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Combo Disciplines

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Combo Disciplines

Camarilla

3 Giovanni

33

Anarch

8 Lasombra

34

Sabbat

17 Malkavian

35

Ravnos

41

Assamite

24 Salubri

42

Brujah

26 Toreador

42

Cappadocian

28 Tzimisce

49

Gangrel

30 Others

54

Inconnu
Clan Disciplines

Caitiff
Followers of Set

22 Nosferatu

28 Tremere
29 Ventrue

38

46
51

2-2

Camarilla
Anticipatory Locution [Archons and Templars
Page 142]
Prerequisite: Auspex 4, Obfuscate 3
Cost: 20 XP
A refinement to Anticipatory Visage, this power
was created in an attempt to mitigate the
difficulties involved in passing yourself off as
someone when you don't know who you're
supposed to be. When Anticipatory Locution is
active, the target not only sees whom he expects
to see but also hears what he expects them to say.
This works for short phrases only, not entire
conversations, so an Archon can still trip herself
up quite easily if she's not careful. Still,
Anticipatory Locution is good for covering small
gaffes or for getting around code words and
passwords.
System: This power does not require the
expenditure of blood, as it is considered active
when the user has succeeded in invoking
Anticipatory Visage. Any time the character
utters a short answer to a question (no more than
a single moderate sentence or so), the player may
make a roll of Manipulation +
Subterfuge(difficulty 7). If successful, the target
hears the answer he would have expected from
whoever he believes the character to be. This
power breaks down in long conversation or under
in-depth questioning, and it can be seen (heard)
through with Auspex if the Kindred's Auspex is
greater than the character's Obfuscate.

has no control over who she appears to be, and


may not even be immediately aware of what form
she's taken. This power has, to date, been used
only by the Archons.
System: The player spends a Blood Point and
makes a manipulation + Performance roll
(difficulty 6). If successful, the character
immediately takes the form (per Mask of a
Thousand Faces) of the individual the target most
expected. If faced with more than one person, the
character must select one individual as the target
and hope that the others expect to see the same
person. The character is not immediately aware
of the form she has taken, and may have
difficulty carrying the ruse further than the initial
contact. While this power provides the form of
the expected individual, it does not provide any
knowledge of her personality or memories; the
character must be exceedingly careful not to give
herself away through suspicious behavior. A
vampire with Auspex can see through this power
if her Auspex exceeds the character's Obfuscate.

Elemental Stoicism [Guide To The Camarilla


Page 117]
Prerequisite: Fortitude 8, Obfuscate 4
Cost: 40 XP
Although no vampire can resist the sun's light
indefinitely, those Elders who have mastered the
powers of Fortitude to this advances degree can
stave off death for a few crucial moments.
Elemental Stoicism also offers some degree of
protection against fire.
System: This power is involuntary and cannot be
turned off. Every hour that the character is
exposed to fire or sunlight, the player must spend
one Blood Point. All damage inflicted on the
Anticipatory Visage [Archons and Templars vampire by fire or sunlight during that hour is
changed from aggravated to non-aggravated
Page 142]
lethal damage and may be soaked as such. This
Prerequisite: Auspex 4, Obfuscate 3
Blood Point use does not count against the
Cost: 24 XP
character's maximum expenditure per turn. A
This power was first developed by an
investigative Archon who was frustrated by his character whose Blood Pool is emptied by this
inability to sneak into the gathering of a Gehenna power falls into Torpor immediately and begins
cult because he didn't know as whom to disguise taking damage normally if she is still in contact
himself. Anticipatory Visage allows the Kindred with the damage source. This power does not
to appear as whomever the target most expects to protect the vampire's clothing or belongings
see in a given circumstance. The character herself against such damage she may be able to walk
3-2

through a burning building, but she'll most likely provide the most accurate report possible, it is
walk out of it wearing nothing but ashes.
often used as a form of interrogation and
intelligence gathering.
System: The character must make eye contact
Martyr's Resilience [Guide To The Camarilla with the subject (unless she possesses a power
Page 117]
that allows her to use Dominate with touch or at a
Prerequisite: Auxpex 4, Fortitude 7
distance, in which case she may use these other
Cost: 35 XP
techniques instead), and the player must spend a
Reputedly pioneered by the Salubri bloodline,
Blood Point. If the subject is cooperating, or is an
this power has been demonstrated by members of unwilling mortal or Kindred of higher generation
several other Clans as well. Martyr's Resilience than the character, the character need merely
allows the vampire to choose to absorb injuries make a Perception + Subterfuge roll, difficulty 6.
inflicted upon anyone whose blood she has
If the subject is both unwilling and a Kindred of
tasted. This power is not necessarily used for
equal or lower generation, she may resist with an
selfless means several Venture in London
opposed willpower roll, difficulty 6; successes on
command small criminal armies of ghouls who this roll subtract from the character's own. The
seem to possess a disturbing degree of immunity character may attempt to locate a specific
to bullets.
memory in one of two ways. She may either
System: The vampire must have ingested at least search by time ("Let me see what was happening
one Blood Point of the subject's blood within the to you yesterday at midnight") or by event ("I'm
past year to employ this power, and must be
going to find out what you said to him at your
within eyesight of the subject when the injury is last meeting!"). A botch instead allows the
inflicted. The player spends a Blood Point to
subject to see one of the character's memories
activate this power, and the action must be
(chosen randomly by the Storyteller) and renders
declared before the initial victim rolls to soak the that subject immune to any further uses of Mind's
damage. As a result, a number of health levels of Eye by that specific character for the remainder
damage equal to the character's Stamina are
of the scene. The clarity of the memories
transferred from the initial target of the attacker experience depends on the successes rolled and
to the character. This damage is considered to
the time elapsed since the events actually
have been inflicted directly on the character and occurred. The elapsed time indicated on the table
is soaked normally. Any damage in excess of the below is for clear, accurate memories only; the
character's Stamina is inflicted on the initial
character can actually experience memories of
recipient of the damage, who soaks it normally as one category older, but with a substantial loss of
well. The use of this power cannot be forced to detail and accuracy (Storyteller's call as to what
use it, even through Dominate or other powers of is correct and what is not).
that sort.
Successes Age of Memories Available
1 success
Within the last hour
Mind's Eye [Archons and Templars Page 2 successes
Within the last day
143]
3 successes Within the last week
Prerequisite: Auxpex 4, Dominate 3
4 successes Within the last month
Cost: 25 XP
5 successes Within the last year
With this power, an Archon or Templar can
actually experience a memory belonging to
Mortal Terror [Archons and Templars Page
someone else. Sight, sound, scent, and other
142]
details all are potentially just as intense as
Prerequisite: Protean 4, Vicissitude 3
they were for the subject when they first
Cost: 18 XP
occurred. While Mind's Eye can be used on a
While the power of Quell the Beast is certainly
cooperative subject who simply wishes to
useful if you're trying to soothe or quiet someone,
4-2

sometimes you need something a bit more


dramtic. Mortal Terror focuses the power of
Dread Gaze directly on another Kindred's Beast,
bypassing the conscious mind entirely. This can
potentially drive a vampire into immediate
Rotschreck. This power is available to both
Archons and Templars.
System: The character must either touch her
target or make eye contact, and the player must
succeed in a contested roll (Charisma +
Intimidation vs. the target's Willpower, both
difficulty 7). If the character accumulates more
successes than the victim has dots of Courage,
the power takes effect and Rotschreck
overwhelms the victim. The victim may begin
making Courage rolls in an attempts to fight of
Rotscreck starting the next turn. Until he
accumulates five successes, he will continue to
flee from the character by the fastest and most
direct route. Invoking this power spuriously is
dangerous. Should the character botch the roll to
invoke the power, the victim must immediately
roll Self-Control to resist frenzy, rather than
Rotscreck. This power costs 18 Experience
Points to learn.

false information. The knowledge granted by this


power appears instantly; the character falls into
no "trance" such as that experienced when using
the Auspex power of Spirit's Touch.
The Kindred with this power may identify a
deceased person, Kindred or kine, simply by
handling a piece of the corpse.

Quicken sight [Archons and Templars Page


140]
Prerequisite: Auspex 1, Celerity 2
Cost: 9 XP
The hand is not quicker than the eye when the
eye belongs to an archon or templar with this
power. Quicken Sight allows the character to see
fast-moving objects in detail that even
Heightened Senses alone cannot reveal. A
character with this power can focus on and
follow a single card while the deck is shuffled,
track the single loaded chamber in a game of
Russian roulette, read the headlines on a
newspaper as he drives past the newsstand at 60
mph or even pick out subliminal images in film .
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
Name of the Fallen [Archons and Templars examine something that is moving too quickly for
Page 140]
normal observation, the player must make a Wits
Prerequisite: Auspex 3, Thaumaturgy 1
+ Alertness roll (difficulty based on how quickly
Cost: 10 XP
the item is moving, but normally 6 or 7) . Even
Name of the Fallen could likely be made to
one success allows the character to observe the
function with Necromancy in place of
item, though more successes bring greater detail
Thaumaturgy at the Storyteller's discretion.
and clarity.
Because few archons or templars have access to Time since
Difficulty if
Difficulty if
this Discipline, however, this is not a standard
death
Kindred
kine
technique.
Less than 24
4
4
System: The player must spend a blood point and hours
roll Perception + Empathy ; the difficulty
One day to one
6
4
depends on whether the subject was mortal or
week
vampire, as well as on the length of time since he Less than one
7
6
died. The character must have in her possession month
at least a small piece of the corpse, though
Less than six
8
6
something as tiny as a finger bone or even the
months
ashes of a Kindred who has suffered Final Death Less than one
10
6
will suffice. If the roll fails, that character may
year
not try to identify that particular subject again
Less than ten
10 *
7
unless she can find a new sample of the body. If years
the roll indicates a botch, the character receives Less than one 10 **
8
5-2

century
Greater than
N/A
10
one century
* Discerning the origin of a corpse-portion this
old requires three successes.
** Discerning the origin of a corpse-portion this
old requires five successes.

Sanguinary Expulsion [Archons & Templars Page 142]


Prerequisite: Fortitude 2, (Protean 3 or
Thaumaturgy 3)
Cost: 15 XP
Developed by elder archons as a counter against
the terrors (true and imagined) of the Vaulderie,
this power allows a vampire to ingest small
Random Patterns [Archons and Templars amounts of blood without absorbing them into
Page 141]
her system. This not only prevents the formation
Prerequisite: Auspex 2, Dementation 2
of blood bonds and Vinculum, but also protects
Cost: 14 XP
against blood-borne poisons, drugs, and diseases.
Developed by Malkavian Templars but slowly
The unpleasant aftereffects of this power make
increasing in usage among Archons as well,
most archons reluctant to utilize it, but it beats
Random Patterns allows the character to
letting the Sabbat or some arrogant elder
anticipate an opponent's next move in time to
compromise your loyalties.
counter it. Blows can be blocked or avoided
System: The player rolls Stamina + Fortitude,
before they're even thrown, pursuit can be cut off, (difficulty 5 + the number of blood points
and bluffs can be called. The power doesn't allow consumed, maximum 9). If she fails, the blood is
the character to see into the future per se, so
consumed normally and all effects occur as
much as it reads the patterns in the chaos and
normal. If the roll succeeds, the character is able
random chance that surround the target and
to hold the blood internally without absorbing it,
allows the Kindred to determine his next move and may vomit it back up later. This prevents any
based on previous actions and lines of
blood bonds, Vinculi, poisons or other abnormal
probability.
properties of the blood from affecting the
System: The player spends one Blood Point and character. On the other hand, the character may
rolls Perception + Empathy (or Awareness, if
not spend even a single blood point until the
you're using that optional Talent), against a
tainted blood is regurgitated; if she does so for
difficulty of 5 to 7, determined by the
any reason (including waking up in the evening),
Storyteller's assessment of how predictable the the power ends instantly and the blood is
opponent is based on his nature. For instance, a absorbed as normal . Although it doesn't cost a
character with a Nature of Curmudgeon or
blood point to activate the power, an additional
Perfectionist is probably fairly predictable and
blood point (above and beyond the number
thus difficulty 5, while a Nature of Deviant or
consumed) is vomited back up and lost when the
Monster is probably less predictable and thus
tainted blood is purged.
difficulty 7. The difficulty can be further
modified by derangements. If the roll succeeds, Unassailable Parry [Guide To The Camarilla the character adds a number of automatic
Page 117]
successes to his next action equal to the number Prerequisite: Auspex 3, Celerity 7
of successes on the Random Patterns roll. This
Cost: 42 XP
action must be a contested or combat-related roll According to the Sabbat, one of the primary
against the target. For example, the bonus could advantages that younger Kindred have in battling
be applied to a pursuit, melee, or dodge, but not their elders is modem technology -- firearms, to
to the activation of a Discipline.
be precise. Many overconfident elders have fallen
to packs of diablerists with automatic weapons.
Some few ancients, however, have honed their
reflexes and hand-eye coordination to an edge
fine enough to stop a bullet, or at least to deflect
6-2

one.
System: This Power allows a character to parry
projectiles. The player spends one blood point
and rolls Dexterity + Athletics (difficulty and
number of successes required are shown below)
to parry or catch a thrown weapon, arrow or
bullet. Only solid physical projectiles may be
deflected in this manner Unassailable Parry has
no effect on a stream of liquid from a fire hose,
for instance.
Missile
To Parry To Catch
Rock or grenade 4
5
Knife or shuriken 6
7
Spear
5
5
Hatchet
7
7
Arrow
7
8
Crossbow bolt
8
9
Bullet
9
9 (Two Successes)
If the player scores less than three successes on
any roll to parry or catch a bullet, the character
still takes the gun's base damage. Any missile
hurled with Projectile is considered a bullet for
the purposes of deflecting or catching it with
Unassailable Parry.

7-2

Anarch

or lower Generation than her subject, or the


power simply fails to work. Additionally, this
power affects only one character at a time. That
is, each use of this power convinces one character
of another person's animal nature. The user may
convince multiple people that the character in
Aspect Of Beast [Guide To The Anarchs
questions is somehow bestial, and she may even
Page 157]
choose a different animal for various subjects to
Prerequisite: Animalism 3, Dominate 3
see, but doing so requires separate uses of this
Cost: 15 XP
power. The number of successes on the
By calling upon another Kindred's Beast, an
Manipulation + Expression roll determines this
anarch using this power causes his subject to
display the mien of an animal. In some cases, the power's duration.
1 success
One scene
subject actually resembled a literal beast-man
2
successes
One night
hybrid, but in most situations, people affected by
3 successes One week
this power are left with a vague and unsettling
4 successes One month
impression that the personality of this power
5 successes One year
reminds them uncomfortably of an animal.
System: The player invoking this power spends a
Willpower Point, or a Blood Point if she knows The Badger's Hide [Guide To The Anarchs
the Nature of the character she wishes to afflict Page 158]
Prerequisite: Fortitude 1, Protean 4
with an animal aspect. The player also rolls
Cost: 12 XP
Manipulation + Expression (difficulty 6). The
As might be suspected, the Protean-based
subject of this power is the person who looks
combination power was developed by a Gangrel.
upon the character with the animal aspect. The
When the Kindred uses this power, her skin
subject sees the character as if she has some
becomes tough and leathery to the touch. As a
animal characteristic. A cold Ventrue might
badger's hide repels the stings of bees while it
appear as a shark, while a cunning Nosferatu
might appear as a loathsome fox. If the subject's takes their honey, so does the vampire's skin repel
attacks that would pierce her flesh.
Willpower is less than 3, the character literally
System: This power costs one Blood Point to
appears as a "beast-man" and probably causes
activate. For the remainder of the scene, any
some sort of panicked reaction. Subjects with
attacks that pierce (but not cut) Storytellers,
Willpower scores above three are left with the
make a suitable judgment call), such as stabbing
distinct impression that the character reminds
knives or impaling spikes and spears, have their
them of an animal. Roleplay this reaction
damage halved after the character soaks. Round
accordingly, or simply add two to all Social
down, though any successful attack that doesn't
difficulties faced by the animal-aspected
character. The animal impression conjured should soak does a minimum of one health level of
damage.
be a logical result of the character's given
personality. A timid character, for example, is
Call Upon The Blood [Guide To The Anarchs
unlikely to appear as a bear, while a noble
character probably does not have the aspect of a Page 159]
Prerequisite: Animalism 3, Auspex 3
snake. The Storyteller is the final arbiter of
Cost: 18 XP
whether or not a certain aspect is suitable to a
given character and how the affected character (if Used by Anarchs to scout out the strongholds of
hated enemies, this power allows the Kindred to
someone other than a power's character is
"feel" for the Beast in the immediate vicinity. The
affected) reacts. Note that this power is an
Animalism aspect of this power attunes the
application of the Dominate Discipline. The
Kindred invoking the Discipline must be of equal Kindred to any creature that harbors a Beast, and
8-2

the Auspex element allows her to interpret it and


extend her senses beyond the normal limits.
Doing so allows the scout to know approximately
how many Kindred or ghouls are in the area.
System: The player spends a Blood Point and
rolls Perception + Animal Ken. If the roll is
successful, the character gains a fairly accurate
impression (give or take an entity) 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.
Storytellers, note that this power calls to the
presence of Kindred and ghouls in the Anarch's
own retinue. 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 alerting them to the presence of some
disquieting presence. The sensory information
gleaned by this power is also unsettling: Inviting
the Beast in so many creatures to take note of
oneself is bold, to say the least. Be wary of
players using this power as a default "Detect
Kindred spell." Cainites who rely too much on
provoking the Beast in so many others may find
themselves on the verge of frenzy, as it tempts
their own Beast each time they use it.

she's trying to implant a derangement that the


character using the power already suffers;
difficulty 8 if she does not suffer the derangement
himself). The subject may resist with a Willpower
roll (difficulty 7). If the character invoking the
power gains more successes, she implants the
derangement, otherwise the power fails. The
trigger event can be as specific or as vague as the
Kindred wishes, from "when you next meet with
the prince" to "the next time you feel hunger on a
Friday after midnight." When the circumstances
are right, the subject suffers a full-blown attack
of the derangement in question. If the Kindred
obtained five successes on the resisted roll, the
derangement manifests permanently at that point.
Note that this is a Dominate power as well. As
such, it required eye contact and that the user be
of equal or lower Generation than the subject.
The subject will not necessarily know what's
happening as the character puts the derangement
in place. In fact, unless he's particularly
suspicious or the situation is suitably uncommon,
he probably won't give it a second thought.

Give 'Em Hell [Guide To The Anarchs Page


159]
Prerequisite: Fortitude or Potence 1, Presence
3
Chaos Fold [Guide To The Anarchs Page
Cost: 12 XP
159]
Champions of the Anarch cause have the power
Prerequisite: Dementation 4, Dominate 4
to motivate their fellows when push comes to
Cost: 24 XP
shove and the only choice left is violent action.
Malkavians among the Anarchs are more
This power allows a Kindred to stir her allies
common than one might think, and this power
with valor and courage in the most desperate of
proves just how much they can offer the
situations, rallying them to fight. The Anarch
movement if they truly take it to heart. This
stands and cuts an imposing figure on the
power allows a Malkavian to "fold" a latent
battlefield and bolsters the bravery of those
derangement into the mind of a subject and key it following him.
to manifest at a certain event. Until the event
System: The player must be visible to those she
takes place, the subject is unaffected by the
wishes to affect, and he chooses who receives the
derangement, and it may subsequently vanish
benefit of her display of heroism. Based on which
thereafter, but to the Anarchs, that's the beauty of physical Discipline she used as the basis of this
this power. It makes the victim completely
power, (Fortitude or Potence), the character
capricious and unreliable, which can be a boon if makes a display of her greatness in combat. For
they're trying to make a case against someone's example, if she used Potence as the basis of this
credibility.
power, she might toss aside a barricade intended
System: The player selects a derangement and
to block attackers. If she used Fortitude, he might
rolls Manipulation + Empathy (difficulty 6 if
shrug off what looks like a crippling blow.
9-2

Thereafter, the characters she selected the power


upon gain extra dice to any roll involving
Courage or otherwise defending against a fear or
demoralization effect (the Storyteller is the final
arbiter here). In some cases, this power has even
incited Anarchs to acts of kamikaze sacrifice,
throwing themselves boldly into the heroin's
cause. The player rolls Charisma + Leadership
(difficulty 7), with each success enabling up to
three characters (as well as the user herself, if he
wishes) to enjoy the bonus. Note, however, that
the character invoking the power chooses who it
affects. Cynics whisper that traitors to the cause
have used this power to embolden the Anarchs'
foes just before abandoning the cause and
hanging the Anarchs out to dry.

using Stealth is susceptible regardless of how


many dots the other character has. The action
taken against the character must also affect her
directly and immediately for this power to prove
of any value. A sniper would find himself foiled
if he tried to shoot the character, but a camera
planted in the building during the day and
activated remotely at night would have no chance
of being detected under the use of this power.
Note that this power lasts for a single turn and
then expires. Therefore, if a combat occurs, the
character using this power has the benefit of
initiative for only the first turn, then she must act
as normal thereafter. A character may activate
this power as many times as she wishes in the
same night, but each activate works only for one
immediate threat. A character cannot "stack"
turns of guaranteed initiative.

Guardian Vigil [Guide To The Anarchs


Page 160]
Prerequisite: Auspex 1, Celerity 1, Fortitude 1 King Of The Hill [Guide To The Anarchs
Cost: 15 XP
Page 160]
Developed by Anarchs posted as guards, this
Prerequisite: Fortitude 2, Presence 2
power allows a Kindred to maintain an aware but Cost: 12 XP
trancelike state of readiness, in which she's
A character who possesses this power cannot be
poised like a cat to react to the first sign of
knocked off her feet. Even if a stampeding
imminent danger.
animal charges her or a car runs her over, the
System: The player spends a Blood Point. For
Kindred remains rooted to the spot, adamantly
the duration of the night, the character cannot be refusing to yield her posture. This power was
surprised by conventional means as long as she developed by a gang leader in the Anarch Free
stays in one place (not traversing an area longer State, who is rumored to have met her Final
than a few footsteps). In game terms, the
Death after being hit by a train in an attempt to
character is considered to automatically have
see just how far the power would protect her.
initiative for a single turn if someone acts against Unfortunately for this Anarch, King Of The Hill
her or does something that she can perceive and doesn't confer any extra resistance to damage, it
attempt to stop. For example a character might
merely prevents the Kindred from being knocked
dodge a bullet almost before her attacker fires, or aside or to the ground.
she could move to intercept an intruder just as the System: This power is considered "always on,"
intruder starts to dash past. The upshot is that the simply, the character cannot be knocked aside or
character becomes aware that something is about down she stands her ground. Whatever caused
to happen to her and reacts just in time to do
the impact must yield instead. In most cases, this
something about it. Supernatural effects that
presents no problem, as the person hitting the
would cloak or otherwise protect the potential
character absorbs the stress instead. In some
transgressor must be of a higher level than that of cases, however, this power is a downright threat
any prerequisite Disciplines levels that make up to the Masquerade, as a car will rebound off the
of this power. That is, a character attempting to character as if it hit a telephone pole. If the
sneak past the Anarch must have an Obfuscate of impact of whatever causes the damage is so great
level two or higher. The vigil also forestalls
that it kills the Kindred, this power immediately
mundane means as well. An attempt to move
ceases to work, and her corpse (or whatever

10-2

remains of it) is battered aside. This is


presumably why the train that hit the gang boss
wasn't derailed. Small objects, such as bullets,
may also "blow through" at the Storyteller's
discretion, though they are just as likely to be
lodged in the Kindred's body.

Retain The Quick Blood [Guide To The


Anarchs Page 161]
Prerequisite: Celerity 3, Quietus 3
Cost: 15 XP
In the nights of the Anarch Revolt, the Assamites
had an informal alliance with the antitribu who
raged against their Sires. Although few Anarchs
Memory Rift [Guide To The Anarchs Page possessed knowledge of the Assamite Discipline
160]
of Quietus, a few did, and they learned this
Prerequisite: Obfuscate 2, Presence 2
blood-conserving technique to aid them. In the
Cost: 10 XP
modern nights, this combination Discipline is
Invoking this power causes a single subject to
known only to a few Anarchs, most elders or
forget the user's presence during a single scene or Sabbat deserters. Still, it is a powerful tool at the
specific event. The Kindred merely invokes her call of Kindred who know how to use it. Retain
mystic ability to vanish from the mind's eye and The Quick Blood allows a Kindred to call upon
then convinced the subject through force of
the prenatural gifts of vitae without expending
charisma that he was never even there in the first them as is often required for other Disciplines.
place. The subject's memory of the Kindred's
System: Any blood that the player spends on
attendance at the event in question fades like fog Celerity returns to her Blood Pool at the rate of
at morning's light.
one Blood Point per hour. Blood returned in this
System: This power works on only one subject at way will never exceed the character's maximum
a time, but it may be used multiple times to alter Blood Pool if she's full at the time that another
the memories of multiple individuals. The
point of blood would return to his system, that
Kindred spends a Blood Point and the player rolls Blood Point is lost, (as are any that would be
Charisma + Subterfuge (difficulty equal to the
returned from use on Celerity).
subject's Willpower). If the Kindred is successful,
the memory of the her participation in the event The Seventh Chinese Brother [Guide To The
of her choice vanishes from the subject's
Anarchs Page 161]
memory. The subject often remembers the event Prerequisite: Celerity 2, Fortitude 5
itself, but not the participation or presence of the Cost: 21 XP
Kindred using this power. She may even go so far According to a folk tale, there were once seven
as to construct and believe "logical" courses of Chinese brothers, each of whom was possessed
events, such as an individual "slipping" off a
of a unique mystical ability. One of these
bridge when in actuality he was pushed. Note that brothers' blessings was bones of iron, which he
the memory is still present (and may be found
used to prevent his head from being chopped off.
with certain applications of Dominate and similar This power emulates that folk tale, allowing the
powers), but it is repressed, ignored, or otherwise Kindred to harden a part of her body and speed
covered up subconsciously. The Kindred
the recuperative powers of her blood to it so as to
invoking this power must leave the subject's
make it impossible to sever a limb. Those
vicinity within five minutes of the power's use, Anarchs practicing this power have intimated that
and thereafter remain out of his sensory range for they have most often had to protect their own
at least an hour. Failure to do so means the power heads from being severed, but that it works
fails, possibly in the form of the memory
equally well in situations that would result in the
"flooding back" to the subject's consciousness.
loss of a hand, arm, leg, et cetera.
System: The player spends a Willpower Point
and selects an appendage (including the head and
neck). The next blow that would result in that
limb being lopped off is ignored utterly it does
11-2

no damage at all. The character may then activate Suck It Up [Guide To The Anarchs Page 162]
the power again, if she wishes. As long as she has Prerequisite: Anarch;
Willpower, she can protect herself. A lesserCost: 9 XP
known but still viable application of this power is The sites of anarch conflicts are no strangers to
to harden the flesh and bone that protects the
spilled blood, and even the side that arguably
heart. In this case, a Kindred can protect herself wins the conflict is probably a bit thirsty after
from being staked, at least initially. If the end of calling upon the gifts of Caine. Still, conflict
the scene comes before the disastrous blow
attracts attention, and the last thing anarchs want
comes, the power has no effect, but it can be
is to be caught hunching over a fallen Kindred,
invoked again during a future scene. Additionally, sucking the last draughts of vitae from the beaten
a character may protect only one appendage at a bodies or lapping up blood from the ground. This
time in this manner.
power allows a Kindred to simply touch a pool of
blood and draw it into herself.
Smiling Jack's Trick [Guide To The Anarchs System: The Kindred touches a quantity of
Page 161]
spilled blood and adds it to her blood pool. The
Prerequisite: Dominate 3, Obfuscate 3
storyteller must make a judgment call as to how
Cost: 18 XP
much blood can be taken. Remember that one
Attributed to the rogue Anarch Smiling Jack, this blood point is literally a tenth of the blood in the
power causes a Kindred to confuse one Kindred human body, about half a liter. This power doesn't
with another. For a brief period, the subject
"strip the ground clean," either, and some small
consistently mistakes the user of this gift with
amount is likely to stain the ground afterward.
another Kindred in the immediate vicinity.
Be aware that bodies left bloodless will still
According to the story, Jack found himself caught attract attention as well, whether it went into the
by a scourge and his lieutenant. Invoking this
vampire through her mouth or fingertips. Kindred
power, Jack made the scourge believe that his
are advised to use this power discreetly.
lieutenant was actually the Anarch and vice
versa. As the scourge turned his attentions to the Tenebrous Veil [Guide To The Anarchs Page
lieutenant, Jack escaped into the night, cackling 162]
all the while.
Prerequisite: Obfuscate 1, Obtenebration 1
System: The player makes a contested
Cost: 6 XP
Manipulation + Performance roll (difficulty of
Many anarchs have found themselves in the
the subject's Intelligence + 5, to a maximum of wrong places at the wrong time, and often what
10) against the subject's Wits + Subterfuge
makes the difference between being found out
(difficulty 7). If the subject gains more successes, and being discovered is the judicious use of
the power fails. If the character succeeds, the
supernatural powers. This power, created several
subject briefly but unfalteringly transposes the
centuries ago by Lasombra and Malkavian
character using the power with another Kindred anarchs, allows the Kindred to stand stock-still
in her line of sight. From there on out, it's up to and avoid being seen in almost any location. As
the character to make the best of the situation, but long as some shadow is present, the Kindred can
the strangeness of the change usually buys
bend it around his body and thereafter use that
enough time to escape, if not to completely
shadow to conceal himself from the minds of any
change the Anarch's position. Note that this is a onlookers.
Dominate power, so it works only on those
System: No dice roll is necessary. As long as
subjects of equal or lower Generation as the user. there is some shadow in the area, the Kindred can
The duration of the power's effect is one hour - remain effectively unseen for as long as he
(10 times the subject's Intelligence) minutes.
chooses to remain motionless. This power
combines the basic principles of Obtenebration
and Obfuscate. It is very simple, but very
12-2

effective.

his own mastery of Celerity. The Kindred who


possesses Thaumaturgy and Celerity spends one
Call Upon the Blood [V20 AU]
blood point, plus one blood point per member of
Prerequisite: Animalism 3, Auspex 3
his coterie to whom he wishes to grant Celerity.
Cost: 18 XP
For one turn, each indicated member of the
Used by Anarchs to scout out the strongholds of coterie may use that Celerity to run or take
hated enemies, this power allows the Kindred to another action as if she possessed Celerity
feel for the Beast in the immediate vicinity.
herself. Thereafter, the Thaumaturge may spend
The Animalism aspect of this power attunes the an additional point per character per turn to
Kindred to any creature that harbors a Beast, and continue granting the benefit. The Thaumaturge
the Auspex element allows him to interpret it and can communicate any degree of mastery of
extend his senses beyond their normal limits.
Celerity she possesses using this power, but must
Doing so allows the scout to know approximately pay all related costs for it for each Kindred to
how many Kindred or ghouls are in the area.
whom she extends it.
System: The player spends a blood point and
The drawbacks of this combination Discipline are
rolls Perception + Animal Ken. If the roll is
fairly limiting, however. The vampire using this
successful, the character gains a fairly accurate Discipline must have tasted the vitae of any
impression of how many Kindred and ghouls are individual to whom she wishes to extend the
in close proximity. The distance to which this
benefits, and she must pay the vitae cost for each
sense extends depends upon the successes acturn extending the Celerity benefits to other
cumulated on the roll.
Kindred. Note that the per-turn blood point
1 success
Small area: a hotel room
expenditures dictated by the characters
2 successes Large area: a house
generation apply to spending blood in this way.
3 successes Great area: a ballroom or salon
Those benefiting from the power must be within
4 successes Huge area: a city block
sight of the Kindred invoking the power, and
5 successes Vast area: an entire estate
must be vampires (not mortals, ghouls, or other
Storytellers, note that this power calls to the
supernatural creatures).
Beast in all Kindred, and impressions will
This Discipline was originally developed to allow
include the presence of Kindred and ghouls in the a pack of English Anarchs to flee the site after
Anarchs own company. Also, because it prods ambushing a Malkavian Primogen, but it has also
the Beast in beings to see if its there, particularly been used by other packs to more aggressive
aware Kindred and ghouls might feel their Beast ends. Because of its utility, its one of the
awaken or recoil as the power takes effect,
most popular and widely used combination
perhaps even alerting them to the disquieting
Disciplines among Anarch coteries.
presence. The sensory information gleaned by
this power is also a bit unsettling: Inviting the
Internet Famous [V20 AU]
Beast in so many creatures to take note is bold, to Prerequisite: Presence 4, Thaumaturgy 4
say the least. Cainites who rely too much on
Cost: 30 XP
provoking the Beast in others may find
According to one rumor, a French Toreador
themselves on the verge of frenzy, as it tempts
Anarch who calls herself Cadavre Exquis has
their own Beast each time they use it. A botch
developed a combination Discipline that allows
provokes frenzy in the vampire using this power. her to use Presence and the Path of Technomancy
to effect a mass Summoning through her social
The Humberside Panic [V20 AU]
media accounts. She apparently can issue a
Prerequisite: Celerity 1, Thaumaturgy 1
command for all of her followers to come to a
Cost: 6 XP
particular location and participate in a protest, a
This combination Discipline allows a Kindred to riot, or even just a flash mob, with each recipient
grant other vampires a brief and limited access to affected as if she had personally targeted him
13-2

with Summon. Cadavre Exquis is also rumored to Remote Access Buffer [V20 AU]
be the subject of a blood hunt across several non- Prerequisite: Thaumaturgy 5, Special
Anarch domains, probably for having
Cost: 30 XP
embarrassed some august Kindred with this
Using this versatile Thaumaturgy power, a
power.
Kindred can create a temporary version of certain
This power works as does the Presence power
other Discipline powers he possesses and
Summon (see V20, p. 195), but the roll to
transmit it (via file attachment, text e-mails, text
activate the power uses Charisma + Computer at message, private social media message, or any
a difficulty of 8, However, in addition to a blood other user-to-user delivery method of a personal
point, the player must spend a Willpower point computer or device). These data Disciplines
and issue the Summon via social media. The
serve as a form of digital amulet, transferring the
power affects every one of the Kindreds
ability to use the encoded power one single time
followers on social media accounts it is not
to a proxy. After the proxy uses the power, the
subtle or selective. Any individual who
message or file containing the amulet and all
recognizes what is happening can spend a
instances of it (duplicate copies, messages stored
Willpower point to ignore the Summon, but
on servers, etc.) delete themselves, leaving no
mortals likely have no idea whats going on when record of their existence.
they receive such a Summon (and neither do
The vampire creating the buffer can do so for any
many Kindred, especially those not well-versed level of the following Disciplines he has
in social media). Note that the individual does not mastered: Auspex, Chimerstry, Dementation,
have to be currently accessing social media to
Dominate, Obfuscate, and Presence.
feel the Summon, as this power draws on the
Some Anarchs fear that this power may have
sympathetic connection drawn by establishing the unforeseen side effects. They worry that the
online relationship or even simply following the power is actually a Trojan horse, allowing for the
vampires account.
remote access use of the power they dont
have, while also exposing them to a hidden
Quickshift [V20 AU]
application of a different Discipline likely
Prerequisite: Protean 4, Vicissitude 2
Dominate, given the Tremere acumen with it.
Cost: 21 XP
They note that the pioneer of the Path of
This power allows a vampire to invoke a Protean Technomancy, Masika St. John, has no formal
transformation into the form of a beast in
connection to the Anarch Movement. These
response to the actions of an aggressor. Any time Anarchs dont want to risk becoming Tremere
the vampire suffers any form of hostile action,
sleeper agents. What if the power allows the
such as an attack, being made the target of a
original programmer to activate, through clever
Discipline, or even being surprised, the Kindred obscured Conditioning, an impulse that allows
may spend four blood points and instantly
the Kindred to remotely Dominate them? Of
transform into the shape of a beast. This does not course, other Anarchs consider all of this
require the Kindreds action for the next turn,
paranoid fear-mongering which is itself
which is the benefit of the power. Alternatively, wholly apropos to the Jyhad. After all, why cant
the Kindred may spend the blood points at the
this power be used to buffer Thaumaturgy? And
beginning of a scene in which he plans to use
what will happen once some enterprising
Quickshift (for those Kindred of generations too individual finds a way to hack the file
high to spend four blood points in one turn); at degradation process, allowing the file to be
any point thereafter that scene, he may activate copied and backed up with no loss once its
the power at no additional cost. If the Kindred
activated?
doesnt use that power in that scene, the blood
The very idea of this power terrifies elders and
points are simply lost.
members of other sects. What if the Anarchs have
whole servers or e-mail accounts out there full of
14-2

these buffered powers, and all it takes is a


had an informal alliance with the antitribu who
smartphone to call them down inside the domain? raged against their sires. Although few Anarchs
With such fears in mind, many tyrants swiftly
possessed knowledge of the Assamite Discipline
repress or punish those whom they know to have of Quietus, a few did, and they learned this
the ability to encode Disciplines in this manner. blood-conserving technique to aid them. In the
Its a disaster waiting to happen, and
modern nights, this combination Discipline has
probably a Masquerade breach under any
spread quickly among the Anarchs, and has been
sensible interpretation of the Tradition.
adapted to the more-common Protean Discipline.
Over the course of a scene, the Kindred creating Retain the Quick Blood allows a Kindred to call
the buffer pays the costs for whatever individual upon the preternatural gifts of vitae without
power he wishes to buffer, plus one blood point expending them.
per level of that power squared in order to
System: Any blood that the player spends on
suspend the effect. So, for example, a fourth-level Celerity returns to her blood pool at the rate of
power would cost whatever it normally costs to one blood point per hour. Blood returned in this
activate the power, plus 16 blood points to store. way will never exceed the character's maximum
However, because the Kindred creates the
blood pool if he's full at the time that another
buffered power over the course of the scene, the point of blood would return to his system, that
amount of blood he can spend per turn isnt
blood point is lost (as are any others that would
important (though access to that much blood is). be returned from the use of Celerity).
The Kindred sends the buffered power via some
digital format, such as e-mail or a text message. Slenderman [V20 AU]
He can even send it to multiple individuals or
Prerequisite: Auspex 3, Obfuscate 2
share it on a server, but the power will work only Cost: 15 XP
for the first proxy to invoke it, and then delete
When a Kindred with this power knows he's
itself as normal. Thereafter, so long as the proxy having his picture taken, he can cause a brief
has a device or computer on his person that
burst of occult energy to obscure his appearance
contains the buffered power, he can invoke it.
in the photograph. This causes the image of the
The device or computer doesn't even have to be Kindred to appear only as a nondescript
on or running an application that can view it, it humanoid figure in his exact location when the
simply needs to be in memory or storage. This
photograph is taken, without any of the distinct
does mean that a Kindred would have to copy it characteristics of the individual. The Kindred
to a local drive from a cloud, though. Simple
may do this in reaction to having his photograph
access to the file on the cloud isn't enough. Still, taken, and doing so is reflexive; he doesn't need
that's a very minor distinction, but one that can to spend an action performing the power. Using
prove critical in a WiFi dead zone.
this combination Discipline costs one blood
Only Kindred may be proxies, even though
point, which the Kindred may spend the instant
others may see the file and its contents (though he knows he's having his picture taken. This
its not evident what the file actually includes or power cannot be used to alter his appearance in
performs its raw data).
an existing photograph, however.
The proxy makes any dice rolls for the buffered A Kindred may also use this power to obscure
power using her own Traits as a basis when she himself in an ongoing recording, such as being
invokes the power.
videotaped or recorded on a webcam. The
Kindred must invoke the power on the turn in
Retain the Quick Blood [V20 AU]
which the recording first begins, and must
Prerequisite: Celerity 3, Quietus 3 or Protean continue paying the blood point cost for each turn
3
during which hes being recorded. The Kindred
Cost: 15 XP
activating this power doesnt have to spend vitae
In the nights of the Anarch Revolt, the Assamites the whole time, but that portion of the video will
15-2

reveal his identity.

bend it around his body and thereafter use that


shadow to conceal himself from the minds of any
Stonesight [V20 AU]
onlookers.
Prerequisite: Auspex 1, Visceratika 1
System: No dice roll is necessary. As long as a
Cost: 3 XP
square foot or more of shadow is present in the
This power allows the Kindred to see through a area, the Kindred can remain effectively unseen
stone surface as if it were glass. The stone
for as long as he chooses to remain motionless.
doesnt actually become glass, however, so
This power combines the basic principles of
whatevers on the other side of the stone wont be Obtenebration and Obfuscate. It is very simple,
able to see the Kindred. This power affects a
but very effective.
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.
Suck It Up (Animalism 1, Protean 2), (V20 AU)
Cost: 9 XP
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.
Tenebrous Veil [V20 AU]
Prerequisite: Obfuscate 1, Obtenebration 1
Cost: 6 XP
Many Anarchs have found themselves in the
wrong place at the wrong time, and often what
makes the difference between being found out
and being discovered is the judicious use of
supernatural powers. This power, created several
centuries ago by Lasombra and Malkavian
Anarchs, allows the Kindred to stand stock-still
and avoid being seen in almost any location. As
long as some shadow is present, the Kindred can
16-2

Sabbat
Body Armory [Guide To The Sabbat Page
123]
Prerequisite: Protean 3, Vicissitude 3
Cost: 20 XP
This power enables the vampire to form wicked
weapons from her own body. The vampire may
create sword blades, axes, and even spiked
mauls, and these weapons do terrible damage to
their targets. Many Tzimisce make sword-arms
and knife-bladed knuckles and the like, but more
dramatic implementations are possible.
System: This power costs two Blood Points per
weapon crafted (though larger weapons like twohanded swords and great axes cost four), and the
player must roll Dexterity + Body Crafts
(difficulty 7). Weapons created in this manner
cause aggravated damage (from the Protean
Discipline); lesser weapons that do only lethal
damage may be created using Fleshcraft and
Bonecraft.
Circumspect Revelation [Caine's Chosen: The
Black Hand Page 75]
Prerequisite: Black Hand member, Celerity 1,
Odfuscate 3 or Vicissitude 2
Cost: 12 XP
This fairly common secret allows Hand members
to quickly and selectively drop any Obfuscate or
Vicissitude they may be using to cover their
crescent moon tattoos, revealing their status as
one of Caine's Chosen to a chosen target within
sight and to that target only. Any and all other
onlookers will see nothing out of the ordinary
take place, even if staring directly at the user of
this power. This power is for Black Hand
members only.
System: The user of the poser spends a Blood
Point and chooses a target within line of sight. At
that moment, whatever magic that conceals the
mark from public view drops, but only to the
senses of the target of the power. To the chosen
target, a brief "moment outside a moment"
occurs, wherein he has ample time to see the

mark for what it is before the power ends and


time catches up to both user and target. To all
others, the user simply stands there motionless
during this time. Only those with Auspex ratings
of four or higher will even have a chance to see
that something supernaturally fast is occurring
under their noses. Even then, the maneuver is so
fast that only someone staring directly at the
user's hand during the brief period the mark is
exposed could even possibly see it for what it is.
Flesh of Wind and Water [Archons and
Templars Page 141]
Prerequisite: Celerity 2, Vicissitude 3
Cost: 16 XP
Under normal conditions, a Tzimisce (or other
user of vicissitude) who seeks to reshape his own
form must take the time to mold his features and
limbs into the desired shape. This makes it
difficult to adapt to changing situations, such as
the chaos of combat or the need for sudden
disguise. Flesh of Wind and Water (so named
because of the rippling effect seen in the fleshs it
operates) allows the Tzimisce to make those
alterations allowed by the first three levels of
Vicissitude almost instantly (each use of the
power takes but a single turn) without the need to
physically sculpt the alterations. This power can
be used on the Cainite wielding the power only;
if he wishes to alter someone else, he must do so
at the normal rate and with the normal methods.
This power is unknown outside the Sabbat.
System: The player spends two Blood Points
each time this power is invoked, and must make
all standard rolls required for the use of
Vicissitude. He may use only a single Vicissitude
power per use of Flesh of Wind and Water. Thus,
if he wanted to use both Fleshcraft and Bonecraft
on himself, he would have to use Flesh of Wind
and Water twice, requiring a total of four Blood
Points, two rolls, and two turns.
Instantaneous Transformation [Archons and
Templars Page 143]
Prerequisite: Celerity 2, Protean 5 or
Obtenebration 5
Cost: 24 XP
Almost exclusive to the Templars (a handful of
17-2

Archons have learned this power, but they are


if her Auspex exceeds the character's Obfuscate.
exceptionally rare), Instantaneous Transformation
allows the character to undergo a shifting of
Lessons in the Steel [Caine's Chosen: The
shape (either Tenebrous Form, Shape of the
Black Hand Page 76]
Beast, or Mist Form) in a single turn for the
Prerequisite: Black Hand member, Auspex 1,
normal expenditure of blood.
Fortitude 3
System: The character must roll Stamina +
Cost: 15 XP
Survival (difficulty 7) and spend the normal cost For many brave Hand members, the words of
associated with the shift (one Blood Point for
Nietzsche are words of wisdom: Whatever
Shape of the Beast or Mist Form, three for
doesn't kill us makes us stronger. Some take this
tenebrous Form). If the roll is successful, the
idea to a cunning if fanatical extreme, developing
change takes only a single turn, rather than the
the mystical ability to determine the relative
three normally demanded. Failure indicates that strengths and weaknesses of an opponent by
the shift takes the standard three turns, and a
willingly suffering the enemies blows.
botch means that the blood was spent but the
Knowledge is power, and any such Cainite
power does not take effect. If the character
wounded in this way is now gifted with power
wishes to use this power for both Obtenebration that may then be used against her enemy. This
and Protean, she must buy it twice, once for each power is for Black Hand members only.
Discipline. This power could conceivably be
System: In order to invoke this power, he
purchased with other shape-shifting Disciplines character must first suffer an attack from an
(such as Serpentis) at the Storyteller's
opponent that successfully inflicts a minimum of
prerogative.
one health level of damage of any kind. Upon
taking this wound, the character's player rolls
Iron Facade [Archons and Templars Page Stamina + Occult (difficulty of the attacker's
140]
Willpower). Each success on this roll allows her
Prerequisite: Fortitude 1, Obfuscate 3
to uncover one piece of information about the
Cost: 10 XP
attacker's martial capabilities, starting with the
Battles are often won not by the strength or
most relevant.
weaponry of the combatants, but in the
psychology of war. The appearance of
Masque of Judas [Caine's Chosen: The Black
invulnerability is often sufficient to unsettle or
Hand Page 76]
even rout a superior foe. With this power, the
Prerequisite: Black Hand member, Auspex 4,
Archon or Templar creates just such an
Obfuscate 3
appearance, seeming to shrug off heavy or even Cost: 20 XP
near-crippling blows like so much water. This
This insidious power allows the user to peel back
power is most commonly found among Archons, an opponent's mind and take from it the image of
but its use among Templars is not unknown.
someone the target loves or, failing that, someone
System: The player rolls Manipulation +
for whom he cares deeply. The image found
Subterfuge (difficulty 6). If successful, the
therein then transfers onto the user. Sadistic
character appears to be unwounded and
removers use this power to destroy opponents
functioning at full capacity regardless of how
using the face of their own loved ones. This has
badly injured he actually is. This power does not the effect of shaking an opponent's confidence,
actually heal wounds or reduce dice-pool
sometimes so completely that he is too horrified
penalties; it simply appears to do so, making it
to act at all for a time. As the user has no choice
impossible for the enemy to judge the character's but to immediately adopt whatever likeness is
true state. The power lasts for a scene or until the found in a target's mind, this power must be used
character reaches the Incapacitated health level. A carefully outside of combat situations. This
vampire with Auspex can see through this power power is for members of the Black Hand only.
18-2

System: The chosen target must be within sight flee from the character by the fastest and most
of the user for this power to work. The character's direct route.
player spends a Blood Point and rolls
Invoking this power spuriously is dangerous.
Manipulation + Performance (difficulty of the
Should the character botch the roll to invoke the
target's Willpower). With even one success, the power, the victim must immediately roll Selfimage is pulled from the target's mind and
Control to resist frenzy, rather than Rtschreck.
instantly adopted by the user of this power. Being
attacked is so jarring that the target must
Name Of The Fallen [Archons & Templars
immediately roll Willpower (difficulty 6) or
Page 140]
suffer a difficulty penalty equal to the number of Prerequisite: Auspex 3, Thaumaturgy 1
successes the player achieved on her activation Cost: 10 XP
roll, for a like number of turns, on any actions
Name of the Fallen could likely be made to
taken against the user. Each success on the
function with Necromancy in place of
target's Willpower roll reduces this penalty (and Thaumaturgy at the Storyteller's discretion.
the effect's duration) by one. Utter failure results Because few archons or templars have access to
in the loss of a full turn's actions as he stands
this Discipline, however, this is not a standard
helpless before the image of his loved one. In this technique.
event, all subsequent actions taken against the
System: The player must spend a blood point and
image of the loved one for the rest of the scene roll Perception + Empathy ; the difficulty
are made at a difficulty of 10. The target may
depends on whether the subject was mortal or
spend Willpower on any given turn to reduce
vampire, as well as on the length of time since he
these penalties. The masque itself is temporary, died. The character must have in her possession
lasting for only one turn per success rolled.
at least a small piece of the corpse, though
something as tiny as a finger bone or even the
Mortal Terror [Archons & Templars Page
ashes of a Kindred who has suffered Final Death
142]
will suffice. If the roll fails, that character may
Prerequisite: Animalism 3, Presence 2
not try to identify that particular subject again
Cost: 18 XP
unless she can find a new sample of the body. If
While the power of Quell the Beast is certainly the roll indicates a botch, the character receives
useful if you're trying to soothe or quiet someone, false information. The knowledge granted by this
sometimes you need something a bit more
power appears instantly; the character falls into
dramatic. Mortal Terror focuses the power of
no "trance" such as that experienced when using
Dread Gaze directly on another Kindred's Beast, the Auspex power of Spirit's Touch.
bypassing the conscious mind entirely. This can The Kindred with this power may identify a
potentially drive a vampire into immediate
deceased person, Kindred or kine, simply by
Rtschreck. This power is available to both
handling a piece of the corpse.
archons and templars.
System: The character must either touch her
Quicken Sight [Archons & Templars Page
target or make eye contact, and the player must 140]
succeed in a contested roll (Charisma +
Prerequisite: Auspex 1, Celerity 2
Intimidation vs the target's Willpower, both
Cost: 9 XP
difficulty 7) . If the character accumulates more The hand is not quicker than the eye when the
successes than the victim has dots of Courage,
eye belongs to an archon or templar with this
the power takes effect and Rtschreck
power. Quicken Sight allows the character to see
overwhelms the victim. The victim may begin
fast-moving objects in detail that even
making Courage rolls in an attempt to fight off Heightened Senses alone cannot reveal. A
Rtschreck starting the next turn. Until he
character with this power can focus on and
accumulates five successes, he will continue to follow a single card while the deck is shuffled,
19-2

track the single loaded chamber in a game of


allow the character to see into the future per se,
Russian roulette, read the headlines on a
so much as it reads the patterns in the chaos and
newspaper as he drives past the newsstand at 60 random chance that surround the target and
mph or even pick out subliminal images in film . allows the Kindred to determine his next move
System: The player spends one blood point to
based on previous actions and lines of
activate this power, which lasts for a scene. Any probability.
time the character wishes to see, follow or
System: The player spends a blood point and
examine something that is moving too quickly for rolls Perception + Empathy (or Awareness, if
normal observation, the player must make a Wits you're using that optional Talent), against a
+ Alertness roll (difficulty based on how quickly difficulty of 5 to 7, determined by the
the item is moving, but normally 6 or 7). Even
Storyteller's assessment of how predictable the
one success allows the character to observe the opponent is based on his nature. For instance, a
item, though more successes bring greater detail character with a Nature of Curmudgeon or
and clarity.
Perfectionist is probably fairly predictable and
Time since
Difficulty if
Difficulty if
thus difficulty 5, while a Nature of Deviant or
death
Kindred
kine
Monster is probably less predictable and thus
Less than 24
difficulty 7. The difficulty can be further
4
4
hours
modified by derangements. If the roll succeeds,
One day to one
the character adds a number of automatic
6
4
week
successes to his next action equal to the number
Less than one
of successes on the Random Patterns roll. This
7
6
month
action must be a contested or combat-related roll
Less than six
against the target. For example, the bonus could
8
6
months
be applied to pursuit, melee or dodge, but not to
Less than one
the activation of a Discipline.
10
6
year
Less than ten
Shape Of All Beasts [Mexico City By Night
10 *
7
years
Page 114]
Less than one
Prerequisite: Protean 4, Vicissitude 3
10 **
8
century
Cost: 24 XP
Greater than
Cainites with the Protean power of Shape of the
N/A
10
one century
Beast can take their choice of two animal forms
* Discerning the origin of a corpse-portion this in a matter of seconds. Cainites with Vicissitude
old requires three successes.
can reshape their bodies into the form of any
** Discerning the origin of a corpse-portion this animal of the same mass, given time and enough
old requires five successes.
vitae to power the Discipline. A Cainite with both
and some knowledge of zoology and
Random Patterns [Archons & Templars
comparative anatomy can learn to take the form
Page 141]
of any animal between the size of a tiger and a
Prerequisite: Auspex 2, Dementation 2
rabbit. They can also force other beings into
Cost: 14 XP
animal form.
Developed by Malkavian templars but slowly
As with Shape of the Beast, the transformed
increasing in usage among archons as well,
Cainite retains her psyche but can use the natural
Random Patterns allows the character to
abilities of her animal form: Keener senses,
anticipate an opponent's next move in time to
flight, rapid swimming, or even venom (but no
counter it. Blows can be blocked or avoided
more lethal than would be normal for the
before they're even thrown, pursuit can be cut off species).
and bluffs can be called . The power doesn't
System: Changing form costs one blood point
20-2

and takes three turns. Each additional blood point


spent reduces the time by one tum, to a minimum
of one turn. If the character uses the power to
transform someone else, the transformation takes
minutes instead of turns. Additionally, an
unwilling character can resist, with the player
making a contested Willpower roll (difficulty 6)
against the would-be flesh-shaper's Dexterity +
Body Crafts (difficulty 7). If the potential victim
gains more successes, she successfully resists the
restructuring of her body.
Unlike Shadow of the Beast, the transformation
does nor assimilate the Cainite's clothing and
small personal possessions. While in animal
form, a character can use any of her Disciplines
except for Necromancy, Serpentis, Thaumaturgy
or Vicissitude. The Storyteller defines the natural
abilities of the various animal forms.
A character with Shape of All Beasts can stay in
animal form as long as she wants. She can
resume her human form at will, wirhour the need
to expend more vitae. So can another character
who has Shape of the Beast. Cainites of equal or
lower generation than the character can heal back
the transformation as if it were five health levels
of lethal damage. Mortals and Cainites of higher
generation than the character cannot reverse the
change at all without extensive reshaping by
another master of Vicissitude.

automatically soak one health level of impact


damage for each dot of Potence that she has. This
can be bashing, lethal or aggravated damage (as
from falling off a skyscraper), but it must come
only from impact no cutting, piercing, burning
or other forms of damage. At the Storyteller's
option, Brace for Impact can also help a Cainite
resist crushing pressure or vacuum
decompression.

Sympathetic Encryptor [Caine's Chosen: The


Black Hand Page 76]
Prerequisite: Black Hand member, Auspex 4.
Art of Memory 2 (This is an alternate
Knowledge)
Cost: 20 XP
A number of strong powers have developed as a
result of the Hand's facility with the Art of
Memory, this being the most prevalent one.
Using a combination of Disciplines and cerebral
training, the character can reach out with his
mind and pull information from someone else's
thoughts, storing that data symbolically without
ever knowing what it is or means. In this way, the
user can only convey the stolen or stored
information to someone who understands (or has
previously decided upon) the symbology used to
accomplish the task . This creates, in effect, a
completely impenetrable courier system, as the
user of the power himself cannot divulge the
Brace For Impact [Mexico City By Night
stolen information even should he desire to do so.
Page 115]
System: The user rolls Intelligence + Subterfuge
Prerequisite: Fortitude 4, Potence 2
(difficulty of the target's Willpower). For each
Cost: 21 XP
success rolled, one fact or piece of information is
A Cainite who possesses both the unnatural
plucked from the target's mind and instantly
strength of Potence and the supernatural
converted to symbolic code via the Art of
toughness of Fortitude can learn to apply that
Memory. Truly deep secrets may be recovered
strength to resisting some forms of damage. The only with five successes or more, and even then,
power does nor help against normal combat
only one such secret can be discovered per use
damage such as fists, bullets or blades. It does not (though this is often more than enough). If
grant extra protection against fire, electricity,
plucking information from the mind of a
sunlight or other energy-based sources of
supernatural creature, the character must spend a
damage. The power only helps the character soak Willpower point for the effort.
physical impacts that affect the entire body:
The only drawback to this power is that the user
Falling damage, car crashes, explosions, or being has no idea whether or not the information he has
struck with very large objects. The character must stolen is of any import whatsoever. Because of
also expect the impact, so he can brace against it. this, many of those who develop this power will
System: A character with this power can
likewise simultaneously develop their instinct for
21-2

when best to use the power. The best come to


recognize on an almost subconscious level when
the most opportune moments to reach out will
arise.

Inconnu
Corpse Projection [Lair Of The Hidden Page
140]
Prerequisite: Auspex 5, Necromancy (Mortis
Path) 5
Cost: 30 XP
In addition to raising zombies using her blood, a
vampire can also animate corpses from a great
distance and possess the reanimated body. Such
zombie possession requires a great effort of will
and a Cappadocian can occupy the body for only
a single night, but it grants the vampire priestess
a limited power to act beyond.
The vampire can use the power in two ways. She
can send out her astral form normally, (see the
Auspex power of Astral Projection), look around
for a corpse and possess it. Although this is more
controllable, the astral form's normal "speed
limit" of about 1,000 miles per hour renders
journeys to other continents more timeconsuming than the Cappadocian sometimes
likes. The vampire can also try to hurl her astral
form instantly around the world, and possess a
cadaver at random. This is quicker, but hard to
target: The vampire counts herself lucky even to
reach the right state or province.
System: Animating and possessing a cadaver
while astral costs the vampire a point of
Willpower. If the Cappadocian has already used
Astral Projection to reach her destination, the
Storyteller does not need to make another dice
roll to see if the possession succeeds. If the
vampire attempts an instant leap, roll her
Perception + Occult. The difficulty ranges from 7
to 10, depending on how well the vampire knows
her destination. Her old temple in Thrace would
be difficulty 7; a location the Cappadocian knew
only from an atlas would be difficulty 10. The
number of successes determines how close the
vampire comes to her desired location:
Successes
Effect
Lost in the astral plane, just as
Botch
with an Astral Projection botch.
22-2

location not too far away is difficulty 7; a place


on the other side of the world that the vampire
merely read about is difficulty 10. A botch on this
1
roll indicates getting lost, and maybe even
breaking the silver cord back to the vampire's
2
body. Evoking a psychic image with his own
appearance automatically succeeds. Appearing as
3
someone else calls for a Manipulation +
Perfomance roll (difficulty 7), just as for Mask of
4
a Thousand Faces.
A character with Psychic Double does not have to
5
project a visible image. The vampire can make
his image appear and disappear at will, with no
The Storyteller should also consider access to
further expenditure of Willpower. Each time he
corpses that have not rotted to useless dust and manifests a disguised appearance, however, the
bones. For instance, the vampire could not leap to Storyteller must re-roll the vampire's
an ocean liner unless she knew it carried a body. Manipulation + Performance.
Most urban areas, though, supply the
Although Psychic Doubles cannot exert any
Cappadocian with plenty of mortuaries and
physical force, a vampire with this power can
graveyards. If the vampire attempts a rapid jump, project certain other Disciplines through his
though, she cannot control which body she
astral form. Since Animalism, other Auspex
occupies. She might find herself in a cadaver, in a powers, Dementation, Dominate, other Obfuscate
coffin or crypt too sturdy to escape.
powers and Presence have entirely mental effects,
The possession ends when the sun rises at the
a vampire can use them freely while astral.
location of the possessed zombie. The vampire Obtenebration works, since the dark force evoked
can also end the possession at will and flash back by the Discipline is not actually physical either.
to her body. The zombie instantly collapses as a An astral vampire can thus affect physical objects
normal cadaver. While the vampire possesses a indirectly using Arms of the Abyss. A Psychic
cadaver, her own body remains in torpor.
Double can also employ the non-physical powers
of Valeren or Obeah.
Psychic Double [Lair Of The Hidden Page The Storyteller should brush up on both Astral
140]
Projection and Mask of a Thousand Faces before
Prerequisite: Auspex 4, Obfuscate 3
introducing the astral Demetrius to the chronicle,
Cost: 24 XP
as the systems for both powers apply to the
Astral projection has the annoying limit that the combination.
vampire's disembodied mind cannot affect the
material world, and even the faintest visible
manifestation requires great effort. Through this
combination power, a vampire still cannot affect
material objects but she can make other people
imagine that they see and speak to her.
System: Projecting a Psychic Double costs one
Willpower point. As with Astral Projection, the
vampire picks a target somewhere in the world
and hopes he projects to the right place. Arriving
at the desired location depends on a Perception +
Occult roll, with the difficulty set by how well
the vampire knows the target location. A familiar
Failure

The power fails and the


Willpower point was wasted.
A few hundred miles from the
target location.
In the right state or province;
within 20 to 50 miles.
10 to 20 miles from the desired
location.
In the right city; within three
miles.
In the correct neighborhood;
within a mile or less.

23-2

Assamite

only be spent to improve Skills in which the


victims rating equaled or exceeded that of the
Assamite. These experience points should be kept
in a separate pool. At the Storytellers discretion,
the character may also be able to access specific
memories of the victim, usually while in a
Baals Sight (V20 Lore of the Clans)
dreamlike state. If the players roll botches, the
Prerequisite: Auspex 2, Quietus 4
character gains a permanent derangement,
Cost: 18 XP
Oft times, the demon hunters of the sorcerer caste usually one previously held by the victim if
appropriate.
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 (p. XX). However, the power permanently
alters the sorcerers eyes, rendering them
disturbingly bloodshot as if he had a permanent
infection in both eyes. In addition, any spirit in
the sorcerers presence will intuitively sense that
he can see them, which some spirits find
offensive.

Eyes of Alamut (V20 Lore of the Clans)


Prerequisite: Auspex 4, Quietus 3
Cost: 21 XP
This power allows for a most cunning
surveillance. The Assamite must touch the target
to activate the power. If successful, then for the
next hour per success, she can see through the
targets 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 targets 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
Draught of the Soul (V20 Lore of the Clans) hour. A target who also has Telepathy (Auspex
) may notice the fact that someone is riding
Prerequisite: Auspex 4, Quietus 5
his senses with a successful Perception + Occult
Cost: 27 XP
roll (difficulty 6). Such a character automatically
This power is largely a relic of the days before
the Tremere Curse. While many Assamite elders realizes the intrusion if the Assamite uses
Command From Afar and the control attempt is
still know it, Draught of the Soul is useless to
unsuccessful.
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, Eyes of Blades (V20 Lore of the Clans)
all Assamites will have the potential to drink the Prerequisite: Auspex 2, Quietus 3
Cost: 15 XP
memories of their victims instead of just their
The Assamite can use her preternatural speed to
souls.
System: This power can only be used when an evade or parry a flurry of attacks.
Assamite commits diablerie. The player spends a System: At the start of the characters combat
number of Willpower points equal to the victim's turn, the player spends two blood points and one
Intelligence and then rolls Willpower (difficulty Willpower point. This counts as activating
equal to the victim's permanent Willpower plus Celerity for a turn. During this turn, the character
one for every Derangement she had; maximum may take no action other than self-defense, but
she can defend herself with her full dice pool
9).
(whether dodging or parrying) against every
If the roll is successful, the player gains one
attack made against her on that turn.
experience point for every Skill in which the
victims rating was equal to or greater than that of
Forced March [Clanbook: Assamite Rev
the character. The bonus experience points can
24-2

Page 71]
manipulate, or interrogate a single target through
Prerequisite: Celerity 2, Fortitude 2
mundane conversation are reduced by the number
Cost: 12 XP
of successes rolled to a minimum of 4.
This focused application of superhuman speed
Additionally, the Storyteller (or player if this
and endurance has gradually fallen out of favor in power is used against a players character) must
the modern era, as aircraft and automobiles
advise the viziers player if the vizier is in danger
bridge distances in a single night that would take of saying anything that might offend, confuse, or
a man on foot a week or more to traverse. Still, in worry the target. It is possible to use this power
the desert nations that the Clan claims as its
to baffle someone with highly technical jargon
center of power, modern transportation is neither that the vizier himself doesnt understand at all.
available on a regular basis nor reliable when its
present. Many Elder Cainites also prefer their
Shadow Feint [Clanbook: Assamite Rev
own two feet to any noisy, reeking mechanical
Page 72]
contraption, so Forced March still finds use.
Prerequisite: Celerity 2, Obfuscate 2
System: Forced March may be used whenever
Cost: 14 XP
the character is moving on foot for a protracted The way of the assassin is deception, not direct
period of time. In effect, it allows continuous
confrontation. However, even the most
rapid movement without the devastatingly
straightforward members of the warrior caste
exhausting effects of combat Celerity use. At the acknowledge the utility of misdirection in
beginning of each hour of steady travel, the
combat. This technique allows its wielder to slow
player spends a number of Blood Points equal to her enemies' perceptions of her, leaving their
the character's Celerity rating. The character's
image of her a fraction of a second behind her
overland movement rate (normal human
actual physical location. This makes the fighters'
movement rate over most relatively flat terrain
moves virtually impossible for an opponent to
can be assumed to be 4 miles per hour, reduced anticipate, allowing her to strike with little fear of
by rough ground or poor weather) is multiplied reprisal.
by her Celerity rating. This bonus remains in
System: The player spends a Blood Point at the
effect only so long as the character is constantly beginning of a turn in which the character's
moving, with no more than a minute's pause each Celerity is active, and the character's first action
hour anything longer than dropping off a letter for the turn must be evasive movement. For the
makes her lose momentum. Forced March may rest of the turn, all attack rolls made against the
be used for a maximum number of hours each
character have their difficulty increased by 2, to a
night equal to the character's Fortitude rating. It is maximum of 10. This power is considered an
of absolutely no benefit in combat situations.
Obfuscate power for purposes of negation. An
observer with sufficient Auspex is immune to it,
Honeyed Words (V20 Lore of the Clans)
as is one viewing his target through a video
Prerequisite: Auspex 2, Presence 1
camera or other electronic intermediary.
Cost: 9 XP
The viziers are preternaturally skillful at telling
their listeners what they want to hear. So skillful,
in fact, that a vizier sometimes doesnt even need
to know what hes talking about. This power
assures the vizier that, no matter what words
tumble out of his mouth, they are always the
perfect response.
System: The player must roll Manipulation +
Expression (difficulty 6). For the remainder of
the scene, the difficulty for all rolls to persuade,
25-2

Brujah

rolls increases by 3. Conversely, animals that are


friendly to the Brujah or his allies will become
more compliant, with the difficulty of all control
rolls reduced by 2.

Burning Wrath [Clanbook: Brujah Rev


Page 66]
Prerequisite: Celerity 3, Potence 3
Cost: 15 XP
This power's origin is lost to the Brujah, though
many of its more combative members have
learned the secret, indeed, its use is very
widespread, particularly among the less genteel
ranks of the clan. When the Brujah activates this
power, she becomes capable of striking an enemy
with devastating power many times in succession
each punch or kick actually impacts the foe
multiple times, all of which carry the full force of
the Brujah's supernatural strength. The blood
used during this power's activation also causes
the Kindred's flesh to blush a violent crimson. In
some cases, visible waves of blood-heat emanate
from her body or a red mist envelopes her.
System: The player spends one Blood Point for
each use of Burning Wrath, whether or not the
character actually hits the target. On the
Kindred's next attack, all brawling damage she
does is aggravated, including damage done
through the extra successes imparted by her
Potence. Burning Wrath may even be used
multiple times in a single turn, on split actions, or
Celerity actions, so long as the player spends the
requisite Blood Point for each attack.

Iron Heart [Clanbook: Brujah Rev Page


66]
Prerequisite: Potence 3, Presence 3
Cost: 18 XP
Some Brujah can steel themselves against even
the most forceful extensions of other Kindred's
will. By calling upon their physical strength and
what some vampires suspect is sheer id, the
Brujah can shrug off the effects of mental
suggestion and supernatural force of personality.
Young Kindred tell tales of bold Brujah even
ignoring the attempts of Princes to Dominate
them likely a use of this power.
System: Increase the difficulty by two for
Kindred wishing to employ Dominate, Presence,
or mind-controlling powers of Thaumaturgy
against a Brujah with this power. Also, a Kindred
may use Iron Heart to strengthen the will of
another: The player spends one Willpower Point,
and the subject of her choice becomes harder to
affect, adding one to the difficulties of Dominate,
Presence, and Thaumaturgical mind control
attempts for the remainder of the scene.

Esprit de Corps (V20 Lore of the Clans)


Prerequisite: Potence 4, Presence 4
Cost: 24 XP
The power of the Brujah to raise a mob or even
an army is not to be ignored. Those inspired by
the vampires use of this power fight fearlessly
Command the Wary Beast (V20 Lore of the
and ferociously.
Clans)
System: The player rolls Charisma + Leadership
Prerequisite: Animalism 2, Presence 3
(difficulty 7). Any opposing force that attempts to
Cost: 15 XP
intimidate (whether supernaturally or no) those
The Brujah bolsters his influence over animals
with his natural charisma to make animals flee in affected by Esprit de Corps find that the difficulty
terror or, in the case of animals under his control, of such attempts increases by 2. The number of
successes determines the maximum size of the
remain calm in the face of frightening
crowd to be affected.
circumstances.
1 Success
One person
System: The player spends 1 Willpower point
2
Successes
Two people
and rolls Manipulation + Animal Ken (difficulty
3 Successes Six people
7). Hostile unled animals must flee. Animals
4 Successes 20 people
under the control of an enemy will not
necessarily flee, but the difficulty of all control 5 Successes All allies in the immediate vicinity
26-2

(whether a battle group or everyone in a large


anything to make the jump but, at the
room)
Storytellers discretion, may need to roll
In addition, for every two successes rolled, each Dexterity + Athletics (difficulty 4) to land safely
affected person acquires the equivalent of one dot depending on the environment.
of Potence for the duration of the scene, up to a
maximum of three dots. This benefit applies
Reluctant Performance Artist (V20 Lore of the
regardless of whether the affected person is a
Clans)
mortal, ghoul, or vampire since mortals cannot Prerequisite: Dominate 3, Presence 3
spend blood points, they can only use the
Cost: 18 XP
passive effects of Potence (see V20, p. 192).
Popular among the Situationists, this power not
only lets the Brujah transform a mortal into an
Iron Heart (V20 Lore of the Clans)
unwilling performer, it transforms other mortals
Prerequisite: Potence 3, Presence 3
into a captive audience. Other, less artistic Brujah
Cost: 18 XP
who learn this power find it useful as a
Common among Individualists who quest for
distraction to cover for their clandestine
self-control, Iron Heart fortifies the Brujah
activities.
against supernatural powers that affect her
System: The player adds one Willpower point to
emotions, her self-control, or her reason
the cost of using Mesmerize on a mortal who the
(including Dominate, Dementation, and
Brujah the commands to perform some action in
Presence), while also allowing her to inspire
a public place. For Situationists, this action is
others to resist such manipulations themselves. typically something absurd or otherwise bizarre,
System: This power has two effects. First, a
consistent with modern performance art.
Brujah who has acquired this power permanently Theoretically, however, the Brujah could
increases the difficulty of all attempts to
command the mortal to do anything, such as start
manipulate her through supernatural means
an argument with someone else or commit an act
(whether Disciplines or other magic) by 2, to a of public vandalism.
maximum of 9. Against unrolled supernatural
Other mortals who observe the performer and
effects (such as Majesty), the Brujah instead
whose current Willpower ratings do not exceed
reduces the difficulty of any relevant resistance the successes rolled by the Brujah are powerless
rolls by 2. This aspect of the power is always
to do anything except watch attentively. If the
active.
performer does something dangerous or illegal,
Second, if the player spends a Willpower point treat each audience members Willpower as if it
while the character actively persuades another to were 1 higher. If the performer attacks anyone in
resist such effects, the difficulty of any such
the audience, treat each audience members
supernatural manipulation increases by 1 (or the Willpower as if it were 3 higher.
difficulty of the characters resistance roll
If the performance is completed without
against unrolled effects is reduced by 1).
interruption, affected audience members will
move on and either forget about the performers
Leaps and Bounds (V20 Lore of the Clans)
actions or rationalize the events as being part of
Prerequisite: Potence 2, Celerity 2
an artistic performance (no matter how odd the
Cost: 12 XP
scene). Whether a particular mortal thinks the
Through this intersection of strength, speed, and performance is any good will probably depend on
will, the Brujah can leap amazing distances,
her appreciation for performance art.
whether to evade foes or flee a burning building.
System: The Brujah multiplies all vertical and
Pulse Of Undeath [Clanbook: Brujah Rev
horizontal jumping distances by the lesser of her Page 66]
Celerity or Potence (see the rules for jumping in Prerequisite: Auspex 1, Potence 3
V20, p. 260). The player does not need to roll
Cost: 6 XP
27-2

By focusing her heightened awareness and


The Iron Glare [Counsel Of Primogen Page
physical prowess, a Kindred can "feel" for which 101]
of the physical gifts of Caine another Kindred
Prerequisite: Potence 3, Presence 3
may have learned. Potence manifests as a
Cost: 18 XP
vibration of the muscles, Fortitude generates a
A look sometimes comes over the face of a
cold rigidity in the body and Celerity causes a
ticked-off Brujah who is used to being obeyed
brief feeling of vertigo.
but who is not being obeyed at the moment. The
System: This power enables a character to know look is part hauteur, part rage, and part
which, if any, of the three physical Disciplines
malevolent glee at the chaos that will be
(Celerity, Fortitude, Potence) another character unleashed unless the vampire gets his way.
possesses and at what level. The player rolls
Brujah elders teach this Discipline to new
Perception + Empathy (difficulty 6). Each
primogen, as a gift to use in primogen meetings
success indicates that the character learns the
on behalf of the clan's interests.
nature and level of one of the other character's
System: The Brujah primogen makes a powerful
physical Disciplines. In some cases, particularly display of strength (crushing a brick in her hand,
if the subject has a higher rating in a given
bending a piece of rebar, breaking a solid oak
Discipline than the character using this power,
table with one slam of her fist, etc.) and rolls
the results may be imprecise. A character may
Charisma + Intimidation against a standard
feel the telltale dizziness that indicates Celerity, difficulty. For the rest of the scene, add these
but might well be unsure of the subject's potential successes to successes gained on any
with it.
Intimidation roll against anyone seeing this
display of power.
Scourge of Alecto (V20 Lore of the Clans)
It should be noted that this discipline loses its
Prerequisite: Celerity 2, Presence 4
efficacy when overused. If the Brujah uses it
Cost: 18 XP
again within a month, it will give her half the
An obscure power often found among older
successes she rolled; if she uses it again, it will
Idealists, Scourge of Alecto allows the Brujah to give her a quarter (rounded down). After that, this
chain his own Beast and then, through an act of power ceases to have any effect. A wise
supreme will, unleash it within the body of
primogen, therefore, saves this power for use at
someone else nearby. Doing so does not alter the strategic moments.
Brujahs own propensity for frenzy, but it can
inflict both damage and frenzies upon his
enemies.
System: The player must spend a point of
Willpower while the character spends a full turn
concentrating on a single target (which may be
mortal, vampire, or any other type of supernatural
character). Then the player rolls the Brujahs
permanent Willpower (difficulty equals targets
current Willpower). Each success inflicts one
level of bashing damage as the Brujahs
manifested fury attacks the target from the inside.
Additionally, if the target is someone normally
susceptible to frenzy, she must immediately roll
to resist it at a +2 difficulty.

Caitiff

Cappadocian

28-2

Followers of
Set
True Love's Face [Clanbook: Followers Of Set
Rev Page 69]
Prerequisite: Obfuscate 3, Presence 3
Cost: 18 XP
Through perfect combination of mask of 1,000
Faces and Entrancement, the Setite can appear to
another person as someone he already loves. The
Setite can choose to impersonate someone she
knows the victim 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 may have to use all
her wits to discover who the victim thinks she is.
System: The Setite character receives a roll of
Charisma + Empathy (difficulty 6). Success
means that the chosen victim sees the vampire as
a loved one for as long as the vampire remains in
her presence.
Typhonic Beast [Clanbook: Followers Of Set
Rev Page 69]
Prerequisite: Potence 3, Serpentis 4
Cost: 21 XP
Warrior Setites are most likely to learn this
combination power. (The Setites also have a level
6 Serpentis version of this power). The vampire
takes the form of the mysterious Typhonic
animal.
System: This power requires the expenditure of
three blood points; the transformation takes three
turns to complete. The transformed vampire gains
one dot each of Strength, Dexterity, and Stamina,
as well as the benefits of Potence. The Typhonic
form gains the soak benefits of Skin of the Adder;
the character's soak difficulty drops 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 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.
Weigh The Heart [Clanbook: Followers Of Set
Rev Page 70]
Prerequisite: Auspex 3, Serpentis 5
Cost: 24 XP
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 cannot
only 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, Thoth, 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 calls 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 guilt. 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 guilt (although
never specific details about specific crimes).

29-2

Gangrel
Alpha Glint [Counsel Of Primogen Page
104]
Prerequisite: Animalism 4, Fortitude 3
Cost: 20 XP
Gangrel resilience is legendary in Kindred
circles, as is their lethality in combat. This
Discipline makes the Kindred's toughness shine
through her skin in a way that cows her enemies
and makes them despair of defeating her in
battle or otherwise. The primary use of this
Discipline is to ward off unsought combat, but it
has also been used effectively by Gangrel to hold
off political opponents in meetings of the
primogen.
System: The Gangrel calls upon her Beast and
pushes it into "broadcasting" her invulnerability
to the Beasts of those in her vicinity. This power
works on animals and Kindred and to a lesser
degree on Lupines, but not at all on creatures
without a Beast to communicate with (such as
mortals).
Add the character's Charisma + Animal Ken to
her Willpower rating (the added Willpower is
only for the purpose of Alpha Glint). The player
then makes a contested Willpower roll against all
those acting aggressively toward her (in the case
of lupines, halve the number of successes,
rounding down, before adding them to the
Gangrel's Willpower werewolves just
Beast Meld [Clanbook: Gangrel Rev Page
73]
Prerequisite: Animalism 3, Protean 6
Cost: 30 XP
Gangrel this familiar with bestial nature and the
malleability of form may hide themselves away
in the beasts of the earth, rather than in the earth
itself. The vampire does not directly control or
possess the animal for this period, but the animal
will follow certain pre-set directions or
instructions to the best of its ability. This allows
the Gangrel remarkable latitude for travel, as the
animal's body shields her from the rays of the

sun. It is also an exceptionally good way to hide;


like with Earth Meld, the vampire's essence is
suspended mystically, but the animal's essence is
enshrouds her, making detection next to
impossible without involved tramaturgical rituals
or similarly arcane means. Some Gangrel put this
ability to more violent use in setting up
ambushes. More than one poacher of exotic
animals has been sent eternally packing when his
fur-bearing prize disgorged a vengeful vampire.
The animal host chosen by the Gangrel is
affected by his passenger's nature. The animal
avoids bright light where possible, and becomes
noticeably bold and aggressive although it will
not frenzy in a vampiric manner. Those creatures
that carry Gangrel for decades become legendary
and may develop supernatural characteristics;
locals may speak of the puma with eerily glowing
eyes, or the stag with horns of iron that families
have seen for generations.
System: The character must choose a suitable
animal vessel to "ride," one that is large enough
to cover at least her smallest beast form as a
guideline. The player spends three Blood Points
and makes a Charisma + Animal Ken roll
(difficulty 6). The interment is automatic, and the
successes on the roll indicate the vampire's
degree of success in communicating 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 within 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
30-2

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
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.

claw of a wolf-form lupine may occur, at the


Storyteller's discretion, but remember that even in
wolf form, those creatures are not truly animals.

Flesh Wound [Clanbook: Gangrel Rev Page


72]
Prerequisite: Fortitude 2, Obfuscate 3
Cost: 15 XP
This disturbing ability among City Gangrel of all
Blood Thorns (V20 Lore of the Clans)
Generations, regardless of the fact that Fortitude
Prerequisite: Protean 2, Potence 2
is no longer a Clan Discipline for them. Using
Cost: 12 XP
this power, the Gangrel gives the appearance of
This power allows the user to expend the force of taking no damage from taking attacks that hurt
her blood in order to make a ranged attack with like hell. In reality, it does hurt like hell, but the
her natural weaponry. With this ability, the
Gangrel maintains a facade of invulnerability that
Gangrel shoots a barb or claw at her target,
can do much to unnerve opponents. Particularly
potentially injuring them as though she had
canny vampires may convince foes that they are,
struck them with her Feral Claws. It takes three in fact, immune to bullets. Using this power in
rounds for a claw expended in this manner to
any of the Sabbat's ritae, however, is asking for a
grow back. Claws or barbs expelled by use of
beating or worse if the pack priest finds out.
Blood Thorns turn to dust within ten minutes of System: The player spends one Blood Point to
leaving the Gangrels body.
activate this ability. For the duration of the scene,
System: The character spends a blood to perform the Gangrel appears as she did when this power
a ranged attack against one character within 10 was activated; any wounds or scars already
yards/meters. If successful, this attack inflicts
present remain visible. The visible effects of any
Strength +1 aggravated damage.
further damage are mystically omitted from the
vampire's appearance both the wounds
Claw Immunity [Clanbook: Gangrel Rev themselves, and any logical results, such as
Page 72]
limping or leaking blood. This power ends
Prerequisite: Animalism 2, Fortitude 4
abruptly if the Gangrel reaches the incapacitated
Cost: 18 XP
health level, or is staked. In addition to seeming
Quite a number of Gangrel of the higher
unstoppable, the Gangrel character receives a -2
Generations have developed the ability to shrug difficulty to any Subterfuge-oriented rolls
off the natural claw and bite attacks of normal
concerning her Physical capabilities.
animals; this is not surprising considering the
usefulness of the ability. Some vampires have
King of the Beasts (V20 Lore of the Clans)
claimed that it even provides some protection
Prerequisite: Animalism 4, Fortitude 2
against Lupines in their wolf forms no one has Cost: 18 XP
volunteered to go out and field test that assertion, The vampire who masters this power has the
however.
ability to extend the auspices of her Fortitude to
System: The player spends two Blood Points and those animals who are summoned by her blood,
specifies an animal type: Wolf, lion, steer, etc.
ensuring that they are protected. This power
For the remainder of the scene, the Gangrel
requires no further expenditure on the users
receives extra soak dice equal to her Animalism part; her very nature steels and fortifies her
and Fortitude Traits to resist damage from the
minion against damage.
specified animals (these dice are in addition to
System: Creatures you summon with Animalism
the vampire's usual Stamina + Fortitude, i.e.
gain one dot of Fortitude so long as they stay
Fortitude is counted twice). Soaking the bite or within your line of sight.
31-2

See The Reflected Form [Clanbook: Gangrel avoid significant injury.


Rev Page 72]
System: The Gangrel may roll both Fortitude and
Prerequisite: Auspex 4, Protean 4
Stamina together to soak aggravated damage.
Cost: 24 XP
This does not include automatic soaks with
Those Gangrel who are both incredibly
stamina versus regular damage. Each use of this
perceptive and have mastered the most basic full- ability requires the expenditure of one Willpower.
body change become sensitive to the potentiality
of shape in others. Using this power, the Gangrel Spirit Tracking (V20 Lore of the Clans)
may pull detailed information from his subject's Prerequisite: Animalism 2, Protean 2
aura. She may see the beast forms of Gangrel or Cost: 12 XP
other vampires using Protean; the progression of Your beast is an exceptional tracker, sensing the
forms of the Lupines and other shape-changing lingering trails of another beast through the
beasts; the half-real dream forms of faeries; and spiritual ether rather than relying on physical
the forms that Vampires may assume using
senses alone. Indeed, your Beast can sense and
Disciplines such as Obtenebration, Serpentis, and follow the path of another vampires Beast,
Vicissitude. Skilled practitioners may be able to tracking it even when the prey takes physical
spot such subtle items as which form the subject precautions against being followed or found.
is most comfortable in, or which is her native
Your inner senses are so keen, in fact, that it is
form. A few Gangrel have claimed to see the
difficult to fool you with mirages or false trails,
forms a Gangrel childe will assume upon learning making it more difficult for the powers of the
Shape Of The Beast, or even totemic animals in Ravnos to trick you.
the auras of normal humans.
System: When tracking a vampire, you may roll
System: The player rolls Perception + Occult
Perception + Survival (difficulty 7) in order to
(difficulty 7). One success gives the character
track the individual so long as they are within 10
knowledge of her subject's Protean beast forms, yards/meters. With three or more successes, you
or the most powerful form assumed using another may continue to track the individual so long as
Discipline or ability. Three successes allows the they are within 100 yards/meters. With five
character to see all of her subject's defined forms successes, you may sense specific individuals
(if the subject vampire commonly assumes a
who have been in a location within the last three
certain body shape using Vicissitude, that will be days, though you may not track them unless they
seen, but the fact that she stretched her nose like are still currently within 100 yards/meters.
Pinocchio last night will not). Upon reaching five Further, you are not fooled by illusions created
successes, the character may see potential forms, using the power Ignis Fatuus (V20, p. 144).
or the emotions connected with the changes in
Unless the Ravnos creates an illusion that appeals
shape at the Storyteller's discretion. This ability to all of the senses (i.e., uses Fata Morgana or
may be resisted with Obfuscate in the usual
some greater power), your animalistic nature can
Auspex vs. Obfuscate manner. Also, this ability instinctively tell the mirage is false.
does not give any information about the "faces"
worn by a vampire with Mask Of A Thousand
Faces that ability clouds the mind, and is not a
true shape change.
Shatterproof (V20 Lore of the Clans)
Prerequisite: Fortitude 4, Protean 3
Cost: 21 XP
A Gangrel with this power toughens his flesh and
allows her body to absorb damage, spreading a
blows impact throughout her entire form to
32-2

Giovanni
Eyes of a Thousand Shades (V20 Lore of the
Clans)
Prerequisite: Auspex 1, Necromancy 3
Cost: 12 XP
While not everyone who has died went on to
become a ghost, the dead are legion. They stand
in your room while you sleep, and walk the halls
when you work late. This power allows the
necromancer to harness the ghosts in a given area
to act as a kind of phantom clairvoyance. Some
younger members of the clan refer to this power
as spook surveillance.
System: The player spends one blood point and
rolls Perception + Occult. Each success widens
the effect by 25 yards/meters, giving the
necromancer a wider variety of ghosts to pull
from in a broader area. While this power is
active, the necromancer can see through the eyes
of all the ghosts within the area of effect. He can
flip from one ghost's perception to another's at
will. However, the ghost's vision is filmy, colored
by the sudario. The detritus of memory is strewn
about, and can cause confusion or obscure fine
details of the living world.

two successes on the same zombie by giving him


1 Celerity and 1 Fortitude or 2 Celerity. However,
the necromancer cannot share a Discipline rating
higher than his own. For example, if Beniamino
has Potence 2, but achieves three successes on his
activation roll, he cannot give a zombie Potence
3. The zombie retains these abilities as long as it
is animate.

Sharing the Masters Vigor (V20 Lore of the


Clans)
Prerequisite: Dominate 5, Necromancy 3
Cost: 24 XP
Those who walk the Bone Path of Necromancy
can summon grotesque zombie hordes to perform
their will. For those few who have learned the
secret of this power, those deathless guardians
may be imbued with extra speed, strength, or
toughness.
System: The player spends one blood point and
rolls Wits + Occult. Each success allows him to
imbue one zombie summoned through the
Necromancy power Shambling Hordes (V20, p.
165) with a dot of a physical Discipline (Celerity,
Fortitude, or Potence) that the necromancer
possesses. For example, he may choose to spend
33-2

Lasombra

With a mixture of Dominate and Shadowplay, the


vampire using this ability can inspire a terrible
fear of the shadows in his target. Those caught in
this effect find their paranoia runs rampant, as
fearful shapes seems to form in the shadows
around them in the corner of their eye.
Armor of the Abyss (V20 Lore of the Clans)
System: The vampire invokes Shadow Play (V20,
Prerequisite: Fortitude 3, Obtenebration 3
pp. 188-189), and then makes a Manipulation +
Cost: 18 XP
When the vampire calls on this power, strands of Intimidation roll, (difficulty 6). For each success,
the vampire may force one person (mortal or
darkness weave around him and solidify into a
supernatural) in the immediate vicinity to see
dark suit of armor. The vampire is completely
encased in shadow, but able to see out of it as if it frightening shapes within the shadows around
them. If the target fails a Courage check at
wasn't there.
System: This power is invoked in much the same difficulty 8, she runs in terror.
way as Arms of the Abyss (V20, p. 189), by
Mind Strike (V20 Lore of the Clans)
spending a blood point and making a
Prerequisite: Dominate 2, Potence 2
Manipulation + Occult roll (difficulty 7). If
Cost: 12 XP
successful, the strands of shadow encase the
By focusing his mental power, the vampire can
vampire instead of reaching out. This cloak of
shadow fully protects the vampire but does not channel their Potence into a powerful mental
encumber him in any way, conferring no penalty. attack that does real damage to the victim. He
simply meets his victims gaze and delivers a
It grants him an armor rating equal to his
Fortitude and lasts for 3 rounds (or ten minutes) strike into her very mind.
System: This power costs a Willpower point to
for each success gained on the activation roll.
use and requires eye contact (V20, p. 152). The
vampire makes a Manipulation + Intimidation
Empower Minion (V20 Lore of the Clans)
roll (without any bonus from Shadow Play see
Prerequisite: Dominate 3, Potence 3
V20, pp. 188-189) against a difficulty of the
Cost: 18 XP
victims current Willpower. The amount of
Using this ability, the vampire can pass his
immortal strength on to those who serve him. No successes are added to the vampires Potence
rating and become bashing damage to the victim.
matter how far apart they are, the bond of
Normal soak rolls apply. As with many Dominate
command allows the vampire to channel his
Potence to his servant to assist her in doing his powers, targets of a lower Generation are
immune to its use.
will.
System: Any allies currently under the control of
the vampires Dominate power may act with a
portion of the vampires 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 controllers
Potence level replaces it instead of adding to it.
Fear of the Dark (V20 Lore of the Clans)
Prerequisite: Presence 2, Obtenebration 2
Cost: 12 XP

Shadow Mark (V20 Lore of the Clans)


Prerequisite: Dominate 3, Obtenebration 6
Cost: 27 XP
Shadowstep (V20, p. 191) only allows the
vampire to move between shadows. However,
with this power he can mark those he Dominates
and use any shadow they are standing in instead.
System: This power allows the vampire
attempting Shadowstep to step to one of his
Dominated minions instead of another shadowy
area. The minion must be standing in shadow
himself or the power will not work, but otherwise
distance is no object: the vampire simply appears
34-2

Malkavian

out of the nearby shadow. There is no additional


roll or expenditure when making such a
Shadowstep, although the difficulty is one level
higher
Shroud Of Absence [Clanbook: Lasombra Rev
Page 72]
Catch A Whiff Of Madness [Counsel Of
Prerequisite: Dominate 3, Obtenebration 3
Primogen Page 102]
Cost: 18 XP
Prerequisite: Dementation 2, Auspex 3
This power Refines Shroud Of Night and
Cost: 15 XP
combines the Abyss's intrusion into the world
with psychic manipulation of bystanders. Instead Insanity is the sea through which Malkavians
of a highly visible cloud of blackness, Shroud of swim like sharks every night of their unlife. As
such, they know the aroma of madness and can
Absence creates a region into which nobody
looks. Bystanders don't think to linger in the area. sense it in others the way sharks smell blood.
Anyone scanning the scene just keeps looking, With this refinement, the Malkavian can parse
her eyes not resting on the shrouded zone. It is a that scent into its component notes, revealing
exactly which flavor of insanity he senses. The
darkness as much of the mind as of the world.
uses to which the primogen can put such
System: The player spends a Blood Point and
knowledge about his comrades are legion. This is
rolls Manipulation + Occult (difficulty 7).
Success creates a blind spot about ten feet across, one of the carefully guarded talents that give the
clan its reputation for knowing things that ought
located anywhere within the line of sight of its
not to be known.
creator and capable of moving at up to the
vampire's walking speed. Anyone wishing to peer System: The Malkavian gets close enough to his
inside must earn more successes on a Willpower quarry that he can smell him; the Malkavian can
roll (difficulty 7) than the creator achieved on the be as discrete or obvious about this as he wishes.
The player rolls Perception + Empathy at
Shroud Of Absence roll. Otherwise, she just
doesn't think to consider it. Note that this power standard (difficulty 6). Catching the target's scent
is wholly supernatural in origin, and most mortals alerts the Malkavian to the target's mental state: It
will not have had the experience to even consider specifically reveals mental weakness or
that they can try to see what is so malevolently instability, including derangements and unusually
strong emotional responses (with three or more
forcing their attention away.
successes the Malkavian can detect a blood bond,
although it will not reveal whom the bond is to,
although that can often be determined through
more common means). It's best to avoid using
this Discipline on the Nosferatu.
Creepy Clown Coat (V20 Lore of the Clans)
Prerequisite: Dementation 1, Obfuscate 3
Cost: 12 XP
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. They 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 targets current Willpower. Success
allows the user to appear as a human
35-2

representation of what the target fears most. If the command words into a sentence with a hint of
fear is of a concept or an animal, the user appears inflection to hide their commands. For those
as a representation of that fear. For example, if a Malkavians who mastered both Dominate and
person is afraid of being burned alive, the
Dementation, the words spoken doesnt have to
Malkavian might appear as an arsonist, or as a
be the words intended. When this Malkavian
relative of the target that burned up in a fire. The locks eyes with the victim, the words spoken as a
target must make a Courage roll to do anything command are different from the one the victim
other than react to the source of her fear. The
hears in their head. The one heard inside the head
target must generate a number of successes equal is the one followed.
to the successes on the Malkavians roll.
System: The Kindred rolls Manipulation +
Subterfuge (difficulty equal to the targets
Days of Passions Past (V20 Lore of the Clans) current Willpower). More successes make the
Prerequisite: Dementation 3, Auspex 2
subject pursue the Dominate command more
Cost: 15 XP
vigorously.
People's moods shift from moment to moment.
Vampires with Auspex can take their chances and Ignore Me (V20 Lore of the Clans)
try to interpret a person's mood at that very
Prerequisite: Dominate 4, Obfuscate 2
moment from an aura. However, those with this Cost: 18 XP
power look into the chaos and see what moods
Some people fade into the background easily. A
the target engages in most frequently.
Malkavian that haunts a specific location can
System: Roll Perception + Awareness, with a
program the people there to completely ignore
difficulty based on the chart below to see how far her while she moves about the grounds. Not only
back the Malkavian can read the history of the
does this give her a home field advantage should
aura. Each success allows the Malkavian to see enemies confront her in this location, but it also
another emotion. One success allows the most
makes her a shining example of upholding the
common color at the time to reveal itself; two
Masquerade.
successes allow the two most common, and so
System: Roll Wits + Subterfuge once per day,
on. It may also be used to detect when the
difficulty equal to the targets current Willpower.
vampire has consumed the blood of a
This power is an extended action, with a number
supernatural creature, including other vampires. of successes equal to five times the targets
This can be used to detect diablerie, but reporting Courage rating. Once the successes are achieved,
such a crime becomes the Malkavians word
the subject completely ignores the existence of
against the target. The Malkavian gains no further the Kindred for the next month, and the vampire
insight about what happened, why the target felt can target another person the next day. If the
this way, or to whom the consumed blood
Kindred disturbs a room, the target
belongs.
subconsciously puts things back in place. The
Difficulty
How Far Back
target only reacts to the Kindred if she inflicts
9
Since last decade
harm on the target other physical interactions
8
Since last year
(such as touching them or searching their
7
Since last month
pockets) are unaffected. The target makes a
6
Since last week
Courage roll equal to the Kindred's Willpower
5
Since last night
rating. If successful, they shake the Kindred's
hold.
Do As I Say, Not As I Say (V20 Lore of the
Clans)
Malkavs Pavlovian Response (V20 Lore of the
Prerequisite: Dementation 4, Dominate 1
Clans)
Cost: 15 XP
Prerequisite: Dementation 2, Dominate 2
Clever users of Dominate often slip their
Cost: 12 XP
36-2

Malkavians blessed with the knowledge of both


of these Disciplines can use them to connect
someone or something with a specific emotion.
The Kindred can make someone hate their boss,
love their enemy, or lust after a specific book.
System: The Kindred rolls Charisma +
Subterfuge with a difficulty equal to the targets
current Willpower. She speaks a word, which can
be hidden in a sentence, and connects a specific
emotion to that word. Whenever the target
encounters the word or the object connected to
the word, they feel the emotion. This lasts one
night per success rolled, starting with the evening
the Kindred uses the power.

drawing on the madness-inducing powers of


Dementation and the mind-control abilities of
Dominate, the Malkavian primogen can instill a
sense of terror in his victim with but a phrase and
a meeting of eyes. Others will hear the words that
the Malkavian speaks, but only the intended
target will hear them as the Lunatic intended
them and feel the oceanic waves of terror
washing over him. Although the effect is fleeting,
this Discipline is often enough to avoid (or end)
combat or decide a vote of the primogen council.
The advantage of this Discipline over simple
Dominate techniques is that it can be used with a
certain degree of subtlety. Since the target infers
the threat from the Malkavian's seemingly
Rando (V20 Lore of the Clans)
innocuous words, the Malkavian never has to
Prerequisite: Dementation 3, Obfuscate 3
actually utter a command or a threat.
Cost: 18 XP
System: The Malkavian must make eye contact
Obfuscate has long been a staple for walking
with his target and speak a threat (however
unnoticed through crowds. Sometimes, a
veiled) to her. Roll Charisma + Intimidation
Malkavian wants to deliver a message to
against a difficulty of the target's current
someone from the safety of a crowded street.
Willpower pool. If the player gets even one
This power allows a Malkavian to communicate success, the target is overwhelmed by unrelenting
with someone while protecting his identity with a waves of terror and anxiety stemming from the
random face. Every time the target looks at the threat and its repercussions for one minute per
Kindred, she sees somebody else.
success. A target thus affected is unable to do
System: Roll Wits + Stealth. The difficulty is
anything but cower or flee. While others may
determined using the guidelines below, and each hear the threat, they won't be able to understand
roll targets a specific person. Every time the
the degree of its impact on the target.
target sees the Malkavian, she sees someone
If the Malkavian gets six or more successes, the
matching the current scene. If the target looks
target immediately enters fear frenzy.
away and looks back, the form she sees changes.
One moment, the Malkavian might look like a
Screams Made Real (V20 Lore of the Clans
)
willowy concertgoer. The next glance, the
Prerequisite: Dementation 4, Auspex 4
Malkavian looks like a burly security guard, and Cost: 24 XP
so on.
Everyone has hidden, disturbing images that hide
Difficulty
Density of people
somewhere in his or her mind. This power allows
9
A city street at midnight
the Malkavian to pull those images to the surface
8
A sparsely attended gallery show and confront their creator.
7
A busy restaurant at dinner
System: The Kindred spends a blood point and
6
A shopping mall at Christmas
makes a Manipulation + Empathy roll (difficulty
5
A standing-room-only concert
8). Each success pulls a disturbing image from
the mind of the target. The target thinks the
Phobic Affliction [Counsel Of Primogen
images are real and acts accordingly. The images
Page 102]
last for a scene.
Prerequisite: Dementation 3, Dominate 2
Affected victims fly into a blind flight or frenzy.
Cost: 15 XP
Kindred or other creatures capable of frenzy, like
Madness Is terrifying and fear paralyzes. By
Lupines, may make a frenzy check with a
37-2

difficulty penalty equal to the number of


successes on the roll. Humans get no such roll.
They much choose flight or fight immediately.

Nosferatu

Ze Monkeys Paw (V20 Lore of the Clans)


Prerequisite: Dementation 4, Auspex 3
Animal Magnetism [Counsel Of Primogen
Cost: 21 XP
Superstitions are little pieces of irrationality that Page 102]
still take hold in the rational world. Malkavians Prerequisite: Animalism 4, Obfuscate 3
with this ability play on these notions to convince Cost: 23 XP
Foul as they are to look upon and boorish as they
a perfectly normal person that an inanimate
tend to be in social situations, the wise among the
object is the source of all their troubles. Its a
great way to get someone babbling about strange Nosferatu can, if they so choose, wax alluring.
This temporary appeal is rough, fleeting and
connections, or dig a valuable item out of the
slightly feral, but it gives them a fascinating
trash when the victim throws it away.
charm nonetheless. Sometimes that's all that's
System: Roll Wits + Subterfuge (difficulty 6),
necessary.
while touching an object, picturing a specific
person, and spending a point of Willpower. The In theory this power is to be saved for use in only
the most important social arenas, but those
next time the target sees the object, the power
Nosferatu who know it find the social effects of
starts working. Every success rolled robs the
target of a Health level (when a minor accident this power pleasant.
involving the object occurs) or a Willpower point System: By enhancing the powers of Mask of
(when the target somehow blames a bad turn in 1000 Faces with the dangerous allure of the Beast
their life on the object). The Malkavian chooses (channeled carefully with Animalism), some
Nosferatu can briefly approximate a type of
the split when the power is used, but the target
loses no more than one Willpower point or one Presence. The effects of this power don't change;
it always adds dice equal to the primogen's
Health level per scene. The Malkavian has no
control over what the target does with the object Animalism rating (so at least 4) to her social
rolls. The duration of the effect varies. Roll
or when the curse strikes, but the target is
Charisma + Subterfuge against a difficulty of 6.
unlikely to keep it for long.
This power lasts one turn per success. This is
especially effective for seduction but when
properly channeled can aid with Intimidation and
Subterfuge rolls as well. While this Discipline
isn't particularly powerful, it's surprisingly
effective because nobody expects the Nosferatu
ever to possess such allure.
This inversion of nature is not without significant
risk: A botch on the roll sends the Nosferatu into
immediate frenzy as the Beast rips free of its
controller's will and targets whomever the
primogen was trying to charm a social faux pas
at the very least.
Bestial Presence (V20 Lore of the Clans)
Prerequisite: Animalism 3, Obfuscate 3
Cost: 18 XP
Using this power, the vampire summons up a
38-2

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.

anyone else to have to push through an apparent


invisible force. The vampire can release
individuals from this power simply by touch.
System: The vampire rolls Strength + Subterfuge
(difficulty 6) and spends a blood point. For each
success, the character may maintain the zone for
one hour, although once set up she need not
remain nearby. The vampire can create a zone of
any size up to a radius of six feet/two meters for
each point of Potence and Obfuscate she has. So
a vampire with Obfuscate 5 and Potence 3 could
create a zone with a radius of up to 48 feet/16
meters.
For anyone except the vampire to enter the zone
requires a roll as if the character was attempting
to open a door (V20, p. 261). However, the zone
is actually a mental barrier, not a physical one, so
Cloak the Beast (V20 Lore of the Clans)
the successes required equal the vampire's
Prerequisite: Animalism 5, Obfuscate 3
Obfuscate + Potence, and the difficulty is 7.
Cost: 18 XP
Characters already inside the zone may leave it
Even a Kindred who has not mastered the Beast without any problem, but must make the same
might learn to hide her failings from others. With roll to return. The vampire can touch any
this ability, the Nosferatu has such control over character and exclude them from the effects of
their animal side that she can use her powers of this power at no cost.
stealth to conceal how badly she may have fallen
from grace.
Haunted Place (V20 Lore of the Clans)
System: This power requires no roll, simply
Prerequisite: Presence 2, Obfuscate 5
granting an ability that comes into play whenever Cost: 21 XP
any power attempts to determine the Kindred's
Given how few Nosferatu master Presence, this is
Humanity/Path or Virtue ratings. The difficulty of a rare power, but a potent one. The Nosferatu
such an attempt is increased by the Kindred's
cloaks an area in power, making the place almost
Animalism or Obfuscate rating (whichever is
impossible to miss. However, it becomes
higher). A failure shows the Kindred to have solid noticeable due to the fetid and corrupt aura the
control over their Virtues, and a Humanity/Path place acquires. Most people avoid it without even
rating of at least a healthy 7. The player should knowing why. It seems somehow corrupt and
be warned that depending on whatever recent
twisted; somewhere no one with any good intent
actions provoked such a scan or interview she
might choose to visit.
may still have a lot of explaining to do!
System: To create such a place, the vampire must
make three rolls on three consecutive nights.
Forbidden Zone (V20 Lore of the Clans)
Each roll takes an hour to perform, as she spends
Prerequisite: Potence 3, Obfuscate 5
at least five blood points around the area during
Cost: 24 XP
the course of the hour. Then, the player rolls
By infusing her strength into an area as a barrier, Manipulation + Empathy and chooses a difficulty
the Nosferatu can create a space that resists any number (the same difficulty number for each
form of physical entry. However, this barrier is roll). If all three rolls are successful, the aura of
illusionary and all in the mind of the target. The corruption settles over the place.
area might be cloaked or not, as the Nosferatu
For anyone but the vampire to enter it, he must
decides. However, entering the area requires
make a Willpower roll with a difficulty equal to
39-2

the one the vampire chose in creating the


Haunted Place. The effect lasts for as long as the
vampire lives, or until the Storyteller rules the
area has changed significantly or lost some of its
menace (such as an urban renewal program).

connection to an animal using Feral Whispers


(V20, pp. 129- 130). 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
I Know (V20 Lore of the Clans
)
Potence. So, a rat with a Strength of 1 may only
Prerequisite: Auspex 2, Obfuscate 2
be given Potence 1, but a pig of Strength 4 can be
Cost: 12 XP
given a Potence of 4, as long as the vampire has
You dont actually need to know a secret to use it at least a Potence of 4.
as leverage. With this power, the Nosferatu is
able to make it appear as if she knows something Wolf in Sheeps Clothing (V20 Lore of the
the subject would rather keep secret. Essentially, Clans)
she surface scans the target for feelings of guilt, Prerequisite: Animalism 3, Obfuscate 2
and uses Obfuscate to project into his mind the Cost: 15 XP
subtle body language and turns of phrase that
This power allows the Nosferatu to use their
convince him the vampire really knows
Obfuscate powers on animals as well as humans.
something dangerous about him.
They might cloak an animal companion to bring
The Nosferatu knows nothing in reality; even the them into Elysium, or simply to sneak about the
light scan she does to establish guilt gives her no city with them on their nightly wanderings. They
clue as to the nature of what he might be hiding. might also use their power to make them seem
But the target doesn't know that, and convinces more impressive, dangerous, or even benign.
himself the vampire must know his darkest
System: This power allows the user to apply any
secrets.
Obfuscate power to any animal. The vampire
System: This power requires a Perception +
makes any required rolls and spends any blood
Subterfuge roll at a difficulty equal to the targets required by the ability, but the effects are applied
current Willpower. For each success the vampire to the animal. The animal in question must either
gains, the subject is more convinced the vampire be under the control of Animalism or have drunk
knows something confidential and dangerous
the Nosferatus blood.
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.
Power Animal (V20 Lore of the Clans)
Prerequisite: Animalism 3, Potence 1
Cost: 15 XP
The Kindreds connection with animals is such
that they can transfer their physical power to
animals under their control. Such creature can be
made stronger and more deadly with an increase
in strength from the vampires Potence.
System: The vampire must first make a
40-2

Ravnos

others. Many people faced with their heart's


desire are likely to do anything to achieve it.
Note that simply creating the illusion does not
automatically convince the target. This power
grans the Ravnos a potential advantage, but it's
up to the Storyteller to make use of it.
Carriage Horses (V20 Lore of the Clans)
System: The player must spend a blood point and
Prerequisite: Animalism 3, Fortitude 3
use a Willpower point, then roll Intelligence +
Cost: 15 XP
Subterfuge (difficulty is the target's Willpower) to
This power originated among Ravnos
kumpaniyas. Most traveling groups had animal discern the target's desire and create a reasonable
ghouls for the purpose of protecting and guarding facsimile. Three successes are necessary for this
to work properly. Once the Ravnos creates the
the vampires during the day, and some clever
individual learned how to make those retainers object, she can recreate it at will (so long as the
serve an even greater purpose. By the use of this player spends the blood point and Willpower
power, a Ravnos can transfer a point of damage point to create the illusion), unless the subject's
heart's desire changes.
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 Mask Of Cathay [Clanbook: Ravnos Rev
player spends one blood point and rolls Stamina Page 68]
Prerequisite: Animalism 3, Chimerstry 3
+ Animal Ken against a difficulty of 8. Each
success transfers one Health level of damage (any Cost: 15 XP
Ravnos in Asia have had to learn several tricks to
type) to the animal. This can only be used
immediately after the vampire is wounded (after conceal their presence among the fanatical
Eastern Kindred. One of the more common
the soak roll) and counts as a reflexive action.
techniques is the ability to appear as an
asuratizaya. This mask conceals the Ravnos'
Eventide Strength (V20 Lore of the Clans)
nature as one of the Kindred descended from
Prerequisite: Fortitude 1, Chimerstry 3
Caine and makes them appear to be asuratizaya
Cost: 12 XP
Typically, the powers of Chimerstry are dispelled for purposes of all tests.
by the touch of sunlight. However, a Ravnos who This power does not grant the Ravnos any ability
has studied this power has learned subtle tricks to to learn Eastern Disciplines or adopt their
reinforce the maya within her illusions, rendering Dharmic paths. It simply allows the Ravnos to
misrepresent herself.
them less vulnerable to the sun.
System: A Ravnos who has learned this power System: The player spends one Willpower point
can strengthen her uses of Chimerstry, causing it and one blood point and rolls Manipulation +
Subterfuge (difficulty 6). Each success the player
to survive one hour of sunlight.
gains on that roll represents one success an
Heart's Desire [Clanbook: Ravnos Rev Page onlooker must overcome with the use of any
power (Auspex, Kuei-jin Life sight, Death sight,
68]
etc.) to perceive the Ravnos as one of the Western
Prerequisite: Auspex 4, Chimerstry 2
Kindred. Otherwise, senses show the Ravnos to
Cost: 20 XP
be a yin-aspected Kuei-jin. If no roll is associated
With this power, a Ravnos can reach into a
target's heart and create an image of her greatest with the power, roll Perception + Alertness
desire. This image always manifests as a material (difficulty 6). Eastern Mask lasts for only one
night per use.
object. For example, if the target desires a
specific lover, she'll see a letter from that person
professing his love. Phuri Dae and Brahman
Ravnos use this power to gain influence over
41-2

Sympathetic Agony [Clanbook: Ravnos Rev


Page 67]
Prerequisite: Chimerstry 2, Fortitude 4
Cost: 20 XP
The Kshatriya caste of India developed this
power to shift the pain of wounds inflicted on
them to their enemies. Whenever the target
strikes a Ravnos using this power, the target feels
the pain instead of the Ravnos. This power
enabled Kshatriya to better survive their wounds
and more quickly dispatch their enemies.
System: The player spends one blood point and
rolls Manipulation + Intimidation (difficulty
equals the victim's Perception + Self-Control).
Each success allows the Ravnos to ignore the
pain from one heath level and inflict that pain on
the victim. The Ravnos still suffers from the
wounds, she simply doesn't feel it for a brief
period. This power lasts for the duration of the
scene.

Toreador

Bliss [Clanbook: Toreador Rev Page 73]


Prerequisite: Dominate 3, Presence 3
Cost: 14 XP
Many Toreador assert that their "Clan Curse" is
no curse at all, but a blessing. 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 fall into an aesthetic
stupor. This trance is the antithesis of the ugly
fury of the Beast. Those familiar with the poser
of Bliss can recall beauty almost as intimately as
if it were before them and use this as a reservoir
of inner strength. The recollection of past
happiness serves as a bulwark when threatened
with the irrational desires, frenzies, and fears of
the Beast. Further, the Kindred may project this
Waking Dream (V20 Lore of the Clans)
sense of pleasure upon another, calming them
Prerequisite: Fortitude 1, Chimerstry 1
from the throes of rage or frenzy.
Cost: 6 XP
System: To use this power, a Toreador needs to
You may briefly treat an illusion youve created deliberately enter a trance while watching /
as though it were real.
listening to / looking at some work of art or
System: Once per game session, you may utilize embodiment of beauty. The duration of this
a simple illusion (climbing a rope, landing on a trance is determined normally: The Toreador sits
trampoline, unlocking a door with an illusory
enthralled until the song ends, or the dance is
key, or similar) as if it were real for one turn.
finished, or until the piece of art is covered. (Few
Waking Dream cannot be used to directly harm or choose to use this power with paintings for that
help any other character.
reason). Within one scene after the trance ends,
the player makes an Intelligence + Survival roll.
If the roll is successful, the vampire may
temporarily increase her Self-Control,
Conscience, or Courage by a single dot. This
increase lasts for the remainder of the scene. The
difficulty of the roll is equal to double the Trait's
current rating: A vampire with Self-Control 4 has
to roll an 8 to gain another temporary point of
Self-Control. Only one Virtue can be increased at
a time. Furthermore, the source of the trance has
to be appropriate for the Virtue. Looking at
David's "Oath of the Horati" or listening to the
first movement of Holst's "The Planets" could
bolster one's Courage but not Self-Control. When
a Kindred uses Bliss to steel the resolve of
another, the roll to activate the power is Wits +

Salubri

42-2

Expression. Additionally, difficulties for using


Bliss on someone other than oneself increase by
one. Botching any Bliss roll results in the loss of
a Willpower point (minimum 1). Bliss can be
used only by vampires on the Path of Humanity.

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
Devil's Mark (V20 Lore of the Clans
)
spend a point of permanent Willpower to make
Prerequisite: Presence 1, Vicissitude 2
the modification relatively permanent, giving him
Cost: 9 XP
access to the specific Presence effect as if he had
Among the Sabbat, a growing number of
learned the Discipline power itself. However,
Toreador antitribu who have learned the secrets another application of Vicissitude or severing of
of Vicissitude have discovered a way to infuse
the body part will remove the body modification
their own Presence into tattoos and body
and the power from the vampire.
modifications placed upon others, Cainite and
The artist applying the Devils Mark must know
mortal alike. This is a relatively recent invention, the level of Presence being imbued, and may only
developed by a nomadic pair of Toreador
grant access to powers up to level five. The body
antitribu at the tail end of the twentieth century. modification itself is the focal point of the
In the nights leading up to a war party, packs get Presence evocation, so must be visible to the
inked and pierced, covered in symbolic body
target of any use of the Presence powers imbued.
modifications invoking Awe, Dread Gaze, or
Also, the target cant use anything that would dull
even Majesty. Raucous parties tend to coalesce or neutralize the pain of the procedure.
around the ritual, as each member gets marked,
and the pack gets more and more hyped and
Doubletalk [Clanbook: Toreador Rev Page
psyched up for the raid. The artist must invest her 75]
own blood into the process, whether thats by
Prerequisite: Auspex 2, Celerity 1, Obfuscate 1
bathing her tools in it or mixing it into her inks, Cost: 10 XP
so its considered good form for the pack to
Doubletalk is a trick that's been passed around
provide sources of blood for the artist during the among the Toreador for centuries if not millennia.
revel, since she is investing so much for their
As vampire powers go, it's not as impressive as
cause. The modifications themselves are often
calling upon unholy strength or turning into fog,
elaborate and are themselves sources of pride for but it has its uses. When a Toreador used
the packs and artists alike. Each piece of art is
Doubletalk, she speaks a full sentence very
designed to unite the pack while complementing quickly and softly, between the words spoken
the individual, and packs will travel to find well- normally. To most listeners, it can sound like a
known artists just so they can sport an Elektra
normal conversational placeholder, like "uh" or
tattoo, or a set of silver crown piercings by
"er" or "hmmm." Someone familiar with this
Mikhail.
power and knows what to listen for can hear the
System: To place the Devils Mark, the artist
spoken, hidden sentence. True masters of this
must make an extended Dexterity + Expression power can compress entire soliloquies into a
roll every hour (difficulty 7), requiring a number single grunt. This is not one of the great, deep
of successes equal to twice the level of the
secrets of the clan: Some Tremere and
Presence power being imbued. For example,
Malkavians have also mastered the technique and
marking a subject with Awe would require two can listen in or take part in the conversation
successes, while Dread Gaze would require four themselves. Nonetheless, it is quite useful to be
successes and Majesty would need a total of 10 able to have a secret conversation that seems
successes. The process of creating the Devils
completely innocuous to outsiders.
Mark costs one blood point, plus one point for
System: When a character listens for dense
every invocation she wants to imbue into the
speaking, the player rolls Perception +
43-2

Subterfuge (difficulty 5). If the roll succeeds, the


character may hear what was said. (This
difficulty may be modified for circumstances
it's more difficult over the phone or in a noisy
area.) A failure means the character heard
nothing; a botch means she completely
misinterpreted what was said. When a character
speaks, the player rolls Intelligence + Expression
(difficulty 6). 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.

target the next time they meet.


Successes
Result
1
One night
2
Two nights
3
One week
4
One month
5
Three months
6+
One year

Scalpel Tongue [Counsel Of Primogen - Page


102]
Prerequisite: Presence 1, Celerity 1
Cost: 6 XP
Catty repartee is both an art and a vice among the
Kindred of Clan Toreador. Those who cannot
Haunting Seduction (V20 Lore of the Clans) compete effectively in the arena of cruel wit are
Prerequisite: Presence 1, Dementation 2
unlikely to earn the respect of their clan
Cost: 9 XP
members. Toreador primogen, then, must have
The Toreador are seductive, impressive creatures. the ability to scathe others with words if they are
When they're around, they can be the only thing to maintain their positions. Scalpel Tongue mixes
that matters in the world. But when they leave, the same quick thinking that guides the body as it
their Presence fades, and that's just not acceptable moves at accelerated speeds with the Toreador's
to some of the Degenerates. Dementation may
prodigious social aptitudes, allowing the
merely unlock the door to the mind's inner
primogen to immediately generate a barbed quip
hallways and free what's inside, but enterprising so stinging (due to the emotion-enhancing effects
Toreador have discovered how to ensure that they of Presence) that it shames the target into silence.
are the whisper that haunts their target's thoughts. This power has a subtle downside: If another
In many ways, the Haunting Seduction is similar Toreador detects that she had to use a Discipline
to the Dementation power The Haunting (V20, p. to come up with such a stinging retort, it could
148). Its effects occur mainly when the victim is have a negative impact on her social status.
alone, and mostly at night. However, the effects System: Roll Wits + Empathy against a difficulty
take on the tone of an almost maddening,
of 7. If the user of this power does not know his
seductive obsession. The subject may feel the
target well, difficulty is increased by 1, due to the
light brush of a hand that he knows belongs to the difficulty of knowing with any precision what
vampire, or hear the vampire's sibilant whisper buttons to push to achieve the greatest verbal
just behind him. The Storyteller should let her
impact. The barbed comment stings the target
imagination run wild when describing these
into silence for one turn per success, or double
sensory impressions; the victim may well feel as that if the target is not a member of Clan
if he is going mad.
Toreador. Spending one Willpower negates this
System: After the vampire speaks to the victim, effect.
the player spends a blood point and rolls
Manipulation + Subterfuge (difficulty of her
Soul Painting [Clanbook: Toreador Rev Page
victim's Perception + Self-Control or Instinct).
74]
The number of successes determines the length of Prerequisite: Auspex 4, Presence 2
the sensory visitations.
The precise effects are Cost: 18 XP
up to the Storyteller, though it is highly likely
The ancient Toreador art of "painting souls"
that the visions will affect the difficulties of any flourished briefly in the early 1300s, but with the
social interactions between the vampire and her loss (and presumed Final Death) of Katherine of
44-2

Montpellier, the technique was thought to be


Katherine's portrait of the late Archbishop
gone forever. In recent nights, Katherine has
Moncada reputedly took over one thousand hours
returned. Roused from an ages-long torpor, she but if successfully completed, it reveals a great
has agreed to teach a few worthy students the
deal indeed.
knack of painting a portrait of a being's inner
System: The player rolls Manipulation +
nature. A few enterprising Toreador have adapted Empathy (difficulty 9). If the roll yields even a
her principles to other expressive media,
single success the painting (or other work)
including music, song, and even acting.
captures the subject's Nature in the work itself.
(Convincing Katherine to take on a new pupil is For each additional success, the player may opt to
no simple task, of course. A prospective student illustrate any one of the following: A rough gauge
must impress the teacher with a work of his own, of Humanity (or Path, which usually won't create
for only those with adequate craftsmanship and a traditionally flattering work), Willpower, Selfsufficient insight have even a chance of
Control, Conscience, Conviction, Instinct, or
mastering this technique. Furthermore, the
Courage.
student must agree to obey Katherine in every
Anyone with the Soul Painting power can
particular sometimes to the extent of taking two immediately recognize every insight portrayed in
drinks toward a blood bond. Katherine has found a portrait. Those who lack the power may (at
few who are willing to even apply under those
Storyteller's discretion) be required to make
terms, and of those willing to take the risk, only a Perception, Perception + Empathy, or Perception
minority are judged skilled enough for
+ Craft rolls to "decode" the portrait. The
instruction. Other instructors might not be so
difficulty for such attempts should be lower
strict or may be more so.)
however; the whole point of the power is the
Art has long been held to be a doorway into the expression of these abstract concepts.
soul. Usually it's the soul of the artist. In this
Note that Soul Painting does not necessarily
case, the painting can expose the nature of the
make the artist a skilled painter -- it is quite
person portrayed. The message conveyed is
possible to have a crudely executed portrait that
powerful, subtle, and when successful
nonetheless communicates the su8bject's
undefinable. Falsehood cannot be portrayed
personality. Such a ham-handed painter is
through Soul Painting, for even the artist does not unlikely to have learned this power from the
initially know what the image will reveal.
mistress herself, though.
To create this type of portrait, the artist needs to
study the subject for a full, uninterrupted hour.
Under The Skin [Counsel Of Primogen - Page
This can be done in a sitting, of course, but (due 103]
to the sensitive nature of the portrait) it's more
Prerequisite: Auspex 3, Presence 3
often done from recalled observation. Looking
Cost: 20 XP
not only at the minute details of appearance and The Kindred of Clan Toreador are natural critics.
carriage, but also at the subject's aura, the painter With insight and zeal they analyze and
forms a conscious insight. This alone is not
deconstruct art, Kindred culture and politics.
sufficient, however. The painter must give
Some studied Toreador possess the ability to do
himself over to an enthralled creative tempest,
the same with their peers, reading them like texts
setting side his preconceptions completely in
and making obvious their failings of personality.
order to make a soul portrait.
The primogen using this power analyzes the
The portrait must be painted in a single setting
personality of another, finds its weaknesses and
and interrupting a soul painter while she works is then uses the force of his presence to make light
as difficult as rousing a Toreador from a more
of those weaknesses and hammer on them like a
mundane fit of artistic absorption. It generally
battering ram. The results can be quite dramatic.
takes 10 - 12 hours to create the picture, though While this power is similar to Scalpel Tongue, it's
more complex efforts may take longer
much more devastating. That one stings; this one
45-2

draws blood (and possibly a lot of it).


System: The Toreador primogen must interact
socially with his target for a number of
consecutive turns (determined by the Storyteller)
before this power can be activated. After that
warm-up, roll Wits + Perception against a
difficulty of 6 as the character begins his
systematic analysis and dismantling of the
target's psyche and self-esteem. The results of
this assault are listed below.
Successes
Effect
Target is rendered utterly
speechless with embarrassment
1-2
and rage and broods for the
remainder of scene.
3-4
Target storms out in a rage.
Target becomes violent, either
toward the Toreador using this
power or, in a fit of self-loathing,
toward herself (wherein she may
5
try to immolate herself,
disembowel herself, toss herself
out a window, get a suntan or
worse).
Target enters frenzy. Spending a
Willpower point will lessen the
6+
effect by one category (e.g., from
6+ to 5 or from 3 - 4 to 1 - 2).

Tremere
Blood Sight (V20 Lore of the Clans)
Prerequisite: Auspex 2, Thaumaturgy (Path of
Blood) 1
Cost: 9 XP
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 (V20, p. 213).
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 vampires 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.
Chain of Slavery (V20 Lore of the Clans)
Prerequisite: Auspex 2, Dominate 2
Cost: 12 XP
By looking a target in the eyes, the user of this
power can see if a target is under the influence of
Dominate, and who controls him or her. They
must be able to make eye contact with the target,
and if they can, the image of the Dominator
forms in their mind.
System: The user of this power must be able to
make eye contact with the target (V20, p. 152).
They then make a Perception + Empathy roll,
with a difficulty equal to the controller's
Willpower. If successful, they get a glimpse of
the target's controller, which becomes more
distinct the more successes they roll. With only
one success, the image might only appear male or
46-2

female. At three successes, it is a blurred but


recognizable form, and at five successes, it is
clear and distinct. If the target is not Dominated
or the power user fails the roll, the result is the
same: no image appears.

accordance with the cues given by the Warlock.


The effect isn't total, but it goes beyond a mere
superficial reflection of the Tremere's modeled
emotion.
Complete mood change means that the target
adopts the mood modeled by the Tremere
Mood Shift [Counsel Of Primogen Page 103] completely. If the Warlock modeled laughter, the
Prerequisite: Auspex 2, Dominate 4
target will sincerely be happy and in a good
Cost: 18 XP
mood. If he modeled sadness, the target will feel
Once the Tremere became accustomed to seeing depressed for the duration of the power.
auras, it was only a slight stretch to see if those
moods could be manipulated. As it turns out, they Thaumaturgical Sight [Clanbook: Tremere
can. Auspex granted them the insight and
Rev Page 47]
Dominate provided them with the means.
Prerequisite: Auspex 2, Thaumaturgy 1
A Warlock using Mood Shift views the aura of
Cost: 6 XP
his target to determine the target's initial mood
Storytellers: Allow this power at your own
and then, through a series of subtle cues (a smile discretion if you wish to distinguish between the
and laughter to invoke levity, a sneer and a
vibrant magic of the living and the cold formulae
caustic word to bring about a feeling of hostility of Thaumaturgy and other Kindred sorcery.
or defensiveness), can nudge her target's mood in Just as some Kindred can sense the auras that
a particular direction.
surround living or undead beings, some acutely
System: This technique requires eye contact and sensitive Tremere develop the talent to recognize
the target must be watching the Tremere to pick thaumaturgical patterns. Magical energies cast by
up on the visual cues (smile, frown, associated
others are visible with Aura Perception, but with
gestures) that he's modeling. Once the Tremere Thaumaturgical Sight, a Tremere can see the
has been interacting with his target for a few
unholy vigor of blood magic. With enough occult
minutes (long enough to provide the target with a knowledge, the Tremere may be able to decipher
few emotional cues), roll Manipulation +
the lines of power to figure out exactly what sort
Empathy in a contested roll against the target's
of magic she faces.
Willpower, difficulty 7. The number of successes A Tremere using Thaumaturgical Sight sees
determines both the degree and the duration of
blood magic's power as pulsing, viscous curve of
the effect.
liquid scarlet, which differ from the sparkles that
Successes
Degree / Duration
punctuate the aura of a person using living,
1
Superficial/ Five minutes.
dynamic magic. As the magic turns vitae into a
2
Moderate/ Ten Minutes.
fuel for a twisted manifestation of undeath's
3
Moderate/ Half an hour.
curse, the viewer sees connections between
4
Completely/ The rest of the scene. thaumaturgical components and the resulting
5
Completely/ The rest of the night. enchantment. A thaumaturge who uses the Lure
6+
Completely/ The rest of the week. of Flames, for instance, might appear to have
A superficial degree of mood change means that crimson traceries weaving in his hands and
the target responds to the Tremere's mood cues coalescing until they burst into flames, while an
only on a surface level. He's willing to go along enchanted knife might seem to have an
with the mood generated by the Tremere to avoid unwholesome, sanguine glisten to it.
being confrontational but nothing more. Other
Like similar Auspex Disciplines, Thaumaturgical
emotional cues will likely change the target's
Sight isn't a power that's used constantly or
mood back in short order.
casually. Some magical wards -- especially
A moderate degree of mood change means that koldunic ones can threaten a Tremere's sanity
the target has let his actual mood change a bit in when they're viewed with this sight. Certain
47-2

places in Eastern Europe, it's said, roil with


recognize "normal" magical effects, like the
diseased power that burns out all vision from a enchantments that mortal wizards use (though
Tremere who would look upon their naked states. Aura Perception still reveals such magic as
Wise Tremere confine their Thaumaturgical Sight sparkling, coruscating energy). In any event,
to places or items where they're certain of blood Aura Perception is required to learn this power,
influence but need a clearer vision of the
so the distinction is only parenthetical, if
specifics.
noteworthy.
System: Activating Thaumaturgical Sight is just
like the use of Aura Perception. In fact, it
Theft of Will (V20 Lore of the Clans
)
augments that power; those without
Prerequisite: Dominate 3, Thaumaturgy (any
Thaumaturgical Sight will miss the subtle
path) 4
nuances of dead magic, while those who possess Cost: 21 XP
this power will find their Aura Perception
This power allows a vampire to take control of
abilities enhanced by it. However, as with any
any magical effect nearby, such as a ward or
use of Thaumaturgy, a botch on the activation roll enchantment. Effectively, the power user
costs one permanent Willpower.
becomes the caster of the spell for all intents and
While under the effects of Thaumaturgical Sight, purposes. This power doesn't grant the ability to
the character may be able to puzzle out other
detect magic or recognize it, although the power
manifestations of blood magic within her line of user need only know the magic is there to take
sight. A Perception + Occult roll (difficulty 8) is control of it. Some magicians have laid cursed
appropriate to determine the character's success enchantments that lie in wait for someone to try
in making out the results of some form of blood to take control of them without knowing what
magic. If it's an effect with which the character is they are.
familiar such as someone invoking Theft of
System: The user of this power must know there
Vitae, if the character knows that power then is a magical effect nearby that they wish to take
one success is sufficient to recognize the power. control of (such as with the use of
Otherwise, the successes scored determine the
Thaumaturgical Sight, below). The ritual that
gist of the character's understanding. With one
created the effect must also be one level below
success, she might puzzle out the general idea of the power users own Thaumaturgy level. It costs
an effect, like whether it's geared to combat or
one Willpower point to use this power, and
divination; with three or more successes, she can requires a Stamina + Occult roll at a difficulty
probably figure out what it's supposed to do.
equal to the original casters total Willpower. If
Thaumaturgical Sight does notice the patterns of the roll is a success, the power user effectively
power inherent to enchanted artifacts or wards, so becomes the caster of the spell, although this
long as they're products of blood magic. A
does not change the duration or strength of the
Tremere can therefore spot a ward and determine effects.
who it's designed to deter, or notice that an object This power also only works on Thaumaturgy
has some sort of blood magic upon it, such as
effects. The Storyteller may allow it to apply to
Engaging the Vessel of Transference. Rituals
Necromancy or other mystical powers at her
show up to this sight, both during casting and
discretion.
while their effects remain, so a Tremere could tell
if someone has invoked a ritual like Deflection of
Wooden Doom or Steps of the Terrified.
Most importantly, Thaumaturgical Sight allows
the user to spot all forms of vampiric blood
magic: Thauamturgy, Setite or Assamite magic,
and koldunic sorcery are all equally visible.
Conversely, Thaumaturgical Sight does not
48-2

Tzimisce

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).
Birth The Vozhd [Clanbook: Tzimisce Rev Each weapon takes two turns to form (larger
weapons take three turns). Weapons created in
Page 73]
this manner cause aggravated damage.
Prerequisite: Animalism 6, Vicissitude 6
Cost: 36 XP
Chaining the Beast (V20 Lore of the Clans)
While the creation of vozdh was once the sole
province of Koldunic ritual, Tzimisce who have Prerequisite: Animalism 6, Dominate 1
Cost: 16 XP
mastered both Fleshcraft and Control Of The
As lords of the land, able to influence the minds
Beast Within can build vozdh as well. The
of humans and animals alike, the Fiend gains
ingredients: At least 15 ghouls (20 or more is
special insight into controlling and cowing even
preferable). First, the Tzimisce Fleshcrafts the
ghouls together, forging the bodies into a single the Beast. The Tzimisce can now Dominate a
frenzied vampire more easily.
entity. The Fiend feeds the corporate mess a
System: This power allows the player to use the
concoction of the blood of the ghouls, creating
Dominate Discipline (see V20, p. 151) on a
something like a Vinculum among them. This
vampire suffering frenzy or Rtschreck and
bond in place, the Fiend uses Animalism to
coalesce the Beasts of the ghouls into one insane ignore the normal penalties for doing so (V20, p.
297).
and imperfect Beast that drives the vozdh to
crush or devour everything in sight.
Ears of the Bat (V20 Lore of the Clans)
System: After the Tzimisce collects enough
Prerequisite: Auspex 1, Vicissitude 1
ghouls, roll her Intelligence + Body Craft
Cost: 6 XP
(difficulty 10) to determine how quickly she
The vampire grows long, pointed ears and
constructs and "masters" the vozdh. With one
success, the process takes as long as a year; with achieves echolocation, much like a bat. She can
in pitch darkness and that sense extends
five, it might only take a month. The Fiend can see
360 around her, leaving no blind spots for
make further Vicissitude modifications to her
creation (raise the difficulties of such rolls by 2 to would-be ambushers to exploit.
reflect the size and complexity of the creature). System: The player must spend a blood point and
roll Intelligence + Medicine (difficulty 7). While
Botches result in a nonviable biohazard or a
manifesting the ears, the character gains -3
frenzied, uncontrollable vozdh. Also note that
difficulty on all hearing rolls and suffers a +1
vozdh, driven by their flawed Beasts, are
difficulty to all Social rolls with mortals unless
notoriously difficult to control. Raise the
she takes steps to hide her ears.
difficulty of all Animalism rolls involving a
vozdh by three.
Flaying Touch (V20 Lore of the Clans)
Prerequisite: Protean 2, Vicissitude 2
Body Armory (V20 Lore of the Clans)
Cost: 12 XP
Prerequisite: Protean 3, Vicissitude 3
With this cruel power, a Tzimisce can tear away a
Cost: 18 XP
This power enables the vampire to form wicked victims skin as easily as removing a robe, all
weapons from her own body. The vampire may without disturbing the muscles and other tissue
beneath. The Fiend simply grabs a handful of
create sword blades, axes, and even spiked
mauls. These weapons do terrible damage to their skin and pulls it away or surgically slices it with
targets. Many Tzimisce make sword-arms, knife- the artful caress of a fingertip. Regardless of the
bladed knuckles, and the like, but more dramatic method used, the target suffers excruciating pain
49-2

and begins bleeding profusely from the exposed howl, drool vitae, and writhe. The character can
flesh. Even if a target somehow survives the
rearrange his Physical Attributes (one dot per
blood loss, the area of skinless flesh soon
success), but no Attribute can exceed the limit
becomes infected. Even Cainites suffer under this imposed by Generation. The player can describe
agony, though they do not have to fear blood loss. what sort of alterations she wants to make, but
System: This power requires the same roll as a the process is difficult to control. In the end, the
conventional use of Fleshcraft, though the
Storyteller is the final arbiter, choosing one
difficulty is always one higher than normal
physical state for the character in bogatyri form
(maximum difficulty 9). The vampire need not
or certain Vicissitude modifications such as bone
restrain the victim as long as he strikes exposed spikes, spine-saws, etc. Botches earn whatever
skin (requiring a Dexterity + Brawl roll as usual), physical Flaws the Storyteller chooses, maybe
in which case the activation roll is reflexive. Each permanent ones.
success inflicts one level of lethal damage, which
may be soaked (if the victim can soak such
Soul Decoration [Clanbook: Tzimisce Rev
damage) at difficulty 8. If the damage exceeds
Page 72]
the victims Stamina, she can only writhe and
Prerequisite: Auspex 2, Obfuscate 2,
scream in pain for the rest of the turn.
Vicissitude 3
Mortal victims continue bleeding profusely from Cost: 20 XP
their exposed skin, suffering a number of levels The aura is a byproduct of the body. Change the
of bashing damage each minute equal to the
body, change the soul. The body's experiences
initial damage. Once any of the original damage can be summed up in the aura, but this
is healed or the wound is stanched (Dexterity + phenomenon is the product of physical forces. By
Medicine, difficulty 9), the bleeding slows to one Fleshcrafting certain locations on the body
level of damage per hour. Only when the original charkas, joints, erogenous zones a Tzimisce
injury is completely healed does the bleeding
with this power can "paint" whatever aura she
stop.
chooses. Auras summarize the individual,
revealing mood, the stain of diablerie, and the
Pater Szlachta [Clanbook: Tzimisce Rev
Curse of Caine. When under the gaze of
Page 72]
perceptive eyes, sometimes it's better to control
Prerequisite: Protean 4, Vicissitude 3
such things.
Cost: 18 XP
System: After spending three Willpower Points,
Some Tzimisce combine the Protean power to
the player rolls her character's Perception +
turn into an animal with the possibilities of
Empathy. The difficulty of this roll is equal to the
Vicissitude. Forces of chaotic charge surge
subject's Willpower stronger personalities
through the Fiend's body, forces she must direct resist alteration. The number of successes
while experiencing bone-breaking pain. When the indicates how completely the aura can be
Tzimisce can bear the strain no longer, the body changed to the Tzimisce's specifications. The
settles into the Pater Szlachta or bogatyri form deception lasts one night per success. During this
so named by Tzimisce Anarchs to insult either
time, the aura doesn't change to reflect new
their servants or the "elder valiant champions"
conditions in its owner. Keep in mind that these
who served the Anarchs' Sires. In the modern
are changes only to the aura, not the subject
nights, this power is still known to a few
himself. At the Storyteller's discretion, the subject
Tzimisce, who sometimes user it in contests of may feel token emotions to match his new colors.
improvisational Fleshcrafting.
She might feel somewhat distrustful if her aura
System: Spend two Blood Points and roll
was painted light green, for instance.
Stamina + Medicine (difficulty 7). The change
1 success Can alter shades of (pale or bright)
takes (5 - the number of successes) turns to
2 successes Can alter the main color
complete, during which the Tzimisce can only
3 successes Can alter psychological state
50-2

(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.)

Ventrue

Approximation Of Loyalty Absolute [Counsel


The False Drink (V20 Lore of the Clans)
Of Primogen Page 104]
Prerequisite: Auspex 1, Vicissitude 5
Prerequisite: Dominate 5, Presence 5
Cost: 18 XP
Cost: 30 XP
Some independent elder Fiends who pay lip
The Ventrue penchant for toying with the hearts
service to the Sabbat developed this trick. Using and minds of others is well known, but this
a heightened self-awareness and vitae control, the particular combination Discipline is one of the
Tzimisce is able to divert imbibed blood to a
more devastating manifestations of those skills.
discrete cavity within her body. The
The primogen catches the eye of a target and the
compartmentalized blood is not absorbed into the target succumbs to a mind-numbing sycophantic
vampires system, and thus, the blood bond or
adoration of his newly recognized master for the
Vinculum can be secretly avoided. The vampire rest of the evening. In effect, the results are like
can then vomit up the unwanted blood at her
the blood bond, though more intense and lasting
leisure.
only one night. This last point is considered by
System: Upon drinking the blood, the player
many users of this Discipline to be an advantage,
must roll Intelligence + Medicine (difficulty 8). as there are few things more inconvenient than a
Failure means the vampire accidentally absorbs tool that has served its purpose yet refuses to go
the imbibed blood as normal, affecting any blood away. While the thrall can leave the presence of
bond or Vinculum as per normal. Botching the
his master with no impact on his thralldom, doing
roll causes the vampire to vomit the imbibed
so causes him great anxiety and emotional pain.
blood, along with half of her own blood pool, in a Once the effect wears off, the erstwhile thrall will
messy spray.
have only hazy poignant memories of a lost
Wound Sculpting (V20 Lore of the Clans)
Prerequisite: Fortitude 3, Vicissitude 2
Cost: 15 XP
A vampire with this power may vastly accelerate
her healing by concentrating and willing flesh to
mold back to its original form.
System: The player spends one blood point and
rolls Wits + Medicine (difficulty 8). Each success
heals one level of lethal or bashing damage. Each
wound level requires one minute of uninterrupted
work.

intimate connection with his master and, perhaps,


a vague longing for more. If the Ventrue had his
thrall act in a truly abhorrent manner- kill a dear
friend, humiliate himself in front of a crowd or
similar excesses the memory, while vague, will
remain and the victim will be filled with loathing
for the individual who did such a thing to him.
The excessive nature of the act must be extreme
for that, however, as this power incorporates a
lingering emotional anesthetic in the mind of the
target to soothe such stings. Only the most
extreme deeds will be too much for this anodyne
effect to soothe.
System: The player rolls Charisma +
Manipulation against a difficulty of the target's
Willpower rating. One success will simply render
the target somewhat more pliable to the user's
requests, while two or more successes will result
in an intense infatuation or enthrallment for the
rest of the evening. Until the next sunrise, the
thrall will treat the user of this Discipline as if he
51-2

were the most important person in his life.


From the outside, it appears that the Ventrue
primogen simply makes friendly eye contact with
his target and smiles, and for the rest of the night
the target is his willing thrall.

giving.
System: Once the Cainite with Distant Friend has
successfully affected his target with any other
Presence Discipline, his player and the target's
player make an additional contested Willpower
roll against a difficulty of 8. If the Ventrue elder's
Denial of Aphrodite's Favor [Clanbook:
player wins, Distant Friend is planted in the
Ventrue Rev Page 77]
target's mind and, for the duration of the effect,
Prerequisite: Dominate 3, Fortitude 3
any time the Ventrue comes up in conversation,
Cost: 20 XP
the warm memories evoked by the Presence
Developed centuries ago, this power protects the discipline surge to the fore, coloring anything the
Ventrue from the skills at which they and the
target has to say on the matter.
Toreador excel. While the power of Presence may Duration depends on the degrees of success in the
be more subtle than those of Dominate, they are Willpower roll. Distant Friend remains in the
no less effective. Denial of Aphrodite's Favor
mind of the target for one month per net success
allows the Ventrue to protect herself from
(after subtracting the target's successes from the
emotional manipulation with the same efficacy Ventrue player's).
that her Generation affords her against Dominate.
This power is for Black Hand members only.
Divine Aura (V20 Lore of the Clans)
System: Once learned, this power negates the
Prerequisite: Auspex 2, Presence 3
effects of Presence Levels One through Three
Cost: 15 XP
used by any Kindred of higher Generation than This power is commonly used by those Ventrue
the Kindred who uses this power. Thus, a Ninth- antitribu who also study Auspex. It allows the
Generation Ventrue would be unaffected by a 12- antitribu to instill the power of her Entrancement
Generation vampire attempting to use Dread
into her own aura so that anyone who attempts to
Gaze on her.
study that aura risks bowing before her.
System: The antitribu must spend one blood point
Distant Friend [Counsel Of Primogen - Page to activate Divine Aura for the night. Until the
104]
sun rises, if any other Kindred attempt to inspect
Prerequisite: Dominate 2, Presence 3
the antitribu's aura, she may make a reflexive
Cost: 20 XP
Entrancement attack against him. The player
This ability plants a delayed Presence effect in
makes the roll for the antitribu as normal, but the
the mind of its target. While the powerful feelings Cainite need not focus her attention on the target.
of loyalty and love brought about by Presence are Indeed, it is not even necessary for the antitribu
typically elicited by the physical presence of the to know that the aura reading attempt was made.
vampire possessing that Discipline, this particular
application buries those feelings in forgotten
Lifesong [Clanbook: Ventrue Rev Page 77]
recesses of the target's mind (and heart), where Prerequisite: Dominate 1, Presence 1
they remain until she talks about the vampire
Cost: 4 XP
who initiated those feelings; at that time they
This power allows the Ventrue to assess any
rush to the fore, causing her to speak about the
single statement made by the subject and look for
Cainite who so affected her in glowing terms.
the essence of that subject's being beneath the
Enemies of the Cainite with Distant Friend may words she speaks. The Ventrue needs to speak no
be surprised to find that an expected diatribe
words himself; he simply interprets the statement
against the Ventrue elder comes out as a glowing offered to him.
declaration of support for him, but when she
System: The player makes an Intelligence +
examines her feelings, she'll find that she agrees Empathy roll (difficulty equal to the subject's
wholeheartedly with the positive account she's
Manipulation + Expression_. With even a single
52-2

success, the Ventrue determines the subject's


Demeanor from the statement, finding profound
meaning in the most common of utterances. This
power works only upon living creatures
Kindred lack the spark of life that colors the
words they speak.

Retaliatory Terror (V20 Lore of the Clans)


Prerequisite: Fortitude 1, Presence 2
Cost: 9 XP
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 spends
one blood point and makes a reflexive Charisma
+ Intimidation roll (difficulty equal to the
victims 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 (V20, pp. 194-195). 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.

Impeccable Manners (V20 Lore of the Clans)


Prerequisite: Auspex 2, Presence 1
Cost: 9 XP
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 Telepathic Command (V20 Lore of the Clans)
benefit does not modify Discipline rolls.
Prerequisite: Auspex 4, Dominate 1
Cost: 15 XP
Rescue Beacon (V20 Lore of the Clans)
Generally, the Auspex power of Telepathy cannot
Prerequisite: Fortitude 1, Presence 4
be used as a means to silently Dominate another,
Cost: 15 XP
as both powers require concentration from the
Fortitude will not defend against all attacks. The vampire. A Ventrue with this power overcomes
wise Ventrue is prepared for the day his luck runs that limitation.
out and his skill is insufficient. One always needs System: The vampire must still make eye contact
a backup plan. This power automatically
with the target (V20, p. 152). If he does so, he
activates a Summoning to the nearest individual can use Command via telepathic means so that
who has tasted the Ventrues blood in the event the order is not audible to others nearby. The
he is either forced into torpor or paralyzed via
power cannot affect vampires of lower
staking.
Generation.
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.). Otherwise, the power works
as Summon (V20, pp. 195-196).

53-2

Others

penalties; it simply appears to do so, making it


impossible for the enemy to judge the characters
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 characters
Obfuscate.

Quick Sight [V20 Dread Names, Red List]


Prerequisite: Auspex 1, Celerity 2
Cost: 9 XP
Recently, Alastors have picked up this trick from
Badgers Hide [V20 Dread Names, Red List]
the Toreador Archons. Quick Sight allows the
Prerequisite: Fortitude 1, Protean 4
vampire to see fast-moving objects as if they
Cost: 12 XP
were traveling at a visible speed.
Acquired by an Alastor who spent several years
A Kindred with this power can better track
projectile objects, like an arrow thats been shot undercover in the Anarch Free State, this power
from a crossbow or a bullet from a gun. However, allows the Kindred to alter her skin into an ultradurable hide in order to repel attacks or other
most Alastors will likely use Quick Sight to
monitor another vampires movements when their environmental conditions. The Alastor with
Badgers Hide is able to resist piercing attacks for
target is using Celerity.
a time. This Discipline is often used in heavy
System: The player spends one blood point to
activate this power, which lasts for a scene. Any combat and gives Alastors the opportunity to
fight longer than they would without it.
time the character wishes to see, follow, or
examine something that is moving too quickly for 100 Ch aracter and Traits
System: This power costs one blood point. For
normal observation, the player must make a
the remainder of the scene, any attacks that might
Wits + Alertness roll. The difficulty based on
normally pierce a Kindreds skin, as determined
how quickly the item is moving, which would
by the Storyteller, have their damage halved and
normally be 6 or 7. One success allows the
rounded down after the character soaks.
character to observe the trajectory or
Any successful attack that isnt soaked does a
movements of the object in motion; more
minimum of one health level of damage. Damage
successes bring greater detail and clarity.
may be dealt from weapons such as stabbing
knives or impaling spikes and spears.
Iron Facade [V20 Dread Names, Red List]
Prerequisite: Fortitude 1, Obfuscate 3
Lucindes Revenge [V20 Dread Names, Red
Cost: 10 XP
List] Prerequisite: Dominate 4, Fortitude 4
Battles are often won not by the strength or
Cost: 25 XP
weaponry of the combatants, but in the
For centuries, Lucindes Revenge was known
psychology of war. The appearance of
only to the Ventrue. Recently, a new iteration of
invulnerability is often sufficient to unsettle or
this power has become widely taught among the
even rout a superior foe. With this power, the
Kindred creates just such an appearance, seeming Alastors per the wishes of Justicar and Red
to shrug off heavy or even near-crippling blows Alastor, Lucinde, who wants those hunting the
as if hed be splashed with water. This power was Red List prepared to resist the manipulative
tactics and Disciplines the Anathema use, one in
more commonly found amongst Archons, but
particular. This power protects against Presence,
has recently been taught to Alastors.
keeping that Disciplines more subtle effects at
System: The player rolls Manipulation +
Subterfuge with a difficulty 6. If successful, the bay.
System: Lucindes Revenge protects against all
character appears to be unwounded and
Presence based on Generation in a similar way
functioning at full capacity regardless of
how badly injured he actually is. This power does that Dominate functions. Only a Kindred of
lower Generation than the user of Revenge can
not actually heal wounds or reduce dice-pool
54-2

affect that Kindred with Presence. Thus a


Ninth Generation Kindred would be unaffected

by a Twelfth Generation Kindred attempting to


use Dread Gaze on her.

55-2

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