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Animalism

ELDER ANIMALISM
Animal Succulence
Most vampires find animal blood tasteless and less nourishing than human blood, not to mention
somewhat dclass. Those with this power have learned to make greater use of such stuffs.
Once this power is learned, it is always in effect. Simply put, every one Blood Trait you gain from
an animal counts as two.
Shared Soul / Quickened Unity
Through the use of this power, you may probe the mind of any one animal within reach. Shared Soul
is a somewhat difficult experience for both parties, as both are completely immersed in the
thoughts and emotions of the other.
With enough effort and time, both participants can gain a complete understanding of the others
mind. Shared Souls primary use is in extracting memories of a specific event from the mind of an
animal, but some Gangrel have been known to use this power in search of enlightenment and
understanding of their own Beasts. However, too close a bond can leave both parties entangled
after the sharing ends, causing the vampire to adopt behaviour patterns similar to those of the
animal.
To use Shared Soul, you must touch the intended subject, make a Social Challenge and spend a
Willpower Trait. If successful, you can now make contact with the animals mind. For every memory
you wish to read from the subject, you must spend time searching through the animals mind before
you can experience said memory.
If you wish to form a complete bond with the animal, you must spend an entire minute touching the
animal and concentrating, then spend another Willpower Trait and make another Social Challenge
with the Storyteller. If successful, you can now access all of the subjects memories at will and no
longer need to maintain physical contact with the subject.
Species Speech
The power of Feral Whispers allows you to communicate with a single animal, but Species Speech
goes one step beyond - it allows you to communicate with all the members of a species in your
presence and to issue commands to animals. It is most often used after a large group of the species
has been summoned with Beckoning.
You must spend a Willpower Trait to establish contact with a group of animals and make a Social
Challenge against the group. The Storyteller determines the difficulty, but most animal groups
(particularly the higher animals) have the equivalent of 6 to 8 Traits. There is no limit to how
many animals you can command with this power, but all the animals must be in your presence. You
may not command animals to kill themselves or act in a suicidal way.
Beast Walk/ Sense the Savage Way
This power is a development upon Subsume the Spirit created by the Nosferatu. Through this
power, the Nosferatu casts his mind into an animals body. More than that, however, he can jump
from that first animal to another animal, then a third, a fourth, and so on indefinitely, while his
torpid body remains at his haven. Given time and a bit of luck, the Nosferatu can mentally travel
around the world.
As per Subsume the Spirit, you make an opposed Social Challenge against an animal as you look into
its eyes. You then possess it as per Subsume the Spirit. Your body is in torpor for the duration of
the Beast Walk. You wake up as soon as you end the possession (which you can do at any time).
Once you free your mind from your body, you can jump to another animals body if your current
host can see the other animal. The usual range for this is about 20 feet.

Beast Walk also surpasses Subsume the Spirit in that you can possess an animals body by day
without the need for your own body to stay awake. As with Subsume the Spirit, if the possessed
animal dies, you enter full torpor, with the duration set by your Path rating.
In addition, Beast Walk has an additional function - you may access other creatures senses. You
become a passive observer, merely seeing what the animal sees, tasting what it tastes. Even though
a beast cannot be controlled with this power, many Cainites find bestial sensations educational.
You make a Social Challenge against an animal of your choice. While you need not touch or even
see the creature when employing this power, the beast must be within a mile. You maintain the
connection for as long as she desires, but can perform no other action while doing so.
Eye of the Szlachta
As the name would imply, this power was developed by the Tzimisce, but is of use to any Cainite
with Animalism. Any Fiend who's been around for a while knows how to possess a lowly beast, but a
few can ride any ghoul who shares their blood. By locking eyes with the ghoul (and yes, both
parties must have eyes), the Fiend can transfer his soul into the creature, while his body falls into a
state resembling torpor. Although some Tzimisce consider such intimate contact with their servants
distasteful, sometimes it's necessary to calm a rampaging vozhd in a disposable vessel or to
"fleshride" a ghoul who can speak and open doors.
Eye of the Szlachta allows Subsume the Spirit to be used on ghouls. You can impose your
indomitable will onto one of your ghouls by spending a Willpower Trait, thereby merging the two
souls together. Each Mental Trait you spend increases the strength of this connection, which lasts
for one night.
1 Trait Simple Possession
2 Traits Can use Auspex
3 Traits Can also use Animalism & Dominate
4 Traits Can also use Vicissitude
5 Traits Can also use Koldunic Sorcery, Necromancy & Thaumaturgy
You may choose to use either the table of usable Disciplines presented under Subsume the Spirit, or
to use the above table for any uses of Subsume the Spirit.
Twist the Feral Will/Gap of Ages / Masters Voice
This power reflects the Cainites utter mastery over lesser beasts. The power of Feral
Whispers allows you to communicate with a single animal, but Twist the Feral Will goes one step
beyond - it allows you to communicate with all animals within range of your voice and to issue
commands to animals. It is most often used after all nearby animals have been summoned
with Beckoning.This gift exerts such great conditioning upon natural beasts that the effects are
passed down through the generations. Affected animals and their descendants roam the wilds of
Europe with a singular intent or thought burned into their minds and their very being. Often times
these creatures are simple guides with instructions to lead travellers of a certain "smell"
(Nosferatu, in this case) along a specific path. Not all commands are altruistic, however. Some
animals readily fight clearly superior foes because a vampire commanded their great-grandmother
to protect a domain. While Cainites recognise their bestial nature indeed, often relying on it to
guide their way on the immortal path they know they are superior to all other creatures. The
vampire need not bother possessing an animal; the smallest portion of her will is enough to seize
control of the creatures spirit and force it to do her bidding. The influence is so great that it is
unnecessary to speak commands or be present once the animal is controlled; in fact, the vampire
may go about other business.
Like Feral Whispers, Twist the Feral Will allows characters to command animals. Talking to them
requires no challenge, but to condition a creature and its descendants, the player must succeed in

an opposed Social Challenge against the group. The Storyteller determines the difficulty, but most
animal groups (particularly the higher animals) have the equivalent of 6 to 8 Traits. There is no
limit to how many animals you can command with this power, but all the animals must be in range
of your voice. You may not command animals to kill themselves or act in a suicidal way. You create
a bond so strong that it will never fade; thereafter, the animals and their offspring obey. An animal
can perform highly complex actions. "Bring others who smell like me through this path" or "attack
anyone who smells dead but continues walking" are viable orders. Conditioning can be broken if
another vampire uses this Discipline to issue new instructions. In either case, Twist the Feral
Will does not affect already-born offspring of newly commanded animals.
Quell the Herd
Developed by the Gangrel, this power functions along the same lines as Quell the Beast the
Gangrel asserts her will over mortal animals (or humans), subduing their Beasts with the terrifying
power of her own. Passionate, powerful emotions, or even simple attempts to assert individuality
or will are squelched, rendering those affected apathetic and lethargic for the duration. Multiple
targets may be affected; the only requirement is that the individuals must be able to see or hear
the Gangrel. It may be necessary in some extreme situations to get the targets' attention, but that
is not likely to be difficult for a monster of this power.
This power functions as a mass Quell the Beast, but can affect mortals only. You must engage in a
mass Social Challenge with your victims in order to use this power. If you succeed, your targets may
no longer use Willpower Traits for the remainder of the evening.
Tier of Souls/Pact with Animals
A vampire with this power gains more than mere sustenance from the blood she drinks. She also
gains insight into and even abilities from the donor. Moreover, if the being from which the vampire
drinks has recently fed, she may gain similar awareness of that creature. If that creature had also
recently eaten before being consumed, the vampire may likewise acquire the powers of that
victim, and so on. (Renfield wasn't so crazy after all...)
The Vampire must drink the blood of her prey and make a static Social Challenge against the Social
Traits of the prey. On a success either a memory, Trait or Ability may be accessed. The vampire may
choose one of the victim's Traits or may select from anything that the victim (or victim's victim,
etc) has eaten in the past 24 hours. The options are: gain a bonus dot of an Ability that the prey
possesses; gain a bonus Trait that the prey possesses; or receive the answer to a question that could
be asked of the prey using the Auspex power Telepathy.
The effects last until the vampire expends the creature's Blood Traits. You can only benefit from
one soul at a time; if you feed while benefiting from a soul already from this power you may choose
to retain your existing bonus or replace it with the new one. If you choose to retain your existing
bonus, you may instead access a memory of the prey, as described above. Regardless of much blood
you drink from one target, you only gain one bonus Trait or Ability, as described above.
In addition, you may spend a Willpower Trait when you drink a Blood Trait from a specific animal.
For the rest of the night you gain mystical powers based on the animal in question.
Bird You gain the Protean power Feral Claws,the Auspex power Heightened Senses (sight only),
and 2 bonus dots of the Survival Ability.
Canine - Your bites deal an additional level of damage, you gain 2 bonus Health Levels, the Auspex
power Heightened Senses (hearing and scent only), but you take a 1 Trait penalty to all challenges
when alone. (In combat, you are alone if you are the only person targeting an enemy; in other
situations, you are alone if there is no-one within 5 ft.)
Feline - Your bites deal an additional level of damage, you gain a bonus dot of
the Athletics and Dodge Abilities , the Auspex power Heightened Senses, but you take a 1 Trait

penalty to all challenges when not alone. (In combat, you are alone if you are the only person
targeting an enemy; in other situations, you are alone if there is no-one within 5 ft.)
Ursine/large animal - Your bites deal an additional level of damage and you gain the Protean
power Feral Claws, you gain 2 bonus Physical Traits, but when you are wounded for the first time in
a scene, you must make a Self-Control/Instinct challenge against a difficulty equal to the levels of
damage taken (max. 5) or enter frenzy.
Rodent You gain 2 bonus Physical Traits, you may move 2 additional steps in combat, you gain a
bonus dot of the Athletics and Dodge Abilities, the Auspex powerHeightened Senses (scent only),
but when you are wounded for the first time in a scene, you must make a Courage Test against a
difficulty equal to the levels of damage taken (max. 5) or flee.
Reptile - You gain 1 bonus Physical Trait, a venomous bite that deals 4 levels of aggravated damage
to mortals, and 2 levels of aggravated damage to Cainites, scaly skin (every time you are wounded,
you may soak one level of damage if you win a difficult test, this is ineffective against sunlight),
but you must spend a Willpower Trait whenever you are confronted by a chance to commit
treachery in order to avoid being treacherous.
Send the Eighth Plague / Tainted Oasis
This is one of the most destructive powers among any of the Disciplines. An ancient Gangrel called
Valentinian demonstrated its immense potential for ruination shortly after the Fourth Crusade.
Angry with Italian Cainites intruding upon his lands, he called upon his mastery of Animalism and
brought starvation down on an entire trading town. Send the Eighth Plague can lay waste to
villages, towns and entire baronies, for it calls upon rats, mice locusts and other pests to gather
and plague a target of the wielder's choosing. In the Dark Medieval, when every harvest was a
gamble, the mere threat of this power could intimidate Cainite princes and lords, who would have
rather not seen their source of blood starve to death.
Spend 10 Blood Traits and meditate for a full turn, then pick a number of Social Traits to spend. A
mighty plague of vermin appropriate to the area will begin to gather and ravage all foodstuffs and
perishables in a 1 mile radius for one night. For each Social Trait spent, Send the Eighth
Plague lasts for an additional night or affects an additional mile radius. You may choose to have the
vermin originate from a logical point, such as a rat hole, in order to attempt subtlety, or you may
opt to simply have the vermin swarm the area with no discernible origin. Unleashing Send the
Eighth Plague in an area temporarily lowers the Influence rating of others who occupy or use that
area for the duration of the plague.
Additionally, you may taint animal habitats by spending any number of Blood Traits. For each Trait
spent, the habitat is tainted for one month. Animals who feed there regularly during the affected
time grow unnaturally strong and more loyal to the vampire whose blood they are imbibing. The
animals gain a bonus health level, inflict an extra level of damage and gain 2 bonus Physical Traits;
in addition they gain a one Trait blood-bond to you, and you are 2 Traits up when using any powers
of Animalism on them. Prolonged feeding at a tainted habitat also passes on some of the Cainites
predatory nature, though. Rumours abound of affected predators thinning the local herd needlessly
and herbivores in constant challenges for herd dominance.
Vrykolas
Drawing on his unholy connection to the beasts of the wilds, the Vampire drinks the blood of a
ferocious animal - a wolf, bear, boar, or what have you. Immediately after draining, a
metamorphosis occurs: The Tzimisce takes on some of the features of the beast, becoming a hybrid
monster. Fiends often use this power in combination with Awaken the Zulo Shape and Chiropteran
Marauder, especially when making war on Lupines.
The Tzimisce drains all the blood from an animal. Over the next three turns, the Tzimisce sprouts

fur, tusks, claws, horns and other assorted weaponry (the precise accoutrements depend on the
animal killed). Generally speaking, the Fiend gains a health level, claws inflicting aggravated
damage, and a bite inflicting aggravated damage. All Social Traits drop to zero.
This power costs two Blood Traits to activate. The Tzimisce must have a Vicissitude score of 3 or
greater to use this power.
Deep Song
The origins of this power are unknown, but Gitano Ravnos have claimed responsibility for its
creation. Similar to Song of Serenity, this power allows a vampire to influence the moods of his
listeners by singing to them. However, at this level, any desired emotion can be produced; through
the words of the song, a Ravnos may attempt to sway the passions of his audience. People affected
by Deep Song are often easily manipulated by the singer. If filled with love or regret, they can be
fleeced of their money, and if filled with anger or hate, they can be provoked to violence, or
incited to riot.
The Cainite makes an opposed Social Challenge against any number of targets, all of whom must be
able to hear the Cainite sing. (This must happen in person the effects cannot be conveyed across
radio waves or recorded.) On a success you may alter the listener's emotional state as desired. The
target of the song never clearly remembers its true power, recalling only that she was deeply
moved by the performance. The effects of the Deep Song last for a scene.
Shepherds Innocence
While not all animals run away at a vampire's approach, the relations between Kindred and most
creatures are far from the best. Dogs tend to bark in their presence, cats leave the room and
horses often throw them. On the other hand, animals find those undead with Shepherd's
Innocence not only inoffensive but extremely attractive.
With an opposed Social Challenge, a character can quickly calm a charging lion, gain the trust of
growling guard dogs and ride happily on the back of a wild elephant. If successful, the character
may attempt nearly any sort of activity with the creature(s) (this makes feeding from it absurdly
simple).
Song in the Dark
Before the Nosferatu clan could hide in labyrinths buried beneath the cities of men, Ancients relied
upon vast caves and caverns for their survival. The most powerful Methuselahs didn't limit
themselves to the few that existed they created new ones. Loremasters tell tales of vast
creatures underground, forgotten things from the early days of the world, monsters that Nosferatu
himself could not destroy. Giants in the earth, these atavisms sluggishly tunnel and crawl countless
miles beneath the surface world. Although cynical and scientific Nosferatu (autarkis or otherwise)
deny the existence of such creatures, human scientists cannot fully predict the occurrence of
earthquakes and similar subterranean events.
Some Nosferatu occultists claim that only Nosferatu Methuselahs are potent enough to draw upon
this power. A few insist that might vampires employ this Discipline to create sinkholes, collapse
unstable sewer tunnels or open up vast caverns in rural areas are as desperately essential to their
descendants. The most outrageous stories concern entire ecosystems based around massive
chthonic worms, subterranean leviathans or other burrowers beneath the Earth's crust. Whether
this supernatural power (if it exists at all) involves summoning these creatures or merely shifting
vast amounts of earth with the power of the mind remains a point of conjecture.
Song in the Dark is superficially similar to the Animalism power The Beckoning, but this power
enables contact with the monstrous denizens of the underworld. The nature and power of these
creatures are up to the Storyteller; some legendary beasts are rumoured to be larger than blue
whales.
A Cainite should theoretically be able to summon and command a creature once each year for five
points of Willpower he possesses. The Cainite must be underground or on the surface above or near

some sort of underground cavern area. First, the vampire burns these temporary points for a period
of at least one month; he cannot regain them until this time has elapsed. The size of the
subterranean disturbance depends on a Social Challenge; the difficulty depends on how rural the
chosen location is. (An uninhabited plot of land in the midst of the Sahara would be difficulty 6;
downtown Manhattan is difficulty 10.) If successful, then there is an appropriate creature in the
vicinity (Storyteller's discretion): something will answer the call. The creature is not under the
Cainite's direct control, but it is generally not hostile toward the caller, or at least is more likely to
devour the Cainite's enemies.

MASTER ANIMALISM
Conquer the Beast
Masters of Animalism have a much greater understanding of both beasts in general and the Beast in
particular. Those who have developed this power can master their own Beasts to a degree
impossible for lesser Kindred to attain. Conquer the Beast allows the vampire both to control her
frenzies and also to enter them at will. Some elders say that the development of this power is one
of the first steps on the road to Golconda.
Spend a Willpower Trait at any point to enter or exit any form of Frenzy including Rtschreck; any
Frenzy you enter using Conquer the Beast is controlled as if you were riding the wave. Whilst in
frenzy of any form, you gain three bonus Physical Traits. Whenever you enter Rtschreck you are
immune to all effects of purely Mental or Social Disciplines and any current effects you are
suffering from as a result of said Disciplines are negated.
Engling Fury
You may now feed off an animals spirit to replenish all your lost Willpower Traits. Use of this power
destroys the animal and its soul, however, and may be invoked once per session.
Stampede
A deep, innate knowledge of animal instinct allows the Cainite to trigger a very specific fear in his
victims a unthinking panic that pushes hundreds of creatures into headlong flight. This ability
only works on large groups of people; too few, and the aggregate fear will not be enough to
override sensible plans of action. Also, the crowd or herd must be already agitated by some
mundane occurrence, such as the smell of a large predator, a lost football game by the home team
or a shortage of this year's fad toy during prime shopping season. (The Cainite may cause the
"mundane" situation by being the large predator, influencing the outcome of the soccer match, or
waylaying the toysbut this is not necessary or even wise.) Once this power takes hold, its victims
will flee until they escape the vampire's influence or until they are rendered unable to run.
This power must be activated within sight of a crowd of roughly 50 agitated mortals (the Storyteller
may allow this power to be used on smaller groups of really pissed-off mortals). Any unsettled
mortal within this radius will immediately flee toward the nearest escape or exit unless the Cainite
chooses to direct the Stampede by force of will. The vampire may set a direction or path for the
fleeing multitudes, but may not change or alter it once the flight has begun. Members of the
Stampede will ignore many potential sources of danger, such as running into the road or through a
firing range, but will not take obviously suicidal actions like leaping off tall cliffs or skyscrapers. In
some cases, however, the crazed mob will not see potential danger in time or be forced into it
anyway by the pressure of the crowd behind them.
Mortals who were not initially affected may be caught up physically or emotionally in the tide, as
the Cainites projected Beast wreaks havoc for a scene unless he chooses to end the madness
earlier. Upon leaving the affected area, mortals may recover their senses and stop their mad rush.
If the area is bottlenecked, however, such as a long hallway or valley, the mortals may opt to
continue fleeing rather than be trampled. It is worth noting that this power can go awry, even
without a rolled botch the power of hundreds of Beasts, even those of mortals, can be too much

for the vampire to control. Animals pushed too hard may frenzy, and people have a disturbing
tendency to riot.
The Stampede affects everyone within 50 yards of you; each additional Social Trait you pay extends
the range another 50 yards. Individuals whose Willpower is equal to or less than half of your Social
Trait total succumb automatically. Individuals whose Willpower is at least half your Social Traits
total may spend a point of Willpower to make an opposed Social Challenge against you; if they
succeed, they resist the urge to stampede. Characters whose Willpower equals or exceeds your
Social Trait total may make the same test without spending Willpower.

Auspex
ELDER AUSPEX
Clairvoyance / Farsight
With Clairvoyance you can perceive distant events without the aid of Psychic Projection. After
concentrating on a familiar person, place or object, you perceive events surrounding the subject
while remaining aware of your own surroundings.
To use this power, spend a Willpower Trait and one round concentrating on a familiar subject, then
make a Mental Challenge against the person, or a Static Challenge against the area. With success,
you may perceive everything that happens around the chosen subject. Your perspective is largely
focused on your chosen subject; if you concentrated on another Kindred, your visions would follow
her actions and thoughts and be unable to see around the comer to the muggers lying in wait for
her. Other Auspex abilities may also be used to gain more information about the events that pass
(provided you can win any tests they require). The power remains in effect as long as you
concentrate, and you must have met your subject before to use this power. If you have only
encountered the target through Psychic Projection or similar means, the difficulty of the Mental
Challenge is increased by 3. Cainites that possess Clairvoyance will be given an opposed Mental
Challenge against the originator of the power if they are ever the target of another
Cainite's Clairvoyance; on a success, they realise that they are being spied on.
While using Clairvoyance, you must bid two additional Traits for any tests to resolve events that
occur in your physical surroundings as you are experiencing events in two locations simultaneously.
Cainites who use a crystal ball or other scrying implement are two Traits up on the Mental
Challenge required to activate Clairvoyance.
Prediction
With Telepathy you can read anothers thoughts. With Prediction, however, you keep a channel
continuously open to all those around you, a constant background buzz of surface thoughts and
emotions. It is not a deep probe, nor sufficiently accurate to pick up specific thoughts, but gives
clues to others moods and attitudes, especially when in close contact with a particular subject. It
is far less about true prediction and more that you sense a thought being formed before it is spoken
aloud (although the words unspoken are often far more interesting).
With Prediction, you may not be surprised even if your concentration is on other matters, such as
an attack or a debate, or your facilities are impaired (due to drugs or mental control). You can
sense your enemys intentions, giving you a free Prediction Discipline Retest on related challenges.
This effect has a radius of 10 feet. Obviously, this offers no protection against sniping from the
building across the street or other similar long-distance attacks.
Celestial Harmony
This power is a little dangerous to use, but its effects are well worth any price the vampire may
have to pay. It allows a Cainite to open up his mind to the river of thoughts and emotions created
by the souls of those nearby, flooding his head with a torrent of unfamiliar images, voices and other
less identifiable sensory input. Built in to this power, however, is a screening mechanism by which
the user may be able to perceive at least general impressions of whose thoughts belong to who.
This influx of information, coupled with the usual complement of skills possessed by elder
vampires, provides a quick and efficient way of analysing one's surroundings and gleaning the most
useful information from them without having to expose oneself or interrogate those nearby.
For example, a Cainite with this power enters a local watering hole in a town unfamiliar to him.

After activating this power, he becomes attuned to the souls of those nearby, his mind in harmony
with theirs. After a few moments, he has learned that the waitress fears for his well-being
(strangers aren't very welcome in this bar), the cashier behind him is single and looking, and the
stocky man in the cheap suit is an undercover agent of some kind. Unfortunately, this brand of mass
telepathy doesn't allow the user to shut out certain stimuli or "target" specific individuals. It is a
floodgate into the vampire's mind, one which is either entirely open or entirely closed.
To activate your Celestial Harmony, as an action, you must make a mass Mental Challenge against
everyone in the room. On a success, you read the surface thoughts of those around you, as if you
had used Telepathy against them. This can be represented at the game by asking all who failed the
challenge to speak their thoughts aloud. If you turn off the power (a reflexive action) you must
announce to the room that they no longer need narrate their thoughts aloud. You can turn the
power on and off repeatedly throughout the scene, if so desired. If you activate the power twice in
the same scene, however, you gain a new derangement (Storyteller's choice, based upon
circumstances).
If you wish to narrow your focus, after having received enough information through the use of
your Celestial Harmony to get you started, you may simply shut this power off and
activate Telepathy instead - a power better designed for such person-to-person intimacies.
Crocodiles Tongue / What People Want to Hear
A character with this power instinctively understands what one other person in a conversation
(living or undead) wants to hear. If he can find a way to phrase what he wants so that it sounds like
what the person wants to hear, this may help him get his point across. This also gives him a way to
ingratiate himself with people or accumulate favours. This differs from Telepathy in that the
subject need not be actively thinking about what she wants to hear - a disinterested club patron
may find out that this brash suitor offers her some secret desire, while a lonely student might have
found his "soulmate" who shares his same dreams.
You must spend at least a minute speaking with the subject; at the end of which you spend a
Willpower Trait and make an opposed Mental Challenge against the subject. On a success, you learn
the Nature and Path of Enlightenment of the subject, as well as their long-term goal. Once this
power has been successfully used against a subject, you may add a number of bonus Social traits
equal to your levels of Auspex as a bonus on Social Challenges against that target for the duration
of the scene.
Discern the Aura / Sense Emotion
A more wide-reaching if less precise enhancement of Aura Perception, Discern the Aura allows the
Kindred to glance over a group of individuals and pick out all those who show a specific colour,
emotion or state of being in their auras. The character could, for instance, glance around a room,
an auditorium or even at passers-by on the street and pick out everyone who is angry, or frightened
or even Kindred.
To Discern the Aura, as an action you must ask a question that could be answered through the use
of Aura Perception:
What is your current mood/emotional state?
What sort of creature are you? (human, vampire, werewolf, etc., subject to your knowledge of such
beings and their auras)
Are you under the effects of any form of magic?
Have you committed diablerie?
Was the last thing you said a lie?
You then make a mass Mental Challenge against everyone in the room. Each use of the power can
reveal the answer to only one question. If you wish to find all Kindred (every pale aura) in the
crowd, and then wish to find everyone in the crowd who is currently frightened, that would require
two uses of the power.
The Dreaming
A character with this power remains aware of events around him while he is asleep or in torpor;
these perceptions take the form of dreams. You may also use any powers of Auspex that you possess
while you are in torpor.

Genius Loci
This power enables the vampire to tap into the "ambience" or "spirit" of a specific place and
thereby gain insight into situations affiliated with the nature of that place. For example, if the
vampire uses Genius Loci while in a graveyard, she might gain insight into situations dealing with
death. If she uses the power amid the burned-out shell of a building, she might receive warning of
an impending fire; insight into catastrophes in general; or even an awareness of the forces behind a
rapid, cataclysmic change. Usually Cainites choose a place that is symbolic of a given force or that
has been the site of strong passions or trauma (i.e., a shopping mall where a mass murderer killed
23 victims with an assault rifle might well provide insight into situations involving violence or mass
panic).
You must meditate in a certain location for at least 10 minutes. On a success you gain insight into
the appropriate subject, receiving five bonus Mental Traits for the evening, and 1 temporary
relevant Ability dot and a relevant Speciality in an Ability. At the Storyteller's discretion, you may
receive additional insights.
Horoscopic Forecast
The Assamite Abdalkutba first used astrology as a tool to focus the intuitive aspects of Auspex,
enabling him to read more into charts than the average mortal astrologer. After centuries of
practice, his combination of Astrology and Auspex yielded this unique power. By casting a horoscope
for a person, group or institution and inspecting the night sky, the seer can gain glimpses of the
subject's future. Given a few decades, he can observe the events of the Cainite's unlife, compare
them to the motions of the planets and so deduce the conditions of the character's birth and
Embrace. The astrologer watches for shooting stars, clouds, auroras and the way the stars and
planets twinkle, as well as the locations of the planets. For a group or institution, the vizier needs
a date of origin, and as much other information as they can gather. For instance, if the seer cast a
horoscope for the United States of America, he would draw horoscope charts for July 1, 1776 (the
signing of the Declaration of Independence) and march 4, 1789 (the date Congress declared the
Constitution in effect) at Philadelphia in both cases.
To use this power, you need information about the target. To cast a mortals horoscope, you need
the time and place of the subject's birth. For a Cainite, you need the time and place of both mortal
birth and the embrace. For a group or institution, you need a date of origin, and as much other
information as you can gather.
After you prepare the horoscope charts and meditate upon them (this takes a night), you consult
the skies. To determine how much of the future you see, you spend any number of Blood Traits. For
each Trait spent, you divine one fact about the person or group's most probable future; you may ask
one question per Blood Trait spent.
Spirit Bond/Soul Scan/ Eagle's Sight
This power allows the Cainite to establish a mental bond with an object; the vampire may check
up on the object at any time after achieving this bond. Invoking the bond instantly reveals exactly
where the object is currently located. This power is best used sparingly many who apply it in
excess become paranoid and useless, checking on their bonds every waking hour.
This power has three uses:
Object location: You name an object and spend a Blood Trait; the Storyteller reveals the
geographical location of their subject. However, it does not reveal any local or small-scale
information. For example, though the bond reveals that a Malkavians dagger located just outside
Madrid, it does not reveal that it is Duke Philipes castle, or that it is guarded by men-at-arms at all
hours of the day.
Subject Location:To use this power on a non-object subject, spend a Blood Trait and make a Static
Mental Challenge with a difficulty of the targets Mental Traits. If successful you learn exactly
where in reality the conscious mind of an individual is.
Aerial Reconnaissance: This is a less selective form of Clairvoyance. You spend a Blood Trait and
touch a location on a map. You can then mentally scan a wide area pertaining to that location, as if
you were airborne, allowing you to make very rapid searches or view very large areas. You may

choose to view the area as it was at the time of the map's creation, or as it is at the present time.
If you also have Clairvoyance, you may 'zoom in' on a particular location.
Spirit Link
With Spirit Link, you can engage in telepathic communication with a number of people equal to
your dots in Auspex. Everyone thus engaged can communicate at leisure with all the others in
the Spirit Link. Each individual in the link can hear what anyone else says. This power may not be
used to read minds.
Insight of the Talespinner
Insight allows a character to delve far into her own mind, finding entire books and stories. The
Cainite can summon forth highly detailed characters and picture them in any situation to gain an
innate feel for how each would react. In addition, the Discipline opens up the writer's vocabulary to
its full expanse, allowing her to customize each character's vocabulary to fit his personality and
background.
A Cainite using this power finds it easier to write good stories. This does not help creativity, since
the writer must come up with the situation on her own. However, if the Cainite comes up with a
good plot, the characters will practically tell the tale on their own. Often, the writer will not even
know how the story will end until she is finished.
In addition to its artistic uses, the power has another function. An entertainer can attempt to tell a
story off the top of her head. All those who are listening may try to resist. If they fail they find
themselves caught up in the story they will be unable to do anything else. The character using this
power may determine the length of the tale, but it cannot last longer than one scene.
The Cainite spends a Blood Trait and uses this power to capture the full attention of the listeners,
making a Mental Challenge against anyone within listening range. Those who fail their roll must
listen to the tale without interruption. In addition, the Cainite gains three bonus dots of
the Expression Ability for the rest of the night as soon as this power is activated.

MASTER AUSPEX

Anima Gathering
The power of Psychic Projection allows limitless exploration. However, many of the experiences
that it grants cannot be adequately conveyed to individuals who cannot share them. Other wouldbe observers on the astral plane are left blind and deaf. The viziers believe Anima
Gathering originated as a technique for leading warrior-caste mystics on vision quests. It allows a
willing seer to bring a small group of companions into the astral realms with him.
Spend a Blood Trait for each "follower" you wish to bring into the astral realm. You then leave your
body as per the system for Psychic Projection. All individuals who want to benefit from Anima
Gathering must be in physical contact with you or with someone who is in contact with you - in
effect, they must form an unbroken chain of participants. As long as they remain in physical
contact with you, all "followers" are treated as if they know Psychic Projection, regardless of their
actual Auspexrating (if any).
Once on the astral plane, participants need not maintain physical contact, but must remain within
close proximity of you - within 100 feet or so - tethered to you by a thin silvery leash. They may not
break this connection. This imposes no penalties save for a faint awareness of the leader's location
at all times. If a follower's silver cord is cut during astral combat, they are lost as usual
(see Psychic Projection) but might be located by yourself and nearby followers. If your silver cord is
cut, the other participants are all stranded along with you. If a participant loses their physical
connection to you in the material world,(for example, a werewolf forces your hands apart) their
projecting conciousness instantly returns to their body and they lose three Mental Traits, falling
unconscious for the rest of the night if this reduces her to zero Mental Traits.
Karmic Sight
The power of Aura Perception allows a vampire to take a brief glimpse at the soul of a subject. This
power takes Aura Perception several steps forward, allowing a vampire who has mastered Aura

Perception to probe the inner workings of a subject's mind and soul. Knowledge acquired in this
fashion can be used in many ways, and a vampire who has developed this power is undoubtedly
familiar with all of them.
As a reflexive action, spend a Willpower Trait and make an opposed Mental Challenge against a
target you can see. If successful you gain all the information about the target that can possibly be
gleaned with Aura Perception.
In addition, you learn whether the target follows Humanity or a Path of Enlightenment, and if so,
what path.
You also learn the Nature & Demeanour of the target.
You may also determine if the target is under the effects of any Mental or Social powers, such
as Dominate or Presence and if so, which ones (but not the originator of the effects).
You also learn a subjects Willpower, Virtue ratings and Humanity/Path rating.
You also gain some knowledge of the subjects Karma, detecting any relevant merits or flaws, such
as Lucky or Dark Fate as well as a vague, subjective sense of how good or bad a person they are.
You may also receive visions of one or more incidents in the subject's past that radically altered
their destiny.
Mirror Reflex/The Mind Revealed
This power was developed by a Toreador elder who made a fearsome reputation through her
fencing prowess, acting as a hired champion in dozens of Ventrue duels.This power expands upon
the abilities granted by Telepathy. Though it does not allow the user to probe deeply into the mind
of her subject, it does allow unlimited access to surface thoughts. These thoughts are generally so
fully formed that they do not appear as images or illusions, but as vague sentences and direct
impulses. Knowing the language of the subject is not necessary the vampire automatically
understands the subjects thoughts and intentions.The Mind Revealedcan be a boon in social
situations (as lying to the wielder of this power is quite difficult and its easy for the user to know
appropriate things to say) as well as in combat (where the user can know her enemys next move).
To use this power, the player spends a Willpower Trait as an action and makes an opposed Mental
Challenge against the target. If successful, the power reveals the foremost thoughts in the targets
mind. This power affects only one subject at a time and lasts for one scene. The surface thoughts
normally appear as an image of the action that the target is about to take, granting the ability to
spend a Blood Trait per retest to cancel any number of retests used by the target against you.
In addition, while The Mind Revealed is active on someone you can always detect when your target
is lying to you.
Personality Metamorph
This power, developed by Toreador actors, allows a Cainite to actually reach within her own mind
and draw forth original characters, complete with backgrounds and personalities. The Cainite then
takes on another personality as if it were her own. Basically, this power gives the character
controllable multiple personality disorder. The character could become a skilled assassin, an
outstanding artist, a small mortal child, or the spirit of a murder victim. The only limits are those
imposed by the Storyteller and the player's imagination. However, the alternate personalities
should not be more powerful that the core personality.
By spending a Willpower Trait, the character can assume a new personality for one scene, though
an additional Willpower Trait may be spent each scene to maintain it. You may not dismiss this
power prematurely. The new personality will have its own Social and Mental Attributes, Abilities
and Virtues, along with its own Humanity and Willpower scores. In some cases, it might even have
its own set of Disciplines. While the new personality is dominant, the character's actual Virtues,
Abilities, Humanity, Willpower and Disciplines may not be used. Blood Pool is not affected, and

Health and Physical Attributes remain unchanged.


You may create a number of personalities equal to your Self-Control, each of which must be
created as if they were new characters using the character creation rules. (Without the 50xp
kicker!) They must be submitted to the refs before you wish to play them at a game, but need not
all be created at the same time you may add another personality (as long as you have not
reached your limit) years later if you wish. You must have a dot in the relevant clan Lore ability to
create a personality who is of that clan. Personalities may not die or be destroyed, although your
primary character may, of course, die while playing one.
Pluck the Secret
The Cainite speaks a single word to her subject. The subject then reveals everything she knows
about that topic to the vampire. The revelation may be delivered through thoughts or speech,
depending on whether the vampire wants her subject to talk.
The vampire must see her subject, though eye contact is not necessary. The player spends a Blood
Trait and makes an opposed Mental Challenge against the subject. On a success you may learn what
the subject knows on the subject of your choice; this will take the form of an exhaustive &
organised revelation on subjects of even vast complexity.
Stealing the Minds Eye
Cainites who have been banished by others of their kind developed this power to spy on their rivals.
The vampire links her mind with that of a mortal slave or ghoul servant, and passively views what
the person sees, and hears what he hears. Although seemingly helpless to the whims of the "host,"
the vampire retains limited access to her disciplines. Most Cainites do not like the feeling of
helplessness that comes with this mental link, and engage other Disciplines, such
as Dominate orPresence, to command the comings and goings of the host.
The vampire must see her chosen target, which must be a mortal. They then make an opposed
Mental Challenge against their target; on a success they may access the mortals senses. Their
target may relent the challenge. You need not maintain line of sight to the target once you have
accessed their senses.The connection lasts for as long as the vampire concentrates. While using this
power, you remain vaguely aware of your surroundings, but taking any other actions, taking damage
or moving ends the connection. When your host dies, you resume control of your normal form, but
do not suffer any damage or penalties. You may also use the Disciplines
of Auspex, Presence, Dominate, Thaumaturgy & Chimerstry while within the mortals mind. You
may always use these disciplines upon your host, regardless of the usual restrictions.
Supernal Awareness
Another development of the Assamite Abdalkutba; an ancient vampire can develop such exquisitely
refined psychic intuition that he can sense events and deeds anywhere in the world. What he wants
to know he knows. He knows who the Sabbat pack killed last week. He knows where the Nazi
colonel hid his loot. He knows about that spat you had with your wife - if you sufficiently interest
him that he pays attention to you. To gain this omniscience, however, the vampire must cast a
horoscope. If he knows the time and place of a mortal's birth, that mortal's entire life is an open
book for the vampire to read. The seer can also cast horoscopes for groups and institutions, from
bridge clubs to nations. In such cases, he merely needs a thorough description of the group so he
can work out what stars and planets govern its fate. Supernatural creatures resist this near-divine
knowledge. Vampires, werewolves, mages and such ilk exist partly outside the normal bounds of
reality, so they are a bit blurry to this intuition. The more powerful a supernatural creature, the
less likely the seer can mystically spy on its actions. Supernal Awareness is also limited to
knowledge of the past and present. The power grants no knowledge of the future.
You may use this power on a target for whom you have cast a horoscope at some time in the past.

(Casting a horoscope requires knowledge of the subjects date of birth and date of embrace, if
Cainite, and a night of work.) To use Supernal Awareness, you make a Mental Challenge against a
difficulty of the sum of the target's Willpower and Generation Traits. If the target if of lower
Generation than yourself, the power fails. Supernal Awareness supplies information that you could
gain by sight or hearing, if you could see and hear everything that ever happened to your
target. Supernal Awareness does not supply thoughts, motivations or explanations - just the raw
observations. If an attempt at Supernal Awareness fails,you cannot use this power on the same
target for one full year.
Other supernatural beings dont have Generation, but they usually possess some Trait of their own
that measures their raw magical potential. These Traits can substitute for Generation in
determining whether Supernal Awareness succeeds. Mages, for instance, measure their power using
a Trait called Arete, while Rank might do for Werewolves. If you do not have the appropriate
reference, just multiply the target creatures Willpower by 1.5 to find the difficulty for Supernal
Awareness. Mortals lack any such Trait, so for them the difficulty is strictly Willpower.

Celerity

ELDER CELERITY
Flawless Parry
Spend Three Blood Traits; until the start of your next turn you automatically succeed on any
Physical Challenges to avoid attacks made by anyone with an equal or lesser rating in Celerity - if
you take damage during this period you may make Fortitude challenges as normal. You may move
normally, with the activation of Flawless Parry constituting your action for the turn, but may not
initiate any attack of any form, including offensive Disciplines. If you have a low enough generation
to activate further Celerity powers in addition to Flawless Parry, you may use any extra actions to
move or to activate non-aggressive discipline usages such as Unseen Presence or Aura Sight.
Precision
While many elders Cainites simply develop their superhuman reflexes to truly amazing levels,
others find new and varied uses for the ability - like Precision. This focused technique allows its
wielder to apply all of his intense energy to the smallest of targets. He effectively increases his fine
manipulation capabilities beyond those of the most advanced mechanical lathes by moving so
quickly as to disturb absolutely nothing save that which he actually touches. Cainite sculptors who
have mastered Precision are capable of creating works of near-microscopic detail by striking so
swiftly as to remove only the tiniest shavings of wood or stone. A certain medical specialist of the
vizier caste is reputed to be capable of wielding surgical tools so deftly as to be able to reattach
severed spinal tissue.
Spend Two Blood Traits. For the next scene, you gain two free Precision Discipline retests on all
challenges related to precision, fine manipulation or moving something without disturbing its
surroundings. This bonus cannot be applied in combat under any circumstances, as it requires
concentration.
Projectile
The supernatural speed of the Kindred doesn't operate by conventional physics, and thus items or
weapons handled by them often have problems keeping up. For example, while the actual firing of
a gun can occur in the blink of an eye, the bullet still leaves the barrel of the gun at a normal
speed. A thrown rock slows down to normal speed at the instant it leaves the vampire's hand. There
is no sensible explanation for this; most vampires just shrug and accept this fact. However, some of
the more powerful Kindred have managed to work their way around this - objects they throw or fire
move at supernatural speeds and become truly impressive weapons.

To use this power, spend a Blood Trait to activate the power for the scene; you can then perform
ranged attacks during your additional celerity actions.
Furthermore, bashing attacks (such as throwing a simple rock) become lethal attacks due to the
incredible speed the projectile travels at. If the attack is already a lethal attack (such as a
throwing knife or a bullet), it will now cause one additional health level of damage. All other levels
of Celerity can be used in conjunction with this, including Fleetness, which will inflict an extra
level of damage on a winning tie if you made three attacks against a single target in that round
(consolidated into one challenge.)
Tireless Tread
Spend a Blood Trait at the start of the turn; you move so swiftly that you are nearly unlimited in
the number of paces you can take in a combat round. In effect, you may walk any distance to
anywhere you could see at the start of the combat round and use your normal number of attacks
upon anyone you pass (and anyone you pass within reach of can attack you back as normal). Once
you have finished attacking your movement ends. Overland you can travel at speeds in excess of
80mph, although this is naturally a breach of the Silence of the Blood if anyone sees you.

MASTER CELERITY
Flower of Death
Spend a Blood Trait at the start of the scene; for the rest of the scene you gain a bonus to Physical
Traits equal to your number of levels of Celerity. Activating this power does not cost an action.
Refinement
If a character possesses Celerity Refinement, the player need not state at the beginning of the turn
how much of her characters Celerity she is activating. Instead, the character may take extra
actions as appropriate during the turn the player simply spends blood as necessary when she
wishes the character to take additional actions. She may not take more actions than normally
allowed, and the actions cannot be taken at times when Celerity actions cannot be taken.
Quickness
If you spend an additional blood each turn, you may make an additional action during that turn;
this in addition to the 3 bonus actions granted from Fleetness. In combat, this means that if you
outright win you deal 4 hits, while a draw would hit 3 times.

Sanguinary Wind
Cainites with this knowledge of Celerity move almost inconceivably quickly. In combat, they
become whirling dervishes of destructive force, reacting to their enemies movements before their
enemies have even moved.
The Cainite spends 2 Blood Traits to activate. Once active, the Cainite moves so quickly that an
opponent who has less dots of the Dodge Ability than the Cainites Celerity rating cannot use their
Dodge against the attacks of the Cainite. The Cainite quickly positions her weapon in the exact
spots where her opponent moves to.
Once activated, the power remains functional for the duration of the scene.
Stutter-Step
Calling upon her preternatural speed, a Kindred using this power appears to undertake several
actions at once, "flickering" from one action to the next. This is particularly useful in combat, as
one's foe cannot guess which of the actions he perceives is the one with which the character
follows through. The character seems to be a dervish while this power is in effect, beginning
countless feints, dodges and parries.

You may spend a Blood Trait at the start of the turn. For the turn in which the Cainite calls upon
this power, she may use six additional Physical Traits for the purposes of defence. These bonus
Traits do not apply to the Cainite's attacks. She also gains a single "Stutter" retest in any challenge,
applicable for defensive actions.
Or, Leon has written:
For the rest of the turn add your of number of levels of Celerity to your levels in the Dodge skill or
to Brawl or Melee for the purposes of defence alone.
Every time that you parry a blow in this fashion, you must move to a new location.

Chimerstry

ELDER CHIMERSTRY
Fata Amria
Using this power, a Ravnos may place a potent curse on a target. By evoking the power in her
blood, the Ravnos essentially "locks" an illusory effect to the target, which manifests from time to
time. The effects of Fata Aria can range from merely annoying to potentially lethal, depending on
the severity of the curse.
A Fata Amria costs one Willpower Trait to initiate. You verbally curse the target and make a Social
Challenge against them. You must name a Discipline or Ability when you pronounce their verbal
curse. On a success, the target loses all ties that relate to the named Discipline or Ability. With a
successful Lore Ability check, the Ravnos may also name other supernatural abilities, such as a
werewolf Gift, a magi Sphere or a changeling Art or Realm these can be substituted for a
Discipline or Ability when cursing. This lasts for a scene.
Horrid Blade of the Demons
As an action spend Blood Traits up to your generational limit for the turn; a blade then appears in
your hand and can be wielded in your next action. You attack with the blade as a Social Challenge,
using the Subterfuge Ability for re-tests. Damage caused by the blade is entirely real and each
strike does aggravated damage equal to the number of Blood Traits spent for the initial activation.
The blade lasts until the end of the scene or until it leaves your hand, you may, however, summon
the blade back to your hand with a Blood Trait if you drop it or are otherwise disarmed. As you
attack using a Social Challenge, the blade grants no bonus traits - it is entirely illusionary.
Pseudo Blindness / Truth's Essence
You are immune to all Basic and Intermediate Chimerstry and Obfuscate powers unless they are
being manifested by a lower-generation Cainite.
Army of Apparitions
This ability allows the Ravnos to create multiple lifelike apparitions that move and behave like the
real thing. This assumes that the Ravnos knows how a given object moves and behaves. A Cainite
who has never witnessed a cavalry charge could not accurately reproduce one. Victims of illusions
react to them as if they were real - opponents have been known to rout from artificial cavalry
charges, flee from illusory packs of hungry werewolves, or attempt to board and capture ghostly
galleys.
The vampire must spend a Blood Trait for each moving apparition after the first. The motion
continues in the fashion dictated by the vampire until she discontinues her concentration.
False Resonance
Illusions of living or unliving beings are all well and good until someone decides to read the illusion's

mind or its aura. The automatic failure to perceive any sense of the target's thoughts or emotions
will usually be passed off as bad luck or simple lack of concentration, or whatever reason any
Kindred might construct to explain why he didn't succeed in gleaning information through
supernatural means. A Ravnos can use False Resonance to overlay auras and thoughts on illusions, as
well as leave a trace that other emotionally resonant powers can detect later. It applies to any
illusions the Ravnos creates. When another Kindred uses a Discipline like Aura
Perception or Telepathy, resolve it normally against the Ravnos' current Mental Traits. If the Ravnos
player wins the challenge, he (or a Storyteller) provides the false information in the illusion. This
information can only be something simple as noted above. Any attempt to delve deeper than
surface thoughts will reveal nothing the illusion has only surface thoughts.
Fatuus Mastery
A Ravnos with Fatuus Mastery has no restriction on how often she may use the first three levels
(Ignis Fatuus, Fata Morgana and Apparition) and can maintain or control illusions with minimal
concentration or fatigue. Kindred who rely on the high cost of Chimerstry to limit a Ravnos' ability
to use illusions are in for a very rude surprise when they encounter a Ravnos with this power. The
player need not expend Blood Traits or Willpower to use the Basic and first
IntermediateChimerstry Disciplines. Illusions can engage in complex activities as if the Ravnos were
concentrating on maintaining the illusion, but concentration is not necessary. The illusion will
remain until sunrise, unless the player spends blood to make it permanent
Shared Nightmare
Even though Horrid Reality is visible to all onlookers, it can only inflict "damage" on one victim.
With Shared Nightmare, a Ravnos can inflict her tormented visions on a crowd.
To use this power the Ravnos player must spend one Willpower Trait per target, up to a maximum of
five. The player needs to bid only one Social Trait against all of the targets and engage in a Social
Challenge everyone throws, this is not a group challenge. Traits are compared individually, and
those who lose the challenge suffer the effects of the Shared Nightmare. Mechanics are otherwise
identical to Horrid Reality.

MASTER CHIMERSTRY
Aid of the Gandharvas
It is claimed that the founder of the Sybarite caste, which thrives on luxury and excess, learned
this power by defeating a Gandharva spirit in combat, thus earning the spirit's aide. With Aid of
Gandharvas, a Ravnos may cloak himself and his surroundings in the illusions of these spirits,
turning even the simplest hovel into a magnificent dwelling. Simple rags become clothing fit for a
prince, a rusted blade becomes a Damascene scimitar, a simple meal becomes a feast and rickety
chairs look like veritable thrones. The illusion covers all five senses, but it is only an illusion.
Clothes that look like fur-trimmed wool of the best quality do not warm better than the rags they
really are, a rusted sword is still rusted and so on. An area up to the size of the inside and outside
of an entire small house or the inside of an entire manor or small castle may be affected.
In order to invoke Aid of the Gandharvas, you spends a few minutes visualizing the splendour she
wishes to create. You spend one Willpower Trait and you and your surroundings are covered in an
illusion of splendour. The illusion is very hard to filter out; an Auspex user must succeed on 2
challenges to pierce your illusion. Any item removed from the area of effect reverts eventually to
its former semblance. In the meantime, you may spend your splendour - you gain
the Resourcesbackground at a level equal to your dots in Chimerstry while the illusion persists. Any
character veiled in Aid of Gandhavras gains 5 bonus Social Traits. All uses ofAid of Gandharvas last

for one night, but you may spend a Willpower Trait at the end of each night to extend it for another
24 hours.
Far Fatuus
This power is the province of the Phuri Dae, who use it in conjunction with highly
developed Auspex powers. It allows a Ravnos to project illusions to any area he can see or
visualize. Under most circumstances, accomplishing this requires him to have visited the location in
question before he can project illusions there. Although more difficult, a Ravnos may project
illusions on the basis of a description, a photograph or a television image.
To affect somewhere as familiar as one's haven or that you are currently viewing
with Clairvoyance adds no additional cost to the use of Chimerstry. If you have visited the location
once or are viewing on a live feed camera you must spend an additional Blood Trait to use
your Chimerstry on the location. If the location is being described in detail or you have seen it on
television or have a photograph you must spend an additional Willpower Trait to affect the
location.
Mirrors Visage
This technique allows the vampire to create illusory duplicates of herself. Those hounding the
Ravnos find themselves chasing three or four different copies, each capable of independent
movement.
Each image mirrors the Ravnos down to the smallest detail. The Ravnos can send her likeness into
potential ambushes or give the illusion of superior numbers. Sociable Ravnos can leave their
duplicates to distract boring party guests while they go about their business elsewhere.
You must spend a Blood Trait for each duplicate created; these duplicates may be created as a free
action. A mirror image of you appears several feet from you.The counterfeits move and behave
exactly as you do. The images speak, smell and even feel like the real thing. Anyone examining
multiple images cannot tell the illusions from the genuine article. The effects of this power last for
one scene.
Unless otherwise controlled, the images move and talk in the exact manner as you do. You can only
concentrate on the movements of one duplicate at a time. You must be able to see the illusion to
issue mental commands. Once out of sight, the illusion continues to follow its orders until you allow
it to fade or return to issue new commands.
If both you & the images are visible, others have an equal chance of interacting with the illusions
instead. If you have one image, they have a 50:50 chance of interacting with either of you, whereas
if you have five images they have a one-in-six chance of interacting with you. (An observer can
overcome this by possessing an equal or greater amount of Auspex than you have Chimerstry and
making a Clash of Wills test as normal.) If a mirror image is attacked, the weapon passes through it,
alerting the attacker to its illusionary nature. If you are not present to command the image to
respond accordingly, it does not react at all and continues whatever action it was last assigned.
Suspension of Disbelief
A Ravnos with this power can imbue her Chimerstry with a sense of reality that makes it easier for
viewers to believe in the illusion. No matter how strange or surreal the illusion is, an onlooker will
accept it as real. If the illusion is wildly unrealistic (fire-breathing dragons, a pack of gray aliens),
once it is no longer in his sight, the observer will question what he saw and eventually deny the

event ever happened. A Ravnos can also use this power to make something appear unbelievable,
whether it's real or not. In this case, observers will write off what they're seeing as some kind of
trick or hallucination.
The player makes a Social Challenge against everyone who can see the illusion.

Dementation
ELDER DEMENTATION
Babble/ The Call
A Malkavian development on Telepathy, Babble grants a Cainite the ability to hold telepathic
communications. The vampire can converse with a number of other targets up to her dots in
the Malkavian Time Ability at any distance; all the minds may be linked together, so that they can
converse with each other. However, all such communications must be spoken aloud, at the same
volume as would be necessary to be heard if the speaker was in the same setting as the listener. As
withTelepathy, no challenge is needed for a willing target, otherwise you must succeed on an
opposed Mental Challenge against the target. The user can add more people than he has dots in
the Malkavian Time Ability if those people have derangements.
This power also grants the ability to communicate with the clan. Although many clan gatherings
happen spontaneously, the Call arising from a general subconscious need shared by a city's
Malkavian population, it is possible to send the Call deliberately.To do so, a Malkavian spends a
Willpower Trait. The originator of the Callmay decide how far to extend the Call when they make
it, with options including: all Malkavians within the city; all Malkavians within the county; all
Malkavians within the country; all Malkavians on the continent or all Malkavians in the world.
The Call as broadcasted is not a verbal thing; it merely conveys an impression of a place and a
time. There is no sense of purpose, nor even the name of the gathering point; still, neither is really
necessary. The Call is so instinctive that if an American Malkavian who didn't speak a word of
French were visiting Paris, and heard the Call, he'd be able to follow his impressions and visions to
the gathering place as readily as any native Lunatic. The Call is not binding; all Malkavians who
hear it may choose to ignore it if they wish.
Cipher/Enigmatic Text
The Malkavians' familiarity with madness renders them peculiarly able to extract information from
sources where it should not exist. Some elder Malkavians, including Demetrius, who developed this
power, can reverse the process and plant information in hidden forms. They usually do this through
speech or writing, but Malkavians have planted hidden messages in paintings, music, flower
arrangements, trash scattered around the haven or anything else that the hand or mind could
shape. A person who sees, hears or reads the Malkavian's work for an extended period recognizes
the hidden meaning, though he cannot say exactly where the information comes from. Once the
Malkavian has mastered the art of the cipher, they find that they can understand any written
material, even in a language with which she is unfamiliar or scribed in code. Only words with some
supernatural nature - such as a Malkavian's Cipher or Thaumaturgical runes - are not always subject
to this effect.
Cipher requires the expenditure of a Blood Trait; thereafter, you can read a specific language or
decipher a specific code for an entire scene. Thus, a Malkavian who speaks neither French nor
Russian could, if he spent 2 Blood Traits, read both French and Russian for one scene; alternatively,
he could read one work written in French and encoded (one success for the language, one for the
code).
If you are attempting to read supernatural writing, compare your total level of Dementation to the

level of the writer's relevant Discipline at the time the words were written. If, for instance, you are
trying to read another Malkavian's Cipher, compare your Dementation to the other Malkavian's
Dementation. If your Dementation is higher, the words can be read with the expenditure of a Blood
Trait and a successful static Social Challenge with a difficulty equal to the Social Traits of the
writer; if the other Malkavian's Dementation is equal or greater, you cannot.
Enigmatic communication requires a simple success on a Static Social Challenge. The difficulty
depends on the medium. Planting a hidden meaning in words is difficulty 6; in a non-verbal medium
that is nevertheless a recognized form of communication, such as a painting, is difficulty 7; and a
form that does not normally cover information at all, such as piles of pebbles or a table-setting, is
difficulty 8. If, however, you want to store the enigmatic text in a permanent form so that anyone
can perceive the message later, this costs you a Willpower Trait.
If someone receives an enigmatic text directly from you, no challenge is needed; the target always
understands the message. "Reading" a stored enigmatic text takes at least an hour, and a lengthy
enigmatic text may take nights or weeks to understand in full.
Scrawl
Developed by the Malkavians, Scrawl allows a Cainite to tap into the recesses of his madness and
encode his irrational thoughts within a written form. His writing appears no different than any
other graffiti (although it may be distinctly irrational, like the scrawl on the walls of a madman's
cell); however, others are able to look at it and filter out the message hidden within.
The Cainite must spend a Blood Trait; he then mixes his vitae with the messages medium. If the
writer so chooses, he can leave a message that can be read by all Cainites, or by a specific Cainite.
The message can be read by the intended recipient with no check. Cainites with Auspex 6 or higher,
if they suspect a hidden message or pattern, can attempt to pierce the scrawl's meaning; doing so
requires a Clash of Wills check. However, failure inflicts a temporary derangement on the reader, as
he discovers exactly the wrong pattern. Add to Dementate utility power 1.
Consider merging The Call, Scrawl, Enigmatic Text & Babble, as all are a bit niche.
Devil in the Mind
The insidious power becomes the bane of all the victim's social interactions, as it breaks down
inhibitions and social mores, while at the same time pulling subconscious impulses, ideas and
opinions to the forefront. The Malkavian Giselle the Fury used this power to ruin a delicate
negotiation between a group of Toreador elders in the Courts of Love - and the elder Malkavian
subsequently found herself subject to a blood hunt, as her victims realized the likely source of their
distress.
Devil in the Mind works in two ways. The first is to remove the normal social barriers that prevent
people from speaking their minds, thus making the target say just what she feels and means instead
of trying to cloak her words. This is an efficient method of ruining delicate circumstances such as
seduction, negotiation or tense diplomatic negotiations. The second way is to strengthen impulses
that would normally be suppressed and to make the victim focus on ideas and opinions that are
inappropriate to the current situation. For example, a woman trying to coax information out of a
man she finds unattractive might suddenly begin thinking of just how repulsive he really is, and be
hard-pressed to not just come right out and say it; while a servant envying his master's warm cloak
might simply try to take it, and demand that it be given to him if he is stopped.
In order to employ Devil in the Mind, the character makes eye contact with her target, and the
player spends a point of Willpower and makes an opposed Social Challenge against the subject. If
successful, the targets Social Traits are capped at 5, and they gain the derangement: no internal
monologue for the duration of the scene. This means that they must speak out loud their thoughts

as they occur to them.


Devil in the Mind lasts for one scene. Supernatural creatures (including ghouls) can resist it by
spending a Willpower Trait each time they wish to resist blurting something out. Once this power
subsides, the victim realizes that something was not right, though she does not necessarily suspect
outside influence.
Kindred Spirits
A more powerful version of The Haunting, this power works on all supernaturals as well as on
mortals.
Speak to your target and spend a number of Blood Traits up to your generational maximum. If you
succeed on a Social Challenge; your target temporarily gains all of your Derangements and replaces
their Nature, Path of Enlightenment and Morality score with your own, including temporarily
changing Virtues if necessary. They act in a similar way to you, but are by no means under your
control. This lasts for a night.
Kiss of the Moon
The effects of this ability are not as dramatic as Total Insanity, but unlike that power, Kiss of the
Moon is permanent. The vampire chooses a pair of related disorders and, after a few moments
conversation with the target, she passes them on to that poor soul. These afflictions haunt the
victim for the rest of his existence. Rumours persist that the user of this power can withdraw the
insanity it brings as will, but few Malkavians are willing to stop the flow of enlightenment that such
madness brings, and almost no Cainites outside of Malkav's get are talented enough
with Dementation to attempt such a thing.
Make a Social Challenge against the target. If you succeed, you may select two derangements (or
describe two, if you have particular ideas that the Storyteller approves) and apply them to the
target. The target cannot eliminate these derangements, but he may fight them as he would any
other derangement. The Storyteller may allow you to withdraw derangements that you create
with Kiss of the Moon, but he will undoubtedly require an excellent reason for doing so. Even then,
the Curse of Malkav may be irreversible.
Lingering Malaise
While lesser Malkavians are only able to inflict temporary (though sometimes very long-lasting)
insanity on their victims, your power to twist the psyche has progressed to such an extent that you
can gift your subjects with permanent psychological shifts and dementia.
You must speak to your victim for at least a minute, describing in vivid and precise detail the
derangement that you wish to inflict upon her. This may take place in the middle of an ordinary
conversation if you wish; you do not have to explicitly state what you are doing until you make the
challenge. When you have described the derangement in sufficient detail, spend a Willpower Trait
and make a Social Challenge. If you win, your target receives one permanent derangement of your
choice. You may only inflict one derangement per game session on any given target, though you
may make multiple attempts until you succeed.
In the interest of fairness, its polite to get Storyteller approval for any non-standard (i.e. not
published in a Minds Eye Theatre book) derangement.
Shattered Mirror
Although some Dementation powers are subtle, initiating or promoting insanity, Shattered
Mirror results in immediate and devastating effects. With but a glance, you grant your victim some
portion of your insight into the true, and utterly insane, nature of the universe, causing them to
instantly enter a confused state.
To inflict Shattered Mirror, make eye contact with your target, spend a Willpower Trait and defeat

her in a Social Challenge. If you win, your victim must make a difficult challenge to act each round.
This power lasts for one scene.

MASTER DEMENTATION
Childmind
This dreaded ability allows the Malkavian to give another person the equivalent of a psychic
lobotomy. By focusing the power of Dementation, the Lunatic can strip away much of a target's
power of reasoning, reducing his victim to a childlike state.
The Malkavian must make eye contact with his victim in order to use this ability. Once eye contact
is established, the player spends a Willpower Trait and makes an opposed Social Challenge. On a
success, the targets Mental Traits are capped at 3 for the next month.
The target should roleplay regressing to childlike behaviour. At least she's still somewhat functional
some of the time...
Delayed Delirium
One of the many things in which Malkavians delight is seeing ostensibly sane individuals suddenly
overcome with madness. This refined version of Kiss of the Moonimplants a Derangement of the
vampire's choice in any victim, mortal or Cainite, to be released at a later date. Many a vampire
has used this power to trigger insanity in a target to coincide with meticulous plans - just as many
others have applied it purely on a whim.
You must speak to the victim, describing the effects you want the target to manifest. The dialogue
may be interspersed in innocuous conversation. You may choose to activate any other power of
Dementation and delay their effects for any amount of time. You pay any activation costs at the
end of the conversation & make any appropriate challenges. When the power is delayed, you may
choose to either activate it at a time of your choosing or to specify a "trigger"; if you do so, you
should describe the circumstances under which the Derangement triggers - anything from "When
you next see your wife" to "a fortnight hence." You may activate the delayed power at any time as
an action.
Melange
The Malkavian can look into the world and see a level beyond the current state of reality. This looks
like a collage of shifting forms, but the Malkavian understands it and knows everything that goes on
in that plane, without regard to physical barriers, distance or even time. He sees things hidden in
objective reality, likeObfuscated creatures, the insides of locked safes, and the fact that his lupine
ally is really a shape-changed mage.
It is easy for the Malkavian to see all of reality. The difficult part is knowing how to reference that
moving tapestry to return to the physical plane of walking reality. The storyteller will explain what
the Malkavian understands of the other plane through riddles, metaphors, or stream-ofconsciousness babbling, and it is up to the player to interpret it.
To use Melange, spend a Willpower Trait; you will then enter a Melange state, which lasts for a
scene. It can be ended at any time by the Malkavian successfully making a Social Challenge against
themselves as an action. While in this state, nothing is hidden from you; you understand and know
everything that goes on, without regard to physical barriers, distance or even time. You see things
hidden in objective reality, like Obfuscated creatures, the insides of locked safes, and the fact that
his lupine ally is really a shape-changed mage. You may also enter a "navigation trance"...
While in the Melange state, every action that the Malkavian takes is opposed by an additional
Storyteller retest, and the character is prone to mutter incoherently and bump into things as she
walks. The Storyteller should feel free to enforce this on the player, as well. For example, if the
Malkavian were fighting another kindred in combat, that kindred can call a Melange Discipline
retest for every action that they take against the Malkavian, and to defend against any action from

the Malkavian. Another example: if the Malkavian were making a Crafts Ability test and had passed,
the Storyteller could call a Melange Discipline retest; if the Malkavian failed this, they would fail
the entire Crafts check.
Mind of a Killer
Touch your target, spend a Willpower Trait and beat them in a Social Challenge; the next person to
insult the target in even the most trivial manner becomes the object of homicidal rage. The target
must do everything in their power to kill the object of their wrath, even if they are blood-bound to,
in love with or vastly outmatched by the target. Furthermore, the target must pass a Self-Control
or Instinct Challenge against a difficulty of five or Frenzy if they are ever in the presence of their
newfound nemesis for 10 minutes or more. Mind of a Killer lasts until the killer urge is satisfied.
Restructure / Change the Soul
At this level of mastery, you may now rewrite the most fundamental aspects of a subjects mind,
changing his very self-image and worldview. Victims of Restructure often compare the experience
to a religious rebirth or a philosophical epiphany and state that their new mindset feels completely
natural and they dont really understand why they used to act the way they did. Your target retains
all his memories but may view his previous actions in a radically different light.
To Restructure a subject, make eye contact with him, and initiate a Social Challenge. If you win,
his Nature changes to one of your choice, and your subject should roleplay his new mindset
appropriately. This effect is permanent unless undone by another application of Restructure,
though even such a restoration is hardly flawless due to the complexity of the effort.
If you lose the Social Challenge, including all retests, your victim may spend a Willpower Trait to
initiate a Social Challenge against you. If he wins, your Nature changes to his Nature for the next
lunar month.
Sibyls Tongue
Elder Malkavians have a well-deserved reputation as seers and prophets. The power of the Sibyl's
Tongue takes this predilection one step further: The Cainite so blessed can call on her advanced
Dementation to go deliberately questing into the Legion-mind for the answer to a particular
question. If some Malkavian somewhere knows the answer, then the sibyl has a chance of making
the connection to that Malkavian's memories and drawing forth the information.
Failure carries a penalty, though. To open oneself to the Legion-mind and deliberately tread naked
into its waters that's dangerous stuff. Whenever a Cainite uses this talent, she runs the risk of
having the Malkavian clan's collective mad thoughts invade her head in a rush. The process is...
highly unpleasant.
The Cainite must first think of a question that they would like answered; they then focus for a turn
to attune herself to the Network. Make a simple test if you win or tie, your Malkavian is able to
tap into the Cobweb and dig up the information you want; the reply may be as cryptic as the
Storyteller likes, as it originates from a Malkavian. However, the answer must be something that
some Malkavian somewhere knows (excluding Malkav himself, of course, under general
circumstances, although the eldest of clan may intervene where he feels appropriate)
If the test is failed, then the Malkavian is in trouble. The stew of psychoses that makes up the
Network invades her personal headspace; at such a speed that it's impossible to filter out what she
wants. She immediately gains two additional derangements for the duration of the scene.
At the Storyteller's option, particularly dangerous questions might inflict an extra derangement
even if the test is successful, and have even more severe penalties for failure. This is especially
true of questions that require tapping the mind of a Methuselah a place nobody, no matter how
well-prepared, wants to go.

If a storyteller is not available to narrate this power, or if you just want to speed gameplay, the
Malkavian can use it to gain access to special Lore and information that he might not otherwise
have. Spend a Blood Trait and make the test described above. If successful, you gain access to one
level of Lore Ability beyond what you would normally know for the scene. This may only be used
once per an individual Lore Ability per scene.
Sleep of Reason
This macabre power gained its name from a Goya print that has achieved remarkable popularity
among the clan. The Malkavian with this ability can reach into his victim's mind, pull forth whatever
hobgoblins he finds there, and set them buzzing to the attack. The hobgoblins can appear as almost
anything, but they're usually caricatures of whatever insecurities or bad memories the target might
possess.
The player makes an opposed Social Challenge against the target; on a success, the Malkavian must
spend one Blood Trait for each hobgoblin he summons, up to the generational maximum.
A hobgoblin has Physical Traits equal to those of its target, and can attack with a bite, punch, claw
rake or whatever attack is reasonable for its form. At the end of each turn, the target makes an
opposed Physical Challenge against each hobgoblin; for each one failed, the hobgoblin deals 2
lethal damage to the target. The target may not use any retests, as the hobgoblins will possess the
same retests & cancel those of the target.
As creations of the victim's own psyche, the hobgoblins are immune to any mental powers the
victim uses against them. A victim cannot use Obfuscate to hide from his own persecutors, nor can
he Dominate them into leaving him alone. Other vampires can affect the victim's hobgoblins with
these Disciplines, but the difficulty to do so is the same as if they were using those powers against
the victim himself. In any event, the hobgoblins will ignore all other beings save their target unless
compelled otherwise, and cannot damage anyone other than their victim.
The malicious little beasties can fly as quickly as their victim can run, and can find him wherever
he runs. If not destroyed by the end of the scene, the hobgoblins melt back into the ether from
which they sprang.
Wave of Insanity
Ordinarily, Dementation can only be used on a single target at any given time. However, a truly
skilled elder can extend this power to entire groups of people, rendering her literally able to drive
crowds to insanity.
You may use Total Insanity against multiple targets. Spend a Willpower Trait for each creature that
you wish to affect; you need only make eye-contact with one member of the group. Make a mass
Social Challenge against your targets, and resolve as per Total Insanity.

Dominate
ELDER DOMINATE
Still the Mortal Flesh / Autonomic Mastery
Despite the somewhat deceiving name, this power works equally well on
vampires and mortals. A vampire with this power can not only override the
subjects mind, but his body as well. That may mean cutting off someones
senses or even stopping her heart. It is rumoured that this power used to come
more easily to Kindred in the distant past, but modern medicine has made it
easier for mortals to resist this powers effects. Despite this, it is still a
frightening & potent power.This power was developed by the Ventrue, of whom
only a few learn this particularly deadly technique from their elders.

To use this power, spend a Willpower Trait and make a Mental Challenge against
the subject. If successful, you may shut off or start one of the subjects
involuntary functions, or cause them to fluctuate erratically. Hearing, sight,
heartbeat, circulation, breathing, perspiration, reflex movements and similar
functions are all viable targets. On a success, the effects of this power last for a
number of turns equal to your dots of Dominate.
A mortal whose heart is stopped will die immediately, although he may possibly
be revived if he receives proper medical attention in the next few minutes. While
cutting off a vampires circulation or respiratory systems is completely
ineffective, rendering her deaf or blind is quite useful.
Command Obedience
This power allows a master of Dominate to forego the normal requirement
of Dominate: eye contact. Instead, the wielder may Dominate a victim using a
slight touch or, with more effort, her voice. This power is known to be ancient
and is a favourite among Lasombra and Ventrue in positions of leadership. It is
unknown whether or not any members of the Tremere clan have
manifested Command Obedience.
With this power, a character may employ all her other Dominate powers through
either touch or voice. With a touch, a Physical Challenge may be necessary. The
touch need not be maintained throughout the entire time it takes to issue
the Dominate command.
If only voice is used, then all that is required is that the target hears the words
and that they are spoken loudly and clearly in a language the target
understands. Such attempts require the expenditure of a Willpower Trait, as it is
harder to enforce one's will through voice than through touch or eye contact. If
you are using a Dominate power that requires Willpower expenditure, such as
Chain of Command, or Mass Manipulation, you may expend only a single
Willpower Trait to activate both powers.
Fealty
You can trust any oath voluntarily sworn to you, for this power guarantees that
the giver will not break his word.
Once someone has freely sworn an oath, vow of allegiance or similarly binding
promise, gravely pronounce that you accept the oath, expend a Willpower Trait &
engage your subject in a Mental Challenge. If you win, the subject automatically
loses any challenges that would result in the breaking of that oath over the
course of the next year. All who witness this exchange are aware that the oath is
somehow supernaturally enforced.
This power only ensures that the word of the oath will be obeyed. The subject
cannot work against the oath, but he may work against you or your interests in
any fashion not covered by the oath.
Since the oath must be freely given, you cannot Dominate someone into
swearing an oath to you.

Oberons Grail
Memory manipulation gives effective options for influence, protection of secrets
or intimidation. Employed carefully, such methods can change motives and
perform subtle alterations to a subject's personality. Sometimes, though, a few
subtle alterations aren't enough, and when entire nights of memory lead to
trouble, a mere 15 minute alteration won't do. This power was developed by the
Tremere. Tremere elders may be beguiling schemers, but sometimes even they
must resort to brute force. Recalcitrant memories wiped away whole evenings
lost to mystery - rumour holds that some Tremere can do this and more. But who
would ever remember!?
Oberon's Grail serves as a very final and dramatic cure to problem witnesses.
The Forgetful Mind can only remove or alter small sections of memory at a time,
butOberon's Grail has no such limitation. A single application can wash away an
entire night.
Those elders who master Oberon's Grail use it only rarely. The touch can't
remove expertise - someone who learns a skill cannot be made to forget how to
do it - but it can make the victim unable to recall how or when he learned
something, or to realize that he knows about it. Most often, the Grail helps to
guard the Masquerade, protect clan secrets, and punish those who violate
Kindred custom. Because the Grail's effects are so profound and so obvious, it's a
good way to make enemies, and it's thus rarely used, but it is perhaps more
effective for its threat than its practice.
You must make eye contact, as usual for Dominate, and make an opposed Mental
Challenge against the target. On a success, you completely wipe out all memory
from sunset until the power was used. If you desire, all the victim's future
memories of the time between the activation of the power and sunrise disappear
once the victim falls asleep. In effect, the victim seems to function normally
(except, of course, for the loss of everything from sunset to the touch) until he
wakes up the next day or night, at which point he realizes that he has no
recollection whatsoever of the whole previous night.
Although Oberon's Grail destroys memories, it cannot remove Attributes,
Abilities, Disciplines, or other Traits. This power works against victims
with Eidetic Memory normally; a vampire who enters torpor counts as falling
asleep.
Should you be allowed to implant false memories for the night?
Rationale
Those whom you Dominate are convinced that their actions are entirely of their
own design, and were right & proper under the circumstances. When
you Dominatesomeone, the target believes that whatever he did under the
influence of your successful Dominate Challenge was done of his own volition.
Repression of the Obvious
Developed by the Malkavians, the Cainite can look at another sentient being and

know that the target is most directly repressing at that moment. It could be a
simple idea like, "I really have to go to the bathroom, but this guy's rantings are
too interesting to leave now." Or "I'd love to strangle that scrawny Malkavian
fool!" If the target has a great secret that consumes him, that will overpower any
lesser, momentary thought. But if the secret is not something that he obsesses
about, it will only come to mind if the Cainite first brings up the subject in
conversation or somehow puts the target in mind of it.
As usual with Dominate, Repression of the Obvious requires eye-contact. Make
an opposed Mental Challenge against the target; on a success, you learn what
they are thinking, as with the Auspex power Telepathy. You may choose to have
the target blurt the repressed idea out loud. Great fun during dinner parties or
tense trials.
Tranquillity
This is a subtle power, unlike other forms of Dominate; this does not require eye
contact to activate. Only a few Kindred possess it. A character with this power
may calm a vampire who is in frenzy.
You make a Mental Challenge against the target. A success means the frenzy is
overcome completely.
Chain the psyche
When correctly applied, even lower levels of Dominate are usually enough to
keep the puppets in line, but this isn't enough for some elders. With Chain the
Psyche, the subject will experience incapacitating pain if he attempts to break
free of control.
Spend a Blood Trait when you use Dominate on a subject. If the subject attempts
to disobey implanted commands or recover lost memories, he becomes
incapacitated as horrible, pulsating pain lances through his head. He will be
unable to act for the next 10 minutes; its all he can do to stay upright. When
usingChain the Psyche, you must decide how many attempts to resist you wish
to crush and spend a Mental Trait for each for example, to crush five attempts
to resist, you must spend five Mental Traits while using Dominate. The Traits
spent in this fashion cannot be used during the rest of the night (the expenditure
of a Willpower Trait can restore all Mental Traits, as per normal). This power fades
after all of the attempts to resist have been made.
Depending on the circumstances, you may wish to keep the number of Traits you
spend a secret and inform the Storyteller instead, who keeps tabs on how many
times the subject attempts to overcome the mental shackles.
Loyalty
Your commands are so deeply implanted in the subjects mind that other
vampires find it very difficult or even impossible to override them by
using Dominate on their own. The name is somewhat misleading, as this power
instils no particular feelings of loyalty in the subject. Reputedly the elder who
developed this power felt rather strongly that loyalty should be mandatory, not
voluntary. Not very surprisingly, all of his minions heartily agreed with the
statement.

If another vampire attempts to use Dominate on the subject in a way that would
cause her to act against a previously implanted command from you, the vampire
attempting the Dominate must expend extra Willpower Traits equal to your
permanent Willpower Traits (these traits may be accrued over several nights
work.
Command Obedience
While Dominate ordinarily requires eye contact, a vampire with Command
Obedience has learned to go beyond that. Instead, the wielder may Dominate a
victim using the briefest physical touch or, with more effort, her voice. This
power is known to be ancient and is a favourite among Lasombra and Ventrue in
positions of leadership. It is unknown whether or not any members of the
Tremere clan have manifested Command Obedience.
With this power, a character may employ all her other Dominate powers through
either touch or voice. With a touch, actual skin-to-skin contact is necessary
touching a persons clothing isn't enough. A Physical Challenge may be
necessary. The touch need not be maintained throughout the entire time it takes
to issue the Dominate command. You can only issue one command in this
fashion; If you wish to use Dominate on the subject again, you must touch him
again.
If only voice is used, then all that is required is that the target hears the words
and that they are spoken loudly and clearly in a language the target
understands. Such attempts require the expenditure of a Willpower Trait, as it is
harder to enforce one's will through voice than through touch or eye contact.
MASTER DOMINATE
Chain of Command
Sometimes a single thrall isn't sufficient to accomplish a given task. Chain of
Command allows a character to implant a suggestion (much like those allowed
byMesmerise, except even more complex). For instance, the subject could be
commanded to follow an individual and report who she speaks to, or travel from
Mexico City to Huston and deliver intelligence from an undercover Archon to the
prince there. Chain of Command does more than this however. Should the thrall
be unable to complete his assigned task, Chain of Command grants him the
power to pass the compulsion along to someone else. This person could, in turn,
pass the compulsion along to a third agent, and even a fourth, until the objective
is completed.
You spend one Willpower Trait and make an opposed Mental Challenge when
implanting the suggestion in the first thrall. Should the thrall encounter an
impediment or circumstance that she honestly believes will prevent her from
fulfilling the objective - perhaps she is injured and unable to leave the hospital, is
recognized by the individual she's tailing, cannot afford to travel to her
destination, or the like - she will attempt to pass the compulsion on to another

individual whom she judges capable of continuing the assignment. Should the
thrall believe herself to be dying, she will choose whoever is most convenient. If
the character possesses the power of Command Obedience, the compulsion can
be passed by touch or voice; otherwise it requires eye contact. Chain of
Command lasts either until the task is complete, a thrall is killed without the
chance to pass the compulsion on, or until the character chooses to end it.
Dynastic Power
Every wise vampire fears the power their ancient, monstrous ancestors may
wield over them. A more tenuous transmission of blood occurs among mortals,
but a few vampires can send their wills along this line of descent. A vampire
with Dynastic Power can supernaturally influence her mortal descendants. whole
families may work at the direction of an ancestor they believe long dead, or have
completely forgotten. The Lasombra Zamra developed this power.
Dynastic Power affects only one descent at a time, and you must have some way
to identify that descendant, such as a name or a picture. You cannot simply will a
command blindly, hoping that some great-grandchild will obey.
You make a Mental Challenge, with a difficulty of 3 + the number of mortal
generations between the vampire and the descendant. Thus, a mortal child
would be difficulty 4; a grandchild, difficulty 5; and so on, to a maximum of 10
generations, which would have a difficulty of 13 traits. If you succeed, you can
implant a hypnotic suggestion as per the Mesmerise power.
Eventually, the blood connection becomes too remote for Dynastic Power to
work. A Cainite can only affect descendants for up to a maximum of 10
generations. A vampire can extend the power's usefulness by arranging unions
between descendants. Inbreeding the family this way keeps the blood connection
strong: The progeny of first or second cousins (or even closer relations) do not
increase the difficulty of Dynastic Power. To maintain a herd of exploitable
descendants for several centuries requires careful supervision of the stock.
Mass Manipulation / Mob Rule
Ordinarily, Dominate can only be used on a single target at any given time.
However, a truly skilled elder can extend this power to entire groups of people,
rendering her literally able to control masses.
You must declare the use of Mass Manipulation before you attempt
the Dominate challenge. Spend a Willpower Trait, and choose a number of
targets up to your dots in Dominate. Make a mass Dominate test against the
entire group. You need only make eye-contact with one member of the group but
you must be aware of all the targets (for example, you would not affect
an Obfuscated individual unless you had some means of perceiving them). All
the targets must be the closest individuals to the subject of your eye-contact you cannot pick your targets from the entire room.
Command the Legion
As above, but only Command may be used on the group no other powers
of Dominate.

Strings of the Marionette


With this power, the Kindred's ability to command the minds of others is so great
that she may even overcome the paralysis imposed by staked, or the languor of
torpor.
The subject must be another Cainite who is either staked or in Torpor.
You must first physically touch the subject and make an opposed Mental
Challenge against them. On a success, you gain control over the subject for the
duration of the scene. The subject of this power is limited in the actions he can
perform while staked or torpid; the target cannot access Disciplines that require
conscious effort to activate. Within these parameters, however, the subject can
be forced to take any actions the character desires.
Tyrants Gaze
This power is an unusually aggressive and overt use of Dominate. With it, a
Cainite may weaken the mental faculties, social skills or bodily strengths of a
target.
The use of this power demands eye contact, unless the wielder
possesses Command Obedience, but it does not require words. You spend a
Blood Trait and choose which Attribute category to affect: Physical, Social or
Mental. You then make an opposed Mental Challenge against the target. If you
fail, the target becomes aware that you were trying to affect her. On a success,
the victims traits are reduced to 1 in the relevant category until the end of the
night. The victim's traits are capped at 1, regardless of any powers that add to
traits, or of Willpower Traits spent to refresh traits.
Fortitude
ELDER FORTITUDE
Personal Armour
Often, the best defence is to disarm your opponent. This is the concept Personal Armour is based
on: any weapon used on you shatters from the impact.
With the expenditure of a Blood Trait, you can activate Personal Armour the duration of the scene.
If someone punches or kicks you, the attacker suffers as much lethal damage as he inflicted on
you.
Whenever you are attacked with a weapon, you may expend a Willpower Trait; if you do so, all
attacks against you inflict their normal damage, but if you are hit with melee weapons, the weapon
shatters on impact and becomes completely unusable.
This power is somewhat useless against ranged attacks, as bullets still do damage even as they
shatter. Non-physical attacks, such as Fire Bolt or Taste of Death are handled normally.
Fetishes, klaives and magical weapons will be immune to this, as can specially made weapons if
made with enough skill.
Note that you cannot be staked if you have activated Personal Armour, as the stake shatters before
it can properly pierce your heart.

Sensory Shield

Developed by the Gangrel, a Cainite using this power supernaturally hardens his senses against
injurious input. The vampire cannot be blinded by spotlights or sudden bursts of radiance, or deafened
by explosions or gunfire; even his capacity to withstand pain is improved. His eyes, ears, nose, and
open wounds glow with an eerie light while this power is active.
Spending two blood points activates this power for a scene. Mundane and supernatural sources of
overwhelming sensory input, such as searchlights, muzzle flash, or pepper spray have no effect, even
if sensory-enhancing powers like Heightened Senses are in use. Even being at ground zero for a
massive explosion will not stun the possessor of this power.
The phosphorescent glow streaming from the vampire's orifices and wounds is nearly impossible to
hide, and results in the Cainite being 2 Traits down on social interactions with mortals (other than
intimidation).

Stand Against All Foes


With this power, a vampire may plant her feet solidly on the ground and ensure that she cannot be
moved by anything. Even being hit by the charge of a fully armoured knight or being pounced upon by
an enraged Lupine will not move or knock down the user. This power was first made well known by
the Ventrue knight Johann Kriegsmeister, a warrior in the service of Lord Jrgen, who often found
himself carried away from his coterie by the ebb and flow of battle. Now he stands firm, often acting
as a bodyguard.
In order to use this power, the character must be on relatively stable ground a solid plank floor, a
tamped earth basement or even the forest floor is acceptable; a crumbling castle parapet or a soggy
marsh is not. The player spends a blood point. Until the user decides to end this power, she is
impossible to move by normal means.

MASTER FORTITUDE
Imperviousness
Your ability to shrug off most forms of damage has reached unbelievable heights. You may perform
a difficult test at the start of each combat round. If you succeed, you may negate all nonaggravated damage inflicted during that round.
Resilient Minds
Developed by the Gangrel, at this level of accomplishment, the Cainite extends her preternatural
resistance to the very depths of her personality. Upon acquiring this power, the vampire may
suddenly shed centuries of paranoia, tics, quirks and other perturbations that have accumulated in
the cobwebby recesses of her brain. Additionally, it becomes more difficult to use mental
Disciplines against the vampire.
The Cainite may spend a Willpower Trait any time that they gain a derangement (or an animal trait,
for a Gangrel). If they do so, they may make a simple test; on a success, the derangement is
negated. Upon learning this power, the Cainite may also spend Willpower Traits & make this test for
any existing derangements, potentially removing them completely. This may only be done when the
power is first acquired; the Cainite may not choose to do so at a later date.
In addition, the vampire permanently gains a free retest against any Discipline or other
supernatural power that requires a Mental Challenge.

Shared Strength / Bestow Vigour


Powerful elders often tend to be bitter rivals, and thus mostly operate alone or with considerably
weaker underlings. This is fine until the lead starts to fly, but at that point it is often preferable to
the elder to have companions who are as resistant to harm as she is. With Shared Strength, this
becomes reality, as you can lend a portion of your resistance to others, enabling them to withstand
far more injury than they can on their own.
Spend a Willpower Trait and press a drop of your vitae into the targets forehead; this leaves a mark
that remains visible as long as the power is in effect. You then spend one Blood Trait per level of
Fortitude you wish to transfer to another being and note that if there are several targets, you
must spend that many Blood Traits per target. After spending blood, make a Static Physical
Challenge against the number of Blood Traits spent times three for every target. (For example, to
bestow five levels of Fortitude on someone, you must make a Static Physical Challenge against 15
traits.) Success means your target now has as much Fortitude as you decided to bestow upon her
for the rest of the night. In case of failure, you may retest using the Survival Ability; if that fails as
well, the effect has failed on that particular target. You may attempt it again, provided that you
have enough Willpower and Blood Traits left. Note that if the target already has Fortitude, only the
extra levels you bestow count, and you only need pay Blood Traits for the levels that your target
actually gains. (In other words, if a target with two existing levels of Fortitude is given three levels
of Fortitude with Shared Strength, he will only gain a single level of Fortitude.)
Shared Strength may only be active once on any single target, no matter how many levels are
bestowed: You cant give someone Fortitude one level at a time by making a lot of extremely easy
challenges.
The target need not be a vampire, and normal generation limitations to how much Fortitude one
may have dont apply. The target doesnt need to be willing to accept the benefit to receive it. For
obvious reasons, you may never bestow more levels of Fortitude on anyone than you possess.
Armour of Kings / Curse the Enemy
This power allows a Cainite to become dangerous to enemies without even attacking them her
body has become so hard that anything striking it might break upon contact. With Armour of Kings,
any attack on the character meets with disaster, as weapons are shattered and bones are broken.
Interestingly, the name Armour of Kings comes from the Ventrue Baudouin Des Raux, who originally
learned the power from the Saxon Gangrel Wymer. Wymer called the power Curse the Enemy, but
rather than admitting to learning anything from a Gangrel, the Warlord changed the name to
something more fitting.
Activating this power requires the expenditure of 2 Blood Traits. It lasts for one scene. When an
attack strikes the character, the weapon shatters. Weapons made with magical powers (such as
swords forged with the Potence power Forge) and magically treated or masterfully forged (made by
a weaponsmith with at least Crafts [or Blacksmithing] 4) can only be destroyed if you successfully
win an opposed Physical Challenge against the wielder.
An attacker who makes an unarmed attack against a Cainite with Armour of Kings suffers lethal
damage equal to the damage dealt. If an attacker suffers two or more health levels of damage in
this fashion, it results in either a broken wrist (from a punch or claw attack), a broken ankle (from
a kick) or a mouthful of shattered teeth (from a bite). The Storyteller can set any penalties she
finds appropriate in such a case.
Curse the Laurel
Developed by the Ventrue, this fearsome power allows the Kindred to overcome one of the
traditional banes of the undead: the feared stake. With this mastery of Fortitude, the Cainite may
subsume a stake that pierces her heart, reshaping that dead organ slowly and insulating it from the
offending wood. Once a given stake has been turned away with this power, it remains within the
Kindred's body, and it may even be visible beneath layers of clothing.
The player spends a Willpower Trait when staked. They may then turn the stake away from their

heart, ignoring its effects. Each use of this power affects only one stake. If the Kindred suffers the
same fate again, she may make a new attempt if the player chooses to spend the Willpower Trait
again. After the stake has been turned away from the heart, it remains in the Kindred's body,
overgrown by dead flesh and probably protruding at an unsettling angle. The Kindred may cut the
stake out at any time she wishes thereafter, suffering two (unsoakable) health levels of aggravated
damage in the process.

Obfuscate
ELDER OBFUSCATE
Blithe Acceptance
Many Assamites undertake pursuits that would seem less than savoury to most observers. Indeed,
simply being known as an Assamite is enough to draw suspicion in many circles. They developed this
Obfuscate technique, which serves to dampen the repercussions of its practitioner's actions to a
certain extent, making anything he might be doing seem much more tolerable. Bear in mind
that Blithe Acceptance has is limits: While carrying a rifle down the street might be overlooked
("I'm taking this to be appraised."), firing that same weapon into a passing car would alert even the
most complacent observer.
Spend a Willpower Trait to activate Blithe Acceptance on yourself for a scene. An observer who
wishes to take exception to (or even take note of) any non-threatening actions you make must
defeat you in a Mental Challenge. Any offensive actions that you undertake will be handled
normally, but Blithe Acceptance will continue to function once you return to non-offensive actions
during that scene.
Geminis Mirror / Diastasis
Legend speaks of strange Disciplines, mastered only by the most annuated Kindred, that allow the
undead to split themselves in two. Gemini's Mirror doesn't have that level of power, but it does
allow the character to appear to be in two places at once - or to move away invisibly while leaving
an illusory double behind.
You spend a Blood Trait as a free action during your turn. A mirror image of you appears several feet
from you. You may then move away, invoke other Disciplines or take any other action. The image
can appear to take any actions you desire, but will dissipate if touched by a person or object. The
image remains visible even if the character hides his true self with Obfuscate or other Disciplines.
If both the image & the Cainite are visible, others have a 50:50 chance of interacting with the
illusion instead. (An observer can overcome this by possessing an equal or greater amount
of Auspex than the originator has Obfuscate and making a Clash of Wills test as normal.) It lasts for
the scene, or until the character moves more than 100 feet away from it. You may only benefit
from one activation of Gemini's Mirror at any given time; using it again will make the existing
image vanish, to be replaced by the new one. This power cannot be used with Cloak the
Gathering.
Invisible Weapon
This power can be a potent tool for an assassin or thief. Invisible Weapon cloaks a weapon
with Obfuscate, allowing the wielder to walk around with it drawn without attracting attention,
and also to strike a target with the advantage of total surprise. The infamous Nosferatu assassin
Vyacheslav of Bulgaria, who is fast becoming a well-used tool in vampiric conflicts in the Byzantine
successor states, is known to wield this power. The vampire can walk through a crowded bazaar
with a drawn sword and no one will notice. If the character decides to attack someone, the victim
cannot see the attack coming. Despite the name, this power can actually be used on anything the

vampire holds in her hands. This makes it quite an efficient tool for a thief.
You choose your weapon and you spend a Blood Trait as a free action. The weapon is cloaked
by Obfuscate for one scene and is invisible to anyone who does not have sufficient Auspex to see
through the Obfuscate. Any attacks break the invisibility of the weapon, but only with regard to the
person attacked. Others still see the wielder as empty-handed. After attacking, the wielder can
choose to maintain the weapon's complete invisibility, at the cost of one Blood Trait each round.
This power also works on bows and crossbows, cloaking the missiles fired, as well as on thrown
weapons. Attacking with a cloaked weapon grants a surprise! retest, as if attacking
from Obfuscate. This power cannot be used with Cloak the Gathering.
Manifold Guise
Most Cainites believe that Obfuscate is only good for hiding. After all, the Nosferatu are hideous;
why else would they use this Discipline if not to conceal their repugnant forums? The Nosferatu
wield Obfuscate to shroud their presence, true, but it is also a tool of survival and a means to
confuse the enemy. Manifold Guise enables the vampire to drape his countenance (or that of
another person present) over everyone around him. What better way to elude a party of hunters
bent on your destruction than giving them plenty of you to hunt after?
Possessing Manifold Guise allows you to use Cloak the Gathering on unwilling targets. Once you
learn Manifold Guise, you may also use Cloak the Gathering without the usual cost of a Mental Trait
per subject. You may use Cloak the Gathering in a range of up to everyone in the same room, and
you must leave the area or choose to end this ability for the effect to fade. Anyone who moves out
of the room automatically reverts back to normal.
If you choose to use Mask of a Thousand Faces to alter everyone's usual appearance the only way
for people to detect each other is if one target notices movement or actions that are typical of his
ally or known enemies. This requires an opposed Mental Challenge against the vampire creating this
charade.
Mask of Janus
Mask of Janus allows you to assume the physical appearance of another individual, in much the
same manner as Mask of a Thousand Faces. When you assume someone's form using Mask of Janus,
however, their appearance also changes - to match either your true form or that of your
current Mask of a Thousand Faces.
You spend a Blood Trait and make an opposed Mental Challenge against the target. If you are of a
lower Generation than the target, or the target is a mortal, the power automatically succeeds. The
target must be visible to you, either by being physically present or being seen through a viewing
medium, though you need not be visible to your target. This power works even over live or closedcircuit television. Your assumed appearance is what shows up on security cameras etc.; likewise for
the target. This power lasts until the next sunrise, or until ended by you.
Confusion of the Eye
This power costs one Willpower Trait to use. If used on an unwilling target, it requires a successful
Mental Challenge to work. The target sees one person, of the characters choosing, as one other
person of the characters choosing. The effect lasts for up to 24 hours.
The target will rationalise or ignore most evidence that the Masked person is not who he believes
them to be. If the Masked person tries to convince the target of their true identity, the target
receives a Static Mental Challenge against the originator of the power to try to throw off the
effects of Confusion of the Eye.
This power is extremely subtle even if it fails to work on the target, they have no conventional

way of knowing that an attempt was made. Even once the duration has expired, they do not realise
that they were duped.
As these 2 powers both extend Mask of a Thousand Faces, perhaps they could be combined?
Mental Maze
Instead of concealing or disguising the vampire or an object, this power removes a victims sense of
direction. He literally cannot see which way to go, forcing him to move in circles and binding him
to an area of the vampires choosing. The vampire can trap a person in his own home: to the
victims point of view, the house folds back on itself, and all the exits lead back inside.
You must speak to your chosen victims, telling them that they cannot escape. You may use this
power against as many targets as are in one room & can clearly hear your voice. You spend a
Willpower Trait and make an opposed Mental Challenge against each subject. Every victim that fails
is affected by the Mental Maze; you may use the power again without penalty in subsequent turns
to try to trap those who succeed. This power last for a scene. You choose how large an area
the Mental Maze affects the minimum size is one room, but you may choose a larger area, such as
a floor in a hotel. It must be the same size for everyone affected by the same use of Mental Maze.
If used on a larger area, such as an office block or a neighbourhood, the duration is increased to 24
hours. Anyone affected by the power won't be able to leave the area, but can be forcibly removed
from it by unaffected creatures.
Scrawl
Developed by the Malkavians, Scrawl allows a Cainite to tap into the recesses of his madness and
encode his irrational thoughts within a written form. His writing appears no different than any
other graffiti (although it may be distinctly irrational, like the scrawl on the walls of a madman's
cell); however, others are able to look at it and filter out the message hidden within.
The Cainite must spend a Blood Trait; he then mixes his vitae with the messages medium. If the
writer so chooses, he can leave a message that can be read by all Cainites, or by a specific Cainite.
The message can be read by the intended recipient with no check. Cainites with Auspex 6 or higher,
if they suspect a hidden message or pattern, can attempt to pierce the scrawl's meaning; doing so
requires a Clash of Wills check. However, failure inflicts a temporary derangement on the reader, as
he discovers exactly the wrong pattern. Add to Dementate utility power 1.
Conceal
You may now mask inanimate objects as large as entire houses. The entire object and its contents
are hidden, although as with other Obfuscate powers, photographs will still reveal what is hidden.
While Conceal is in effect, passers-by will walk around the object as if it were still visible, but
refuse to acknowledge that they are making any kind of detour.
You must be within 30 feet of the object to be concealed, and the item must unattended. For
example, you may conceal a car or house, but not a gun in someones hand. The Conceal power
functions as Unseen Presence for purposes of detection.
Conceal can be used to mask a speeding car. Other drivers will subconsciously tend to steer away
from the car; indeed, under the right conditions, a car hidden by Conceal may even clear traffic
faster than an ordinary car. Should you speed; police radar still registers the speeding car, but the
police officer holding the radar gun will likely believe the signal to be a glitch.

Mind Blank
With this power, your mind is hidden the way other Obfuscate powers hide your body, and you may
shrug off most invasive probes into your mind.
Whenever someone attempts to read or probe your mind (such as via the means of Auspex,

Dominate or Thaumaturgy) , she must first make a Mental Challenge. Unless she wins the challenge,
she cannot read your mind at all. Even if she succeeds, she must still make whatever challenge the
probe requires and bid an additional Mental Trait for that challenge.
As usual, attempting to pierce this obfuscate requires at least as much Auspex as the defender has
levels in Obfuscate.
Soul Mask
With Soul Mask you are now able to conceal your aura. You may display any combination of colours
and shades you wish, or even make it appear as if you have no aura whatsoever. Obviously, this
power is extremely useful (and dangerous) as it allows one to lie through her teeth and have her
aura appear as if she was telling the truth - or commit diablerie all week long and look squeaky
clean come Sunday.
At any given time you may choose what your aura displays and can tell its being observed.

MASTER OBFUSCATE
Cache
While other uses of Obfuscate require that the user is very close to the object
being Obfuscated, with Cache you can hide items so that the Obfuscate remains
in effect even after you leave the area.
The item must be within the normal range of the Obfuscate power when you
activate it. After that, you must spend a Willpower Trait, which
activates Cache on top of the previously activated Obfuscate effect. The
concealment will remain in effect as long as you stay within a distance of your
permanent Mental Traits in miles. The effect will end at the next sunrise.
This could be added to Conceal.
Cloak
Just as Mind Blank allows a character to hide her psyche, so does Cloak allow her
to conceal her aura from those using Auspex powers to search for her.
Spend a Blood Trait to activate Cloak for a scene. Once Cloak is active,
your Obfuscate cannot be pierced by Auspex unless the possessor of
the Auspex has moreAuspex than you have Obfuscate. If you both have the
same number of dots, they cannot pierce your Obfuscate. In addition, you gain a
bonus dot of the StealthAbility while Cloak is active and you gain 5 bonus Mental
Traits, which apply only during Clash of Wills tests.
Veil of Blissful Ignorance
Veil of Blissful Ignorance forcefully Obfuscates the target, making her all alone in
the world as those around her ignore her. Most people find this a harrowing
experience, cut off as they are from friends, family and even passers-by.
Malkavians use this to drive their targets into madness. A Nosferatu might try to
teach a humbling lesson with this power, while a Follower of Set can prey on the
insecurities of someone cut off from society.
You spend a Willpower Trait and make an opposed Mental Challenge against the
target. If you succeed, the target is considered to be under the effects of Vanish
from the Mind's Eye for the scene. If used on a mortal the duration is until
sunrise, instead. You may use Veil of Blissful Ignorance on yourself.

The victim does not necessarily know that she is affected by this power - she just
notices that everyone is ignoring her. The Veil cannot be broken even by an
attack, and the victim of such an attack will attribute it to either a nearby person
or the acts of a demon. The victims of these attacks can defend against
themselves and retaliate as if they were blinded. This power cannot be used
with Cloak the Gathering.
Veil the Legions
Similar to Cloak the Gathering, this power was developed by Nosferatu
strategists to conceal large forces. A Cainite proficient with this power may
maintain it from a distance so that her actions do not compromise the Veil's
integrity.
Use of Veil the Legions is as Cloak the Gathering, except as detailed below:
You no longer need to spend a Mental Trait per each subject cloaked.
The subjects must be within the normal range of the Obfuscate power when you
activate it. The concealment will remain in effect as long as you stay within a
distance of your permanent Mental Traits in miles. The effect will end at the next
sunrise. Any protected individuals who compromise the Veil are exposed.
Visit Faerieland
Developed by the Malkavians, this lets a Cainite disappear into the Dreaming.
You need only spend a Willpower Trait to activate this power. This power only
works in one direction.
Obtenebration
ELDER OBTENEBRATION
Aegis of Shadows
This power has seen much use during the shadow Reconquista. It allows the wielder to garb herself
in armour made of semisolid shadow. This armour generally takes the form of highly articulated and
ornate knights armour, though styles vary from one Lasombra to another. The one constant is that
the armour covers the entire body. The use of this power clearly marks the user as something
sinister and unholy and causes most normal mortals to flee in terror.
You spend a Willpower Trait as a free action and gain temporary Health Levels equal to
your Obtenebration dots for the scene. These Health Levels are lost before normal Health Levels,
and may not be healed. If exposed to sun or fire, the Health Levels are all lost. If you activate the
power again in the same scene, the new temporary Health Levels replace the ones granted by the
previous use of the power; thus, you can only benefit from one activation of Aegis of Shadows at
any given time. In addition, you gain a bonus dot of the Intimidation Ability. Normal (nonsupernatural) mortals and animals flee before you. Supernatural mortals may spend a Willpower
Trait in order not to flee. If they succeed, they are immune to further activations of the power
during the same scene.
The Darkness Within
Though the casual observer may mistake this powers manifestation for that of Shroud of Night,
your command of the very stuff of darkness now reaches far beyond simple summoning. The cloud
of shadow that you produce with The Darkness Within is an extension of your tainted soul, and its
touch drains both courage and life from its victims.
To assault someone with The Darkness Within, spend a Blood Trait and a Willpower Trait and defeat

your victim in a Physical Challenge. A cloud of shadow pours forth from whatever orifice you
choose. Most Lasombra expel this shadow from their mouths, though some cut themselves and let
the darkness leak from the wound or command it to spring forth from other areas of their bodies.
Whatever the precise source of this shadow, it rushes forward to envelop its designated target,
covering him in an inch-thick shroud of liquid darkness. This power may target anyone within 50
steps of you.
While enveloped in this shadow, your victim suffers all the effects of Shroud of Night. Every turn,
the cloud drains one of his Blood Traits.
You may maintain concentration on only one ensnared victim at any given time. If you lose
consciousness, the cloud immediately rushes back to you. However, if you voluntarily recall the
cloud, you may absorb the Blood Traits that it drained from its victim. This is considered the same
as drinking from the individual in question for purposes of blood bonds and other blood-borne
effects.
Eyes of the Night / Darksight
With Eyes of the Night you can see through any darkness, whether supernatural or mundane. This is
a constant benefit. In addition, you are able to scry in one of three different ways. Using this scry
mode requires the expenditure of a Blood Trait per five minutes of use.
Firstly, you are able to perceive anything that goes on within the dark force created by any other
use of Obtenebration. Thus you could evoke the Shroud of Nightin another room and clairvoyantly
scan the area within from the vantage point of a shadow or area of darkness inside that room.
Secondly, you may use this power to view your surroundings from any angle or vantage point within
50 feet of your body where a shadow exists.
Thirdly, you may also choose a specific shadow as a listening post. You must touch a shadow and
invest a Blood Trait in it; the affinity between shadow & vampire remains until the shadow is
dispelled by sunlight. You may then see and hear what would be seen and heard if you were
standing within that shadow. Nor is there any distance limitation on this ability; Lasombra in
Philadelphia have been known to monitor a conversation in Canberra. You may maintain a number
of shadow listening posts up to your permanent Willpower Traits.
Shadow Parasite
An interesting new use of Obtenebration, this vile attack is startlingly effective. Based upon Arms
of the Abyss, Shadow Parasite allows one of the arms to insert itself into the target and then
expand, literally ripping the target open from the inside. It is perhaps more effective as an
assassins weapon than a warriors.
To use Shadow Parasite, you must already have summoned Arms of the Abyss. You can then make a
single Arm of the Abyss into a Shadow Parasite. To do this, spend 3 Blood Traits and make an
opposed Physical Challenge against the target as an action. You need only be able to see your
opponent - you need not be in melee combat range. On a success, the Arm of the Abyss is inserted
into the target and will deal its normal damage automatically each turn to the opponent, without
the need for additional challenges. This damage is dealt at the end of each turn, beginning with the
turn that the Physical Challenge was made. You may attack with the Arm of the Abyss normally
during the turn before using your action to transform it into a Shadow Parasite. You can attack
normally with your remaining Arms of the Abyss in subsequent turns but you will have one less Arm
of the Abyss with which to act. The Shadow Parasite lasts for a number of turns equal to your dots
in Obtenebration.
Shadow Step
Your kinship with the shadows is such that you can use one shadow as a portal to another by calling
on the kinship that all darkness shares with its ultimate source. To use Shadow Step, you must be
standing in a naturally occurring shadow - not one produced via Obtenebration. Spend two Blood
Traits and you may shift your position up to 50 steps, so long as the point at which you end is within
your line of sight and is also in a natural shadow. You are not considered to have moved through
the intervening space in any sense - outside observers see your form briefly obscured by a flicker
like moonlight through tree branches, with a similar effect at the point from which you emerge.
Your clothes and personal possessions (up to half your body weight) travel with you. If you

use Shadow Step as a means of Fair Escape, it occurs at the same speed as a normal action, which
means an individual using Alacrity may be able to stop you.
You may bring one other person with you as you Shadow Step. This requires you to spend a
Willpower Trait in addition to the powers other costs. If your travelling companion is unwilling to
move with you, you must defeat her in a Physical Challenge; if she wins, neither of you move.
If you wish to use Shadow Step to escape restraint, you must likewise spend a Willpower Trait and
win a Physical Challenge against the item or person restraining you. If youre held by another
individual, success means you slip out of his grasp. If you are chained to a wall, handcuffed to a
bed or tied to railroad tracks, a Narrator decides how many Physical Traits your bonds have.

MASTER OBTENEBRATION

Fortify Against Ahura Mazda


Normally, sunlight destroys the darkness created by Obtenebration with the merest touch. A single
ray of light can ruin even the most well conjured Nocturne, and a Lasombra assaulted in her haven
during the day cannot use Arms of Ahriman to reach her enemies standing outside. This power, seen
by Abyss Mystics to be the first step on the way to true mastery of Obtenebration, allows the user
to strengthen her darkness against the light of the sun. This power takes its name from the
Zoroastrian god of light and fire, the opposite of Ahriman.
When first activated, your Obtenebration powers are unaffected by sunlight and fire for a number
of turns equal to your Obtenebration dots.
Shadow Twin / Shadow Slave / Death Shroud
You may breathe a twisted semblance of life into an individuals shadow, causing it to become a
dark mannequin. During this dim servants short life span, it is your loyal servitor, obeying your
commands with as much accuracy as its necessary limitations allow.
To animate a shadow, make a Mental Challenge against the target whose shadow you desire to
animate and expend a Blood Trait. If you win, the targets shadow takes on a life of its own for one
scene. If you wish to animate your own shadow, you need only spend a Blood Trait; no checks are
necessary.
The shadow has all of its parents Physical, Social, Mental and Ability Traits, 0 Willpower Traits and
7 Health Levels.
In addition, a shadow has 5 dots in the Stealth Ability. (Unless its parent had
greater Stealth Ability.)
The shadow has none of its parents Disciplines, Merits, Flaws, or any other supernatural abilities.
It may invoke Shadow Play at will.
A Shadow Twin may move no farther than 50 feet from its parent, though it may become twodimensional and slide up walls or under doors.
It may engage in combat; it takes half damage from physical attacks and double damage from
supernatural attacks, fire and sunlight.
It can attack for one lethal damage.
It is normally under your verbal command, though you may release it to its parents service if you
so desire.
If a Shadow Twin dies, its creator loses one Willpower Trait. If it merely fades away at the end of
the scene, no Willpower Trait is lost.
You may only animate one Shadow Twin at a time.

Potence
ELDER POTENCE
The Fist of Caine
The vampire refines control of his strength to the point where he may project it from a distance.

The master of Potence delivers a devastating blow, gaining all the benfits of his enhanced vampiric
strength while yards from his target.
The vampire may engage in melee combat up to a number of yards away from her target equal to
her dots in Potence.
The Gentle Rebuke
Facetiously named, this power allows the Kindred to physically knock another character away from
herself which the slightest of touches. Although this power does no damage in and of itself, is use is
quite humbling, and certainly, to be hurled away from an elder in social setting has its
embarrassing repercussions. Some Kindred who use this power do so surreptitiously, touching their
victims and sending them reeling across the room. Others use this power as not-so-subtle display of
their might giving their victim as casual slap that has overwhelming results.
The Cainite spends a Blood Trait and must succeed in a Physical Challenge to touch the target (this
may be done surreptitiously, but the Cainite may not make use of other Potence benefits). The
challenge is not required if the subject allows the player to touch him (a handshake, a "friendly"
hand on the shoulder, etc). This power hurls the victim 20 feet directly away from the invoking
character. If the subject strikes a wall or other solid obstacle, he suffers two health levels of
bashing damage. Otherwise, the subject needs to win a static physical challenge against six Traits
to remain standing.
Imprint
Some subtle applications of Potence exist; Imprint isnt one of them. While anyone with Potence
can exert tremendous pressure on objects, a vampire with Imprint can literally crush steel with her
bare hands. Imprint makes for excellent intimidation. Alternatively, it can be used to create
handholds when climbing, and it goes without saying that if applied to someones throat, the
results are extremely nasty.
Spending a Blood Trait activates the power for the entire scene. You can now crush very tough
objects with your hands or leave an imprint of your hands in them - for example, you will have no
trouble pushing your hand into a wall or squeezing a steel pipe out of shape. If there is confusion as
to whether or not the vampire can crush a given object, the Storyteller always has final say in the
matter.
A Cainite who possesses this power inflicts one additional health level of damage in combats where
strength is relevant. (Such as melee, firing a bow or using thrown weapons, but not when firing a
gun.)
Master of the Forge
Master of the Forge allows the user to make metalwork, generally weapons, of masterful quality by
striking the metal with immense, focused force. The power is well known in places like Milan and
Damascus, with the Damascene Brujah Wafid al-'Asim ibn Suleiman acknowledged as the foremost
master, and a Cainite with this power can command top prices for his work, in money or favors. It is
rumoured that such luminaries as Lord Jrgen of Magdeburg, Lucita of Aragon and Nastasio the
Galician all wield blades made with this power.
The player makes a standard Crafts Ability check to forge a weapon (difficulty varies according to
the kind of weapon being made), though special, reinforced tools are needed when such strength is
used. The created edged melee weapon has its damage increased by one. The weapon is also
imbued with exceptional durability and will not break when used by someone with great strength.
Exceptional tools can also be made, such an extra-sharp scythes or hammers that wont break,
though most Cainites consider this application beneath them. This power does not work on
bludgeoning weapons.

Relentless Pursuit
With this power, the Kindred becomes capable of truly impressive physical displays. He may leap
from rooftop to rooftop over entire streets, jump to a fire escape a dozen feet over his head and
other feats of athleticism. This is useful both for pursuit and evasion, but is quite a breach of the
Silence of the Blood, should anyone see this power in use.
With this power, the character can jump twice as far as they would normally be able to
with Intensity. The character may use this power to leap up to 25 feet vertically or 40 feet
horizontally. She must succeed in a Static Physical Challenge against four Traits (retest with
Athletics) to land correctly - if she fails the challenge, the Storyteller should assess results as
appropriate.

MASTER POTENCE
Earthshock
Earthshock proves that there is more to Potence than just hitting something until it stops moving.
With Earthshock, you may redirect your strength you strike (or stomp, depending on personal
preference) the ground, and the force of the blow explodes up from the ground some distance
away, directly below your opponent.
To use this power, spend a Blood Trait and make a Physical Challenge against your opponent. If
successful, the ground directly underneath the target explodes in a geyser of stone, rock and dirt
(or, if indoors, wood, concrete and plumbing), inflicting three levels of lethal damage as sharp
shards of debris rip into the target.
If used against a car, the car will be disabled unless it is specifically armoured. The power may be
used indoors, but the results are far more spectacular not only will there be a gaping hole on the
floor, but the resulting shower of floor materials will break nearby windows and cause other
damage to the surroundings. If there is another floor or a basement below the target, she must
make a Static Physical Challenge against six Traits to remain on the same floor or fall through the
resulting hole. This may also happen outdoors if someone happens to be standing on directly on top
of a sewer pipe, on a bridge, and so forth. A good rule of thumb is that if there is less than a foot
and a half of concrete, earth or whatever, it means that there will be a large hole if Earthshock is
used there.
The attack has a range of 10 feet per level of Potence, meaning that you will always have a basic
range of 60 feet, if not more, as long as your target is in line of sight.
Fist of the Titans
With this power, a Cainite may either disdainfully push away an opponent or, with a little more
effort, send her flying away with a powerful blow. Fist of the Titans can be used both as an attack
in itself, with a seemingly gentle push, as well as in combination with a normal attack, though it is
easier to focus the force when using the power on its own.
In order to simply push an opponent away, the character must shove the target, requiring a Physical
Challenge. On a success the target is pushed backward for up to one yard for each dot of Potence
possessed by the Cainite, and she is automatically knocked to the ground at the end.
If you use Fist of the Titans with a melee attack, spend a Blood Trait when you make the attack.
The target is hurled back one foot for every health level of damage inflicted by the blow, and must
make a difficult test, which can be retested with the Athletics Ability, to remain standing. Should
the victim hit something (or someone) as she flies backwards, the obstacle takes half the amount of
damage that the target did from your attack.
The Forgers Hammer
The Cainites can use their supernatural strength to forge weapons of exceptional quality. While
humans must use the hammer and anvil, ancients can shape metal with their hands. In so doing,

they imbue weapons with some of their own mystical strength. Over time this technique has fallen
into disuse as humanity has made greater technical advances in metallurgy. The weapons of the
ancients, however, are rare and valuable items. The Cainite who wishes to create a weapon must
first acquire the proper materials. The forging of a weapon requires the most effort, but the
mounting and dressing of the weapon still requires much time and skill. When forging the blade,
the vampire beats the metal with her bare hands, shaping the material into the weapon of her
choice.
These weapons cause aggravated wounds. They are incredibly resistant and can withstand heavy
blows; they remain sharp with little upkeep. With a successful Physical Challenge (Retests with
the Crafts Ability) upon completion of the weapon, it causes an additional level of damage.

Presence
ELDER PRESENCE
Love
The blood bond is certainly one of the most effective and traditional ways to gain control of
another Kindred. However, in these enlightened days, childer are often aware of the bond and know
how to avoid it, and while they can be forced into service, its often preferable to handle the
situation in a more subtle manner. Love is one way of accomplishing that - simply put; it has most
of the benefits of the blood bond without the less-than-pleasant side effects. Its not quite as sure
or lasting a method of control as the bond, but in most cases, its efficient enough.
The subject must be in the same area and be in some sort of active social contact with you - a
conversation, an exchanged look, a greeting, anything will do. Make a Social Challenge against your
target. On a success, your target becomes attached to you as if he was blood bound to you for the
remainder of the scene. The same subject may be the target of this power as many times during
the night as you desire; however, if any tests beyond the first one fail, the subject becomes
immune to all Presence powers from you for the remainder of the night.

Paralyzing Glance
Elders who have reached this level of mastery may not be able to kill with a glance, but theyre
certainly close. This power is essentially a more developed version of Dread Gaze. A vampire using
this on another vampire can freeze the target with mind-numbing terror.
Paralysing Glance requires one action: You must make eye contact with the intended subject, and
then make a Social Challenge against the target; if successful, your target is reduced to a
gibbering, panic-stricken wreck. The effects last for as long as you remain in the same room with
your target, or until sunrise. If you leave the room or clearly abandon your targets presence (by
walking to the other end of the large ballroom, for example), the subject remains paralysed for the
remainder of the scene, after which he slowly regains his senses.While paralysed, the subject may
defend normally against all Challenges, bidding any relevant Ability, Overbid, Situational, Discipline
or Willpower retests. However, the subject may not initiate any Challenges themselves.
If the subjects life is directly threatened (by physical assault, impending sunrise, a rampaging
horde of Sabbat), he may attempt to snap out of it by making a Static Mental Challenge against the
Social Traits of the originator. If a Challenge against the target would result in damage to the
target, they may defend against it normally; upon resolution of the Challenge they make the Static
Mental Challenge. If they succeed, the paralysis ends and they may act. Should they fail, they enter
a continuous state of Rotschreck for the rest of the night (which may be calmed by the usual
means).

It may be difficult to adjudicate as to whether the target's life is directly threatened; if the people
involved in making the Challenges cannot agree, they should ask a Storyteller. Any attack that deals
damage is considered to threaten the life of the target, as detailed above, but some offensive
Mental & Social Disciplines can also be considered sufficient to justify a Static Mental Challenge to
end Paralysing Glance; for example, Soul Stealing.
Aire of Elation
Characters skilled in Presence and comedy can actually combine the two for new results. The effect
is similar to Majesty, but instead of making the Toreador feared and respected, it makes her
hilariously funny. At any time when the Cainite is speaking, she can make the audience perceive
what she says as in incredibly funny joke. Listeners can hurt themselves from laughing too much. It
makes the Cainite less threatening and more friendly and harmless.
Aire of Elation functions like Majesty, and is activated in the same way & with the same costs. In
addition to the usual effects of Majesty, you gain the power to temporarily incapacitate a target.
By spending a Willpower Trait while Aire of Elation is active, you can choose a target for your joke.
Make a Social Challenge against them as an action; if you succeed, the victim must make a SelfControl test (difficulty 5) every turn to act that turn. Using this ability does not break yourMajesty.
The effects last for up to one scene, for as long as you keep speaking.
Force of Personality
This power takes the abilities granted by Majesty to a new level. The Cainites personality becomes
so powerful that people are actually physically forced away from her.
You spend a Willpower Trait to activate Force of Personality and make an opposed Social Challenge
against those in the vicinity. On a success, the target is not only subject to the effects of Majesty,
but must move away from you as soon as they can. Should a person be unable to retreat directly
away from you (due perhaps to a wall or a deep chasm), she still tries to move away in some
direction. After the initial activation of this power, the area of the force shrinks to about six feet,
which makes it a quick way to move through a crowd. Anyone who wishes to enter within the 6 foot
radius must succeed in breaking your Majesty first; Force of Personalitylasts for one scene.
When first activating Force of Personality, you may nominate any number of individuals who are
simply affected by the Majesty and not Force of Personality a wise thing to do when one needs
allies close by.
Capture Reality /Intensification / Absent Sway
A creation of the Toreador, Absent Sway amplifies the art of the beautiful clan. Certain Cainites,
including artists, sculptors, filmmakers, photographers, writers and composers (i.e., Artists who
create work instead of performing them) can put part of their Presence or pour an amazing amount
of reality into their work. The viewer of the work will feel particularly intense emotions towards it.
The object must carry at least some obvious symbolism for the emotion conveyed in the work.
Clever Cainites create films or photographs conveying various sorts of subconscious messages. This
is easier to do in a film - the message will be clearer and more detailed than in a photograph.
However, a series of photographs bearing the same message will convey the message just as clearly
as a film. This power has become especially relevant in the age of the meme few suspect that
Toreador elders are actually behind most viral hits. With this power, a Toreador can produce a
magical item of sorts, such as a photograph which makes the viewers feel sad, a goofy-looking
wooden figure which causes those viewing it to laugh, and so on.
You must spend a Blood Trait to imbue an artwork, photograph or film with a supernatural quality;
the vitae must be secreted into the artwork in some way. This takes an action. You may choose to
imbue the artwork with either an emotion, or a sense of realism; only one emotional response may

be conferred per object.The effects on the object are permanent.


On a first viewing, viewers feel there is something unusual about the photograph or film. They will
want to view it again. Anyone who views the object (even a very brief glimpse) can resist it by
making Self-Control test (difficulty 5). On a failure, they are overwhelmed by the imparted emotion
for the duration of the scene. This does not the viewers from acting normally, but they are affected
as though the item had used Entrancement on them.
On a repeated viewing, viewers feel as if they know exactly what the people in the photograph or
film are feeling. They will want to view it again.
On a third viewing, viewers feel as if they are in the photograph or film, witnessing the events firsthand. They will want to view it again.
On a fourth viewing, viewers believe that they are smelling, hearing and seeing things in the
photograph or film. They might also form a strong sympathetic bond to a particular character in the
work or to the work itself. They will want to view it again.
On any subsequent viewing, the viewer will also have flashbacks from the photograph or film that
goes beyond the scope of the work itself. If possible, she will begin having regular dreams
concerning the work's setting or the characters in it.
Star Magnetism / Two Tiered Communication
Developed by the Toreador, this power allows the Cainite's Presence to carry over onto film, video
tape, photographs or any other sort of visual recording. It even carries over to paintings if the
portrait is an accurate representation. It may be consciously turned off, but the power will
otherwise snap into effect whenever a camera is turned towards the Kindred. In addition, it confers
the ability to speak to someone in such a way that everything the Cainite says has a hidden
meaning to it. The Cainite may even talk about one thing and actually tell the listener something
else, even if it is in radical opposition to the surface message. While the listener only hears the
normal conversation, he will subconsciously understand the underlying message.A Cainite using this
power might openly profess her love for someone while she's really telling him to jump off the
nearest building.
Star Magnetism allows the Cainite's Presence to carry over onto any sort of visual recording or
depiction, if the portrait is an accurate representation. The representation conveys the
power Entrancement, with the effects directed towards you; you must make an opposed Social
Challenge against the viewer to successfully Entrance them. The effects are permanent. Anyone
who sees any image of you will be affected unless he spends a Willpower Trait every time he sees
it.
To use the second aspect of this power, designate a target, who you must engage in conversation.
You can use this power to talk about one thing and actually tell the listener something else. For
example, you might tell someone that her art work is incredibly beautiful, while on the
subconscious level you might be telling her that you would not even use it to start a fire. Anyone
listening other than the target is unaware of the hidden message, but it is instinctively understood
by the subject of the power.If you spend a Blood Trait when initiating a Dominate power, Star
Magnetism may be used in conjunction with Dominate.
Melusines Song / Sirens Song
A creation of the Toreador, this power is named for the legendary (and supposedly fae) progenitor
of the Anjou and Lusignan houses.The Toreador can create some of the most beautiful music the
world has ever heard; they will feel as though the music is an extension of her own body and soul.
The Cainite can influence the emotions of all listeners. The effect is based on the type of music
created. Additionally, the audience will be drawn to the music and unable to take any action to
either harm the music-maker or run away. The Toreador may sway another through song. If the
Artisan can phrase her requests in song form, those words can take on the power of nigh-irresistible

commands.
You automatically receive three bonus dots of the Performance Ability and a related Speciality in
singing.
Initiating this power costs a Willpower Trait. When this power is used, anyone within listening
distance will be affected as if by Entrancement unless they spend a Willpower Trait. This does not
have the Social Challenge usually required by Entrancement. You may also choose to imbue the
music with one of three effects when you begin the performance:
The first mode is weal; in this case, listeners gain a bonus dot appropriate to the emotion of the
music. This can be an Ability, Trait or Virtue dot. For example, a song that induces bravery might
add one to the listener's Courage rating. Effects of this mode last a night, as the listeners remain
inspired by the music. You can only benefit from the last song that you heard.
The second mode is woe; in this mode, it functions like the Dementation power Voice of Madness.
The third mode is to weave a suggestion into your song. All those in earshot must immediately make
an opposed Social Challenge or submit to the request without realizing they are doing so. The
effect lasts for as long as you continue to sing or until the target leaves your presence. Commands
that require the victim to leave the your presence can be resisted with an additional Social
Challenge once the sound of the enchanting voice fades. The suggestion cannot be blatantly
harmful or self-destructive.
Those who enter the room once the music has started may notice something odd (static Mental
Challenge, retests with Empathy, difficulty 8) about the ensorcelled singing. Toreador within
earshot of this sort of performance are immediately entranced.
Renew the Earthly Pleasures
Vampires can no longer experience the simple pleasures of a mortal life. With this ability, a Cainite
can overwhelm another vampire with a flood of kine emotions and sensations that have been long
only fragile memories. The subject of this power finds herself reeling under an onslaught of longdead passions and pleasures. Unable to cope with or control these feelings, she may be
incapacitated with ecstasy. Some vampires actually crave the effects of this power and seek out
vampires who possess it. These creatures become addicted to the flood of raw emotion they are
incapable of feeling on their own. Powerful cold-blooded Ventrue have fallen to wily Setites who
employ this power.
To activate Renew the Earthly Pleasures make an opposed Social Challenge against a Cainite target
as an action. On a success, spend any number of Blood Traits; the target loses an amount of
Willpower Traits equal to the number of Blood Traits spent. The subject experiences the following
effects, dependent on the amount of Willpower Traits drained:
1 Nostalgic human feelings
2 Mild pleasure
3 Increased sensations
4 Intense pleasure
5+ Ecstasy
If the target is reduced to zero Willpower Traits by the use of this power, they become
Incapacitated for the duration of the scene. They remain in an appropriate emotional state for the
scene.
Spark of Rage/Cooperation
While the Camarilla is based on cooperation, it is often painfully obvious that some of its members
are anything but cooperative. Old rivalries, secret ambitions and endless intrigue dont exactly
breed trust and willingness to play nice with each other. An elder who has developed this power can

change that in a heartbeat. Its not a perfect solution, but it does cause those it affects to try and
work together. Some Ventrue maintain the opinion that the existence of this power is the only
reason the Camarilla is still holding together. On the other hand, those who voice this opinion too
loudly tend to find themselves in situations extremely well suited to testing this theory. The reverse
of this power allows you to shorten tempers and generally raise the irritation level in the
area. Cooperation/Spark of Rage causes disagreements and fights, and may well send suitably
enraged vampires into frenzy.
For the aggressive aspect, spend a Willpower Trait to activate this power for the remainder of the
scene. All within the same room feel its effects and become increasingly hostile to others in the
area. After each minute anyone influenced by this power must make a Self-Control/Instinct
challenge against a difficulty of 5 Traits or enter frenzy. All who fail will begin to attack the person
who irritated them the most during that minute.
Those affected continue to be irritated and hostile even when they leave your sphere of influence,
but their irritation is no longer artificially enhanced and they can calm down if theyre willing and
encouraged to do so. The irritation tends to be directed at all present equally; if you provoke the
subjects, or if there are no others present, youre the closest target for venting any ire.
For the co-operative aspect of this power, you spend a Willpower Trait to activate this power for
the scene. All those in the same room are affected by the power, and they are more favourably
disposed toward one another and are more willing to extend trust or make cooperative plans. All
who would normally frenzy while this power is in effect may make a simple test; if it is successful,
the frenzy is avoided. Furthermore, anyone who wishes to take any offensive action or insult
someone (unless they use Star Magnetism) must spend a Willpower Trait to do so. The effect
remains active in the room, and affects all those who enter during the scene, but anyone leaving
the room returns to normal.

MASTER PRESENCE
Compel Passion
Many kindred know the Summon power, which implants an irrational, inexplicable desire to travel
to a Cainites location. The Brujah ancient Eshmunamash refined this power so that he could drive a
person to seek any other person he wants. Whats more, the Cainite can make his victim feel any
emotion towards the secondary target. The victim might feel driven to seek out a complete
stranger whom he loves on first sight, or feel inexplicable rage towards her dearest friend. Through
this power, the Cainite can bring people together and create various relationships between them.
Compel Passion works only on someone you have met, or on someone for whom you possess an item
that grants a sympathetic link. The power works on mortals and supernatural creatures alike, across
any distance in the physical world. When you use Compel Passion you must make an opposed Social
Challenge against the target. On a success, the target is driven to seek another person, named at
the activation of the power; you can also make your victim feel any emotion towards the secondary
target. They become a complete and instant slave to the induced passion, doing any deed
necessary to fulfil the compulsion. You need have no connection to the secondary target, however,
as with Summon, they must exist or the power will fizzle instantly. If someone else confronts the
subject with the irrationality of his actions, and successfully makes a Social Challenge against him
to convince him of this, the target may spend a Willpower to resist the emotion for a scene. The
victim need not know who he seeks, only that he must go. Also, like Summon, this power cannot
drive its victim into suicidal danger, though the target might face or use violence to fulfil the
compulsion.
You may use Compel Passion multiple times on the same subject, but any uses that contradict a

previous use fizzle. If another individual uses Compel Passion on your subject, the victim is subject
to all uses of the power; it is not overwritten. If a contradictory order is given by another Cainite,
the subject is influenced in this case by the Cainite of the most powerful generation; if multiple
wielders of this power give contradictory orders and are of the same generation, the victim is
compelled only by the first one to exert the power.
For example, you could not direct a millionaire financier to pay a widows mortgage. At most, you
can inspire the millionaire to seek out the widow and instantly feel affection and loyalty to her. You
cant control the details. An unsuspecting victim may try to rationalise the emotion, or she may
think she has lost her mind.
Father Knows Best
There is a phase in everyones development from baby to adult where a person or persons usually
one or both of the parents is everything to a child; a figure who knows everything and can
protect the child from anything. This illusion shatters as the child grows up; in the end, we all
discover that
the people who once seemed so wise and capable and faultless are just human beings. However, a
vampire with Father Knows Best can make himself seem like such a being to others and can
command almost blind devotion and trust. Father Knows Best is a long-term power, and youll
benefit most from it if you play your cards right, make sure your children are taken care of and
dont abuse them. You can gain extremely loyal and devoted followers simply by spending time
around them without even promising them anything. Best of all, these children will never grow out
of the phase.
It costs one Blood Trait to activate Father Knows Best for the entire scene, unless you wilfully turn
it off. As long as the power is active, everyone in the same room as you admires, respects and loves
you, and considers you to be a significant authority figure. Note that this doesn't mean that
everyone instantly obeys you after all, children disobey all the time. However, no one under the
influence of Father Knows Best will ever attempt to harm you in any way and will attempt to
cooperate with you. It may take a bit of coaxing, but you can talk others into doing just about
anything within reason. (Stick your head in the furnace, it wont hurt wont work, but the
equivalent of You must tell me if you've been naughty will.) Note that this wont regress the
subjects minds to a childlike state and treating them like children is likely to annoy the subjects.
There is a flip side to this, though. If you obviously betray anothers trust or otherwise demonstrate
that you are not the trustworthy figure you purported yourself to be, your children immediately
resent you and refuse to cooperate. You cannot re-establish this influence for the remainder of the
session without using Forgetful Mind to erase the incident from each persons memory. Another
downside is that you may find yourself becoming an exceedingly important figure to the subjects of
this power, going so far as to make it impossible for you to get away from them without them
wanting to follow you around. They want to remain in your comforting presence because it feels
like a safe place. Note that while the powers effects only apply as long as your subjects remain in
the same area with you, they still remember the effects, and most subjects will think of them as
pleasant. This may lead to some characters especially ones who have become accustomed to your
presence becoming extremely concerned and frantic if they cannot locate you or fear that
something has happened to you.
Fires of Conviction / Scourging the Instinct
Used by elder firebrands of nights long past, this power is a bit too dangerous to see much modern
usage, since the destruction it can engender is appreciable. The Kindred stands before his
assembled followers and whips them into a righteous frenzy using the power of his personality and
the force of his charisma. Those who heed his call succumb to the rages of the Beast that dwells

deep in all of them, hopefully placing it on a short leash that allows them some control over their
fury. With this power, a Cainite may whip a crowd into frenzy, convincing them of the truth in a
certain matter and sending them into action. This can be used by a general to inspire his troops, a
firebrand preacher to send peasants after heretics or a shrewd manipulator to send an enraged,
devil-hunting mob away from her own haven to that of her rival. The Brujah Furore and diablerist
Gonsalves de Cruz have caused problems for princes in both Christian and Muslim Iberia with this
power.
In order to use Fires of Conviction, you must first command the attention of all you wish to affect.
You can affect any number of individuals, as long as they are within earshot. You must then speak
passionately about a certain topic (heretics, opening a door, corrupt bishops), and what must be
done about it, for at least one minute. You then make a Social Challenge against the crowd, who
may relent if they so desire. If successful, the people affected immediately start on the suggested
course of action, generally in a loud and destructive manner. Anyone affected by Fires of
Conviction can choose to allow their Beasts to rise to the fore. Those affected are considered to be
"riding the wave" of frenzy regardless of whether they have Instinct or Self-Control as their virtue.
In addition, anyone affected byFires of Conviction gains a temporary dot of Courage & a temporary
Willpower Trait while performing the incited action. You can only benefit from one such temporary
Trait each night.
Mask Empathy / Mind Numb
Mask Empathy removes emotions, delicately cutting away at the ties between people. Essentially, it
removes the links between people in the character's vicinity by cutting off emotional bonds. Lovers
stop loving, friends care nothing for one another and alliances fade like fog. People begin to behave
like completely autonomous units, without any perception of or desire for community. If you choose
to intensify the effect, those around you lose all feeling, emotion and any motivation for action.
You may make a Social challenge against everyone in the same room. On a success, you suppress all
bonds, whether emotional or supernatural (eg: the Vinculum or blood-bonds) for the remainder of
the night.
Additionally, you gain the use of Mind Numb; to use this, expend a Willpower Trait, then conduct a
Social Challenge against everyone in the same room. If you are successful, all affected targets will
tend to do nothing. Some may continue to perform rote tasks, such as vacuuming or stirring, if they
were doing so just beforeMind Numb took effect. The targets react to nothing but simple and
immediate input, such as hot objects put in their hands. They will not become angry if they are
yelled at. This effect lasts as long as you are in their presence. Any direct action intended to cause
physical harm to the target breaks the hold and they defend normally against any such actions. The
subjects all return to normal once they are no longer in your presence.
Passion
You can fill the hearts of your subjects with wild, violent emotion that drowns their minds in
howling fervour. You can opt to be the object of this emotion or leave it unfocused. You cannot
designate something or someone else as the recipient of whatever passion you unleash. Since this
power can only inflame overwhelming feelings, not numb or deadened feelings, not numb or
deadened feelings, the results are invariably stimulating.
You must first communicate with the victims in some manner, even if only through a shared glance,
and spend a Willpower Trait. You may opt to simply affect those closest to you, single out certain
people or choose just one person, up to a maximum number of targets equal to your Presence dots.
Perform a mass Social Challenge against your victims. Those who lose are overwhelmed by the
emotion you select for the remainder of the scene.

The effects of the emotions invoked can take three forms:


Love: Subjects are madly in love. You may choose to either have this "love" directed toward you, or
at another individual who is present in the same room. This particular brand of love is as the bloodbond - see the Elder Presence power Love for details.
Fear: Subjects are gripped by overwhelming terror. You may choose to either have this "fear" be
directed toward you, or at another individual who is present in the same room. The effects are the
same as for the Basic Presence power Dread Gaze.
Rage: Subjects feel the urge to strike out at whatever irks them or at you, if you choose. You may
choose to either have this "rage" be directed toward you, or at another individual who is present in
the same room. Cainites are subject to frenzy as if they had been humiliated, and mortals begin an
all-out attack. This may be suppressed for a turn by spending a Willpower Trait.
Unholy Penance
Just as the Lasombra organize themselves after the Church, so do they use Disciplines that mirror
religious practices. This variation of Presence was developed from the Lasombra's long-standing
association with the holy orders. The vampire creates overwhelming feelings of guilt in his chosen
victim, forcing him to his knees in supplication. The target begs forgiveness from whoever will
listen - most often the unforgiving Lasombra standing unforgiving over her stricken enemy.
Lasombra commonly use this power on members of the Church. They learn all their victims' dirty
secrets in just a few moments and can blackmail the kine for the remainder of their lives.
You must successfully make an opposed Social Challenge as an action. The effects of this power are
twofold. Firstly, the target is subject to all the effects of the Elder Presence powerParalysing
Glance. Secondly, if the subject was frenzying at the time of activation, that frenzy immediately
ends. Thirdly, the victim whispers his darkest secrets and the vilest sins for as long as the effect
lasts. The subject will speak in their primary tongue and cannot lie or conceal any committed sins
that occur to them during this. Subjects following a Path of Enlightenment should reveal any sins
committed against the Hierarchy of Sins of that Path.

Protean
ELDER PROTEAN
Earth Control
A character that has Earth Melded is normally unable to move. However, if you have mastered Earth
Control, you can move within the earth as if you are swimming through water. This power has
obvious uses both for unobtrusive travel and for nasty tricks in combat.
This power is always automatically in effect while you are Earth Melded.
You cannot see underground, but you do gain a supernatural sense of your underground
surroundings, with a range of up to 50 yards. Water, rock, cement, tree roots and other obstacles
all effectively block your progress; you may only move through earth and other substances of
similar consistency, such as sand or gravel.
With this power you may surprise an unwary target, as you can rise up from the ground silently
behind the target. A target who is expecting such an attack must make a Mental Challenge against
you; if he wins, he is not taken by surprise.
Flesh of Marble
The Gangrel have a well-deserved reputation as formidable warriors, and this power has certainly
contributed to that. With Flesh of Marble, your skin becomes what can best be described as flexible
stone. It retains its softness, muscle tone and other qualities, and appears to be, for all intents and
purposes, normal skin - yet it absorbs the impact of sword strikes and bullets ricochet off or flatten
themselves against it.

Spend two Blood Traits to instantly activate Flesh of Marble. The effects of the power last for the
remainder of the scene. While the power is active, your Health levels at the time of activation are
doubled. (Except for the Torpor health level.) You may only activate Flesh of Marble once per
scene.
For example, if you have 1 healthy, 2 bruised, 2 wounded & 1 incapacitated level & activate Flesh
of Marble, you would have 2 healthy, 4 bruised, 4 wounded & 2 incapacitated levels for the rest of
the scene. If, in the above scenario, you had taken some damage, and had damage in your 1
healthy level & in one of your 2 bruised levels, at the time that you activate Flesh of Marble you
would have 1 bruised, 2 wounded & 1 incapacitated level, which Flesh of Marble would double to 2
bruised, 4 wounded & 2 incapacitated levels.
If you also activate the Fortitude power Armour of Kings, you do not effectively quadruple your
health levels by doubling them and then doubling the result of the first doubling. Instead, each one
applies to your health levels before activation, effectively tripling your remaining health levels.
In addition, with Flesh of Marble a vampire can adapt himself to one particular extreme
environment. Extreme cold, heat, even deep-sea pressures or the vacuum of space may be endured
with varying comfort. Note that the ability to survive the environment does nothing to protect you
against other hazards. A deep-sea going vampire might still be eaten, and a space-traveller had
best avoid the sunlight.
Lokis Gift
A vampire that has received Loki's Gift has the ability to assume the form of the last thing she has
fed upon, be it human, Cainite or animal. The vampire doesn't gain any of the Disciplines,
knowledge or skills of the form assumed, but otherwise becomes a perfect imitation. This allows
the vampire to briefly disguise herself as someone else, or, in animal forms, avoid the stench of
corruption typically associated with Cainites.
After you have drunk the blood of the target, you may assume its form. It costs three Blood Traits
to transform, and the change takes a single turn. The transformation lasts for a scene. The player
can spend a Blood Trait to extend the deception by an hour, up to a limit of expenditure by
Generation. The transformation automatically ends at dawn but can be ended at any time before
then. You may only assume the form of the last target from which you fed, but you need not have
fed from it recently. You still have full access to all your own powers, Traits & Abilities, and your
own health levels are still damaged if you are hurt while in the assumed form. You don't gain any of
the supernatural powers, Willpower Traits, supernatural Traits, Virtues or Abilities of the form
assumed, but can use the best of either your or the target's Physical, Mental & Social Traits.
A vampire using Loki's Gift appears to be the form assumed for all detection purposes,
including Aura Perception. This includes appearing as a mortal, rather than vampire. Aura
Perception will, however, reveal the vampire's own emotional state. It may be possible to penetrate
the disguise of Loki's Gift if the vampire usingAura Perception has more Auspex than you have
Protean; use the rules for Clash of Wills, noted under Auspex, substituting your Protean for
Chimerstry. Thus, you use your Social Traits in the opposing challenge. Unlike Obfuscate, this power
enables you to appear as the assumed form on camera, as you actually shapeshift into it.
Shape Mastery / Proteus Bane
Gangrel who have mastered this level of shapeshifting may use the power of their blood to force
other shapechangers to resume their normal forms. For the power to function, the Gangrel must
have some portion of her blood in contact with the target, whether unwillingly or willingly. (One

Gangrel wag has referred to using this power on the Tzimisce Bloodform as "throwing good blood
after bad.")
The Gangrel must first place her blood on the target. If the target has successfully attacked the
Gangrel with natural weapons, or with an edged weapon like a knife, this requirement is fulfilled.
Otherwise, the Gangrel must smear at least one Blood Trait worth of her vitae on the target. This
can be done as part of a attack, by spending a Blood Trait as you attack the target, or you can
attempt to sprinkle it surreptitiously on an unsuspecting target. This may be done in advance, but
the blood must still be wet for the power to work. You activate the power of your blood by
spending an additional Blood Trait and making an opposed Social Challenge; this may be done at any
time without taking an action. On a success, you force the target out of his shapeshifted form.
The target must reactivate his shapeshifting ability when and if he chooses to resume his adapted
form, re-incurring any associated costs. If the target has actually consumed the Gangrel's blood,
they will be unable to shapeshift for a full scene. This power is effective on the shapeshifted forms
of any Disciplines at Levels Six and below, such as Obtenebration, Protean, Serpentis, Thaumaturgy,
and Vicissitude. Most importantly, it also confounds the native shapechanging abilities of Lupines,
werecreatures & other supernatural creatures.
Adaptability
With this discipline, a vampire can adapt himself to one particular extreme environment. Extreme
cold, heat, even deep-sea pressures or the vacuum of space may be endured with varying comfort.
Note that the ability to survive the environment does nothing to protect you against other hazards.
A deep-sea going vampire might still be eaten, and a space-traveller had best avoid the sunlight.
Blissful Slumber
You can employ a more potent form of Mist Form.
Expend a Blood Trait. Over the next five turns, you transform into a small cloud of mist (the effect
is almost unnoticeable if you are already wearing Mist Form). While you enjoy Blissful Slumber, you
cannot be affected by any physical attacks, including sunlight & fire, but you could still be moved
about by the wind. You might want to use this if you do not desire other Cainites to know where
you will be when you awaken with the next sundown. Upon awakening, you take your normal form
unless you spend another Blood Trait to move into Mist Form.

MASTER PROTEAN
Animal Swarm / Form of the Bloodswarm
Upon activating this power, the Gangrel dissolves into a swarm of small creatures such as rats,
crows or scorpions. The creatures remain under the Gangrel's control, and he may direct them in
unison or as individuals. The vampire may reform from all or any of the creatures, but forfeits the
blood carried by any creatures that do not rejoin the whole.
The Gangrel may disperse into as many creatures as he has Blood Traits, with each creature
carrying that one Blood Trait; he may choose to form fewer creatures, in which case the Blood
Traits are divided as evenly as possible among them. This power takes one turn to take effect,
regardless of the size of the creatures into which the Kindred disperses.The creatures may act in
concert, or individually follow a simple plan such as "scatter and hide." The Gangrel may pay close
attention to only one component creature at a time. For example, he may listen in on a
conversation using the body of one rat, while directing the dozen others to keep moving and avoid
being seen. This means that the Gangrel only receives their normal number of actions in combat.

For example, if you normally have 3 actions due to Celerity, you do not control the actions of 20
mice which each have Celerity, rather you can control one component with each of your 3 actions.
The vampire may use the following Disciplines while in this myriad form: Auspex, Celerity,
Fortitude, Obfuscate, and Potence. Any Disciplines that require the expenditure of blood must be
fuelled from the individual creature that uses the power; component creatures reduced to zero
Blood Traits are immediately destroyed. While in this form, each component has the usual Physical
Traits of a creature of its kind, but uses your Mental & Social Traits.
This power lasts until sunrise, or until the Gangrel chooses to retake his humanoid form. At that
time, all of the component creatures present are re-absorbed into the Gangrel's body, along with
the Blood Traits they carried. If this leaves the vampire with less than three Blood Traits, he must
immediately check for frenzy the Gangrel who is forced to re-incorporate himself from a crow
carrying a single Trait of his blood is potentially in bad shape. Creatures who do not rejoin the
Gangrel's body may be reabsorbed through the course of the night. Any creatures left running
around at dawn instantly dissolve into small piles of ash and blood, whether they are in direct
sunlight or not. The vampire must reform at sunrise, even if only from a single creature, although
he may choose which creature to re-incorporate from.

Blissful Slumber / Form of the Ghost / Spectral Body


A powerful variation of the Advanced Protean power Mist Form, Spectral Body allows you to retain
your physical appearance, even though you become completely insubstantial. You may walk through
walls with ease and bullets, swords and fists pass through you without harm. You may even pass
through the very floor you are standing on if you so wish. Although your vocal chords are no longer
solid, you may still speak without hindrance.
You must expend a Willpower Trait to enter this form; the transformation takes one full turn and
lasts for the rest of the night unless you decide to return to your normal form. When the power is
active, you become completely insubstantial, but remain fully visible. You are unaffected by any
physical attacks, and all incoming damage from fire or sunlight is reduced by one. Gravity only
matters to you if you so desire; you may sink through the floor or float up in the air, although you
may move no faster than your normal walking speed while flying in this manner. While in this
form, you may use any Disciplines that can be used without physical contact or a physical body. On
the downside, you are completely unable to manipulate your physical environment while in this
form, unless you happen to possess the Thaumaturgy path of Movement of the Mind. While in this
form you are still affected by wards.
Homunculus
The character can create a three-inch-tall duplicate of himself, drawing it from deep in his mouth.
The Homunculus lacks Disciplines, but is in all other respects physically identical to its master. It is
very loyal to its creator, doing anything asked of it (largely because it wants to live, and can only
live if regularly fed its master's blood). Its personality is usually a warped version of the character's
own, and often expresses the most buried aspects of the character's true nature. It communicates
in a small, pitiful voice, and is normally quite dutiful and doting.
Creating a homunculus requires a minute of concentration. At the end of this time, you spend a
Blood Trait and produce the homunculus. The creature has two Health Levels, but apart from that
the homunculus has identical Traits & Abilities to its creator, but does not gain any of their
Disciplines except Animalism & Fortitude. The homunculus does not have a Blood Pool, but does
have Willpower Traits equal to your dots in Protean at creation, and may spend Willpower to
activate powers that normally require blood expenditure. It has no way of regaining Willpower on
its own. You may only be served by one homunculus at a time, and the creature will only remain as

long as it is fed one Blood Trait per night.


Shape of the Beasts Wrath / The Mantle of Bestial Majesty
This power bears some resemblance to the Tzimisces feared Horrid Form, and there are indeed
certain visual similarities between the two. Thats where the similarities end, though, and it is a
foolish vampire indeed who speaks of a connection between the two while there is any Gangrel
present. With this power, you shift into a huge, monstrous form, increasing your height by half and
tripling your weight. Your form changes to resemble a strange amalgamation of your own form and
that of the animal you feel the closest kinship to. Wolves, rats and great cats are among the most
common manifestations, but ravens, serpents, bats and even stranger beasts have been seen.
Spending three Blood Traits triggers the change. You transform instantly into the Shape of the
Beasts Wrath; this does not take an action. Once transformed, you remain in this form until you
choose to revert back to your normal form, or until sunrise, whichever occurs first.
You must decide which animals characteristics you will take upon first learning this power. The
form adds five Physical Traits, reflecting your huge size and strength.
While transformed, you inflict an additional level of aggravated damage with your fangs and claws.
You also gain the equivalent of the Auspex power of Heightened Senses, with all of its advantages
and drawbacks, and an additional health level.
However, there is a major drawback with this power. First, while using Shape of the Beasts Wrath,
you are essentially socially crippled. Your Social Traits are decreased by five; however, they cannot
drop below one you always have at least one Social Trait.
Turnabout
Calling upon the shapeshifting powers of the Protean Discipline, the Anarch melds with the earth,
only to emerge from it on the other side of a foe. This tactic was originally one of the ones used by
the Eastern European Gangrel and the Tzimisce, though the Anarchs have adapted it for use as a
guerilla tactic during the Anarch Revolt and the marauding nights of the early antitribu. Tonight it is
rarely seen, but a few ostentatious Anarch elders keep it in practice. Mostly to impress their fellows
and inspire fledglings with.
You spend two Blood Traits. For the rest of the scene, sinking into the ground using Earth Meld now
takes no action at all - you simply do it as part of your movement for the turn. It takes one pace of
movement to burrow and one pace to emerge. The other paces may be used underground if you
have Earth Control.
Restore the Mortal Visage / Revert the Beast
This power allows you to restore your appearance to what it was before you were Embraced,
effectively removing all of the bestial features that you have accumulated over the centuries.
Perhaps not surprisingly, this power tends to divide the Gangrel into two camps. In the first camp,
there are those who take an active part in politics or deal with mortals on a regular basis, and
consider this power both necessary and acceptable, for obvious reasons. In the second camp are
the more feral Gangrel who shun human society and have accepted the monster in them as a part
of their unlives. They view this power as a disgusting defiance of the very nature of vampirism.
Restore the Mortal Visage has only been displayed by Gangrel. Whispered rumours speak of
Nosferatu elders who have studied this power and their quick, yet horrible Final Deaths when they
attempted to take their mortal forms. Caines curse is not so easily cheated.
Spend two Blood Traits and a Willpower Trait; all animal characteristics you have disappear
completely for the duration of the scene. All Negative Social Traits caused by them also vanish for
as long as the power is in effect.

Quietus

ELDER QUIETUS
Blood Sweat
One of the more feared weapons in the Assamite arsenal is the ability to cause their victim to have
blood erupt from their very skin. Such a sight can cause vampires nearby the victim to attack the
unfortunate soul in a need to feed. To activate the power the vampire must spend a Willpower Trait
and engage the target in a Mental vs Physical challenge, retesting on Occult. If successful the
vampire can spend any number of Mental traits and the target will lose that many blood points and
that many physical traits. In addition any vampires nearby must pass a Self Control or Instinct test
to avoid feeding from the target.
Deed the Hearts Desire
This subtle but potent power cuts the user off from unwanted distractions, allowing him to better
focus and to gain a heightened awareness of both himself and his surroundings. Elder Assamite
antitribu use it as a way of isolating themselves, regaining lost mental fortitude and quickly
crafting elaborate plans. Among such individuals, the power has become something of a localized
hand tradition - a custom of blood, exclusive to their bloodline. Some Hand members outside the
Assamites who have heard of the power call it "the Fortress of Silence." Upon activation, a zone of
silence spreads outward from the character's "center," allowing him to push away all unwanted
distractions. His mind is too preoccupied with his own thoughts to give full attention to the outside
world. This is a powerful ability and, unknown to many, capable of being used on others as well.
When used on vampires, it causes delirium and confusion, debilitating even the sturdiest-willed
opponents. Used on mortals, it causes escalating disturbance to the point of insanity, as they hear
their own blood flowing in every vein and artery with a distinct and maddening thrum.
To activate the power on oneself, all that is required is the expenditure of a single Blood Trait and a
place to meditate. This allows you to refocus your will, rejuvenating it by regaining one lost
Willpower Trait. This power may only be activated once a scene.
If the user opts to target an unsuspecting opponent with this power, his player must spend a Blood
Trait and make an opposed Mental Challenge. If he succeeds, he can spend any number of Blood
Traits; the target will be penalized for the duration of the scene by a Trait penalty to his Mental
Attributes equal to the Blood Traits spent. The subject cannot spend Willpower Traits to refresh
these lost Mental Traits. The penalties stack; if the user cumulatively spends more Blood Traits than
a target has permanent Willpower, then the target acquires a derangement as well. If the target is
mortal, the derangement is permanent. Otherwise, it goes away at the end of the scene or
evening.
Purification / Cleansed in Blood / Cleansing of Influence
Although most mortal cultures affix negative connotations to the spilling of blood, most Assamites indeed, most vampires - have quite the opposite reaction to it. For them, blood is an unlifeaffirming and reinvigorating substance. Purification works on this principle, using the power of
vitae to cleanse and restore. Rather than purging foreign taints from the body, Purification allows
its wielder to clean other individuals' minds and souls of stains, including those left by the mind
control of other Kindred. The vampire using this power expels his own blood through his skin allows
it to soak through his subject, slowly dissipating. As it does so, it carries away spiritual impurities
and outside influences.
You touch the forehead of the intended subject (This may require a Physical Challenge.), and both

parties spend a minimum of five minutes in deep concentration. Spend a number of Blood Traits
equal to your subjects permanent Mental Traits. Your subject may then make a static Mental
Challenge against a difficulty of 7 Traits for each external supernatural influence that he wishes to
purge. Success nullifies that effect. This may be attempted once a night per subject.
Purification has its limits. It can remove directly intrusive influences, such as those caused
by Dominate, Dementation or Presence. It cannot dispel influences that are transmitted by blood,
including a blood bond, or the dispositions imparted by clan or bloodline, nor can it erase those
caused by purely mundane techniques such as persuasion, hypnosis or brain-washing, or genuine
emotional states such as love or hate.
Rapturous Touch / Leech
With this level of mastery over blood, an Assamite is able to absorb blood through the skin
anywhere on her body, as long as she is in contact either with the blood itself or, in the case of
blood in a body, an uncovered part of that body. Usually, this power is used to surreptitiously drain
blood from a vessel, but it can also be used as an attack during a grapple. It can also be used to
save face - a starving Assamite faced with a pool of blood on the floor may drink it simply by
placing his palm in it (or his foot, should he be barefooted, rather than licking it up.
The power is always in effect once learned. Any part of the Assamite's body may absorb blood as if
the Assamite were drinking it, with all the risks that it entails (blood bond, poisoning, etc). If your
target is unwilling, this will require a Physical Challenge. If you make physical contact with another
creature while doing some action or using some other power, you may drain one Blood Trait from
them in addition to the other effects of your action. For example, if you punch someone with your
bare fist, you may drain one Blood Trait in addition to dealing damage.
Leech is level 7 and requires a Willpower Trait to activate & lasts a turn, but is otherwise the same
as the above.
Ripples of the Heart / Blood Empathy
You have learned how to infuse the blood of mortals from whom you have supped with concealed
passions that affect the next Cainite to drink from them.
Drink a minimum of one Blood Trait from the mortal, then spend a minute concentrating on the
emotion you wish to instil in his blood. Expend a Blood Trait. The emotion has been instilled into
the blood of the mortal, where it will lie in wait for the next month. Attempts to instil additional
emotions into a mortals blood fail until the effect wears off. Mortals affected by this Discipline
should roleplay being slightly predisposed to the emotion secreted in their blood; there is no
mechanical effect on them.
Any Cainite drinking the blood of an affected vessel must make a Self-Control/Instinct Challenge
against the mortals Willpower Traits. If she fails, the effects of the latent emotion take hold as
with the Presence power Passion. The effect lasts for twice as many hours as Blood Traits consumed
by the Cainite.
The mortal who is under the effects of Ripples of the Heart is unaware of the power's effects on
him, though he is slightly predisposed toward the emotion in question while the power is in effect.
The vampire who used Ripples of the Heart on a mortal is immune to any of its effects he places on
targets through the use of this power.
Quicken the Mortals Blood
Once this power is learned, it is always in effect. Simply put, every one Blood Trait you gain from a
mortal counts as two.

Thin Blood
By spending a Blood Trait and a Willpower Trait and touching an opponent with a blood-stained
hand, the character can weaken the opponent's blood so that healing wounds is costly.
Thin Blood requires an action to use. You must first make physical contact with your target (which
may require a Physical Challenge) and then defeat them in a Mental Challenge. On a success, you
permanently give your target the flaw Thin Blood.
Thin Blood (4pt Flaw)
Your blood is thin, weak and does not sustain you well. All Blood Trait costs are doubled (e. g.,
using blood-related Disciplines or healing damage), and you are unable to create a blood bond.
Futher, you can only Embrace someone if you win (not tie) a Simple Test otherwise, the victim
simply dies.
Selective Silence
Although Silence of Death is an effective tool for the battlefield it is an indiscriminate in its
effects. The Assassin who uses it in preparation for the firing a shotgun also silences the radio over
which their comrades might warn of an oncoming guard. Selective Silence allows the skilled
Assamite to overcome these limitations by silencing only those individuals or objects that they wish
to silence. The Cainite need only spend two blood points and then they can silence any number of
individuals or items within that room. If the objects or individuals move with the Cainite who
activates this power and remain within 10 feet of them then the silence remains.

MASTER QUIETUS
MASTER QUIETUS
Baals Bloody Talons
The toxin generated by Baal's Caress is not enough to significantly harm some truly fearsome foes.
This progressive development of that lesser technique allows its user to envenom his weapon with a
blood-based poison so potent that it corrodes the very weapon that bears it, eating away at the
strongest metal in a minute or less. However, its effects on its victims are spectacular enough to
make the loss of even the most treasured blades worthwhile. The power's effects are of very
limited duration, as the substance it creates will quickly evaporate away if it does not neutralize
itself as it dissolves everything with which it comes in contact.
Spend one or more Blood Traits and coat the weapon with your blood. This does not take an action.
It now does aggravated damage and gains a number of Envenomed Traits equal to the number of
Blood Traits you spent, which adds to its bonus Traits. On a successful strike with the weapon, it
inflicts an additional health level of damage for each Envenomed Trait. At the end of each turn, the
weapon loses one Envenomed Trait. (This is regardless of whether it was used to strike a victim.)
When it loses its last Envenomed Trait, it is destroyed.
If the coated weapon is passed to another character who does not possess this power, they take
aggravated damage equal to the Envenomed Traits of the weapon each turn, but may otherwise
wield it as per above.
At the Storytellers discretion, a weapon created with another Master level power may be able to
resist this corrosion. At the Storytellers discretion, the character may use the venom for other
purposes, such as to burn through a padlock or destroy an incriminating tape. He may not, however,
store the poison for later use even if a container proves resistant to it, the substance becomes
inert within a few minutes of leaving its creators body.

Blood of the Cobra


This power enables the character to use any other Quietus power, such as Scorpion's
Touch or Dagon's Call, without the need for physical contact. Instead, the character need only spit
blood at the target. This attack has a range of line-of-sight, and requires a ranged attack to hit.
Ranged attacks are resolved using either your Mental or Physical Traits (you choose) and retest
using the Athletics ability. Your target retests using the Dodge Ability.
Dam the Hearts River
Assamites who reach this level of Quietus become masters at controlling the flow of blood in an
undead body. While Dam the Heart's River is most normally used to deny an enemy access to her
blood (hence the name), it can also be used to force a victim to spend Blood Traits, depleting her
store and possibly pushing her into a hunger frenzy. This last application can be quite a potent tool
to use against an unsuspecting target, who can be driven into a frenzy at the most inopportune
moments (say, at the prince's court).Dam the Heart's River can also be used, with much reduced
effect, on mortals.
This power requires first that the Assamite touches the target (possibly requiring a Physical
Challenge).In order to activate this power, the player makes a Mental Challenge and spends a
Willpower Trait. If successful, Dam the Heart's River lasts for a minimum number of turns equal the
Assamite's Quietus dots. While this power is in effect, the Assamite has total control over the
target's blood expenditure (subject to the target's normal generation limitations), and she can
prevent the target from spending any blood at all. The Assamite instinctively knows whether or not
the target possesses any Disciplines that requires blood expenditure, and can forcibly activate such
Disciplines.
This power can be delayed by spending any number of Willpower Traits. It is delayed for one hour
per Willpower Trait spent; it can then be invoked at any time within that interval, as long as the
Assamite can see her target (all Willpower Traits spent to delay the onset remain spent no matter
how short the interval may be).
If used against mortals, Dam the Heart's River simply induces symptoms similar to very low blood
pressure: dizziness, lethargy and reduced stamina. The target gains a -1 penalty to Physical Traits.
Foul Blood / Poison the Well of Life
Beyond just leaving emotional traces in a subject's blood, the master of this Quietus power can now
taint that same vitae, making it into a deadly poison for any other Cainite who drinks from that
mortal. Some Assamites use Poison the Well of Life to guard their own herds against "poachers" or
to ward specific vessels against indiscriminate feeding. Others have been known to employ it as a
subtle trap for other vampires, turning herds against their owners. Rumour has it that this power
sprang from the clan's studies of the Tremere curse.
By expending a Willpower Trait, you permanently make the blood of a vessel undrinkable and vile to
anyone but yourself. You must touch the mortal that you wish to taint and smear a streak of your
vitae on their skin. Anyone who drinks the blood of a tainted vessel must spend the next minute
vomiting profusely, and takes two aggravated damage per Blood Trait consumed.
The mortal in question is up two Traits on all challenges to resist the effects of poisons & acids, but
gains a Repugnant scar on their body in the location that the vitae was smeared.
Hinder the Cainite Vitae
The assassin uses this power to prevent her prey from utilizing a portion of his supernatural blood.
The wretch affected by this power slowly loses the ability to heal wounds, use blood-based

Disciplines or increase Physical Attributes.


The Assamite using this power must touch their prey. (This usually requires a Physical Challenge.)
They then spend a Willpower Trait; for the next scene, the target may not spend Blood Traits.

Serpentis
ELDER SERPENTIS
Aspect of the God
To the Followers of Set, the Discipline of Serpentis is their way of coming closer to Set. With the
lower levels, only relatively minor changes are possible, but once a Setite has reached this level of
enlightenment, she is able to take on one of the many aspects of Set. While it is not a necessity,
most Setites ritually purify themselves before enacting Aspect of the God, using scented oils mixed
with beer (Set's holy drink). The character's hair becomes red, a sign of Set's favour, in all of the
aspects but one.
Upon purchasing this power, the player chooses once of the aspects below as favoured. Activating
the favoured aspect requires only the expenditure of a Blood Trait and an action. To activate any
other aspect requires the expenditure of a Willpower Trait as well. If this power is acquired again, a
new favoured aspect may be added. Aspect of the God lasts for one scene and only one aspect can
he activated at any one time.
Set the King: Before the joining of the two kingdoms of Egypt, Set was the king-god of Upper
Egypt. When assuming this aspect, the vampire seems more imposing, regal and intimidating, and
her voice takes on an aspect of command. She automatically gains a bonus dot of
the Intimidation and Leadership Abilities, as well as 3 bonus Social Traits.
Set the Warrior: Set was a warrior-god, and the Egyptians believed he fought the serpent Apep
when it tried to swallow the sun-god Ra on his journey through the underworld. When assuming this
aspect, the vampire grows some 6 inches in height and becomes more muscular. She not only gains
2 bonus Physical Traits, she also receives 3 additional health levels.
Master of Storms: In his destructive aspect, one of Set's domains is storms. When assuming this
aspect, the character may mystically enhance ranged weapons with her blood. All that is required
is that the character touches the weapon or projectile and spends a Blood Trait. The weapon or
projectile must be launched no later than the next round. A focused blast of wind helps guide the
attack, granting a bonus dot of the Firearms, Archery & Athletics Abilities, as well as increasing the
range of the missile by 50%.
Lord of All Outside Egypt: Set's last incarnation was that of ruler of everything outside Egypt.
When assuming this aspect, the character and her clothing change so that she resembles perfectly a
member of whatever society she is currently in. The quality of her clothing does not change,
however. For example, should a Setite find herself in England wearing Egyptian peasant clothing,
assuming this aspect makes her look like a typical English person wearing English peasant clothing.
She instinctually speaks the native language of the area and knows about customs and social mores.
This power does not work in Egypt and, curiously, does not fool an Egyptian native. This is the only
power that does not necessarily confer red hair.
Ruler of the Desert: Set was a desert god, riding over the poisonous snakes and scorpions found
there. When assuming this aspect, the character becomes thin and loses all pallor, looking instead
weathered and sunburned; he also assumes a normal human body temperature. In addition to the
help this offers when it comes to masquerading as a human, the Setite also becomes immune to any
and all poisons, natural and supernatural (including any effects of the Quietus Discipline up to level
5).
Breathe the Sandstorm / Breath of the Basilisk

By calling upon Sets ancient mastery of sky & storm, you can exhale a scorching sandstorm,
scarring and eroding anything in its path. Expend a Blood Trait and exhale in the direction you wish
to direct the sandstorm. You make a mass ranged attack; this is a mass Physical Challenge using
your Mental or Physical Traits against the Physical Traits of everyone within 6 feet. Your opponent
may retest if they have more Dodge Ability than you have Athletics Ability and vice-versa. Everyone
who fails takes three aggravated levels of damage. The blast also erodes about an inch of stone and
wood and pits metal. Smaller items are broken or destroyed.
For Breath of the Basilisk (same but acid): "The targets are likely poisoned as well, and mortal
victims may well die within hours."
Obsession
This power inspires the target with an overpowering lust for a certain substance or condition
dictated by you. You need only speak to the target, telling her about this lust and defeat her in a
Social Challenge. Whether the desire in question be money, sex or power, the target will crave it
uncontrollably. The target must possess or experience the object of her desire at least once during
the night, or she will frenzy when the game session nears its end (dictated by the Storyteller). The
target may try to stave off the Obsession once per night by winning a Self-Control/Instinct Test
against a difficulty of 5 Traits. To permanently rid herself of the Obsession she must expend a total
of nine Willpower Traits; these can be spent cumulatively over any number of nights. The target
may be induced to perform actions that cause her to violate the tenets of her Path, and thus make
Virtue challenges as appropriate.
Ophidian Infestation
The Setite with this horrifying power injects a victim with her blood. The Cainite must cut herself
and touch the target to apply the power. The blood later transforms into a multitude of snakes.
These blood-asps quickly grow to full size, rending the victim apart from the inside; the snakes tear
apart his unprotected innards and thrust their way out of his body. Needless to say, this is hideous
to look upon.
The Setite must touch the target (This may require a successful Physical Challenge) and spend as
many Blood Traits as they desire up to their generational limit. If this is successful, each Blood Trait
transforms into a dozen or so asps, which thrust their way out of the victim's body, effectively deal
2 lethal damage per Blood Trait. The transformation of the blood can be triggered at any time as a
free action. However, the blood loses its potency after three nights if not activated. The victim is
aware of an uncomfortable squirming from within while this power is dormant. The snakes are a
magical creation of Serpentis, and may not be communicated with or used to provide vitae. They
disappear after emerging from the victim's body.
Phobia
The vampire may instil a target with an irrational fear of a certain object or condition. The
character need simply talk to the target about the fear. This feared substance can be broad (cars)
or specific (pink '79 Fords).
The fear can be considered a powerful Derangement. Successfully implanting the fear in the target
requires an opposed Social Challenge (This is at +1 difficulty against a target who has achieved
Golconda). On a success, the target is overcome with the fear.
Whenever the target is exposed to the object of his fear, he must make a Courage test (difficulty 5)
in order to stay in the vicinity of the object. Even if they succeed, the target must spend a
Willpower Trait to contact or handle the feared object.
Temptation

You can attempt to tempt the target into evil actions (e.g., murder, slander, thievery etc.) by
simply speaking with her and telling her about her weakness. If the target is visibly upset at
another character, you may initiate a Social Challenge to implant a suggestion in the targets mind
regarding that character; the target will attempt to carry out your suggestion at all costs.
Willpower Traits may be spent over time to stave off its effects; to permanently rid herself of
the Temptation she must expend a total of nine Willpower Traits; these can be spent cumulatively
over any number of nights. The target may be induced to perform actions that cause her to violate
the tenets of her Path, and thus make Virtue challenges as appropriate.
Cobra Fangs
Though the venom gained from the Form of the Cobra is a potent weapon, a huge cobra can be
unnerving to onlookers. Those practiced in the powers of Serpentiscan gain a more subtle
advantage; whilst still in human form they can develop the venomous fangs which can kill mortals
with ease. Once bought this power is always active, though a vampire can choose not to inject the
venom into their victim. Like Form of the Cobra the venom will induce 7 levels of aggravated
damage to mortals.
Typhonic Beast
Form of the Cobra is a potent weapon, though elder vampires with Serpentis have developed a
more terrifying attack form. The vampire transforms into gigantic snake and combines all the
benefits from the lower levels of Serpentis. The vampire needs only spend 3 Blood Traits and within
one round they transform. They gain 3 additional Physical Traits, reduce all bashing damage by 1,
gain the Aggravated damage-inducing tongue, as well as the venomous bite of 7 levels of
Aggravated damage. They can also, with storyteller discretion, squeeze through tight spaces.

MASTER SERPENTIS
Divine Image
Many Setite elders no longer need the illusions of Obfuscate to appear as a god. Through this
Serpentis power, a Setite can physically metamorphose into the form of a god. Setites generally
take the form of an Egyptian god, with the body of a man & the head of an animal; popular forms
include Sobek, Wepwawet, Renenet, Taweret and that of Set himself, a man with the head of the
Typhonic Beast.
To activate this power, the Setite spends three Blood Traits. Transforming into the Divine
Image does not take an action. While in the form of a Divine Image, the Setite receives 5 bonus
Physical traits, a bonus dot of the Leadership Ability and 2 temporary Willpower Traits. This power
lasts for a scene, but may be ended at any time before that by the Setite. You may only use Divine
Image once per a scene.
Seed of Corruption
This power originated with the Typhonic Setites of Constantinople probably with Khay'tall
himself. The more devout (or fanatical) Setites do not know about it and would consider it heretical
if they did. Seed of Corruption is a powerful tool when it comes to subjugating an enemy, slowly
eroding away his morals and ethics.
Seed of Corruption requires that you spend a Willpower Trait & win an opposed Social Challenge
against the target. The power lasts for one lunar month.
The effects of Seed of Corruption are threefold.
First, it delves into the subconscious of the victim and causes buried or repressed desires and
hatreds to flare up suddenly from time to time. The target's Demeanour becomes the same as their
Nature for the duration of this power. The target may not lie or use the Subterfuge Ability while

under this effect.


Second, Seed of Corruption increases the intensity of feelings and thoughts that the victim is trying
to repress. All Virtue Challenges are at a 2 Trait penalty.
Finally, the victim's clan flaws are intensified. See the table below for the effects for the most
common clan:
Assamite: Self-Control/Instinct Virtue Test diff. 5 or vitae addiction. Vitae addiction takes effect
immediately. Diablerie streaks visible to Aura Perception automatically.
Brujah: 2 Trait penalty on Virtue Tests of Self-Control/Instinct.
Harbinger of Skulls: 6x Negative Social Trait Ghastly, Cannot initiate Social Challenges.
Catiff: Gain the Thin Blood Flaw.
Followers of Set: 2 extra damage from sunlight; 2 Trait penalty in bright light.
Gangrel: Frenzy causes an animalistic feature & makes you act like an animal for the rest of scene.
Each animal feature possessed gives a 1 Trait penalty to Social Traits.
Giovanni: Feeding inflicts pain; You gain a corpse-like pallor: 1 Trait penalty on Social Challenges;
Cannot spend blood for Blush of Health.
Lasombra: Cast no reflection, cast no shadow; gain the Derangement: Narcissism; Take 2 extra
damage from sunlight.
Malkavian: 2 Derangements; May not spend Willpower to control frenzy.
Nosferatu: 6x Negative Social Trait Repugnant, Cannot initiate Social Challenges.
Ravnos: Twice a game must indulge vice (Self-Control/Instinct difficulty 5 to resist.)
Tremere: Gain a third eye. Must sleep in the soil of the place where they spent the majority of
their mortal life. Cannot take blood by force.
Toreador: Entranced by "art" (1 levels of Crafts/Performance). Must pass a Self-Control/Instinct
test, difficulty 5 to act again. Can retest 1/minute.
Tzimisce: Must sleep in your homelands.
Ventrue: Feeding restriction narrows; 2 less blood per game.

Sets Curse
This power enables the Setite to twist a victims physical form into that of a gigantic python. The
targets mass remains constant, but her body and mind transform into a snake that is ready to do
the Setites bidding. Rumour has it that countless mortals and even some vampires have been
afflicted with this curse, and remain forever changed, as protectors of Setite havens.
The Setite must spend a Willpower Trait. They then make a Social Challenge against the target. If
they succeed, the target is transformed into a snake for a scene. The transformation takes three
turns. If this power is used again on the same victim during the three turns in which they are
transforming, the duration is increased by a year for each successful use. Using the power on
someone who has already transformed into a snake has no effect.
While in this form, the victims mind is truly that of a snake the targets Mental Traits are capped
at one for the duration of the effect. The python can still understand her native language, and
endeavours to carry out the Setites simple verbal commands. Obviously, the target cannot speak,
use any tools, grasp objects or utilise any Disciplines while transformed. She does, however, have
the ability to grab and crush opponents by wrapping her massive coils around them. On a successful
Physical Challenge they grapple an opponent, inflicting three levels of bashing damage. The
opponent must use an action to successfully make an opposed Physical Challenge to break free. A
snake has a movement rate of 5 paces or 3 & an action.
When the subject returns to her normal form, they must make a Static Self-Control Challenge
against a difficulty of 5. On a failure, they suffer a permanent derangement: phobia of snakes.

Thanatosis
ELDER THANATOSIS
Compress
By expending three Blood Traits and defeating the target in a Physical Challenge, you can cause
your opponents skin to shrink until it ruptures, causing two aggravated wounds. If the attack
succeeds, you can then absorb your victims skin into your own body, gaining three Physical Traits
(Resilient, Tough, Vigorous) for the remainder of the night. This cannot take your Physical Traits
above twice your unmodified base Physical Traits.
For example, if you have 14 Physical Traits, you may gain up to 14 extra traits by repeated uses
of Compress, taking you up to 28 Physical Traits. The fifth use ofCompress would only grant 2 bonus
Physical Traits, as this would take you to your cap. If you also possessed Potence 5 Puissance, your
Physical Traits would be capped at 33 Physical Traits: 14 base + 14 from Compress + 5
from Puissance. You could not double the Traits gained from Puissance by additional uses
of Compress.
Creeping Infection
Putrefaction, Withering, and Necrosis are fast-working powers, and their effects can be instantly
seen on the subject. Creeping Infection is far more insidious. You can delay the negative effects
until you are well out of harm's way. Mercenary Stiffs are suspected to apply this power with a
handshake upon closing the deal. Should their "partner" suddenly become less than cooperative,
they have an ace up their sleeve. Then again, considering the pervasive sense of fairness and
goodwill among vampires in general, perhaps that's just common sense.
You use Putrefaction, Withering or Necrosis as per usual, but may delay the actual effects for a
number of months equal to your Willpower Traits. You may at any time spend a Blood Trait to
activate the dormant power. If the time limit is reached without the power being used, it simply
fades away with no effect.

MASTER THANATOSIS
Dust to Dust
This power is similar in appearance to the Intermediate Discipline Ashes to Ashes, but is much more
potent. You maintain cohesion and consciousness and may even move about, albeit in a somewhat
limited fashion. While the tactical advantages of being a pile of dust on the floor may not be
readily apparent, clever elders have still found applications for this.
While a pile of ash, you retain your full consciousness and may use any Mental & Social Disciplines
that being a pile of dust would permit - for example, since a pile of dust has no eyes,
using Dominate is out of the question. Blood magic cannot be used, as you lack the ability to
perform the necessary vocal and somatic components. However, ridiculous as the thought may be,
Disciplines like Majesty can be used, resulting in what surely must be the most impressive pile of
dirt in the world - no maid would even dream of coming anywhere near it with a vacuum cleaner.
You retain cohesion without difficulty; the dust cannot be forced apart or moved by the wind unless
you so desire. You may move around at a speed no higher than an ordinary wind could move a pile
of dust around. However, you may move against the wind if you so desire. You may also flatten
yourself, spreading your ashes so thinly that you can slip under doors or through cracks on the
walls.

This power functions like Ashes to Ashes in all other respects.

Valeren
ELDER VALEREN
Blissful Agony / Loving Agony / Fiery Agony
You may visit agony on an enemy that makes the torture of Burning Touch pale in comparison. This
searing pain persists even after you remove your hand, and it is intense enough to kill weak-willed
mortals and drive Cainites into frenzy.
To inflict Blissful Agony on your victim, touch him (which may require a Physical Challenge), spend
a Blood Trait and defeat him in a Mental Challenge. For the rest of the scene, your victim is
considered to be Wounded for purposes of wound penalties. This ability ignores the immunity to
wound penalties granted by the Fortitude power Endurance. If his condition actually reaches
Wounded, or if he is already Wounded, he is considered Incapacitated. A second use of this power
will therefore cause the target to be Incapacitated, again ignoring the immunity to wound penalties
granted by the Fortitude power Endurance.
Regardless of whether you defeat your target in a Mental Challenge, you may, if you wish, inflict
lethal damage on an opponent: spend one Blood Trait per health level to exercise this option. You
may choose to maintain contact; if you do so, you may continue to use Blissful Agony to inflict
damage on your turn by continuing to spend Blood Traits. This damage heals normally for mortals,
but vanishes at the next sunset for vampire.
If you cumulatively inflict more health levels on a vampire in one action than she has Willpower
Traits remaining, she must resist Rotschreck against a difficulty of 5.
Dream Combat
A strange and dangerous power; once, the Warrior Salubri used Dream Combat to confront ghosts or
demons that they could not affect physically. The power also works on mortals, Cainites, or indeed
any creature with consciousness.
By locking the target creatures gaze with her third eye, the Salubri draws the subjects mind into a
shared dreamscape. In this dream world, both the Salubri and her target can imagine any reality
they want, whether for battle or more peaceful pursuits. The target cannot suffer any direct,
physical harm from Dream Combat, but the psychic damage can be devastating and for spirits,
who exist as purely psychic entities, Dream Combat can kill.
To initiate Dream Combat, the Salubri must look her target in the eye and expend two points of
Willpower. The Salubri then makes an opposed Willpower challenge against the target. If the Salubri
wins, she pulls her target into the dreamscape. Neither leaves until the Salubri is defeated or ends
the power of her own will.
In the dreamscape, both the Salubri and her target can do anything they imagine. They can fly,
change their shape, duplicate themselves, create any environment they want, and so on. Affecting
each other is more difficult. Combatants can dream up whatever weapons they please; it doesnt
matter because the real contest takes place between their wills.
Physical Traits dont really exist in the dreamscape. As dreamers battle, use these substitute traits:
Willpower replaces health levels.
Attacks are instead made via Mental Challenges. The dream-fighters try to imagine their attacks
with sufficient skill and force to make their target believe them. Dream-warriors can imagine any
attack they choose, from shooting the enemy to growing 100 feet tall and squishing him underfoot.
If the combatant can relate the attack somehow to an Ability such as Astral

Combat, Brawl or Firearms, they may still use that Ability for retests.
Damage for a successful attack is an amount equal to the highest Virtue of the attacker. Dream
combat has no analogue to bashing, lethal or aggravated damage, no matter what effect the
attacker imagines for his attack.
Willpower can still be spent by beings in the Dream Combat.
A being reduced to 0 Willpower is incapacitated in some way. Depending on what his enemy wants,
the victim could suffer torpor, zombie like obedience or insanity. An incapacitated spirit risks total
destruction from a Salubris other Valeren powers, or a dreaming vampire can destroy a defeated
spirit through imagined diablerie. (This does not improve the vampires Generation in any way, but
provides a dandy excuse for the character to develop strange new Disciplines, Merits such as Iron
Will, Strong Blood or Medium or flaws such as Nightmares, Beacon of the Unholy or Glowing Eyes.
Storytellers should see spirit-diablerie as a blank cheque to do interesting things to the character.)
Watching the Passage
This power can only be used on those who have accepted the gift of Ending the Watch. While those
who pass on thus go to eternal peace, talented Salubri can gain some benefit from helping them
go. Watching the Passage leaves behind psychic echoes of the dearly departed in the chamber in
which he died, and the Salubri can draw upon those echoes for strength and knowledge.
The psychic echoes left behind by the newly dead can be utilized by the Salubri in any number of
ways. By spending a Willpower Trait, the Salubri can allow the spirit of the departed to merge with
the Salubri's own. This grants the Salubri a chance (static Mental Challenge, difficulty 5) of knowing
any fact that the dead man knew, including the whereabouts of documents or treasure, interesting
secrets and so on. If the Salubri just lets his mind drift, a static Mental Challenge (difficulty 7) may
let useful or pertinent details just come to him.
Alternately, the Salubri may choose to simply draw in all of the remaining essence of the departed
soul. This heals the Salubri of a level of damage for each Willpower Trait possessed by the
deceased. Doing so drains the essence of the departed permanently, however.
Watching the Passage can only be used up to a week after the death of the mortal in question.
The website that I was using as a powers index also suggested giving Salubri access to the
Elder Daimoinon power Ignore the Searing Flames, which was an idea that I liked, but I may be
slightly biased. As Watching the Passage & Dream Combat are not really suitable, there is
effectively only one power in Elder Valeren. Another alternative is to take Ecstatic Agony out of
Auspex & have it in both Valeren & Vicissitude.

MASTER VALEREN
Aversion
Warrior Salubri have discovered that Safe Passage can be subverted to cause the opposite effect,
inciting a crowd to move away from a target out of dislike. This can be used best against someone
who pursues the vampire, by having people avoid him or refuse to answer his questions. A person
who is open to suggestion may even be inclined to harm the target, especially if the target is rude.
Not surprisingly, a number of Tremere have been the victim of this power.
The Salubri must touch the subject. The Salubri then spends a Blood Trait. The subject suffers the
effects described above the remainder of the night.
Sword of the Righteous
Not by the rightness of spirit and rigorous training alone were the warriors of Samiel's band able to
put the Baali to flight. The most talented were also able to call upon this power, which made their
swords blaze with cleansing fire of righteousness.By running his hand along the blade of his weapon
coating it with his own blood, a Salubri can make his sword blaze with heavenly fire. After the
blood has been applied, the sword blazes into light with golden flames.

To activate this power, the Salubri must spend an action running their hand along the blade of their
weapon coating it with their own blood. This expends a Blood Trait and the Salubri suffers a health
level of damage. While in the hands of the Salubri that thus anointed it, the sword blazes with
golden flames for the duration of the scene.

The flames are not merely decorative. They cannot be smothered with powers of shadow of a lesser
level of expertise, and anyone attacking a Salubri using this power is dazzled by the brightness of
the flames. This confers a free Sword of the Righteous Discipline retest on the Salubri against all
foes looking at them. Furthermore, the sword now does an additional two aggravated damage.

Vicissitude
ELDER VICISSITUDE
Blood of Acid
This powers effects are exactly what its name suggests. You have permanently converted your
vitae into a powerful organic acid. While this limits your potential applications of it, it also serves
as a final line of defence against diablerie, as well as posing a formidable hazard to anyone who
would engage you in close combat.
Each Blood Trait of yours that comes in contact with something other than you inflicts two levels of
aggravated damage to that item or individual.
Anyone who actually ingests your vitae receives four levels of aggravated damage per Blood Trait
she drinks. This makes the creation of progeny or ghouls rather difficult and unpleasant, though not
completely impossible.
Every time a penetrating attack injures you in close combat (stake, claws, sword, or any gunshot at
five feet or less), expend one Blood Trait of your vitae as it sprays toward your attacker. She, in
turn, takes one level of aggravated damage (damage is lessened due to the dispersed spray).
Individuals who stake you are in for an unpleasant surprise as the concentration of vitae in your
heart dissolves the stake in five turns (15 seconds).
If you assume Blood Form, your blood only dissolves what you wish it to dissolve. Use this effect
carefully as you may find yourself reacting away to nothingness if you decide to dissolve your way
through the floor.
Body Arsenal
You can use your own body to create warped & bizarre weapons drawn from your flesh & bone.
As a free action, by expending a Blood Trait you may create any melee weapon you can imagine
from your flesh. No projectile weapon may be created by the use of this power. The weapons thus
created may be used when making Physical Challenges, but retest using the Craft: Body Ability
rather than Melee. These weapons grant 4 bonus physical Traits & deal 2 Lethal damage - this can
be increased by use of Disciplines.When wielding one of these weapons, you may use the combat
options of the Vicissitude power Fleshcraft without the need to make a Difficult Challenge; if your
attack is successful, you automatically inflict the mutilation of your choice in addition to your
combat damage. The weapons do not break when used with Potence, as they are formed from your
own potent body.
These weapons may still be created & used while in Horrid Form & when using Chiropteran
Marauder, but, of course, you do not extra damage granted by those forms when wielding these
weapons, as you only deal additional damage on brawling attacks when you assume those shapes.
Chiropteran Marauder
Although this form bears vague resemblance to the more familiar zulo or Horrid Form, it is even

more capable and terrifying.


Chiropteran Marauder allows you to assume the form of a horrid melding of human and bat forms.
Your face gnarls into a hideous grimace while your arms shift into leathery wings bearing talons.
To take on this visage, spend three Blood Traits. You gain all the benefits of Horrid Form, as well as
the ability to fly at speeds of up to 25 mph (Celerity does not increase this). You can carry aloft a
maximum weight equal to that of your own body in this altered form, though your flight is rather
awkward if you do so. You also possess bony claws at the end of your wings that inflict lethal
damage in brawling combat, and you score two extra health levels of damage on all such attacks.

Graft Life to Life


With normal Vicissitude, a Tzimisce may take the arm from one person and graft it to another, but
the recipient is unable to control the arm and it soon begins to decay. With this power, the user
may take body parts from living creatures and graft them on to others, living or undead, and allow
for the recipient to use the new limb. Exceptionally monstrous and disturbing creatures can be
created with this power or one may graft extra organs into others, allowing them to function longer
while wounded.
Removing a limb requires a Static Mental Challenge (difficulty 6). Extracting an organ requires a
Static Mental Challenge (difficulty 10) and 10 hours of work. The process of grafting must then
begin within an hour, or the limb or organ dies. Attachment requires a Static Mental Challenge,
(difficulty 10) and 5 hours of work. Theoretically, one could put organs inside a vampire, but this
has no effect.
The effect of attaching extra limbs is entirely up to the Storyteller. Extra arms might help in
grappling and multiple attacks and extra legs might aid stability, but the main effect is generally
freakishness rather than effectiveness, since coordinating the extra limbs is very difficult. Extra
organs grant the recipient an additional Wounded health level per organ, though a maximum of two
can be grafted.
Corrupt Construction
This power is a major step toward making a Vozhd, the living conglomerate war machines of the
Tzimisce Viovodes. It can survive long enough to do its master's bidding, but rarely any longer.
Advanced applications of Koldunism can extend the monster's lifetime, and create a true life.
The flesh-crafter can graft the remains of the dead to a living creature, creating a hideous
guardian. The vampire may use as many dead subjects in a creation as she deems necessary, but at
least one subject must still breathe.
The final monstrosity possesses the fractured intellect of the living beast, but has claws, wings,
eyes and teeth of whatever the vampire has spliced together. The process often drives the living
host insane. Furthermore, the victim endures the decay of its body parts. The poor creature
eventually dies from disease or shock.
The vampire can create anything she desires, of any mass, size or function, provided she has
enough parts. Depending on the quantity and quality of "raw material" available, the Tzimisce may
create anything from a simple ghoul to a rampaging vozhd. The number of Willpower Traits spent
determines how long the creation "lives."
Willpower Maximum Lifespan
1 1 hour
2 1 day
3 1 week
4 1 month
5 1 year
Ecstatic Agony

This power, which changes the users perception of pain so that it becomes pleasure, is known to be
possessed by the Tzimisce elder Mazikheen. Always looking for ways to transcend the flesh, she
found a way to switch two of the most primal sensations. When this power is in effect, all the pain
that the user feels is transformed into a feeling of bliss that invigorates the user and makes
everything seem clearer. Fighting someone who uses this power is a rather disquieting experience
slashing someone with a sword and then having him utter an orgasmic moan in response is not what
one normally expects.
While Ecstatic Agony seems to appeal mostly to the Fiends, members of other clans, especially
those who have travelled through the lands held by the Tzimisce and who have taken an interest in
their arts, might develop it. It is also a power one might find among some elder warrior Salubri,
who gain a great deal of understanding of pain through their Valeren.
You must spend a Willpower Trait to activate Ecstatic Agony. For the duration of the scene, for all
non-reflexive actions involving a Physical Attribute or use of a Discipline, you gain a number of
bonus Physical Traits equal to the number of health boxes in which you currently have wounds.
Treat Incapacitated and Final Death normally. Heal yourself, and you will lose any bonus Traits
earned through this power that correspond to the health levels healed. For example, you have
already activated Ecstatic Agony for the scene, and have 5 wounds, thereby gaining 5 bonus
Physical Traits. You heal 2 of those wounds, and your bonus Physical Traits immediately change from
5 to 3, corresponding to the 3 unhealed wounds that you still "suffer" from.
Entrail Saraband
The vampire with this power may animate his bowels, imbuing them with manipulative and even
combat potential. The writhing entrails may be used as crude whips, extra limbs or snares, though
they lack the strength to constrict foes. The entrails can grab, whip, hold items and perform other
tasks with precision.
You must spend a Blood Trait for each entrail that you wish to animate. It takes one full turn to
animate your entrails, and you suffer one Health Level of lethal damage as your bowels burst out
through your abdomen. The entrails become animate at the beginning of the turn after the one
where you activate this power.
The effect is similar to Black Metamorphosis: the entrails are six feet long; they are considered
extensions of yourself and they use your Traits.The entrails cannot be damaged, as they are
effectively a part of you.Once created, they remain for the duration of the scene, unless you reabsorb them, or fall into unconsciousness. You may only benefit from one activation of Entrail
Saraband at a time; if you activate the power again while your entrails are already animate, the
new activation replaces the old one - you reabsorb the entrails and then reanimate them.
The entrails can be used to make additional attacks, in which case they use your traits and each
inflict one bashing damage on a successful hit. By default, these attacks retest using
your Brawl Ability, but it is possible to arm your entrails, so that you may use Melee instead.
You can control the actions of the entrails even while performing other actions; you simply get an
additional attack with the entrails once per turn.These attacks should be divided amongst multiple
targets and handled with a mass challenge; or focused on a single target, scoring [no. of entrails]
hits if you win the challenge outright or [half no. of entrails, rounded down] hits if you win on a tie.
If you are in Horrid Form or Chiropteran Marauder, the entrail damage is one lethal. The entrail
damage does not benefit from the increases to your brawling damage granted by those forms. (For
example, if you are in the form of the Chiropteran Marauder, they deal one lethal, while you deal
three lethal.)
Your entrails benefit from any passive bonuses that you have gained from Disciplines, as they are a

part of you, but you may only attack with them once a round, even if you have multiple attacks
from Celerity. For example, if you possess Potence 5: Puissance, each entrail inflicts an extra level
of damage and will deal lethal damage because of Potence 1: Prowess.
The Flaying
This power has helped many a Fiend hold onto his domain. Normally, it is very difficult to effect
precise duplication of a specific person through Vicissitude. With this grisly power, however, a
Tzimisce may graft the skin of a flayed victim to his own, enabling the Fiend to pose as the
skinned person. In this manner may Tzimisce infiltrate the halls of the mighty.
You must first use Vicissitude (and perhaps a sharp knife or two) to flay the victim, then evoke this
power whilst wrapped in the victims bloody skin. The skin grafts onto the your own, thus
granting an automatic Vicissitude duplication. The Fiend may maintain the stolen shape as long as
he likes. Once a shape is discarded, the victims skin peels away and the power ends. However, the
Tzimisce can maintain a mental catalog of imprinted shapes (a number equal to their Mental
Traits, or an infinite number if the Tzimisce has the Merit of Eidetic Memory). An imprinted shape
may be assumed with minimum effort - it only takes one action.
While using The Flaying, your aura appears to be that of your victim - if someone uses Aura
Perception to look at your aura, they see the aura as it would have been at the time of the victim's
death. To pierce your deception, they must have at least as much Auspex as you have Vicissitude see the Clash of Wills rules under Auspex, substituting your Vicissitude for Obfuscate & using your
Mental Traits.
Living Testudo
The Fiends well remember the effectiveness of the large shields used by the Roman invaders of
their lands. Accordingly, Tzimisce at war occasionally make use of a similar, though ghastlier,
substitute. Grasping a victim, the vampire uses flesh- and bonecrafting arts to lay open the victim's
back in such a manner that her vertebrae are exposed. The vampire then grasps the glistening
spinal cord in the manner of a doughty warrior hefting a shield, and hoists the victim bodily by this
makeshift "handle." Not only does the victim provide protection against attacks, but for so long as
the victim lives the Fiend can manipulate the flesh and bone of the "shield" to provide an arsenal
of offensive weaponry.
The testudo-to-be must be immobilized and her back bared. The Tzimisce then makes a Static
Mental Challenge against a difficulty equal to the target's Physical Traits to lay open the victim's
back. If successful, the victim loses only one Health Level; if the test fails, you merely pluck out
the spine, Mortal Kombat fatality style, and the victim dies hideously - a new shield must be
sought. The living testudo is effectively immobilised & cannot use any supernatural capabilities it
may possess.
The Fiend then lifts the screaming, twitching victim into the air, using her to block attacks as he
would a normal shield. If you would take damage, you may call for aTestudo retest. This occurs
once the attacks have been resolved using all other retests. The Testudo retest is a special
defensive retest that cannot be cancelled. If you succeed in the Physical Challenge, the testudo
gets in the way of the attack. Attacks blocked in this manner inflict damage on the victim, who
remains intact until she has suffered five Health Levels beyond her point of death (at this point,
the victim is too mangled and tattered to provide further protection).
Plasmic Form
This power is similar to Bloodform, but its user can manipulate the blood once it has been created.
He can move any or all of the blood, and can thus travel through cracks, under doors, etc. The

vampire can travel as a pool of red liquid or appear completely normal except for the red
colouration (although he will still be a mass of blood held in bipedal form by surface tension). The
vampire in the liquid state can speak and walk normally.
The vampire and his body parts will not really be solid, so while bullets and fists will splash
harmlessly through him, he will not be able to hit anyone, drink blood, or engage in any other
physical activity. The vampire may use mental or social Disciplines in this form unless they require
eye contact. Unlike Bloodform you may use blood sorcery while in Plasmic Form, as you retain the
necessary motor skills to form verbal and somatic components. The vampire is immune to all
attacks other than fire or sunlight while in this form.If all of the blood is imbibed or destroyed
while you are in this form, though, you meet Final Death.
Skin Trap
This power enables the vampire to slough off a layer of his epidermis and use it as a fleshy snare.
Victims may be bound, blinded or even suffocated in the skin-sac.
The vampire may shed a layer of skin as a free action. You must make a ranged attack, using either
your Mental or Physical Traits against your opponent's Physical Traits retesting using Athletics to
target your victim. If you hit, the victim is trapped in the folds of flesh and may take no action
until she frees herself. Additionally, if the vampire wins a simple challenge upon resolution of the
attack, he has targeted the victim's face, blinding her and (if the victim breathes) cutting off her
oxygen supply. Freeing yourself from the skin-sac takes a full turn and requires an opposed Physical
Challenge against the Tzimisce, retesting using Brawl. If you fail to escape the skin-sac, you may
keep attempting to escape on following turns. Each time this power is used, the vampire must
spend a Blood Trait to regenerate the skin layer.

MASTER VICISSITUDE
Cocoon
Many ancient Tzimisce use Cocoon to sleep away the ages in safety and comfort. This power allows
you to extrude an opaque cocoon from various bodily fluids, spinning it around yourself like the
chrysalis of a vampiric butterfly. The cocoon solidifies within a few moments and vaguely resembles
a tough, fibrous coffin.
Spend three Blood Traits; it takes one full turn to spin your Cocoon. It lasts as long as you wish, and
you may emerge from it at no cost or effort. The Cocoon blocks sunlight, and is somewhat flameretardant, negating the first two health levels of damage per turn that you would otherwise sustain
from fire. You are immune to physical damage while in the cocoon. While within your Cocoon, you
may still use mental Disciplines so long as you can meet the requirements (eye contact is right out,
as is any form of blood sorcery).
Flesh Rot
The vampire can cause a disease similar to advanced leprosy in anyone whom he touches, be the
victim Kindred or kine. The horrific nature of this disease causes most who see the victim to flee in
disgust, and none but the victim's closest companions will willingly associate with her.
Touch your target (this may require a Physical Challenge) and make an opposed Mental Challenge.
On a success, the victim is infected.
Each day, the target loses one health level at midnight. All changes are permanent; these health
levels cannot be healed. If the originator of the power is diablerised, the degeneration caused
by Flesh Rot ends and all health levels lost due to this power instantly return.

Impalers Fence

Some powerful Tzimisce use this power to mark the edges of their demesnes. To activate this
power, the Fiend must grasp a victim, holding them for a full turn. The victim's spinal cord springs
through the crown of his skull and his anus, generally causing the victim's death. Furthermore, the
rigid spine-shaft uncoils to a length of 10 feet and affixes the victim to the ground, thereby forming
a "stake" or "signpost" of sorts. It can be assumed that mortals who suffer this self-impalement die
shortly even if the initial damage does not kill them.
You may only use Impaler's Fence when it is your only action for the turn. You grasp the subject
with your bare hands and make a Physical Challenge (retests using Crafts: Body Crafts). If the
vampire succeeds, the victim takes 10 Health Levels of lethal damage, which will kill most mortals.
Furthermore, the victim is considered horribly encumbered their movement is reduced to zero.
Master level Potence is required to pull a victim out of the ground; otherwise, the victim must seek
aid from someone with Vicissitude or find someone to cut through the spine. A creative victim may
find other cures or escape methods.
If the victim is of higher generation than the originator of the power, the elongated spine counts as
a use of Vicissitude and as such is permanent. Vampires of equal or more potent generation can
heal back this Vicissitude modification as an aggravated wound. Other uses of Vicissitude can be
used to return your appearance to normal & eliminate the movement penalty.
Krakens Kiss
This power was first manifested by the Black Hand Dominion Lars Svengaard during the Siege of
Barcelona. With this power, the vampire can warp the skin, cartilage and bone of her face,
elongating it and re-solidifying it into a 10'-long tentacle similar to that of a squid. This tentacle
can be used to grasp and constrict foes - moreover, in place of a squid's suckers are rows and rows
of fanged, drooling mouths, permitting incredibly rapid blood drain.
The vampire spends a Blood Trait to form a 10' tentacle with no loss of sensory abilities. The
tentacle can be used in melee to attack with. A successful hit indicates a grab; Blood Traits can be
drained from the victim each turn, as dozens of mouths bite and suck. This functions as though you
were feeding from the victim normally, except that it does not require an action you simply
absorb one Blood Trait at the end of each turn.
If you attack with the tentacle in place of your normal brawling attacks, you deal an additional 2
damage. As this is essentially a bite attack, it deals aggravated damage.
The tentacle's attacks will do 3 aggravated damage, assuming that you do not use any powers that
augment your damage. If you are in Horrid Form, you may apply the extra health level of damage
granted by that form to your tentacle attack, increasing the damage to 4 aggravated. The tentacle
does not grant any additional attacks, though you may use it with Celerity as you would your
normal brawling attacks. The tentacle's damage cannot be increased by assuming the from of the
Chiropteran Marauder, as the damage bonus granted by that form only applies to the claws it
manifests.
Liquefy the Mortal Coil
Victims of this gruesome power are betrayed by their own bodies, as the Tzimisce transforms his
opponents' flesh and bone into pools of blood. Vampires under the influence of this ability retain
their sentience, but may lose their sanity. If the power affects a mortal, the subject dies.
To transform another creature, you must touch your target (this may require a Physical Challenge).
On a success, you spend a Willpower Trait and may choose to spend any number of Blood Traits;
each Trait spent this way turns a portion of the victim's body into a Blood Trait's worth of vitae.
The torso and head are worth three Blood Traits, while the legs and arms are each worth one. If an

entire portion of the target's body undergoes the transformation, that body part turns into a pool of
blood and is useless (assuming the subject survives). Attacks to the head, abdomen or torso kill
mortals outright. Vampires survive such attacks, however, even if their heads separate from their
torsos. During the blood expenditures declaration at the start of the turn vampires can re-form lost
body parts by expending a Blood Trait for each one that is transmuted (three for the head, one for
a leg, for example).
Vampires transformed entirely into blood retain consciousness. Barring skill in Vicissitude, however,
they retain no powers of locomotion or any other abilities. A vampire in this form cannot be staked,
cut, bludgeoned or pierced, though fire and sunlight have the usual effect. They can still be fed by
pouring more blood into the mix.
The blood can nourish a vampire or be used to create ghouls or establish Blood Oaths (the latter
two uses function only if the liquefied victim was a vampire). Vampires who imbibe all the vitae of
a transmuted Cainite are assumed to have diablerized the victim.
Transcend the Flesh
Initiates to the Road of Metamorphosis know that the body is irrelevant and can be commanded by
a sufficiently strong will. Transcend the Flesh allows the user to exert such delicate control over
her body as to expel anything unwanted that might be in her body, be it a stake, a sword in her
belly or a poison in her blood. With extreme effort, the user may even walk through solid walls.
Expelling large objects, such as a spear in the gut, or cleansing oneself of a minor object embedded
in the flesh or impurities in the blood requires no expenditure, merely an action. This can cleanse
effects of up to Master level.
Purging a poison requires the expenditure of a Blood Trait (which is then vomited up along with the
poison) and an action. This can purge supernatural poisons of up to Master level.
Excising a stake is difficult, requiring a Willpower Trait and an action. Without any expenditure,
however, the character can actually move while staked. This is not real movement per se, but
simply flesh and bone-crafting oneself slowly into a new position. Such movement is exceptionally
slow, but within a few hours a character should be able to move her arm enough to pull out the
stake.
Walking through a wall or other solid object requires a minute in absolute concentration and the
expenditure of a Willpower Trait.

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