Disciplines

= Discipline House Rules = Note: In order to teach a discipline one must have mastered the level above what is to be taught and each level must be learned/taught individually.

Animalism
The power Feral whispers does not require eye contact. All contact with animals not capable of speech is through empathy and mental imagery. Additionally humans are considered a predatory mammal Diff 9.

For ease of play a player may claim a marginal success against mortal npc’s with the power Quell the Beast assuming he/she has a dice pool of 7.

The power, Quell the Beast can be used to calm a Kindred in Frenzy.

Auspex
Note that as described in the core rules revised you may only attempt to perceive someone’s aura once per 30 day period. For Crossroads each Monday thru Sunday will represent a month in game so any aura perception is “cleared” on Mondays.

Telepathy may only result in a “conversation” when all participants involved are telepaths. In addition all participants must expend 1 temporary willpower point for each supernatural creature involved. Other Telepaths in the immediate vicinity (line of sight within 10 feet) may detect the projection of thoughts and with the same requirements of all other participants, attempt to “break into” the conversation, however, there is no stealth mode for shared mental communication the identities of all participants are known to each other in a shared link of this kind.

Telepathy allows for simple one sided communication, without needing an expenditure of a willpower point, as long as no mind reading is attempted. However, its only short, "spoken word" type of communication. For a more substantial sharing of experiences and "prose like" thoughts, an elder power of Telepathic Communication is required.

Telepathy allows only for a surface level scan of the targets thoughts, which are often mixed and abstract. It can not target a specific thought.

A soul traveling via Astral Projection is still affected by Wards VS Kindred.

To try and pierce the veil of obfuscation, an Auspex user must roll their Perception+Alertness score against the Obfuscate users Manipulation+Stealth. The difficulty for both rolls is 7, and the character with most successes wins. Note that attempting to see the unseen is a conscious effort and as such can't be attempted passively.

To Sense the Unseen, the kindred needs to activate Heightened Senses (Auspex dot 1). While active, the kindred will automatically pierce through (or attempt to) any Obfuscate, Chimestry or other applicable powers.

This does not count as an action or take conscious effort but note that while under Heightened Senses any loud sounds, bright lights and strong smells become extremely uncomfortable and possibly even painful or traumatizing.

Dementation
The Dementation power of Passion affects any emotions the target feels for the duration of the effect.

Dominate
The restriction of a target being affected with only one Mesmerize command at a time does not apply.

Fortitude
Each level of Fortitude allows the user to ignore 1 die penalty to his/her dice pool from wound levels. For example Tommy Tremere and Vinny Ventrue are fighting again and Vinny Ventrue is crippled, normally imposing a -5 penalty to his available dice pool. However Vinny Ventrue has fortitude level 3 allowing him to ignore a die penalty of 3 leaving him with only a penalty of 2 dice in his fight against Tommy Tremere!

Potence
Potence allows the user to ignore 1 point of dexterity penalty from armor at level 4 and each level thereafter. Potence makes strikes Lethal instead of Bashing.

Presence
The subject of a summons may at any time spend a permanent will power point to end the summons. Only one attempt to summon a supernatural may be made per night.

In order to defy a Vampire under the effects of Majesty, one must score a single success on the roll indicated in the core rules revised, in order to attack a Vampire under this effect one must score three or more success. Majesty can be used in a non-threatening manner by using empathy (to gain artificial friendship) or leadership (to motivate subordinates to great feats of loyalty) however otherwise operates normally with these abilities.

Protean
Characters may choose nearly any animal forms for this power. One is to be a “fight” animal (typically some nocturnal predator equivalent to a wolf found in the vampire’s mortal birth area) and one “flight” animal (typically some small quick moving nocturnal creature found in the vampire’s mortal birth area) with storyteller approval.

Thaumaturgy
The “primary” path of the character does not need to be the path of blood for all Tremere; however this path is most often taught as the primary path because of its versatility.

Rituals must be outlined on the character sheet and approved by the ST.

For the power of A Taste for Blood “recently committed diablerie” is assumed to mean within the last week for each success gained on the roll.

As Cauldron of Blood requires a “touch” of any kind it can be used through brawl actions and cause damage in addition to that of the boiled blood.

Max trait rating operates based on true generation, Potency of Blood does not affect this limitation. However Potency of Blood can be used to revive a character who has been torpored, to reduce time inactivity of players OOC.

Vicissitude/Koldunic Sorcery
Koldunic Sorcery and the horrible fleshcrafting ability known as Vicissitude have always been on opposing sides of the Tzimisce factions from the time that the Old Clan rejected its gross offerings to the modern nights where the New Clan who swore by Vicissitude now flourishes. The horrid Bane Spirit that lives in all New Clan Tzimisce rejects this powerful and potent form of spirit-based blood magic just as the Old Clan rejected it. Therefore any aspiring Tzimisce who has the Vicissitude Discipline will find that it is inherently more difficult for them to learn, and vise versa all Kolduns who wish to partake in the Vicissitude Discipline will find that their potent magics seem to reject it, almost like they are magnetically opposed.

What does this mean?

Any PC with Vicissitude who tries to learn Koldunism and Koldunic Sorcery will have to do so at an increased experience cost. The Discipline Koldunic Sorcery will cost Rating x10 experience per dot and (20) to start with. Any additional paths will have to be bought at Rating x13 experience per dot, with a start at 15 experience.

Similarly any Koldun with a want to learn Vicissitude will do so at the same costs listed above.

The Additional Discipline Merit cannot be purchased by new characters starting with either Discipline in order to gain the opposite as an In Clan Discipline. Thus all learning of these Disciplines is done at Out of Clan, and must have a teacher.

A character may start with both Vicissitude and Koldunism only with exceptional backstory. Koldunism itself is not only very rare but powerful, and is subject to ST discretion.

Any player who has been allowed to take Koldunism who is seen to abuse it may have the power stripped or the character retired, depending on the severity of the abuse.

A character with Koldunism can only teach this power to another character pending approval by the ST Team.

Koldunism Power Activation

Spend a WP Point if required by the power.

Roll a Knowledge Koldunism + Attribute Associated with the Way used [Stamina for Earth, Charisma for Spirit, Manipulation for Fire, Perception for Wind, Wits for Water] vs Difficulty of Level of Power + 4]

Difficulty can be lowered by Lore: Koldun

Mytherceria
1st dot of Folderol follows the V20 system: The character knows when a target is deliberately lying. No roll or expenditure is necessary for this power to work, but the character must deliberately activate it. Note that this power does not provide any insight into what the truth might be, nor does it enable the vampire to tell if a target is simply stating something false that he believes to be true.

= Combination Disciplines =

Combo Disciplines accepted without change
Nikolai Steen’s Acuity: Tome of Secrets Pg. 90

Ears of the Bat: Lore of the Clans Pg. 241-242

Malkav’s Pavlovian Response: Lore of the Clans Pg. 145

Do As I Say, Not As I Say: Lore of the Clans Pg. 144

Shadow Feint: Clanbook: Assamite Revised Pg. 72

Quicken Sight: Archons & Templars Pg. 140

The Rod Raw Rending: Tome of Secrets Pg. 116

True Tongue: Road of Kings Pg. 73

Aura of Inescapable Truth: Libellus Sanguinis I: Masters of the State Pg. 95

Telepathic Command: Lore of the Clans Pg. 263

Eye for the Weakness of Steel: Tome of Secrets pg. 90

Measure the Will: Players Guide to the High Clans pg. 168

Ward the Soul’s Sanctity: Road of Sin Pg. 70

Enhance Sensation: Road of Sin Pg. 70-71

Thaumaturgical Sight: Clanbook: Tremere Revised Pg. 47

Haunting Seduction: Lore of the Clans Pg. 203

Psychic Double: Lair of the Hidden Pg. 140

Honeyed Words: Lore of the Clans Pg. 29-30

Eminence of Shade: Players Guide to High Clans Pg. 166

Conquering Blood: Players Guide to High Clans Pg. 166

Inspire Greatness/Inspire Heroism: Road of Kings Pg. 72

Echo of the Subtle Vizier: Players Guide to High Clans Pg. 165

Fenris’ Talons: Wolves of the Sea Pg. 71

The Shoulders of Atlas: Lore of the Bloodline Pg. 35

Shadowed Eyes: Libellus Sanguinis I: Masters of the State Pg. 33

Instantaneous Transformation: Archons & Templars Pg. 143

Divine Aura: Lore of the Clans Pg. 262-263

Shatterproof: Lore of the Clan Pg. 90

Dark Steel: Libellus Sanguinis I: Masters of the State Pg. 33

Quickened Instincts: Guide to the Low Clans 163 Pg. 38

Armory of the Abyss:

Blood Thorns: Lore of the Clans Pg. 89

Celebrity: Lore of the Bloodlines Pg. 26

Silent Voice: Lore of the Bloodlines Pg. 26

Tune Out: Lore of the Bloodlines Pg. 26

Vital Fluids: Lore of the Bloodlines Pg. 81

Exquisite Corpse: Lore of the Bloodlines Pg. 90

Craft Ephemera: Players Guide to Low Clans Pg. 159

Mystic Sight: Players Guide to Low Clans Pg. 163

Iron Heart: Clanbook: Brujah Revised Pg. 66

Power Animal: Lore of the Clans Pg. 165

Body Armory: Lore of the Clans Pg. 241

Steal the Terrible Swiftness: Winds from the east Pg. 70

Wolf in Sheep's Clothing: Lore of the Clans Pg. 165

Hand of the Master Artisan: Players Guide to High Clans     Pg. 168

Waking Dream: Lore of the Clans Pg. 184

Flaying Touch: Lore of the Clans Pg. 242

Bestial Presence: Lore of the Clans Pg. 164

Shape of All Beasts: Mexico City by Night     Pg. 114

Eyes of a Thousand Shades: Lore of the Clans     Pg. 107

I Know:	Lore of the Clans	   Pg. 165

False Drink: Lore of the ClansPg. 242

Brace for Impact	Mexico City by Night	Pg. 115

King of the Hill	Guide to the Anarchs	Pg. 160

Unchain the Wraithful Beast

Stone Meld

Prophecy
Auspex 4, Dementation 3

Description: For some, madness is a link to the storms of destiny, and the Malkavian seer is a powerful figure among Cainites. By opening her mind to the inherent lunacy of the world and observing the mind-shattering patterns of fate (usually through the device of ritual implements), the seer can predict the future. She may be bombarded by images or simply gain instinctual feelings, but either way she gains insight that is useful. She can keep this insight to herself, use it to aid others or use it to do them harm.

System: The Malkavian who wishes to spout prophecy, must look to the patterns of fate in the world about her. Such supposedly random devices as thrown bones, billows of smoke, the entrails of slaughtered animals (or humans) or the very tides are common devices through which she may see the course of fate. Although the Malkavian oracle may do these things wordlessly, the player should phrase a question or subject for the divination. (Good examples include “Who betrays the prince?” “What is the fate of my child?” “How may I defeat my enemies?”) The player then spends two points of blood and rolls Perception + Alertness/Occult (difficulty 8 ). The process takes about an hour.

Malkavian oracles often use this ability to trace the fate of others. The same rolls are involved in this case, but two additional blood points are needed from the prohpecy’s subject. If the prophecy results in visions, it is up to the Malkavian to relay them.

Experience Cost: 10 EXP

Laverna's Tongue
Auspex 4, Obfuscation 3

This Combination discipline allows a Kindred to communicate verbally and openly to another individual though others around the pair will hear only gibberish and lies. Those who are engaged in the conversation understand one another clearly and mannerisms and gestures can be recognised and comprehended perfectly, though third party witnesses only see foreign expressions alien to them.

Similar to Mask of 1000 faces, digital and electronic means of audio recording are unaffected by the Obfuscation, but those under the sway of it will still hear gibberish until after the effect is dispelled.

System: The user rolls Manipulation + Subterfuge (Difficulty 7) to activate the Discipline and selects a target of their choosing. Until the effect ends, any words spoken to that target are obfuscated by the discipline to any other listeners besides that target. With use of a further roll of Wits + Empathy ( Difficulty 8 ) both parties can understand one another even if they do not speak the same language.

Should a botch be rolled on either test; the user of the Discipline can speak only lies for the rest of the night as Laverna’s curse takes hold; the Discipline cannot be utilised further until the evening after waking from the day’s torpor.

Experience Cost: 14 EXP

A Lasting Impression
Obfuscate 5, Dominate 3

System: This ability may only be reflexively activated upon successful usage of "A Forgetful Mind". This ability allows its user to effectively implant the effects of an Obfuscate ability permanently on a target, or until the effects of dominate are reversed. As the obfuscation is intrinsically maintained instead of extrinsically, Auspex fails to perceive through illusions instilled this way.

System: To activate, the user must have successfully used the 3 dot Dominate ability "A Forgetful Mind", which requires both eye contact and successes on a Wits+Subterfuge roll, difficulty of the target's willpower, and direct eye-contact with the target. Upon successful domination, the user must additionally roll for the specified Obfuscate ability if the ability requires a roll. Similar to "A Forgetful Mind", other users of dominate may detect the lasting effects of this domination if their ability with Dominate is equal or greater to the caster's. Additionally, to remove the effects, a Wits+Empathy roll of difficulty being the user's Permanent Willpower, performed by a separate Dominate user with equal or greater ability to the caster, and scoring at least 1 success suffice. Only the dominated individual will have their perception altered by such Obfuscation, and will take priority over the other effects of Obfuscation. The effects of A Lasting Impression are not disrupted by noise nor Auspex.

Experience Cost: 30 EXP

Unstoppable Blows
Celerity 4, Obfuscate 4

This combo discipline melds aspects of the Celerity and Obfuscate Disciplines, improving combat ability by granting the character the ability to release a flurry of shadowed blows that their target cannot see coming. This ability can only be activated during Celerity rounds and increases the difficulty for their target to avoid their attacks. This ability can be used with both hand to hand and melee attacks but not with ranged attacks.

System: The character must activate Celerity as normal, but during the first Celerity round they must spend an extra Blood Point to activate Unstoppable Blows. Once activated the character rolls their Obfuscate + Celerity - Target's Auspex pool vs the Difficulty of the target's Defense for that round. Each 2 successes reduces the target's Defense by 1 for the duration of the attacker's Celerity. The target's Defense cannot be reduced below 2 in this way. It must be activated every new Celerity round individually, with requisite blood expenditure.

Experience Cost: 30 EXP

Unheard Movement
Obfuscate 1, Obfuscate 2

The sound had long been the chief enemy of those skilled in Obfuscate. Inspired by the legends of Quietus, this power aims to if not fix then at least ease this flaw and make it that much more difficult to discover those who creep in the shadows.

System: The player rolls Manipulation + Stealth DC 6. On successful activation, the kindred is surrounded by an aura of silence. With fewer than 3 successes, the difficulty of hearing and scent-based perception checks to detect the affected character increases by 2. With 3 or greater successes, they become completely silent. This aura surrounds the kindred and moves with them. While active, it prevents any verbal communication attempts from the kindred and they are at 2 penalty for all hearing and scent-based based checks.

Experience Cost: 10 EXP

Unseen Apparition
Obfuscate 2, Chimeristry 3

Leaning on their ability to conjure detailed illusions that fool anything that can see them, the Ravnos has learned how to move about unseen. The subtle shift of patterns in their illusions allow the Ravnos to remain unseen from people as well as technology.

System: By spending one BP and succeeding on a willpower roll Difficulty 7, the Ravnos is able to layer illusions into their unseen presence so that it also fools cameras. Normal rules for detecting Obfuscation with Auspex still apply to this power.

Experience Cost: 15 EXP

Burning Wrath
Celerity 3, Potence 3

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 envelops her.

System: The player spends 1 blood to activate burning wrath for the rest of the turn all brawling damage, including damage from potence, is aggravated to vampires. While under the effect of burning wrath the vampire’s skin takes on a reddish hue.

Experience Cost: 18 EXP

Be The Blade
Celerity 3, Potence 3, Fortitude 2

Olden Scholar-knights developed the focusing of vitae through the hands and into the weapon, making the Kindred one with their bladed weapon in the instant of cutting, a most dangerous time to be striking the swordsman directly.

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 envelops her.

System: The player spends 1 blood to activate the power and concentrates on the weapon they are holding. For the rest of the turn all melee damage done using that weapon, including damage from potence, is aggravated to vampires.

This power costs 18 experience points to learn.

Juggernaut
Potence 5, Fortitude 3, Protean 2

By use of this combo the vampire's muscles engorge their skin hardens and they begin to emit a faint reddish vapor from any exposed skin. In essence this give a kindred the ability to break through objects and structures incredibly easily such as walls doors and other obstructions. Because of its incredibly obvious effects using this publicly is a serious masquerade violation. In addition this power provides some defensive effects from the engorged and strengthened muscle tissue.

System: The user spends 1 blood and thereafter his/her successes on non-combat strength related challenges in order to smash or dig his/her way through animated objects.

In addition Juggernaut allows a player, when activated; to replace their defensive dodge roll for the round with a Strength + Brawl designed to block incoming attacks. Each success erodes a success rolled by an attacker just as if the normal dodge rule was used however the juggernaut is immune to all bashing damage while the combo discipline is active. Juggernaut activates immediately and last for 1 scene.

Experience Cost: 20 EXP

Iron heart
Potence 3, Presence 3

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 his choice becomes harder to affect, adding one to the difficulties of Dominate, Presence and Thaumaturgical mind control attempts for the remainder of the scene. Difficulty increased by this power may rise above 10.

Experience Cost: 18 EXP

Form of the Beast
Protean 4, Potence 3

There are many tales about the connection the Gangrel have to that of the Werebeasts that roam the wilds. Some of it may be legend, but some of it may be based in fact. This devastating power draws upon the natural connection to a Vampire's Beast, which is a fearsome and terrifying power indeed. In some ways they can gain strength and might from this connection to a terrible end. But in many ways, mirroring that of the powers of those Werebeasts comes with a hefty cost....

System: A vampire invoking this power must spend one willpower point and then in conjunction spend 3 Blood Points [if one can not spend spend them in one round one must follow normal blood expenditure rules], after all the blood is spent the kindred may shift the following turn. This power is a ghastly sight as the vampire's own body shifts and contorts into a horrid mess, their bones elongating, their skin growing patchy, and their overall appearance becoming beastial and monstrous. This power is not subtle and very much a Masquerade Breach and does not inflict the Delirium like that of true Werewolves but it does come with some benefits. In many ways this form mirrors the stats of the Glabro or Near Human form of Werewolves but with some added issues of this clear bastardization of it, the vampire gains [or loses] the following stats as well as benefiting from the Level 2 Protean ability to grow claws reflexively.

STR is increased by +2

STA is increased by +2

APP drops to 1

MAN is decreased -1

In addition to both these benefits and drawbacks, the vampire's connection to their own Beast is heightened as the two work in tandem. All Frenzy and Rotschreck checks are made at a +2 diff as the Beast is out to play. If a Gangrel Frenzies while in this form it is expressly dangerous as they risk keeping the traits of their Beastial nature. Due to this tie and connection to the Beast mixed with the clear affront and mockery of Gaia's warriors, the user of this power suffers from a +2 diff on all social interactions with any Garou, Kinfolk, Non-Bane Spirits, and certain Fera types as the form takes on a mirroring of their powers but warped and twisted leaving a bad impression upon these creatures.

Experience Cost: 20 EXP

Tap the Mind of the Beast
Animalism 2, Auspex 4

Those Gangrel who have studied the art of Auspex are sometimes able to combine their control over animals with the mind-reading abilities granted by Auspex to gain an insight into the minds of the creatures around him, allowing him to gain information from them.

The information gained in this way is understandably limited, as the Gangrel is tapping the minds of animals en masse as opposed to asking animals to have looked for a specific being.

System: The Gangrel's player rolls Manipulation + Empathy difficulty 8. Similar to Telepathy, the Gangrel may gain one piece of information for every success rolled.

Experience Cost: 15 EXP

Ferocity of the Wolf
Animalism 2, Protean 4

According to legend, when in the throes of battle frenzy, some berserkers have been known to channel the ferocity of their lupine cousins. With this power, the Gangrel can channel this ferocity themselves.

System: The vampire must be in frenzy to use this power. The player spends one blood point at the beginning of the turn. Over the next few seconds, the vampire’s muscles twist and bulge while heavy fur sprouts over his entire body, growing thickest where he normally has hair. As skin toughens to leather, the vampire’s maw widens in a fanged half-muzzle capable of biting through limbs. In this state, the vampire gains an additional two dots of Strength and Stamina, as well as the effects of the Maw Merit. Characters with Fortitude may also soak all sources of aggravated damage with their full Stamina + Fortitude. The transformation brought about by this power lasts as long as the frenzy.

This power costs 28 Experience to Learn.

Denial of Aphrodite’s Kiss
Dominate 3, Presence 3

A user of Presence with this power, when still in touch with a modicum of their human emotions, ie Humanity no lower than 5 may recognize the use of their emotions being turned against them by another kindred. This power allows the kindred to apply the immunity to Dominate attempts by vampires of higher Generation to Presence attempts instead.

System: The kindred rolls a Perception + Empathy roll Difficulty of 7; on 1-2 successes they gain this power instead of Dominate for the duration; on 3+ they gain this power as well as Dominate for the duration. Once activated this power lasts until the next sunrise. Any use of Presence Levels One, Two, or Three against the Ventrue by another vampire will be ineffective if that vampire’s Generation is higher than that of the Ventrue. Add an activation roll and end this power at sunrise.

Experience Cost: 18 EXP

Subtle Eyes
Presence 3, Dominate 1

In these nights, neonates and elders alike have become wary of meeting another's eyes. There is no telling what Kindred possesses the compelling stare which can dominate their minds. There are, of course, ways of forcing someone to make eye contact, but these are equal parts glaringly obvious and uncouth to the cultured kindred who specialize in Dominate. To this end there are cunning kindred have learned to combine the subtle effects of Presence with the natural attention grabbing aspects of their personality, making the target want to meet their gaze.

System: The kindred rolls Charisma + Empathy (Or Subterfuge) difficulty of the targets Willpower. On a single success, the target meets the kindred's gaze long enough for them to issue a short order, letting them activate Command. Two or more successes are needed for longer commands and or higher levels of Dominate (One success per level of power to activate - 1 for Command, 2 for Mesmerize, etc.).

Experience Cost: 15 EXP

Hivemind
Presence 3, Auspex 4

To Kindred who is in tune with her Auspex connecting the minds of those whom adore and cherish her a simple task. Using her skills she is able to easily link the minds of those near her to create an open system of conversation well that only those whom she is connected to can hear.

System: The Kindred must spend a willpower and roll Intelligence + subterfuge as normal for the Telepathy, at difficulty 10. With a single success she may connect the minds of those around her who are fully blood bound to her. By listening to their thoughts and bouncing them through her own mind, those linked to her in this fashion can carry out a "conversation" of sorts. The number of creatures linked is limited to the perception score of the user.

This power costs 20 experience points to learn.

Vanishing
Dementation 4, Obfuscate 5

It is common knowledge that to cross the Malkavians is to invite oneself a fate worse than destruction - and those who have suffered the torment of the Vanishing would attest to this if they could. With this offshoot of Dementation the Malkavian can cause their target to become a living, or un-living, ghost. With a simple word, the target literally fades from view, possibly never to be seen or heard from again.

System: For the Vanishing to work, the vampire must lock gazes with their victim and curse them: the player rolls Manipulation +‌ Stealth contested by the target who rolls their Willpower both at a difficulty of 6. The number of successes scored above the target’s roll determines the effect’s duration. For that period of time the target fades from view [depending on the Malkavian’s view either swallowed by the shadows, devoured by demons, or swept away by angels]. While vanished, the victim is rendered delirious and can no nothing except babble to themselves and seek shelter from the sun. If the Malkavian scored enough successes, this eventually dooms the victim to torpor. It has been known that elders specialized in the Auspex discipline have found ghosts of people who have been lost like this with their powerful Auspex abilities to see the unseen, but most kindred are oblivious to the victims of this power.

SS /‌ Duration

1 One Turn

2 One Scene

3 One Night

4 One Week

5+ One Month

This power costs 20 Experience to Learn.

Glitch
Obfuscation 4, Technomancy 4

One of challenges the modern world presents to kindred is the ever more growing technological saturation. Cameras and other detection devices are on every corner and complicate operations. With this power, the kindred may combine her knowledge of technomancy and talent to obfuscation, hiding her from technological means of observation.

System: By spending 2 blood points, a willpower point and activating Unseen Presence, the kindred will stop registering on technological means of detection for as long as they have Unseen Presence engaged. Once it is purposefully lowered of broken this power is also disengaged. Loud sound, interactions with objects and attention gathering behaviour that threatens Unseen Presence in normal circumstances still does so, even if only observers are technological.

This power costs 21 experience points to learn.

Shadow Looking Glass
Auspex 4, Obtenebration 2

The vampire is capable of projecting her consciousness into a shadow and view distant events near other shadows while still perceiving her physical surroundings. The vampire does not need to target a specific person or place, but instead views scenes through connected shadows.

System: The player spends a blood and rolls Perception + Occult (difficulty 6) and concentrates on a shadow within line of sight. The vampire enters a meditative state and projects her consciousness into the nearby shadow. She is able to perceive any other shadow connected to the shadow she has projected her thoughts into. She perceives the surroundings of the shadow as though she were standing inside of it. As long as the shadows are connected, she can move between them freely. If the vampire enters a moving shadow, such as one belonging to a person or an animal, she is trapped in that shadow until it connects to another one. In this way, the vampire can send her consciousness through an entire city. Shadow Looking Glass splits the vampire’s perception between the shadow and her own surroundings. As a result she is at a +3 difficulty on any roll relating to actions involving her physical surroundings.

A kindred using this power is still affected by the wards against her kind.

This power costs 18 experience to learn.

Lightning Round
Vissitude 5 or Protean 5, Thaumaturgy 4: Path of Levinbolt, Celerity 4

A vampire whom has mastered the ability to change his body mixed with the deadly force of blood magic is a threat to be reckoned with. With an intensive study of the changing of one's body and the powerful force of the hidden path of the dark ages Path of Levinbolt a Cainite can become a force of nature wreaking havoc through any unsuspecting enemies!

System: The caster spends 2 blood points and rolls a willpower roll difficulty 7. The transformation takes a round to active. The number of successes equals the number of rounds the user can maintain this state. You become a living lightning bolt able to move at twice your pace as long as you spend the action moving. You are a being of pure energy the only things that can affect you in this form are sunlight or fire damage. While in this form you cannot physically attack another being in the traditional fashion. Well in this form no other disciplines can be used other than thaumaturgy: Path of Levinbolt. Any melee pr Brawl attacks made against this being of pure energy get struck with lethal equal to the caster’s celerity rating.

This power costs 18 experience points to learn.

Drums of War
Presence 2, Melpominee 2

The DoC who learns this fearsome power can inspire others to great heroic acts or drive fear into the hearts of the most stalwart enemy. All those within hearing range of the song are effect allies positively and enemies negatively.

System: The player rolls Charisma and Leadership as a dice pool against a difficulty of 8. For each success scored allies are granted +1 courage, self-control, stamina and enemies are struck with a -1 to each of these statistics for a number of hours equal to the DoC’s performance rating.

Experience Cost: 12 EXP

Radar
Auspex 5, Melpominee 3

The Siren who masters this combo discipline may map out her surroundings in incredible detail by emitting a short blast and using echolocation and the preternatural sense of Auspex.

System: The siren rolls Perception and Alertness as a dice pool against a difficulty of 7 each success allows the Siren to extend her echolocation by 20 feet. Everyone concealed with less than the equivalent of Obfuscate 5 is revealed and their exact position known to the Siren. In addition at storyteller discretion this power may be used in other ways such as to detect conceal spaces behind seemingly solid walls.

Experience Cost: 18 EXP

Herding Call
Animalism 2, Melpominee 2

The Siren who masters this combo discipline can call a multitude of animals from the surrounding area. Unlike beckoning itself the Siren reaches out with very high frequency sound wave inaudible to the human ear. If successful the Siren can call any animal within hearing range.

System: The siren rolls Charisma and Animal Ken as a dice pool against a difficulty of 7.

1 success A single animal responds.

2 successes One-quarter of the animals within earshot responds

3 successes Half of the animals respond.

4 successes Most of the animals respond.

5 successes All of the animals respond.

Experience Cost: 9 EXP

Sensory Overload
Auspex 1/Dementation 3

Anarch Malkavians are always a force to be reckoned with because of the uniquely disturbing ways they find to use their already unsettling Disciplines against their enemies. One such use is Sensory Overload, an offensive Discipline that combines the paranormal phenomena perceived by Auspex with the madness and delusions spread through Dementation. This Discipline allows a Kindred to force his Auspex powers upon another, but the sensory or mental input of the Auspex is twisted by the Dementation. The user cannot control the precise effects of this Discipline; while he may choose the level of Auspex he wishes to “bestow” on his target in hopes of inspiring a particular response, the exact effects generated are entirely within the Storyteller’s discretion. By the same token, this Discipline always manifests in a manner that is distracting, painful or socially dangerous for the target; while she may certainly believe she is learning something genuinely valuable, this Discipline never generates a beneficial result for the target.

System: The Malkavian can use Sensory Overload to force any Auspex power he knows onto a person they can see. The player first chooses which single power he wishes his character to “bestow”. He then spends one point of blood and rolls Manipulation + Empathy against a difficulty of 5 + the power’s level and the target resists with a willpower roll at the same difficulty. If successful, the effect lasts for a scene (for most levels) and the “information” the target gleams from it is up to the Storytellers imagination, though it can never be beneficial. In addition to that, there is a number of effects associated with each power.

Heightened Senses cause disorientation to the target, giving them dice penalties to Perception and Alertness dice pools equal to Kindreds Auspex level. Aura perception lasts for a single turn, for the duration of which the target is considered stunned. The Spirit's Touch is likely to cause the target to drop whichever item they were holding in surprise. Telepathy fills the targets head with false whispers of those around and causes them to halve all their dice pools as concentration becomes impossible. The power acts for a scene and can be negated by Concentration merit or similar powers. Finally, Astral Projection leads the target to believe that they leave their body and travel to unknown places. In reality, their body falls unconscious to the ground and remains so for a scene.

Experience Cost: 16 EXP

The Speed of Falcons
Flight 2, Celerity 2

The power of flight is one of the reasons the Gargoyles have existed for so long. Usually, their flight speed is limited to their mastery of Flight. This combination allows them to apply some of their superhuman speed to fly faster at lower levels of Flight.

System: This combination allows dots of Celerity to count as dots of Flight when determining a Gargoyle’s flight speed.

Experience Cost: 12 EXP

Diplomat's Boon
Presence 5, Auspex 3

A diplomat's most difficult task is understanding what people need to hear in order to make them agreeable to a suggestion. With this power, a Toreador may learn what it is that a target wants to hear. The power does not necessarily reveal all of the views of the Cainite's target, but it does grant invaluable information which can then be put to good use in negotiation, avoidance of treachery and so on.

Despite its innocuous-sounding name, Diplomat's Boon is not always used for peaceful matters. Enemies may be allied, marriages arranged and wars started with proper application of this knack.

System: The player spends a blood point and has her character concentrate for one turn on her subject. She then knows what to say to elicit a particular response. If the character is attempting to further an idea that the target believes fundamentally wrong (such as convincing a pacifist monk to propose war, or a happy person to consider suicide), the target is permitted a Willpower roll (difficulty 80. The effects last for one turn.

Experience Cost: 22 EXP

The Mind Ensnared
Auspex 4, Dominate 1, Presence 2 (optional)

Experienced users of Auspex know the dangers of allowing others to dig around in their mind at will. Thus, savvy kindred have come up with a way of combating this. The kindred who both excels at Auspex and has at least dabbled in Dominate has learned the powers of the mind, and has learned to harden their own mind against unwanted intrusions.

System: By spending a blood point each night upon awakening, the vampire can know when someone is attempting to enter their mind unbidden. They might not know precisely who is attempting to enter their mind, but they know for certain that someone is. If they wish to eject the interloper from their mind, they must roll a contested willpower roll difficulty seven against the Auspex user attempting to probe their mind. If the vampire has Presence as well, they can choose to activate their Dread Gaze when they eject them as per usual, affecting only the target who attempted to read their mind.

Experience Cost: 18 EXP

Vibrato
Melpominee 4, Fortitude 2

The vampire at this level of Melpominee can scream a musical blast capable of damaging beings and objects at close range. The sound carries a great distance; accounting for acoustic conditions, the Vibrato can be heard. Through the sheer resilience of the Siren’s undead vocal cords can she put them to glass shattering potential, the only difference is that through the use of Melpominee can a Siren focus this devastation.

System:

The player rolls Manipulation + Performance (difficulty 6). Singing a Vibrato inflicts the victim with a terrible, heart-stopping fear and ear piercing frequency that inflicts one health level of lethal damage per success on the target in normal hearing distance. Multiple Sirens may use this Discipline in concert. In addition to this, Vibrato may benefit from the effects of Virtuosa and target a number of victims equal to the Siren’s Stamina + Performance in targets if the Siren knows Virtuosa.

Experience Cost: 18 EXP

Gesamtkunstwerk
Melpominee 5, Dementation 3

Many artists strive for their work to encompass many platforms. A gesamtkunstwerk is such an ideal of a piece of art including every medium. Pleasing the senses in all manners and striving for the perfect ideal. This power is ironically named as such partly due to it focusing on including so much in a piece of song that it overloads a victims senses and drives them insane due to the madness that underlies the piece of work. Through the Fugue and the Madness Network, one can use them to new found effects. This power is in many ways a tool to overload an enemies senses and not only cripple them, but debilitate them in the process and allow a Daughter a chance to defend or even escape.

System:

The player must spend a Willpower point in addition to 1 blood point. Then the player must roll a Manipulation + Performance (difficulty equal to the target’s current willpower) and the victim of this roll may attempt a Willpower roll (diff 8). If the activation is successful and the Siren rolls more successes than the victim, the power takes effect though unlike uses of Dementation that linger, this power is only in effect in a number of rounds equal to the success rolled. When in effect, Gesamtkunstwerk overloads a victim’s senses leaving them incapacitated and unable to respond or act other than reel from every stimuli of their being be overloaded. Sight, smell, taste, touch, hearing, and more are all flooded with visions, noises, and other chaos from both the touch of Fugue and Madness bumped to 11. Each victim experiences a mental overload that is random as it is personal. This power is overt and by no means subtle as the Siren must enact in a primal and vicious scream that affects the victim. When the amount of successes pass in rounds, the victim may regain their functions and react once more as per normal though they may always remember the feelings evoked while under Gesamtkunstwerk. This power may not be used in concert.

Experience Cost: 24 EXP

Crescendo Fortissimo
Melpominee 4, Potence 2

Singing is not nearly made of just pretty melodies and soft notes, as much like all sound, it is made of waves. While most Daughters are not scientists, they know how to exert the upper limits of their capabilities by using the Fugue and their

vocal mastery to extreme limits. Crescendo Fortissimo is one such power, known for its devastation and breaking of normal limits of soundwaves. By using Melpominee, a Siren may put her own mastery and strength behind her words, and by doing this allowing her to manipulate her surroundings alone with just her voice. While not the finest of control over powers like Movement of the Mind, this combo discipline allows a Siren to use her voice to push objects and even people back with a mighty belt of her voice.

System:

The player spends 1 blood point and then rolls Manipulation + Performance (difficulty 6.) If being used to attempt to break an object or door, an ST may determine how many successes are needed in terms of health levels to destroy said object. If used against another person, the target may roll Strength + Athletics (difficulty 6) or be swept off their feet by the blast. If they do not match the Siren’s Activation roll in successes or beat it, each success garnered by the Siren moves a character or object 5 meters away from the Siren enacting this power. In addition to this any objects (or targets) flung take an equal amount of bashing damage equal to the successes rolled that may be soaked normally as they take impact damage from the blast as well as their surroundings. Crescendo Fortissimo may be used on a number of targets equal to the Siren’s Stamina + Performance rating as long as they are within 10m to the Siren, but may be directed towards a single target if desired. This power may be used in concert with other Sirens.

Experience Cost: 18 EXP

Dreaming Whispers
Melpominee 3, Dementation 3

The Siren’s voice floats out through a room. Her song insinuates itself in her victim’s mind, wrapping its tendrils and tugging it along the Siren’s desired path. With but a melody the Siren can not only have her words wrap into one’s soul and mind, but also tugging deeper at a victim’s heart and causing all matters of effects that linger like the haunting chorus of the Sirens of old.

System:

This power requires the target to listen to the entire song, taking a minimum of 2-3 minutes to perform, in order to form a link to its target. The character rolls Manipulation + Performance (difficulty equal to the target’s Willpower) opposed by the target’s Willpower (difficulty equal to the Character’s Charisma + Empathy). If successful, the Siren can send the target any sort of dream. They may send nightmares to unsettle or erode Intimacies; or “prophetic” dreams to convince the target to take a certain action, planting ideas and notions deep within their subconscious

A dream-borne attack prevents the victim from recovering Willpower for a number of nights equal to net successes and they suffer under the effects of the Nightmares flaw. For mortal victims, if the net successes is at least one higher than their stamina, they must ‘soak’ these successes with Stamina or die in their sleep from dream-induced terror.

A dream prophecy, implants an idea that the victim now believes is true. This belief is not wholly rational and cannot be easily reasoned through. Simple ideas take hold more easily and are longer lasting than complicated ones. Net success in excess of the victim’s self-control are implanted so deeply in the subconscious as to be almost impossible to overcome and push them to immediate action. This power can have far reaching implications for their target, changing Natures, Demeanours, adding Driving Goals, etc.

Victims cannot spend Willpower in their sleep to resist the power’s effects.

Experience Cost: 16 EXP

Stone of Water
Visceratika 3, Potence 3

With this power, the Gargoyle can mold stone to her will.

System: The vampire spends a blood point and rolls Str + Crafts at a difficulty equal to the size of the piece of stone they're attempting to change (a statue might be diff 6, while a sidewalk might be a diff 8). The changes last for a number of rounds equal to the amount of successes rolled, at which time the chunk of concrete reverts to its original shape, even if it is in a new location.

Experience Cost: 12 EXP

Fist of Stone
Visceratika 3, Potence 5

By spending a blood point and making a successful dexterity + brawl attack, the Gargoyle can transfer their command over stone into the very concrete beneath their feet, sending the shockwaves of their punch through the stone. Each success on the dexterity + brawl roll determines how many meters the Gargoyle's punch travels, and those on the afflicted stone must make a dexterity + athletics check diff 8 or be knocked prone and take lethal damage equal to the Gargoyle's Potence rating which may be soaked as normal.

Note: This power may only be used on concrete.

Experience Cost: 16 EXP

Senses of the Beast
Protean 4/Auspex 1

You may spend a blood point and grow a minor animal feature (the eyes of a cat, nose of a wolf, ears of a bat, etc.) for the duration of a scene. As long as the feature is active, you gain +2 dice on any Perception rolls using the animal feature, in addition to gaining the benefits of Auspex. As with most Protean abilities, being witnessed while using this power is a significant Masquerade breach. Additionally, the user may be subject to a penalty on social rolls at the Storyteller's discretion.

Experience Cost: 15

Catch a Whiff of Madness
Dementation 2/Auspex 3

Description Insanity is the sea through which Malkavians swim like sharks every night of their unlife. As such, they know the aroma of madness and can sense it in others the way sharks smell blood. With this refinement, the Malkavian can parse that scent into its component notes, revealing exactly which flavor of insanity he senses. The uses to which the primogen can put such knowledge about his comrades are legion. This is one of the carefully guarded talents that give the clan its reputation for knowing things that ought not to be known.

System: The Malkavian gets close enough to his quarry that he can smell him; the Malkavian can be as discrete or obvious about this as he wishes. The player rolls Perception + Empathy at standard (difficulty 6). Catching the target’s scent alerts the Malkavian to the target’s mental state: it specifically reveals mental weakness or instability, including derangements and unusually strong emotional responses (with three or more 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.

Experience Cost: 15

Belle of the Ball
Obfuscate 3, Presence 1

Everyone wants to be the prettiest dame at a party, the one everyone looks at and adores. Some just take it further than others. This blending of the ideas of Awe and Mask of 1000 Faces are all meant to draw emotions to the surface and change how one is perceived. Meant to create an animal magnetism that just draws folks in like a moth to a flame. Making someone more attractive, their eyes more inviting, their skin more luminous, subtle yet always present even if the changes are merely psychological to those hit by this power, it draws them in nonetheless. The effects of this power are always emotional and psychological, but can enhance natural features and amplify their beauty and more, thus making it much trickier to overcome and ignore unless a person is made aware of the trickery or the victim has means of piercing such illusions.

System: To activate this power the user must roll Manipulation + Performance (difficulty 6). While active, the user benefits from a -1 difficulty to all Social actions due to the inherent animal magnetism of their presence. In addition they gain an additional +2 dice for any Appearance related rolls as their physical presence is more alluring, making the nerdy twig appear like a stud to a crowd if used right. This power can affect supernatural creatures, though if they are made aware of the activation of this power they may spend a Willpower Point and roll Willpower (difficulty of the user’s Charisma+Subterfuge) in order to break through the allure if they do not pierce the power through active use of Auspex. An affected character breaks through if they are clearly endangered as well.

Experience Cost: 8

Bullet Curving
Kineticism 2, Celerity 2

When making a firearms check, the character rolls Willpower vs DC 6. Each success allows the character to ignore a point of concealment/cover in the attempt to hit their target. The attack roll must still be made after Bullet Curving is attempted.

Experience Cost: 9

Impression of a False Visage
Dementation 1, Presence 3

The vampire's player rolls their Appearance/Charisma + Subterfuge against a difficulty of the target's willpower, causing the target to perceive them as more attractive or charismatic for a duration determined by the amount of successes garnered. The vampire's player may add 2 dice to any Charisma or Appearance related rolls against the target for the duration. The target cannot be subject to both at the same time, and, similarly to the Presence power Entrancement, repeated uses of Impression of a False Visage against the same target before the first use has worn off will fail.

1 Success        One turn

2 Successes   One hour

3 Successes   One night

4 Successes   One week

5 Successes    One month

6+ Successes  Three months

Experience Cost: 12

Riot Shield
Obfuscate 2, Kineticism 2

The clanless who has learned to stay hidden and to redirect bullets from themselves may spend a willpower point and roll their Stamina + Dodge against a difficulty of 6, creating an invisible shield of force five feet long and five feet high in front of them. Enemies wishing to bypass the shield must score more successes on their attack roll than the vampire's player gained on their activation roll, for a number of rounds equal to the successes gained on the activation roll, provided the vampire remains stationary. If the vampire moves, she loses the benefits of this power automatically.

Experience Cost: 12

Dismemberment of the wavering mind
Animalism 3 and auspex 4

Quell the beast and Telepathy In times immemorial there was kindred, and these kindred were emotionless beings. Things of no love, no compassion, and no affection. It was nothingness in a black hole where their hearts used to be. Many other kindred, tried their hands at trying to fill this void. Magic, so often tempting and so secretive that failed. Blood, that thing that bound all kindred alike and stood the test of time, was perverse, and distracting. Grossly negligent in how it was forever, but could sour. Then came the final, a discipline, and disciplines beyond that. Things that broke into your mind, and did things kindred never wanted. And unlike the bond, it didn't sour. The possessive void of compassion was filled. And no kindred wants that. So it was that elders and neonates have come to know this coveted skillset. A display of mastery over the disciplines of many. discipline. Created by the monstrous clan of the dragon, for even their malicious hate and disgusting debauchery could be undone by a neonate with a trigger finger on their discipline gun. Even generation wasn't safety.

In learning to call upon the beast, and to quell it, you can quiet its most base desires, and in learning the human mind like a book, there was no way you couldn't formulate a defense against this most heinous crime against fellow nightwalkers. Like surgery, you could pluck these poisons from the mind, and let their influence end once and for all. Until of course, one does it again.

System: This combo discipline can only be used on another kindred over a period of time, in which they must be in eyesight, unbroken. The method in which one reverses these effects depends on how exactly it was the emotional effect was achieved. If entrancement The kindred must then spend 1 willpower point, and 2 bloodpoints. Upon activation the kindred must then roll Intelligence + Empathy, at the diff of your targets permanent willpower. The results of this roll shall determine how many successes off the original roll the perpetrator of said discipline you get off. If Passion The diff is humanity If haunting seduction The diff is perception + self control Etc, This combo discipline works on all emotional effects, from the following disciplines, as well as combos derived from them. Presence, Dementation, Melpominee and Some thaumaturgy effects.

This power may be used once per IC week.

2ss - 1ss off the original roll

4ss - 2ss off the original roll

6+ - is 3ss off the original roll

Experience Cost: 21 exp

Shapes of the Beast
Abombwe 2, Celerity 1+

The Laibon who has learned to call on the Beast to shift her body may do so at the accelerated speed of Celerity. To activate this combo discipline, the vampire’s player must have the Abombwe power Invoking the Predator active. From there, they vampire’s player can choose, when spending for Celerity actions, to activate this combo discipline. If the vampire so chooses, they may then choose to spend one of their Celerity actions to instead change the animal feature granted by Invoking the Predator for a different animal feature instantly. Allowing the Beast to come so close to the surface so often causes the vampire’s difficulties to resist Frenzy and Rötschreck are increased by two, and any attempts to make a complex animal feature are increased by one.

Experience Cost: 15 exp

Phantom Bite
Auspex 5, Protean 2

The Nagaraja who has gained a mastery over Auspex and at least the rudiments of Protean may project her ability to deal damage to foes through their astral form. This power cannot be activated outside of astral form and requires the vampire’s player to spend both a blood point and a willpower point as well as a Perception + Alertness roll difficulty 7 from the vampire’s victim as the air around them becomes unusually cold. If the victim scores 3+ successes, they see a ghostly image of their attacker and may dodge as normal. If they fail, the attacker may make their attack roll as though under the effects of Unseen Presence. The victim takes lethal damage equal to the attacker’s Perception score that is considered unsoakable unless the victim possesses Fortitude.

Experience Cost: 20 exp

Seductive Aura of the Trickster
Obfuscate 3, Mytherceria 2 [Darkling], Presence 3

The kiasyd with this ability conceals their aura to those who seek to spy their inner emotions through the use of Aura Perception. The Weirdlings, well-known for enjoying their privacy, often to extremes, employ this power to

System: Upon a successful activation of Darkling Trickery the kiasyd clothes their aura with a mask of entrancing power; this mask will dissipate upon the rising of the sun. Users of Aura Perception will find themselves under the effects of Entrancement as if the kiasyd had used that power and scored a number of successes equal to the successes scored on the activation of their Darkling Trickery power.

Experience Cost: 18 exp

Spoiling
Quietus 2, Potence 3

Developed by the Sorcerer caste of Assamites, this power allows the user sap the strength of the victim.

System: The user must activate the Quietus 2 power Scorpion’s Touch as normal,  and declare whether they wish to sap the victim’s Strength or Stamina that turn. They cannot do both. If the activation of Scorpion’s Touch is successful, and the Assamite successfully hits (but not necessarily damages) her target, the target loses a number of Strength points equal to the number of blood points converted into poison. The victim may resist the poison with a Stamina + Fortitude roll (difficulty 6); successes achieved on the roll subtract from the Assamite’s successes to affect the target. To afflict her target with the poison, the Assamite must touch her target’s fles or hit that subject with something that carries the venom. The maximum number of blood points an Assamite may convert at any one time equals her Stamina. The number of net successes scored indicates the duration of the Strength loss.

1 success       One turn

2 successes   One hour

3 successes    One day

4 successes    One month

5 successes    Permanently (though Strength may be bought back up with experience)

Weapons so envenomed must be of the melee variety - arrows, sling stones, bullets and the like cannot carry enough of the stuff to do damage and it drips off in flight. Players whose Assamites wish to spit at their targets must make a Stamina + Athletics roll (difficulty 6). No more than two blood points’ worth of poison may be expectorated, and a Kindred may spit a distance of 10 feet for each point of Strength and/or Potence the character possesses. Assamites are immune to their own poison, but not the blood-venom of other Assamites.

Experience Cost: 20 exp

Shared Entombment
Animalism 1, Abombwe 3

Description: The nights are short near the equator and so many Laibon quickly discovered the necessity for being able to find a safe haven not only for themselves but for their ghoul or Childer. This Discipline technique enables a vampire to meld a ghoul or childe with him into the safe slumber of any natural substance (earth, stone, etc.)

System Description: The effects of this power are indistinguishable from the Abombwe power Unseen Hibernation, save that the vampire’s player must spend an additional blood point to bring a ghoul or vampire under the earth with him. An interred ghoul can be human or animal, but no larger than a horse. Only a vampire who traces her ancestry through the character or is bound to him by the blood bond can be so interred. Both creatures must enter the earth at the same time, both feel the same effects, and both leave the earth when when the Cainite who possesses this ability chooses.

Another version of this power allows the character to pull a corpse into the ground with her. This version requires Potence 1 rather than Animalism 1, but is in all other ways identical. The character need not bring the corpse to the surface with her when next she rises.

Servants of the Dark Visage
Chimerstry 3, Abombwe 4/Obtenebration 4

The vampire who has learned to pull their Beast out of their body or to cloak themselves in the Abyss can combine this power with the seemingly solid illusions granted by Chimerstry to create shadow clones of themselves. These clones may attack, and have Strength and Dexterity ratings equal to the user's Obtenebration or Abombwe rating. The clones have four health levels and may soak Bashing and Lethal damage using the vampire's Stamina + Fortitude ratings. To activate this power, the vampire rolls Manipulation + Courage and spends two blood points as well as a willpower point. The number of successes gained on the Manipulation + Courage roll determines how many clones are created. Clones thus created last for a scene, or until they leave the line of sight of the vampire.

Shadow clones created with Obtenebration inspire Rotschrek rolls (difficulty 8)in kindred, humans and animals who are unaccustomed to the use of Obtenebration, while the creation of shadow clones using Abombwe gives the user +1 difficulty to all Rotschrek and Frenzy rolls as their Beast is pulled to the surface. The shadow clones do not gain access to their creator's potence or celerity, using their creator's fortitude rating to soak aggracted damage, though they may not soak aggravated damage dealt by fire or sunlight. Clones deal their Strength rating in lethal damage that can be soaked as usual. Additionally, they take on the form of their creator, though viewing them with Aura Perception will fail and the clones do not cast a shadow.

XP cost: 21

Aura thief
Auspex 2, Dementation 1 or Presence 3

By learning to hone their abilities to to read and manipulate emotions to a pinpoint, Kindred often learn that leech off more then blood but they... can possibly feed on emotions themselves. However... this method has been known to have quite a few drawbacks as well as advantages. The emotions and sensations you steal from another can heighten your senses or possibly even increase your motivation. Or... inversely drive you to horrid anger or deep depressions. Even scarier is that... these emotions can also be given to someone else with or without their consent. System: The Kindred spends two blood points, then chooses a specific emotion/sensesion from a target that must be garnered through evaluation or aura perception ( if not specified or in the emotion they seek to steal is no longer present what is taken will be randomized ), if the target is unwilling or unaware that Kindred will roll: Manipulation+Intimidation difficulty determined by the target's permanent willpower resisted by a willpower roll difficulty determined by the permanent willpower of the Kindred at hand. If successful the Kindred may choose to steal the entirety of the emotion for themselves or simply just a portion of it and the vampire becomes filled with their emotions for the rest of the scene or by expenditure of willpower for the rest of the night. On failure the target is successful in repelling the thieving Kindred from their emotions. They are more aware to your presence and on guard. Each future attempt the difficulty increases by 1 for every failure. On a botch the Kindred in their heated attempt to steal the emotions of the target end up losing their own falling into a pit of apathy for a night and losing a willpower point.

If the emotion is positive, that positivity tends to bleed into the very Kindred themselves taking hold. The theft of strong positive emotions may lead to varying positive effects depending on just what it is they took. Ex. Joy may offer temporary will, confidence may offer auto success on a single roll, Happiness may offer an extra die on charisma rolls. Just what each emotion may give is up to storyteller discretion. However, if the emotion is negative. That negativity tends to bleed into the very Kindred themselves taking hold tainting their mood and even pouring into their behaviors itself. Just like the theft of strong positive emotions, strong negative emotions may lead to varying... concerning effects on the Kindred depending on just what they take. Ex. Depression or Sadness may lead to loss of willpower. Anger may possibly lead to increases in difficulty for frenzy. Stealing Pain may cause phantom wound penalties for amount of time. A word of warning stealing the emotions of others may lead you to act of them in their behalf... A willpower roll of very difficulty may be given if a situation is called into play where it may be hard to resist the new found emotions the Kindred finds themselves strapped with. Beware Indeed. The emotions of which you stole don't need to be the burden of you alone. The Kindred may choose to pass off these emotions on to the much less lucky victim. If the target is unwilling, Manipulation+Intimidation difficulty determined by the target's permanent willpower resisted by a willpower roll difficulty determined by the permanent willpower of the Kindred at hand. The target would feel the full extent of the emotion and you would feel a full loss of it.

Second Sight
Auspex 2, Spiritus 1

Description: Among the first things an Ahrimane learns is to listen and speak with the spirits of the world around her. Animals, trees, even devices all have spirits that can be spoken and bargained with, but seeing into the realm of spirits is another matter. By combining expertise in Auspex and Spiritus, some Ahrimane are able to look beyond the gauntlet and into the Penumbra, into the realm of spirits nearest the material world.

System: The Ahrimane must spend a Willpower and succeed on a DC 6 perception+occult roll. Each success allows the Ahrimane to see into the Penumbra for one hour. Communicating with any spirits therein still requires a success with Spiritus 1. While this effect is in place, the material world and spirit world overlap to the Ahrimanes vision, imposing a +2 difficulty on any perception based checks.

Exp Cost: 10 Maddening Punch

Potence 3, Dementation 2

Anyone who fights knows the value of being able to throw your opponent off their game, but those children of Malkav who hone their physical abilities in tandem with the gifts of their blood are among some of the best at this, channeling their own madness into their opponent through a punch. System: The player must first land a hit on their target as normal. On a successful hit, the player may choose to instead spend a blood point. Doing so inflicts the victim with the normal damage from the punch as well as causing them to suffer the maddening visions of the Dementation power The Haunting; the Malkavian may choose the afflicted sense as normal. Each success scored on the hit causes the victim to suffer these hallucinations for one round, inflicting a +2 difficulty to dodge and to hit, owing to their distraction.

Exp Cost: 16