and range of sight, hearing, and smell. While her senses of taste and touch extend no farther than normal, they likewise become far more distinct; the vampire could taste the hint of liquor in a victim’s blood or feel the give of the board concealing a hollow space in the floor. The Kindred may magnify her senses at will, sustaining this heightened focus for as long as she desires. At the Storyteller’s option, this may make hunting easier.
Expanded senses come at a price, however. Bright lights, loud noises and strong smells present a hazard while the vampire uses this power. In addition to the possibility for distraction, an especially sudden or potent stimulus (like the glare of a spotlight or a clap of thunder) can blind or deafen the Kindred for an hour or more.

System: It takes a reflexive action to activate this ability, but no roll or other cost is required. In certain circumstances, dice rolls associated with using the character’s sense (such as Perception + Alertness) decrease in difficulty by a number equal to the character’s Auspex rating when the power is engaged.
This power does not let characters see in pitch darkness, but it does reduce difficulty penalties to act in such darkness from +2 to +1, and the character may make ranged attacks in pitch darkness if she can hear, smell, or otherwise detect her foe.

Affinity Bonus: At the character’s discretion, she may selectively heighten one specific sense, rather than leaving them all on. This can make it much safer to search for clues in the mud during a thunderstorm, or read lips in a deafening nightclub, for example.
(A) Sixth Sense

The senses of the vampire become attuned to dimensions beyond the mundane, allowing them to sense presences otherwise unnoticed by mortals except for madmen, children and cats. This can be anything from another vampire using Obfuscate to someone using Auspex to spy upon the character to a ghost in the middle of the room. 

Note that it’s ‘Sixth Sense’ not ‘Omnipotence’. This will give you a hinky sensation confirming that something awry is in your immediate vicinity – it won’t reveal and identify your tormentors all by itself.

System: This power is free to use but it requires an Instant action and must be declared by the player. Roll Perception + Awareness vs a base difficulty of 6 for most phenomena, such as your average ghost. When contesting another character utilizing some power of concealment (such as Obfuscate, Chimerstry or a Lupine’s Gift), add +1 for every level of the concealing power that exceeds your Auspex rating.

A mindless ghost requires only one success to get a sense of in their general vicinity (along with the priceless knowledge that there is some entity around, rather than merely being a creaky floorboard). If contested by a more malevolent voyeur, it requires at least as many successes as their Stealth rating. Is this level 1 power still a long shot against an Elder Nosferatu? Sure. But it’s better than nothing.
●● Heart’s Whisper

With this level of Auspex, a vampire’s heightened senses attune to the subtle signs exhibited by mortals, such as changes in heartbeat, slight shifts in posture, microexpressions, and the smallest alterations in voice tone that might indicate arousal, anger or anxiety (or maybe all three…). By concentrating on an individual, the Kindred can gain insight into their current emotional state or even detect if they are speaking truthfully.

System: To use Heart’s Whisper, the player rolls Perception + Empathy. The difficulty depends on how well the character knows the mortal individual being scrutinized and how intense and/or complex the emotions or deception might be, but is usually around difficulty 6 absent serious intimacy, subtlety or unfamiliarity (difficulty 8 for a complete stranger).

This power works primarily on mortal humans (including mages and mortal+). Non-humans, such as vampires and werewolves, raise the difficulty by +2.

Note: The Merit ‘Poker Face’ raises the difficulty of using this power against your target.

The number of successes indicates the depth of understanding. One success might reveal the broad emotional state (happy, angry, scared), while three successes might pinpoint a complex emotion (guilt over betraying a friend, nervous excitement about a secret love affair). Five successes could reveal a detailed emotional landscape and suggest the reasons behind these feelings.

Be warned that although sensing anxiety in a target could easily indicate fear of being caught in some deception, it might also found in an an honest person afraid of not being believed.

In general, this usually translates to a difficulty bonus of -1 (with one to three successes) or even -2 (with four or more successes) when pursuing a subsequent design against the target that specifically takes advantage of their current emotions, such as playing on their fears or their desires with Intimidation or Seduction or attempting to figure out if they’re lying. Five or more successes should also merit some unique insight, such as perceiving a significant contrast between the target’s Demeanor and Nature (even though it won’t explicitly reveal their Nature).

Instead of a bonus to Social rolls, the character might receive other important information at the Storyteller’s discretion. For example, a single success is usually enough to discern another vampire – unless they’re Blushed. Three successes might indicate something odd about a shifter, such as a rapidly beating heart, feral twitches or unusual disposition. Five+ successes might even identify a Possessed individual for what they are…
●● (B) Premonition

This talent provides occasional extrasensory or even precognitive insights. These brief, unfocused glimpses may be odd premonitions, flashes of empathy, or eerie feelings of foreboding. The vampire has no control over these perceptions, but with practice can learn to interpret them with a fair degree of accuracy.

System: Once per scene, a player can roll Wits + Intuition vs 8 to access this power. Every success will afford them one additional hint between now and sunrise.

Throughout the rest of the event in question, whenever the Storyteller deems it appropriate, this power gives the character a sudden hint that aids them in some way: letting them find a clue they’ve missed or saving them from a considerable hassle. Whether it gives the character a sudden vision of themselves walking into a trap, an inviting red glow over the second right turn during a chase, or the brief flash of a skeleton beneath the floorboards in the Prince’s office.

Passively, the Storyteller may also use this power to see if the character perceives a threat. In this case, the Storyteller privately rolls the character’s unmodified Auspex rating, applying whatever difficulty they feel best suits the circumstances. For example, sensing that a pistol is directly pointed at the back of the character’s head may only be difficulty 4 or 5, while the sudden realization that her Sire is walking into a trap across town might require a 9.

Note that even this “precognition” comes only as a result of interpreting details the Kindred is able to notice or remember. It’s not an all-purpose insight or miraculous revelation.

Affinity Bonus: Doubletalk
Doubletalk is a trick that’s been passed around the salons of the Camarilla for centuries and has likely existed in one form or another since ancient Rome.

As vampire powers go, it’s not as impressive as calling upon unholy strength or turning into fog, but it has its uses. When a Toreador or Tremere uses Doubletalk, she speaks a full sentence very quickly and softly, between words spoken normally. To most listeners, it can sound like a normal conversational placeholder, like “uh” or “er” or “hmmm.” A Malkavian’s speech on the other hand might be peppered with the occasional awkward giggle or menacing mumble.

Someone familiar with this power who knows what to listen for can hear the spoken, hidden sentence. True masters of this power can compress entire soliloquies into a single grunt or nervous titter. This is not one of the great, deep secrets of the Ivory Tower. Nonetheless, it is quite useful to be able to have a secret conversation that seems completely innocuous to outsiders.

The Anarch and Sabbat sects get good use out of this talent as well, although both normally incorporate hand signals and gestures in a way the Camarilla does not. It’s the same principle, either way.

Note: Doubletalk won’t work with just anyone. The listening character must have this Affinity Bonus ability as well, and you must share some affiliation (whether the same Sect or same Clan).

System: When a character speaks, the player rolls Intelligence + Etiquette. The difficulty is usually anywhere from 5 (gossiping with fellow Harpies in Elysium) to 7 (a club with ‘live music’) to 9 (over the phone or during the best part of a fireworks show). If the roll succeeds, the character can seamlessly insert a dense phrase into her conversation. A failure means the character can’t be understood. A botch means the character accidentally spoke her phrase aloud and at normal speed.

When a character listens for dense speaking (who must have this ability as well), the character rolls Perception + Etiquette vs the same difficulty as the speaker, minus the speaker’s successes. If the listener’s roll succeeds, the character may hear what was said. A failure means the character heard nothing; a botch indicates she completely misinterpreted what was said.

Prouder Clans, such as the Ventrue, Brujah or Lasombra simply don’t go in for these kind of subtleties. And most haven’t the knack for it anyways. In contrast, the Hidden Clan of the Nosferatu already hold palaver in dark places where other Kindred would never dare explore, and few of their targets bother to use this trick if they don’t realize there’s a need…
●●● Spirit’s Touch

When someone handles an object for any length of time, he leaves a psychic impression on the item. A vampire with this level of Auspex can “read” these sensations, learning who handled the object, when he last held it, and what was done with it recently. (For these purposes, a corpse counts as an “object” and can be read accordingly.) These visions are seldom clear and detailed, registering more like a kind of “psychic snapshot.” Still, the Kindred can learn much even from such a glimpse. Although most visions concern the last person to handle the item, a long-time owner leaves a stronger impression than someone who held the object briefly.
Gleaning information from the spiritual residue requires the vampire to hold the object and enter a shallow trance. She is only marginally aware of her surroundings while using The Spirit’s Touch, but a loud noise or jarring physical sensation breaks the trance instantly.

System: The player rolls Perception + Empathy. The difficulty is determined by the age of the impressions and the mental and spiritual strength of the person or event that left them. Sensing information from a pistol used for a murder hours ago may require a 4, while learning who owned a bloodstained puppet fashioned a century ago might be a 9. The greater the individual’s emotional connection to the object, the stronger the impression he leaves on it — and the more information the Kindred can glean from it. Events involving strong emotions (a gift giving, a torture, a long family history) likewise leave stronger impressions than short or casual contact do. Assume that each success offers one piece of information, as per the chart below.

Successes – Information
Botch – The character is overwhelmed by psychic impressions for the next 30 minutes and unable to act.
Failure – No information of value.
1 success – Very basic information: the last owner’s gender or hair color, for instance.
2 successes – A second piece of basic information.
3 successes – More useful information about the last owner, such as age and state of mind the last time he used the item.
4 successes – The person’s name.
5+ successes – A wealth of information: nearly anything you want to know about the person’s relationship with that object is available.
At the Storyteller’s discretion, some impressions on objects may be so strong — a knife plunged into Caesar’s breast, the tip of the Spear of Destiny, a fang pulled from the maw of Dracula — that any use of this power may be deemed a success.
●●● (C) Aura Perception

Using this power, the vampire can perceive the psychic “auras” that radiate from mortals and supernatural beings alike. These halos comprise a shifting series of colors that take practice to discern with clarity. Even the simplest individual has many shifting hues within his aura; strong emotions predominate, while momentary impressions or deep secrets flash through in streaks and swirls.

System: After the character stares at the subject for at least a few seconds, the player rolls Perception + Empathy (difficulty 8); each success indicates how much of the subject’s aura the character sees and understands (see the table below). A failure indicates that the play of colors and patterns yields no prevailing impression. A botch indicates a false or erroneous interpretation. The Storyteller may wish to make this roll, thus keeping the player in the dark as to the veracity of the character’s interpretation.
Successes – Result
1 success – Can distinguish only the shade (pale or bright).
2 successes – Can distinguish the main color.
3 successes – Can recognize the color patterns.
4 successes – Can detect subtle shifts.
5 successes – Can identify mixtures of color and pattern.
Aura Colors Chart
The subject’s colors change in sympathy with their current emotional state, blending into new tones in a constantly dancing pattern. The stronger the emotions involved, the more intense the hues become. A skilled vampire can learn much from her subject by reading the nuances of color and brilliance in the aura’s flow. Aside from perceiving emotional states, vampires use Aura Perception to detect supernatural beings. The colors in Kindred auras, while intense, are quite pale; mage halos often flare and crackle with arcane power; the race of shapeshifters has strikingly bright, almost frantic, auras; ghosts have weak auras that flicker fitfully like a dying flame; and faerie creatures’ radiance is shot through with capricious rainbow hue.

The Aura Colors chart offers some example ideas of common colors and the emotions they reflect that Storytellers can use. Note that it is nearly impossible to determine with certainty if a particular character is lying or not with this power alone – vampires are inherently deceitful by nature, but even mortals might react with anxiety to questions while still being truthful. It is, however, helpful in determine the target’s emotional state, which might lead the vampire to decide that a particular target is suspicious.

Afraid: Orange
Aggressive: Purple
Angry: Red
Bitter: Brown
Calm: Light Blue
Compassionate: Pink
Conservative: Lavender
DepressedUncertain: Gray
Desirous or Lustful: Deep Red
Distrustful: Light Green
Envious: Dark Green
Excited: Violet
Generous: Rose
Happy: Vermilion
Hateful: Black
Idealistic: Yellow
Innocent: White
Lovestruck: Blue
Obsessed: Green
Sad: Silver
Spiritual: Gold
Suspicious: Dark Blue
Anxious: Auras appear scrambled like static or white noise
Confused: Mottled, shifting colors
Daydreaming: Sharp, flickering colors
Psychotic: Hypnotic, swirling colors
Vampire: Aura colors are pale
Ghoul: Pale blotches in the aura
Diablerist: Black veins in aura
Frenzied: Rapidly rippling colors
MagicMagic User: Myriad sparkles in aura.
Nephandus: Constant, black ripples across the aura.
Werebeast: Bright, vibrant aura
Ghost: Weak, intermittent, faded aura
Faerie: Rainbow highlights in aura
True Faith: Silver or gold “halo” surrounding the body. The strength of Faith determines the halo’s brightness.
A character may choose to perform a very cursory aura scan of a large area like a nightclub’s dance floor or the audience in a gallery. In this case, the player decides which characteristic of auras she’s looking for, and that’s the only information she’s able to glean if the roll is successful. (At the Storyteller’s discretion, on this general scan roll, more successes on the roll may more quickly yield what the character seeks.) For example, the player may specify, “Who’s the most nervous person in attendance?” or “Are there any vampirically pale auras among the CEO’s entourage?” Thereafter, the player may narrow down her scrutiny of a single individual, with an additional roll as normal.

The character may focus in on a particular subject’s aura only once per scene with any degree of clarity. Any subsequent attempts that result in failure should be considered botches. It is very easy for the character to imagine seeing what she wants to see when judging someone’s intentions. After 24 hours, the character may try again at no penalty.
●●●● Telepathy

The vampire projects a portion of her consciousness into a nearby mortal’s mind, creating a mental link through which she can communicate wordlessly or even read the target’s deepest thoughts. The Kindred “hears” in her own mind the thoughts plucked from a subject as if they were spoken to her.
This is one of the most potent vampiric abilities, since, given time, a Kindred can learn virtually anything from a subject without him ever knowing. The Tremere and Tzimisce in particular find this power especially useful in gleaning secrets from others, or for directing their mortal followers with silent precision.

System: The player rolls Intelligence + Subterfuge (difficulty of the subject’s current Willpower points). Projecting thoughts into the target’s mind requires one success. The subject recognizes that the thoughts come from somewhere other than his own consciousness, though he cannot discern their actual origin without a successful Perception + Awareness roll (difficulty equal to the vampire’s Manipulation + Subterfuge).
To read minds, one success must be rolled for each item of information plucked or each layer of thought pierced. Deep secrets or buried memories are harder to obtain than surface emotions or unspoken comments, requiring five or more successes to access.
Reading thoughts with Telepathy does not commonly work upon the undead mind. A character may expend a Willpower point to make the effort, making the roll normally afterward. Likewise, it is equally difficult to read the thoughts of other supernatural creatures. However, the character may project her thoughts without expending a Willpower point. These thoughts, however, are still obviously intrusions into the target’s mind, but the character may attempt to disguise her mental “voice” with a roll of Manipulation + Subterfuge (difficulty equals the target’s Perception + Awareness) so the target doesn’t recognize her as the “speaker.”
Note: Storytellers (and players) are encouraged to describe thoughts as flowing streams of impressions and images, rather than as a sequence of prose (powers such as Telepathic Communication are of more use for that).
●●●● (D) Prediction

Some people are capable of finishing their friends’ sentences. Vampires with Prediction sometimes begin their friends’ sentences. Prediction is a constant low-level telepathic scan of the minds of everyone the character is in intimate proximity to. While this power does not give the vampire the details of his next door neighbors’ conscious thoughts, it does provide a wealth of cues as to his current partner’s moods, suppressed reflexes, and attitudes toward the topic of conversation.

System: Whenever the character is in conversation and either participant (including themselves) in the discussion makes a Social roll, the player may pre-empt the roll to spend a blood point and make a Perception + Intuition roll (difficulty of the target’s Manipulation + Subterfuge). Each success is an additional die that can be applied to the player’s Social roll or subtracted from the dice pool of the Social roll being made against the character.

It does however require something of a witty bon mot, unexpectedly cutting comment or some other distracting interjection (a specialty of Malkavians) when interrupting another character.

Affinity Bonus: Heart's Desire
Your character can sense exactly what her partner wishes to hear. With this gift, she can sense exactly the right thing to say in a given moment. She reads the subtle cues, shakes, pulse, aura, surface thoughts, and every little bit of her partner in order to find the truth.

Note: This cannot be combined with Social bonuses gleaned from Heart’s Whisper – this is a much more powerful and direct effect. It is also not affected by Merits such as Poker Face.

System: To activate Heart’s Desire, the player spends a blood point and rolls Perception + Empathy at a difficulty equal to their partner’s Manipulation + Subterfuge. The player may spend the successes on Heart’s Desire to lower their difficulty for the next Social action against that character, to a minimum difficulty of 3. This does not include Social Disciplines such as Presence, but mundane Social actions.
●●●●● Spirit Bond

This power allows the Kindred to establish a mental bond with an object or person that persists across any distance. The vampire may “check up on” the object or person at any time after achieving this bond. Invoking the bond instantly reveals exactly where the object or person is currently located.

This power is best used sparingly, as it subtly taxes the vampire’s will to maintain many at once.

System: The character must physically touch the person or object when she creates the bond. The player spends a blood point and rolls Perception + Empathy (difficulty 8). If this roll is successful, the character may invoke the bond at any time thereafter, as long as the player makes another successful Perception + Empathy roll (difficulty 6).

Although the bond reveals the geographical location of its subject, it does not reveal any local or “small-scale” information. For example, though the bond reveals that a Toreador’s favorite painting is located just outside Madrid, Spain, it does not reveal that it is in Duke Philip’s castle, or that it is guarded by men-at-arms at all hours of the day.

A vampire can maintain as many ‘Spirit Bonds’ as they have permanent points of Willpower. However, if the vampire ever has more concurrent Spirit Bonds than she has temporary Willpower, she’ll need to choose which to release. Otherwise, they last indefinitely.

Affinity Bonus: Share the Senses
By reaching out with their mind, the vampire can tap into the senses of another mortal or vampire they have Spirit Bonded, seeing, hearing, and feeling what they do. The user still retains their own perceptions and is still aware of their own surroundings, though the effect requires some getting used to.

System: Spend one blood point and roll Intelligence + Awareness at difficulty 3 if the target is willing. If the vampire is attempting to share the senses of a stranger or otherwise involuntary subject, then the difficulty is the target’s Perception + Self-Control/Instinct.

The shared senses last for as many minutes as the vampire achieves successes.

If successful, the target usually remains unaware of the intrusion, but Sixth Sense can allow the passenger to be easily noticed, and certain supernaturals (such as magi or lupines) usually receive an Awareness check (or their version of it) unless they’re greatly distracted.

To get rid of an unwanted rider, the victim must beat the intruder at a contested Willpower roll. An Auspex user thrown out this way cannot make another Sharing attempt until the next night.
●●●●● (E) Clairvoyance

By closing their eyes and entering a light trance, the vampire becomes master of its surroundings. In a few minutes it can gather information from roughly a city-block sized area (more if outdoors or less populated) that would normally take many hours of legwork and investigation. Once connected in such a way to their surroundings the vampire can also receive information on anything happening out of the ordinary in the area.

This power requires being physically present in the area where it is being used and requires several minutes of meditative trance to sink into. However, it can be used from afar when combined with Psychic Projection.

System: Spend 1 Willpower point and 1 blood point and roll Intelligence + Area Knowledge (it must have a relevant specialty – if not, roll Intelligence alone without penalty) against a Difficulty based on the security and level of activity of the area. Using Clairvoyance on one’s own Haven would be Difficulty 3 while an unfamiliar city block in the slums of a major city would amount to 8 or 9 or more. The vampire adds their Domain rating in extra dice to the pool when using Clairvoyance on their own territory.

The Storyteller answers the vampire’s questions about the comings and goings in the area, what people have seen and heard, topics of local gossip, recent major shocks or impressions, and so forth. The player can ask roughly one question per success; answers about deliberately concealed information might consume an additional success. An exceptional (5+) success might reveal something major, regardless of the questions asked, assuming there is something to reveal.

If there’s any debate or doubt about whether a vampire might perceive something (such as searching for a creature concealed by Arcane or Obfuscate), then settle it with a Perception + Investigation roll vs a difficulty of 10 minus their previous successes (no other modifiers permitted). If they accrue more successes on this new roll than the level of the concealing power, the Storyteller should probably reveal it to them.

The vampire can also clairvoyantly monitor events in progress, though this requires them to remain in the area for as long as the effect is active and to spend one success per minute of monitoring.
●●●●● ● Telepathic Communication

Telepathy allows a character to pick up only the surface thoughts of other individuals, and to speak to one at a time. With Telepathic Communication, a character can form a more powerful link between his mind and that of other subjects, allowing them to converse in words, concepts, and sensory images at the speed of thought (and without the need for Willpower expenditure, unlike with Telepathy). Vampires with this level of Auspex can act as “switchboard operators,” creating a telepathic web that allows all participants to share thoughts with some or all other members of the network as they choose.

System: The player rolls Charisma + Empathy (difficulty equals the target’s current Willpower points) to establish contact, although a willing subject may allow the vampire access and thus obviate the need for a roll.

The maximum range at which a subject may be contacted and the maximum number of individuals who may be linked simultaneously with this power depends on the Auspex rating of the vampire who initiates contact. It begins at three subjects within about five hundred miles of each other, and roughly doubles with each increase in Auspex thereafter.

Malkavian Variant: Babble
Malkavians receive this version of Telepathic Communication instead:

Babble allows a Malkavian elder to speak with multiple targets using telepathy. All of their minds are linked, but they must communicate with each other by speaking out loud. Furthermore, each person linked speaks as if the person he or she is talking to is standing right next to him or her. For example, if Alexandria and Mister E. are connected with Babble, Alexandria can murmur quietly and be heard since he’s in a movie theater, while Mister E. has to shout because she’s on the dance floor of the local dance club.

System: The vampire may link a number of targets equal to her permanent Willpower. Malkavians may push the number of people connected to Babble to her Willpower + Empathy, if all the subjects possess at least one derangement and don’t resist the Discipline. Kindred with the Malkavian Time Specialty may choose to use their Awareness instead.
●●●●● ● (F) Psychic Projection

The Kindred with this awesome ability projects her senses out of her physical shell, stepping from her body as an entity of pure thought. The vampire’s astral form is immune to physical damage or fatigue, and can “fly” with blinding speed anywhere across the earth — or even underground — so long as she remains below the moon’s orbit.
The Kindred’s material form lies in a torpid state while her astral self is active, and the vampire isn’t aware of anything that befalls her body until she returns to it. An ephemeral silver cord connects the Kindred’s psyche to her body. If this cord is severed, her consciousness becomes stranded in the astral plane (the realm of ghosts, spirits, and shades). Attempting to return to the vampire’s physical shell is a long and terrifying ordeal, especially since there is no guarantee that she will accomplish the journey successfully. This significant danger keeps many Kindred from leaving their bodies for long, but those who dare can learn much.

System: Journeying in astral form requires the player to expend a point of Willpower and make a Perception + Awareness roll. Difficulty varies depending on the distance and complexity of the intended trip; 5 is within sight, 7 is nearby or to a familiar location, and 9 reflects a trip far from familiar territory (a first journey from North America to the Far East; trying to shortcut through the earth). The greater the number of successes rolled, the more focused the character’s astral presence is, and the easier it is for her to reach her desired destination.
Failure means the character is unable to separate her consciousness from her body, while a botch can have nasty consequences — flinging her astral form to a random destination on Earth or in the spirit realm, arriving in a place where the sun is active (necessitating a frenzy roll, although the sunlight doesn’t do any damage), or hurtling toward the desired destination so forcefully that the silver cord snaps.
The player may spend a point of Willpower to activate this power, and an additional point of Willpower to gain the success necessary to perform the jaunt. This is an exception to the normal rule where a player may not spend more than a single point of Willpower per turn. Each scene in Psychic Projection requires another point of Willpower and a new roll. Failure indicates that the vampire has lost her way and must retrace the path of her silver cord. A botch at this stage means the cord snaps, stranding the character’s psychic form in the mysterious astral plane.

The Perils and Possibilities of Astral Travel
An astral form may travel at great speeds (the Storyteller can use roughly 1000 miles per hour or 1500 kilometers per hour as a general guide) and carries no clothing or material objects of any kind. Some artifacts are said to exist in the spirit world, and the character can try to use one of these tools if she finds one. The character cannot bring such relics to the physical world when she returns to her body, however.
Interaction with the physical world is impossible while using Psychic Projection. At best, the character may spend a Willpower point to manifest as a ghostlike shape. This apparition lasts one turn before fading away; while she can’t affect anything physically during this time, the character can speak. Despite lacking physical substance, an astral character can use Auspex normally. At the Storyteller’s discretion, such a character may employ some or all Animalism, Dementation, Dominate, Necromancy, Obtenebration, Presence, Thaumaturgy, and similar non-corporeal powers she has, though this typically requires a minimum of three successes on the initial Psychic Projection roll.
If two astral shapes encounter one another, they interact as if they were solid. They may talk, touch, and even fight as if both were in the material world. Since they have no physical bodies, astral characters seeking to interact “physically” substitute Mental and Social Traits for Physical ones (Wits replaces Dexterity, Manipulation supplants Strength, and Intelligence replaces Stamina). Due to the lack of a material form, the only real way to damage another psychic entity is to cut its silver cord. When fighting this way, consider Willpower points to be health levels; when a combatant loses all of her Willpower, the cord is severed.
Although an astrally projected character remains in the reflection of the mortal world, she may venture further into the spirit realms, especially if she becomes lost. Other beings with particular sensitivity to psychic activity, such as ghosts, werewolves, and even some magi, travel the astral plane as well, and can interact with a vampire’s psychic presence normally (although the astrally projected character is not considered a “ghost” for powers such as Necromancy). The observing character notices the astrally projecting vampire with a Perception + Awareness roll (difficulty 8), requiring more successes than the Psychic Projection activation roll. Even those who do notice you won’t be able to identify you; you are merely an immaterial shade hovering in the general area.

Affinity: Assamites, Brujah, City Gangrel Toreador

The ability to strike fast, dodge blows, and escape pursuers allows Kindred to become extremely effective predators. Celerity moves a vampire with unholy rapidity and grace while allowing them to think nearly as quickly as they can act. Characters with high Celerity move nigh-unseen in bursts of inhuman speed. This allows for remarkable performances, frightening quick assassinations and instant escapes.

System: Characters add their Celerity rating to their Dexterity-based dice pools, which has several secondary effects, such as increasing their Initiative ratings and the base number of meters they can move in a turn.

In addition, characters can spend one blood point to ignore a number of penalized dice up to their Celerity rating, for each multiple action dice pool they roll that turn. Alternatively, they can spend one blood point to multiply the distance they travel that round on foot by 1 + their Celerity rating, instead.

Note: These straight bonuses cap out at Celerity 5. Advanced Celerity gives additional new permutations of powers instead (see below).

The Camarilla vampire known as Tina Toreador is locked in a life or death struggle with a Society of Leopold Inquisitor. She has Dexterity 3, Athletics 2 and Celerity 2. When the Inquisitor tries to stake her, she can roll her Dexterity + Athletics + Celerity to Dodge the attack (giving her a total of 7 dice).

-> If Tina Toreador were running away, her usual movement speed would be 20 + ( 3 x (Dexterity rating + Celerity)) meters, or roughly 35 meters a round.

-> If Tina Toreador had spent a blood point, she could have instead moved 35 meters multiplied by her (1 + Celerity rating), or rather 35 x 3 = a blistering 105 meters in one round! This means that even a comparatively modest investment in Celerity (2 dots) could allow a Kindred to sprint the space of a football field in only a few seconds.

The Anarch vampire known as Billy Brujah is trying to grapple and bite his Sabbat opponent. He has Dexterity 3, Strength 3, Brawl 3, Potence 2 and Celerity 3. He spends a blood point at the start of the combat round while declaring a split action to both grapple and subsequently bite the Sabbat shovelhead. It is resolved in the following steps:

-> Your basic dice pool for a multiple action is the lowest dice pool out of all those that you’re using in the same round. In Billy Brujah’s case, he is trying to grapple (Strength 3 + Brawl 3 + Potence 2 = 8 dice) and bite (Dexterity 3 + Brawl 3 + Celerity 3 = 9 dice). Taking the lower of the two dice pools would give him 8 dice.

-> Billy Brujah must then divide those 8 dice between the grappling and the biting. He could allocate 4 to each, or 6 to the grapple and 2 to the bite, etc.

-> Let’s say Billy splits his dice pool, to roll 4 dice for grappling the Sabbat, and then 4 dice for biting.

-> However, because Billy spent a blood point on Celerity this round, he can ignore up to three penalized dice for each of his split actions. This means that his final dice pool is 7 for grappling, and 7 for biting. Not bad!

If Billy had split his dice as 6 for grappling and 2 for biting, his final dice pools would be 8 for grappling (as it only alleviates penalties – it does not add dice) and 5 for biting.

Celerity can facilitate taking both offensive and defensive actions at the same time.

For example, a Kindred with Dexterity 3, Firearms 3, Athletics 3 and Celerity 4 is in a firefight with several fangbangers. Let’s say he wants to split his dice pool to fire three times (up to the rate of fire limit for his pistol) and Dodge two times in one round. This would ordinarily give him a dice pool of 2 for each shot (Because of the inherent +4 Dex bonus from Celerity 4), and for each Dodge attempt. However, with Celerity 4, he can instead instead make all five rolls at 6 dice (2 dice, with 4 penalized dice mitigated with Celerity 4, becomes a dice pool of 6).

Affinity Bonus: The blood point spent to activate Celerity does not count against your Generational blood expenditure limit for that turn.

Expanded Celerity
(A) Cat’s Grace

The vampire gains a balance and grace equal to and surpassing world-class trapeze artists. They can walk and even run across ledges and wires effortlessly and can keep their balance on the slimmest of supports.

System: The vampire automatically passes any Dexterity-based roll needed to keep their balance in most non-combat conditions. If subjected to truly extreme conditions (such as a savage rooftop duel, earthquake or torrential hurricane), the Storyteller should give them a -3 difficulty bonus to maintain their balance instead. Once learned, this power is always active.

Note that this power does not allow the vampire to balance on support that cannot take their weight. A well-secured electrical or internet cable stretched between two roofs is doable, but not a thread of yarn.
●● (B) Rapid Reflexes

While their bodies still can’t defy the laws of nature, vampires with this power perceive events instantly and can react to them with superhuman alacrity. They can observe incoming projectiles to the extent that they can attempt to dodge arrows and even bullets without available cover.

System: With this power, vampires suffer no penalty to their defense pools for lack of cover against ranged attacks. This also enables them to attempt to dodge or evade attacks in close combat without needing to run away from or create distance with their opponent.

Outside combat, they may attempt certain minor actions (such as palming a card or picking someone’s pocket) as a reflexive instead of an Instant action, at the Storyteller’s discretion.
●●● (C) Traversal

With blurring speed the vampire can run or climb along any surface, including vertical and even liquid mediums. While Traversal does not grant insect-like supernatural traction, running up or along walls present little problem. Walking on water remains impossible, but the vampire can dash across water for a limited distance given a run-up.

System: Spend one blood point and make a Dexterity + Acrobatics roll with a Difficulty of 5 (inclined surface with traction) to 9 (slick vertical surface, open water), depending on the surface and angle. Each success allows the player to move in that direction at their usual movement speed (which may be accelerated by spending an additional point of blood, as usual) for one turn.
●●●● (D) Blink

The vampire swiftly closes in on a foe, engaging or escaping in the blink of an eye. To an unprepared observer the Kindred almost appears to teleport, a rush of wind the only sign of their passing.

System: The vampire spends one blood point and then declares moving in a straight line either towards or away from a target. The vampire is capable of covering any distance under 50 meters as a reflexive action (which gives them the opportunity to perform other Instant actions, such as an attack or hide) as needed.

This allows for an Ambush-style attack (although the opponent still gets an Alertness roll as usual) against any opponent without Auspex 4 and Heightened Senses active, or against another vampire who isn’t using Blink in the same round as you.

If the terrain is in any way hazardous, the character needs to make a Dexterity + Acrobatics roll to avoid stumbling and coming to a halt on the way. The Storyteller may call for other contests as desired, especially if the vampire races a distant foe to an object or an action.
●●●●● (E) Split Second

The speed at which the vampire moves catches up with their supercharged perception, allowing them to react to events around them at a moment’s notice. Ambushers find their prey already standing behind them, and favors asked are completed before the words leave the supplicants mouth.

System: Spend 1 blood point and 1 Willpower point. The vampire’s player can supersede another player’s action or a Storyteller’s narration of events, within reason. They can choose to have their character move through a door before it closes, circumvent an ambush after it has been triggered, roll out of the way of an explosion, and so forth.

The action taken must be reasonable and should not take more than a few seconds in real time. The Storyteller decides what Abilities, if any, need to be checked to successfully accomplish an action begun using this power.

In an ongoing combat, this power can only be used to move the vampire to first place in the Initiative order while simultaneously preventing any other player from aborting previously declared actions. Everything else proceeds as normal.
Advanced CelerityExpanded
●●●●● ● Momentum

A large part of impact comes from the force it moves with, but also with its speed. A master of Celerity can focus her speed all into one forceful instant, allowing her to briefly lift things no human should ever be able to, or to strike with deadly force.

System: Spend two blood points reflexively to activate Momentum. You may add your character’s Celerity dots as additional dice on any single Strength-based roll. In combat, this adds Knock Down to any attack made with Momentum.
●●●●● ● (F) Precision

A master of Celerity with this manifestation can use her immense dexterity to conduct acts of fine manipulation with inhuman precision.

System: Spend a blood point to activate Precision. Add the character’s Celerity dots as automatic successes to a single roll requiring fine manipulation or precise movement instead of adding dice to Dexterity as normal. This does not work only on rolls using the Dexterity Attribute, but Storyteller discretion is required to determine what Precision benefits.
●●●●● ●● Flower of Death

In combat, speed kills. A proper application of Celerity in combat can turn even the meekest Cainite into a walking abattoir. How much more deadly, then, is a vampire with the ability to utilize his preternatural speed to the utmost in combat?

System: Spend 4 Blood Points. For the remainder of the scene, drawing your weapons is a reflexive action. In addition, each action used to make an attack can target two enemies without imposing further penalties. Make one roll for each attack and resolve it against each respective enemy.

The vampire cannot move between attacks. This Discipline may be used with Brawl, Firearms or Melee attacks, or one of each action, but cannot be used with weapons that require two hands.
●●●●● ●● (G) The Unseen Storm

It is said that the hand can be quicker than the eye. For a Cainite possessing the Unseen Storm, her entire body is faster than the eye, provided she is constantly moving. This power offers true invisibility — people are unable to see the user, yet they can still hear and smell her, though her constant movement garbles these impressions. Also, people do not instinctively step out of her way, as with Obfuscate. On the other hand, the user cannot be seen by anyone who does not possess more Auspex than her Celerity, and she can attack and otherwise interact without becoming visible.

System: The player spends one blood point to activate the Unseen Storm and must continue to spend one blood each turn she wants the power to continue.

A person fighting a character using this power counts as blind, while the vampire automatically blindsides her opponent.

The difficulty of all Perception rolls and any physical action except for close combat attacks the character attempts rises by one, because of the user’s rapid movements.
●●●●● ●● Zephyr

Zephyr produces an effect vaguely similar to one of the legendary comic book-style uses of enhanced speed, allowing its practitioner to move so fast she can finally run across water. Particularly successful applications of Zephyr allow a vampire to go so far as to run up walls and, in at least one recorded instance, across a ceiling.

System: Zephyr requires the expenditure of one point of blood and one point of Willpower.

Unfortunately, Zephyr requires such extremes of concentration that it cannot be combined with any form of attack, or indeed, with most any sort of action at all. If a character using Zephyr feels the need to do something else while moving at such tremendous speeds, a Willpower roll (difficulty 8) is required. Needless to say, botches at Zephyr speed can be spectacular in all the wrong ways.

Most times, a vampire moving at such a rate of speed is barely visible, appearing more as a vampire-shaped blur than anything else. Observers must succeed on a Perception + Alertness roll (difficulty 7) to get a decent look at a Kindred zooming past in this fashion.
●●●●● ●● (I) Physical Defiance

Your character’s speed has reached a point so unnatural that for brief moments, the fundamental laws of nature cease to affect her. She can move in any direction, in spite of obstructions, in spite of gravity, and in spite of logic. She can run straight upwards through the air for brief bursts. She can move through a thunderstorm without getting wet or walk on water. She can dance on the ceiling.

System: Spend five blood points per turn in Physical Defiance. Your character can move through space in any direction up to her full speed (which can be enhanced as normal with Celerity through additional blood expenditure). Wood, stone, water, flesh, or metal will simply give way as she passes through, exploding into splinters and chunks. She suffers no harm from the things she moves through.

If she moves through another character, roll to attack with Dexterity + Athletics, adding Celerity as normal. The other character may attempt to dodge if eligible, but not block or parry. If successful, she inflicts Strength + Potence + Successes in lethal damage as normal. A victim’s Armor provides no defense, although Fortitude does. If incapacitated, vampires might reflexively heal to avoid torpor. Mortals slain in this fashion explode violently.

Affinity: Ravnos

The Ravnos are known as masters of illusion, although the reason why is lost to history. Rumors abound of Ravnos ghûls, rakshasas, and shapeshifters, but whatever its origins, Chimerstry remains a potent and powerful weapon for the Deceivers. The Discipline is, fundamentally, an art of conjuration that converts the vampire’s will into phantoms that confound the senses. Even vampires fall under the sway of the Ravnos’ illusory world, unless they have a strong enough grasp of Auspex. The Ravnos often use this power to swindle and seduce their victims into acts that work out badly for the victim (but great for the Ravnos).

HR: Chimerstry & Technology
An illusion created with Chimerstry will not usually show up on digital media, though will occasionally appear in a faintly distorted fashion when captured by other mediums, such as the classic single-lens reflex camera of countless detective capers.

The exceptions are as follows:

• (A) Waking Dream: The object will remain visible to all forms of media, whether live or recorded, for the one turn duration that this power lasts.

•••• Permanency / •••• (D) False Resonance: At the Storyteller’s discretion, an illusion benefiting from both of these Disciplines may be caught by most forms of media. It appears to be strongly affected by whether it matches up with what an observer is expecting to see. A false wall in Koreatown seems to be no problem. A triceratops on the other hand…

●●●●● (E) Craft Ephemera: Objects made with this power are treated as functionally real for the duration of their existence.

Illusions created by Chimerstry can be seen for what they are by a victim who “proves” the illusion’s falsehood (e.g., a person who walks up to an illusory wall, expresses his disbelief in it, and puts his hand through it effectively banishes the illusion), and explicitly incredible illusions are seen as false immediately (e.g., dragons breathing fire or gravity working in reverse). Sometimes, frequent targets of Chimerstry end up attempting to disbelieve everything around them, leading to derangements (and, quite often, to the amusement of the Ravnos).

In order to properly utilize Chimerstry, the vampire has to experience the illusion he creates himself, deceiving even himself for an instant about the substance of his creation (which can lead to Rötschreck if the vampire summons the illusion of fire). Also, the vampire can only create illusions he can perceive by himself; a deaf vampire could not create auditory illusions, while a blindfolded vampire could not summon visual illusions.

LORE: Chimerstry & the Fae
As an added note, Chimerstry works against the Fae as if it were real. Because of this, the Ravnos are often feared by the Fae who are aware of this effect, since it essentially means the Ravnos can potentially threaten them in seriously profound ways. It is, however, uncertain how this effect works with a power like Horrid Reality, whether the world it traps the Fae in is an illusion or just as real as any other Chimerstry creation is to a Fae.

Fortunately for the Fae, the average Ravnos (at least outside of India) seems to know as little about their kind as any other Western vampire. Few would even recognize a faerie if they saw it – let alone realize they had such a powerful advantage over them.

Because Chimerstry works best when targets do not realize they are being deceived by illusions, most practitioners keep their knowledge of it a secret. Even then, it is not always easy to dismiss the phantoms created by this Discipline even when one knows them to be false.

Ignis Fatuus

The vampire may conjure a minor, static mirage that confounds one sense. For instance, he may evoke a sulfurous stench, the appearance of stigmata, or the shatter of broken glass. Note that though tactile illusions can be felt, they have no real substance; an invisible but tactile wall cannot confine anyone, and invisible razor-wire causes no real damage.

Similarly, the vampire must know the characteristics of what he’s creating. While it’s easy enough to estimate what a knife wound might look like, falsifying a person’s voice or a photograph of a childhood home requires knowledge of the details.

System: The player spends a point of Willpower for the vampire to create this illusion. The volume of smells, ambient lighting, smoke clouds, and the like are limited to roughly 20 cubic feet (half a cubic meter) per dot the vampire has in Chimerstry. The illusion lasts until the vampire leaves its vicinity (such as stepping out of the room) or until another person sees through it somehow. The Cainite may also end the illusion at any time with no effort.
(A) Waking Dream

You may briefly treat an illusion you’ve created as though it were real.

System: Once per scene, 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 (See Craft Ephemera below if you want to stab someone with an illusory knife).
●● Fata Morgana

The Cainite can now create illusions that appeal to all the senses, though they remain static. For example, the vampire could make a filthy cellar appear as an opulent ballroom, though she could not create a glittering chandelier or a score of graceful dancers.

Again, the illusion has no solid presence, though it’s easy enough to fool an enraptured visitor with suggestions of what she might expect. A bucket of brackish water is as cool as chilled champagne, after all.

System: The player spends a Willpower point and a blood point to create the illusion. These static images remain until dispelled, in much the same way that an Ignis Fatuus illusion does.
●● (B) Sympathetic Agony

This is one of the first powers developed by the Ravnos allowing them to succeed in combat even against more competent opponents. As its name suggests, Sympathetic Agony allows a vampire to shift her pain to her enemies, allowing her to continue fighting despite grievous wounds.

System: After taking damage in combat, the player reflexively spends one blood point (not affected by Generation limits) and rolls Manipulation + Intimidation (difficulty is the target’s Perception + Self-Control).

Every success allows the Ravnos to ignore wound penalties associated with one health level of damage received, and inflict a phantom wound on her target in return. Penalties are assigned based on the sum of the victim’s real and phantom damage, although phantom damage alone cannot drive them past Crippled (see Horrid Reality for that).

This power may only affect one target at a time, and does not heal or inflict real injuries. It lasts for a scene, though the Ravnos may cancel its use at any time and re-invoke it against a new target.
●●● Apparition

Not really a power unto itself, Apparition allows a vampire to give motion to an illusion created with Ignis Fatuus or Fata Morgana. Thus, the Cainite could create the illusion of a living being, running water, fluttering drapes, or a roaring fire.

System: The creator spends one blood point to make the illusion move in one significant way, or in any number of subtle ways. For example, the vampire could create the illusion of a lurking mugger lurching at her victim, or she could create the illusion of a desolate street, down which a chill wind blows trash while a streetlamp flickers and hums. Taking complicated actions besides maintaining the illusion — that is, anything that would require a dice roll — first requires success on a Willpower roll, resulting in the dissolution of the false construct if the roll fails.
Once the creator stops concentrating on the illusion, it can continue in simple, repetitive motions – roughly speaking, anything that can be described in a simple sentence, such as a guard walking back and forth in front of a steel door. After that, the vampire cannot regain control over the illusion – she can either allow it to continue moving as ordered, or let it fade as described under Ignis Fatuus.
●●● (C) Eventide Strength

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.
●●●● Permanency

This power, also used in conjunction with Ignis Fatuus or Fata Morgana, allows a mirage to persist even when the vampire cannot see it. In this way, Ravnos often cloak their temporary havens in false trappings of luxury, or ward off trespassers with illusory guard dogs.

System: The vampire need only spend a blood point, and the illusion becomes permanent until dissolved (including “programmed” illusions like those created by Apparition).
●●●● (D) False Resonance

Illusions of living or unliving beings are all well and good until someone decides to read the illusion’s mind or its aura. The automatic failure to perceive any sense of the target’s thoughts or emotions will usually be passed off as bad luck, lack of concentration, or whatever reason any Kindred might construct to explain why he didn’t succeed in gleaning information through supernatural means. A vampire can use False Resonance to overlay auras and thoughts on illusions, as well as leave a trace that other emotionally resonant powers can detect later.

System: Spend 1 blood point and 1 Willpower point, in addition to what the illusion normally requires to overlay this power onto it at the moment of its creation. It lasts for as long as the illusion does.

In effect, any attempt to use Auspex, the Dementation power Eyes of Chaos, or similar sensory powers that generates fewer successes than the Ravnos’ Chimerstry rating will detect an aura, thoughts, Demeanor or whatever the power would normally detect. Thoughts won’t be exceptionally complex and will relate to whatever is going on around the illusion in a mundane and simplistic way.

Auras will consist of colors related to specific emotions (anger, sadness, hatred, love, and happiness) and will not show much complexity beyond that. Spirit’s Touch will pick up the same, faint emotional resonance.
●●●●● Horrid Reality

Rather than create simple illusions, the vampire can now project hallucinations directly into a victim’s mind. The target of these illusions believes completely that the images are real; a hallucinatory fire can burn him, an imaginary noose can strangle him, and an illusory wall can block him.

This power affects only one person at a time; though others can see the illusion, it doesn’t impact them in the same way. Other people can try to convince the victim that his terrors are not real, but he won’t believe them.

Note that targets with enough dots in Auspex can still attempt to roll for Seeing the Unseen.

System: A Horrid Realty illusion costs two Willpower points to set in motion and lasts for an entire scene (though its effects may last longer; see below). If the vampire is trying to injure his victim, his player must roll Manipulation + Subterfuge (difficulty of the victim’s Perception + Self-Control/Instinct). Each success inflicts one health level of lethal damage on the victim that cannot be soaked — the Cainite assaults the victim’s mind and perceptions, not his body. If the player wishes to inflict less damage or change it to bashing, he may announce a maximum amount of damage before rolling the dice. Secondary effects (such as frenzy rolls for illusory fire) may also occur.
The victim heals all his damage instantaneously if he can be convinced that the damage he took was illusory, but convincing him may take some doing, such as with at least two successes on a Charisma + Empathy roll (difficulty equal to the Manipulation + Subterfuge of the Cainite using Horrid Reality). The target must be convinced of the attack’s illusory nature within 24 hours of its taking place, or it becomes too well established in his memory, and he will have to heal the damage using blood (if a vampire) or over time (if mortal).
This power cannot actually kill its victims (though a target with a heart condition may well die from fright). A victim “killed” by an illusory attack loses consciousness or enters torpor.
●●●●● (E) Craft Ephemera

With this power, a Ravnos can give weight and substance to his illusions, making it functionally real. Disbelief is no more effective than attempting to ignore reality, though the illusions fade at sunrise. This power is most often used to craft weapons, or precious artifacts to dupe fools.

System: The player spends three blood points and one Willpower point and roll Willpower (difficulty 7). If successful, the vampire’s illusion appears in his hands, solid and real as any normal object. Created objects can be no larger than the vampire who created them, and must be inanimate. They may have moving parts, but complicated objects are much more difficult and require an Intelligence + Crafts roll (at Storyteller discretion).

The object is functionally real and cannot be disbelieved, but anyone with Auspex or similar magic greater than the vampire’s Chimerstry rating may spend a Willpower point to see through the illusion and ignore its effects. Otherwise, the object remains intact until destroyed normally or when dawn arrives, at which point it fades into mist.
●●●●● ● Shared Nightmare

Even though Horrid Reality is visible to all onlookers, it can only inflict “damage” on one victim. With Shared Nightmare, a vampire can inflict her tormented visions on a crowd.

System: To use this power, the player must spend two Willpower points, plus one blood point per target. The player rolls Manipulation + Subterfuge once, but compares the results against each target individually. The difficulty is still each victim’s Perception + Self- Control/Instinct.
●●●●● ● (F) Subtle Spy

The user of this power may create a perceivable, understandable illusion (such as a lamp or a person) that incorporates part of her own consciousness, effectively granting the illusion a small amount of independent intelligence. When the Ravnos dispels that illusion, she may draw this intelligence back into herself, learning anything that her illusion witnessed as if she had experienced it firsthand.

System: Imbuing an illusion with Subtle Spy costs two Willpower points, and lasts for one night (or less, if the Ravnos wills the illusion to dispel). If the illusion is an object, it will witness anything that the Ravnos could sense from the object’s location. If the illusion is mobile (a person or animal), then it may be programmed as per Apparition, and at the end of its existence, the Ravnos will learn everything the Apparition sensed. Further, this Apparition is vaguely conscious, and can knowingly change its actions in small ways: stepping around an obstacle, giving the appropriate response to a simple question, and so forth.
The user of this power does not know what is occurring around her illusion if she is not otherwise there to sense it. She may dispel the illusion at any time, and at any distance, drawing back to herself the substance (and experiences) of that illusion as it is destroyed. If the illusion is dispelled or disbelieved before the Ravnos can reincorporate it into herself, the illusion is destroyed and no knowledge is returned to the Ravnos, other than the fact that her spy exists no more.
●●●●● ●● Fatuus Mastery

A Ravnos with Fatuus Mastery has no restriction on how often she may use the first three levels (Ignis Fatuus, Fata Morgana, and Apparition) and can maintain or control illusions with minimal concentration or fatigue. Kindred who rely on the high cost of Chimerstry to limit a vampire’s ability to use illusions are in for a very rude surprise when they encounter a Cainite with this power.

System: Fatuus Mastery negates the Willpower and blood cost for using the first three levels of Chimerstry. In addition, the Kindred may direct movement for a number of illusions equal to his Intelligence without intense concentration. Furthermore, the character can maintain the illusion as long as it remains within his Willpower rating in miles (or about one and a half times that in kilometers), although he may not make it react to events around it if he has no way to perceive those events.
●●●●● ●● (G) Suspension of Disbelief

A Ravnos with this power can imbue her Chimerstry with a sense of reality that makes it easier for viewers to believe in the illusion. No matter how strange or surreal the illusion is, an onlooker will accept it as real. If the illusion is wildly unrealistic (fire-breathing dragons, a pack of aliens), once it is no longer in his sight, the observer will question what he saw and eventually deny the event ever happened. A vampire can also use this power to make something appear unbelievable, whether it’s real or not. In this case, observers will write off what they’re seeing as some kind of trick or hallucination.

System: The player rolls Manipulation + Subterfuge (difficulty 7). The number of successes determines how many witnesses are affected. If the player uses the power to make something look unbelievable, Auspex will show the thing in question to be an illusion unless the Auspex rating is not high enough to penetrate the Kindred’s Chimerstry.
Successes Result
1 success – Five people
2 successes – 10 people
3 successes – 25 people
4 successes – 50 people
5 successes – Everyone who can see it
Chimerstry Combination Disciplines
Bird in Ear (Animalism ••, Chimerstry ••)

The Ravnos developed this power in order to better communicate between distant jati. The vampire imbues a message in a small animal who then carries the message to its intended recipient, relaying it in the vampire’s own voice.

System: The player spends one Willpower point and rolls Manipulation + Subterfuge (Difficulty 7) to imbue the message in a small animal. The animal can be any creature, but if it must travel long distances, a bird is best. The Ravnos speaks the message he wants carried to the animal and commands it with his will to deliver the message to his intended recipient. The vampire must have a clear image in his mind of who the animal must find. When the animal arrives at its destination, the message is delivered as the vampire spoke it, the illusion of his voice emanating from the animal.

Once the power is used, the animal has a number of days equal to successes to find its designated recipient and deliver the message, otherwise the compulsion fades and the message is lost.

This power costs 12 experience points to learn.
Animal Transference (Animalism ••, Fortitude •••)

This power originated among Ravnos kumpaniyas, where it was known as Prāṇi Pratisthapa, or ‘Animal Transference’. 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.

This power costs 14 experience points to learn.
Royal Flush (Auspex •, Chimerstry ••••)

Utilized primarily in games of chance, this power allows the Ravnos or their allies to cheat with staggering ease, while those attempting to deceive them in return face an insurmountable challenge. They can manipulate the perception of a deck of cards (or a checkers board..) morphing their illusionary covers in real time to befuddle and deceive.

System: The Kindred can spend 1 Blood Point and 2 Willpower Points to affect a number of small objects and provide illusionary covers for those chosen objects. The maximum number of objects affected is 54.

The Kindred can alter the illusions on the fly as a target is viewing or interacting with them and can allow each person to see the same illusion or a different illusion on a whim. This power lasts for an hour or a scene, whichever is longer.

This enables the Kindred, or another individual if the Kindred is merely aiding another, to cheat much more successfully. Any Gambling roll to cheat at a game of chance when the Kindred is using this power are done at Difficulty 3. This only applies if the Kindred wills it. Any attempts to cheat that the vampire would not permit (such as cheating to beat them or their ally) is done at Difficulty 10.

This power costs 15 experience points to learn.

Affinity: Baali

These are the mysteries of the Baali, black arts torn whole and beating from the sorcerer-kings of ancient cultures and prehistoric civilizations, incoherent memories passed from tome to tongue, hearkening to times of insensate oblivion. They are sibilant secrets in which all begins to end and begin again… and with every new night and novice brought into the circle, the telling grows shorter.

Its foul powers are devoted to tapping the dark forces of existence and corrupting the souls of others. Whatever vile master the Cainite worships, Daimonion is a homage to evil and none can use it untainted. It is for this reason that all Cainites stand united in their hatred of the Baali, whose lust for power threatens to undermine vampire society.

Sense the Sin

A real mark always convinces himself. The most dangerous Baali aren’t the ones that use extortion, threats, or over displays of power; the most dangerous Demons simply know how to talk their victims into cutting their own throats. This power allows the Baali to find a target’s particular vice.

System: The player rolls Perception + Empathy against living or undead beings; the difficulty is equal to the subject’s Self-Control or Instincts +4. If successful, the Baali can sense the subject’s greatest weakness. The significance of this information is dictated by the degree of success: One success might determine a low Virtue, weak Willpower, or a poorly defended avenue of approach, while two might yield a closely guarded secret or conversational misstep. Three or more yields a central derangement or formative trauma from the subject’s past.
(A) Blessing’s Warning

You are able to instinctively sense holy powers in your immediate area.

System: Depending on the circumstance and proximity of the ‘holy’ emanation in question, the Storyteller will have you roll Perception + Awareness against a variable difficulty. Holy relics, people with True Faith, powers granted to mortals or magic-users by the divine, followers of powerfully religious morality paths, and even gods themselves if you are unlucky enough to be anywhere near one can trigger this power.

Depending on your inclination, you can successfully avoid dangerous holy power or seek them out in the hopes of learning more or becoming purified.
●● Fear of the Void Below

Once the Baali has mastered reading a subject’s darkest secrets, he can reach into the victim’s mind and twist what he finds there. The shock of feeling one’s most deeply held beliefs and darkest fears manipulated can send the victim into catatonia or fits of panic.

System: The Baali must first employ Sense the Sin (above) or use some other method to discern the tragic flaw of the target. She must then speak to the target, playing upon his inadequacies and the inescapable consequences of his shortcomings. A successful Wits + Intimidation roll (difficulty of the subject’s Courage +4) drives the victim into fits of terror (one success), mindless panic-borne flight similar to Rötschreck (two successes), or even unconsciousness (three or more successes).

All effects last for the remainder of the scene. Kindred targets may resist with a Courage roll (difficulty equal to the Baali’s Willpower) — they are accustomed to dealing with their Beasts. If the Kindred target garners more successes than the Baali did on her original roll, he resists the power completely.
●● (B) Veil the Sin

Sinners often become jaded, having subjected themselves to as many different experiences as possible. In the quest to find a solution to this problem, Voluptuaries developed this power. Veil the Sin allows the Baali to discover some form of sensation, perversion or act that once brought pleasure to the target but that no longer satisfies him.

The Baali can then make his target temporarily forget that he ever experienced this sensation, allowing him to once again experience the full pleasurable effect. This power can be used on oneself, a willing subject as a reward or on an unaware target as a future bargaining chip.

System: If used on oneself, all that is required is the expenditure of a blood point and a Willpower roll (difficulty 4). If used on another, the player must first spend a point of blood, and the character must observe the target for a single turn. Then, the player first rolls Perception + Empathy (difficulty of the target’s Path rating).

If successful, the character gains knowledge of a single sensation that no longer satisfies the target and can attempt to make him forget that sensation. This requires a Willpower roll (difficulty target’s Willpower). If the target is willing and provide info the difficulty is halved (minimum 4) and each success above the first lowers the difficulty of the subsequent Willpower roll by one.

The duration depends on the number of successes on the Willpower roll:

1 success – 1 hour
2 successes – 1 night
3 successes – 1 week
4 successes – 1 month
5 successes – 3 months
●●● Conflagration

Not all of the Baali’s powers are designed for manipulation and subtlety. The Demons can also call up the fire from the realms of their infernal patrons, hurling it at their enemies in exultation of the Outer Dark. This fire spreads and burns normally, but at the moment of creation it is black and cold, as though drawn from a place where terrestrial physics do not apply.

System: The player spends a blood point. This creates a bolt of black flame that inflicts one die of aggravated damage at difficulty 8 to soak; more blood points may be spent to increase the size and damage of the flame. Such fires are fleeting and dissipate at the end of the turn, unless the Baali continues to spend blood points on Conflagration over several turns, gradually creating a larger flame.

The player also rolls Dexterity + Occult (difficulty 6) to hit his target, who may dodge as normal. Vampires confronted with this black fire make Rötschreck tests as if confronted with a similar quantity of normal flame.
●●● (C) Command the Swarm

The more powerful a Baali becomes, the more corrupted their form. Putrid insects and shadowy vermin begin to encircle them wherever they go, making them a walking anima of death and disease. For Baali with this power, however, these pests become their loyal servants and an extension of their power, allowing them to not only create capable spies, but also use Daimonion Disciplines far away from their normal capabilities. This certainly explains how someone who crosses a Baali can be cursed without ever seeing them again.

System: With this Discipline, the Baali gains the ability to speak to any vermin or insects drawn to them just as if they were using Animalism, but without the need for eye contact. The character may also spend a blood point to enchant either a single member of their swarm or the swarm as a whole and send them to any location with a specified range:

Thirteenth Generation 1 mile/1.5 kilometers
Twelfth Generation 2 miles/3 kilometers
Eleventh Generation 5 miles/8 kilometers
Tenth Generation 10 miles/15 kilometers
Ninth Generation 20 miles/30 kilometers
Eighth Generation 50 miles/75 kilometers

The insect or swarm acts as an extension of the Baali, allowing the character to borrow the swarm’s senses to see, hear, and interact with the swarm’s surroundings. This also allows him to use Daimonion abilities through the swarm, although at a cost of an additional blood point.
●●●● Psychomachia

With this power, the Baali combines his ability to read the psyche of a victim with the ability to summon up matter from the Outer Dark. Psychomachia pits a victim against the most dangerous, shameful parts of her own subconscious.

System: The vampire, after learning the targets tragic flaw (such as after using Sense the Sin, above), forces the subject’s player to roll her lowest Virtue (difficulty 6). Failing this roll pits the target against an apparition summoned from her darker self, perceptible to the subject only. The target may see or feel his abusive father, a long-dead lover, a childhood bogeyman, or (for Kindred victims) even the Beast itself. A botch indicates the target has been overwhelmed and frenzies — or, worse, becomes possessed by his inner demons.

This imaginary antagonist may be wholly narrated, or assigned Traits equivalent or slightly inferior to the victim’s, at the Storyteller’s option. All injuries sustained by the target in such an encounter are illusory (substitute catatonia or torpor for death as appropriate) and vanish upon the phantasm’s defeat or the Baali’s loss of concentration.
●●●● (D) I Am Legion

One of the Baali’s most devious methods of avoiding detection, this subtle magic allows the Baali to forge a temporary pact with a “speaking demon” or other malevolent spirit (Storyteller discretion). Once the pact is sealed, the Baali’s partner in mischief temporarily leaps into the vampire’s body, assuming a state of limited control over its voice and movements.

While the Baali is “possessed,” the interloper who answers is essentially in charge, allowing for a certain amount of leeway when it comes to answering uncomfortable questions.

The demon can answer questions (truthfully) that might otherwise prove difficult for the Baali to respond to under magical, Auspex-based, or other scrutiny. For example, the demon within may cheerfully answer “no” to such tired questions as “Are you Baali?” or “Do you engage in the worship of demons?” In a pinch, the demon may attempt to pose as Caitiff or even mortal; “I am clanless” and “I am not a vampire” are both perfectly reasonable true statements for a non-vampiric creature to make, after all.

System: The player must succeed in a Manipulation + Leadership roll (difficulty 6) to ensnare a suitable demon or spirit. The number of successes dictates the summoned creature’s intelligence and willingness to help, which in turn indicates the extent to which it is capable of concocting useful reaction to pertinent questions and/or situations. A failure indicates just that—failure to ensnare the being— while a botch can result in true catastrophe (a creature who does not wish to leave the caster’s body, or who betrays her, at Storyteller discretion).

Baali hedging their bets with this sort of deal can make “concessions” to the inhabiting creature to win more cooperation. It is up to the Storyteller to determine what sort of goodies the possessing demon might want, what it could give in return, and whether or not it will keep its bargains.
●●●●● Condemnation

The Baali levies a curse upon the victim. The more skillful in her dark studies the Baali has become, the more dire the curse is likely to be. Legend states that some Baali can wield curses so foul that the victims attempt suicide after a single night — only to find that they can no longer die.

System: An Intelligence + Occult roll (difficulty equal to the subject’s Willpower) dictates the length and severity of the curse. Successes must be split between both these effects, as per the table below. The player must split successes between effect and duration – curses with zero successes allotted to duration last for one night.

For example, if the Baali’s player rolls four successes, she can inflict a two-success curse for one month, a three-success curse for up to week, or a four-success curse for one night. At any time, the Baali may choose to end the curse. Storytellers should feel free to invent creative or story-appropriate curses.

1 success (Up to one week) -“No voice shall be lent your lying tongue.” — All Subterfuge rolls suffer a +3 difficulty.
2 successes (One month) – “Sicken and wither, infidel… a babe’s weakness upon you.” — All Strength rolls suffer a +2 difficulty, or vampire cannot use blood to boost Strength.
3 successes (One year) – “Reap this bitter harvest — may your closest friends turn foe.” — The character’s friends do not trust him. This can have any number of mechanical effects (higher difficulty on Social rolls, friends might be more prone to frenzy around the character) at the Storyteller’s discretion.
4 successes (Ten years) “Barren be thy seed and the loins of all your line.” — The character becomes sterile or barren, or (if Kindred) cannot Embrace childer or create ghouls.
5 successes (Permanent?) – “The mark of doom — all you touch must fail.” — Simple failures are considered botches while the curse is in effect.
●●●●● (E) The Re-Embrace

While most Baali are Embraced in the traditional fashion, at other times, it is the choice of a vampire who wants to leave their blood-tied clan for the Baali’s greener pastures. The ritual of Re-Embracing is not a complicated one, but does require a willingness to endure a tortuous realignment of one’s soul, or whatever Kindred have left of one.

When The Re-Embrace is invoked, the sire takes their would-be childer by the throat and bleeds them into four bowls inscribed with ancient and demonic runes. This is to remove that which dictates their current state of being, very similar to a normal Embrace. The sire then fills another four bowls with his own blood, surrounding the childer with them in alternating order.

As the initiate lies on the ground, bleeding and reaching ever closer to their final death, the sire calls forth a soul fragment of the bloodlines’ most powerful demon, Namtaru, and combines it with the childer’s soul to corrupt it and draw their spirit closer to that of a Baali. This process can take hours to complete. If this part of the ritual is completed with finesse and meticulous attention, the childer may just make it out alive.

All of the blood in the surrounding bowls flies into the air, entering the childer’s mouth, mixing and merging with their new soul in an explosion of dark energy. When they awake, they are now of the Baali bloodline, blasphemous in their glory.

System: The player spends 2 Willpower, and then rolls Manipulation + Occult (difficulty 8) against the target’s Willpower (difficulty 7). If the childer is of a lower Generation than the new sire, they receive a +1 dice bonus, as their soul is extra resistant to the change. A botch or failure results in the childer writhing in pain until they meet Final Death.

1 Success – While the transformation is complete, the childer will forever appear with an aura of one who has committed diablerie.
2 Successes – The process transforms the childer’s soul, but their undead body could not retain much of its power. They lose one dot of a Discipline they know.
3 Successes – The childer is so overcome with Namtaru’s soul, that they enter a coma for (10 – childer’s Stamina) days. Once they awaken, they have joined the ranks of the Baali.
4 Successes – The ritual is a complete success, with no negative impact on the character.
5+ Successes – Not only are they transformed, but the childer’s body and soul embrace their new life as a Baali. The childer receive Daimonion for free.

Affinity: Malkavians

Dementation is the Discipline that allows a vampire to focus and channel madness into the minds of those around him. Though it’s the natural legacy of the Malkavians, practitioners of Dementation need not actually be mad to use the Discipline… but it helps.

Disturbingly, Dementation doesn’t actually make their victims mad, but rather it seems to break down the doors to the hidden darkness of the target’s mind, releasing into the open whatever is found there. The Malkavians claim that this is because insanity is the next logical step in mental evolution, a transhumanist advancement of what modern people consider consciousness. Other Kindred scoff that this reasoning is an outright justification for the chaos that Dementation brings. They don’t scoff too loudly, however, lest the Malkavian advance their consciousness next.

It is difficult for a non-Malkavian to learn Dementation without suffering from at least one significant Derangement…however eager the children of Malkav are to teach it.

Affinity Bonus: A Malkavian character targeted by a non-Malkavian (or more specifically, anyone without the Additional Discipline Merit) with a Dementation power can always choose whether to let it affect them or not. Madness is their world after all – other Kindred are just living in it.


The vampire stirs his victim’s emotions, either heightening them to a fevered pitch or blunting them until the target is completely desensitized. The Cainite may not choose which emotion is affected; she may only amplify or dull emotions already present in the target. In this way, a vampire can inflame mild irritation into quivering rage or atrophy true love into casual interest.

System: The character talks to her victim, and the vampire’s player rolls Charisma + Empathy (difficulty equals the victim’s Self-Control + 3). The number of successes determines the duration and intensity of the altered state of feeling.

Effects of this power might include one- or two-point additions or subtractions to difficulties of frenzy rolls, Virtue rolls, rolls to resist Presence powers, etc. You can justify a one or two dice or difficulty swing to most interactions, if you can convincingly express how a heightened or deadened emotion might affect it. Some results require more successes than others (deadening ‘true love’ to ‘swiping left’ would require at least 5 successes for example).

Intensity generally works out to one die or difficulty point of desired consequence, whose duration is then dependent on how many successes are allocated to it, as below:
Successes Allocated – Duration
0-1 success (minimum) – One turn
2 successes – Several minutes
3 successes – One hour
4 successes – One night
5 successes – One week
6+ successes – One month
(B) Catch a Whiff of Madness

Insanity is the sea through which Malkavians swim like sharks every night of their unlife. As such, they know the aroma of madness and can sense it in others the way sharks smell blood. With this refinement, the Malkavian can parse that scent into its component notes, revealing exactly which flavor of insanity he senses.

The Malkavian must close enough to his quarry that he can smell him (which might make using it on the Nosferatu unpleasant); the Malkavian can be as discrete or obvious about this as he wishes.

System: The player rolls Perception + Empathy at standard (difficulty 6). Catching the target’s scent alerts the Malkavian to the target’s mental state: it specifically reveals mental weakness or instability, including derangements and unusually strong emotional responses (with five or more successes the Malkavian can even detect a blood bond, although it will not reveal whom the bond is to, although that can often be determined through more common means).
●● The Haunting

The vampire manipulates the sensory centers of his victim’s brain, flooding the victim’s senses with an unsettling battery of visions, sounds, scents, or feelings that aren’t really there. The images, regardless of the sense to which they appeal, are only fleeting “glimpses,” barely perceptible to the victim.

The vampire using Dementation cannot control what the victim perceives, although their Nature (as contrasted with their victim’s) will have a profound effect upon the final experience. A Malkavian whose nature is Monster inflicting this on a target with a Nature of Child will result in as uniquely a harrowing experience as if it were the other way around!
The “haunting” effects occur mainly when the victim is alone, and mostly at night. They may take the form of the subject’s repressed fears, guilty memories, or anything else bubbling in their subconscious. The effects are never pleasant or unobtrusive, however. In particularly severe episodes, the victim may well feel as if she is going mad, or as if the world is.

System: After the vampire speaks to the victim for a little while (establishing some manner of rapport), he rolls Manipulation + Empathy (difficulty of his victim’s Perception + Self- Control/Instinct).

Successes are then allocated between the intensity of the illusion and its duration. The more intense the illusion, the more profound effect it can have on the victim, potentially distracting or disorienting them in a crucial moment. The Storyteller may also allow certain environmental modifiers based on the victim’s current mental state or surroundings.

1 Success – A fleeting, unsettling moment.
2 Successes – A distinct but vague illusion.
3 Successes – A clear and identifiable illusion.
4 Successes – A deeply personal and disturbing manifestation.
5 Successes – A vivid and overwhelming sensory experience that feels terrifyingly real.

1 Success – One turn.
2 Successes – Several minutes.
3 Successes – One scene.
4 Successes – Until the next sunset/sunrise.
5 Successes – A week of intermittent visitations.

At the Storyteller’s discretion, a victim suffering from a severe episode may have their dice pools for certain actions reduced, have a difficulty penalty for mental actions or even be required to succeed on a Courage or Self-Control/Instinct roll to avoid fleeing or freezing in fear.
●● (B) Pavlovian Echo

Malkavians can use this power to connect someone or something with a specific emotion whom they have previously haunted. The Kindred can easily make an unsuspecting victim’s life a living hell with this ability.

System: The Kindred spends one blood point and rolls Manipulation + Subterfuge with a difficulty equal to the target’s Intelligence + Self-Control. She speaks a word, which can be hidden in a sentence, and connects a specific emotion to that word.

Whenever the target next encounters the person, place or the object connected to the word, the Malkavian may inflict either Passion (the emotion affected must be determined ahead of time) or The Haunting upon them, no matter what distance currently separates them.

This power lasts for as many weeks as the Malkavian rolls successes or until it is triggered.

Affinity Bonus: Pavlovian Echo can trigger as many times as the Malkavian spends blood points when implanting it.
●●● Random Patterns

This power 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 rolls Perception + Intuition, against a difficulty of 7 as a Reflexive action. The difficulty is -2 if their target is currently suffering under the effects of The Haunting.

This power costs a blood point when used Reflexively in combat. It is free when used as an Instant action (even as part of a split dice pool).

If the roll succeeds, the character adds a number of dice to his next action (usually an Instant action in the same or next turn) 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.
●●● (C) Eyes of Chaos

This peculiar power allows the vampire to take advantage of the fleeting clarity hidden in insanity. She may scrutinize the “patterns” of a person’s soul, the convolutions of a vampire’s inner nature, or even random events in nature itself. The Kindred with this power can discern the most well-hidden psychoses, or gain insight into a person’s true self.

Malkavians with this power often have (or claim to have) knowledge of the moves and countermoves of the great Jyhad, or the patterns of fate.

System: This power allows a vampire to determine a person’s true Nature, among other things. The vampire concentrates for a turn, then her player rolls Perception + Occult. The difficulty depends on the intricacy of the pattern. Discerning the Nature of a stranger would be difficulty 9, a casual acquaintance would be an 8, and an established ally a 6. The vampire could also read the message locked in a coded missive (difficulty 7), or even see the doings of an invisible hand in such events as the pattern of falling leaves (difficulty 6).

Almost anything might contain some hidden insight, no matter how trivial or meaningless. The patterns are present in most things, but are often so intricate they can keep a vampire spellbound for hours while she tries to understand their message.
Remember: Secrets revealed via Eyes of Chaos are never simple facts; they’re tantalizing symbols adrift in a sea of madness.
●●●● Screams Made Real

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. Victims are plagued by hallucinations of their subconscious demons, and try to flee or destroy their hidden shames.

System: The Kindred spends a blood point and makes a Manipulation + Empathy roll (difficulty of the victim’s Conscience/Conviction + 4). 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 a scene. Affected victims fly into a blind fight or fly reaction. Kindred and other creatures capable of frenzy, like Ghouls and Lupines, should 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.

Affinity Bonus: Malkavians can spend extra blood points to simultaneously affect more victims in the same turn with separate, Reflexive rolls. This is not restricted by their Generation’s limitations.
●●●● (D) Chaos Fold

This power allows the Malkavian to “fold” a latent Derangement into a target’s psyche. The Derangement lies in wait until a certain event triggers it, in a manner similar to the manner of Pavlovian Echo.

This trigger causes the Derangement to become active and the target suffers a full-blown attack of the implanted Derangement. Until it is triggered, the subject does not suffer from the Derangement, and is not even aware of its presence unless it is somehow brought to his attention (such as a particularly dedicated Telepathy or Forgetful Mind search). Once triggered, the Derangement remains: fully and violently active for the scene or hour (whichever is longer), during which time the target cannot even spend Willpower to momentarily subdue his madness, though he may still defend himself normally.

The Derangement brought on by this Discipline disappears completely after the scene in which it is triggered, though of course the victim may be targeted by this power again in the future. A victim may not be targeted by this power more than once at a time, however.

System: The player spends a blood point, selects a derangement and rolls Manipulation + Empathy (difficulty 6 if the derangement is personal, 8 if not). The subject may resist with a Willpower roll (difficulty 7). If the character invoking the power gains more successes, he implants the derangement, otherwise the power fails.

The trigger even can be as specific or vague as the Kindred wishes. Unless the victim is suffering from The Haunting, It costs one Willpower point if implanted without conversation or a meaningful interaction.

When the circumstances are right, the subject suffers a full-blown attack of the derangement in question. If the vampire obtained 5 successes on the initial contested roll, the derangement manifests in a particularly hideous fashion – and lasts all night.
●●●●● Total Insanity

The vampire coaxes the madness from the deepest recesses of her target’s mind, focusing it into an overwhelming wave of insanity. This power has driven countless victims, vampire and mortal alike, to unfortunate ends.

System: The Kindred must gain her target’s undivided attention for at least one full turn to enact this power. The player spends a blood point and rolls Manipulation + Intimidation (difficulty of her victim’s current Willpower points). If the roll is successful, the victim is afflicted with five derangements of the Storyteller’s choice (see V20 p. 290 for some ideas of what to expect).

The number of successes determines the duration.
Successes – Duration
0-1 success (minimum) – One turn
2 successes – Several minutes
3 successes – One hour
4 successes – One night
5 successes – One week
6+ successes – One month

On a botch… well, the Storyteller can decide what a vampire inflicts upon herself by attempting to incite the primal hells lurking within the darkest recesses of a victim’s mind.  
●●●●● (E) The Call

Although many clan gatherings happen spontaneously, the Call arising from a general subconscious need shared by a city’s Malkavian population, it is possible to send the Call deliberately.

The Call as broadcasted is not a verbal thing; it merely conveys an impression of a place and a time. There is no sense of purpose, nor even the name of the gathering point; still, neither is really necessary. The Call is so instinctive that if an American Malkavian who did not speak a word of French were visiting Paris, and heard the Call, he had be able to follow his impressions and visions to the gathering place as readily as any native Lunatic.

System: To send the Call, the Malkavian spends 1 Willpower point and rolls Manipulation + Leadership, difficulty 8. As always, other clan members will hear (and attend if they so choose) only if they make their Malkavian Time rolls (see below).

For every additional dot of Willpower the Malkavian spends, he may lower both the difficulty of his roll and the roll of every Malkavian receiving his message. Finally, the The Dementation 5 version of this power only has the range of an average city, and you will reach roughly 20% of the locality’s Malkavians for every success.

When a meeting is coming (i.e., a local Malkavian has sent out The Call), the Storyteller secretly rolls Perception + Awareness (difficulty 6). Successes clue the Malkavian in to an upcoming meeting. The more successes, the more time the Malkavian has to prepare to see the rest of her Clanmates. One success means the meeting just started, two successes means there’s a meeting tonight, three successes means a meeting tomorrow, with each success adding an additional night for the Malkavian to prepare.

Malkavian Time
To outsiders, Malkavians have an uncanny knack for showing up in the right place at the right time. Or, in some cases, the wrong place at the right time. This ability comes from a keenly developed ability known as Malkavian Time. Clan meetings occur on this unwritten schedule, passed through to members by the Malkavian Madness Network.

A message is initially sent through some form of media. The sender could write a message on the back of a receipt, whisper something into a cell phone, or press their head against a TV screen. The Malkavians able to receive the message do so by encountering the same media. The receiver will see it written on any receipt in their pocket, hear it over their cell phone line, or have the cable news pundit speak the message directly to them. The Malkavian keeps hearing the message repeatedly until they acknowledge it and take action towards it.

Any Malkavian can take Malkavian Time as a Specialty of their Awareness Skill. Any Malkavians with dots in Awareness can receive messages, but only those with the Specialty can send messages.

Sending messages requires a Charisma + Awareness (Malkavian Time) roll (difficulty 10 – Dementation rating). Every success means the message gets out on another form of media, increasing its likelihood of being received. As many Malkavians as the sender’s Dementation rating will have a chance to receive the message. Their difficulty for correctly interpreting it will be (10 – successes).
●●●●● ● Shattered Mirror

Although Dementation’s low-level effects are primarily to initiate or promote insanity rather than to create it spontaneously, some of its more potent manifestations are not as subtle. The wielder of this fearsome power can transfer her own deranged mindset into the psyche of a hapless victim, spreading her own brand of insanity like a virus.

System: The vampire must establish eye contact with her intended victim to apply this power. The player then rolls Charisma + Subterfuge (difficulty equal to the target’s current Willpower points) resisted by the target’s Wits + Self-Control/Instinct (difficulty equal to the Dementation user’s current Willpower points). If the aggressor wins, the target gains all of her derangements and Mental Flaws for a period of time determined by the number of net successes the aggressor scored:
Successes – Result
1 success – one hour
2 successes – one night
3 successes – one week
4 successes – one month
5 successes – six months
6+ successes – one year per success over 5
●●●●● ● (F) Restructure

The elder with this fearsome power has the ability to twist his victims’ psyches at their most basic levels, warping their very beings. The subject of Restructure retains her memories, but her outlook on life changes completely, as if she has undergone a sudden epiphany or religious conversion. This effect goes much deeper than the implantation of a derangement; it actually performs a complete rewrite of the victim’s personality.

System: As the description says, this power allows the vampire to change his target’s Nature to one more suitable to his ends. To accomplish this, the character must make eye contact with his intended victim. The player rolls Manipulation + Subterfuge (difficulty equals the victim’s Wits + Subterfuge).

If he rolls a number of successes equal to or greater than the target’s Self-Control/Instinct, the target’s Nature changes to whatever the player using Restructure desires. This effect is permanent and can be undone only by another application of Restructure (though subtle differences from the character’s original Nature may still remain, as it is impossible for such a fundamental change to occur flawlessly). A botch on this roll changes the character’s own Nature to that of his intended victim.
●●●●● ●● The Sword of Malkav

With this terrifying Discipline, the Malkavian wrecks a victim’s very sense of reality. She changes one fundamental truth for the victim, and the victim cannot fathom a world in which that false reality is challenged or untrue.

System: The Sword of Malkav requires eye contact and a point of Willpower. The Malkavian must speak one truth she knows the victim believes. She then warps that truth and speaks a replacement. Roll Intelligence + Intimidation at a difficulty equal to the victim’s current Willpower points.

If successful, the victim’s belief, perceptions, and understanding shift in order to facilitate the falsehood. He believes the false truth before all; it becomes a piece of his very being while the power lasts. If he hears solid evidence that the truth is false, he suffers one health level of unsoakable aggravated damage per turn as every ounce of his identity fights the “falsehood”. If the victim is a Cainite, revelation that this truth is false becomes a frenzy provocation, at +3 difficulty to resist. Acting against that false truth becomes a level one sin against his Path.

Successes – Result
1 success – one hour
2 successes – one night
3 successes – one week
4 successes – one month
5 successes – six months
6+ successes – one year per success over 5
●●●●● ●● (G) Personal Scourge

This fearsome ability allows the elder to turn the very strength of her victim’s mind against him, inflicting physical harm with the power of his own will. Victims of this self-powered attack spontaneously erupt in lacerations and bruises, spraying blood in every direction and howling in agony.

Those who have observed such an attack with Auspex note that the victim’s aura swirls with violent psychosis and erupts outward in writhing appendages — a sight that can make even the most jaded Tzimisce quail.

System: The vampire must touch or establish eye contact with her target. The player rolls Manipulation + Empathy (difficulty equal to the target’s Stamina + Self-Control/Instinct) and spends two blood points and two Willpower points.

For a number of turns equal to the number of successes rolled, the victim rolls his own permanent Willpower as lethal damage against himself. This damage can only be soaked with his own Humanity or Path of Enlightenment (difficulty 6); Fortitude does not add to this soak dice pool, nor does body armor. He may take no actions during this time other than thrashing and gibbering; this includes spending blood to heal.

Affinity: Giovanni, Lasombra, Kiasyd, Tremere, Ventrue

Dominate is one of the most dreaded of Disciplines. It is a vampire’s ability to influence another person’s thoughts and actions through her own force of will. Dominate requires that the vampire capture her victim’s gaze; as such, it may be used against only one subject at a time. Further, commands must be issued verbally, although simple orders may be made with signs — for example, a pointed finger and forceful expression to indicate “Go!” However, the subject won’t comply if he can’t understand the vampire, no matter how powerful the Kindred’s will is.

The Mechanics of Eye Contact
Many myths and stories exist about a vampire’s mystical ability to put people under her spell by looking deeply into her victim’s eyes. The persistence of such stories through the ages isn’t surprising, since a number of Kindred Disciplines powers (most notably Dominate) require eye contact in order to work. Other vampires, learning of this requirement, have attempted everything from wearing mirrored sunglasses to gouging out their own eyes in order to prevent an elder from exerting his will upon them.
But Kindred are not so easily thwarted. The need for eye contact stems from the aggressor Kindred’s need to see his victim’s soul, and the eyes are the traditionally known as the windows to the soul. While the vampire needs to capture his target’s attention, the target’s eyes need not be present for such a power to work (although the arts of the Tzimisce make this somewhat challenging at times) — they only need to find the soul of his victim laid bare.
A target trying to avoid eye contact can make a Willpower roll against a difficulty equal to Dominate user’s Manipulation + Intimidation (or other appropriate combination for other Disciplines or specific situations, at the Storyteller’s discretion). The difficulty may be reduced for mitigating factors: -1 in the case of the target obscuring his eyes slightly (such as closing her eyes or wearing dark sunglasses) up to a -3 for the eyes being completely unseen (such as with a thick blindfold or having her eyes torn out). Ultimately, however, it is up to the Storyteller to decide whether eye contact is established in a particular case.
Resisting Dominate
Most victims cannot stand against the effects of Dominate. Still, there are situations where this Discipline is powerless to sway the subject.

  • Mortals: Few mortals can hope to resist Dominate, as their strength of will is nothing compared to the supernatural magnetism of a vampire. Still, there are extremely rare individuals who, due to strong religious faith, unique psychic talent, or extraordinary mental resolve, can shrug off this Discipline’s effects. Only a foolish vampire ignores the potential threat such human beings represent.
  • Vampires: See ‘HR: Dominate v Generation’ below.
  • Nature: A character’s Nature can have a distinct impact on how easily Dominate influences her. A vampire might easily control subjects with inherently empathic Natures (Caregiver, Child, Conformist), while those whose Natures denote a great degree of inner strength (Bravo, Director, Rebel) can be more of a challenge. The Storyteller may reduce the required difficulty or number of successes by one or two when the player rolls against those subjects with “weaker” Natures, or raise them by a similar amount for “stronger” Natures. On the other hand, “strong” Natures might be more easily influenced to take aggressive actions — for example, coaxing a Rebel to denounce the Prince is likely easier than goading a Conformist to do the same thing. Ultimately, the Storyteller must adjudicate.
  • Botches: If a Dominate roll botches, the target is rendered immune to future attempts by the same vampire for the rest of the story.
HR: Dominate vs Generation
You cannot Dominate a vampire who you both have a Blood Bond towards, and is a lower Generation than you. This means that Childer usually cannot Dominate their Sires (since a Childe begins unlife as both one step blood bound and one Generation higher than their Sire. This is the IC source of the belief that Dominate doesn’t work on lower Generation Kindred, but the reality is otherwise.)

In addition:

  • You cannot Dominate a vampire who has you in thrall (a three step blood bond).
  • A vampire of the 14th-16th Generation cannot Dominate a vampire of the 13th Generation or below.
  • A vampire of the 8th-13th Generation cannot Dominate a vampire of the 7th Generation or below.
  • When a vampire of the 8th-13th Generation attempts to Dominate another vampire of the 8th-13th Generation, the difficulty of the attempt increases by +1 for every Generation that the target is lower than the Dominator.

Example: An 11th-Generation vampire trying to Dominate a 9th Generation vampire with Willpower 6, will roll their Dominate against a difficulty of 8.

Perhaps unsurprisingly, vampires to which Dominate comes naturally tend to be from willful, domineering Clans. The Giovanni, Lasombra, Tremere, and Ventrue all consider an iron will to be a boon, and are eager to impose that iron will on any who would move against them. The Kiasyd (whom few realize even exist) find it useful to subvert and mislead the servants of the above mentioned Clans.

Note when considering the difficulties below that the average Mortal has a Willpower of 2-4 and a Virtue rating of 1-2. Those without Virtues use a value of their Willpower halved and rounded down for it instead.


The vampire locks eyes with the subject and issues them a single-action command, the context of which should require no more than a short sentence, to be obeyed to the letter. It must be possible to complete the ‘gist’ of the command in a single turn.

Command Examples in Play
How long the compulsion lasts after the initial command is entirely dependent on how likely it would have been for them to obey you in the first place. The average mortal, given a vaguely reasonable order, won’t suddenly realize anything is terribly awry, though might be a little confused.

Telling a nosy intern at risk of stumbling upon you eating the VP of sales to go home early (someone who already believes you have authority over them and which they already want to do) might never skip a beat once given the initial push. Telling a LAPD police officer to give you their gun might result in them freaking out and trying to tackle or taser you seconds later.

Valid Examples: ‘Turn around’, ‘Give me your wallet’, ‘Leave me’, ‘Follow me’ (for a few moments), ‘Do a jumping jack’, ‘Get in the car‘, ‘Shoot him!‘.

Invalid Examples: ‘Turn around and don’t move’, ‘Sleep!’, ‘Give me your wallet, your phone, keys and shoes’, ‘Follow me’ (for more than a few moments), ‘Do thirty jumping jacks’.

If the order is at all confusing or ambiguous, the subject may respond slowly or perform the task poorly (more successes are required for jankier commands).

The subject cannot be ordered to do something directly harmful to himself, although it need not be something he’s perfectly proud of, either. Hence, a command like “die” is completely ineffective, whereas ‘go fuck yourself’ could be potentially interesting with a truly malevolent Will behind it (5+ successes).
The Storyteller decides whether to interpret ambiguous commands in an unexpected or unfavorable way; alternatively, the command simply confuses the victim and fails.

The command may be included in a longer exchange, thereby concealing the power’s use from others. This effort at subtlety still requires the Kindred to make eye contact at the proper moment and stress the key word slightly. An alert bystander — or even the victim — may notice the emphasis. Still, unless she’s conversant with supernatural powers, the individual is likely to attribute the utterance and the subsequent action to bizarre coincidence.

System: The player rolls Manipulation + Intimidation (difficulty equals the target’s current Willpower). More successes force the subject to act with greater vigor. At the Storyteller’s discretion, the victim may receive a +1 to +3 bonus to their resistance if it’s entirely contrary to their Nature.
(A) Cloud Memory

By uttering some iteration of the phrase “Forget!” the vampire can make the Dominated victim forget the current moment as well as potentially the last few minutes, enough to mask a superficial Masquerade slip or a chance meeting.

No new memories are formed and if utterly pressed on it, a reasonably astute victim will realize they have a blank space. It’s far more likely they’ll become aware of missing out on how they arrived somewhere or why they’ve been shot, rather than a few minutes of conversation.

It usually requires a successful Awareness check by some manner of hedge wizard or rival supernatural creature to actually suspect anything unnatural at play, which makes this power relatively safe to use upon mortals.

System: Once a scene, the vampire might cloud the memory of a victim with a Charisma + Subterfuge roll vs their Wits + Self-Control. A single success will wipe the last turn from their memory, every additional success will cloud another minute.

This power is free when used on mortals (including ghouls and mortal+). It costs a blood point when used on supernaturals. At the Storyteller’s discretion, the difficulty might be raised by the intensity of the circumstances (i.e., ‘You shot him!?’)

Affinity Bonus: Measure the Will
You have an instinctive aptitude for gauging the strength of a target’s resolve and identity, often as an exploratory prelude to shattering and reshaping their mind.

System: Once a scene, the vampire’s player rolls Perception + Etiquette in a resisted roll against the target’s Willpower (both difficulty 6). The target does not sense any mental intrusion or foreign mischief 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.

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.
●● Mesmerize

With this power, a vampire can verbally implant a false thought or hypnotic suggestion in the subject’s subconscious mind. Both Kindred and target must be free from distraction, since Mesmerize requires intense concentration and precise wording to be effective. The victim must be able to understand the vampire, though the two need to maintain eye contact only as long as it takes to implant the idea. With enough skill, the vampire may activate the imposed thought immediately or establish a stimulus that will trigger it later.
Mesmerize allows for anything from simple, precise directives (handing over an item) to complex, highly involved ones (taking notes of someone’s habits and relaying that information at an appointed time). It is not useful for planting illusions or false memories (such as seeing a rabbit or believing yourself to be on fire). A subject can have only one suggestion implanted at any time.

System: The player rolls Manipulation + Leadership (difficulty equal to the target’s Intelligence + Self-Control). The number of successes must be allocated to how well the suggestion takes hold in the victim’s subconscious and how many conditional elements can be woven into it.

If the vampire allocates one or two successes to effectiveness, the subject cannot be forced to do anything that seems strange to her (she might walk outside, but is unlikely to steal a car). At three or four successes, the command is effective unless following it endangers the subject. At five successes or greater, the vampire can implant nearly any sort of command.

If the vampire doesn’t allocate any success to pay for extra conditional elements, then the instructions must be something that can be carried out immediately to the subject’s best abilities and must not contain any conditional actions (“…if you see Henry on the way, give him this document.”) It is much easier to give a subject a detailed set of instructions that don’t involve serious risk.

The Effects of Being Mesmerized
No matter how strong the Kindred’s will, his command cannot force the subject to harm herself directly or defy her innate Nature. So, while a vampire who scored five successes could make a 98-pound weakling attack a 300-pound bouncer, he could not make the mortal shoot herself in the head.
If a vampire tries to Mesmerize a subject before the target fulfills a previously implanted directive, compare the successes rolled to those gained during the implanting of the first suggestion. Whichever roll had the greater number of successes is the command that now governs the target’s behavior; the other suggestion is wiped clean. If the successes rolled are equal, the command which best aligns with the target’s natural inclinations is given priority.
●● (B) Scrutinize the Servant

By looking a mortal 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. Those vampires with a more instinctive mastery of Dominate can perceive even deeper, into something of the essence of the subject herself.

A more nuanced application of this power allows the vampire to also assess any single statement made by the subject and look for the essence of that subject’s being beneath the words she speaks. The vampire needs to speak no words himself; he simply looks her in the eye and interprets the statement offered to him.

Note: Both expressions of this power only work on living subjects.

System: The vampire 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 (+/- 1 if the vampire has a higher or lower Generation, and again if they have a higher or lower Dominate, with possible swing of -2 to +2 difficulty).

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 player fails the roll, the result is the same: no image appears.

Affinity Bonus: The player may make the same Perception + Empathy roll (difficulty equal to the subject’s Manipulation + Subterfuge instead) when spoken to by the subject. With even a single success, the vampire determines the subject’s Demeanor from the statement, finding insight in the most common of utterances. 2+ successes will reveal the most profound emotion associated with their statement (guilt, indifference, embarrassment, resentment, etc).
●●● The Forgetful Mind

After capturing the subject’s gaze, the vampire delves into the subject’s memories, stealing or re-creating them at his whim. The Forgetful Mind does not allow for telepathic contact; the Kindred operates much like a hypnotist, asking directed questions and drawing out answers from the subject.

The degree of memory alteration depends on what the vampire desires. He may alter the subject’s mind only slightly (quite effective for eliminating memories of the victim meeting or even being fed upon by the vampire) or utterly undo the victim’s memories of her past.

The Forgetful Mind's Effectiveness
The degree of detail used has a direct bearing on how strongly the new memories take hold, since the victim’s subconscious mind resists the alteration. A simplistic or incomplete false memory (“You went to the movies last night”) crumbles much more quickly than does one with more attention to detail (“You thought about texting your girlfriend while you were in line at the new movie theater, but you knew you’d have to turn your phone off once you got inside. You liked the movie well enough, but the plot seemed weak. You were tired after it ended, so you went home, watched a little late-night television, and went to bed.”).
Even in its simplest applications, The Forgetful Mind requires tremendous skill and finesse. It’s a relatively simple matter to rifle through a victim’s psyche and rip out the memories of the previous night without knowing what the subject did that evening. Doing so leaves a gap in the victim’s mind, however — a hole that can give rise to further problems down the road. The Kindred may describe new memories, but these recollections seldom have the same degree of realism that the subject’s original thoughts held.
As such, this power isn’t always completely effective. The victim may remember being bitten but believe it to be an animal attack. Greater memories may return in pieces as dreams, or through sensory triggers like a familiar odor or spoken phrase. Even so, months or years may pass before the subject regains enough of her lost memories to make sense of the fragments. A vampire can also sense when a subject’s memories were altered through use of this power, and even restore them, as a hypnotist draws forth suppressed thoughts.
System: The player states what sorts of alteration he wants to perform, then rolls Wits + Subterfuge (difficulty equal to the target’s Intelligence + Self-Control). Any success pacifies the victim for the amount of time it takes the vampire to perform the verbal alteration, provided the vampire does not act aggressively toward her. The table below indicates the degree of modification possible to the subject’s memory. If the successes rolled don’t allow for the extent of change the character desired, the Storyteller reduces the resulting impact on the victim’s mind.
Successes – Result
1 success – May remove a single memory; lasts one day.
2 successes – May remove, but not alter, memory permanently.
3 successes – May make slight changes to memory.
4 successes – May alter or remove entire scene from subject’s memory.
5 successes – May reconstruct entire periods of subject’s life.
To restore removed memories or sense false ones in a subject, the character’s Dominate rating must be equal to or higher than that of the vampire who made the alteration. In that situation, the player must make a Wits + Empathy roll (difficulty equal to the original vampire’s permanent Willpower rating) and score more successes than his predecessor did. However, the Kindred cannot use The Forgetful Mind to restore his own memories if they were stolen in such a way.
●●● (C) Mind Strike

By focusing his mental power, the vampire can channel their Dominate 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. In times past, Ventrue and Lasombra elders fought terrifying, unseen duels by locking their gazes with their hated rival, each battering the other with their mind to see who would break first.

System: This power costs a Willpower point to use and requires eye contact. The vampire makes an Intelligence + Intimidation + Dominate roll against a difficulty of the victim’s Intelligence + 3.

Typically, the amount of successes become bashing damage to the victim, whereupon normal soak rules apply. However, if the vampire really wants to lay the hurt on, they can convert one level of bashing damage to lethal for each blood point spent (limited by their Generation). This usually manifests as trickles of blood from the victim’s eyes, ears and nose.

Note that vampires suffer halved bashing damage as normal, although Fortitude cannot be used to soak damage sustained from Mind Strike unless the victim possesses Fortitude 3C: Fortify the Inner Façade.
●●●● Ingrain Belief

Dominate usually focuses on giving the target specific orders. Using this power, a vampire can instill a feeling, opinion, or even a personality trait the victim will believe is his own.

He might be told he loves modern art, hates his new neighbors, or that aliens are looking to abduct him. He can be given new political or religious beliefs, suddenly becoming a dedicated liberal or a born-again Christian (although in the latter case he doesn’t gain real faith; he just decides to follow the tenets of a faith). He might even be given bigoted views, making him racist or sexist, or he may be cured of such opinions.

Unlike Conditioning, the vampire requires little connection to the target (often for the best), yet can still use him to steer policies in the general direction of her design without needing to explain her plans. Another advantage of this power is that unlike Mesmerize it is extremely difficult to detect.

System: When attempting to implant a new belief or opinion the vampire makes a Manipulation + Expression roll at a difficulty equal to the target’s Intelligence + Conscience/Conviction.

It requires a certain number of successes (determined by the Storyteller) to take hold, depending on how contrary to the subject’s original beliefs the new opinion is. Once instilled however, the new belief can be very hard to remove.

Supernatural attempts to detect or reverse an Ingrained Belief (such as with Scrutinize the Servant or a competing use of this ability) are at +2 difficulty and have to exceed the original successes to implant. It’s sadly often easier to leave it alone and to instead give the victim an even stronger opinion about something else that somewhat mitigates the original problematic belief (Gridlock in Washington is suddenly starting to make a lot more sense…).
●●●● (D) Obedience

While most Kindred must employ Dominate through eye contact, some vampires may command loyalty with the lightest brush of a hand, as one might stroke a faithful hound.

System: The character can employ all Dominate powers through touch instead of eye contact (although eye contact still works). Skin contact is necessary — simply touching the target’s clothing or something she is holding will not suffice.

The touch does not have to be maintained for the full time it takes to issue a Dominate command (which would make for some very awkward handshakes), though repeated attempts to Dominate a single target still require the character to touch the subject again.

Affinity Bonus: Fealty
This permutation of Obedience allows the Ventrue lord (or Giovanni godfather, etc) to sanctify an oath or promise freely given so that the oath-giver is incapable of easily going back on his word or refusing to fulfill his promise at a later date.

This power will not function if the target was compelled to give the oath, nor will it work if the oath-giver was outright tricked into making it (although an element of ‘guess he didn’t read the fine print’ is perfectly honorable and often even expected). It works even if the oath itself was given with false intentions (the target doesn’t need to know that the Ventrue Primogen or creepy ‘uncle’ Rosco has the supernatural means to enforce some bullshit promise!).

Fealty is at the heart of the Ventrue Clan’s elaborate system of Dignitas and might be the only reason why so many ambitious and often dictatorial Kindred from so many increasingly disparate walks of life in the modern nights have managed to maintain a vague semblance of their ancient discipline. It is traditional among the Giovanni as well in a ‘this thing of ours’ kind of way. The Lasombra and Tremere have other, more fearful means of securing fidelity – or so they would like you to believe.

System: The vampire must touch the subject in some way, whether as a firm handshake or a lordly tap on the shoulder while repeating the terms of the oath. The Storyteller then secretly rolls Charisma + Politics (difficulty 6). The number of successes determines the duration during which the oath-giver is bound. It is traditionally assumed to last a year (which in ancient times was about how often the local Ventrue ruler expected to see his immediate vassals), although the truth of it is never certain.

While the effect lasts, the oath-giver must spend a Willpower point prior to each action he attempts which violates his promise. In addition, the Storyteller must make a secret Manipulation + Subterfuge roll on his behalf against a difficulty determined by the flagrancy of the violation. If he fails, the difficulty for the next such roll is increased by +1. If he botches, the vampire he swore to will receive a flash of revelation as to the nature of his betrayal.

Successes – Duration
1 success – One week
2 successes – One month
3 successes – Several months
4 successes – One year
5 successes – Several years or more (Storyteller’s discretion)

If the oath was for a specific action, the duration ends once it is accomplished.
●●●●● Conditioning

Through sustained manipulation, the vampire can make a subject more pliant to the Kindred’s will. Over time, the victim becomes increasingly susceptible to the vampire’s influence while simultaneously growing more resistant to the corrupting efforts of other Kindred.

Gaining complete control over a subject’s mind is no small task, taking weeks or even months to accomplish. Kindred often fill their retainers’ heads with subtle whispers and veiled urges, thereby ensuring these mortals’ loyalty. Yet vampires must pay a high price for the minds they ensnare. Servants Dominated in this way lose much of their passion and individuality. They follow the vampire’s orders quite literally, seldom taking initiative or showing any imagination. In the end, such retainers become like automatons or the walking dead.

System: The player rolls Manipulation + Leadership (difficulty equal to the target’s permanent Willpower) once per scene.

Conditioning is an extended action, for which the Storyteller secretly determines the number of successes required. It typically requires between five and 10 times the subject’s Self-Control/Instinct rating. Targets with more empathic Natures may require a lower number of successes, while those with willful Natures require a higher total. Only through roleplaying may a character discern whether his subject is conditioned successfully.

The Effects of Being Conditioned
Note that Conditioning is never pleasant – it will have a deep and adverse effect on the personality of any character it is used upon. It should not be used on your friends, allies and counsellors unless you want to kill a part of what makes them them.

A target may become more tractable even before becoming fully conditioned. Once the vampire accumulates half the required number of successes, the Storyteller may apply a lower difficulty to the vampire’s subsequent uses of Dominate. After being conditioned, the target falls so far under the vampire’s influence that the Kindred need not make eye contact or even be present to retain absolute control. The subject does exactly as she is told (including taking actions that would injure herself), as long as her master can communicate with her verbally. No command roll is necessary unless the subject is totally isolated from the vampire’s presence (in a different room, over the phone). Even if a command roll fails, the target will still likely carryout part of the orders given, simply because her master wishes it. After the subject is fully conditioned, other Kindred find her more difficult to Dominate. Such conditioning raises others’ difficulties by two (to a maximum of 10). It is possible, though difficult, to shake Conditioning.
The subject must be separated entirely from the vampire to whom she was in thrall. This period of separation varies depending on the individual, but the Storyteller may set it at six months, less a number of weeks equal to the subject’s permanent Willpower rating (so a person with 5 Willpower must stay away from the vampire for just under five months). The subject regains her personality slowly during this time, though she may still lapse into brief spells of listlessness, despair, or even anger. If the vampire encounters the target before that time passes, a single successful Charisma + Leadership roll (difficulty of the target’s current Willpower points) on the part of the vampire completely reasserts the dominance.
If the subject makes it through the time period without intervention by her master, the target regains her former individuality. Even so, the vampire may reestablish conditioning more easily than the first time, since the subject is now predisposed to falling under the Kindred’s mental control. New attempts require half the total number of successes than the last bout of conditioning did (which means the subject reaches the threshold for reduced difficulties sooner, as well).
●●●●● (E) Chain the Psyche

Not content with merely commanding their subjects, some tyrannical vampires apply this power to ensure obedience from recalcitrant victims.

There are two main ways to utilize Chain the Psyche: The first and most common technique inflicts incapacitating pain on a target who attempts to break the vampire’s commands. The second allows the vampire to stop a dominated subject talking about or revealing specific information without forgetting it (see below).

System: The player spends a blood point when her character applies Dominate to a subject. Any attempt that the subject makes to act against the vampire’s implanted commands or to recover stolen memories causes intense pain.

When such an attempt is made, the Storyteller rolls the character‘s Manipulation + Intimidation (difficulty equal to the subject’s Stamina + Self-Control). Each success equals one turn that the victim is unable to act, as she is wracked with agony. Each application of Chain the Psyche crushes a number of resistance attempts equal to the character’s Manipulation rating, after which the effect fades.

Affinity Bonus: Memory Block
When questioned about a memory or detail a vampire with this power would prefer remain secret, a victim suffering under the effects of Chain the Psyche will evade the question without even noticing she is doing it. If pressed, she will discover she cannot say out loud or even write down the blocked information. This is very useful when a servant needs to possess classified data, but the vampire wants to be certain she cannot reveal it, even under torture.

Instead of wracking the victim with agony, a Manipulation + Etiquette roll will lock the memory for a duration dependent on the amount of successes.

Successes – Duration
1 success – One hour
2 successes – One day
3 successes – One week
4 successes – One month
5 successes – One year

Another vampire can unlock it with Dominate by making a Wits + Empathy roll (difficulty equal to the original vampire’s Dominate rating). The subject of this power may make a Willpower roll (at a difficulty equal to the original vampire’s Dominate rating) if he tries to answer a specific question about the blocked memory.
●●●●● ● Mass Manipulation

A truly skilled elder may command small crowds through the use of this power. By manipulating the strongest minds within a given group, a gathering may be directed to the vampire’s will.

System: The player declares that he is using this power before rolling for the use of another Dominate power. The difficulty of the roll is that which would be required to Dominate the most resistant member of the target group — if he cannot be Dominated, no one in his immediate vicinity can.

For every success past that needed to inflict the desired result on the first target, the player may choose one additional target to receive the same effect in its entirety. The vampire needs to make eye contact only with the initial target.
●●●●● ● (F) Possession

At this level of Dominate, the force of the Kindred’s psyche is such that it can utterly supplant the mind of a mortal subject. Speaking isn’t required, but the vampire must capture the victim’s gaze. During the psychic struggle, the contestants’ eyes are locked on one another. Once the Kindred overwhelms the subject’s mind, the vampire moves his consciousness into the victim’s body and controls it as easily as he uses his own. The mortal falls into a mental fugue while under possession. She is aware of events only in a distorted, dreamlike fashion. In turn, the vampire’s mind focuses entirely on controlling his mortal subject. His own body lies in a torpid state, defenseless against any actions made toward it.
Vampires cannot possess one another in this fashion, as even the weakest Kindred’s mind is strong enough to resist such straightforward mental dominance. Only through a blood bond can one vampire control another to this degree. Supernatural creatures also cannot be possessed in this way, although ghouls that have drunk from the vampire using Possession can.

System: The vampire must completely strip away the target’s Willpower prior to possessing her. The player spends a Willpower point, then rolls Charisma + Intimidation, while the subject rolls his Willpower in a resisted action (difficulty 7 for each). For each success the vampire obtains over the victim’s total, the target loses a point of temporary Willpower. Only if the attacker botches can the subject escape her fate, since this makes the target immune to any further Dominate attempts by that vampire for the rest of the story. Once the target loses all her temporary Willpower, her mind is open.

The vampire rolls Intelligence + Empathy (difficulty 7) to determine how fully he assumes control of the mortal shell. Vampires possessing ghouls can use the physical Disciplines the ghoul possesses, but not the mental ones.
Successes – Result
1-2 successes – Cannot use Disciplines
3 successes – Can use Auspex and other sensory powers
4 successes – Can also use Presence and other powers of emotional manipulation
5 successes – Can also use Dementation, Dominate, and other powers of mental manipulation
6+ successes – Can also use Chimerstry, Necromancy, Thaumaturgy, and other mystical powers
Ramifications of Possession
The character may travel as far from his body as he is physically able while possessing the mortal. The vampire may also venture out during the day in the mortal form. However, the vampire’s own body must be awake to do so, requiring a successful roll to remain awake. If the vampire leaves the mortal shell (by choice, if his body falls asleep, through supernatural expulsion, after sustaining significant injury, etc.), his consciousness returns to his physical form in an instant. Once freed from possession, the mortal regains mental control of herself. This can happen in an instant, or the victim may lie comatose for days while her psyche copes with the violation.
The vampire experiences everything the mortal body feels during possession, from pleasure to pain. In fact, any damage the victim’s body sustains is also applied to the character’s body (though the Kindred may soak as normal). If the mortal dies before the vampire’s soul can flee from the body, the character’s body falls into torpor. Presumably this is in sympathetic response to the massive trauma of death, though some Kindred believe that the vampire’s soul is cast adrift during this time and must find its way back to the body.
The Kindred can remain in the mortal’s body even if his own torpid form is destroyed, though such a pathetic creature is not likely to exist for long. At each sunrise, the vampire must roll Courage (difficulty 8) or be expelled from the body. If forced from the mortal body, the vampire tumbles into the astral plane, his soul permanently lost in the spirit world. A vampire trapped in a mortal body may not be “re-Embraced.” If the Embrace occurs to such a creature, he simply meets Final Death.
Note: There is rumored to be an extremely rare Necromancy and Dominate combination discipline that allows Possession to be attempted by a vampire of higher Generation. The infamous Malkavian antitribu terrorist, necromancer and deranged mastermind known as ‘Bill’ was one such creature who tormented the Praxis of Los Angeles for years until a cadre of Assamite assassins finally caught up to him. With his destruction, it will likely take decades of digging through occult lore to rediscover it…
●●●●● ●● Still the Mortal Flesh

Despite its name, this power may be employed on vampires as well as mortals, and it has left more than one unfortunate victim writhing in agony — or unable to do even that.

A vampire who has developed this power is able to override her victim’s body as easily as his mind in order to cut off his senses or even stop his heart. It is rumored that this power once came more easily to the Kindred, but modern medicine has made the bodies and spirits of mortals more resistant to such manipulations.

System: The player rolls Manipulation + Intimidation (difficulty equal to the target’s Stamina + Instinct/Self-Control; a difficulty over 10 means that this power cannot affect the target at all). The effect lasts for one turn per success. The player must choose what function of the target’s body is being cut off before rolling.
She may affect any of the body’s involuntary functions; breathing, circulation, perspiration, sight, and hearing are all viable targets. While Still the Mortal Flesh is in effect, a vampire can either stop any one of those functions entirely or cause them to fluctuate erratically.

The exact effects of any given bodily function being shut off are left to the Storyteller. Most mortals panic if suddenly struck blind, but only the shutdown of the heart will kill a target on the spot. Vampires are unaffected by loss of heartbeat or breathing, but may be rendered deaf and blind as easily as mortals.
●●●●● ●● (G) Far Mastery

This refinement of Obedience allows the use of Dominate on any subject that the vampire is familiar with, at any time, over any distance. If the elder knows where his target is, he may issue commands as if he were standing face- to-face with his intended victim.

System: The player spends a Willpower point and rolls Perception + Etiquette (difficulty equal to the subject’s Wits + Stealth) to establish contact. If this roll succeeds, Dominate may be used as if the character had established eye contact with the target. A second Willpower point must be spent in order for a vampire to use this power on another vampire or other supernatural being.

Affinity: Daughters of Cacophony, Gangrel, Gargoyles, Ravnos, Samedi, Ventrue

All vampires shrug off wounds that might kill mortals. But vampires with Fortitude become veritable juggernauts, unstoppable by anything but fire and sunlight. Every vampire manifests Fortitude differently. Most simply possess unusually durable flesh; nothing punctures their statuesque beauty. Others ignore the trauma: their alabaster bodies continue to move regardless of their raggedly gaping wounds. No matter how Fortitude manifests, it’s a frightening prospect to any mortal witness.

System: A character’s Fortitude rating adds to all her Stamina-based dice pools, including her soak rating for bashing and lethal damage. A vampire may use her Fortitude dice as a soak pool against aggravated wounds, which vampires typically have no recourse against.

Additionally, once per turn, she may spend a blood point to automatically soak her Fortitude in damage, instead of adding it to her Stamina. This can be used to soak aggravated damage as well, but not damage from fire or sunlight.

Affinity Bonus: Activating Fortitude in this way does not count against a vampire’s Generational blood expenditure limit.


This power blesses the vampire with a remarkable degree of tenacity and resilience. Like a reed that bends but does not break in a storm, her body endures physical assaults and traumas that would break lesser beings.

System: The vampire passively benefits from one level of Armor per dot of Fortitude they have, halved and rounded up. This does not stack with any mundane source of Armor (such as a bulletproof vest).

Spending a blood point and a Willpower point allows the character to add their Fortitude rating in additional Bruised Health levels for the duration of the scene. Bashing damage suffered will disappear when the extra health levels do. Lethal and aggravated damage on the other hand…will not. Excessive lethal damage will send a vampire into torpor. Excessive aggravated harm will send them into Final Death, once the scene ends.
●● (B) Sensory Shield

A vampire using this power supernaturally hardens his senses against injurious input. The vampire cannot be blinded by spotlights or sudden bursts of radiance, or deafened by explosions or gunfire.

System: Spending one blood point activates this power for a scene. Mundane sources of overwhelming sensory input, such as searchlights, muzzle flash or pepper spray have no effect, even if sensory-enhancing powers like Heightened Senses are in use.

The effects of supernatural sensory attacks or unusual circumstances (like being at ground zero for a massive explosion) may be soaked with the vampire’s Fortitude dice, with each success reducing the effect or duration of the sensory damage, or negating it all together.
●● (C) Fortify the Inner Façade

The vampire gains a mystical ability to resist any attempts to sway them through mundane charms, coercion, and wiles. Some exhibit Mental Toughness as Zen-like calm, others as supernatural stubbornness.

System: The user adds their dots in Fortitude as extra dice in any roll made to resist coercion, intimidation, seduction, or any other attempt to sway the user’s mind against their will. This power also works against supernatural abilities such as Dominate and Presence.
●●●● (D) Brace for Impact

With this power, a vampire may plant her feet solidly on the ground and ensure that she cannot be moved by anything weaker than herself. Even being hit by the charge of a fully armored knight (or a Cadillac) won’t easily ragdoll or knock her down.

This power only helps the character soak physical impacts that affect the entire body; car crashes, explosions, crushing pressure, vacuum decompressions or being struck with large objects. The character must also expect the impact, so she can brace against it. It does not help against normal combat damage such as claws, fists bullets or blades. It does not grant extra protection against fire, electricity, sunlight or other energy-based sources of damage.

System: This power is innate once learned, though it requires an Instant action for the vampire to prepare herself. Until the vampire moves from her braced position, she is almost impossible to budge by normal means. In any roll to avoid being moved, knocked down or soak massive physical impacts, the player gains a number of automatic successes equal to the character’s Fortitude rating.

When soaking damage with this power it does not double dip Fortitude – instead it gives the benefit of having spent a blood point to activate it for free.
●●●●● (E) Prowess from Pain

Injuries and impairments now only fuel the powers of the vampire, who grows stronger and faster from each blow, rend, or tear received. Only utter destruction can stop one who calls upon this Fortitude power.

System: Spend 2 blood points and 1 Willpower points. Upon activating the power the vampire no longer suffers any dice penalties from Health damage sustained. They will not collapse upon being Incapacitated – only Final Death or Torpor can stop them now.

Additionally, they can increase one Physical Attribute by one dot the first time they reach a new injury category during a scene (Bruised -> Hurt -> Injured -> Wounded -> Mauled -> Crippled -> Incapacitated) damage on their Health track.

The vampire’s Attributes cannot exceed a value equal to their usual Generational maximum +1, which for most vampires of 8th and higher Generation, will be a rating of 7.
●●●●● ● (F) Flesh of Marble

The skin of an elder who has developed Flesh of Marble becomes in essence a sort of flexible stone. The power of the Blood causes the skin of the vampire to harden, taking on a marble-like sheen that is still supple but stops almost any blow.

A vampire using this power is almost impossible to destroy outright by conventional weapons, barring a lucky blow or physical restraint.

System: The player spends 2 blood points to activate Flesh of Marble, which goes into effect instantly. The effects of the power last for the remainder of the scene.

While the power is functioning, the damage of all lethal attacks are halved and rounded down, and no single bashing attack can inflict more than a single level of bashing damage on the vampire.
●●●●● ●● (G) Repair the Undead Flesh

Traditionally, sunlight, fire and the fangs of Lupines and other vampires are the banes of Cainites. An elder that has achieved this great a mastery of Fortitude can heal from the ravages of such assaults more quickly than their enemies would imagine possible.

System: This power is always in effect. It makes aggravated damage much easier to repair – the need for Willpower and rest is waived and the player need spend only 5 blood points per aggravated health level.
●●●●● ●●● (H) Adamantine

At this phenomenal level of Fortitude, the vampire’s skin is like steel, and is just as durable. He can touch white-hot metals without suffering harm, and his hands and legs are as unto warhammers.

System: Spend two blood points to activate Adamantine for the scene. Outside of combat situations, the vampire suffers no damage from mundane temperatures, cuts, or impacts. While a tongue of flame will still affect him, he can forge softened metals with his bare hands.

Additionally, his unarmed attacks cause Strength + Fortitude + Potence in bashing damage and may block any bashing, lethal, or aggravated attack with his bare hands.
●●●●● ●●●● (I) Eternal Vigilance

Though vampire legends disagree on a number of points, almost all support the theory that the undead must take rest each day from dawn until sunset. Even the most determined vampire cannot resist the arms of slumber during daylight hours. A Cainite methuselah mastering this application of Fortitude can remain active during daytime, functioning almost as effectively as if it were darkest night.

Note that this doesn’t give any further protection from the sun’s effects beyond Fortitude’s normal benefits.

System: The player makes a Humanity/Path roll (difficulty 6); each success indicates how long the vampire may remain awake before another roll is needed, as shown below. Failure indicates that the character is still trying to rouse himself and may try again next turn (however, a second failure puts him back to sleep unless something else happens to awaken him later). On a botch, he sleeps the sleep of the dead straight through to the middle of the next night.

Successes – Result
1 Success – One turn.
2 Successes – One minute.
3 Successes – One hour.
4 Successes – Several hours.
5+ Successes – All day.

The player may instead have the vampire spend a Blood Point to awaken immediately (this is particularly useful if there are intruders in the Cainite’s haven, intent on mischief). In this case, the character rouses instantly, fully alert for a number of turns equal to his Stamina + Humanity/Path. If he wishes to stay awake after that point, another Blood Point or roll is necessary, as above.

The player uses this system to determine wakefulness whether the character consciously decides he wants to stay awake in the coming day or is roused by activity near his haven.

Normally, a vampire awake during the day cannot have a Dice Pool greater than his current Humanity/Path rating. With this power, a vampire can have a Dice Pool maximum equal to his Humanity/Path + his current Wilpower.

Affinity: Daughters of Cacophony

Named for Melpomene, the Greek Muse of tragedy, the unique Discipline of the Daughters of Cacophony is one of speech and song. The powers of this Discipline explore the various uses of the voice for both benefit and harm. As is the case with mortal art, it is not always clear which of those directions these powers take. No character may have a rating in Melpominee higher than her Performance rating. Melpominee affects the subject’s soul as well as the ears; thus, it works perfectly well on deaf subjects, and has caused at least one known breach of the Masquerade due to this effect.

Additionally, the powers of Melpominee work only on those who are present when it is used — Daughters of Cacophony cannot record Melpominee effects, send them across radio waves, or have them streamed over the Internet. Daughters of Cacophony can use some of the powers of the Melpominee Discipline in concert, as it were.

If more than one Siren uses the same level of this Discipline simultaneously, the difficulty for the roll falls by one for each Daughter involved beyond the first. The difficulty cannot fall lower than 3, however. The Discipline levels that can benefit from this rule are noted below.

The Missing Voice

The character can “throw” her voice anywhere within her line of sight. This enables the Daughter to carry on surreptitious conversations, sing duets with herself, or cause any number of distractions. This power can also be combined with other Melpominee powers to disguise their source (and some Daughters use it to conceal the fact that Melpominee powers do not function through recorded media).

System: This power functions automatically as long as the character wills it. However, using The Missing Voice while performing any action other than speech or singing incurs a penalty of two dice on that action due to the disruption of the character’s concentration.
(A) Tune Out

With this power the Kindred can dull their senses enough to avoid the effects of any sonic attacks or distractions. She simply picks what she wants to hear, such as conversation, and ignores loud alarms or white noise.

System: This power works at the will of the power user. She can tune out background noise to hear conversations without any penalties, or eliminate painfully loud alarms.

However, when the power is activated the user cannot hear anything except for the sounds she has decided to hear. This might mean she can only hear the conversation she is having in a loud club, but not the music or background voices. Unfortunately, as she has to specify what she can hear, she will be unable to adjust the power to hear any new sounds unless she knows they are there. So she can easily add a new voice to a conversation when she sees someone join, but not hear someone talking behind her or hear a new alarm going off.
●● Phantom Speaker

The Daughter can project her voice to any individual she has personally met. Distance is no object, but it must be night wherever the target presently is.

System: The player rolls Wits + Performance (difficulty 7) and spends a blood point. Each success allows one turn of speech; three or more successes allow speech for an entire scene.

The vampire can sing, talk, or otherwise project her voice in any way she sees fit (including other uses of Melpominee), but she cannot hear what she is saying, and therefore suffers a +1 difficulty to any rolls accompanying her utterance.

Example, the vampire could project her voice to an enemy in an attempt to intimidate him, but would suffer a +1 to the difficulty of the Charisma + Intimidation roll.
●● (B) Silent Voice

By pitching her voice impossibly high, the Daughter of Cacophony can use her powers inaudibly. This means that powers that rely on the voice to cause harm can be done in silence.

System: In most cases this power works whenever the user wants it to with no roll. However, as it involves sound outside even most supernatural ranges, those with Auspex equal to or greater than the Daughter’s Melpominee are allowed a test to try and detect it (Perception + Awareness at difficulty 8).
●●● Madrigal

Music has the power to sway the listener, engendering specific emotions through artful lyrics, pounding crescendo, or haunting melody. The Daughters of Cacophony can tap into music’s power, forcing listeners to feel whatever they wish. The emotion becomes so powerful that the listener must act, though what a listener does isn’t something the Siren can directly control.

System: The player rolls Charisma + Performance (difficulty 7). Each success instills the chosen emotion in a fifth of the Kindred’s audience (more than five successes have no additional effect). The Storyteller decides precisely which members of the audience are affected.

Characters may resist this power for the duration of the scene with the expenditure of a Willpower point, but only if they have reason to believe that they are being controlled by outside individuals. The song the vampire sings must also reflect the emotion she wishes to engender — no one’s going to mob the concert security no matter how well she sings “High Hopes,” but they might if she performs “I Predict a Riot.”

Affected individuals should act in accordance with their Natures — enraged Conformists would join a riot but not start one, aroused Bravos may force their attentions on the object of their desire, and jealous Directors may send cronies after their rivals.

Multiple Daughters may use this Discipline in concert.
●●● (C) Virtuosa

Most of the low-level Melpominee powers can only be used on one target at a time. When the Daughter reaches this level of mastery in her Discipline, she can “entertain” a wider audience. Each member of the audience hears the same message.

System: The Daughter may use Phantom Speaker or Siren’s Beckoning on a number of targets equal to her Expression. The player must spend one blood point for every target.
●●●● Siren’s Beckoning

The Daughters of Cacophony don’t spread madness as surely (or as visibly) as the Malkavians, but their songs are definitely detrimental to one’s sanity. With this power, the Daughter can drive any listener to madness. Most of the time, the victim is too fascinated to realize that he should leave the area and block out the music from his mind.

System: Siren’s Beckoning requires an extended, resisted roll. The player rolls Manipulation + Performance (difficulty equal to the target’s current Willpower); the victim resists with a Willpower roll (difficulty equal to the singer’s Appearance + Performance).

If the singer accumulates five more successes than the victim at any point, the hapless soul acquires a new derangement or Psychological Flaw of the Storyteller’s choice. This derangement normally lasts for one night, with an additional night per success over five. With a total of 20 net successes, the Daughter can make it permanent.

Multiple Daughters may use this Discipline in concert.
●●●● (D) Mosh Pit

This rather dangerous power can be used to inspire frenzy in any supernatural creature prone to such a thing (such as vampires and werewolves). The Daughter sings with chaotic passion and reckless defiance, such that her target finds it hard not to lose themselves to their most violent urges.

System: The Daughter spends a blood point and makes a Charisma + Performance roll at a difficulty of her choosing. If she is successful, her target must make a roll to resist frenzy at the same difficulty. If a frenzy is inspired, it plays out as normal.

The Daughter has no control over the target beyond triggering the frenzy. Other Melpominee powers might allow the Daughter to effect multiple targets.
●●●●● Primal Scream

This time the Daughter’s song is one of terror, not rage. It is awe inspiring and makes her appear frightening in the extreme. Her target becomes terrified beyond belief.

System: The Daughter spends a blood point and makes a Manipulation + Performance roll at a difficulty of her choosing. If she is successful, her target must make a roll to resist Rötschreck at the same difficulty. If a  Rötschreck is inspired, it plays out as normal.

The Daughter has no control over the target beyond triggering the Rötschreck. Other Melpominee powers might allow the Daughter to effect multiple targets.
●●●●● (E) Haunting Melody

The Daughter can use this power to leave a tune hanging in the air in a certain place. Anyone visiting this area can perceive the tune quietly on the breeze, or just on the edge of their hearing. Unfortunately, the tune carries madness, and those who hear it can lose their minds if they are not careful.

System: The Daughter picks a derangement and makes a Manipulation + Performance roll at a difficulty of her choosing. For each success she gets, the song she sings will remain quietly hanging in the area for one day. Anyone entering the area must make a Willpower roll at a difficulty equal to the one the Daughter picked to use the power. If they fail, they suffer the effects of the derangement the Daughter picked for the rest of the night. If they botch the roll, the derangement does not fade and must be removed as if it was permanent.
●●●●● Shattering Crescendo

The Daughter can sing powerfully enough to rend flesh, split skin, and crack bone. While some Kindred unfortunate enough to witness this power make reference to the fact that even mortal singers can shatter glass at the right frequency, others note that volume and intensity don’t seem to matter when a Daughter employs Shattering Crescendo. The Siren can sing a soothing lullaby and still kill a target.

System: Use of this power requires that the victim be within hearing range (characters with hearing difficulties — or Heightened Senses — are affected at the same range as other victims). The player spends one blood point and rolls Manipulation + Performance (difficulty of the target’s Stamina + Fortitude). Each success inflicts one health level of aggravated damage, which may not be soaked. If using this power on an inanimate object, the Storyteller determines how many dice (if any) the object may use to “soak” and how many successes are needed to completely shatter it.

Multiple Daughters may use this Discipline in concert.
●●●●● (F) Persistent Echo

The Daughter can sing, speak, or even use a Melpominee power and leave the effect hanging in the air, waiting for someone to come along and hear it. The character can control who can trigger her latent song, meaning that combined with Shattering Crescendo or Siren’s Beckoning, this power can be used as a trap.

System: The player rolls Stamina + Performance (difficulty 8) and spends a blood point. Each success yields one turn of speech that may be left to be heard later. If the player wishes to time-delay another Melpominee power, the roll for that power must be made at +1 difficulty. The echo stays suspended for a maximum number of nights equal to twice the vampire’s Stamina + Performance before fading.

The Kindred may choose to make the echo audible to anyone who stands in her position for the duration of the power — in effect, an endlessly looped mystic recording. Conversely, she may choose for it to fade away once it is heard for the first time. She may also choose to leave it dormant until activated by the presence of a specific individual with whom she is familiar. If the echo is made a one-time-only effect, all traces of the power disappear once the vampire’s words echo to the intended recipient.

If a character uses Heightened Senses in an area where an “unactivated” echo exists, he will hear a faint murmur. Three successes on a Perception + Occult roll (difficulty 8) are necessary to hear the message, and a botch on this roll will deafen the listener for the rest of the night.

Multiple Daughters may use this Discipline in concert.

Affinity: Kiasyd

Whatever odd commingling of blood which produced the Kiasyd has led to a number of weird effects, not least of which is the Mytherceria Discipline. This collection of powers mimics the abilities of faeries — or at least, that’s the best guess of the Kindred who are familiar with it.

The Kiasyd use this power to alter and beguile the minds of their foes, as well as to force others to tell the truth. The Kiasyd do not, in general, teach this Discipline to those outside the bloodline, and supposedly it would require oaths sworn on the lifeblood of the student to learn.


The Kiasyd can cleave truth from lies. The exact effect varies from vampire to vampire. Some Kiasyd experience bleeding from the eyes or ears when they hear a lie, while some Weirdlings’ eyes glow when told a falsehood. Whatever the effect, this power detects lies, not mistakes, meaning that a target has to know he is lying in order for this power to work.

System: The Kiasyd may reflexively roll Wits + Empathy vs a difficulty of the target’s Manipulation + Subterfuge after listening to someone in conversation. Even one success will reveal to the Kiasyd whether the target’s last statement was a deliberate lie. Note that this power does not provide any insight into what the truth might be, nor does it enable the vampire to tell if a target is simply stating something false that he believes to be true.
Darkling Trickery

Darkling Trickery leverage’s the elusive Kiasyd’s affinity with the realm of the Fae. The power allows its wielder to create a brief but unsettling illusion that upsets the normal, expected reality.

These strange, whimsical effects can range from disturbing whispers, sudden, chilling screams that seem to come from nowhere, to small, darting shadows that move against the natural light, and even to a swift, eerie flash of light akin to a floating ball of swamp gas. The most extraordinary displays might manifest as a fleeting glimpse of a fantastical creature or a UFO in the sky, visible for only the briefest of moments before it vanishes. These are not true manifestations but phantasmal echoes of the Fae, intended to create distractions, evoke fear or simply confound observers.

System: To activate Darkling Trickery, the player spends a point of Willpower and then rolls Manipulation + Occult, the difficulty depending on the complexity and realism of the illusion. The number of successes determines the effectiveness and believability of the illusion, with a single success creating a simple distraction (a fleeting shadow, a sudden light) and multiple successes leading to more intricate illusions (a visible, though not believable, UFO).

The illusions only last for a few seconds, and while they can be disorienting or mildly threatening, they do not cause any physical harm (though may inflict circumstantial penalties to the target’s current action at the Storyteller’s discretion). The effects are immediate and can be witnessed by anyone in the vicinity, though their interpretation of the event may vary wildly.

Observers can attempt to resist or see through the illusion with a contested roll of Perception + Occult against the initial Manipulation + Occult roll.
●● Fae Sight

The Kiasyd’s knowledge of magic isn’t just theoretical. Their strangely-colored eyes are capable of detecting the arcane energies of the fae, as well as magic from other, more esoteric sources. They are not, however, capable of using this power to detect the residue of ghosts or vampiric magic.

System: The Kiasyd sees faeries and other fae-touched mortals for what they really are, with no roll required. Additionally, the player can detect any form of magic that does not stem from ghosts or the undead, including magic from mages, werewolves, and other such odd sources. The character can recognize these for what they truly are, provided he has seen similar effects before.
●● (B) Dreamstalker

Weirdlings enjoy exerting control over their victims, even in dreams. A Kiasyd who whispers into the ear of an unconscious victim may implant fantastic or frightening thoughts that remain with the sleeper after waking. The dreams Kiasyd insert in victims’ minds can be anything from seemingly disparate elements (you will repeatedly see eagles and pink umbrellas) to intact narratives (you will dream of your husband chasing you around town with an axe). Kiasyd have been known to use this power to compel victims to react to stimuli planted in their path, seeing features from their dreams as symbols of good luck, or potential disaster.

System: The player rolls Manipulation + Expression (difficulty the victim’s current temporary Willpower rating) as she commands the sleeper to dream whatever elements she narrates. The effect manifests in the victim’s behaviors once woken, effecting concentration (difficulty of extended actions increases by two) and potentially stimulating the victim in a positive (the victim responds favorably to subjects from his dream) or negative way (the victim must make a Willpower roll to remain in the presence of what he dreamt) for a duration dependent on the number of successes achieved by the player.

1 success – One turn
2 successes – One hour
3 successes – One night
4 successes – One week
5 successes – One month
●●● Aura Absorption

The Kiasyd is capable of seeing images of events and emotions past by touching an object or an area. However, unlike the Auspex Power The Spirit’s Touch, this power absorbs the images, making them harder for other beings with similar powers to access. Anyone attempting to use this power, Spirit’s Touch, or a similar ability to see what the Kiasyd has seen finds that the images are hard to hold, slipping through his mind’s eye like minnows through a stream.

System: The player must make a Perception + Empathy roll. The difficulty is determined by the Storyteller based on the age of the impressions and the mental and spiritual strength of the person who left them. The number of successes determines the amount of information gained, both in terms of images of the scene when the object was being held or touched, and the nature of the person who was holding the object.

One scene-type image and one aspect of the person’s identity (Nature, Demeanor, aura, name, sex, or age) becomes clear for each success the player garners on the roll. Anyone attempting to use this power or The Spirit’s Touch on the same object subsequently must accumulate more successes than the Kiasyd did to get any impression at all. The first Kiasyd’s successes subtract from the number of successes scored by anyone trying to read the object thereafter.
●●● (C) Ephemeral Glamour

The Kiasyd can briefly manipulate the ethereal energies of their vampire and fae heritage, creating a transient illusion that adds a certain mesmerizing quality to their appearance.

Their eyes may shimmer with an entrancing glow, their skin might radiate a spectral aura, or their features could momentarily shift into an otherworldly allure. This power doesn’t serve as a disguise but adds a certain level of intrigue or intimidation to the Kiasyd’s presence, subtly influencing the perceptions of those they interact with.

System: The player spends one Willpower point and rolls Appearance + Performance (difficulty 8). Succeeding causes the Kiasyd’s chosen illusion to take effect for a scene, which may add one die (per success) to either an Intimidation, Leadership or Seduction-based dice pool.

This doesn’t alter their physical appearance but does modify how they are perceived. One success creates a subtle effect, barely noticeable unless drawn attention to, whereas five successes would elicit a truly captivating glamour. Failure results in a momentary eerie or uncanny vibe, while a botch could cause an unintended and possibly disturbing effect, like their eyes glowing ominously red or their skin momentarily appearing spectral and deathly.
●●●● Chanjelin Ward

The vampire inscribes a ward on an object, a location, or a person. That ward disorients and befuddles anyone that sees it, meaning that even if an intruder can penetrate a Weirdling’s security and steal an object of value, he’s unlikely to be able to find his way to the exit. Spiteful Kiasyd use these wards as punishment — one story tells of a Weirdling that drew a ward on an enemy’s shirt as dawn approached, and then watched (from safety) as the unfortunate vampire burned in the sun, unable to remember which way to run.

System: The vampire creating the ward inscribes the symbol in a visible location — on a library door, bookshelf, or an individual’s clothing — and the player rolls Intelligence + Larceny (difficulty 7 for inanimate objects, or the subject’s current Willpower +2). Anyone entering the warded area or touching the warded object loses two dice from her Intelligence dice pools as long as she maintains contact with or proximity to the ward. Additionally, anyone seeing the ward becomes addled and lost unless she succeeds on a Wits + Investigation roll (difficulty 8). The Kiasyd is immune to his own wards. The glyphs last for a duration indicated by the number of successes on the Intelligence + Larceny roll:

Successes – Duration
1 success – One hour
2 successes – One night
3 successes – One week
4 successes – One month
5 successes – One year
●●●● (D) Fey Step

Drawing on the subtle echoes of their fae lineage, the Kiasyd can harness the unpredictable energies of the fairy realms, enabling them to move about their Haven in ways that defy mortal understanding. With a Fey Step, the Kiasyd seems to momentarily vanish from a drawing room or staircase, only to reappear instantaneously within a close vicinity.

Fey Step can only be used within a Kiasyd’s Haven.

System: To activate Fey Step, the player declares their intent to do so at the start of a round (prior to Initiatives) spends a blood point and makes a Dexterity + Occult roll, with a difficulty of 5. Each success improves the Kiasyd’s Initiative and allows them on their turn to instantly move up to five feet in any direction within their Haven, even if that path is obstructed by physical barriers like walls or doors, as long as they know where they’re going.

The Kiasyd can’t use Fey Step to appear inside a solid object or space occupied by another creature, and if they attempt to do so, they are shunted to the nearest unoccupied space, suffering one level of aggravated damage. A botch on the roll may place the Kiasyd in a dangerous or unintended location at the Storyteller’s discretion.

This power can be disorienting to intruders, who must make a successful Perception + Alertness roll (difficulty 3 + the Kiasyd’s successes) or spend a round puzzling out what just happened (during which they may defend themselves if attacked but do nothing else).
●●●●● Steal the Mind

Legends tell of the Fair Folk taking the memories and faculties of their victims, leaving these hapless people drooling idiots for the rest of their lives. While modern thinking is that these stories actually referred to stroke victims, certain fearsome Kiasyd display a power with a similar effect.

The victim of Steal the Mind loses his memories and all knowledge he has accumulated. The Kiasyd gains these memories for a short time, and generally uses this time to inscribe them before they revert to the original owner… assuming the Weirdling lets that happen.

System: The player spends 1 blood points and selects a mortal or supernatural target and rolls Perception + Larceny (difficulty equal to the target’s Wits + Subterfuge). While the Kiasyd has “stolen” her subject’s mind, she retains her own consciousness, but has complete access to all of the subject’s thoughts and memories. Subjects have no knowledge that they have been affected in this manner, though any attempts to harm them — by the Kiasyd or anyone else — return their wits to them immediately. Subjects have no access to their Knowledges while this power is active, but Talents and most Skills (those that work on muscle memory) are still present.

The number of successes determines the duration of the effect, though the Kiasyd may return the subject’s mind at any time before this period ends. If the victim dies before the memories return, the Weirdling keeps them. If the Kiasyd kills the target to keep his memory, the character may need to roll for degeneration depending on what Path they follow — Kiasyd on Humanity must always roll.

Successes – Duration
1 success – One turn
2 successes – Ten minutes
3 successes – One hour
4 successes – One night
5 successes – One week
●●●●● (E) The Riddle Phantastique

The Kiasyd whispers a riddle to an opponent, and the riddle consumes his mind. The target can do nothing until he solves the riddle, and no one can help him — answers provided by others, even correct answers, fail to counteract this affliction.

System: The player rolls Manipulation + Occult (difficulty of the victim’s Wits + Occult). After a successful roll, the victim can do nothing but sit and ponder the Riddle until she accumulates three times the riddler’s successes. The subject rolls Intelligence + Enigmas (difficulty 8, plus or minus the number of derangements the victim has, at the Storyteller’s discretion). She makes this roll as soon as she is told the Riddle, and then once per hour until she has gathered enough successes.

Should the victim botch on a roll to solve the Riddle, she takes one level of lethal damage as the mystical enigma racks her body, and she loses all successes from the accumulated total. This damage cannot be healed until the Riddle has been solved. The riddler can end this trance by telling the victim the answer, but no one else can.
●●●●● ● Absorb the Mind

This power, similar to Steal the Mind, allows the vampire to absorb Abilities from her victim. These traits are transferred permanently; the victim loses the knowledge, and the Kindred gains it. Absorb the Mind is an extremely invasive and insidious power, the vague rumors of which are largely responsible (fairly or not) for the Kiasyd being unwelcome in many Domains. Fortunately only a bare handful of Kindred in the world know of it.

Using this power on another human or vampire involuntarily will forever alter a Kiasyd’s aura – lending it a very faint, yet somehow unpleasant shade of reddish-green.

The most benevolent known use of this power involved a Kiasyd elder paying a Caitiff scholar a great deal in money and boons to research a particularly obscure and dangerous subject for her – whereupon the elder ‘absorbed’ the details from the Caitiff’s mind at a later date. Then again, who can nkow if she didn’t take much more than that?

System: The player rolls Perception + Larceny (difficulty equal to the target’s Intelligence + Subterfuge). The target may resist with a Willpower roll (difficulty equal to the Kiasyd’s current Willpower). The difference between the two determines the effect. If the target gets more successes, he resists completely and the Kiasyd may never use Absorb the Mind on this target again. The Kiasyd, if successful, may select a combination of Abilities to her satisfaction.

Taking some of a victim’s Ability dots may leave a remainder — the Kiasyd need not take all of a subject’s dots in a given Ability. For example, a character with three dots in Occult, from whom a Kiasyd steals one, retains an Occult of 2. If a Kiasyd takes fewer dots than she already has in a given Ability, these points do not serve to raise her own rating. (In the previous example, the Kiasyd would not increase his Occult rating if he already had a rating of one or more, as he took only one dot.) If the Kiasyd fails in an attempt to use this power on a target, no subsequent attempt can be made on that target for a year and a day.

In all cases, the maximum to which the Kiasyd can raise an Ability is the level the target has in that Ability, so if a victim has only one dot in Law and the Kiasyd gets 2 successes, she can’t gain 2 dots in Law. Generational restrictions apply.
●●●●● ● (F) Sacrifice to Nightmare

Kiasyd who know their connection to the Abyss also know it’s necessary to keep the entities within content, and doing so occasionally requires a sacrifice. Pragmatic Weirdlings reason “If we need to sacrifice lives, why not the lives of those we hate?”

After painting the interior walls of a pitch-black chamber with fae sigils, the Kiasyd seals a sacrifice inside the room. Within seconds, the tentacles and snapping jaws of the Abyss reach through, and consume whatever offering has been provided. Those schooled in Abyss Mysticism believe the nightmare entity to be a part of the summoner, as it ceases to exist if it leaves the chamber emblazoned with the Kiasyd’s sigils and blood. Sacrifices who survive over a minute in the chamber are supposedly given the honored treatment of being diablerized by Kiasyd without, but Weirdlings sniff at such vulgar claims.

System: The vampire must inscribe a Chanjelin Ward within a room, where it has the same effects as usual. The Kiasyd must then spend two blood points to summon a tangible nightmare from the Abyss before exiting the room, leaving her sacrifice behind. The nightmare is a tentacled, many-mawed creature, which cannot exist outside the sacrificial chamber for longer than a single minute.

The nightmare’s four independent tentacles each deal lethal (the Kiasyd’s Strength +1) damage through constriction, which can be resisted with an opposed Strength roll (difficulty 6 for each tentacle). The nightmare’s mouth deals aggravated (the Kiasyd’s Strength +2) damage after successfully grappling the sacrifice with its tentacles. The nightmare has equal health levels and resistances to the summoner, who can soak damage with Stamina and Fortitude. Damage inflicted on the nightmare does not affect the summoner.

Affinity: Giovanni, Assorted Other Disreputables

Necromancy is both a Discipline and a school of blood magic devoted to the command of the souls of the dead. It’s similar to Thaumaturgy in that it has several “paths” and accompanying “rituals” rather than a strict linear progression of powers. The study of Necromancy is not widespread among the Kindred, and its practitioners — primarily the Giovanni — are shunned and despised for their foul practices (until those practices become useful, of course).

Over the centuries, the various schools of vampiric Necromancy have evolved and diversified from an earlier form of death magic, leaving several distinct paths of necromantic magic available to Cainites. Nearly all modern necromancers learn the Sepulchre Path first before extending their studies to other paths. The primary Necromancy path increases automatically as the character increases her overall Necromancy rating. Other paths must be bought separately, using the experience costs for secondary paths. 

Like Thaumaturgy, Necromancy has also spawned a series of rituals. While not nearly so immediate in effect as the basic powers of Necromancy, Necromantic rituals can have impressive long-term effects. Unsurprisingly, the elements of Necromantic ritual are things like long-buried corpses and hands from the cadavers of hanged men, so obtaining suitable materials can be quite difficult.

System: A Cainite necromancer must learn at least three levels in his primary path before learning his first level in a secondary Necromancy path. He must then master the primary path (all five levels) before acquiring any knowledge of a third path.

As with Thaumaturgy, advancement in the primary path costs the normal experience amount, while study of additional Necromantic paths incurs an additional experience-point cost . Because Necromancy is not quite so rigid a study as Thaumaturgy is, the rolls required to use Necromantic powers can vary from path to path and even within individual paths. The commonly-learned Sepulchre Path is presented first, with the remaining paths presented in alphabetical order.

Necromancy and Blood Magic will receive their own, separate update soon.

Sepulchre PathThrough the Sepulchre path, the vampire can witness, summon, and command the spirits of the dead. At higher levels, the necromancer can force the ghost to remain in a particular place or object, or even damage wraiths directly. Since many other areas of Necromancy involve dealing with ghosts, this is the most common path for necromancers to start with.

Note: If a Kindred uses a Sepulchre Path power in the presence of something of great importance to the ghost the power affects, the chances for success in the summoning increase dramatically (reduce the difficulty by 2). This might be the bathtub in which the ghost’s mortal body was drowned, the rusted-out wreck of the car where the ghost’s physical body was trapped alive, or something unrelated to the ghost’s demise, such as a favorite book or a child-ghost’s beloved nursery.
Ash PathThe Ash Path allows necromancers to peer into the lands of the dead, and even affect things there. Of the paths of Necromancy, the Ash Path is the most perilous to learn, because many of the path’s uses increase a necromancer’s vulnerability to wraiths.
Bone PathThe Bone Path is concerned primarily with corpses and the methods by which dead souls can be restored to the living world — temporarily or otherwise.
Cenotaph PathPractitioners of the Cenotaph Path are primarily concerned with discovering or forging links between the living world and the Shadowlands. It functions on the principle that a Kindred, already a corpse, is an unnatural bridge between the living and the dead, and the necromancer can use this to find other, similar linkages.

The basic rudiments of the Cenotaph Path function easily enough once the Kindred learns to attune himself to these connections. Advanced mastery of the path usually entails some brief ritual to forge artificial connections, either through focusing unsavory passions or commanding this world and the Shadowlands together.
Corpse PathThis path enhances the necromantic understanding of the unliving form and allows the user to fully experience the corpse as a gateway between life and death. The path lets the vampire apply some of a corpse’s traits to a vampire, and she can enhance or reduce these traits at various levels of the power.
Grave’s DecayThis path is derived from the observation of the working of time on all things mortal. Stone crumbles and the corpse rots away to nothing. Indeed, for the undying, the process of decay is a fascinating disease that afflicts everyone and everything save them. Under this path, a practitioner of Necromancy channels that force.
Haunting PathThe Path of Haunting revolves around the ephemeral nature of the Shadowlands and the fascination associated with death. Night terrors, haunting apparitions, spirit wisps and even the power to unleashing tormenting ghosts are all found within this path.
Vitreous PathThe Vitreous Path allows a necromancer to control and influence the energies pertaining to death. This extremely rare path manipulates entropy, a force that even most necromancers are uncomfortable harnessing.

The Vitreous Path makes a formidable complement to the necromantic craft, and those obsessed with mastery over death and souls would certainly risk much to uncover this path’s secrets.

Affinity: Assamites, Baali, City Gangrel, Followers of Set, Malkavians, Nosferatu, Samedi, Tlacique

Obfuscate is the uncanny ability for Kindred to conceal themselves from sight, sometimes even in full view of a crowd. An Obfuscated vampire doesn’t actually become invisible, however — rather, he is able to delude observers into believing that he has vanished. Obfuscate also allows Kindred to change their features and conceal other people or objects. At higher levels, the vampire can actually fade from sight so subtly that those nearby can’t actually recall the moment at which she left.

  • Typically vampires using Obfuscate must be within a short range of their witnesses (approximately five yards or meters per dot of Wits + Stealth) for their power to be effective. Unless the Kindred chooses to make herself seen, she can remain obscured for as long as she wills it.
    • ST NOTE: This is not a HR. (See V20 Core, pg 184). This also means that a vampire’s ability to cloak themselves is not affected by a witness this far away from them. Since the witness wouldn’t know the difference anyways. Albeit, they will reveal the Obfuscating vampire if they close the distance…so the cloaking vampire ought to duck out of sight, first.
  • Most Obfuscate powers last for a scene, or until the vampire ceases maintaining them. Once evoked, they require very little mental effort to keep in place.
  • Few mortals or supernaturals (even those trained in Awareness) can pierce through the fog of Obfuscate. Animals, who rely more on their instincts than their normal senses, can sometime perceive (and be frightened by) the vampire’s presence. Children and those to whom deception is foreign have been rumored to occasionally see through it as well (although the nature of this is so rare and random as to be entirely a Storyteller’s dramatic device).
  • The Auspex Discipline enables Kindred to see through Obfuscate. Even that is not guaranteed, however; refer to “Seeing the Unseen,” in the Auspex section for more information.
  • Since Obfuscate clouds the mind of the viewer, vampires can’t use it to hide their presence from electronic or mechanical devices. Video and photo cameras, for example, capture the vampire’s image accurately. Even so, the person using, say, her cell phone to record an Obfuscated vampire will still have her mind impacted by the power, and she won’t see the Kindred’s image until she views the video at a later date (if even then). A sleepy security guard will also often overlook an Obfuscated vampire caught on CCTV footage unless reviewing it with a heightened wariness.
    • ST NOTE #1: The relevant trope at work here are various horror movies where some monster or apparition is only glimpsed upon reviewing a seemingly harmless old picture or overlooked security footage. This isn’t intended to be something that is deployed with scientific rigor. In the World of Darkness, people tend see what they want and expect to see in roughly that order.)
    • ST NOTE #2: So why aren’t monstrous Nosferatu caught on camera everywhere? The veterans pick up certain tricks (see below), while the vast majority of them recognize how unwelcome they appear to ‘civilized’ society and have thus retreated to the dank sewers, dark catacombs and the ‘leprous underclasses’ of the cities. A Sewer Rat swathed in a filthy trenchcoat and reeking rags has very little to worry about anyone taking a closer look at him in the World of Darkness, with or without Obfuscate.

Several Clans cultivate this power — the Assamites, Followers of Set, and Malkavians, for example — but the Nosferatu are particularly known for this Discipline. Some elder Kindred believe that Caine, or perhaps Lilith, bestowed the Clan with this Discipline to compensate for the hideous physical deformities its members suffer.

Affinity Bonus: Vampires (never ghouls, revenants or dhamphyrs, etc) belonging to a Bloodline with an affinity for Obfuscate may choose to allow any other vampire belonging to their own Bloodline, with whom they also share a bond or communal Haven, to see them while Obfuscated. This can’t be turned on and off – once you permit it the first time, it will always be the case thereafter until you grow apart.

Cloak of Shadows

At this level, the vampire must rely on nearby shadows and cover to assist in hiding his presence. He steps into an out-of-the-way, shadowed place and eases himself from normal sight.

The vampire remains unnoticed as long as he stays silent, still, under some degree of cover (such as a curtain, bush, door frame, lamppost, or alley), and out of direct lighting. The immortal’s concealment vanishes if he moves, attacks, or falls under direct light. Furthermore, the vampire’s deception cannot stand up to concentrated observation without fading.

System: No roll is required as long as the character fulfills the criteria described above. So long as he remains quiet and motionless, virtually no one but another Kindred with a high enough Auspex rating will see him.
(A) Beneath Contempt

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 fledgling Nosferatu and Malkavian 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 vampire can find grudging mercy in disgust.

System: The character spends a blood point and Willpower point to activate this power. For the remainder of the scene, anyone who looks at the vampire as a potential victim must make a Willpower roll against a difficulty equal to the vampire’s Manipulation + Etiquette. If they fail the roll, they dismiss the vampire as being unworthy of hostility.

This power is much more effective when one acts the part. It can perform miracles for getting the LAPD, an angry biker or the Sheriff’s new Deputy to leave you alone, and to defuse a chance encounter with a suspicious Creep in the sewers. It won’t have any effect at all if you’re already notorious or infamous in some fashion.

This is not a free pass to amble over and watch the next Sabbat blood orgy. The vampire is not invisible or forgotten, and they might still be taken prisoner for a laugh, even if they beg for mercy.
●● Unseen Presence

With experience, the vampire can move around without being seen. Shadows seem to shift to cover him, and people automatically avert their gazes as he passes by. Others move unconsciously to avoid contact with the cloaked creature; those with weak wills may even scurry away from the area in unacknowledged fear. The vampire remains ignored indefinitely unless someone deliberately seeks him out or he inadvertently reveals himself.
Since the vampire fully retains his physical substance, he must be careful to avoid contact with anything that may disclose his presence (knocking over a vase, bumping into someone). Even a whispered word or the scuffing of a shoe against the floor can be enough to disrupt the power.

System: No roll is necessary to use this power unless the character speaks, attacks, or otherwise draws attention to himself. The Storyteller should call for a Wits + Stealth roll under any circumstances that might cause the character to reveal himself. The difficulty of the roll depends on the situation; stepping on a squeaky floorboard might be a 5, while walking through a pool of water may require a 9. Other acts may require a certain number of successes; speaking quietly without giving away one’s position, for instance, demands at least three successes. Upon success, the vampire, all her clothing, and objects that could fit into a pocket are concealed.

Some things are beyond the power of Unseen Presence to conceal. Although the character is cloaked from view while he smashes through a window, yells out, or throws someone across the room, the vampire becomes visible to all in the aftermath. Bystanders snap out of the subtle fugue in which Obfuscate put them. Worse still, each viewer can make a Wits + Awareness roll (difficulty 7); if successful, the mental haze clears completely, so those individuals recall every move the character made up until then as if he had been visible the entire time.
●● (B) Memory Rift

This favored gift of the Baali and the Setites forces a single mortal victim to forget the vampire’s presence during a single scene or isolated event. Once the vampire activates Memory Rift (provided she leaves immediately), it’ll be as if she was never there. The victim denies any evidence to the contrary.

System: While Memory Rift only affects a single mortal victim (including ghouls, but no other supernaturals), it can be activated multiple times to affect multiple victims. Spend a blood point and roll Manipulation + Subterfuge against a difficulty of the subject’s Perception + Alertness. If successful, the victim’s memories displace the vampire, telling him that she was never there.

Characters with more Willpower dots than the vampire’s Obfuscate can eventually remember the vampire’s presence if presented with clear evidence of her attendance. Creative applications of Auspex, Dominate, or other Disciplines may also dig up the suppressed memories.
●●● Mask of a Thousand Faces

The vampire can influence the perception of others, causing them to see a face different from his. Although the Kindred’s physical form does not change, any observer who cannot sense the truth sees whomever the vampire wishes her to see.
The vampire must have a firm idea of the visage he wishes to project. The primary decision is whether to create an imaginary face or to superimpose the features of another person. Manufactured features are often more difficult to compose in believable proportions, but such a disguise is easier to maintain than having to impersonate someone else. Of course, things get simpler if the Kindred borrows the face but doesn’t bother with the personality.

Mask of a Thousand Faces can be used to change the appearance of your clothing in minor ways, but not equipment like a slung rucksack or anything held in your hands. A dinner jacket could be made to appear as a windbreaker, or a ribbon around your neck could appear to be a fancy tie, but this power cannot make that dinner jacket look like a floor-length trenchcoat, nor could it make a pistol look like a pencil. Mask of a Thousand Faces also cannot be used to make an object invisible or partially invisible. You might make an old hoodie and jeans look like a rumpled suit and slacks, but you cannot reduce them to appear as if you were wearing a bikini.

System: The player rolls Manipulation + Performance (difficulty 7) to determine how well the disguise works. If the character tries to impersonate someone, he must get a good look at the subject before putting on the mask. The Storyteller may raise the difficulty if the character catches only a glimpse.

The chart below lists the degrees of success in manufacturing another appearance. Vampires wishing to mask themselves as a person more attractive than they are must pay additional blood points equal to the difference between the vampire’s Appearance rating and the Appearance of the mask (which means that younger vampires may need to take longer in order to spend the blood necessary).
Successes – Result
1 success – The vampire retains the same height and build, with a few slight alterations to his basic features. Nosferatu can appear as normal, albeit ugly, mortals.
2 successes – He looks unlike himself; people don’t easily recognize him or agree about his appearance.
3 successes – He looks the way he wants to appear.
4 successes – Complete transformation, including gestures, mannerisms, appearance, and voice.
5 successes – Profound alteration (appear as the opposite sex, a vastly different age, or an extreme change of size).

Actually posing as someone else carries its own problems. The character should know at least basic information about the individual; especially difficult deceptions (fooling a lover or close friend) require at least some familiarity with the target in order to succeed.
●●● (C) Flesh Wound

True predators know when to rely on cunning and trickery to defeat enemies. After all, battles are often won not by the strength or weaponry of the combatants, but in the psychology of war.

Using this power, the vampire gives the appearance of taking no damage from attacks. In reality, the attacks hurt like hell, but the Kindred maintains a façade of invulnerability in order to unnerve opponents.

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.

Affinity Bonus: Slenderman
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.

System: The Kindred may do this in reaction to having his photograph taken, and doing so is reflexive, though it does cost one blood point. 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.
●●●● Vanish from the Mind’s Eye

This potent expression of Obfuscate enables the vampire to disappear from plain view. So profound is this vanishing that the immortal can fade away even if he stands directly in front of someone.

While the disappearance itself is quietly subtle, its impact on those who see it is anything but. Most kine panic and flee in the aftermath. Especially weak-willed individuals wipe the memory of the Kindred from their minds. Although vampires are not shaken so easily, even Kindred may be momentarily surprised by a sudden vanishing.

System: The player rolls Charisma + Stealth; the difficulty equals the target’s Wits + Alertness (use the highest total in the group if the character disappears in front of a crowd). With three or fewer successes, the character fades but does not vanish, becoming an indistinct, ghostlike figure. With more than three, he disappears completely. If the player scores more successes than an observer’s Willpower rating, that person forgets that the vampire was there in the first place.

Tracking the character accurately while he appears ghostlike requires a Perception + Alertness roll (difficulty 8). A successful roll means the individual can interact normally with the vampire (although the Kindred looks like a profoundly disturbing ghostly shape). A failed roll results in a +2 difficulty modifier (maximum 10) when attempting to act upon, or interact with, the vampire. The Storyteller may call for new observation checks if the vampire moves to an environment in which he’s difficult to see (heads into shadows, crosses behind an obstacle, proceeds through a crowd).

When fully invisible, the vampire is handled as described under Unseen Presence, above. A person subject to the vanishing makes a Wits + Courage roll (mortals at difficulty 9, vampires at difficulty 5). A successful roll means the individual reacts immediately (although after the vampire performs his action for that turn); failure means the person stands uncomprehending for two turns while her mind tries to make sense of what she just experienced.
●●●● (D) Mind Blank

A vampire with this power is able to slide away from telepathic contact, withstanding invasive probes of her mind with a slippery inability to be pinned down.

System: This power is always active once learned. Any attempt to read, probe or otherwise directly violate the character’s mind (such as with several Dominate powers) first requires a successful (reflexive) Perception + Empathy roll (difficulty equal to the character’s Wits + Stealth).
●●●●● Conceal

Obfuscate cannot ordinarily be used to disguise inanimate objects beyond the rags on your back or small objects held in the hand (if you have a particular affinity for such things, anyways). It is only upon attaining mastery of this power that the vampire may mask an inanimate object up to the size of a small house (such as a dilapidated bungalow, lonely gas station or recreational vehicle…although storage trunks, phone booths and outhouses are even more popular). If the object is hidden, so are all of its contents.

While Conceal is in effect, passersby walk around the concealed object as if it were still visible, but refuse to acknowledge that they are making any kind of detour.

System: In order to activate this power, a character must spend 1 blood point and 1 Willpower point and be touching the object to be concealed and the item must hold some personal significance for him. Otherwise, the Conceal power functions as Unseen Presence for purposes of detection, as well as the duration and durability of the disguise (which means Wits + Stealth checks for slamming that front door!).

Conceal can be used on a vehicle in which the character is traveling, albeit with great effort. It requires a Wits + (the lowest of your Stealth or Drive/Pilot) roll at difficulty 9 to keep concealed once it start moving. If successful, traffic patterns seem to flow around the vehicle, and accidents are actually less likely as other drivers subconsciously maneuver away from the concealed automobile. A police radar gun still registers a speeding car masked in this fashion, but the officer behind the gun is disinclined to make a traffic stop of the phantom blip.

Using Conceal on aircraft is problematic, as the power’s range generally doesn’t extend far enough to cover air traffic controllers, most modern planes are too large and previous few fighter jet pilots have ever been Embraced. However, there is at least one Setite smuggler operating in the American Southwest who makes superb use of this power to slip his Cessna Skyhawk in and out of restricted territories.

Affinity Bonus: Invisible Weapon
This power can be a potent tool for an assassin or thief. Invisible Weapon cloaks a weapon with Obfuscate, allowing the wielder to briefly walk prowl with it drawn without attracting attention, and also to strike at a target with the advantage of total surprise.

System: The character chooses his weapon. The player spends two blood points and rolls Manipulation + Larceny (difficulty 7), with the power lasting one minute per success. The weapon is cloaked by Obfuscate and is invisible to anyone who isn’t already alert for danger and has sufficient Auspex to see through the Obfuscate. The vampire can walk through a crowded nightclub with a drawn gun (ala John Wick) and no one will notice.

If the character decides to attack someone, the victim cannot see the attack coming, resulting in an ambush check. Even if the victim gets at least one success on their Perception + Alertness roll to allow her a defensive action such as a dodge or parry, it is still carried out at +3 difficulty.

Any attack potentially breaks the invisibility of the weapon. After attacking, the wielder can choose to maintain the weapon’s complete invisibility at the cost of one Willpower each round. Subsequent defensive actions against a still-cloaked weapon are at +2 difficulty.

This power also works on bows and crossbows, cloaking the missiles fired, as well as on thrown weapons. Indeed, despite the name, this power can actually be used on anything the vampire holds in her hands (within reason). This makes it quite an efficient tool for a thief.
●●●●● (E) Displacement

The vampire can use this power not just to disappear, but to instead appear shifted a little to one side or the other. Essentially, she isn’t standing quite where she appears to be. This makes the vampire extremely difficult to hit. It is almost harder to strike her than when she is invisible, as trying to ignore what you can see in front of you is very difficult, whereas one gets occasionally lucky when flailing!

System: This power costs two blood points and one Willpower point to activate for the scene. While active, Displacement imposes a three dice penalty to any attempt to hit or touch the vampire.

The attacker is allowed a reflexive Perception + Awareness roll (difficulty 10) to notice the deception after each missed blow. They cannot spend Willpower on this roll unless they do nothing else that turn. If successful, the attacker will compensate for future strikes. If they botch, the penalty becomes one die penalty worse (although will still go away entirely should they finally manage to succeed).
●●●●● ● Cloak the Gathering

At this degree of power, the vampire may extend his concealing abilities to cover an area. The immortal may use any Obfuscate power upon those nearby as well as upon himself, if he wishes. Any protected person who compromises the cloak exposes himself to view. Further, if the one who invokes the power gives himself away, the cloak falls from everyone.

This power is particularly useful if the vampire needs to bring his retinue through a secure location without drawing the notice of others.

System: The character may conceal one extra individual for each dot of Stealth he possesses. He may bestow any single Obfuscate power at a given time to the group. While the power applies to everyone under the character’s cloak, his player need only make a single roll.

Each individual must follow the requirements described under the relevant Obfuscate power to remain under its effect; any person who fails to do so loses the cloak’s protection, but doesn’t expose the others. Only if the vampire himself errs does the power drop for everyone.
●●●●● ● (F) Busy Doing Nothing

With this ability, the vampire is perfectly visible, but appears to be doing something innocuous when he is actually up to something else. If he is picking a lock, for example, he will appear to be standing by the door innocently. Even when involved in a brawl, he will seem to be a bystander. The image works in a similar way to Mask of a Thousand Faces, in that the vampire is exactly where he appears to be.

System: To use this power, the vampire spends one blood point and rolls Manipulation + Performance (difficulty 7). The better the result, the more action the provocateur can take without disturbing the image. For one success, he might only be able to listen to a door while appearing to stand near it, while for five successes he can be engaged in a fight to the death and still appear to be a bystander to any but his victim.

Note that the fabrication is only evident to observers. Anyone the vampire is actually physically struggling with won’t be affected or even realize what is happening, which could be a source of great frustration (e.g., ‘why aren’t you helping me!?’).

Affinity: Salubri

The bloodline now known simply as the Salubri in the West is actually descendant of an ancient Clan with a deep and sophisticated set of beliefs and philosophies that once spanned across many lands. In bygone nights, they were regarded as the most beloved of Caine, peacemakers and one might have spoken of “healer”, “warrior” and even ‘watcher’ castes. In the modern nights, such distinctions have been lost entirely. Indeed, the once mighty Children of Saulot are tonight hunted and hated as Soulsuckers, ‘Soul-Thieves’ and worse. Even among the Sabbat where a new generation has refuge, they are regarded as bastard Cyclops and Furies…desperados and zealots intent on revenge.

The Salubri have suffered immense losses over the last thousand years. They have been virtually extinguished in the West – a pogrom driven by the methodical and disciplined hatred of the Tremere Clan who seem unwilling to tolerate their existence. The exact reason for the Tremere’s special antipathy to the Salubri is unknown to the overwhelming majority of modern neonates and fledglings. It rarely matters – after half a millennia of concerted propaganda, most Camarilla (and even Anarch) vampires take it as a matter of fact that most Salubri are – if not always Infernalists – at least diablerists.

It is thought that fragments of the Clan have survived with greater cohesion in the East, but even there they have suffered from centuries of conflict with the Baali of Central Asia and the mysterious Wan Kuei of East and Southeast Asia. They too seem to have been subjected to a merciless purge by the vampires of China and Korea in the last couple of decades, triggered by reasons and provocations unknown.

In times past, a Salubri vampire would carefully choose their childe and then initiate them onto the Path which was right for them (such as Healer, Warrior or Watcher). In virtually every case, this was the Path that the vampire himself already pursued. These Paths did not represent separate Disciplines. Rather, they represented the same Discipline yet pursued with a different focus and philosophy. The Discipline that Saulot founded was originally known as Valeren. However, after centuries of persecution, it has come to be known (specifically, the philosophy of it associated with the Path of the Healer) as Obeah.

It was thought until recently that the Path of the Warrior had died out entirely. And it mostly had in the West – at least until the torpid form of an ancient Salubri warrior known as Adonai was discovered in Prague some fifty years ago. Since learning of the fate of his parent Clan (and of its founder, Saulot), Adonai has enthusiastically embraced the practices of Mass Embrace and now so-called ‘Salubri antitribu‘ are found in many Sabbat war packs across Europe and the Americas. However, the truth is that there had always been a small number of Salubri in Central, East and Southeast Asia that have maintained this knowledge.

  • Non-Salubri cannot learn Valeren / Obeah or any of its derivatives. There are precious few who would ever want to, regardless.
  • With enough time, practice and instruction, a Salubri can achieve mastery in elements of both Paths – and among the Watchers of the East, many take this balance for a given. Although there are certain advanced aspects which require such a fixture of motive and purpose as to be irreconcilable for all but the most transcendent of Saulot’s Children…perhaps even requiring Golconda itself to achieve.
    • The Path of the Healer allows the Salubri to judge and even improve a subject’s health. As the vampire grows more powerful, Obeah lets her heal a target’s soul directly. It is this power that forms the basis of the “soulsucker” charge that dogs the bloodline these nights.
    • The Path of the Warrior is a holdover from the nights when some Salubri took up the role of honorable warriors and demon hunters to combat the Baali menace. The Discipline is still applicable to the modern nights, but the Salubri antitribu put it to decidedly more vicious ends.
    • The last surviving ‘Watchers’, the so-called Wu Zao of the Far East are thought to study both Paths, along with their own hidden masteries such as the Discipline of Obfuscate.
  • The version of Valeren given primacy below is the one usually regarded as Obeah in the West, and once thought of as the Path of the Healer.
    • The Expanded Discipline reveals powers that they are more associated with in the East (especially Central Asia, Tibet and China). Unlike the Expanded Disciplines of other Clans, Salubri require special instruction (or circumstances) to unlock the potential of their own.
  • A hypothetical Salubri antitribu on the Path of the Warrior would have a Discipline whose stages looked very different, although it remains the same Discipline – it is only the philosophy, focus and training that changes.
    • The Salubri antitribu of modern nights follow a philosophy that is almost entirely antithetical to Saulot’s (supposed) tenets. If they theoretically wished to learn the Path of the Healer, it would require both a willing teacher and out-of-clan costs. More often, they focus on bloodshed with a fanatic zeal.
  • An even more hypothetical Salubri Watcher or Wu Zao of the Far East takes their own unique approach. These creatures are now few and far between owing to the machinations of the Tremere renegade known as Oliver Thrace and their subsequent persecution by the Wan Kuei sect known as the Quincunx.
  • Learning Valeren causes a physical change in Cainites – the fabled third eye of Saulot. A bump or nodule developing in the center of the forehead, eventually cracking open into a fully-developed third eye when the character learns the third dot of Valeren. Cainites with high Path ratings rating manifest a human-looking or angelic-seeming eye; those walking a low or inhuman Path develop freakish or demonic third eyes. It is claimed that it might even rarely take on the appearance of a shining gem by one who has achieved Golconda…but who is to know the truth of that?
    • The eye is sensitive; attempting to cover it results in a penalty of one die to all rolls, though obscuring it under a hood is fine. In all cases, the eye may be retracted into the skull and perfectly hidden for the scene with a Stamina + Stealth roll (difficulty 5), but using any level of Valeren brings it forth once more.

Note: Salubri are highly restricted for thematic and narrative reasons as player-characters.

Valeren (Healer / Obeah)Expanded
Sense Vitality

With a touch, the Salubri can instantly read a target’s injuries. She may learn how much damage a target has incurred, and therefore make a guess at what must be done to save him. This power can also be used for diagnostic purposes — useful for a victim who can no longer speak.

System: The Salubri must touch the target to see how close to death she is. He must then make a Perception + Empathy (difficulty 7) or + Medicine (difficulty 6) roll. One success on this roll identifies a subject as a mortal, vampire, ghoul, or other creature. Two successes reveal how many health levels of damage the subject has suffered. Three successes tell how full the subject’s blood pool is (if a vampire) or how many blood points she has left in her system (if a mortal or other blood-bearing form of life). Four successes reveal any diseases in the subject’s bloodstream.

Alternatively, each success on this roll allows the player to ask the Storyteller one question about the subject’s health or health levels. “Was he drugged?” or “Are his wounds aggravated?” are valid questions, but “Did the Sabbat do this?” or “What did the Lupine who attacked him look like?” are not. The Salubri also may use this power on herself if she has injuries but has somehow lost the memory of how the wounds were received.
(A) Sense Cycle

Rather than diagnosing the sick and dying, the nascent third eye of the Salubri sees the cycle of life entire. They see the ebb and flow of lives in the streets, not the vitality locked within veins and organs. The Child of Saulot experiences waking visions that alter her perception of the world around her, leaving her prone to seeing dire omens and auspicious portents in the smallest event. When she focuses, these visions resolve into incredible personal insight.

System: The Salubri instinctually realizes when she’s in the presence of a character or event that is significant to her future (and the narrative, as determined by the Storyteller).

Sense Cycle automatically informs the Salubri of potentially hostile encounters in the immediate future, ensuring she’ll only be encountered unawares in locales unfamiliar to her. If she spends one Willpower point and rolls Perception + Enigmas or Empathy (difficulty 7), she may glean omens and visions of the person in question. Each success allows the player to ask the Storyteller a question regarding the target, such as his public identity and role in society, if he is hostile or could become so (and for another success, under what circumstances), or one psychological weakness he possesses.
●● Anesthetic Touch

The vampire can ease a target’s pain or place him into a deep, soothing sleep with nothing but a touch. This power is intended to heal the pain or succor the mind of willing targets, but the character can, with some effort, employ the power against someone who does not wish it.

System: If the subject is willing to undergo this process, the player spends a blood point and makes a Willpower roll (difficulty 6) to block the subject’s pain. This allows the subject to ignore all wound penalties for one turn per success. A second application of this power may be made once the first one has expired, at the cost of another blood point and another Willpower roll. If the subject is unwilling for some reason, the player must make a contested Willpower roll against the subject (difficulty 8).

To put a mortal to sleep, the same system applies. The mortal sleeps for five to 10 hours — whatever his normal sleep cycle is — and regains one temporary Willpower point upon awakening. He sleeps peacefully and does not suffer nightmares or the effects of any derangements while asleep. He may be awakened normally (or violently).

Kindred, including the Salubri herself, are unaffected by this power — their corpselike bodies are too tied to death.
●● (B) Auguring the Sickness

This power allows the Salubri an enhanced ability to determine wounds and reveal the fine damage caused by illness and disease. While best used by a medically-trained Salubri, even novices find the power useful.

System: The Salubri holds his hands above the patient, and the third eye gently teases out a vision of the afflicted tissues made of pure light (neonate Salubri delightfully describe them as holograms). The player rolls Perception + Medicine (difficulty 7).

Each success reveals one fact about the illness, including likely developments and symptoms and potential avenues of treatment. Additionally, once augured, the vampire may use Corpore Sano to cure the disease outright, at a difficulty determined by the commonality and virulence of the disease (difficulty 5 for the common cold, difficulty 7 for most forms of herpes or chicken pox, or difficulty 9 for Ebola or HIV).

Affinity Bonus: Peaceful Touch
Prerequisite: Path Rating of 8 or higher.

Healing wounds after they occur is miraculous, but greater miracles lie in calming the bloodlust that comes with violence.

System: The Salubri spends a blood point and touches a foe hostile to her. For five turns, the target’s difficulty to strike the Salubri increases by two (maximum 9). If the target is a vampire, he sees the difficulty of Rötschreck or frenzy rolls decrease by 2, making it easy for him to retain himself.

This power is broken if the Salubri takes an offensive action of their own. Nor may she use this power on herself.
●●● Healer’s Touch

The Salubri can heal wounds with a laying-on of hands. The subject feels a warm, tingling sensation over the affected areas as pain leaves the body and flesh. The third eye opens wide, shedding slick sanguine light. The target feels sweet, invigorating energies rushing into their knitting wounds.

System: This power works on any living or undead creature, but the character must touch the actual injury (or the closest part of the victim’s body, in the case of internal injuries). Each health level to be healed requires the expenditure of one blood point and one turn of contact. Aggravated wounds may also be healed in this manner, but the vampire must spend two blood points instead of one for each aggravated health level.

The Healer’s touch may also cleanse any bloodborne infectious diseases, requiring two blood points per infection; they must first be identified, and this power does not prevent a recurrence, but it will alleviate the worst of the malady
●●● (C) Pariah’s Caress

Salubri must contend with hostile warlocks and even the Wan Kuei in the East (mysterious vampires who don’t subscribe to the idea of the lineage of Caine), and stranger beings such as mages. They learned long ago that the best defense lies in misdirection — if enemies are looking at someone else, they aren’t looking at the Salubri. With this power, a Salubri may charge her blood with the combined hatred and attention of all her foes, and then transfer that animosity to another with a bloody touch.

System: The character spends a blood point (which wells up under her fingertips), touches her victim (smearing the blood on them, possibly requiring a Stealth roll).

Then the player must roll Manipulation + Empathy (difficulty 7). Each success extends the power’s duration for one evening. The difficulty of the target’s Social rolls increases by one as he finds himself within a miasma of annoyance and suspicion. Even mundane or positive acts draw significant negative attention, inspiring jealousy and causing every flaw to be scrutinized.
●●●● Shepherd’s Watch

The Salubri with this level of mastery of Obeah can create an invisible barrier between those under his care and those who would do them harm. The Salubri himself must stand among his charges as he generates this barrier; he cannot defend them from afar. Enemies armed with guns or other ranged weapons can still attack, but none may approach closer than a few paces.

System: The player spends two Willpower points. Erecting this barrier is a standard action and it requires their ongoing concentration, though may still walk slowly or take reflexive actions. The invisible barrier extends to about a 3-yard/ meter radius from the character, and no one outside that barrier may cross it while she maintains the power. Those within it at its creation may leave and return, however. The barrier moves with the Salubri. It cannot be maintained at a distance.

Those who wish to cross the barrier from the outside, whether friendly or hostile, must best the character in an extended, resisted Willpower roll (difficulty equals the opponent’s current Willpower for the Salubri, and the Salubri’s permanent Willpower for the opponent). The opponent may cross the barrier as soon as he accumulates three more net successes than the Salubri.
●●●● (D) Mercy Rule

Even among the hunted and hated of Saulot’s Children in the West there are, on rare occasions, a few souls who would try and right the wrongs of those unjustly condemned. The Salubri are exceedingly scarce in the world, yet some have adapted their healing gifts to stave off the call of death just long enough to give the victim a second lease on life. Or at least a running start when their aggressors realize that it’s not quite over yet.

System: A Salubri may spend 1 Blood Points and make a Charisma + Empathy roll (Difficulty 7). The Kindred selects one creature or person that is at Crippled Health level or below. For every success rolled, the target may benefit from a +1 die bonus to their next Soak roll. This bonus lasts until the start of the round after it saves the target from at least one death blow.

The Salubri may use this power on themselves, yet the difficulty increases to 8.

Affinity Bonus: Peacemaker
Prerequisite: Path Rating of 8 or higher.

In ancient times, the Salubri were respected as arbiters and negotiators, dealing with hostile supernatural beings on behalf of all Cainites. Keeping the peace is paramount. With this power, out-of-control tempers find restraint and bitter arguments are reduced to differences of opinion.

System: The player spends two Willpower points to erect the Peacemaker aura, which must be inside a chamber no larger than a ballroom. The Salubri’s third eye opens, but sheds no light. The aura lasts for as many turns as he has dots in his Path rating or until he leaves the area, though once used, tempers rarely surge again. The Peacemaker Aura is not a numbing or hypnotic effect, but more clearing one’s head from the distractions of anger. Those under the power’s effect are more inclined to talk out a dispute than reach for the sword. Even Brujah or similarly rage-prone characters find it harder to lose their tempers — the aura mitigates such weaknesses, and they roll against frenzy as normal.

Anyone wishing to insult someone or attack under Peacemaker must roll Willpower (difficulty of the Salubri’s Path) or hesitate. This occurs even in the midst of an active battle, wherein all participants must roll each turn to continue hostilities until the duration expires. This applies to the Salubri as well — the aura must be raised in good faith and cannot be used to create an ambush (though nothing stops the Salubri from healing allies in case things go south).
●●●●● Mens Sana

With this power, the Salubri can heal madness, quieting inner demons and bringing a soul to peace. Indeed, ancient stories of the Salubri state that Saulot used this power to bring sweet, if temporary, relief to his “brother” Malkav. Other, more recent stories claim that Saulot caused Malkav’s madness in the first place.

System: The player spends two blood points and rolls Intelligence + Empathy (difficulty 8). The use of Mens Sana takes at least 10 minutes of relatively uninterrupted conversation. Success cures the subject of one derangement of the Salubri player’s choice. This power cannot cure a Malkavian of his core derangement, though it alleviates its effects for the rest of the scene. A botch inflicts the same derangement on the Salubri for the rest of the scene. This power may not be used by the Salubri to cure her own derangements.
●●●●● (E) Father’s Judgement

The Blood is Caine’s gift. The Salubri pronounce judgment on those who misuse it. His third eye glowing as silver as Raphael’s soft halo, the Salubri renders a portion of the target’s vitae inert, blocking them from powering their Disciplines or healing their undead frame by sheer effort of will. The target feels their blood seize within them, clotting into dead dark chunks. Even powerful elders fear repeated use of this power.

System: The Healer spends a Willpower point and rolls Manipulation + Medicine or Empathy (difficulty 7) against a target of a Cainite within line of sight, contested by the victim’s Willpower roll (difficulty 9). For each success on the roll, a blood point in the target’s pool is rendered unusable for any purpose – healing, Disciplines, ghouling, or anything else. The target may spend one point of Willpower per blood point to unclot their vitae, but otherwise may not spend or discharge the dead blood in any way.
●●●●● Unburdening the Bestial Soul

This power is the leverage that the Tremere have used for years to tarnish the Salubri’s name. The Warlocks claim that the Salubri use this power to remove the souls of their victims, alter them in horrible ways, or simply consume them and then make mindless slaves from the blasted husks. The truth is that the Cyclops use this power to rebuild a target’s tattered soul, at the expense of their own mental fortitude.

The Salubri draws the subject’s soul out of his body, and into the vampire’s third eye. There, the vampire repairs the soul. During this time, the target’s body is vacant, but alive. It obeys the Salubri’s commands (and the vampire must command it to eat and drink, or else it will starve — repairing the soul is not a quick undertaking).

By a similar process, the character can cleanse a person, place, or object of demonic or evil influence. This isn’t a simple banishment, however. It is a battle, pitting the Salubri’s moral and spiritual purity against whatever malign entity is present. If the Salubri loses the contest, she might lose her own soul in the process.

System: This power may be used to draw out the soul of any character except those with Humanity or Path ratings of 1 or 0 or those who follow particularly inhuman Paths of Enlightenment – some souls are beyond redemption. The player rolls Stamina + Empathy (difficulty of 12 minus the subject’s Humanity or Path rating). A botch gives the Salubri the subject’s derangement for the remainder of the scene. The Salubri must make eye contact with the subject and the subject must be willing to be subjected to this power.

Ramifications of Soul Laundering
A soul drawn out in this manner becomes part of the Salubri’s soul while the healing process takes place. She may return it to its proper body at any time. While the soul is within the Salubri, she may spend a permanent Willpower point to restore a point to the subject’s Humanity or Path rating. The Salubri may restore a maximum number of points equal to her Empathy rating, and may not raise the subject’s Humanity or Path higher than the sum of his relevant Virtues (for example, a character subscribing to Humanity with Conscience 3 and Self-Control 3 could not have his Humanity raised above 6 in this manner).

While a soul is being held by the Salubri, its body is an empty husk, comatose or in torpor, with no motivating force within it. A soul whose body is killed immediately vanishes, its disposition unknown to any (although the Salubri strongly suspect that souls that vanish in this manner are completely and irreversibly destroyed). Killing the body of a drawn-out soul may warrant a Conscience or Conviction roll if the killer knows of the soul’s absence, at the Storyteller’s discretion. If used to draw out a demon, the player spends a Willpower point if the subject is willing and the corrupting agent does not resist (a rare occurrence). If the subject is possessed by a conscious entity, the demon (or other foreign consciousness) fights the Salubri for dominance. This takes place via an extended, contested roll of the Salubri’s Humanity or Path versus the opponent’s Willpower (each party’s difficulty is equal to the other’s current Willpower). The winner is the first one to achieve three net successes more than the other. If the player fails, the attempt at purification also fails. If the player botches, the demon takes over the Salubri’s body. This purification cannot be used on oneself and has no effect on the Beast or an alternate personality.

Once the initial removal has been successfully performed, the player spends a second Willpower point. The Salubri thrusts the demon into a nearby item, animal, or person, trapping the demon in the selected vessel. This must be accomplished within two turns of the Purification and the target must be within physical reach. If this cannot be accomplished, the demon is likely to go free… or find another suitable vessel (such as the Salubri). If the vampire places the demon in a being who is likely to suffer from its presence, the player must make an immediate Conscience or Conviction roll (difficulty 8) if the Storyteller believes that the character’s morality would object. A botch, in addition to the normal consequences, releases the demon into the world.
●●●●● (F) Blissful Gaze

The mere presence of a Salubri Healer heralds victory. To those within her gaze, wounds knit themselves together, and even a steel kiss tastes sweet.

System: This power enhances Gift of Sleep and Healer’s Touch. The third eye’s light spears out, lancing through the target, and both powers no longer require touch to be used, merely a line of sight. In addition, Gift of Sleep can be used to reverse wound penalties for its duration, instead providing bonus dice as the target is flooded with ecstasy and anticipation of the Salubri’s touch.

Affinity Bonus: Safe Passage
Prerequisite: Path rating of 9+.

Salubri walked the Silk Road for centuries. So safe was this journey that it’s said a man could walk a thousand miles with a nugget of gold atop his head before encountering ill intent.

A Child of Saulot encounters ill intent far more often in her domains, but she too remains unharmed through use of this power. Crowds shift to allow her, people treat her with politeness, and she’s even offered shelter and hospitality without recompense.

System: Safe Passage is always “on,” though the Salubri may release the effect if she wishes. Besides receiving hospitality regardless of culture or local beliefs, the power also passively inhibits anyone hunting the Salubri.

All attempts to hunt or track the Salubri with hostile intent suffer a -2 penalty to relevant dice pools; if a potential hunter sights her by coincidence, he must engage in a contested Willpower roll (difficulty 6). If the Salubri wins, the hunters temporarily lose interest in her for the scene, allowing her to flee.
●●●●● ●● Renewed Vigor

At this level of power, the Salubri no longer has to repair a target’s body wound by wound. With a touch and a moment’s concentration, she can restore the body to full health.

System: The Salubri touches the target and spends a full turn concentrating. The player spends a point of Willpower. At the end of the turn, the target is healed of all damage, including aggravated damage. If the character attempts any other action but the laying of hands during this turn, the Willpower point is lost and no healing occurs. The Salubri can use this power on herself.
●●●●● ●● (G) Aversion

Salubri can feel the hatred of their enemies, but without a common foe, society falls into disunity. The trick lies in not being the target of that hatred. By further study, the mysterious Salubri of the Far East devised this technique. He focuses this ill will on a target of his choice, ostracizing them utterly.

Not all the Children of Saulot have put this ability to the most noble use. After all, one who has become entirely ostracized may also have no one else left to turn to…

System: This power enhances Pariah’s Caress; it now only requires a line of sight to the pariah-to-be. The target’s Social difficulties increase by two (to a maximum of 9). Any Social botches on the part of the target are immediately attributed to an insulting and threatening mien, provoking all who listen. This may well incite an attack, or just a disgusted order to vacate the offended character’s presence.
●●●●● ●●● Rayzeel’s Song

Music soothes the savage breast. Voice and instruments heal the soul and confer focus. Rayzeel is said to have crafted the Song to draw Saulot out of depression after the Baali Wars. Salubri who hail from Judeo-Christian traditions call this power King David’s Blessing. When playing music appropriate to the situation (a wistful string tune is appropriate for most situations, though a jaunty flute-and-drums combination before battle gets the soul singing along), the Salubri focuses the souls of all involved on the task at hand.

System: Playing an appropriate composition is Charisma + Performance (difficulty 7) and requires a Willpower point for every three listeners affected by the Discipline. If the Salubri is singing to the accompaniment of another, both players must make the Performance roll. Accompanist botches removes successes from the Salubri’s efforts, potentially resulting in a botch.
If the Salubri is attempting this before individuals healing others (including addressing Derangements), going into battle, or entering tense negotiations, each success on Rayzeel’s Song lowers the difficulty by one for all situation-relevant rolls during the scene for any listeners so affected (minimum difficulty 4).

Failing or botching Rayzeel’s Song is unpleasant for all concerned; failure increases the difficulty for all situation-relevant rolls by one, while a botch increases the difficulty by two. A botch also inflicts a single level of lethal damage as the subject violently rejects the music and suffers internal convulsions. Medieval thought holds that disharmony invites ill luck and malicious spirits, and the botch may carry serious social repercussions.
●●●●● ●●● (H) Purification

Mages, Wan Kuei, and shapeshifters all command spirits and demons. These creatures exist in their own worlds, but infest our own. The Watchers see them, however, and seek not only to heal the infestation (as a good Salubri ought) but to rid their rivals of potential servants.

System: The Salubri spends a Willpower point, focusing on the spirit or demon. She and the spirit engage in a battle of wills, represented by a contested Willpower roll (difficulty 8). The contest ends when one combatant has accumulated three successes more than another.

If the Salubri wins, she may expel the spirit and pacify it. By spending another Willpower point, she may thrust the spirit into a person, animal or location, including taking the spirit into herself. In all cases, she now commands the spirit, who behaves as if fully blood-bonded to the Salubri.
●●●●● ●●●● Heaven’s Gate

The apex of Valeren involves miraculous healing of body and soul, even reversing death itself. The third eye flares gold, forming a bright halo around the Salubri as he gently traces lines around the chakra points of the corpse. The subject’s soul reconstitutes itself, merges with the Salubri, then flows outward from the third eye to visibly reintegrate with the body. With a gasp, the mortal is resurrected, death wounds healing as life is restored.

System: This power may only be used on an individual dead less than a week, who did not die of old age and whose soul was not consumed or destroyed in some manner via Necromancy or Warrior Valeren (or similar effects). It cannot be used to reverse the Embrace. Only the subject’s head is necessary for the resurrection, but it must remain relatively intact, with most pieces present.

The elder spends two Willpower points and five blood points, and rolls Willpower (difficulty 8). Success reconstitutes the subject’s soul (wraiths disappear and reappear near the Salubri, transformed by the power), reborn within the body. The Salubri’s blood spirals outward and heals the death wounds, regenerating the body to perfect health. Forever after, the subject retains traces of the Salubri’s blood, making her a revenant. She recalls the time spent as a wraith (if any), but any spiritual trauma suffered fades into a bright, healing light.
●●●●● ●●●● (I) Unburden the Flesh-Clad Soul

It is said that long ago, some few Salubri methuselah could achieve an understanding of the soul that allowed them to free it from its fleshly confines. The character allows a willing subject’s soul to fly free, able to explore the world as an astral projection and transcend that existence whenever it wishes.

System: The vampire and a willing subject must both enter a deep meditative trance for a minimum of one uninterrupted hour as the Salubri performs the ritual necessary to separate soul from flesh without damaging either. During this period, the player spends a number of blood points equal to twice the permanent Willpower of the subject. At the end of the ritual, the subject’s body slips into a coma and dies by the end of the night.

The subject’s soul is released from her body and enters the astral plane (such as the Auspex power Psychic Projection). This separation is permanent and irreversible. The subject is treated as an astrally-projecting character in terms of rules mechanics. However, she no longer has a silver cord and no longer needs one, as she exists independently of her body. If she is reduced to zero Willpower through astral combat, she loses one point of permanent Willpower and re-forms after a year and a day at the place where this power was used upon her. A character reduced to zero permanent Willpower is destroyed forever.

This power may only be used upon mortals (excluding mages) and vampires who are in Golconda, and the subject must have a full understanding of what this ritual entails — including its permanence and the impossibility of a reversal. The body of a vampire who is Unbound decays at sunrise. It is possible to drink the blood remaining in the vampire’s body, but no benefits are gained from an attempt at diablerie. Any attempt to Embrace the body of an Unbound mortal automatically fails. The free-flying soul may choose to dissipate, moving on to whatever awaits beyond death, at any time (and is therefore not a ghost).

The Salubri may use this power on herself, provided she is in Golconda.

Valeren (Modern Warrior)
Sense Death

A healer learns a subject’s illnesses to cure them. The warrior learns so they know where to strike.

System: This power works identically to Sense Vitality, save that Sense Death may not see how many wounds a target has suffered nor scrutinize a mortal’s blood. In exchange, Warriors may analyze the target’s soak rating (for two successes) and determine the amount of vitae currently in a vampire or ghoul’s blood pool (for three).

Questions may pertain to the subject’s physical prowess, combat Disciplines or philosophical stance towards killing. Knowing both Sense Vitality and Sense Death grants an additional two dice to the Perception + Empathy or Medicine roll; if known, they may be activated with a single roll, with successes counting towards both.
●● Glare of Lies

The third eye opens, then narrows in close scrutiny. The Salubri’s eye begins to discern truth and deception as easily as light scattered from a crystal. Lies become obvious to the third eye’s sight, allowing a perceptive Salubri to easily come to judgment.

System: Any lies told in the Salubri’s presence must succeed on a contested Manipulation + Subterfuge roll (difficulty 8) against the Salubri’s Perception + Empathy (difficulty 6). Success means the subject still lies, but the Salubri recognizes the deception. She cannot, however, sense subtler deceptions such as omissions or half-truths.
●●● Burning Touch

The character’s hands bring searing pain, as though the target is being burnt with red-hot metal. Although the power does not inflict actual damage, prolonged or repeated exposure can be enough to traumatize a victim. This power works extremely well as a torture method.

System: The vampire must touch his subject for this power to take effect, and the effects diminish rapidly after he removes his hand. The player spends at least one blood point to activate this power, and each blood point spent reduces the victim’s dice pools by two while the Fury is in contact with the victim. This power is often used for interrogation or torture, wearing down the subject’s resistance and rendering him much more tractable.
●●●● Armor of Caine’s Fury

The Salubri antitribu is surrounded by a shining, crimson halo. This phantom armor protects the vampire against most physical injury, as well as against Rötschreck.

System: The player spends one blood point and rolls Stamina + Melee (difficulty 7). For each success, the character gains one point of armor protection against bashing and lethal damage, to a maximum of five points of protection. Additionally, for every two successes rolled, she gains an additional die to resist Rötschreck from the effects of battle (but not fire or sunlight). This power works for one scene.
●●●●● Vengeance of Samiel

The Salubri antitribu strikes his foe with superhuman accuracy and strength, as his third eye opens and changes to a furious, icy blue. Some Furies invoke the names of ancient Salubri warriors, while others simply close their normal eyes and let Samiel guide their hands.

System: This power costs three blood points. Any single attack made by the vampire automatically hits the target as mystic forces guide the blow. Attacks made in this manner may not be dodged, though they may be blocked, parried, and soaked as normal. The blow strikes as if the Salubri antitribu had succeeded with all of his Dexterity + Melee or Brawling dice pool (which makes for significant damage). This power may be used only once per turn, and only then the Salubri antitribu’s sole action is the attack. Additionally, this power does not work for ranged weapons; only bare hands or melee weapons.
●●●●● Blissful Agony

The vampire may cause pain with a mere touch, as per Burning Touch, but this pain lingers and swells even after the Fury has removed her hand. It is believed that this power was originally used to acclimate warrior Salubri to the pain they would experience in battle, but among the Sabbat Salubri, Blissful Agony has been turned to more brutal uses. If applied with enough intensity, Blissful Agony can drive vampires to the point of frenzy, incapacitate Lupines, and even kill mortals outright.

System: The player makes a Willpower roll (difficulty 8) and spends a blood point. The power lasts for one scene, though this duration may be prolonged if the Salubri antitribu wishes by making a subsequent Willpower roll (though no additional blood points need be spent). The character must touch her subject for the power to take effect initially.

At the vampire’s option, she may cause actual physical damage to the victim at the rate of one health level per blood point spent, though touch must be maintained for this to happen. Damage to vampires and other supernatural creatures in this fashion vanishes at the next sunset, but mortals must heal the damage normally. This damage is considered lethal damage, and mortals may not soak it (though vampires and other supernatural entities may).

To induce frenzy in a victim, the Fury must cause damage in excess of the subject’s Willpower. At that point, the subject must make a Willpower roll (difficulty 6) or succumb to frenzy. 
●●●●● ●● Fiery Agony

A Warrior’s touch brings pain and the promise of cleansing fire. At this level of mastery, even their gaze inflames the agony, rendering victims debilitated and mewling in fear.

System: This power enhances Burning Touch. The Touch no longer fades after a turn, but continues under the harsh red light of the third eye. The Warrior must still touch his target first to invoke the power, but may continue activating the power at range as if still grasping their victim. Additionally, each blood point spent now also reduces the vampire’s pool to resist Rötschreck by one.
●●●●● ●●● Song of the Blooded

Samiel’s words were heard only by his childer. Only they know the secret doubts he spoke aloud, purging them from his heart so he could face his enemies with his potential unchecked. The clear heart of a Salubri Warrior is a furious one, the purity of their rage visibly shining forth.

The doubts are spoken as a prayer, acquiring cadence and rhythm and defining the speaker as an avenging angel of an angry God (“Lend me your rage, o Lord, for I am Michael, General of the Host”). For this reason that the Warrior Caste often takes the names of Judeo-Christian angels; even if they cannot use this power, symbolism lends a great deal of weight.

System: Once per chapter, the Warrior may activate this Discipline at no cost or roll. Any subsequent activation requires the expenditure of three Willpower and five blood points, and a Charisma + Performance prayer (difficulty 7) to openly voice the doubts and fears of the Warrior, giving them life so that she may kill them. Success means the Salubri enters into a trance state for the rest of the scene, singing loudly of victory over her foes and fears and her eyes glowing brighter than the sun. Her Physical Attributes immediately increase to Generational maximums. A halo burns around her, incapable of being smothered by lesser Disciplines, rendering Stealth impossible.

The glare increases the difficulty of any attacks against the Salubri by two. While in the battle-trance, she gains immunity to Dominate, Presence and other mental Disciplines (save the effect of Rayzeel’s Song). The trance ends when every foe is dead as her fears or she meets Final Death on the field.
Salubri Combination Disciplines
Vital Fluids (Fortitude •••, Valeren (Obeah / Healer) •••)

With complete mastery over her undead frame and the power of vitae healing, the Salubri finds that healing wounds no longer overly taxes her duties towards humanity. Additionally, the Salubri may apply Corpore Sano to herself, though the only benefit is for healing aggravated damage.

System: Any blood spent to heal bashing or lethal damage returns to the vampire’s blood pool, at a rate of one point per hour. This does not apply to points lost to use Copore Sano. This power is always active at no cost.

This power costs 18 experience points to learn.
Penitent Resilience (Fortitude ••••, Valeren (Healer or Warrior) ••••)

Uriel’s sun-curse cannot mar Raphael’s promise of redemption. Their purity known to all, the Salubri may briefly walk in brightest sunlight without fear, the sunlight searing his Curse and not his flesh.

Only Cainites who ascribe to the Virtues of Conscience and Self-Control may benefit from this power.

System: The vampire may reflexively spend one blood point whenever the vampire is exposed to sunlight. Until the vampire exhausts his blood pool, he need not make Rötschreck rolls. Such damage is rolled, rather than applied as automatic successes, and soaked normally with only Fortitude. 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 must fear frenzy.

This combination power costs 28 experience points to learn.
Eye of Unforgiving Heaven (Auspex ••••, Valeren (Warrior) ••••)

The Salubri’s third eye opens impossibly wide, burning an incandescent gold color. The orb is a reflection of the Salubri’s inner virtue, but manifests as the sun at zenith, illuminating the area and searing undead flesh.

Ordinarily, only Cainites who ascribe to the Virtue of Conscience may benefit from this power. Yet there have long been rumors of an Infernalist version that takes a terrible cost upon the wielder’s soul with each devastating blast.

System: The vampire stares in the general direction he wishes the power to illuminate, while spending one point each of blood and Willpower (per turn). He then rolls Conscience (difficulty 6). Success causes the Cainite’s third eye to open and glow, shedding light as direct sunlight and inflicting damage per turn to all vampires in line of sight as per their exposure.

As the power’s light emits as radiance rather a beam, it cannot discriminate between friend or foe. The Salubri isn’t immune to his light, suffering three dice of lethal damage each turn, soaked normally. Any such wounds suffered manifest as bloody tears weeping from the third eye.

This combination power costs 25 experience points to learn.
Ending the Watch (Valeren (Healer or Warrior) •••••, Auspex ••••)

Ancient tales record Enochian Salubri walking the night streets, freeing those mortals ravaged by vampiric excess from pain. The death watch were respected for their knowledge and power, garnered by preserving elements of a dying mortal’s soul within their own.

Ending the Watch can be used only on a dying mortal or one who truly, without coercion, wishes for death. Generally, the mortally wounded or the elderly are targets of this power, but torture victims or those suffering deeply from depression are equally viable (as some Salubri antitribu have discovered..). As such, even in these nights, the Tremere continue to speak of this power with dread, calling the Salubri soulsuckers to all who will listen.

System: The Salubri spends a Willpower point and lays a hand over a valid target’s heart, peacefully and painlessly killing them. The player then rolls the character’s Perception + Empathy (difficulty of their current Willpower); upon a success, the target’s soul is absorbed, remaining within the Salubri and visible via Auspex as a bright white vein in the aura.

With the soul’s vitality residing inside the Salubri, she knows much of what the dying mortal did — interesting secrets, passwords, or personal minutiae. She may recall specific facts of the target’s memory (“What is the bank password?”), requiring an Intelligence + Empathy roll (difficulty 5) for each significant fact.

The Salubri may hold a number of souls within her equal to her Generation Background. Presumably, elder Salubri would cleanse these tortured and anguished souls over time, such as with ‘Unburdening the Bestial Soul’ before gently releasing them into the mystery of the hereafter.

Unfortunately, she may also ‘consume’ held souls; for each success on the original roll, she may heal herself of one level of lethal, bashing or even aggravated damage. A botch on either roll inflicts a level of aggravated damage as the soul bursts free of the Salubri’s.

This combination power costs 27 experience points to learn.
Dream Combat (Auspex •••••, Valeren (Warrior) •••••)

Warrior Salubri once used Dream Combat to confront ghosts or demons that they could not affect physically. Increasingly, they find that it allows them to confront elders and powerful entities on a more level playing field as well.

By locking the target’s gaze with her third eye, the Salubri draws the target’s mind into a shared dream. In the dreamscape, both the Salubri and her target can imagine any arena they wish for battle (or even peaceful pursuits). The target cannot suffer any direct, physical harm from Dream Combat, but the psychic damage can be devastating. Spirits can be outright destroyed by this power.

System: To initiate Dream Combat, the Warrior must look her target in the eye and make a contested Willpower roll (difficulty 7). If the Salubri wins, she pulls her target into a dreamscape. Neither leaves until the Salubri is defeated or ends the power of her own will. Time is accelerated within the dreamscape, and the entire battle lasts a turn outside.

In the dreamscape, both participants can do anything they imagine. They can fly, change their shape, and create any environment they want. Affecting each other is more difficult. Combatants can battle in any manner, but it’s the will doing battle, not the body.

Mechanics of Dream Combat
Physical Traits and Disciplines, save certain applications of Auspex and Dominate (Storyteller’s discretion) don’t exist in Dream Combat; it’s a battle of the mind. Manipulation replaces Strength, Charisma replaces Dexterity, and the character’s highest rated Virtue replaces Stamina and soak. Willpower replaces health levels. If the character cannot relate the attack somehow to Athletics, Archery, Brawling, or Melee, use unmodified Charisma for the attack pool, with the environment itself battering the combatants. There is no analog to bashing, lethal or aggravated damage, nor does Fortitude play any role in soaking damage.

Damage applies to the target’s effective maximum Willpower. The target suffers penalties to all dice pools as his Willpower drops. Until the target loses half his Willpower (round fractions upward), he stays at OK. Each subsequent point of Willpower lost imposes a -1 wound penalty to all actions.

A dream-warrior can spend Willpower points without incurring any penalty. As the character’s Willpower rating drops, he has fewer points to expend.

A character reduced to Willpower 0 is incapacitated; mortals become comatose, while vampires drop into torpor for a night and develop a spiritual Derangement. Spirits or demons reduced to Willpower 0 may be diablerized within the dreamscape; this destroys them, and while such an act doesn’t affect the Salubri’s Generation, it may allow the vampire to purchase Supernatural Merits at the Storyteller’s discretion.
This combination power costs 30 experience points to learn.
Soul’s Breath (Fortitude •••, Auspex ••••, Valeren (Healer / Obeah) •••••)

This was the secret of the Watchers of the Far East: the Curse of Caine to subsist on blood and bitter ashes is a lie. Progression of the soul allows one to draw out the sanguine humor that floats within the lungs and the vitality of will in the breath. It’s a meager draught, but one can sup one’s fill from a crowd with none the wiser. With the breath comes power, all flowing to the Watcher.

It is said that thousands of years ago, the one known as Zao-Lat the Traitor stole this technique (among much else) from the legendary scholar Xue. His actions supposedly lead to the Final Deaths of an ‘enormous’ number of Wan Kuei and that both Baali and ‘bakemono’ followed in his wake across Central Asia. His hidden descendants remain despised by the vampires of China and Korea to this night.

System: The Salubri must be facing a victim within speaking distance. He rolls Intelligence + Occult (difficulty 6, though this may increase or decrease; difficulty 4 with a kiss, difficulty 9 for shouting across a ballroom). Success on the roll allows the Salubri to sup one “blood” point per turn (maximum duration of his successes) from his victim’s breath. The victim rarely knows what’s happening to them, experiencing the loss as a moment of discomfiting weakness. She loses one health level per point of “blood”, as if he’d fed from her.

The Salubri may divide his successes amongst multiple targets in range to draw in more breath per turn, rapidly draining a crowd of breath and continuing on. Breath does not sate like blood; he may only use this power for a number of nights equal to his Road rating before needing to physically drink blood.

Supernatural creatures targeted by this Discipline lose both “blood” and part of their power. Each success on the roll to activate Soul’s Breath carries both a “blood” point (and concurrent level of damage) and robs the supernatural being of one point of her power pool (Cainites have their vitae rendered inert, Lupines lose Gnosis, etc.), translated to the Salubri as a point of Willpower. At Storyteller’s discretion, this theft provides an excellent justification for the purchase of out-of-clan Disciplines or Supernatural Merits.

This combination power costs 36 experience points to learn.

Affinity: Lasombra

The signature power of the Lasombra, Obtenebration grants the vampire power over darkness itself. The nature of the darkness invoked by Obtenebration is a matter of intense debate among Kindred. Some believe it to be merely shadows, while others feel that the power gives control over the stuff of the vampire’s soul, coaxing it tangibly outward.
Regardless, the effects of Obtenebration are terrifying, as waves of darkness roil out from the Cainite, enveloping those in their path like an infernal wave. In the modern nights, Obtenebration is entirely unknown as anything except a terrifying manifestation of the Sabbat’s horrors.

Note: Vampires using Obtenebration can see through the darkness they control, though other vampires (even those that also have Obtenebration) cannot. Dreadful tales of rival Lasombra struggling to blind and smother each other with the same wisps of darkness circulate among young members of the Clan, though no elders have come forth to substantiate these claims.

Affinity: Brujah, Gargoyles, Giovanni, Lasombra, Nosferatu

While flesh and blood have their limits, undead sinews and vitae have a bit more latitude when it comes to feats of strength. Inherent in every vampire is the primordial capacity to augment their strength by harnessing the vitality of their blood, thus enabling them to perform feats that exceed mortal imaginings. The Discipline of Potence amplifies this supernatural prowess, accessing reserves of extraordinary potency for manifestations of might that border on the miraculous.

Any vampire of the modern nights with high levels of Potence can easily leap great distances, lift a horse or jeep, break steel chains or crush a mortal’s bones to powder with brutal force. Even low ranks of this power can give Kindred physical power beyond mortal bounds. It is said the semi-mythical methuselahs can leap so far that they appear to be flying, toss cars (and horses) effortlessly, and punch through walls like cardboard. While the more subtle mental Disciplines can be awe-inspiring, the brutal effectiveness of Potence is formidable in its own right.

The Brujah, Giovanni, Lasombra, and Nosferatu are naturally gifted with this Discipline, but members of other Clans often make a point to find someone who can teach them the awesome power of Potence.

System: Each dot that the vampire has in Potence adds one die to all Strength-related dice rolls. Further, the player can spend one blood point and change his Potence dice into an equal number of automatic successes to all Strength-related rolls for the turn. In melee and brawling combat, successes from Potence (either rolled or automatic) are applied to the damage roll results.

Affinity Bonus: The blood point spent to activate Potence does not count against your Generational blood expenditure limit for that turn.

(A) Leaps and Bounds

Possessing unholy strength in more than arms and fists, the vampire can leap far higher and further than any mortal, whether to evade foes or flee a burning building.

System: The vampires multiplies all vertical and horizontal jumping distances by her Potence. The player does not need to roll anything to make the jump but, at the Storyteller’s discretion, may need to roll Dexterity + Athletics (variable difficulty) to land safely depending on the environment.
●● (B) Savage Kiss

This power allows the vampire to employ an unholy inner strength when draining a victim. In mere seconds, the attacker swallows torrents of blood while mauling the victim. The result is an efficient, if messy, feeding often employed in the heat of battle where the mangled remains of the victim can be disguised.

Note: Savage Kiss can only be used against living creatures. Undead have a different internal physiology, for all their outward resemblance.

System: The vampire can now drink a number of blood points equal to 3 + their Potence rating. This enables them to drain a human completely in seconds, possibly within a single turn. Every point of blood gulped down (which may not exceed their max blood pool) causes one point of aggravated damage to the victim, as their blood vessels burst and organs bruise and rupture internally.

In combat, Savage Kiss is triggered reflexively after a successful feeding attack (which usually requires a successful grapple, first). It does not stack with normal bite damage (which involves opportunistic ripping and tearing, not drinking).
●●● (C) Rending Fingers

The vampire’s hands do not stop when they hit their target; they push through with the weight of his invincible musculature.

System: This power is permanent once learned. It gives any simple Brawl attack that the vampire makes an innate Armor Piercing of 2 (meaning that their unarmed blows will ignore 2 Armor and Durability).

This power is not compatible with the finesse required of Martial Arts.
●●●● (D) Crushing Blow

When the vampire seizes an opponent in her iron grip, the force she channels inflicts devastating injuries resulting in fractured bones and ruptured organs.

System: A successful Grapple attack ordinarily inflicts Strength + Potence in bashing damage (Note: Brawl successes are not added to Grapple damage). This power allows the vampire to spend 1 blood point to inflict Grapple damage as lethal, instead.

Once activated, Crushing Blow lasts for the scene.
●●●●● (E) Imprint

A vampire with extensive knowledge of Potence can squeeze very, very hard. As a matter of fact, she can squeeze (or press, or push) so hard that she can leave an imprint of her fingers or hand in any hard surface up to and including solid steel.

Focusing their unnatural strength into their toes and fingers, the vampire grips and burrows their extremities into almost any surface, enabling them to climb and even hang otherwise unsupported from walls and ceilings. Close observation reveals telltale scarring or deformation on these surfaces afterward.

System: Imprint requires a point of blood to activate. The power remains active for the duration of a scene. This ability allows the vampire to automatically climb most non-metallic surfaces, provided they can take their time in plotting their way upwards. The Storyteller will determine the difficulty If trying to climb a truly sheer, metallic surface, or if doing so amidst catastrophic environmental conditions.

The depth of the imprint the vampire creates with Imprint is up to the Storyteller — decisions should take into account how much force the vampire can bring to bear, the toughness of the material, and its thickness. If the object the vampire grasps is thin enough, at the Storyteller’s discretion, the vampire might simply be able to push through it (in the case of a wall) or tear it off (in the case of an iron railing, lamp post or pipe).
●●●●● ● (F) Brutality

This awesome power builds on the might of Crushing Blow; with it, the Cainite’s hands move through flesh the way a mortal’s moves through packed sand.

System: A character with Brutality causes lethal damage with her unarmed strikes. Her unarmed strikes may only be dodged, not blocked or parried, as her punches move weapons and shields aside effortlessly. This power does not require activation, and is considered “always on” unless the user wills it.

Brutality only applies to attacks made with the punch and kick maneuvers. It is far too monstrous for the finesse and control require of more advanced combat maneuvers or Martial Arts.
●●●●● ●● (G) Earthshock

According to some pundits, Potence is merely the art of hitting something very hard. But what do you do when your target is too far away to hit directly? The answer is, if you’re sufficiently talented with the Discipline, to employ Earthshock.

On its simplest level, Earthshock is the ability to hit the ground at point A and subsequently have the force of the blow emerge from the ground at point B.

System: The use of Earthshock requires the expenditure of two blood points, as well as a normal Dexterity + Brawl roll. The vampire punches or stamps on the ground, and, if the attack is a success, the force of the blow emerges from the ground as a geyser of stone and earth directly underneath the target. The attack can be dodged at a +2 difficulty.

Earthshock’s range is 10 feet or three meters for every level of Potence the vampire has, up to the limits of visibility. A failure on the attack roll means that the strike goes errant and is liable to explode anywhere within range; a botch means that the vampire pulverizes the ground beneath him and may well bury himself in the process.

Affinity: Baali, Brujah, Daughters of Cacophony, Followers of Set, Toreador, Ventrue

Presence is the Discipline of emotional manipulation. Vampires with this power can inspire passionate fervor or unreasoning terror in mortals and Kindred alike. In addition, unlike most Disciplines, some of Presence’s powers can be used on entire crowds at one time. Presence can transcend race, religion, gender, class, and (most importantly) supernatural nature. As such, this subtle power is one of the most useful Disciplines a vampire can possess.
Anyone can resist Presence for one scene by spending a Willpower point and succeeding on a Willpower roll (difficulty 8), but the affected individual must keep spending points until he is no longer in the presence of the vampire (or, in the case of Summon, until the effect wears off). Vampires three or more Generations lower than the wielder need only spend a single Willpower to ignore the Presence for an entire night and need not roll Willpower to do so.
The major drawback of Presence is that it controls only the emotions. It causes others to feel a certain way toward the vampire, but does not give her outright control over them. While people weigh strongly the orders that the vampire declares, their minds are still their own. Suicidal or ridiculous directives don’t sound any more sensible just because the person giving them is unusually fascinating. Still, inspired eloquence or significant wealth used in combination with this Discipline can enable the vampire to urge others along a desired course.
The Brujah, Followers of Set, Toreador, and Ventrue Clans are all adept in this Discipline. The Ventrue are arguably the most skilled with its application, however, due to their ability to use Presence and Dominate in efficient combination.


Those near the vampire suddenly desire to be closer to her and become receptive to her point of view. Awe is extremely useful for mass communication. It matters little what is said — the hearts of those affected lean toward the vampire’s opinion. The weak want to agree with her; even if the strong-willed resist, they soon find themselves outnumbered. Awe can turn a chancy deliberation into a certain resolution in the vampire’s favor almost before her opponents know that the tide has turned.
Despite the intensity of this attraction, those so smitten do not lose their sense of self-preservation. Danger breaks the spell of fascination, as does leaving the area. Those subject to Awe will remember how they felt in the vampire’s presence, however. This will influence their reactions should they ever encounter her again.

System: Awe provides a passive dice bonus to any Appearance-related rolls equal to your Presence rating. It may be suppressed at will, which is a good thing if you wish to avoid notice or being remembered. Still, this power singlehandedly explains why vampires tend to have an uncanny knack for acquiring the Fame and Herd Backgrounds.

Note: Awe does not increase your Appearance rating – it simply makes your rolls far more likely to exceptionally succeed.

At the Storyteller’s discretion (and with the expenditure of a blood point), it may also provide a bonus for certain Expression, Leadership, or Performance rolls as well (such as giving a compelling speech, rallying a mob or staging a play) for the rest of the scene in question.

Mortals affected can use Willpower points to overcome the effect (if it even occurs to them) but must continue spending Willpower every scene for as long as they remain in the same area as the vampire. As soon as an individual spends a number of Willpower points equal to the vampire’s Presence, he shakes off the Awe completely and remains unaffected for the rest of the night.

Supernatural targets (such as other vampires, lupines or Willworkers) that are aware of an unnatural power affecting them (such as through a successful Awareness check) only need to spend 1 Willpower point to break the spell’s hold over their attention.
(A) Daunt

Instead of attracting people as with Awe, the Kindred uses Presence to repel. With this power the vampire appears threatening and exudes an aura of menace powerful enough to make most mortals avoid their attention and even other vampires think twice about acting against them.

System: Add the user’s Presence rating to any Intimidation rolls. It can not be used at the same time as Awe.

The vampire can spend a blood point to enhance this effect to a nigh supernatural degree. In which case, absent significant psychological reinforcement (such as wearing a badge and a gun, manning a checkpoint or being backed up by a gang of fellow bullies), most mortals will not dare to aggressively confront a vampire whose Intimidation + Presence total is greater than their Willpower. They might call the police, however.

The passive version of Daunt affects everyone. The active version only affects mortals, ghouls and any vampire who has a blood bond towards you.
●● Dread Gaze

While all Kindred can frighten others by physically revealing their true vampiric natures — baring claws and fangs, glaring with malevolence, hissing loudly with malice — this power focuses these elements to insanely terrifying levels. Dread Gaze engenders unbearable terror in its victim, stupefying him into madness, immobility, or reckless flight. Even the most stalwart individual will fall back from the vampire’s horrific visage.

System: The player rolls Charisma + Intimidation (difficulty equal to the victim’s Wits + Courage). Success indicates the victim is cowed, while failure means the target is startled but not terrified by the sight. Three or more successes means he runs away in abject fear; victims who have nowhere to run claw at the walls, hoping to dig a way out rather than face the vampire. Moreover, each success subtracts one from the target’s action dice pools next turn.
The character may attempt Dread Gaze once per turn against a single target, though she may also perform it as an extended action, adding her successes in order to subjugate the target completely. Once the target loses enough dice that he cannot perform any action, he’s so shaken and terrified that he curls up on the ground and weeps.
Failure during the extended action means the attempt falters. The character loses all her collected successes and can start over next turn, while the victim may act normally again. A botch at any time indicates the target is not at all impressed — perhaps even finding the vampire’s antics comical — and remains immune to any further uses of Presence by the character for the rest of the story.
●● (B) Lingering Kiss

The Kiss of a vampire induces near-ecstasy in mortals, but this power leaves other Kisses in the dust. Mortals fed upon by the user become addicted to the Kiss, obsessing over it and even seeking the vampire out for repeated feedings. Mortals often become anemic, self-harm, or even die from this addiction, but vampires find it a useful power for cultivating a herd.

System: The vampire can choose to use this power or not during each feeding. The user adds dice equal to their Presence to any subsequent Charisma Attribute-assisted pool against the bitten subject.

If not blood bound, a mortal fed upon with this power can make a Willpower test (Difficulty equals 3 + the user’s Presence rating) every week to resist the effects – but only if they’re purposefully aware of the vampire leading them down some risky or self-destructive path, such as might cost them their job or marriage. Succeeding for several weeks straight while avoiding the temptress in question will shake it off entirely unless they should be bitten again.

Affinity Bonus: Terrifyingly, this power works just as effectively against Kindred of higher Generation who have a blood bond to the vampire. Although unlike mortals, they can always struggle to resist it (should they dare).
●●● Fascinate

This power subtly bends others’ emotions, making them the vampire’s willing companions, collaborators and even servants. Due to the genuine fascination that this power inspires in individuals, they’re more likely to heed the vampire’s every whim. While supernatural beguiling is far from necessary for a vampire (or even a gifted mortal) to make themselves worshiped like a celebrity superstar or held in awe as a king or titan of industry…it does greatly help. Indeed, Fascinate can bestow even the humblest Toreador neonate with a certain degree of star power.

Since this is done willingly, instead of having their minds chained such as with Dominate, companions that the vampire attracts with this power retain their creativity and individuality. It’s also not quite so obsessive as the blood bond, although it can be combined with that to an unhealthy result. This ability makes the Baali and Brujah provocateurs and rabble rousers bar none, while there are few Toreador, Ventrue and Setites that fail to take advantage of the opportunity to surround themselves with a loyal entourage.

Perhaps this power’s greatest utility is the uncanny means by which it allows the vampire to beckon those to their side who have fallen under their sway, seemingly across any distance.

System: The player rolls Appearance + Empathy (difficulty equal to the target’s Willpower); the number of successes determines duration of the subject’s Fascination: 1 Success (One night), 2 successes (one week), 3 successes (one month), 4 successes (several months), 5+ successes (one year + one year per additional success).

Note: If Fascinate is used against any character who has a blood bond towards you, the difficulty is -3 to affect them. If they are also your thrall (hence, 3-step bound), then every success counts for one year of duration.

Success gives a -2 difficulty bonus towards all mundane Social rolls made towards that target for the duration. This isn’t an obviously unnatural compulsion – it’s simply the result of the subject being willing to give you the benefit of the doubt and to make more time for you than you might, arguably, deserve.

If you spend a blood point, you may supernaturally call any creature that has fallen under your sway to come rushing to your side. This is rather unnatural, yet sometimes strictly necessary. See the ‘Summon‘ tab below, for more information.

Note: A character can only be Fascinated by one vampire at any given time. If another vampire uses Fascinate on them, the result with the longest possible duration will take precedence.

If a vampire is careful to play up to the Fascinated subject’s expectations (and that is more than anything else, the art of emotional manipulation such as Presence revolves around), they will often find that what was once supernaturally compelled attention will quite easily transition into sincere devotion. In such circumstances, consider that a target’s Awareness difficulty (should they even have such) for detecting the use of Fascinate is +2.

However, if a vampire cruelly abuses, flagrantly deceives or puts an Fascinated subject in needless danger, they may shake off the effect by spending a single Willpower point. In fact, any character that becomes aware that they’re being supernaturally toyed with (which isn’t always easy to discern where Fascinate is involved), may shake it off by spending as many Willpower points over as many continuous nights as the vampire’s Presence rating (during which they may not recover Willpower by sleeping).

How Summoning Works
The vampire can spend a blood point to call to themselves any person, mortal or vampire, who is currently Fascinated by them.

The target knows who is summoning them and the user’s current location. This calling lasts for a night. After that time, the effect subsides, but the user can repeat it night after night if required to reach the target or if the target is otherwise reluctant. Although this power allows the vampire to call someone across a staggering distance, it is most useful when used locally. Even if the desired person books the next available flight, getting to Kyoto from Milwaukee can still take far longer than the vampire needs. Obviously, the individual’s financial resources are a factor; if he doesn’t have the money to travel quickly, it will take him a far greater time to get there.

The subject thinks mainly of reaching the vampire, but does not neglect his own well-being. This is less of a consideration if he only has to cross a room, unless he must get through a gang of gun-wielding punks to do so.

It can be resisted by spending a Willpower point, unless the summoning vampire has a Presence rating higher than the target’s permanent Willpower.
●●● (C) Fetish / Phobia

By spending enough time with a Fascinated subject, a vampire can instill an irrational desire or fear of a certain object, substance or condition (though not another person).

The object of the fetish or phobia can be general (cars or spiders), direct (red sports cars or black widows), or even disturbingly specific (high speed car crashes), although the victim must be able to recognize and distinguish what the vampire wants him to desire or fear. For example, making someone obsessed with red sports cars wouldn’t be viable if they were colorblind.

System: Implanting the Fetish / Phobia requires success on a Manipulation + Expression roll (difficulty of the target’s Self-Control or Courage + 3).

This is always an Extended Action (and adheres to those rules, which won’t be repeated here), with one roll allowed per night. The total number of successes required is a multiplier of the victim’s Self-Control or Courage, dependent on how awkward or outrageous the Fetish / Phobia is.

Once implanted, it persists for at least as long as the subject remains Fascinated and sometimes beyond, if the Fetish / Phobia in question had any genuine connection to what they truly secretly fear or desire.
●●●● Force of Personality

The vampire’s personality becomes so powerful that people are actually physically forced away from her. With a mere glance or gesture, her commanding presence becomes physical reality, as the Kindred forces her will outward creating a palpable barrier that drives others back, as if yielding space to royalty.

Brujah Anarchs of the modern nights have discovered that it is just as effective for pushing through a phalanx of riot police (just as Ventrue lords once used it for breaking up shield walls on medieval battlefields).

System: The player spends a point of Willpower to activate Force of Personality and then rolls Charisma + Intimidation or Leadership. The roll is then compared to the Willpower rating of each person in the character’s immediate vicinity as a difficulty — most normal mortals have a Willpower rating of around 3.

Each success indicates one step that the person must take directly away from the character and also the difficulty of the Willpower roll needed to advance toward the character or bar their way in any manner for the rest of the scene.

The Leadership version of this power is at least somewhat subtle. The Intimidation version is more disrupting (often combined with a shouted ‘Charge!’, ‘Stay back!’ or ‘Don’t touch me!’), though does benefit from Daunt.
●●●● (D) Spark of Rage

A vampire possessing this power can shorten tempers and bring old grudges and irritations to the boiling point with a minimum of effort. Spark of Rage causes disagreements and fights, and can even send other vampires into frenzy.

This power has been put to more sinister use in the past. More than one unscrupulous vampire has deployed it to force their cowering servants to delay the SWAT team, Sabbat war party or Lupine pack a little longer, while they slipped out the back door.

System: The player spends a blood point and rolls Manipulation + Subterfuge (difficulty 7). The number of individuals affected is determined by how many successes are rolled. If this power is used in a crowd, those affected are the people in closest proximity to the character.

Note: The result won’t be cartoonish, randomly flailing violence – their hostility will be directed towards whatever is currently provoking their strongest emotions, or drawing the most attention. At least one notorious Brujah instigator, whose shit everyone had already grown tired of, eventually found themselves beaten to an unrecognizable pulp after inflicting this power on the wrong crowd.

A vampire affected by this power must spend a Willpower point or roll Self-Control/Instinct (difficulty equal to the character’s Manipulation + Subterfuge); failure sends the target into a frenzy. A botch by the vampire using Spark of Rage sends the invoking character into immediate frenzy.
●●●●● Renew the Earthly Pleasures

Vampires can no longer experience the simple pleasures of mortal life – and this is one of the more devastating powers of emotional manipulation that prey upon that nearly universal vulnerability. With this ability, a Cainite can overwhelm another vampire with a flood of kine emotions and sensations that have long been only fragile memories. The subject of this power finds herself reeling under an onslaught of long-dead passions and pleasures. Unable to cope with or control these feelings, she may be incapacitated with ecstasy.

Some vampires actually crave the effects of this power and seek out vampires who possess it. These creatures become addicted to the flood of raw emotion they are incapable of feeling on their own. Powerful but cold-blooded Ventrue have fallen to wily Setites who employ this power, while Brujah Anarchs and Toreador dilettantes find it a vindication of their deeper than usual ties to their mortal herds. Baali Infernalists, Bahari witches and Sabbat Cathari alike have delighted in using this power to subject their victims (and themselves) to a variety of creative tortures.

System: The target must be close enough to touch – although no actual contact is required. The player must then roll Charisma + Empathy (difficulty equals the target’s Self-Control + 3). If the target is on a Path other than Humanity, then the difficulty is automatically 8. Successes determine the shock of the effect:

1 Success – Nostalgic human feelings
2 Successes – Mild pleasure (-1 to Dice Pools)
3 Successes – Increased sensations (-2 to Dice Pools)
4 Successes – Ecstatic agony (-5 to Dice Pools)
5 – Successes – Target either writhes helplessly or suffers a temporary loss of consciousness

In all cases, the effect lasts for a number of turns equal to 10 minus the Self-Control/Instincts of the target.

The difficulty of affecting a target with this power increases by +1 after each use for the rest of the night.

Ventrue Variant: Stunning Awe
Ventrue characters receive the following variant version of this Discipline instead (After all, any interest that the Clan of Kings takes in such tawdry indulgences is purely of the hypocritical variety):

Stunning Awe is a rather more aggressive use of the principles behind this Discipline which allows the vampire to slow her victim with a mixture of awe and mystical terror. She need only catch his attention and unleash her monstrous scorn to send him reeling.

System: Once per scene, the player can roll Charisma + Intimidation against a difficulty of the victim’s Wits + Self-Control. A botch leaves the target immune to all further uses of 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 Appearance, after which it loses one die of potency each turn until the target is free to act normally. If the penalty exceeds the target’s Wits rating, they’re likely to retreat in a daze unless driven by the most furious hatred.
●●●●● (E) Distant Sway

The Presence powers of the vampire now affect people viewing them on live feeds or hearing them over the phone. With a bit of extra effort, this power even allows the Kindred’s Presence to carry over onto previously photographs or video, whether digital, video tape, or even film. It also carries over to paintings (such as hang in many a creepy mansion), if the portrait is an accurate representation, or a Ventrue’s intimidating business card (‘Oh my God, it even has a watermark!’).

In times past (such as before the rise of digital communication), this power worked just as effectively through statuary, coinage, icons, heraldry, signet rings and official messengers, where it was known by other names (such as Procul Dominatus among the Roman Ventrue) and required a far more powerful mastery of Presence. It seems to have become easier in modern nights.

System: In addition to the extremely useful ability of being able to benefit from Presence over the phone or when viewed through some other live medium, this power also allows you to imprint one of your Presence powers into another object that is representative of you in some fashion. It requires spending one blood point and one Willpower point for as many times as it is intended to activate.

In nights of old, a Ventrue lord might have imprinted his Awe onto a coat of arms or signet ring conveying his authority, which when carried to some far corner of his realm, would allow him to impress a distant subject. Tonight, they might just as easily imprint a low key Daunt or even Dread Gaze onto their business card to leave their rivals sweating. Similarly, a Toreador webcam model might Fascinate a fan into some kind of sketchy findom arrangement. Setite telemarketers (and televangelists) have wrought untold harm with this power.

In effect, the vampire rolls their Presence power ahead of time, and then associates it with an object which is specifically and clearly representative of you (such as a diploma, ancestral banner or menacing portrait hanging in your antechamber) and an extremely simple trigger ( ‘My errant Childe’ or ‘an uninvited guest’ etc). When that simple condition is met, then the effect will trigger as if you were present.

One final and rare permutation of this power, is that the vampire may spend a point of permanent Willpower to enable the use of their next Presence power to affect everyone who can currently see or hear them. There are persistent rumors to the effect that an early, televised demonstration of Fascinate is why the autarkis troublemaker known as Lily Thorn has been a perennial presence on the Camarilla’s infamous Red List, despite seeming quite harmless compared to the other rogues and monsters on it. It is a threat to the Masquerade that must never be countenanced. It may also explain the confusing popularity of one or two pop songs from the early Oughties…but that has never been proven.
●●●●● ● Majesty

At this stage, the vampire can augment her supernatural mien a thousand-fold. The attractive become paralyzingly beautiful; the homely become hideously twisted. Majesty inspires universal respect, devotion, fear — or all those emotions at once — in those around the vampire. The weak scramble to obey her every whim, and even the most dauntless find it almost impossible to deny her.
People affected find the vampire so formidable that they dare not risk her displeasure. Raising their voices to her is difficult; raising a hand against her is unthinkable. Those few who shake off the vampire’s potent mystique enough to oppose her are shouted down by the many under her thrall, before the immortal need even respond.
Under Majesty’s influence, hearts break, power trembles, and the bold shake. Wise Kindred use this power with caution against mortal and immortal alike. While Majesty can cow influential politicians and venerable Primogen, the vampire must be careful that doing so doesn’t come back to haunt her. After all, a dignitary brought low before others loses his usefulness quickly, while a humiliated Kindred has centuries to plan revenge.

System: No roll is required on the part of the vampire, but she must spend a Willpower point. A subject must make a Courage roll (difficulty equal to the vampire’s Charisma + Intimidation, to a maximum of 10) if he wishes to be rude or simply contrary to the vampire. Success allows the individual to act normally for the moment, although he feels the weight of the vampire’s displeasure crushing down on him. A subject who fails the roll aborts his intended action and even goes to absurd lengths to humble himself before the vampire, no matter who else is watching. The effects of Majesty last for one scene.
●●●●● ● (F) Paralyzing Glance

Some elders have honed their mastery of Dread Gaze to such a degree that they are said to be able to paralyze with a look. The power‘s name is something of a misnomer, as victims of this power are not precisely paralyzed in a physical sense, but rather frozen with sheer terror.

System: The character must make eye contact (p. 152) with her intended victim. The player then rolls Manipulation + Intimidation (difficulty equal to the target’s current Willpower points). Success renders the victim so terrified that he falls into a whimpering, catatonic state, unable to take any actions except curling into a fetal position and gibbering incoherently.
The condition lasts for a length of time determined by the number of successes rolled. If the victim’s life is directly threatened (by assault, impending sunrise, etc.), the poor wretch may attempt to break out of his paralysis with a Courage roll (difficulty equal to the character’s Intimidation + 3). One success ends the paralysis. A botch sends the victim into a continuous state of Rötschreck for the rest of the night.
Successes Result
1 success – Three turns
2 successes – Five minutes
3 successes – Remainder of the scene
4 successes – One hour
5 successes – Rest of the night
6+ successes – A week (or more, at Storyteller discretion

Affinity: Gangrel, Tlacique

Protean allows the Kindred the mystical ability to manipulate his physical form. Some vampires believe the power stems from a heightened connection to the natural world, while others consider it to be a magnification of the mark of Caine. Whatever its basis may be, those that develop this Discipline can grow bestial claws, take on the forms of bats and wolves, turn themselves into mist, and even meld into the very earth itself. The Kindred’s clothes and personal possessions also change when he transforms (presumably absorbed within his very substance), although armor and the like do not provide any benefit while transformed.

The Protean Discipline is native to the Gangrel, the only vampires for whom it is a fundamental requirement alongside drinking blood and avoiding sunlight. It serves as a primal manifestation of the inner Beast, channeling the untamed power inherent in all vampires but particularly abundant in the Gangrel. Throughout the millennia, the Protean Discipline has saved countless vampires from Final Death, granting them night vision, protection from adversaries, and defense against the lethal sun rays.

It is said that during the nights of the First City, the Gangrel willingly shared their knowledge of how to control and manipulate the Beast with anyone who sought to learn. Even in modern nights, the average Gangrel does not seem particularly precious about it (perhaps owing to the pragmatic nature of how it was taught to him). Still, Protean is a difficult Discipline to grasp, requiring months of instruction and a willingness to get closer to their Beast (and dirtier) than most modern Kindred are comfortable with. Moreover, the Discipline has become less crucial for survival with the advent of covered carriages, trains, automobiles, and other modern means of transportation that have mitigated travel risks for even the weakest vampires. Tonight, it is a rare Kindred that can keep the usual Gangrel loner interested in their company for long enough to plumb all this Discipline’s secrets.

There are other vampires throughout the world, such as the mysterious Tlacique of Central and South America, the Laibon of West Africa and the sweltering jungles of Southeast Asia, who demonstrate affinities similar to Protean. The ultimate truth of their origin – and indeed, of the Cainite race itself, remains unknown into modern nights.

Eyes of the Beast

The vampire sees perfectly well in pitch darkness, not requiring a light source to notice details in even the darkest basement or cave. The vampire’s Beast is evident in his red glowing eyes, a sight sure to disturb most mortals.

System: The character must declare his desire to call forth the Eyes. No roll is necessary, but the change requires a full turn to complete. While manifesting the Eyes, the character suffers a +1 difficulty to all Social rolls with mortals unless he takes steps to shield his eyes (sunglasses are the simplest solution).

A vampire without this power who is immersed in total darkness suffers blind-fighting penalties.
(A) Featherweight

The vampire can reduce their effective mass and density, making themselves almost weightless. This allows them to avoid triggering pressure sensors as well as avoiding major damage from falls, collisions, or being thrown. The power cannot be used for longer leaps, as the vampire’s strength is proportionally reduced.

System: If the vampire has time to prepare, no roll is required. As a reaction, such as during a sudden fall, activating the power requires a Wits + Survival roll at Difficulty 6. As long as the power is in effect, the vampire is immune to bashing damage from falls, collisions, and being thrown. The character also avoids triggering devices that rely on pressure, at the Storyteller’s discretion. Lethal damage from such events (such as falling from a great distance or being run over by an 18-wheeler) is treated as bashing.

Although it has no cost to activate, the effort for a Gangrel to hold themselves in this state is akin to a mortal human holding their breath while jogging. It lasts for about as many rounds as their Stamina rating, before they need to ‘release’ it for at least one round.

All Strength-related dice pools are rolled with one die while this power is in effect. Although fortunately, it can be reflexively activated and released.
●● Feral Claws

The vampire’s nails transform into long, bestial claws. These talons are wickedly sharp, able to rend flesh with ease and even carve stone and metal with little trouble. The Beast is prominent in the claws as well, making them fearsome weapons against other immortals. It’s rumored that some Gangrel have modified this power to change their vampiric fangs into vicious tusks.

System: The claws grow automatically in response to the character’s desire, and can grow from both hands and feet. The transformation requires the expenditure of a blood point, takes a single turn to complete, and lasts for a scene.
The character attacks normally in combat, but the claws inflict Strength + 1 aggravated damage. Other supernaturals cannot normally soak this damage, although a power such as Fortitude may be used. Additionally, the difficulties of all climbing rolls are reduced by two.
●● (B) Nature’s Veil

The vampire calls upon their innate adaptability to blend into their surroundings in an chameleon-like fashion. Their skin tone (or fur), hair and even scent subtly alter to mimic their immediate environment, making them difficult to spot in a casual glance. However, prolonged observation or a keen eye might still discern the vampire’s presence.

System: The player spends a point of blood to activate this power. For the remainder of the scene, any attempts to visually locate the character are penalized by the vampire’s Survival rating to a max of 9. Note, that this power does nothing for a character’s clothing – if it makes sense, the Storyteller might limit this power’s benefit to only +2 or even +1 instead, depending on circumstances (a red tracksuit in the Serengeti isn’t fooling anyone).

This does not grant invisibility, but rather a form of natural camouflage that helps the vampire blend into their environment. The character must move slowly and carefully while maintaining the camouflage, since any fast movement or aggressive action will disrupt the power.
●●● Earth Meld

One of the most prized powers within Protean, Earth Meld enables the vampire to become one with the earth. The immortal literally sinks into the bare ground, transmuting his substance to bond with the earth.
Though a vampire can immerse himself fully into the ground, he cannot move around within it. Further, it is impossible to meld into earth through another substance. Wood slats, blacktop, even artificial turf blocks Earth Meld’s effectiveness — then again, it’s a relatively simple matter for a vampire at this level of power to grow claws and rip apart enough of the flooring to expose the raw soil beneath.
By interring himself in the ground, the vampire gains full protection from daylight when outdoors. It is also the method of choice for those Kindred who wish to sleep away the centuries; these vampires lock themselves in the earth’s embrace, gaining strength and power as they rest. Superstitious and paranoid Kindred whisper that thousands of Ancients sleep within the ground and will awaken when Gehenna arrives.
While so interred, the vampire is in a transitional state between flesh and earth. His physical presence exists between the physical world and the astral plane. As such, the vampire is difficult to sense, even through supernatural means. However, a disruption to the soil that the immortal occupies, or to his presence on the astral realm, returns him immediately to the physical world (and to full wakefulness), showering dirt outward as his body displaces the soil.

System: No roll is necessary, although the character must spend a blood point. Sinking into the earth is automatic and takes a turn to complete. The character falls into a state one step above torpor during this time, sensing his surroundings only distantly. The player must make a Humanity or Path roll (difficulty 6) for the character to rouse himself in response to danger prior to his desired time of emergence.
Since the character is in an in-between state, any attempts to locate him (catching his scent, scanning for his aura, traveling astrally, and so on) are made at +2 difficulty. Astral individuals cannot affect the vampire directly, instead meeting with a kind of spongy resistance as their hands pass through him. Similarly, digging in the material world encounters incredibly hardpacked earth, virtually as dense as stone.
Attempts at violence upon the submerged vampire from either side return him to his physical nature, expelling the soil with which he bonded in a blinding spray (all Perception-based rolls are at +2 difficulty for the turn). The character himself subtracts two from his initiative for the first turn after his restoration, due to momentary disorientation. Once expelled from the earth, the vampire may act normally.
●●● (C) Blood of the Earth

The vampire using this power can draw sustenance from the soil itself which they have immersed themselves in. This connection to the life force of the Earth strengthens their ability to withstand their eternal hunger and allows them to endure longer periods without feeding.

System: When using this power, a vampire that has submerged herself with Earth Meld makes a Stamina + Survival roll (difficulty 7). Each success extends the number of nights that the vampire can go without spending a blood point to awaken, so long as she remains interred within the earth the whole time.

A vampire can potentially maintain this state indefinitely, if they never fail the Survival roll. Furthermore, a vampire will automatically heal one level of bashing damage for free, for each night this power persists in effect.
●●●● Shape of the Beast

This endows the vampire with the legendary ability to transform into a wolf or bat. A Kindred changed in this way is a particularly imposing representative of the animal kingdom. Indeed, he is far superior to normal animals, even ones possessed by Subsume the Spirit. He retains his own psyche and temperament, but can still call upon the abilities of the beast form — increased senses for the wolf and flight for the bat.

Gangrel are reputed to change to other animal forms better suited to their environment — jackals in Africa, dholes in Asia, and even enormous rats in urban environments — a feat that other Clans learning Protean cannot seem to duplicate.

Lore: Gangrel Mutations & Shapechanging
It is curious to note that animal features acquired by a Gangrel after a frenzy do not necessarily conform to those of her beast forms. Most Gangrel seem to be patchworks of feral features rather than changing to resemble one specific animal. It is often difficult to predict what forms a Gangrel will assume when she learns Shape of the Beast. Three factors play an important role in the process: the vampire’s personality, his sire’s animal forms and the local environment at the time of the vampire’s Embrace.

The vampire’s personality and beliefs are perhaps the most important factor — after all, the animal forms assumed using Shape of the Beast are an expression of the Beast Within. Vampires with strong personality traits often transform into the animal most often attributed that trait by superstition: wolves with cunning, lions with courage, reptiles with callousness, ravens with curiosity, etc. These superstitions are culturally based, and their interpretations will naturally change between cultures. Individuals who felt a strong affinity with a particular animal when alive, who considered the animal to be a totem or protective spirit, will usually transform into that animal upon learning Shape of the Beast.

The role of the sire is a matter of some dispute among Gangrel researchers. It is possible that the sire’s influence affects the childe’s expectations; if the childe sees her sire transform into a tiger, she may assume that she will do the same so completely that her assumption becomes reality. The Discipline exhibits lines of descent, however, in which grandsire, sire and childe all share the same animal forms. Given the tenacity of the Gangrel blood, elders interested in such matters do not consider it to be out of the question that such preferences are a factor of blood.

The influence of the local environment can perhaps be credited with the popularity of the wolf and bat forms even among the Gangrel — wolves and bats of varying species populate the globe. The vampire’s Beast, in the absence of overriding personality or blood-related factors, provides the vampire with the most survivable form available in the surrounds; a form that provides not only hunting or escape but also camouflage offers an undeniable advantage. It is unlikely that a vampire raised and Embraced in the Great Plains will transform into a tiger or a shark. The forms of wolf and hawk, in this instance, are both useful and safe. They are native creatures suited to the environment.
System: The character spends one blood point to assume the desired shape. The transformation requires three turns to complete (spending additional blood points reduces the time of transformation by one turn per point spent, to a minimum of one). The vampire remains in his beast form until the next dawn, unless he wishes to change back sooner.

While in the animal’s shape, the vampire can use any Discipline he possesses except Necromancy, Serpentis, Thaumaturgy or Vicissitude. The vampire loses all use of his hands and all facility of speech — the vampire must use the Animalism Discipline ability Feral Whispers speak to animals.

* In wolf form, the vampire’s teeth and claws inflict Strength + 1 aggravated damage, he can run at double speed, and the difficulties of all Perception rolls are reduced by two.

* In bat form, the vampire’s Strength is reduced to 1, but he can fly at speeds of up to 20 miles per hour, difficulties for all hearing-based Perception rolls are reduced by three, and attacks made against him are at +2 difficulty due to his small size.

Affinity Bonus: Gangrel Animal Forms
The Gangrel display their mastery of the Protean ability most dramatically with the Shape of the Beast. This ability usually grants the vampire the shape of a wolf or bat. In fact, vampires who are not Gangrel can only ever take these two forms. Gangrel vampires are not limited in the same manner, however — they take the shapes of lions, eagles, bears, crows and uncountable others.

Some restrictions do exist to the Gangrel’s shapechanging ability. First, the Gangrel must establish her forms upon learning the Shape of the Beast, and she may not assume other forms. Second, the vampire’s forms must always reflect the twin urges of the Beast: fight or flight.

The Gangrel’s “fight” form is large and naturally well-equipped for hunting and fighting. The animals represented are usually predators, but may also be scavengers — all consume the flesh of others to survive. The animal shape assumed is hale and apparently healthy, and generally tends to large size for its type — although in the case of animals of great size, such as a grizzly bear or sharks among the Mariners, the Gangrel may even be small compared to normal creatures. The City Gangrel of the Sabbat are a large exception to the above. They may assume animal forms that are mangy and downright diseased-looking, such as city mutts or rats of uncommon size.

It is rumored that in the past, the Gangrel could assume the forms of noble prey animals, such as the stag or the horse. Such Gangrel, if they exist, have not been seen in the Final Nights, and the modern Gangrel would be hard-pressed to see any need to transform themselves into the eaten instead of the eaters.

The Gangrel’s “flight” form need not literally be a winged creature. It may be any form best suited for running away, whether that method is taking to the air, scrambling through tunnels, or simply fleeing pell-mell on four legs. Even though the focus of this form is on raw survival and not sustenance, the Gangrel only assume the forms of predators or scavengers — the nature of the vampire’s Beast is inextricably linked to the need to consume others, even if the other in question is a bug.

Actual flight is usually the best method for escape, in addition to being incredibly useful for scouting and information gathering. The bat remains a popular form for the Gangrel, along with birds like ravens, crows and falcons. Particularly warlike Gangrel may take the forms of hawks, eagles and even vultures, but these relatively huge “flight” forms lose some of the escape benefits that come with a smaller shape.

Earthbound “flight” forms rely either on speed or the ability to slip through small spaces to escape. Snakes, gophers, house cats and rats are common forms. At least one Gangrel in the American South has been known to take on a possum shape, which, while eminently flawed against intelligent enemies, serves the purpose when dealing with lesser creatures. Like the “fight” forms, these animal forms are usually apparently in the prime of health, but they are not unusually large for their type — that would defeat the purpose.

System: The character spends one blood point to assume either animal form. The transformation requires three turns to complete (spending additional blood points reduces the transformation time by one turn per point spent, to a minimum of one). The Gangrel remains in his beast form until the next dawn, unless he wishes to change back sooner. Clothing and small personal possessions transform with the Gangrel.

The Gangrel’s “fight” form grants a total of four additional Attribute points split among the vampire’s Physical Attributes. These points must be applied to at least two of the Attributes (Dexterity costs double). For the standard wolf form, these are allotted as +1 to Strength, +1 to Dexterity, and +1 to Stamina. A bear form may increase the Gangrel’s Strength and Stamina by +2. These points must be allocated when the “fight” animal form is chosen and may not be thereafter rearranged. In addition, the Gangrel’s bite and/or claws inflict Strength +1 aggravated damage (these damage values may be adjusted by the Storyteller as necessary to reflect the animal’s primary mode of attack — an alligator form may allow a greater bite bonus). Running speed is usually doubled (unless you’re say, an alligator), unless an alternate method of locomotion like swimming is available. Common sense rules all.

The Gangrel’s “flight” form reduces the vampire’s Strength to 1, but allows him to fly at a speed equal to his running movement rate (Gangrel whose “flight” forms do not fly may take a +2 bonus to Dexterity). In addition, attacks made against the “flight” form are made at +2 difficulty due to the animal’s small size (those Gangrel who take large forms like the eagle may keep their full Strength by sacrificing this size bonus).
●●●● (D) Badger’s Hide

This power allows the vampire to alter her skin into an ultra-durable hide in order to repel attacks or other environmental conditions. The vampire with Badger’s Hide is even able to resist piercing attacks for a time. This was an invaluable ability in times past, when Gangrel were hunted like wolves in the forest with spear and bow. It’s just as useful in the modern night to resist getting knifed or staked.

System: This power costs two blood points. For the remainder of the scene, any primarily piercing attack, 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.

This protects against damage dealt from weapons such as stabbing knives, stakes, arrows, darts, impaling spikes and spears.

It gives no protection to any source of aggravated damage, such as a vampire’s fangs or a lupine’s claws, nor to great rending and slashing attacks like axes and machetes. It also doesn’t protect against bullets (for unknown reasons – though a Gangrel’s undead hide is often resilient enough).

Affinity Bonus: Claw Immunity
Quite a number of 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 still does not work against Feral Claws or supernatural attacks such as werewolf claws and fangs.

System: When Badger’s Hide is active, the damage from non-supernatural animals (claws, fangs, etc) are reduced from lethal to bashing.
●●●●● Animal Swarm

Upon activating this power, the vampire dissolves into a swarm of small bats. The creatures remain under the Kindred’s control, and she may direct them in unison or as individuals.

Affinity Bonus: Gangrel characters may manifest as a swarm of other small creatures, such as rats, cats, ravens or crows. It remains their chosen form thereafter, as with Shape of the Beast.

System: The vampire spends 2 Willpower points and may immediately disperse into as many creatures as she has blood points, with each creature carrying that one blood point; she may choose to form fewer creatures, in which case the blood points are divided as evenly as possible among them.

The creatures may act in concert, or individually follow a simple plan such as “scatter and hide,” however, the vampire may pay close attention to only one component creature at a time. For example, she may listen in on a conversation using the body of one bat (or rat), while directing the dozen others to keep moving and avoid detection.

While using this power, each creature within the swarm of animals must remain within 300 yards/meters of one another; any animal that leaves this radius immediately dissolves into ash, and the vampire forfeits the blood carried by that creature. The vampire may reform from any of the creatures in the swarm, but when she reforms, all animals within 10 yards/meters are drawn back into her physical substance. Other animals (those who are too far away) dissolve into ash, and the vampire forfeits their blood.

This power takes one turn to take effect, and lasts until sunrise or until the vampire chooses to retake her humanoid form. At that time, all of the component creatures present are re-absorbed into the vampire’s body, along with the blood points that animal carried in the same fashion as above. If there is ever only one creature left in the swarm, the Kindred immediately reverts to her natural physical form – undoubtedly a delirious mess on the verge of frenzy.

The vampire may use the following Disciplines while in Animal Swarm: Auspex, Celerity, Fortitude, Obfuscate, and Potence. The individual creature that is the tangible source of the power must fuel any Disciplines that require the expenditure of blood. Creatures reduced to zero blood points are immediately destroyed.
●●●●● (E) Earth Control

An Earth Melded character with this power is no longer confined to the resting place she selected the night before. She can pass through the ground as if it were water, “swimming” through the earth itself.

System: This power is in effect whenever a character is Earth Melded, with one extra blood point expenditure required per night that this power is used. While in the ground, a vampire can propel herself at half of her normal walking speed. She cannot see, but gains a supernatural awareness of her underground surroundings out to a range of 25 yards or so.

Water, rock, tree roots, and cement all effectively block her progress; she can only move through earth and substances of similar consistency, such as sand or fine gravel. If two or more vampires attempt to interact underground, only direct physical contact is possible. All damage dice pools in this case are halved. If an underground chase takes place, it is resolved with an extended, contested Strength + Athletics roll.

Affinity Bonus: Tunnel Rat
Calling upon her mastery of Earth Control, the vampire melds with the earth, only to emerge from it on the other side of a foe. This tactic was originally used by the Eastern European Gangrel and Tzimisce, and the Anarchs adapted it for use as a guerrilla tactic during the Anarch Revolt and the marauding nights of the early antitribu. Tunnel Rat’s focus is diving into and emerging quickly from the ground.

System: The player spends two blood points. On the turn after the character sinks into the ground, she emerges either behind or to either side of whichever enemies she left behind (her choice). Theoretically, there’s nothing stopping her from emerging in the same spot where she disappeared, but it rather defeats the purpose.

The shock of this eruption usually affords the Gangrel an Ambush attack (even in the midst of an ongoing combat, along with a rear or flanking modifier), although their enemy does get a reflexive Perception + Alertness check vs the Gangrel’s Dexterity + Stealth to have a chance of defending themselves, as normal.
●●●●● ● Mist Form

This truly unsettling power enables the vampire to turn into mist. His physical shape disperses into a hazy cloud, but one still subject entirely to the immortal’s will. He floats at a brisk pace and may slip under doors, through screens, down pipes, and through other tiny openings. Although strong winds can blow the vampire from his chosen course, even hurricane-force winds cannot disperse his mist shape. Some Kindred feel that this power is an expression of the vampire’s ultimate control over the material world, while others believe that it is the immortal’s soul made manifest (damned though it may be).

System: No roll is required, although a blood point must be spent. The transformation takes three turns to complete, although the character may reduce this time by one turn for each additional blood point spent (to a minimum of one turn). Strong winds may buffet the character, although Disciplines such as Potence may be used to resist them. Vampires in Mist Form can perceive their surroundings normally, although they cannot use powers that require eye contact.
The vampire is immune to all mundane physical attacks while in mist form, although supernatural attacks affect him normally. Also, the vampire takes one fewer die of damage from fire and sunlight. The character may not attack others physically while in this state — this includes encountering another vampire in mist form. He may use Disciplines that do not require physical substance, however.
●●●●● ● (E) Smoke and Mirrors

One of the most notable and fascinating powers of the Gangrel is the ability to turn to mist. Some elder Gangrel have found a way to harness this power and use it on instinct, converting themselves to mist in order to avoid the most threatening blows.

System: When attacked, you may spend three blood points to turn instantly to mist, as per Mist Form. The attack automatically misses you, and you revert to your physical form once the immediate danger is past. You may activate this power reflexively once damage is determined, but as soon as damage is marked down or the scene has moved on from damage determination, you may no longer use this power on that damage.

Affinity Bonus: Spend 2 additional blood points. Although most vampires must return to their normal physical form when they sleep, Gangrel who have mastered Protean to this extent may remain in Mist Form even while comatose during the subsequent day. This power offers great protection, though it is not invulnerable, and fire and sunlight can still injure the vampire. Further, a vampire sleeping in Blissful Summer is not roused by noise or activity in her area – indeed, cannot awaken at all unless somehow harmed.
Protean Combination Disciplines
Goddess Among Beasts (Protean ●●, Presence , Animalism )

The vampire demonstrates a unique ability to dominate beasts who dwell in her domain. To such animals she is a goddess, a force of nature as irresistible as wind or seasons. She paints her body with runes of vitae by which they recognize and respond to her.

System: The character spends one scene tracing runes on her body; this costs one blood point. The player then rolls Manipulation + Survival (difficulty 6). For a number of hours equal to the successes rolled, the character receives one automatic success on any Animalism power directed at a beast that dwells or lairs in her territory.

The character also gains the benefits of the Inoffensive to Animals Merit. Botching this power gives the character the Repulsive to Animals Flaw for the rest of the night, instead.

This combination discipline costs 10 XP and it requires the Echo of the Land (5-pt Merit).
Tree Meld (Protean ●●●, Fortitude )

A vampire with this power may sink into wood as easily as most other Gangrel sink into soil.

System: The vampire may use this power exactly as the Protean 3 power Earth Meld to physically merge with wooden objects large enough to contain her body. It costs an additional blood point to merge with dead wood, however, so most Gangrel prefer the sanctuary of the largest tree trunk in their domain. If a wooden object is destroyed while a vampire rests within, the vampire is expelled.

This combination discipline costs 12 XP and it requires the Echo of the Land (5-pt Merit).
Consecrate the Land (Protean ●●●, Presence ●●, Animalism ●●)

The vampire with this ability can use the power of her blood to instinctively awaken the spirits of plant life in her territory; they will act in her defense against any unwelcome intruder. Roots tangle feet, grass grasps at boots, trees sway unnaturally in foes’ way, and so on. Typically the vampire slits a wrist and whirls in place, or stabs a palm and walks a spiral pattern through the foliage that she wishes to awaken.

System: The player spends from one to three blood points, and the character must undertake the process described above. One blood point rouses the plant life in a 10-foot (3-meter) diameter; two blood points doubles that to 20 feet (6 meters); three makes it 40 feet (12 meters). Tracing the desired area takes one turn per blood point spent.

When the blood has been sown, the player rolls Charisma + Survival (difficulty 8). If the roll garners even one success, the plant life animates as the local spirit world is roused to action. Enemies in the area suffer a -2 difficulty penalty to all dice pools from distraction and physical interference. This power lasts for one scene.

Additionally, whenever they fail rolls, interlopers must make a reflexively Stamina + Athletics roll to avoid three dice of bashing damage from the local flora (provided the local plant life is capable of such damage; trees and brambles probably are, but a grassy meadow doesn’t contain the kind of flora necessary for such an assault). Botching this roll causes the plants to turn on the Gangrel instead.

This combination discipline costs 19 XP and it requires the Echo of the Land (5-pt Merit).

Affinity: Assamites

The Discipline of silent death, Quietus is practiced by those of Clan Assamite. Based on elements of blood, poison, vitae control, and pestilence, Quietus focuses on the destruction of a target through a variety of means. This Discipline doesn’t always cause a quick death, but the Assamites rely on its lethality to hide their involvement with their victims.

Warrior QuietusSorcerer QuietusVizier Quietus
Silence of Death

Many Assamites claim never to have heard their targets’ death screams. Silence of Death imbues the vampire with a mystical silence that radiates from her body, muting all noise within a certain vicinity. No sound occurs inside this zone, though sounds originating outside the area of effect may be heard by anyone in it. Rumors abound of certain skilled Assamite viziers who have the ability to silence a location rather than a circumference that follows them, but no proof of this has been forthcoming.

System: This power (which costs one blood point to activate) maintains a 20-foot (6-meter) radius of utter stillness around the Kindred for one hour.
Silence of Death

Despite no one being able to hear her, the sorcerer can still speak. While this may seem a meaningless distinction, many applications of Assamite Sorcery require verbal incantations, which this power allows the sorcerer to use without drawing attention to herself.
Silence of Death

Once the zone of silence is activated, the vizier can decide whom, if anyone, can hear him when he speaks. Thus, while the power is active, he can allow one or more people to hear him while no one else can. More importantly, he can deliver instructions backed by Presence or Dominate without anyone else noticing.
●● Scorpion Touch

By changing the properties of her blood, a vampire may create powerful venom that strips her prey of his resilience. This power is greatly feared by other Kindred, and all manner of hideous tales concerning methods of delivery circulate among trembling coteries. Kindred with Quietus are known to deliver the poison by coating their weapons with it, blighting their opponents with a touch, or spitting it like a cobra. An apocryphal account speaks of a proud Prince who discovered an Assamite plotting her exsanguination and began to diablerize her would-be assassin. Halfway through the act, she learned that she had ingested a dire quantity of tainted blood and was then unable to resist the weakened hashashiyyin’s renewed attack.

System: To convert a bit of her blood to poison, the Kindred’s player spends at least one blood point and rolls Willpower (difficulty 6). If this roll is successful, and the vampire successfully hits (but not necessarily damages) her opponent, the target loses a number of Stamina points equal to the number of blood points converted into poison — vampires attempting to drink the blood of the Kindred with Scorpion’s Touch are automatically considered to be “successfully hit.” The victim may resist the poison with a Stamina + Fortitude roll (difficulty 6); successes achieved on the resistance roll subtract from the vampire’s successes. The maximum number of blood points a Kindred may convert at any one time is equal to her Stamina. The number of successes scored indicates the duration of the Stamina loss.
Successes – Result
1 success – One turn
2 successes – One hour
3 successes – One day
4 successes – One month
5 successes – Permanently (though Stamina may be bought back up with experience)
If a mortal’s Stamina falls to zero through use of Scorpion’s Touch, she becomes terminally ill and loses any immunity to diseases, her body succumbing to sickness within the year unless she somehow manages to increase her Stamina again. If a Kindred’s Stamina falls to zero, the vampire enters torpor and remains that way until one of her Stamina points returns. If a Kindred is permanently reduced to zero Stamina, she may recover from torpor only through mystical means.
To afflict someone with the poison, the Cainite must touch her target’s flesh or hit him with something that carries the venom. Many Assamites lubricate their weapons with the excretion, while others pool the toxin in their hands (or fleck their lips with the poison, for a “kiss of death”) and press it to their opponents. Weapons so envenomed must be of the melee variety — arrows, sling stones, bullets, thrown weapons, and the like cannot carry enough of the stuff to do damage, or it drips off in flight. Players whose vampires wish to spit at their targets must make a Stamina + Athletics roll (difficulty 6). No more than two blood points’ worth of poison may be expectorated, and a Kindred may spit a distance of 10 feet (3 meters) for each point of Strength (and Potence) the character possesses. Vampires with Quietus are immune to their own poison, but not the blood-venom of other Kindred with this power.
●● Scorpion’s Curse

The sorcerer version of Scorpion’s Touch is Scorpion’s Curse. It allows the sorcerer to place a ward on a solid surface such as a door, a section of floor, or even a small object such as a box or a letter. The sorcerer may ward any object or area up to her Intelligence dots in square yards/meters.

A few seconds after the power is activated, the blood ward fades and can only be spotted with a Perception + Awareness roll (difficulty 9) or a Perception + Investigation roll (difficulty 7). The ward lasts for a number of days equal to her Occult dots before dissipating, but while it lasts, anyone who touches the affected area or item is targeted by the Discipline just as though a warrior using Scorpion’s Touch had successfully touched him.

The sorcerer immediately rolls and can spend blood, as per Scorpion’s Touch.
●● Ishtar’s Touch

The vizier version of Scorpion’s Touch is Ishtar’s Touch. Instead of yielding a deadly poison, this power converts the vizier’s blood into a touch-activated narcotic that puts the victim into an inebriated state under which he is more vulnerable to Presence, Dominate, and even mundane Social manipulation.

System: The vizier’s player must spend a variable number of blood points (up to their Generation maximum) and roll Willpower, (difficulty 6). If the roll succeeds and the vizier touches the target’s exposed skin, the tainted blood passes into the target’s blood stream through the skin. The target must then roll Stamina + Fortitude (difficulty 6) — each success subtracts from the successes rolled for the vizier. If any of the vizier’s successes remain, the power takes effect.

While the effect lasts, the target is unable to spend Willpower to resist mental or social manipulation by the vizier, and the difficulties for all rolls by the vizier for such manipulation (whether natural or supernatural) are reduced by the number of blood points spent, to a minimum of 4. This effect only lasts while the target remains in the vizier’s presence, after which he will come to his senses. However, if the vizier returns to the victim’s presence, she will automatically fall back into her addled state.

This debility lasts for a duration determined by the vizier’s successes as follows.

1 success – One turn
2 successes – One hour
3 successes – One day
4 successes – One month
5 successes – One year
●●● Dagon’s Call

This terrible power allows a vampire to drown her target in his own blood. By concentrating, the Kindred bursts her target’s blood vessels and fills his lungs with vitae that strangles him from within. The blood actually constricts the target’s body from the inside as it floods through his system; thus, it works even on unbreathing Kindred. Until the target collapses in agony or death throes, this power has no visible effect, and many Kindred like it because it leaves no trace of their presence.

System: The vampire must touch her target prior to using Dagon’s Call. Within an hour thereafter, the vampire may issue the call, though she need not be in the presence or even in the line of sight of her target. Invoking the power costs one Willpower point. The Kindred’s player makes a contested Stamina roll against the target’s Stamina; the difficulty of each roll is equal to the opponent’s permanent Willpower rating.

The number of successes the vampire using Dagon’s Call achieves is the amount of lethal damage, in health levels, the victim suffers. For an additional point of Willpower spent in the next turn, the vampire may continue using Dagon’s Call by engaging in another contested Stamina roll. So long as the Kindred’s player continues to spend Willpower, the character may continue rending her opponent from within.
●●● Dagon’s Call

Instead of ravaging the target’s body, the Assamite sorcerer harrows the mind.

Mechanically, this power works the same as the warrior version except as follows: First, the roll is the Assamite’s Manipulation versus the target’s Intelligence. The difficulty for both rolls is the other’s permanent Willpower. Second, instead of inflicting lethal damage, each net success for the Assamite strips the target of temporary Willpower. If the Assamite spends a Willpower point and continues to roll even after the target has lost all her temporary Willpower, additional successes strip the target of one dot of permanent Willpower. This represents the most damage that this power can inflict in a single night regardless of successes, but a target who has lost all of her Willpower dots through use of Dagon’s Call on successive nights is reduced to a mindless husk.

As with the warrior version, the Assamite need not be within the target’s presence to trigger this attack.
●●● Truth of Blood

Assamite justice is swift and merciless, and it shares much with the tenets of Islamic justice. However, the Assamites have ways of ensuring that their judgments are more firmly grounded in the truth than those of the surest mortal. This power uses the blood of the individual being questioned as a means of divining not only the truth of the subject’s words, but the truth behind those words. The interrogator pours the subject’s blood into his hand and holds it for the duration of the questioning. The blood gradually smolders throughout the scene, giving off a thin red mist. It is reduced to vapor by the end of the scene and cannot be used for any other purpose.

System: The character must have one point of the subject’s blood to use this power, and it lasts for the duration of the scene or until the character releases the blood. The player rolls Perception + Subterfuge (difficulty of the target’s Willpower) for each statement that the character wants to examine with this power. The degree of success on the roll indicates the degree of truth or falsehood that the questioner becomes aware of.

1 success – Know if lie, partial or whole truth
2 successes – Emotional reason behind lie or partial truth; not full truth
3 successes – Whole truth as target knows it
4 successes – Knows everything; even info not conscious, understood, or lost to Dominate
5 successes – Hazy visions of the actual truth

●●●● Baal’s Caress

The penultimate use of blood as a weapon (short of diablerie itself), Baal’s Caress allows the Kindred to transmute her blood into a virulent ichor that destroys any living or undead flesh it touches. In nights of yore, when Assamites led the charges of Saracen legions, the Assassins were often seen licking their blades, slicing open their tongues and lubricating their weapons with this foul secretion. Baal’s Caress may be used to augment any bladed weapon; everything from poisoned knives and swords to tainted fingernails and claws has been reported.

System: Baal’s Caress does not increase the damage done by a given weapon, but that weapon inflicts aggravated damage rather than normal. No roll is necessary to activate this power, but one blood point is consumed per hit. For example, if a Cainite poisons his knife and strikes his opponent (even if he inflicts no damage), one blood point’s worth of lubrication disappears. For this reason, many vampires choose to coat their weapons with a significant quantity of blood. If the vampire misses, no tainted blood is consumed.
●●●● Baal’s Caress

The sorcerer version of Baal’s Caress is less useful for slaying enemies than for smiting demons. With this power, the sorcerer can spend one point of blood that he smears across his eyes. For the rest of the scene, the sorcerer can perceive dematerialized spirits and similar creatures as if they were material. If he spends additional points of blood to coat a melee weapon such as a dagger or sword, that weapon can strike such targets and harm them normally despite their intangibility.
●●●● Blood Tempering

This power, which hails from long before the advent of Damascene steel, once saw a deal of use in the nights of the Crusades. Blood Tempering originated as a means by which Assamites of the vizier caste reinforced the bronze and iron weapons and armor of their warrior brethren to withstand prolonged combat. Instead of envenoming her blades, the Assamite imparted a small amount of her own resilience unto them by means of her blood.

A more treasured (and ongoing) use of this power is the ability of viziers preserve their most ancient relics, and the clay tablets that bear the clan’s earliest history have benefited from repeated Blood Tempering.

System: The player spends a Willpower point, and the character coats the item to be reinforced with her blood. The amount of blood used depends on the size of the item: One blood point per foot of length. Thus, the average sword requires three blood points, while a lance may need as many as 15. Armor requires three blood points per extra soak die it provides.

A weapon’s base damage rating is increased by one die, and it is rendered unbreakable by any means short of a supernatural power with a rating greater than that of the character’s Fortitude or a truly massive mundane trauma (such as a landslide). Armor gains one extra soak die and is likewise impervious to most harm (though the individual within it may still be wounded by the force that is transmitted through it).

This power may be applied to solid objects other than weapons and armor at the Storyteller’s discretion. It cannot reinforce flexible items such as whips, leather armor, or silk robes.
●●●●● Taste of Death

A refinement of Baal’s Caress, Taste of Death allows the Cainite to spit caustic blood at her target. The blood coughed forth with this power burns flesh and corrodes bone; some vampires have been reported to vomit voluminous streams of vitae that reduce their targets to heaps of sludge.

System: The vampire may spit up to 10 feet (3 meters) for each dot of Strength and Potence he possesses. Hitting the target requires a Stamina + Athletics roll (difficulty 6). Each blood point spewed at the target inflicts two dice of aggravated damage, and there is no limit (other than the vampire’s capacity and per-turn expenditure maximum) to the quantity of blood with which a target may be deluged.
●●●●● Taste of Death

The sorcerer equivalent to Taste of Death works exactly the same as the warrior equivalent, except that the attack only targets dematerialized spirits and the like as if they were solid. This is if the sorcerer has already used Baal’s Caress to make himself capable of perceiving such beings.
●●●●● Taste of Bliss

Unlike the distasteful and caustic version of this power used by the warriors, the vizier equivalent is Taste of Bliss. Instead of spitting out a deadly acid, the vizier softly exhales a fine reddish mist towards the target. The vizier may target someone up to 10 feet (3 meters) away per dot of Strength and Potence he possesses. Hitting the target requires a Stamina + Athletics roll, (difficulty 6). If the attack hits, the vizier’s player rolls two dice per blood point spent, and the difficulty is the target’s current Willpower.

Each success strips the target of one point of temporary Willpower, and if the target loses all of her Willpower, she treats the vizier as if she has a full blood bond to him until the sun rises. Moreover, if the attack succeeds in causing the target to lose even one point of Willpower, treat the attack as if the target had actually consumed a point of blood for normal blood bonding purposes.
Quietus Combination Disciplines
Honeyed Words (Auspex •, Presence •, Vizier Quietus •)

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.

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.

This power costs 9 experience points to learn
Forced March (Celerity ••, Quietus ••)

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 Quietus, the Assamite multiplies his normal running speed by his Celerity rating.

Thus, an Assamite with Quietus ••• and Celerity •••• 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.

This power costs 12 experience points to learn.
Shadow Feint (Celerity ••, Obfuscate ••, Warrior Quietus •)

Shadow Feint combines the characteristics of Celerity and Obfuscate to blur the perceptions of her 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.

This power costs 12 experience points to learn.
Eyes of Blades (Auspex •, Celerity ••, Quietus ••)

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 one blood points and one Willpower point. This counts 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.

This power costs 15 experience points to learn.
Retain the Quick Blood (Celerity •••, Warrior Quietus •••)

Retain the Quick Blood allows an Assamite Warrior to call upon the preternatural gifts of vitae without expending them. In the modern nights, it is said that a variation of this has spread quickly among the Assamite antitribu in service to the Black Hand of the Sabbat.

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).

It costs 18 experience points to learn this power.
Eyes of Alamut (Auspex •••• or ••••• , Vizier Quietus •••)

This power allows for a vizier to carry out the most cunning surveillance while minimizing the danger to themselves. 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 (Auspex ••••) 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.

The Auspex ••••• version of this power has no Willpower cost when used on a voluntary target, and is received as a free upgrade if the vizier already had the Auspex •••• version.

This power costs 21 experience points to learn.
Baal’s Sight (Auspex ••, Sorcerer Quietus ••••)

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.

This power costs 18 experience points to learn.
Draught of the Soul (Auspex ••••, Quietus •••••)

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 Abilities 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.

This power costs 27 experience points.

Affinity: Followers of Set

Serpentis is believed to be the legacy of Set himself, a gift to his children. The Followers of Set are very careful to guard this Discipline’s secrets, only teaching the art to those who they deem worthy. Most vampires fear the Setites because of the powers of Serpentis and its connection to snakes and reptiles; this Discipline can evoke a primordial fear in others, particularly those who recall the tale of Eden.

Note: Unlike the expanded powers of more common Disciplines, those of Serpentis to not come easily or naturally. They cost the same yet require a teacher.

Eyes of the Serpent

This power grants the vampire the legendary hypnotic gaze of the serpent. The Kindred’s eyes become gold with large black irises, and mortals in the character’s vicinity find themselves strangely attracted to him.

A mortal who meets the vampire’s beguiling gaze is immobilized. Until the character takes his eyes off his victim, the person is frozen in place.

System: No roll is required, but this power can be avoided if the mortal takes care not to look into the vampire’s eyes. Vampires and other supernatural creatures can also be affected by this power if the Cainite’s player succeeds on a Willpower roll (difficulty 9). If attacked or otherwise harmed, supernatural creatures can spend a point of Willpower to break the spell. 

Note: The target must be able to see the vampire’s eyes for Eyes of the Serpent to work.
(A) Embrace the Venom

It is sometimes as useful to poison a victim as it is to earn their eternal gratitude by sucking it out.

System: With the power of her Kiss, the vampire can take in blood and suck out poison from the victim as well.

When the vampire drinks blood from her victim, she can make a Wits + Medicine roll (Difficulty 8) to suck out a single poison per success.

A single success is usually sufficient, though a blood point will need to be spent if it is a poison that might affect Kindred as well. In the event of a botch, the Setite manages to poison herself just as virulently as the one she was trying to ‘help’.
●● Tongue of the Asp

The vampire may lengthen her tongue at will, splitting it into a fork like that of a serpent. The tongue may reach 18 inches or half a meter, and makes a terrifyingly effective weapon in close combat.

System: The lash of the tongue’s razor fork causes aggravated wounds (difficulty 6, Strength damage). If the Kindred wounds her enemy, she may drink blood from the target on the next turn as though she had sunk her fangs into the victim’s neck. Horrifying though it is, the tongue’s caress is very like the Kiss, and strikes mortal victims helpless with fear and ecstasy.

Additionally, the tongue is highly sensitive to vibrations, enabling the vampire to function effectively in the darkness the Clan prefers. By flicking his tongue in and out of his mouth, the vampire can halve any penalties relating to darkness.
●● (B) Serpent’s Numbing Kiss

Combining her serpentine Discipline with mastery over the heart, a Follower of Set who knows this technique can envenom her razor tongue as a subtler weapon.

System: The player spends one blood point; no roll is required. The character may immediately strike one opponent with her barbed tongue as if employing the Serpentis 2 power Tongue of the Asp. Her tongue immediately resumes its normal form after the strike, sealing the victim’s wound as it retracts. If the attack inflicts any damage that penetrates the victim’s soak, the vampire injects a mind-altering poison.

The victim must roll three successes on a reflexive Stamina check (difficulty 6 for vampires, 8 for living beings). If the victim fails, her wits become addled for the next hour. Any Discipline that affects the victim’s mind, senses, or emotions receives one automatic success during this time, although generational limits still apply to uses of Dominate on other vampires.

(Interestingly, this blood poison is sometimes beneficial to the victim; the mind’s barriers are lowered for friends as well as foes, and anyone attempting to repair the damage done by Dominate or otherwise assist the victim also receives the automatic success. Also, victims who possess Auspex find that the premonitions they receive while poisoned are especially vivid.)

Mortal victims who botch the Stamina roll fall into a dazed stupor for the duration of the power and may take no actions of their own volition on any turn that their players fail to make a reflexive Willpower roll (difficulty 8).
●●● Skin of the Adder

By calling upon her Blood, the vampire may transform her skin into a mottled, scaly hide. A vampire in this form becomes more supple and flexible.

System: The vampire spends one blood point and one Willpower point. Her skin becomes scaly and mottled; this, combined with the character’s increased flexibility, reduces soak difficulties to 5. The vampire may use her Stamina to soak aggravated damage from claws and fangs, but not from fire, sunlight, or other supernatural energies. The vampire’s mouth widens and fangs lengthen, enabling her bite to inflict an extra die of damage.

Finally, the vampire may slip through any opening wide enough to fit her head through. The vampire’s Appearance drops to 1, and she is obviously inhuman if observed with any degree of care, though casual passersby might not notice, if the vampire is in darkness or wearing heavy clothing.
●●● (C) Rod of the Rattler

The Followers of Set have often been asked to journey to many strange lands in service to their Dark God – whether across the sunset sea to the West, or endless roads of silk to the Far East. Yet wherever they go, no matter who may deny or assail them – there are snakes to be found. As a way to adapt to the hostile environment and always have a weapon nearby if needed the Setites long ago learned to use the native serpents of the land with deadly efficiency. These tools are often given to potential victims as gifts to assassinate them at an unsuspecting time.

In modern nights, it must be reluctantly conceded that this gift has lost some of its allure. Younger Setites often feel a lesser incentive to learn Disciplines such as Animalism, than before cars, carriages or street lights. And who has time to catch a snake by hand while being hunted by the local Scourge? It is not entirely forgotten, however. Many young Setites are forced to learn the ol’ Reverse Moses for no other reason than their Sires were taught it (and their Sires before them).

System: The Player spends 1 Blood Points and makes a Charisma + Animal Ken roll (Difficulty 7). If successful, the Setite may command a grasped snake to transform into a club, stake or spear.

Note: It can be a severe pain in the ass to find a snake for such a purpose without the Animalism Discipline or Hatch the Viper, below.

Whenever the weapon strikes someone, the wielder may spend 1 Blood Point reflexively to poison the target. The target must make a Stamina + Fortitude roll to resist the effects of the poison (Difficulty 8). If the target fails to achieve even one success, they suffer 1 unsoakable Health Level of Lethal damage per turn for 4 turns.

Those viewing the serpent while in its weapon form through Auspex can potentially see the object as a magical animal if they succeed on their Aura Perception roll. This power lasts for one night.
●●●● Form of the Cobra

The Cainite may change his form into that of a huge black cobra. The serpent weighs as much as the vampire’s human form, stretches over 10 feet or three meters long, and is about 20 inches (50 cm) around.

The Form of the Cobra grants several advantages, including a venomous bite, the ability to slither through small spaces, and a greatly enhanced sense of smell. The character may use any Disciplines while in this form save those that require hands (such as Feral Claws).

System: The vampire spends one blood point; the change is automatic, but takes three turns. Clothing and small personal possessions transform with the vampire. The vampire remains in serpent form until the next dawn, unless he desires to change back sooner. The Storyteller may allow the Setite bonus dice on all Perception rolls related to smell, but the difficulties for all hearing rolls are increased by two. The cobra’s bite inflicts damage equal to the vampire’s, but the vampire does not need to grapple his victim; furthermore, the poison delivered is fatal to mortals.
●●●● (D) Hatch the Viper

This rare and horrific power is known only to the Followers of Set. With it, they may create serpents out of their blood to act as servants, pets or assassins.
System: The vampire takes an entire turn to activate the power, and the player spends four blood points; no roll is required. The following turn, the character disgorges a living venomous serpent from her mouth.
Formed of vitae, this serpent is considered a ghoul with Fortitude and Potence of 1. It may act independently, although it follows all commands from its parent without hesitation. If it is slain, or its mistress fails to feed it one blood point every three nights, the snake dissolves into a pool of fetid plasm. Anyone foolish enough to drink this venom suffers four dice of aggravated damage.
Characters with this power may create and maintain as many serpents as desired, assuming they are willing to feed their retinue. Cainites with Animalism can communicate with serpents formed by this ability, but the snakes always reflect too much of their creator’s personality to pass for natural animals. Each serpent bears a distinctive pattern of scales associated with its master, although motifs of gold diamonds on black skin predominate.
●●●●● Echidna’s Venom

At this level, the vampire’s bite becomes venomous as a death adder. The police do ask questions when someone dies from a seeming cobra bite under unlikely circumstances, so such lethality still requires some discretion in its use.

System: The Kindred expends one blood point, and in one turn her fangs become hollow, more slender and venomous. The first character the vampire bites next suffers from the venom.

Affected mortal victims suffer the Setite’s Serpentis in lethal damage in addition to whatever damage the bite may have caused. Undead victims suffer half the Setite’s Serpentis in lethal damage, rounded up.

Humans that survive the damage become paralyzed (-5 to all actions) and must succeed in a Stamina roll every minute for five minutes or die. Although supernatural healing (even Embrace the Venom) can intercede.
●●●●● (E) Typhonic Avatar

Now, the Setite can become a Typhonic Avatar, a creature of legend. There are two common forms (though rarer ones have been lost to the sands of time), and which the Setite learns is almost entirely dependent on which Temple they learned it from (and they can only learn one).

The first stands as a tall jackal with a hard, forked and spiked tail, with severe, pointed ears and a long snout. Typhonic Beasts are red, black, or a combination thereof. This form is virtually the sole preserve of Setite Typhonists and it is only rarely seen outside Egypt, North Africa and the Middle East.

Alternatively, she might take a hybrid human/serpent form with a long, prehensile tail for legs. Setites of the Path of Ecstasy (including several of its far-flung derivatives) use this as a sort of ‘war form’ in addition to religious functions.

System: Spend a blood point. The transformation takes three turns, but additional blood points can be spent to reduce the time by a turn. Four blood points makes the transformation reflexive.

Either form gains two dots to Strength, Dexterity, and Stamina. The animal form moves at twice the vampire’s speed, does two additional dice of bite damage, and reduces difficulties to resist losing balance by two. The hybrid form’s tail can act as an additional attack as part of a multiple action, and the tail gains five dots to Strength instead of two.

Obviously, both forms are unquestioningly supernatural. The vampire inspires terror and awe in mortals. Mortals with fewer Willpower dots than the vampire’s Serpentis score must flee or subjugate themselves. They can act for a single turn by spending a point of Willpower. Mortals with more Willpower can roll Willpower (difficulty the vampire’s Serpentis) to avoid awe and fear.
●●●●● ● Breathe the Sandstorm

In classic Egyptian myth, Set is portrayed as a trickster god of the desert sands, master of sky and storm. An elder Setite with Breathe the Sandstorm can call a scorching sandstorm from his patron founder’s source of power and expel it from his mouth. This whirling, screeching cloud of hot sand scars and pits everything in its path. The cloud is just a few feet across, but that is more than enough to catch a Cainite unaware and flay him to the bone.

System: The player spends one blood point for the vampire to exhale this roiling mist. The cloud is several feet in diameter, and it can affect a target up to dozen feet away.

To hit, the player rolls Dexterity + Survival (difficulty 6) for each enemy caught in the path of the sandstorm. Her opponents cannot block or parry this attack – they must dodge by diving out of the cloud’s volume (Dexterity + Athletics vs 8).

Successes remaining after the opponent’s dodge roll inflict that many levels of aggravated damage. Armor cannot be used to soak this, but Fortitude and other powers like Skin of the Adder can.

The cloud dissipates at the end of one turn. The sandstorm can also be used to scour away inanimate objects, inflicting the damage of decades of sirocco winds within seconds, destroying roughly an inch thickness of the substance per successes.

Supernaturally resilient materials may incur lesser harm at the Storyteller’s discretion.
●●●●● ● (F) Mother of Monsters

Echidna was called the Mother of Monsters. This power allows the Setite to birth small Typhonic beasts from her flesh. The monsters grow from her skin, starting by opening eyes and mouths from her flesh, then ripping from her body, taking part of her with them. These monsters have childlike intelligence and understand the vampire’s speech. They follow her commands without exception, and cannot be commanded or frightened away from their duty. Some Setites can create other mythological monsters. Rumors persist of some Setites who can create rudimentary humans from their flesh.

System: Spend one or more blood points and mark a health level off your character’s sheet. That health level cannot recover so long as the beast remains apart from the vampire. The first blood point creates the monster, and additional blood points act as a blood pool the beast can use to heal damage (the way a vampire can) or to activate the vampire’s level 1-4 Serpentis powers for himself.

Each monster takes one turn to birth. The vampire may only spend as much blood as she can in a single turn to fuel the monster’s blood pool.

The vampire can reflexively subsume a monster back into her flesh, replenishing its remaining blood pool and recovering the lost health level. She may also subsume a beast’s corpse to recover the lost health level.

The Setite can choose a different mythological form for the beast. However, these monsters must be obviously unnatural.

Sample Typhonic Creature: ATTRIBUTES: Strength 3, Dexterity 3, Stamina 3, Intelligence 1, Wits 3, Perception 4, Charisma 1, Manipulation 1, Appearance 1, SKILLS: Athletics 3, Brawl 3, Intimidation 3, HEALTH: OK, OK, -3, -5, Incapacitated, DISCIPLINES: The beast shares the vampire’s Celerity, Fortitude, and Potence powers. SOAK: +3 dice of Armor, ATTACKS: Bite (Strength +1 lethal), Claws (Strength lethal)
Serpentis Combination Disciplines
True Love’s Face (Obfuscate •••, Presence •••, Serpentis •)

Through a perfect combination of Mask of 1,000 Faces, Fascinate and the Setite’s unearthly eyes reflecting back their victim’s own innermost desires, the Serpent 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.

This power costs 20 experience points to learn.
Typhonic Beast (Potence •••, Serpentis ••••)

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. This power is primarily practiced by the chosen warriors of the Typhonists who guard some of the Clan’s most ancient temples in Egypt and on the shores of Lake Uganda. It is only rarely seen in the West.

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 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.

This power costs 21 experience points to learn.
Weigh the Heart (Auspex •••, Serpentis •••••)

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 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).

This power costs 24 experience points to learn.
Heart of Darkness (Serpentis •••••, Setite Sorcery ••)

A Kindred with mastery of Serpentis may pull her heart from her body. She can even use this ability on other Cainites, although this requires several hours of gruesome surgery. This power can only be invoked during a new moon. If performed under any other moon, the rite fails. Upon removing her heart, the vampire places it in a small clay urn, and then carefully hides or buries the urn. While her heart is hidden, she cannot be staked by any wood that pierces her breast. Moreover, because the heart is the seat of emotion, the difficulties of all her rolls to resist frenzy are two lower while this power is in effect.
Cainites are careful to keep their hearts safe from danger. If someone seizes her heart, the vampire is completely at that person’s mercy. The heart can be destroyed only by casting it into a fire or exposing it to sunlight. If this happens, the Kindred dies where she stands, boiling away into a blistering heap of ash and blackened bone. Plunging a wooden stake into an exposed heart drives the vampire into instant torpor. A vampire may carry her heart with her, or have several false hearts buried in different places. A smart Kindred often avoids her heart’s hiding place, to deter discovery. Those wise in Setite lore whisper that the corrupt elders of the Clan often hold their underlings’ hearts as yet another method of control.

System: This power requires no roll. Those who witness a vampire pull his heart from his breast (or cut the heart from another vampire) must make Courage rolls. Failure indicates anything from strong uneasiness to complete revulsion, possibly even Rötschreck.

This power costs 27 experience points to learn.

Affinity: True Brujah (whatever those are)

The True Brujah bloodline claims a peculiar Discipline that allows them some control over the flow of time. Masters of Temporis often grow ever more detached from the passage of ages. This, combined with the natural tendency for Sages to grow emotionally and spiritually distant, makes True Brujah elders exceptionally dangerous. They know that all life is finite, and so they feel no compunction about ending it.

Hourglass of the Mind

Masters of Temporis value patience and clarity. Time is too complex and dangerous to manipulate incautiously or on a whim. Thus, the first power of Temporis focuses entirely on perception and serves as a permanent alteration of a vampire’s senses.

System: Once purchased, this Discipline gives a vampire a perfect sense of time. The vampire knows events to the nearest second or better. Moreover, the Cainite knows whenever the flow of time is mystically disturbed by use of Celerity, greater levels of Temporis, mortal wizardry, or stranger things. Sensing disturbances is instinctive and reflexive, though it requires a successful Perception + Awareness roll (difficulty 6 for most phenomena, as modified by the Storyteller for distance and intensity).
●● Recurring Contemplation

A vampire with this power may trap a target’s mind into reviewing a set of events over and over until interrupted. This power is extremely subtle and ill-suited to combat or other situations rich in sensory stimuli. However, a cunning vampire can trick a sentry into reliving the tedium of his uneventful watch even as the Cainite draws close enough to strike or slip past. Other uses include the maddening infliction of déjà vu to induce paranoia or make a victim question her senses and her sanity.

System: The vampire concentrates on a single victim in his line of sight. The player rolls Manipulation + Occult (difficulty equal to the victim’s current Willpower). With any successes, the victim falls into a light trance and relives the most recent experiences that preceded her fugue. Alternately, the vampire may evoke another set of specific memories and circumstances from the victim’s past, provided that he has some means of telepathically drawing them forth.

The recurring events must be relatively benign, insofar as nothing noteworthy happens or nothing happens that would demand the victim’s immediate action. Thus, in the example of the sentry, the vampire could entrance him and walk past unobserved, but not if the sentry spotted him before invoking the power.

Ordinarily, the fugue lasts one minute per success. If the vampire’s player spends a blood point to fuel this power, determine the trance’s duration according to the following chart:

Successes – Duration
1 success – one minute
2 successes – 10 minutes
3 successes – one hour
4 successes – six hours
5+ successes – one day

Entranced victims are oblivious to their surroundings and the actual flow of time around them. However, the fugue ends immediately if the victim suffers any damage or experiences a sudden jolt to her senses, such as a thunderclap or even a gentle nudge. Normal conversation does not break the trance, although shouting does.
●●● Leaden Moment

With this power, a vampire may begin to alter the flow of time itself rather than mere perception of events. The vampire gestures and slows the desired object almost to a dead stop. This power can slow incoming bullets to the pace of drifting clouds, or cause an enemy warrior to see the battlefield quicken to a blur of dizzying carnage even as his every motion slows to a crawl.

System: The player spends one blood point and rolls Intelligence + Occult. The difficulty depends on the size and nature of the target: a single thrown brick is only difficulty 4, while a crazed ghoul has a difficulty of 9. Targets larger than an adult human cannot be affected with Leaden Moment. It is possible to affect small, closely grouped inanimate objects of the same nature as a single object, though this increases the difficulty by two or more at the Storyteller’s discretion (a hail of bullets might be difficulty 9).

This power may be activated reflexively as a defensive action against projectiles, but otherwise requires a full action on the vampire’s initiative. Though failure carries no special penalty apart from wasting blood, a botch means the vampire mistakenly slows himself rather than the target, counting every 1 as a success for that purpose. If the vampire succeeds, the object slows to one-half its true speed. Every two successes beyond the first reduce this speed by one additional factor, so three successes slows the target to one third its speed, five successes yields quarter speed, etc. The actual mechanics of such slowing depend on the situation.

For projectiles, multiply any successes to hit and final damage by the speed factor, rounded down. Similarly apply the speed modifier to the successes of other actions involving Dexterity, Wits, or Strength for slowed characters. Characters with Celerity may spend one blood point to negate one factor of speed reduction at the expense of the usual extra action provided – for example, one blood point cancels a reduction to one half speed, two blood points cancel one third, etc. Leaden Moment lasts one turn for every two successes rolled, rounded up.
●●●● Patience of the Norns

The vampire can now suspend an inanimate object in time, keeping it frozen in perfect stasis as time passes at normal speed around it. As with lesser Temporis powers, this stasis has both combat and non-combat applications. True Brujah warriors may halt bullets outright rather than merely slowing their approach or casually sidestep a collapsing building.

Higher-level variations on this power preserve precious scrolls and artifacts without risk of mold or decay. If any solid object or nontrivial volume of liquid touches a frozen object that did not touch it at the moment of suspension, the item re-enters time with the same properties and velocity as when it stopped. Thus, touching a suspended object with anything more substantial than a raindrop releases it exactly as it was before it stopped.

System: The player spends two blood points and rolls Intelligence + Occult (difficulty 6). The vampire must be able to perceive the object that he’s suspending, so the player may need to make a Perception + Alertness roll at a difficulty determined by the Storyteller in order to freeze fast-moving objects.

If an object exceeds the speed of mortal perception, superhuman perception such as Auspex is required in order to see and stop it (as such, bullets can be stopped with this power, but only if the vampire has at least a dot of Auspex). Objects frozen by this power remain halted according to the number of successes rolled:

Successes – Duration
1 success – one minute
2 successes – 10 minutes
3 successes – one hour
4 successes – six hours
5 successes – one day
6+ successes – one week per success over 5

Suspended objects retain all energy in their suspension, releasing none to the outside universe. A suspended knife has no kinetic energy as far as the rest of the world is concerned and hangs suspended in mid-air until the power is interrupted or the duration expires.

Suspended alchemical or chemical processes also halt, including fire. However, any physical contact more substantial than a falling raindrop breaks the suspension.
●●●●● Clotho’s Gift

With this power, a vampire momentarily accelerates time through himself. In this brief instant, he moves with the preternatural speed of Celerity. Unlike that Discipline, however, the time dilation of Clotho’s Gift permits any type of action. A vampire may still move or strike faster than the eye can see, but also think, plan, and even invoke other Disciplines that require full concentration. Only the last presents a danger, as it overtaxes the vampire’s unliving stasis.

System: The player spends three blood points and rolls Intelligence + Occult (difficulty 7). For a number of turns equal to half the vampire’s Temporis rating, rounded up, the character may take a number of extra actions at her full dice pool equal to the number of successes rolled. These actions follow the timing rules associated with Celerity, but may be used to take any action.

A vampire may use the actions granted by Clotho’s Gift to activate Disciplines multiple times, even Disciplines that cannot be used more than once in a turn (such as Dominate or Thaumaturgy). However, for every action spent activating a Discipline, the vampire suffers one level of unsoakable lethal damage.

Only one important exception exists: Any attempt to stack extra actions through Celerity, subsequent applications of Clotho’s Gift or other powers results in immediate Final Death, as the vampire collapses into ash as though burned by the sun.
●●●●● Kiss of Lachesis

True Brujah with this power gain limited mastery over the physical age of objects and individuals. It is a trivial matter to accelerate time in a compressed rush, aging a target decades or even centuries in the blink of an eye. It is far more difficult to absorb and unweave entropy, lessening time’s hold.

This power does not reverse history in any way; it merely reverses or accelerates the effects of time in terms of wear and tear. Moreover, a target cannot regress to an earlier or incomplete state of being. For inanimate objects, this is the point at which they were assembled. For living beings, it is either adult maturity or the time of birth (or its equivalent). For the undead and other corpses, it is the moment of death.

System: In order for the vampire to age a target, the player spends two blood points and rolls Manipulation + Occult. The difficulty equals the target’s true physical age in decades or effective physical age in the case of target’s that have aged unnaturally, such as by means of this power. This difficulty cannot rise higher than 10 or drop below 4.

The vampire touches the target and concentrates for a turn. The Cainite may age the target a maximum number of years as determined by the following table, although his player may choose to apply a lesser effect. The Storyteller remains the final arbiter of time’s effect on an object, but living beings aged past their natural lifespan quickly perish.

Successes – Elapsed Time
1 success – up to one month
2 successes – up to one year
3 successes – up to 5 years
4 successes – up to 10 years
5 successes – up to 50 years
6+ successes – up to one century per success over 5

Removing the effects of time requires greater effort, increasing the difficulty of the activation roll by one. In addition, the vampire suffers one level of unsoakable lethal damage for every success her player chooses to apply. As noted, objects cannot return to an earlier or incomplete state.

A silver coin may lose its tarnish and seem newly minted, but it will not revert to an unformed block of metal. Likewise, while an adult may revert to the cusp of his adulthood or a child to a newborn, neither could regress to a prenatal state. Also, this power only accounts for damage and wear due to time. A child amputee reverted to a baby will not regenerate her missing arm, nor will a broken sword become anything but finely crafted shards. In either application, this power does not change a subject’s mental or mystical properties.

Sentient beings retain all memories and any derangements. A vampire regressed to the point of death remains a vampire, not an inanimate corpse — and the regressed Cainite still remembers all Disciplines and keeps any changes in Generation due to diablerie. However, a vampire aged far enough pales considerably or loses any signs of diablerie from his aura.
Temporis Combination Disciplines
Hindsight (Auspex •••, Temporis •)

Hindsight confers upon a vampire the ability to transport his psyche backwards through time to trace the history of an object or being that he touches, revealing all details at once in a cascading torrent of information.

Examples include viewing a specific Cainite holding the object, learning a vampire’s certain activities in days or even centuries prior, and gleaning knowledge from destroyed books (or even earlier drafts of the same) when holding the quill used to pen them.

Usually any attempt to peer into the future of a target reveals an infinite shattering tapestry of possibilities impossible for the character to navigate. However, for objects or beings with strong and distinct destinies, all patterns eventually merge to a singular distinguishable point that is clearly visible to the character.

System: The player touches the target and rolls Perception + Awareness (difficulty 8, +1 per century of age, with each dot of Temporis the character possesses reducing the difficulty by 1, minimum 4). Failures are rerolled as bashing damage, resulting in the informational overload crashing through the vampire’s mind in a fragmented jumble. The vampire may negate one failure per success on their roll, at the expense of said success to elicit discernable information from the target.

Each success grants the character the ability to sort through the information and extract one relevant fact about the target from its history (Storyteller’s discretion), before the knowledge fades and the vampire returns to her own time-stream.

Though Hindsight can offer facts about an object or subject’s history, it does not impart any emotional significance that may have been associated with it, or felt during its journey. The sheer volume of information delivered prevents any opportunity for the Cainite to attempt an Empathy roll; she may bear witness that a murder took place, but might not ascertain if it a crime of passion or cold blood.

This combination power costs 10 experience points to learn.
Jackhammer Punch (Potence ••, Temporis ••)

Getting punched with Potence is painful enough, but with this power a True Brujah forces her opponent to relive that pain over and over again. The vampire uses their control of time to cause an opponent to seemingly experience being struck several times over – all at once. This leads to a great increase in damage from only a single attack.

System: When a True Brujah strikes an enemy in unarmed combat and opts to use this power, she may spend a blood point to add her Temporis rating as extra points of damage. This does stack with Potence, horrifyingly enough.

This combination power costs 12 experience points to learn.
Agony Loop (Temporis •••, Dementation ••)

This power was developed by a particularly demented Carthaginian Cainite with some unpleasant habits . It focuses on the fact that, to a victim, torture always has an end. That eventually, the torture stops, or you die. That eventually, at some point, there is release. This power warps the victim’s perceptions of time, and makes him feel as if his current agony will never end.

System: This power must be used on a character suffering lethal or aggravated damage, but who is not unconscious or in torpor. Roll Manipulation + Occult, difficulty the victim’s permanent Instinct/Self-Control + 3.

If successful, you may mark off a dot of your character’s permanent Willpower. So long as that dot remains marked off, the victim suffers the damage in perpetuity. He may heal, but his player notes the health levels remain. Further damage is applied as if he still suffered that damage. He suffers the full wound penalties.

The damage doesn’t truly exist; it’s purely psychological. But to the victim, that’s no respite. It’s functionally identical to him. Additionally, any sicknesses or diseases will persist. If they would normally heal, they do not get worse; they remain identically harmful as the moment this power was used. This is to say, they do not continue to cause damage.

At any time, you may end the effect by returning your character’s Willpower dot.

This combination power costs 15 experience points to learn.
Old Friend (Presence ••••, Temporis ••••)

This ability has proved invaluable to True Brujah infiltrating the ranks of their betrayers, or even other Sects and Clans. It makes the target believe the True Brujah is a very old friend, one who is trustworthy and loyal. They remember spending time together and several instances where the True Brujah has proved themselves beyond reproach.

While this may appear to be an advanced application of implanted memories, it is actually a lot more. The True Brujah finds an alternate timeline that fits the required relationship and imprints it on the target, using Presence to bond feelings of trust and friendship. This makes it very difficult to detect and unravel, as the memories are real and were (in a sense) actually experienced by the target, even if they never actually occurred in this timeline.

System: The True Brujah must make physical contact with the target (often a handshake) and begin to describe a potential memory they share by way of introduction. They then make a Manipulation + Empathy roll at a difficulty equal to the target’s current Willpower. The number of successes shows how long the effects last.

Successes – Result
1 success – One scene
2 successes – One night
3 successes – One week
4 successes – One month
5 successes – One year

While under the power’s effects, the target will believe the True Brujah is both loyal and above reproach. Even evidence to the contrary will be considered part of an elaborate conspiracy. Once the power fades, the target will still consider the True Brujah a friend, until something calls their motives into question. If the target is still under the effects of this power, attempts to refresh the effects for a longer duration are made at +1 difficulty.

This combination power costs 24 experience points to learn.
Insight (Auspex •••••, Temporis •••••)

Insight allows the Brujah to step forward in time a little and see how certain actions are going to play out. This allows them to return to the present and use this information to perform their next action with greater skill and ability. As they return a moment before they set off, the only evidence of this power is a shimmering around the character as they return.

System: The character spends a Willpower point and makes a Wits + Alertness roll (difficulty 8) to see how much they can remember and understand of what they saw. Each success they make grants them an additional die to their dice pool for their next action.

This combination power costs 30 experience points to learn.

Affinity: Samedi

This Discipline is an exclusive development of the Samedi bloodline, and it is tied intrinsically to the Stiffs’ identity and history.

Although Thanatosis appears to deal closely with death and the energies of decay, no Giovanni have ever claimed mastery of this power. Outsiders assume the Giovanni must be interested in learning this Discipline. However, the Giovanni view the Samedi with distrust and loathing, while the Samedi take on the Giovanni is usually expressed by muttering a curse on the Clan and spitting blood. Thus, the possibility of an exchange of information approaches nil.

Hag’s Wrinkles

Perpetual rot makes the character’s flesh malleable. The Samedi can open large folds in her flesh, storing objects in them like a kangaroo’s pouch. She can also massage the slimy flaps of fatty tissue to alter her appearance slightly (though this does nothing for the smell). Other Kindred can learn this Discipline, of course, but if they do not possess the “advantage” of having skin that already falls in droops and folds, large wrinkles and bulges may be visible.

System: This power requires one turn to shape the wrinkles and the expenditure of a blood point. If the power is used to distort a character’s features, the Samedi player must roll Stamina + Subterfuge (difficulty 8). Success raises the difficulty to visually identify the character by one and lasts for one hour per success rolled. If the character is attempting to hide a small object (a wallet, a letter, a small pistol), the roll and duration are the same, but all rolls made to see if the object is detected (for example, a pat-down search or a security guard’s visual inspection) are at +2 difficulty.
●● Putrefaction

The character can, with a touch, inflict decay upon a target. Hair falls out, teeth loosen, flesh rots and fungus grows on the skin. This power works on targets living and undead, and is obviously quite unsettling both physically and psychologically.

System: This power first requires that the character touch his intended target. The player then rolls Dexterity + Medicine (difficulty of the target’s Stamina + Fortitude) and spends a blood point. Success inflicts one health level of lethal damage on the target and removes one point of the victim’s Appearance. This Appearance loss returns to vampires at the rate of one point per night, but is permanent for mortals (though plastic surgery can correct mortals’ physical disfigurement). If a mortal suffers three or more health levels of damage from repeated uses of this power in one scene, gangrene or other ailments may occur.

Putrefaction can also be used on plants, in which case the target becomes blighted and withered. It cannot, however, be used on inanimate objects such as cars or wooden stakes.
●●● Ashes to Ashes

The character collapses into a thick, sticky white powder. While in this form, the character cannot move and is only dimly aware of her surroundings, but is immune to fire and sunlight (meaning that this power is an effective escape in some situations). The character must take care, though — if the ashes are scattered, she might never be able to reform.

System: The transformation to ashes requires one turn and the expenditure of two blood points. While the character is in ash form, the player must make a Perception + Alertness roll (difficulty 9) for any scene in which she wishes her character to be aware of her surroundings. Reforming from the heap of ashes takes one turn. If the character is in a confined space (such as an urn), she explodes from it in a suitably dramatic manner as she brings herself back to full size. If a Samedi is scattered while in this form, one health level and one blood point are lost for each tenth (roughly) of the character that has been dissipated. Five blood points are required to heal each health level lost in this manner.

At the Storyteller’s discretion, the Samedi may be missing limbs or vital organs (though never the head or the heart) until the missing health levels are healed.
●●●● Withering

The Stiff can shrivel and render useless an opponent’s limb. This power works on Kindred as well as mortals. Kindred, of course, are horrified by the power, as they tend to think of their bodies as immortal and invulnerable to such ravages.

System: The Samedi must touch the limb he intends to shrivel. The player spends a Willpower point and rolls Manipulation + Medicine (difficulty equal to the victim’s Stamina + Fortitude). Three successes are required for this power to shrink a limb. With one or two successes, the victim takes one health level of bashing damage, which may be soaked normally, but is otherwise unaffected. (If the Withering attempt is successful, the subject suffers no health level of damage, but rather the withering of the limb itself.)

The effects of Withering fade after one night if a vampire or other supernatural creature is the victim, but mortals (including mages) are permanently afflicted unless some type of supernatural healing is used. If this power is used on an arm or leg, the limb instantly becomes useless. If this power is used on an opponent’s head, mortal victims die instantly. Kindred lose two points from all Mental Attributes while their heads are shrunken and are unable to use any Disciplines except Celerity, Fortitude, and Potence. Multiple uses of this power on the same appendage have no additional effect.
●●●●● Marrow Sucker

All animals contain a spark of life. This power allows you to scrape, suck, and savor those small bits of life out of dead things to allow you to survive. It’s not pretty and it’s messy as hell, but when you’re locked in a crypt with nothing but bones, it can keep you out of torpor for a while.

System: For every 20 pounds or 9 kilograms of bone the Kindred eats (roughly the weight of the bones in one human skeleton), they gain one point of blood. The Kindred places the bone in or near its mouth and begins to suck. The bones turn into a grey, pulpy mass which the Kindred must then swallow. The product of this Discipline is far less satisfying that animal blood, and only those with this level of the Thanatosis Discipline can benefit from consuming it.
●●●●● ● Necrosis

A more horrific and potent form of Putrefaction, this power causes flesh to decay and slough off, exposing the bone beneath. Use of this power can render an opponent unable to move from lack of muscle tissue.

System: The Samedi must make contact with the victim. The player spends two blood points and rolls Dexterity + Medicine (difficulty of the target’s Stamina + Fortitude). The victim takes a number of health levels of lethal damage equal to the number of successes rolled and suffers additional effects as listed below.

Successes – Effects
1 success – No additional effects
2 successes – Lose one point of Appearance
3 successes – Lose a point each of Appearance and Dexterity
4 successes – Lose a point each of Appearance, Dexterity, and Strength
5+ successes – Lose two points of Appearance and one each of Dexterity and Strength

Attributes lost in this manner are regained when all damage from the Necrosis attack is healed. If a victim is reduced to zero Strength or Dexterity, he is unable to move except for weak flailing and crawling but may still use Disciplines and spend blood points normally.
●●●●● ●● Dust to Dust

With this power, the Samedi retains cohesion, awareness, and mobility while in ash form. While not as impressive as the Tzimisce Horrid Form, a clever Stiff can find many tactical uses for such a power.

System: While a pile of ash, the Samedi remains fully conscious and may use any Discipline powers that being a pile of dust would permit (for instance, Majesty will make the pile of dust very impressive, and no maid in her right mind would dare sweep it up).

The character cannot be blown apart by high winds, and any deliberate attempt to separate the pile of ash may be resisted with a die pool equaling the character’s combined Strength, Stamina, Potence, and Fortitude. The character may move voluntarily at a speed no higher than that at which a pile of normal dust would be blown by the wind, even if he is indoors. He does not have to move in the direction of the prevailing air currents, and may “flatten” himself by spreading his ashes thinly so as to slip under doors and through cracks. This power functions like Ashes to Ashes in all other respects.
Thanatosis Combination Disciplines
Switched At Death (Thanatosis •, Obfuscate •••)

Usually, the Samedi take great pains to hide their shriveled, dead appearance. Looking like the right corpse at the right time, however, can prove to be quite useful.

System: Roll Wits + Awareness with a difficulty equal to the observer’s current Willpower. Success allows the user to appear as a specific dead body that they’ve touched. The power allows the illusion to emulate any damage done to the body, such as a fatal gunshot wound or a severed head.

Any actions the Kindred takes that are out of place for a dead body, such as obvious movement or direct communication, trigger a Courage roll for the observer to stay in the presence of the Kindred. This power can only duplicate the state of the body the Kindred contacts. If the mortal has been dead 100 years, the Kindred will look like a skeleton.

This power costs 12 experience points to learn.
Grisly Gris-Gris (Fortitude ••, Thanatosis ••)

A common voudoun artifact is a gris-gris bag. These talismans protect the wearer from harm or bad luck. You can provide a similar type of protection… to those with an iron stomach.

System: The Kindred must spend a point of blood and break off a small piece of their body, such as a bit of hair, a fingernail, or a piece of skin. The target must ingest the Kindred’s body part. The next time the target makes a Stamina roll to soak damage, he or she adds a number of Fortitude dice to the roll equal to the Kindred’s Fortitude or Thanatosis, whichever is lower.

While the gris-gris is in the target’s body, they temporarily lose one dot in Appearance per hour as their appearance becomes more and more corpse-like. If the target drops to zero Appearance this way, they become violently ill and vomit up the gris-gris along with the contents of their stomach. The target may choose to expel the gris-gris at any time once it’s become active.

This power costs 12 experience points to learn.

Affinity: Tremere

Thaumaturgy encompasses blood magic and other sorcerous arts available to Kindred.

The Tremere Clan created this Discipline by combining mortal wizardry with the power of vampiric vitae. Since its origins, the Tremere have jealously guarded the arcane secrets of Thaumaturgy – as knowledge truly is power among the undead. And, even now, the Warlocks have greater need of all the power they can muster. The clan has made many enemies in its short history, and the Tremere are well aware of the malice of their ancient foes, such as the Tzimisce, Assamites, Salubri and even the Houses of ‘true mages’ from which they are descended.

Thaumaturgy is the most versatile of all Kindred Disciplines. Through its practice, the Tremere teach that they can duplicate or surpass nearly any other vitae-enhanced ability. Most clan elders claim that the thaumaturge’s skill is the only thing that restricts the potential of blood magic. It was near-blinding ambitious and survival which first motivated the Warlocks of House Tremere to master the intricacies of Thaumaturgy. In the modern nights, Kindred blood magicians continue to devote vast amounts of time and resources to researching ancient texts and creating new sorceries.

Thaumaturgy has diverged along two lines; rituals and paths, each with their individual strengths and weaknesses. Many of its most powerful techniques are not easily conjured up in the heat of battle on a whim, yet benefit from patience and planning. It is often only the most unaware, incautious or ill-prepared of House Tremere’s foes that can be felled through a bellicose display of fiery might and nothing else. A good thaumaturge comes ready for all sorts of situations, and can unleash forces she’s gathered together in advance of an emergency. It’s not that Thaumaturgy provides greater power than other Disciplines, but that thinking ahead allows the thaumaturge to store up resources. With skillful selection from a character’s available techniques, a thaumaturge can create the impression of far greater resources than she actually wields, if she can produce the right effect for the right occasion.

On the political level, knowledge of this Discipline has built Clan Tremere prestige in the Camarilla. The clan’s mystery of blood magic has given that organization a tremendous advantage over its enemies, and as a result, the Camarilla helps defend the Warlocks against their own foes. This protection, in turn, allows the Tremere to devote even more time to study and experimentation, creating a revolving cycle of increasing strength for both the clan and sect.

  • Like Necromancy, the practice of Thaumaturgy is divided into paths and rituals. Thaumaturgical paths are applications of the vampire’s knowledge of blood magic, allowing her to create effects on a whim. Rituals are more formulaic in nature, most akin to ancient magical “spells.” Because so many different paths and rituals are available to the arcane Tremere, one never knows what to expect when confronted with a practitioner of this Discipline.
  • When a character first learns Thaumaturgy, the player selects a path for the character. That path is considered the character’s primary path, and she automatically receives one dot in it, as well as one Level One ritual. Thereafter, whenever the character increases her overall level in Thaumaturgy, her rating in the primary path increases by one as well.
  • Secondary paths may be learned once the character has acquired two or more dots in her primary path, and they must be raised separately with experience points. Furthermore, a character’s rating in her primary path must always be at least one dot higher than any of her secondary paths until she has mastered her primary path. Once the character has achieved the fifth level of her primary path, secondary paths may be increased to that level.
  • The Expanded version of the Thaumaturgy Discipline given below is that practiced by the Tremere. Within ‘House Tremere’, with its focus on ambitious hierarchies, ceremony and Certamen – and other less pleasant habits passed down from their Hermetic ancestors – familiarity with the principles of countermagic becomes a life or death necessity.
    • Note: In prior versions of this setting Thaumaturgical Countermagic was treated as a separate out-of-clan Discipline for Tremere (and only them) to buy. Here it has been worked into the main sequence at in-clan Discipline costs with Affinity Bonuses given to make it a little more interesting.
    • A Tremere whose primary path isn’t Path of Blood acquires Thaumaturgical Countermagic at x7 per level instead of x5. Though does get to keep the Affinity Bonuses.

System: Each time the character invokes one of the powers of a Thaumaturgical path, the thaumaturge’s player must spend a blood point and make a Willpower roll against a difficulty equal to the power’s level +3. Failure on this roll indicates that the magic fails. A botch causes some kind of loss or catastrophic backfire, such as losing a Willpower point (or dot!), spontaneous combustion, or accidentally letting a living statue run rampant. Thaumaturgy is an unforgiving art.

The Thaumaturgy Discipline given below is the most commonly found among the Tremere of North America and Western Europe.

Thaumaturgy (Path of Blood / Tremere)Expanded (Tremere)
A Taste for Blood

Note: Almost every Tremere studies the Path of Blood as her primary path. It encompasses some of the most fundamental principles of Thaumaturgy, based as it is on the manipulation of Kindred vitae. If for whatever rare reason your character has been granted permission to pursue a different primary, then it’ll take the place of the entries given here.

This power was developed as a means of testing a foe’s might — an extremely important ability in the tumultuous early nights of Clan Tremere.

By merely touching the blood of his subject, the caster may determine how much vitae remains in the subject and, if the subject is a vampire, how recently he has fed, his approximate Generation and, with three or more successes, whether he has ever committed diablerie.

If the blood is mortal, he can identify whether or not it is mixed with vitae, thereby recognizing ghouls. With a high enough Medicine (and at the Storyteller’s discretion) it may even discern evidence of certain illnesses.

System: The number of successes achieved on the roll determines how much information the thaumaturge gleans and how accurate it is.

(A) Thaumaturgical Countermagic

Two dice of countermagic. The character can attempt to cancel only those powers and rituals that directly affect him, his garments, and objects on his person.

System: The use of Thaumaturgical Countermagic is treated as a free action in combat and does not require a split dice pool. To oppose a Thaumaturgy power or ritual, a character must have a Thaumaturgical Countermagic rating equal to or greater than the rating of that power or ritual. The player spends a blood point and rolls the number of dice indicated by the character’s Thaumaturgical Countermagic rating (difficulty equal to the difficulty of the power in use). Each success cancels one of the opposing thaumaturge’s successes.

Thaumaturgical Countermagic is only at full effectiveness when used against Thaumaturgy. It works with halved dice pools against Necromancy and other mystical Disciplines, and is completely ineffective against non-vampiric magics and powers except those steeped in Hermetic practices of High Ritual Magic. In such latter cases, the warlock may still attempt countermagic at +2 difficulty to their roll.
●● Blood Rage

Although originally intended as a way for Tremere to assist incapacitated brethren in healing their own wounds or summoning the strength of their blood, the power’s notorious side effect lead to its current name by the modern nights.

Blood Rage allows a vampire to force another Kindred to expend blood against his will. The caster must touch her subject for this power to work, though only the lightest contact is necessary. A vampire affected by this power might feel a physical rush as the thaumaturge heightens his Physical Attributes, might find himself suddenly looking more human, or may even find himself on the brink of frenzy as his stores of vitae are mystically depleted.

System: Each success forces the subject to spend one blood point immediately in the way the caster desires (which must go towards some logical expenditure the target vampire could make, such as increasing Physical Attributes or powering Disciplines).

Note that blood points forcibly spent in this manner may exceed the normal “per turn” maximum indicated by the victim’s Generation. Each success gained also increases the subject’s difficulty to resist frenzy by one. The thaumaturge may not use Blood Rage on herself to circumvent generational limits.
●● (B) Thaumaturgical Countermagic

Four dice of countermagic.

Affinity Bonus: Thaumaturgical Sight
With this ability, the Tremere can see magical auras. In much the same way as 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.
●●● Blood of Potency

Through a form of internal alchemy, a thaumaturge can use this power to temporarily concentrate his vitae to act as that of a vampire of an older generation. Although it is not a total transformation of the blood, it does allow the user to channel some of his gifts more effectively

In effect, he may temporarily lower his own Generation with this power. This power may be used only once per night.

System: One success on the Willpower roll allows the character to lower his Generation by one step for one hour. Each additional success grants the Kindred either one step down in Generation or one hour of effect. Successes earned must be spent both to decrease the vampire’s Generation and to maintain the change (this power cannot be activated again until the original application wears off). If the vampire is diablerized while this power is in effect, it wears off immediately and the diablerist gains power appropriate to the caster’s actual Generation.

Furthermore, any mortals Embraced by the thaumaturge are born to the Generation appropriate to their sire’s original Generation (e.g., a Tenth-Generation Tremere who has reduced his effective Generation to Eighth still produces Eleventh-Generation childer). Once the effect wears off, any blood over the character’s blood pool maximum dilutes, leaving the character at his regular blood pool maximum.

Thus, if a Twelfth-Generation Tremere (maximum blood pool of 11) decreased his Generation to Ninth (maximum blood pool 14), ingested 14 blood points, and had this much vitae in his system when the power wore off, his blood pool would immediately drop to 11.
●●● (C) Thaumaturgical Countermagic

Six dice of countermagic. The character can attempt to cancel a Thaumaturgy power that affects anyone or anything in physical contact with him.
●●●● Theft of Vitae

This power allows the thaumaturge to force blood from a target and draw it into herself as if she had consumed it directly. She need never come in contact with the subject – The blood literally bursts from the target’s mouth and pores, arcs across the intervening space, and is immediately mystically absorbed by the caster. Mortals can be severely injured by the theft; vampires can be deprived of their vitae.

System: The number of successes determines how many blood points the caster transfers from the subject. The subject must be visible to the thaumaturge and within 50 feet (15 meters).

Mortals who are targeted take one level of lethal damage per success. Cainites take no damage but still lose the appropriate number of blood points.

Using this power prevents the caster from being blood-bound, but otherwise counts as if the vampire ingested the blood herself. This power is spectacularly obvious, and Camarilla princes justifiably consider its public use a breach of the Masquerade.
●●●● (D) Thaumaturgical Countermagic

Eight dice of countermagic. The character can now attempt to cancel a power or ritual that that is being used or performed (i.e., emanating from) within a number of yards equal to his Perception.

Affinity Bonus: Theft of Will
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 purposes. 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). 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 successful countermagic roll that would have completely negated it. Instead of negating the effect, this power lets the Tremere effectively take over the spell as if it were his own, although this does not change the duration or strength of the effects.

This power also only works on Thaumaturgy effects.
●●●●● Cauldron of Blood

A thaumaturge using this power boils her subject’s blood in his veins like water on a stove. The Kindred must touch her subject, and it is this contact that simmers the subject’s blood. This power is always fatal to mortals, and causes great damage to even the mightiest vampires.

System: The number of successes gained determines how many blood points are brought to boil. The subject suffers one health level of aggravated damage for each point boiled (individuals with Fortitude may soak this damage using only their Fortitude dice). A single success kills any mortal, though some ghouls with access to Fortitude are said to have survived after soaking all of the aggravated damage.
●●●●● (E) Thaumaturgical Countermagic

Ten dice of countermagic. The character can now attempt to cancel a power or ritual that targets anything within his Willpower in yards of him, even if it is coming from afar.

Affinity: Tzimisce

Vicissitude is the signature power of the Tzimisce, and is rarely shared outside the Clan (though it is known to some other Cainites of the Sabbat). Similar to Protean in some ways, Vicissitude allows vampires to shape and sculpt flesh and bone. When a Kindred uses Vicissitude to alter mortals, ghouls, and vampires of higher Generation, the effects of the power are permanent; vampires of equal or lower Generation can choose to heal the effects of Vicissitude as though they were aggravated wounds. A wielder of Vicissitude can always reshape her own flesh.

  • The wielder must establish skin-to-skin contact and must often manually sculpt the desired result for these powers to take effect. This also applies to the use of the power on oneself. Tzimisce skilled in Vicissitude are often inhumanly beautiful; those less skilled are simply inhuman.
  • There are rumors that Vicissitude is a disease rather than a “normal” Discipline, but only the Fiends know for sure, and they aren’t talking. Note: Nosferatu always “heal” Vicissitude alterations, at least the ones that make them better-looking. The ancient curse of the Clan may not be circumvented through Vicissitude. The same applies to physical deformities from the Gangrel Clan weakness.
  • Vampires who wish to use Vicissitude well must acquire the ‘Body Crafts‘ specialty of Medicine. This specialization enables its possessor to make all manner of alterations to living and dead flesh and bone. It also gives insight into more mundane techniques; many Tzimisce are skilled at flaying, bone-carving, embalming, taxidermy, tattooing, and piercing.
    • All Vicissitude rolls that require Medicine are treated as untrained, unless the user has the Body Crafts specialty.
Malleable Visage

A vampire with this power may alter her own bodily parameters: height, build, voice, facial features, and skin tone, among other things. Such changes are cosmetic and minor in scope — no more than a foot (30 cm) of height gained or lost, for example. She must physically mold the alteration, literally shaping her flesh into the desired result.

System: The player must spend a blood point for each body part to be changed, then roll Intelligence + Medicine (difficulty 6). To duplicate another person or voice requires a Perception + Medicine roll (difficulty 8), and five successes are required for a flawless copy; fewer successes leave minute (or not-so-minute) flaws. Increasing one’s Appearance Trait has a difficulty of 9, and the vampire must spend an additional blood point for each dot of Appearance increased beyond their natural total. A botch permanently reduces the Attribute by one.
(A) Ears of the Bat

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.
●● Fleshcraft

This power is similar to Malleable Visage, above, but allows the vampire to perform drastic, grotesque alterations on other creatures. Tzimisce often use this power to transform their servitors into monstrous guards, the better to frighten foes. Only flesh (skin, muscle, fat, and cartilage, but not bone) may be transformed.

System: After spending a blood point, the vampire must grapple the intended victim. The player of the Fleshcrafting vampire makes a successful Dexterity + Medicine roll (difficulty variable: 5 for a crude yank-and-tuck, up to 9 for precise transformations). A vampire who wishes to increase another’s Appearance Trait does so as described under Malleable Visage; reducing the Attribute is considerably easier (difficulty 5), though truly inspired disfigurement may dictate a higher difficulty. In either case, each success increases or reduces the Attribute by one.

A vampire may use this power to move clumps of skin, fat, and muscle tissue, thus providing additional padding where needed. For each success scored on a Dexterity + Medicine roll (difficulty 8), the vampire may increase the subject’s soak dice pool by one, at the expense of either a point of Strength or a health level (vampire’s choice).
●● (B) See the True Shape

A Fiend with this power may recognize flesh that has been magically reshaped. Although Tzimisce are most adept at noticing flesh-crafting 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 + Medicine (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.
●●● Bonecraft

This terrible power allows a vampire to manipulate bone in the same manner that flesh is shaped. In conjunction with Fleshcraft, above, this power enables a Vicissitude practitioner to deform a victim (or herself) beyond recognition. This power should be used in conjunction with the flesh-shaping arts, unless the vampire wants to inflict injury on the victim (see below).

System: The vampire’s player must spend a blood point and make a Strength + Medicine roll (difficulties as above). Bonecraft may be used without the fleshshaping arts, as an offensive weapon. Each success scored on the Strength + Medicine roll (difficulty 7) inflicts one health level of lethal damage on the victim, as his bones rip, puncture, and slice their way out of his skin.

The vampire may utilize this power (on herself or others) to form spikes or talons of bone, either on the knuckles as an offensive weapon or all over the body as defensive “quills.” If bone spikes are used, the vampire or victim takes one health level of lethal damage (the vampire’s comes from having the very sharp bone pierce through his skin — this weaponry doesn’t come cheaply). In the case of quills, the subject takes a number of health levels equal to five minus the number of successes (a botch kills the subject or sends the vampire into torpor). These health levels may be healed normally.

Knuckle spikes inflict Strength +1 lethal damage. Defensive quills inflict a hand-to-hand attacker’s Strength in lethal damage unless the attacker scores three or more successes on the attack roll (in which case the attacker takes no damage); the defender still takes damage normally. Quills also enable the vampire or altered subject to add two to all damage inflicted via holds, clinches, or tackles.

A vampire who scores five or more successes on the Strength + Medicine roll may cause a rival vampire’s rib cage to curve inward and pierce the heart. While this does not send a vampire into torpor, it does cause the affected vampire to lose half his blood points, as the seat of his vitae ruptures in a shower of gore.
●●● (C) Wound Sculpting

A vampire with this power may vastly accelerate her healing by concentrating upon kneading torn flesh and shattered bone 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.

Bahari Variant: Flaying Touch
This power is only available to Tzimisce Bahari. It replaces ‘Wound Sculpting’.

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. 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.
●●●● Horrid Form

Kindred use this power to become hideous and deadly monsters. The vampire’s stature increases to a full eight feet (two and a half meters), the skin becomes a sickly greenish-gray or grayish-black chitin, the arms become apelike and ropy with ragged black nails, and the face warps into something out of a nightmare. A row of spines sprouts from the vertebrae, and the external carapace exudes a foul-smelling grease.

System: The Horrid Form costs two blood points to awaken. All Physical Attributes increase by three, but all Social Attributes drop to zero, except when dealing with others also in Horrid Form. However, a vampire in Horrid Form who is trying to intimidate someone may substitute Strength for a Social Attribute. Damage inflicted in brawling combat increases by one due to the jagged ridges and bony knobs creasing the creature’s hands.

●●●● (D) Body Armory

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.
●●●●● The Body Impolitic

Arguably the most ghoulish of Vicissitude’s gifts, The Body Impolitic allows the user to invest a portion of her sentience in the flesh of her body, then sever it from the trunk to do the Tzimisce’s bidding.

System: By infusing an extremity with blood, the Tzimisce gives it awareness and a life of its own. Only one blood point is required, though some body parts can be gifted with more; the smallest of extremities (eyes, tongue, etc.) can hold only one, but a limb may hold two or three depending on where it is severed, the head can hold three, and the trunk can hold as much as five. Once imbued with awareness, the Tzimisce can then remove the extremity (Dexterity + Medicine to do so without inflicting one level of lethal damage upon herself) and set it free to do her bidding.

When needed, an extremity can tear itself free from the main body; doing so requires two rounds and deals the usual level of lethal damage to the body. The Tzimisce can have as many servitor “parts” as she has extremities to use (and blood points to fuel them). While a body part is detached and still sentient, the Tzimisce cannot regrow it.

Disembodied parts are always aware of all other parts of itself, but otherwise have only the sensory input normally available to them. Some Tzimisce will use Vicissitude to craft additional sensory organs onto these extremities to give them the tools to perform specific tasks (mouths and tongues to deliver messages, eyes to spy with, and so on).

The master can use Disciplines through a disembodied extremity, but only if that body part can fulfill the Discipline’s requirements (that is, it must have blood enough to fuel the Discipline, must be able to make eye contact if that’s a requirement of the Discipline, etc.) If an extremity uses up its blood points to fuel a Discipline, it withers into nothingness moments after doing so. Independent extremities have one health level each.

They are almost preternaturally aware of danger and gain three dots in Athletics. If an extremity is destroyed, it can be recreated by spending one blood point and successfully using Transmogrify the Mortal Clay and Rend the Osseous Frame to shape a replacement. So long as the Tzimisce has a living extremity tucked away somewhere, she can’t fully be killed and may be able to reconstruct herself given time
●●●●● (E) Graft Life to Life

With normal Vicissitude, a Tzimisce may take the arm from one person and graft it to another, but the recipient is unable to control the arm and it soon begins to decay. With this power, the user may take body parts from living creatures and graft them on to others, living or undead, and allow for the recipient to use the new limb. Exceptionally monstrous and disturbing creatures can be created with this power or one may graft extra organs into others, allowing them to function longer while wounded.

System: Removing a limb requires an Intelligence + Medicine roll (difficulty 6). Extracting an organ is an extended Intelligence + Medicine roll (difficulty 7), with 10 successes required and each roll representing an hour of work. The process of grafting must then begin within an hour. or the limb or organ dies. Attachment is an extended roll of Intelligence + Medicine (difficulty 7), requiring 10 successes and each roll representing half an hour’s work. Attaching an appropriate limb, such as a human arm to a human, is difficulty 7. Attaching an inappropriate limb, such as horse legs to a human, is difficulty 8. Inserting organs is difficulty 9. Attaching limbs to a vampire is somewhat easier (difficulty 6). Theoretically, one could put organs inside a vampire, but this has no effect.

The effect of attaching extra limbs is entirely up to the Storyteller. Extra arms might help in grappling and multiple attacks and extra legs might aid stability but the main effect is generally freakishness rather than effectiveness, since coordinating the extra limbs is very difficult. Extra organs grant the recipient an additional wounded health level per organ, though a maximum of two can be grafted.

Bahari Variant: Ecstatic Agony
This power is only available to Tzimisce Bahari. It replaces ‘Graft Life to Life’.

Pain is transformative. Pain awakens primal potential in the tortured flesh. A Fiend with this ability delights in every slash of the blade and caress of bullet, transmogrifying agony into physical prowess and incredible displays of Caine’s Gifts.

System: After spending two Willpower points, the character becomes empowered by pain. Add his wound penalties to all non-reflexive actions involving a Physical Attribute or use of a Discipline. As the character heals, this bonus wanes. Treat Incapacitated and Final Death normally. This power lasts for one scene.
●●●●● ● Bloodform

A vampire with this power can physically transform all or part of her body into sentient vitae. This blood is in all respects identical to the vampire’s normal vitae; she can use it to nourish herself or others, create ghouls, or establish blood bonds. If all this blood is imbibed or otherwise destroyed, the vampire meets Final Death.

System: The vampire may transform all or part of herself as she deems fit. Each leg can turn into two blood points worth of vitae, as can the torso; each arm, the head, and the abdomen convert to one blood point each. The blood can be reconverted to the body part, provided it is in contact with the vampire. If the blood has been utilized or destroyed, the vampire must spend a number of blood points equal to what was originally created to regrow the missing body part.

A vampire entirely in this form may not be staked, cut, bludgeoned, or pierced, but can be burned or exposed to the sun. The vampire may ooze along, drip up walls, and flow through the narrowest cracks, as though she were in Tenebrous Form. Mental Disciplines may be used, provided no eye contact or vocal utterance is necessary, although the vampire can perceive her surroundings just fine (but the perceptions are always centered on the largest pool of blood).

If a vampire in this form “washes” over a mortal or animal, that mortal must make a Courage roll (difficulty 8) or fly into a panic.

Laibon Variant: Chiropteran Marauder
This power is only available to Tzimisce vampires with the Laibon Merit.

Similar to Horrid Form, the Chiropteran Marauder is a terrifying, bipedal bat, bearing a wickedly fanged maw and veined, leathery wings. This power confers all of the benefits of the Horrid Form, in addition to a few others. The mere sight of the marauder is enough to make mortals or weak-willed vampires flee in horror.

System: The vampire gains all the effects of the Horrid Form. Further, the Marauder’s fluted wings allow flight at 25 mph (40 kph), during which the vampire may carry, but not manipulate, objects no larger than it can hold in its hands. If the player chooses to, she may make a Strength + Medicine roll (difficulty 6) to extend bony claws at the ends of the vampire’s wings. These claws inflict Strength +2 aggravated damage. Also, the vampire subtracts two from all hearing-based Perception rolls (though he adds one to vision- based Wits and Perception rolls). Assuming the mantle of the Chiropteran Marauder costs three blood points.
●●●●● ● (F) Blood of Acid

At this level of mastery, the vampire has converted his blood to a viscous acid. Any blood he consumes likewise becomes acid, which is corrosive enough to burn human (and vampiric flesh) as well as wood. This effect is particularly potent when the vampire assumes the Bloodform. One of the side effects of this power is the complete inability to create new vampires and ghouls, or give blood to another vampire — the acid would corrode them as they drank it. The obvious benefit, however, is that would-be diablerists are likewise unable to devour the Cainite’s blood.

System: Each acidified blood point that comes in contact with something other than the vampire himself does five dice worth of aggravated damage. If the vampire is injured in combat, his blood may spatter on an opponent — foes must make Dexterity + Athletics rolls to avoid the blood, which must be accomplished by splitting their dice pools. (Unless an opponent knows the vampire has this power, she’s unlikely to split her dice pool on her first attack, which causes many Tzimisce to cackle with glee.)
Vicissitude Combination Disciplines
Chupacabra Servitor (Animalism •••, Vicissitude •••)

The legends of malformed creatures that feed on livestock have permeated the tales south of the American border for years and have become the stuff of legend. Enterprising Tzimisce have found a way to make easy servitors in this misbegotten land far from their ancestral home. While not as effective as szlachta, chupacabra are quicker to produce and the resources to bring them into existence are numerous.

System: The Kindred can use this application of Vicissitude to turn a dog, wolf, or small bear into the legendary Chupacabra. The Kindred makes an extended Intelligence + Medicine (Body Crafts) roll at difficulty 7 requiring a total of 15 successes.

Each roll made takes 8 hours a night and costs 1 Blood Point as the Kindred molds and alters the flesh of the creature, shaping it into the perfect monster.

The Chupacabra transformation gives the beast 5 dots in Physical Attributes to be distributed at the vampire’s discretion, no more than 2 in any Attribute. The creature’s bite and claw attacks inflict a Strength +2 lethal damage and the Chupacabra also benefits from 2 additional OK Health Levels and 1 Armor rating.

The beast does not last long before deteriorating, only surviving 1 month per Vicissitude rating the creator had at the time of its creation.

This combination power costs 18 Experience points.

Affinity: Gargoyles

The Discipline of Visceratika is the exclusive possession of the Gargoyle bloodline and is an extension of their natural affinity for stone, earth, and things made thereof.

Certain Visceratika powers closely resemble some aspects of Protean and, to a lesser extent, Vicissitude. Tremere in a position to know insist that this is pure coincidence, but the few among the Gargoyles who retain scholarly aspirations insist that the Gangrel and Tzimisce blood used to create the bloodline still maintains a certain hold over its members.

Too heavy to fly by natural means, the stony Gargoyles must rely on more mystical and physics-defying properties of their blood. Their unnatural ability to fly seems to manifest when their wings do and which grow larger and stronger as their mastery of Visceratika grows.

Gargoyles themselves are unaware that flying for them is a mystical power; they accept that they can fly because it is part and parcel of being a Gargoyle.

VisceratikaExpanded (Flight)
Skin of the Chameleon

This basic power has saved countless Gargoyles breaching the Masquerade — and has allowed just as many to ambush unsuspecting intruders. When Skin of the Chameleon is in effect, the Gargoyle’s skin takes on the color and texture of the surrounding environment. This coloration changes reflexively as long as the Gargoyle maintains a walking pace or slower.

More rapid movement causes the Gargoyle’s appearance to blur, negating the camouflaging effect. If this power is used while the Gargoyle is in flight, his skin becomes a reasonable facsimile of the night sky (though it will not shift to mimic nearby skyscrapers or star patterns, and a black silhouette against a brightly lit skyline is likely to be noticed).

System: The player spends one blood point. For the rest of the scene, the Gargoyle’s Stealth dice pool is increased by five. This power is subject to the limitations described above. Any ground movement faster than a walk negates this power’s effect, as does flight (at the Storyteller’s discretion).
(A) Flight

The Gargoyle cannot fly, but she may glide. She can gently descend from any height, and strong winds may provide enough lift to carry her great distances. However, carrying more than 2 lbs./1 kg will cause the Gargoyle to plummet like a rock.
●● Scry the Hearthstone

The Gargoyles’ first function for the Tremere was that of guardian and watchdog. This power allows them to know instinctively where anyone is inside a given structure. It even allows the Gargoyle to detect characters concealed by magical means, if the Slave is perceptive enough.

System: The player spends a Willpower point to activate this power, which remains in effect as long as the Gargoyle is within or in contact with the target structure, or until the next sunset. Scry the Hearthstone may be used on anything up to the size of a cave complex, a large theatre, a parking garage, or a mansion. The character gains an innate sense of the location and approximate size and physical condition of all living (or unliving) beings within the structure. To pinpoint a specific individual’s location with this power, the player must succeed in a Perception + Awareness roll (difficulty 6).

If the subject is attempting to hide, he may oppose this roll with a roll of Wits + Stealth (difficulty 6). Scry the Hearthstone may be used to detect the presence of characters who are under Obfuscate or similar powers. In this case, the Gargoyle only knows that there is someone present — she cannot actually see the individual in question. To determine the Gargoyle’s ability to detect Obfuscated characters, compare the relative levels of the Gargoyle’s Visceratika minus one and the intruder’s Obfuscate as per the “Seeing the Unseen” under the Auspex tab.
●● (B) Flight

The Gargoyle can fly up to 30 miles per hour/ 45 km per hour and carry up to 20 lbs./10 kg safely. At this level, his ability to maneuver is still quite undeveloped; to do much more than fly in a straight line, the Gargoyle must make a Dexterity + Athletics roll (difficulty varies depending upon what’s being attempted), and dice pools to dodge lose two dice while flying.
●●● Bond with the Mountain

The Gargoyle sinks into a stone surface, disappearing into the rock until he wishes to reappear. This power allowed Gargoyles to invade their masters’ enemies’ strongholds, fight until sunrise, then meld with the rocks or stone walls and reappear the next evening.
In modern nights, it can take the place of a haven for itinerant Runaways. Unlike the Earth Meld power which it resembles, Bond with the Mountain does not conceal the Gargoyle completely. A faint outline of his body can be seen in the rock where he hides.

System: The player spends two blood points, and the merge takes four turns to complete. This power functions in a fashion similar to the Protean 3 power of Earth Meld, and may only be performed upon bare rock or a similar substance. However, the Gargoyle does not sink fully into the substance with which he merges, and his outline can be detected within the stone with a successful Perception + Alertness roll (difficulty 9).

A Gargoyle attacked while Bonded with the Mountain has triple his normal soak dice pool against all forms of attack. However, if he sustains three or more lethal health levels of damage from a single attack, he is forced out of his bond and suffers disorientation similar to that experienced by an Earth Melded character whose slumber is interrupted.
●●● (C) Flight

The Gargoyle can fly up to 45 miles per hour/60 km per hour and carry up to 50 lbs./25 kg, if her Strength allows for it. She only needs to roll for the most difficult of maneuvers (difficulty 5) and her normal Athletics dice pool is fully available to her for dodging.
●●●● Armor of Terra

At this level of Visceratika, the Gargoyle’s skin hardens and becomes truly rock-like to the touch. The Slave becomes harder to harm, even with fire, and grows inured to injury. A non-Gargoyle learning this level of Visceratika would find her skin becoming gray and rock-like, putting lie to the claim that the Discipline doesn’t carry the risk of the Gargoyle’s curse.

System: This power is automatic and requires no roll; it is always in effect. A vampire with Armor of Terra has one extra soak die for all aggravated and lethal attacks and two for all bashing attacks, reduces all wound penalties by one, and halves the damage dice pool of any fire-based source of injury (this Discipline does not change the rules for Rötschreck, however). The difficulty of all touch-based Perception rolls is increased by two, due to the desensitization of the character’s skin.
●●●● (D) Flight

The Gargoyle can fly up to 60 miles per hour/90 km per hour and carry up to 100 lbs./50 kg, if his Strength allows for it.
●●●●● Flow Within the Mountain

The Gargoyle is no longer restricted to hiding within stone. Now, he can flow through stone like lava working its way down a mountainside, emerging from the hiding place at any point he wishes. Since this power works on cement or concrete as well as rock, the streets of a modern metropolis afford a Gargoyle some very interesting assassination tools.

System: Once the character has used Bond with the Mountain, the player spends two more blood points to activate Flow Within the Mountain for the duration of the scene. The Gargoyle can move within stone and cement (otherwise using the same rules as the Protean power Earth Control. The character can also use this power to walk through a stone wall and emerge on the other side without first using Bond with the Mountain. In this case, the player spends one blood point and rolls Strength (difficulty 8; Potence adds dice or successes normally).

The Gargoyle may flow through a maximum thickness in feet equal to the number of successes rolled, or 30 times the number of successes rolled in centimeters. If the wall or barrier is thicker than this, the character is trapped within it until he is chiseled out or uses Flow Within the Mountain to escape.
●●●●● (E) Flight

The Gargoyle can fly up to 75 miles per hour/120 km per hour and carry up to 200 lbs./100 kg, if her Strength allows for it.
Visceratika Combination Disciplines
Stonesight (Auspex •, Visceratika •)

This power allows the Gargoyle 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 Gargoyle. 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.

It costs three experience points to learn this power.
The Shoulders of Atlas (Potence ••, Visceratika ••)

The power of flight is one of the reasons the Gargoyles have existed for so long. Usually, they can only carry a limited amount of cargo based on their mastery of Flight. This combination allows them to apply some of their superhuman strength to carry bigger amounts at lower levels of Flight.

System: This combination allows dots of Potence to count as dots of Flight when determining a Gargoyle’s carrying capacity. For example, if Jurgen the Gargoyle has Flight 2, Potence 2, and this ability, Jurgen can take off with 50 pounds/25 kgs of load but carry up to 100 pounds/45 kgs while flying. Speed is still limited by the mastery of Flight.

It costs 12 experience points to learn this power.
I Am The Keystone (Fortitude ••, Potence ••, Visceratika •••)

Visceratika is known for Masquerade-shredding displays of toughness and strength. Masters of the Discipline can invoke changes to their body that are a bit subtler but no less devastating when unleashed at the right time.

System: The Gargoyle spends a point of Willpower. Upon doing so, she may temporarily redistribute points between her Fortitude and Potence Disciplines up to the maximum allowed by her Generation. The Disciplines stay redistributed until the Gargoyle is Incapacitated or the next sunrise, whichever comes first. They may spend another point of Willpower to change the dots back or adjust them to new totals.

This power costs 21 experience points to learn.
Falconer’s Dive (Celerity •, Visceratika ••••)

Gargoyles swoop down on their enemies like few other Kindred can. “Death from above” is a common tactic of these vampires, but a select few can streamline their diving forms for minimum wind resistance and maximum impact on a target.

System: The Gargoyle spends a point of Willpower to subtly make their body more aerodynamic as they fall. Using this ability requires room to maneuver high in the air or a great height to drop from, like the edge of a skyscraper.

The Gargoyle makes a Dexterity + Athletics roll (difficulty 7) as an action. For each success rolled, they subtract 1 from the difficulty of their next Brawl or Melee roll on a target below them (minimum difficulty of 3). The Kindred must make the roll as their next action or they lose the bonus. Using it indoors is unlikely unless the space is massive, like an aircraft hangar or massive cave.

This power costs 15 experience points to learn.
Carry The Mountain’s Burden (Fortitude •••, Visceratika ••••)

Gargoyles who master the Armor of Terra can make themselves even tougher by using it in conjunction with their Fortitude. These Disciplines work together to make the Gargoyle into an unstoppable brute that requires a miracle to take down. For obvious reasons, this is a favorite choice of Sentinel Gargoyles.

System: The Gargoyle spends a point of Willpower to enhance their Armor of Terra strategically with the supernatural toughness of Fortitude. All bonuses and penalties for the Armor of Terra double for the remainder of the combat scene. The Gargoyle receives two extra soak dice for aggravated and lethal soak dice pools. It also gains four dice to soak bashing wounds, ignores two levels of wound penalties, and reduces any fire-based damage pools to a quarter (round down) of their original size. All touch-based Perception-rolled have a difficulty of +4 (maximum of 9) because the Gargoyle’s skin becomes even tougher.

This power costs 21 experience points to learn.

The most common Combinations relating to the Disciplines practiced by the majority of vampires in Los Angeles – Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere and Ventrue – are all found below. More obscure combination powers that rely on rare and restricted Disciplines have been left in their individual sections.

Caitiff PCs can try to make a case for any Combination Discipline made up of their first three Affinity Disciplines. Although it isn’t guaranteed approval, and there will be a slight cost increase. If approved, it’ll be treated as their own unique thing, aesthetically.

Note that while many Combination Disciplines come reasonably naturally (with the XP cost paid representing the time spent experimenting with one’s Disciplines), some of them do require specific instruction.

Aura of Inescapable TruthAny28Dominate ••••, Presence ••••
With this power, those in the vampire’s presence must speak only the truth. The vampire’s presence is defined by those characters the vampire can hear; for this reason, Auspex adds another dimension to the power’s usefulness. Characters attempting to lie find themselves unable to speak.

The truth for this power depends on the speaker; a character may impart untrue information that they believe to be true, but may not deceive a listener. The power is quite obvious in its effects, and a character may opt to leave the vampire’s presence.

System: Roll Charisma + Leadership with difficulty equal to the highest Willpower points among all the targets. Use the below table for results. A character with five successes breaks the limitation on range; a character leaving the vampire’s presence can only speak the truth for the entire night, regardless of where he goes.

Successes – Effect
1 success – The next statement made by those affected must be truthful.
2 successes – Those affected can only speak truth for the next minute.
3 successes – Those affected can only speak the truth for ten minutes.
4 successes – Those affected can only speak the truth for the remainder of the scene.
5 successes – Those affected can only speak the truth for the remainder of the night
Bagman's ShelterAny16Obfuscate •••, Fortitude •••
Vampires can’t stand sunlight, but not every vampire has the luxury of a haven or the ability to merge into the earth. Some of those who have to last the day in an unsecured shelter have survived by this little beggar’s trick. This technique allows the vampire to find respite in otherwise dangerously precarious situations – the unlocked trunk of a car, a discarded refrigerator, alley dumpster or even a humble porta-potty.

System: The player spends one point of blood and one point of Willpower as the vampire enters their chosen refuge. As the vampire falls into torpor, the power of Fortitude fortifies their body against the residual sunlight that may sneak into their hideout, while Obfuscate subtly warps mortal perception, compelling passersby to overlook or ignore the chosen hiding place.

Should anyone attempt to forcibly open or inspect the hiding place, the player must roll Manipulation + Security (difficulty depending on the target’s Willpower or Perception + Alertness – whichever is higher), with even one success meaning the intruder chooses not to disturb the hiding spot further, despite their initial intentions.

If the vampire is awakened, the power immediately ceases, and normal rules for exposure to sunlight apply. Good luck.
Beast WardenAny18Animalism ••••, Fortitude ••
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.
Bestial PresenceAny18Animalism •••, Obfuscate •••
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.
Call Upon the BloodAny18Auspex •••, Animalism •••
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 + Area Knowledge (difficulty 6). 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 accumulated on the roll.

Successes – Result
1 success – A hotel room
2 successes – A house
3 successes – A grand ballroom or salon
4 successes – A cul-de-sac street
5 successes – A city block

Note that this power calls to the Beast in all Kindred, and impressions will include the presence of Kindred and ghouls in the vampire’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.
CelebrityAny18Presence •••, Obfuscate •••
A lower-powered version of Majesty, this power allows the Kindred to claim some celebrity glamour. Those around her come to believe she is some sort of famous media personality. While they can’t quite place her, they become sure they have seen her on television or on an advertising billboard.

This technique allows the Kindred to get preferential treatment, media attention, and access to VIP areas and exclusive places. The Red Listed renegade known as Lily Thorn is especially notorious for the use of this power.

System: To activate this power the Kindred makes an Appearance + Subterfuge roll, difficulty 8. For each success, she can add an extra die to her pool for any social interactions where fame is an advantage. This might be for convincing a doorman to let her into a club, or inspiring a group of people to ask for her autograph.

Essentially, it allows the Kindred to gain all the benefits of the Fame background, with the ability to turn it off. The effects of this power last for a scene.
Cloak the BeastAny24Animalism •••••, Obfuscate •••
With this ability, the Kindred 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 the Wary BeastAny15Presence •••, Animalism ••
The Kindred 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 vampire or his allies will become more compliant, with the difficulty of all control rolls reduced by 2.
Drawing out the BeastAny26Animalism •••••, Dominate ••••
The Kindred has a keen understanding of the Beast Within, and is able to release his feral urges upon another mortal or vampire. The recipient of the vampire’s Beast is instantly overcome by frenzy. This is an unnatural frenzy, however, as the victim is channeling the Kindred’s own fury. As such, the vampire’s own behavior, expressions, and even speech patterns are evident in the subject’s savage actions.

Gangrel and Tzimisce are especially fond of unleashing their Beasts onto others. Gangrel do so to stir their ghouls into inspired heights of savagery during combat. Tzimisce care less about who receives their Beast than retaining their own composure.

System: The player must make eye contact with his target, then roll Manipulation + Self-Control/Instinct (difficulty 8). Refer to the table below for the results:

Successes – Result
1 success – The character transfers the Beast, but unleashes it upon a random individual.
2 successes – The character is stunned by the effort and may not act next turn, but transfers the Beast successfully. Alternatively, the character may act normally during the turn, but must spend a Willpower point or suffer a single level of lethal damage.
3 successes – The character transfers the Beast successfully.

If the attempt fails, the character himself immediately enters frenzy. As the character relaxes in expectation of relieving his savage urges, the Beast takes that opportunity to dig deeper. In this case, the frenzy lasts twice as long as normal and is twice as difficult to shrug off; its severity also increases exponentially. Botching this roll is even more catastrophic; the heightened frenzy grows so extreme that not even expending Willpower curbs its duration or effects. The character is a hapless victim to the terrible fury of his Beast, and may well hurl herself into a savage, flesh-rending rampage that leaves the Masquerade (and unfortunate nearby onlookers) in tatters.

If the character leaves the target’s presence before the frenzy expends itself, the vampire loses his Beast, perhaps permanently. While no longer vulnerable to frenzy, the character cannot use or regain Willpower and becomes increasingly lethargic. To recover the Beast, he must find the person who now possesses it (who likely isn’t enjoying herself very much) and coax the Beast into its proper vessel. The most effective way to do so is to behave in ways that make the Beast want to return — however, this isn’t a guarantee that it will wish to do so. Alternatively, the character can simply kill the host (thus causing the Beast to return to the vampire immediately).
Empower MinionAny18Dominate •••, Potence •••
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 influence of the vampire’s Dominate power (especially Conditioning) 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.
False DeathAny36Obfuscate •••••, Auspex ••••, Celerity •••
The wielder of this power appears to die. The death appears genuine in all ways, including leaving behind remains.

However, the target instead instantly 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 they “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 they vanished.

There are known cases of infiltrating Archons 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.

System: The player spends 2 Willpower points, 2 blood points and rolls Manipulation + Survival (difficulty 8). Only one success is required.

The use of this power wipes any knowledge-locks on the wielder. Thereafter, powers such as Fascination, Scry and Spirit Bond can no longer target them (and register as though the individual were dead). The ability to use such powers on this person must be re-established as per a first use of those powers.
Fist of CaineAny27Potence •••••, Presence ••••
The vampire refines control of his strength to the point where he may project it from a distance. The master of Potence delivers a devastating blow, gaining all the benefits of his enhanced vampiric strength while yards from his target.

System: The vampire spends a blood point to engage in brawling combat up to a number of yards away from her target equal to her Potence.

The player must still roll to hit, but with modifiers that would normally apply to a ranged attack, including the potential benefits of point blank range and the opponent’s inability to block. At the Storyteller’s discretion it might startle them enough to be worth an Ambush check as well (especially if ten or more feet away).

The damage dice pool from such an attack equals the vampire’s successes + Potence as usual.
Gazing into the AbyssAny6Auspex •, Obtenebration •
The vampire is attuned to the shadows. He can determine if someone else is manipulating the darkness nearby. He can also tell if a bit of darkness he is viewing is natural or not.

This power is entirely unneeded by the Lasombra themselves – and they refuse to teach Obtenebration – which means that its most likely practitioners are those who might have diablerized one of the Keepers at some point and found themselves saddled with this knowledge whether they wished it or not.

System: As with Heightened Senses, it takes a reflexive action to activate this power, but no other cost or roll is necessary.

Once activated, the character can see the shape of shadows. He is able to discern if a shadow is currently being manipulated by use of Obtenebration. This does not reveal the user of the Obtenebration, only that it is being used on a particular shadow. The vampire can also discern if a particular patch of shadow has been created from the Abyss, or is a natural occurrence.

This power also conveys the ability to see in pitch darkness, as the vampire is able to see into the heart of the shadow creating the darkness. Also, any penalties for being in a tenebrous cloud created by Shroud of Night are reduced from +2 to +1.

Unfortunately, after acquiring this combination discipline, the vampire will find all future Humanity spends to be 1 XP per purchased dot more expensive.
Guardian VigilAny7Auspex •, Celerity •, Fortitude •
Guardian Vigil allows the vampire a lasting preternatural danger sense. He cannot be surprised or ambushed by those that would assail him. There are many Anarchs in the gang-torn Southlands of Los Angeles that have developed this technique themselves.

System: Spend a blood point. For the remainder of the night, the character cannot be ambushed or surprised by mundane methods, provided he doesn’t move from the spot he is holding vigil.

Any non-supernatural stealth attempts against him fail automatically. Against Obfuscate and other such abilities, compare the Cainite’s Auspex the way you would normally.

If Guardian Vigil alerts the character, he’s assumed to have the highest initiative for the first turn of a combat. After the first turn, he must roll normally.

This power only protects against the first such ambush in a given night. The character may re-activate Guardian Vigil for another blood point.
Haunted PlaceAny27Obfuscate •••••, Dementation ••, Presence ••,
The vampire cloaks an area in a fetid and corrupt aura. 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.

It’s rumored that there’s at least one meth-addicted Malkavian in Glendale with a startling resemblance to Bela Lugosi who has kept themselves from being disturbed with this technique.

System: To create such a place, the vampire must make three rolls on three consecutive nights. Each roll takes an hour to perform, as he spends at least five blood points around the area during the course of the hour. Then, the player rolls Manipulation + Intimidation 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 at least as long as the vampire havens there, and probably until the Storyteller rules the area has changed significantly or lost some of its menace (such as an urban renewal program).
Mover and ShakerAny15Presence •••, Auspex ••
Playing the grand city game is beyond most neonates, but those who choose to take over a neighborhood or suburban town can learn to create a modest but effective hold over their minor territory.

The vampire who becomes well acquainted with the people of their locale can weave a subtle web of approval among them, harnessing not only their goodwill, but also their shelter from accusers.

System: The vampire 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. The World of Darkness can be a scary and cynical place where communities are suspicious towards new arrival. This gives you the edge towards earning their trust. As such, anyone who starts asking suspicious questions or making accusations about you will find doors closing to them – all Social rolls regarding the vampire are at +2 difficulty for a number of weeks equal to the number of Willpower points spent.

This can help shake off would-be hunters and even some Kindred. Werewolves and other supernaturals will have their own ways to find the Clanless.

Naturally, this power assumes a certain bare minimum of social intelligence (which ought be a given if their Presence is high enough). If the character is a frightening psychopath or arrogant buffoon, this power might not work so well.
Personal ArmorAny27Fortitude •••••, Potence ••••
Nobody likes to get hit, not even Cainites. The easiest way to ensure that one is not hit (or shot, or stabbed) repeatedly is to take the weapon with which one is assaulted away from one’s attacker and break it. That’s where Personal Armor comes in. This application of Fortitude causes anything that strikes a Kindred who employs Personal Armor to shatter on impact.

System: With the expenditure of two blood points, a vampire can add preternatural hardness to his flesh. Every time an attack is made on the Kindred using Personal Armor (one which he fails to dodge), his player rolls Fortitude (difficulty 8). If the roll grants more successes than the attacker rolled, then the weapon used to make the attack shatters against the vampire’s flesh. (“Magical” weapons may be resistant to this effect, at the Storyteller’s discretion.)

The vampire still takes normal damage if the attack is successful, even if the weapon shatters in the process, though this damage may be soaked. If the attack roll botches, any normal weapon automatically shatters. A hand-to-hand attack causes the attacker equal damage to that suffered by the defender when Personal Armor comes into play. If the attacker misses entirely, she still takes one level of bashing damage.
Power AnimalAny12Animalism •••, Potence •
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 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 UndeathAny6Auspex •, Potence •
Canny Kindred with this power can go into fights forewarned about their opponents’ capabilities. The vampire can intuitively sense which, if any, physical Disciplines their rival possesses.

System: The player rolls Perception + Empathy (difficulty 6). Each success informs the vampire of one physical Discipline (Celerity, Potence, or Fortitude) possessed by the target observed, and whether they’re significantly weaker or stronger than them in those Disciplines.
Quell the BeastAny16Animalism •••, Presence •••
As the supreme predators of the natural world, Kindred are highly attuned to the bestial nature that dwells within every mortal heart. A vampire who develops this power may assert his will over a mortal (animal or human) subject, subduing the Beast within her. This quenches all powerful, strong emotions — hope, fury, love, fear — within the target. The Kindred must either touch his subject or stare into her eyes to channel his will effectively.

Mortals who lack the fire of their inner Beasts are quite tractable, reacting to even stressful situations with indifference. Even the most courageous or maddened mortal becomes apathetic and listless, while an especially sensitive individual may suffer from a phobic derangement while under the power’s influence.

Different Clans evoke this power in different ways, though the effect itself is identical. Tzimisce call it Cowing the Beast, since they force the mortal’s weaker spirit to shrivel in fear before the Kindred’s own inner Beast. Nosferatu refer to it as Song of Serenity, since they soothe the subject’s Beast into a state of utter complacency, thus allowing them to feed freely. Gangrel know the power as Quell the Beast, and force the mortal spirit into a state of fear or apathy as befits the individual vampire’s nature.

System: The player rolls Manipulation + Intimidation if forcing down the Beast through fear, or Manipulation + Empathy if soothing it into complacency. The difficulty of the roll is 7 in either case. This is an extended action requiring as many total successes as the target has Willpower. Failure indicates that the player must start over from the beginning, while a botch indicates that the vampire may not affect that subject’s Beast for the remainder of the scene.

When a mortal’s Beast is cowed or soothed, she can no longer use or regain Willpower. She ceases all struggles, whether mental or physical. She doesn’t even defend herself if assaulted, though the Storyteller may allow a Willpower roll if the mortal believes her life is truly threatened. To recover from this power, the mortal’s player rolls Willpower (difficulty 6) once per day until she accumulates enough successes to equal the vampire’s Willpower. Kindred cannot be affected by this power.

Though a vampire’s Beast cannot be cowed with this ability, the Storyteller may allow characters to use the “soothing” variation of this power to pull a vampire out of frenzy. With three or more successes, the frenzying vampire may roll again to pull herself out of frenzy, using the same difficulty as the stimulus that caused the frenzy originally.
Quick SightAny9Auspex •, Celerity ••
Card sharks beware. 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. It can also 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, or up to 9 for a bullet fired at point blank range.

One success allows the character to observe the trajectory or movements of the object in motion; more successes bring greater detail and clarity. If success is combined with a Celerity expenditure and/or Rapid Reflexes (Celerity 2B), the vampire might even be able to attempt a truly miraculous feat – such as deflecting a bullet in mid air.
QuickshiftAny21Protean ••••, Celerity •••
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 surprised, the Kindred may spend four blood points and instantly transform into the shape of a beast (or swarm if they have Protean 5).

If the vampire shapeshifts into a form which makes the attack or power that their assailant attempted to use on them impossible, their attacker cannot abort their action – it is lost.

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 this power in that scene, the blood points are simply lost.
Reluctant Performance ArtistAny15Presence •••, Dominate ••
Popular among younger Anarchs, this power not only lets the vampire transform a mortal into an unwilling performer, it transforms other mortals into a captive audience. Other, less artistic Kindred 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 vampire then commands to perform some action in a public place. For most Anarchs, this action is typically something absurd or otherwise bizarre, consistent with modern performance art. Theoretically, however, the vampire 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 vampire 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.
Smiling Jack's TrickAny20Presence •••, Obfuscate ••••
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.

The duration of this effect is roughly ten minutes.
StampedeAny21Animalism •••••, Presence ••
As the Kindred explorers of the 19th and early 20th centuries learned, there were few things as dangerous and deadly as the beasts of the earth. Those Kindred that mastered this gift were terrifying foes indeed.

In the modern nights, great herds of those beasts have largely been tamed or driven to near extinction, and as such this power is vanishingly rare among most European vampires – except Nosferatu who have adapted it for the hideous swarms of their underworld lairs. The original version is found among a few Native American vampires of the Southwest.

When buying this power you must specify whether it works on swarms of small animals or large animals.

System: This is a more powerful version of •• (B) Beckoning.

Summon a huge swarm of animals from 100 meters, 250 meters, 500 meters, 1 km, 2.5 km and 5 km away (success based). The swarm is composed of either small or large animals. Small animals cause distraction and bashing damage, and large animals cause lethal damage and can knock others prone. The vampire can walk amidst its stampede without penalty.

The Kindred spends 1 Willpower Point and a specified amount of Blood Points to cause all animals of one chosen species within line of sight to become a Swarm (or a horde…) and charge in a chosen direction. The Kindred makes a Charisma + Animal Ken roll (refer to the chart below for Difficulty), increasing the damage of the swarm by 1 dice for every 2 additional successes rolled, up to three times the listed damage.

The vampire can only direct the stampeding mass while it remains in line of sight and it only responds to simple commands, such as “Attack these people” or “Do not hit that car.” The vampire can only issue one command at the start of its turn.

While the animals are actively charging and attacking, the vampire must remain concentrated on the power. If the vampire fails to maintain concentration, the effect ends, causing the Swarm to go wild and possibly attack everyone, not just the intended targets.

The Storyteller will decide what properties any stampeding herd or swarm might have. See Swarm Rules in Vampire: the Masquerade 20th Anniversary Edition, pg. 391.
Unflinching StaredownAny9Presence ••, Dominate •
The vampire stares dead into the eyes of his enemy, shattering his concentration and his confidence. A favorite tactic of the gang-torn Anarch Free States.

System: Spend one Blood Point reflexively at the beginning of combat and make a Charisma + Intimidation roll (difficulty equal to target’s Wits + Courage). Success means the target doesn’t roll for Initiative that turn and acts at the end of the round.
Burning WrathBrujah12Celerity ••, Potence ••
There’s no Clan that better embodies the lethal application of Celerity and Potence in combat than Brujah warriors and streetfighters. Their infamous rage seems to enable them to keep fighting with supernatural strength and focus even after combatants from other Clans have found themselves exhausted.

System: Burning Wrath is always considered active when the Brujah is in Frenzy. It has two effects: 1) Frenzying Brujah always benefit from Potence as if they had spent Blood to fuel it for the round. 2) A Frenzying Brujah may spend a point of Willpower to avoid harming their own coterie, gang or packmates during a scene *unless* one of their coterie/gang/packmates was responsible for provoking the Frenzy roll.

In order to benefit from this protection, it must be someone that the Brujah shares either the Communal Haven Background or a blood bond with. Everyone else is potentially dogmeat. There simply isn’t an instinctive enough concern for them.
Esprit de CorpsBrujah24Potence ••••, Presence ••••
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 spends 1 Willpower point, 1 blood point and 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 – Results
1 success – One person
2 successes – Two people
3 successes – Six people
4 successes – 20 people
5 successes– 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.
Iron HeartBrujah18Potence •••, Presence •••
Common among Individualists who quest for selfcontrol, 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).
Iron GlareBrujah15Potence •••, Presence ••
A look sometimes comes over the face of a ticked-off Brujah who is used to being obeyed but who is not being obeyed at the moment. The look is part hauteur, part rage and part malevolent glee at the chaos that will be unleashed unless the vampire gets his way.

System: The Brujah Primogen makes a powerful display of strength (crushing a brick in her hand, bending a piece of rebar, breaking a solid oak table with one slam of her fist, etc.) and rolls Charisma + Intimidation against a standard difficulty.

For the rest of the scene, add these successes to successes gained on the first Intimidation roll against anyone seeing this display of power.

It should be noted that this Discipline loses it efficacy when overused. If the Brujah uses it again within a week, it will give her half the successes she rolled; if she uses it again, it will give her a quarter (rounded down). After that, this power ceases to have any effect. A wise Brujah, therefore, saves this power for use at strategic moments.
LinebreakerBrujah15Potence •••, Fortitude ••
Unyielding in their defiance, the Brujah are known for their tenacity in the face of adversity. This ability represents the Rabble’s resourcefulness and adaptability, honed from nights of being in the frontline of every major conflict, constantly fighting, revolting, and rebuilding. It’s especially popular among Anarchs of the Free States who rely on their limited resources for prolonged periods of insurgence.

System: The Brujah spends a blood point to activate Potence as usual. However, with this combination discipline, an hour later, they automatically regain the spent blood point.
Relentless PursuitBrujah21Potence ••••, Celerity •••
This power is an improvement on Leaps and Bounds. Relentless Pursuit can be used along with Leaps and Bounds.

System: There is no cost to use this power, which is always active. The Brujah doubles the number of automatic successes granted by Potence when applying them to jump rolls. A Dexterity + Athletics roll is still required to make sure the character lands safely.
The Last RoundBrujah12Potence ••, Presence ••
There’s many a vampire that has heard whispered rumors of Brujah elders demonstrating terrifying acts of supernatural might – such as throwing a pebble or even snapping one’s finger at a distant enemy and dropping them as if with a haymaker punch. Few (if any) of Los Angeles’ Rabble have ever seen such potency in action.

‘The Last Round’ is a trick developed by the legendary Brujah Anarch known as Armando ‘Nines’ Rodriguez, which was inspired by such tales (which he likely first heard from his mentor, Jeremy MacNeil). Contrary to popular belief, Nines did not get his nickname from the 9mm pistol that he supposedly carried into battle (he actually wielded a .50 cal Desert Eagle), yet this combination discipline is the source of those rumors.

This Combination Discipline was originally unique to the Anarch Free States. It can be taught to any Brujah however, and has in fact been witnessed at one time or another across North America by those who never even heard of Nines Rodriguez.

System: A Brujah with ‘The Last Round’ may spend a blood point to add their Potence as automatic damage to a single gun shot. For whatever mysterious reason, it is only usable with pistols and revolvers.
Devil's MarkCaitiff9Presence •, Vicissitude •
Caitiff body artists have discovered methods of imbuing their own Presence into tattoos and body modifications placed upon others, Cainite and mortal alike. This is a relatively recent innovation, developed in Los Angeles towards the tail end of the 20th century.

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 subject and artist alike. Each piece of art is designed to complement the individual, and entire packs of Anarchs will travel to find well-known artists.

System: To place the Devil’s Mark, the artist must make an extended Dexterity + Artistry 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 Renew the Earthly Pleasures would need a total of 10 successes. Combination Disciplines require one success for every Discipline dot associated with them.

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 – if the charges are expended, it will naturally recover one charge after several nights of feeding well. Be warned 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.
Beast MeldGangrel27Protean •••••, Animalism ••••
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.

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.

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. 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 her 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.
Blood ThornsGangrel12Protean ••, Potence ••
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.
Grizzly ClawsGangrel15Potence •••, Protean ••
In the early nights of the Californian frontier, might often made right and there are still many things that go bump in the night beneath the Bear Flag that mere bullets alone would barely slow down, much less kill.

Practitioners of this grueling power – which manifests in four-inch-long razor sharp claws that can flesh and steel alike – are among the most skilled and lethal hunters that have roamed the American Southwest.

System: The Cainite spends 2 additional Blood Points when activating Feral Claw to assume a form that inflicts Strength +2 aggravated damage and ignores armor equal to the Gangrel’s Potence rating.

The Blood Points can be spent in excess of generational limits and the effects last for the duration of the triggering power.
Loki's GiftGangrel24Protean •••••, Animalism ••••
A Gangrel with this gift may assume the form of the last thing she fed upon, be it human, vampire, or animal. She does not gain any powers, knowledge, or skills from her victim, just the appearance. If she takes the appearance of a human or animal, though, she sheds all signs of her outward vampire heritage.

System: After a vampire drinks from a victim, she may assume the victim’s form. The transformation costs two blood points and takes two turns to complete. An additional blood point makes the change occur in a single turn. The change lasts until reverted. However, once reverted, she can change again, until she feeds from something else.

A vampire trying to break the ruse compares Auspex or other perception powers with the vampire’s Protean, as per the See the Unseen (See the Auspex entry).
See the Reflected FormGangrel18Auspex •••, Protean ••••
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, Serpentis, 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.
ShatterproofGangrel21Protean •••, Fortitude ••••
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 use of this ability requires the expenditure of one Willpower.
Spirit TrackingGangrel14Protean •••, Animalism ••
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 illusions created using the power Ignis Fatuus. Unless the Ravnos creates an illusion that appeals to all of the senses (i.e., uses Fata Morgana or some greater power), your animalistic nature can instinctively tell the mirage is false.
Suck It UpGangrel9Protean ••, Animalism •
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.
Creepy Clown CoatMalkavian12Dementation •, Obfuscate •••
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 Passion PastMalkavian15Dementation •••, Auspex ••
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 – How Far Back
9 – Since last decade
8 – Since last year
7 – Since last month
6 – Since last week
5 – Since last night
Gold FeverMalkavian21Dementation ••••, Auspex •
The greed of man knows no bounds. The madness that comes with the pursuit of wealth is never ending. Yet nothing throughout the passage of time drives a man as mad as does the pursuit of gold. From the great Pharaohs down through the California Gold Rush and modern Switzerland, as long as there’s gold there are men who will lie, cheat, and kill to possess it. Sometimes they just need a little push.

During the 19th century, a few enterprising Malkavians who had made the journey west to Los Angeles and San Francisco helped prompt their ‘sustainable food’ source to come forth in droves searching for the precious metal like lambs to the slaughter.

It has been a long time since then, although mortals still come to California to strike it rich. Still, one suspects that the native Lunatics of the Golden State have held onto this particular technique for their own sadistic amusements.

System: The Kindred selects a mortal target to suffer the effects of a new Derangement: Gold Fever. The Kindred must either be within 3 meters or have made physical contact with the target in order to affect them with this power. The Kindred spends 1 Blood Point and makes a Manipulation + Empathy roll (Difficulty 7).

This Derangement remains with the target for a number of months equal to the number of successes rolled.

Successes – Result
1 Success – One Day
2 Successes– One Week
3 Successes – One Month
4 Successes – One Year
5 Successes – Ten Years

Gold Fever: Individuals with Gold Fever become obsessed with the topic of gold and the procuring of it as a form of wealth advancement. This becomes an all-consuming endeavor if left unchecked, as the individual slowly becomes anti-social and suspicious of others for fear of those around them trying to take their rightful claim to any gold. Their obsession for gold is so great, they receive a +1 die bonus to notice gold or anything that could be mistaken for gold, such as fool’s gold.

A person with Gold Fever must make a Self-Control roll (Difficulty 3) once a day when they wake up to resist trying to obtain gold by any means. For each time the individual succeeds in not submitting to the urge to obtain gold, the Difficulty of the next check increases by 1.
Ignore MeMalkavian17Dementation ••••, Auspex •••
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.
Insidious InsinuationMalkavian15Dementation ••••, Dominate •
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 even more vigorously than usual.
ProphecyMalkavian30Auspex •••••, Dementation •••••
For some, madness is a link to the storms of destiny, and the archetype of the Malkavian seer remains a powerful figure in the minds of Kindred even into the modern nights. By opening her mind to the inherent lunacy of the world and observing the mind-shattering patterns of fate (usually through the device of ritual implements), the seer can predict the future.

She may be bombarded by images or simply gain instinctual feelings, but either way she gains insight that is useful. She can keep this insight to herself, use it to aid others, or use it to do them harm.

System: In their quest to tap into the undercurrents of destiny, the modern Malkavian seer reaches out to the seemingly chaotic rhythms of life. While traditional tools like bones, smoke, or even the visceral entrails of the slain still find use, more contemporarily, the whispers of the internet, random number generators, or the shifting trends of the stock market have served would-be oracles just as well.

However, they express their inquiry, the player invests two blood points and rolls Perception + Fortune-telling (difficulty 6). The procedure usually requires an hour of intense concentration. For the pursuit of specific information, the prophetic kindred is gifted glimpses into the vast ocean of fate. A single success unveils a brief, emotive snapshot, while five successes reveal an immersive, almost tangible, experience from the future.

Should the Kindred wish to utilize their prophecies to gain an advantage in upcoming endeavors— such as facing a formidable foe or navigating perilous territories—they gain a preternatural intuition. The player can spend the successes to reduce the difficulty of any subsequent rolls tied to the action, each success applied only once.

Malkavian oracles may extend their prophetic insight to others’ destinies. The same rolls apply, with the addition of two extra blood points from the prophecy’s subject. If the prophecy results in visions, the Malkavian must communicate them; if it grants an instinctual advantage, the Malkavian must express this through cryptic omens. These might be enigmatic at best, but the subject’s player receives a pool of difficulty modifiers, equivalent to the Malkavian’s successes.
RandoMalkavian16Dementation •••, Obfuscate •••
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 – Density of people
9 – A city street at midnight
8 – A sparsely attended gallery show
7 – A busy restaurant at dinner
6 – A shopping mall at Christmas
5 – A standing-room-only concert
Ze Monkey's PawMalkavian20Dementation ••••, Auspex •••
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.
Blood ApocryphaNosferatu7Obfuscate ••, Auspex •
The Nosferatu deal in secrets so dark they cannot risk leaks. To this end, they’ve created Blood Apocrypha, which allows them to communicate secretly through messages in their blood.

The communication can occur in person, through the taste of the encoded blood. Often, this is done through vials of blood, or through a bloody kiss. Alternatively, the vampire can invest a significant portion of her blood into a written or drawn message, which carries alternate meaning.

Most Nosferatu encode these messages further, so even a vampire detecting the power must still decode the lore within. An encoded message can be rather detailed; a single use of this power can account for a whole written page. Some Nosferatu maintain entire warrens and catacombs full of encoded libraries whose parent books have long since been destroyed.

System: Spend one blood point for the character to retrieve or relate the message. In direct, in-person communication, no roll is necessary. For embedded messages, a single blood point allows the message to last a night. Two lets the message last a week, three a month, four a year, and five lasts indefinitely. A character who knows of a hidden missive can roll Perception + Occult (difficulty 7) in order to sense the message.
Forbidden ZoneNosferatu24Obfuscate •••••, Potence •••
By infusing his 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. 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 ten minutes, although once he leaves the area it will fade within a few minutes.

The Nosferatu 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.
Ghost in the MachineNosferatu18Obfuscate •••, Path of Technomancy •••
Developed by a particularly obsessive user of SchreckNET, the Nosferatu can now transmit the effects of Obfuscate through electronic media, allowing the vampire to appear invisible or masked when viewed live on screen.

If an observer views the image later, as in a photograph or recording, the effect lessens: the image seems slightly blurred, making identification hard. In addition, automated surveillance has a tendency to glitch in the presence of the vampire, lessening their chance of being caught by automated systems.

System: No additional roll is required when being viewed on a live feed. Treat observers as present with the vampire, with regard to the Discipline. The observer adds +3 to their Difficulty on tests to identify the user on film, video, in photographs, or the like taken during active Obfuscation.

The Nosferatu also gains three additional dice to pools they use when trying to circumvent automated electronic surveillance and countermeasures.
I KnowNosferatu17Auspex •••, Obfuscate •••
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 he knows something the subject would rather keep secret.

Essentially, he 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.
Unliving HiveNosferatu14Animalism •••, Obfuscate ••
Prerequisite: Hive Minded (1 pt Merit)

This unnerving power allows the Nosferatu to consolidate their animal influence over swarms of insects such as flies or roaches. Certain vampires even go so far as to adopt swarms as famuli, giving them a permanent home within the folds and orifices of their malformed flesh.

System: This power extends all powers previously restricted to vertebrates to insect swarms, treating a swarm as a single creature. The vampire can bind the swarm as a famulus, and some even give it the ability to nest inside the cavities of their body. This hides the swarm from sight while allowing it to nurse the minute amounts of Blood needed to sustain it indefinitely.

While nested, the swarm is undetectable by anything less than X-rays. Swarms do little damage in combat, though can be distracting. They have 5 health levels and a pool of 8 dice to resist attacks. Every successful ‘hit’ against a swarm (whether with Brawl, Melee or Firearms) that makes it through its resist dice, automatically does one – and only one – level of bashing damage. Flame and insecticide on the other hand cause Aggravated damage – and all of their successes count for it.

Vampires can use swarms for spying, as distractions (resulting in a two-dice penalty on any roll for a single swarmed individual), or to intimidate mortals (add between one and three dice to Intimidation pools, depending on the type of insect and the victim’s phobias). Players will doubtlessly come up with even more creative uses of this power.
Wolf in Sheep's ClothingNosferatu15Animalism •••, Obfuscate ••
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.
BlissToreador10Presence •••, Auspex •
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.

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.

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.

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.
Distracting GraceToreador8Presence ••, Celerity 1
The Toreador moves with such ethereal grace that she can inflict her clan’s curse – a gift of refinement, really – upon those who witness her performance.

System: When taking a Performance or other artistic action, the Toreador may activate Distracting Grace by spending a Willpower point and a blood point. Roll Charisma + Performance, difficulty 7.

Any witnessing character with fewer Wits dots than your successes suffers the Toreador clan weakness for the night. If your successes double a character’s Wits dots, they’ll be vulnerable to it for a full month.
Hand of the Master ArtisanToreador7Auspex •, Celerity •
Toreador developed this gift in order to create art with phenomenal speed and accuracy. The vampire moves with inhuman alacrity with the full use of her skill. This creates complex objects in moments.

System: Spend a point of blood. The vampire can craft what a human could in an hour over the course of a one-minute turn. With multiple blood points, she can create enormous art installations, design houses or even code a program during that time.

Alternatively, she can use a blood point to create what would take a minute in a three-second turn. This allows the vampire to create complex traps on the fly.
Haunting SeductionToreador9Dementation ••, Presence •
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 enterprising 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 – Duration
1 Success – One turn.
2 Successes – Several minutes.
3 Successes – One scene.
4 Successes – Until the next sunset/sunrise.
5 Successes – A week of intermittent visitations.
Scalpel TongueToreador6Presence •, Celerity •
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 sharpest 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.
Soul DecorationToreador18Auspex •••, Obfuscate •••
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 Toreador (especially an antitribu) 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 Success – Can alter primary color
2 Successes – Can alter secondary color
3 Successes – Can alter psychological state (frenzied, psychotic, etc.)
4 Successes – Can conceal or falsify diablerie and magic use
5 Successes – 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 PaintingToreador18Auspex ••••, Presence ••
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 torpor, she has agreed to teach a few worthy students the knack of painting a portrait of a being’s inner nature. A few enterprising 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 absorption. It generally takes 10-12 hours to create the picture, though more complex efforts may take longer — Katherine’s portrait of the Archbishop Monçada 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.
Under the SkinToreador16Auspex •••, Presence •••
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 Kindred 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.

Successes – Result
1-2 Successes – 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 Successes – Target storms out in a rage. (Two dice penalty to all Social rolls)
5 Successes – 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+ Successes – 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).
Whispered PassionsToreador21Presence ••••, Dominate •••
The modern vampire is at her best when she rules from behind the throne. She leaves a barely noticeable trail of whispers that slowly turn the “king” (CEO, or Mayor…) from his passions to hers. Her target integrates her desires as if they were his own, and begins to genuinely work towards their fulfillment.

System: The player selects a mortal target and then rolls Manipulation + Seduction (difficulty of the target’s Intelligence + Conscience/Conviction) to determine how long this power works.

The vampire can tie her target to an emotion, i.e. a love for infrastructure, a thirst for war, or the worship of a goddess. The target still believes the idea was his when the effect wears off. If he was neutral towards the idea before, he undertakes no effort to undo his work. If he was hostile before, he believes that he genuinely changed his mind and now changed it back again.

Successes – Result
Botch – The power doesn’t work, and the subject becomes aware the Ramanga tried to influence him (though he doesn’t realize she did so supernaturally). He can’t be affected again for the remainder of this story.
Failure – The power doesn’t work
1 success – One hour
2 successes – One night
3 successes – One week
4 successes – One month
5 successes – One year
Animus LigatureTremere33Auspex ••••, Thaumaturgy ••••, Dominate •••
This power allows the Warlock to detect signs of deep attachments upon an individual’s aura. Blood bonds, Vinculums, 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 Warlock 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 Warlock 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 Tremere to determine why any other flares exist in their subject’s aura.
Blood SightTremere9Auspex ••, Thaumaturgy (Path of Blood) •
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.
Chaining the BeastVentrue15Animalism •••, Dominate ••
As a lord of the land, able to influence the minds of humans and animals alike, the Ventrue gains special insight into controlling and cowing even the Beast. After all, what good is a ruler if he cannot bring his guard dog to heel? The Blue Blood 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.
Command from AfarVentrue20Auspex ••••, Presence •••
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 + Leadership. 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.
Curse the LaurelVentrue28Fortitude ••••• •, Protean •••
An unusual refinement of Fortitude and Protean, this power allows a Ventrue who has been successfully staked to slowly restructure her very heart around the offending stake so that it ceases to paralyze the Ventrue.

System: The player spends a Willpower point and rolls Stamina + Survival (difficulty 9). The number of successes determines how quickly the stake can be negated. A single success might take a month or more. Failure will make this power much harder to use again, and a botch is spectacularly unpleasant.
Denial of Aphrodite's KissVentrue12Fortitude •••, Presence •
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 his resilience to Dominate attempts by vampires of higher Generation to Presence attempts as well.

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 penalized as if that vampire’s Generation were higher than that of the Ventrue (see the Dominate Discipline section for more information).
Divine AuraVentrue14Auspex •••, Presence •••
This power allows the Ventrue to instill the power of her Fascination into her own aura so that anyone who attempts to study that aura risks becoming helplessly intrigued with her.

System: The Ventrue must spend one blood point to activate Divine Aura for the night. Until the sun rises, if any other Kindred attempt to inspect the Ventrue’s aura, she may make a single reflexive Fascination attempt against him.

The player makes the roll for the Ventrue as normal, but the Cainite need not focus her attention on the target. Indeed, it is not even necessary for the Ventrue to know that the aura reading attempt was made.
Impeccable MannersVentrue8Auspex ••, Presence •
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.
Rescue BeaconVentrue11Presence •••, Fortitude •
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 (resolved as per Fascination) to the nearest individual who has tasted the Ventrue’s blood in the event he is either forced into torpor or paralyzed via staking.

System: If the vampire either falls into torpor 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.), or is currently Fascinated by him.
Retaliatory TerrorVentrue9Presence ••, Fortitude •
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 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.
Telepathic CommandVentrue15Auspex ••••, Dominate •
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.