Escolar Documentos
Profissional Documentos
Cultura Documentos
Version 1.40
1-2
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.
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
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.
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
10-2
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.
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
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
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
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
23-2
Assamite
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
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
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
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.
Lasombra
Malkavian
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
Nosferatu
Ravnos
Toreador
Salubri
42-2
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
Tzimisce
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
Ventrue
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
53-2
Others
55-2