Vampire the Masquerade Combo Disciplines

Combo Disciplines Version 1.40 1-2 Combo Disciplines Camarilla 3 Giovanni 33 Anarch 8 Lasombra 34 Sabbat 17 M

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Combo Disciplines

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.

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.

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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

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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 character’s 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 Anarch’s own company. Also, because it prods ambushing a Malkavian Primogen, but it has also the Beast in beings to see if it’s there, particularly been used by other packs to more aggressive aware Kindred and ghouls might feel their Beast ends. Because of its utility, it’s 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 Kindred’s 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 what’s 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 vampire’s account. “remote access” use of the power they don’t 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 don’t 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 Kindred’s 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 can’t 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 it’s the power at no additional cost. If the Kindred activated? doesn’t 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 It’s 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 isn’t 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 it’s not evident what the file actually includes or power cannot be used to alter his appearance in performs — it’s 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 he’s being recorded. The Kindred Cost: 15 XP activating this power doesn’t 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. doesn’t actually become glass, however, so This power combines the basic principles of whatever’s on the other side of the stone won’t 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 Rötschreck. 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 Rötschreck. 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 Rötschreck 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 Rötschreck 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 victim’s rating equaled or exceeded that of the Assamite. These experience points should be kept in a separate pool. At the Storyteller’s discretion, the character may also be able to access specific memories of the victim, usually while in a Baal’s Sight (V20 Lore of the Clans) dreamlike state. If the player’s 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 sorcerer’s eyes, rendering them disturbingly bloodshot as if he had a permanent infection in both eyes. In addition, any spirit in the sorcerer’s presence will intuitively sense that he can see them, which some spirits find offensive.

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 target’s eyes and hear through his ears. System: To activate Eyes of Alamut, the player must spend a Willpower point and roll Perception + Awareness (difficulty is target’s current Willpower). This power can only be used to scry on someone who the Assamite has physically touched, and the connection only lasts for an 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 character’s 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 victim’s 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 player’s character) must the modern era, as aircraft and automobiles advise the vizier’s 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 doesn’t 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 doesn’t even need to know what he’s talking about. This power assures the vizier that, no matter what words tumble out of his mouth, they are always the perfect response. System: The player must roll Manipulation + Expression (difficulty 6). For the remainder of the scene, the difficulty for all rolls to persuade, 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 vampire’s 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) Storyteller’s 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 member’s 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 member’s supernatural manipulation increases by 1 (or the Willpower as if it were 3 higher. difficulty of the character’s 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 performer’s 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. Brujah’s own propensity for frenzy, but it can inflict both damage and frenzies upon his enemies. System: The player must spend a point of Willpower while the character spends a full turn concentrating on a single target (which may be mortal, vampire, or any other type of supernatural character). Then the player rolls the Brujah’s permanent Willpower (difficulty equals target’s current Willpower). Each success inflicts one level of bashing damage as the Brujah’s manifested fury attacks the target from the inside. Additionally, if the target is someone normally susceptible to frenzy, she must immediately roll to resist it at a +2 difficulty.

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 Gangrel’s 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 user’s 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 vampire’s 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 blow’s 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 Master’s 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 victim’s 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 victim’s 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 vampire’s 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 vampire’s Dominate power may act with a portion of the vampire’s Potence. The vampire must spend one blood point per point of Potence for each thrall he wishes to empower, up to a maximum of three dots of Potence per thrall (the vampire can spend blood over successive turns, as long as the Dominate power is in effect). If the target already has Potence, the controller’s Potence level replaces it instead of adding to it. 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 target’s 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 doesn’t 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 Malkavian’s roll. System: The Kindred rolls Manipulation + Subterfuge (difficulty equal to the target’s 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 target’s 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 target’s This can be used to detect diablerie, but reporting Courage rating. Once the successes are achieved, such a crime becomes the Malkavian’s 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) Malkav’s 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 target’s current Willpower. She speaks a word, which can be hidden in a sentence, and connects a specific emotion to that word. Whenever the target encounters the word or the object connected to the word, they feel the emotion. This lasts one night per success rolled, starting with the evening the Kindred uses the power.

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 Monkey’s 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. It’s 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 don’t 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 Sheep’s 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 target’s 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 Nosferatu’s 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 Kindred’s 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 vampire’s 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 you’ve 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 Devil’s 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 can’t 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 that’s by Prerequisite: Auspex 2, Celerity 1, Obfuscate 1 bathing her tools in it or mixing it into her inks, Cost: 10 XP so it’s 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 Devil’s 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 Devil’s 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 vampire’s Generation and possibly Clan, or how strong a lupine is. In addition to this, up to one hour for each success, the power user will know if they touch the person the blood came from. 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 user’s 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 caster’s 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 Rötschreck 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 victim’s 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 victim’s 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 vampire’s 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 victim’s Wits + Courage). However, the difficulty is reduced by the number of health levels of damage the attacker inflicted on the Ventrue, to a minimum of 4. If successful, the effects are as per Dread Gaze (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 Ventrue’s 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).

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Others

penalties; it simply appears to do so, making it impossible for the enemy to judge the character’s true state. The power lasts for a scene, or until the character reaches the Incapacitated health level. A vampire with Auspex can see through this power if her Auspex exceeds the character’s Obfuscate.

Quick Sight [V20 Dread Names, Red List] Prerequisite: Auspex 1, Celerity 2 Cost: 9 XP Recently, Alastors have picked up this trick from Badger’s 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 that’s 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 vampire’s movements when their environmental conditions. The Alastor with Badger’s 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 Kindred’s 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 isn’t 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 Lucinde’s 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, Lucinde’s 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 he’d 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 Discipline’s more subtle effects at System: The player rolls Manipulation + Subterfuge with a difficulty 6. If successful, the bay. System: Lucinde’s 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.

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