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Combo Disciplines for VtM

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Combo Disciplines

Version 1.40

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Combo Disciplines

Camarilla 3Anarch 8Sabbat 17Inconnu 22Clan DisciplinesAssamite 24Brujah 26Caitiff 28Cappadocian 28Followers of Set 29Gangrel 30

Giovanni 33Lasombra 34Malkavian 35Nosferatu 38Ravnos 41Salubri 42Toreador 42Tremere 46Tzimisce 49Ventrue 51Others 54

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

Anticipatory Visage [Archons and Templars — Page 142]Prerequisite: Auspex 4, Obfuscate 3Cost: 24 XPThis power was first developed by an investigative Archon who was frustrated by his inability to sneak into the gathering of a Gehennacult because he didn't know as whom to disguise himself. Anticipatory Visage allows the Kindred to appear as whomever the target most expects to see in a given circumstance. The character herself

has no control over who she appears to be, and may not even be immediately aware of what formshe's taken. This power has, to date, been used only by the Archons.System: The player spends a Blood Point and makes a manipulation + Performance roll (difficulty 6). If successful, the character immediately takes the form (per Mask of a Thousand Faces) of the individual the target mostexpected. If faced with more than one person, thecharacter must select one individual as the target and hope that the others expect to see the same person. The character is not immediately aware of the form she has taken, and may have difficulty carrying the ruse further than the initial contact. While this power provides the form of the expected individual, it does not provide any knowledge of her personality or memories; the character must be exceedingly careful not to give herself away through suspicious behavior. A vampire with Auspex can see through this power if her Auspex exceeds the character's Obfuscate.

Elemental Stoicism [Guide To The Camarilla — Page 117]Prerequisite: Fortitude 8, Obfuscate 4Cost: 40 XPAlthough no vampire can resist the sun's light indefinitely, those Elders who have mastered the powers of Fortitude to this advances degree can stave off death for a few crucial moments. Elemental Stoicism also offers some degree of protection against fire.System: This power is involuntary and cannot be turned off. Every hour that the character is exposed to fire or sunlight, the player must spendone Blood Point. All damage inflicted on the vampire by fire or sunlight during that hour is changed from aggravated to non-aggravated lethal damage and may be soaked as such. This Blood Point use does not count against the character's maximum expenditure per turn. A character whose Blood Pool is emptied by this power falls into Torpor immediately and begins taking damage normally if she is still in contact with the damage source. This power does not protect the vampire's clothing or belongings against such damage — she may be able to walk

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through a burning building, but she'll most likely walk out of it wearing nothing but ashes.

Martyr's Resilience [Guide To The Camarilla — Page 117]Prerequisite: Auxpex 4, Fortitude 7Cost: 35 XPReputedly pioneered by the Salubri bloodline, this power has been demonstrated by members ofseveral other Clans as well. Martyr's Resilience allows the vampire to choose to absorb injuries inflicted upon anyone whose blood she has tasted. This power is not necessarily used for selfless means — several Venture in London command small criminal armies of ghouls who seem to possess a disturbing degree of immunity to bullets.System: The vampire must have ingested at least one Blood Point of the subject's blood within the past year to employ this power, and must be within eyesight of the subject when the injury is inflicted. The player spends a Blood Point to activate this power, and the action must be declared before the initial victim rolls to soak the damage. As a result, a number of health levels of damage equal to the character's Stamina are transferred from the initial target of the attacker to the character. This damage is considered to have been inflicted directly on the character and is soaked normally. Any damage in excess of the character's Stamina is inflicted on the initial recipient of the damage, who soaks it normally aswell. The use of this power cannot be forced to use it, even through Dominate or other powers of that sort.

Mind's Eye [Archons and Templars — Page 143]Prerequisite: Auxpex 4, Dominate 3Cost: 25 XPWith this power, an Archon or Templar can actually experience a memory belonging to someone else. Sight, sound, scent, and other details — all are potentially just as intense as they were for the subject when they first occurred. While Mind's Eye can be used on a cooperative subject who simply wishes to

provide the most accurate report possible, it is often used as a form of interrogation and intelligence gathering.System: The character must make eye contact with the subject (unless she possesses a power that allows her to use Dominate with touch or at adistance, in which case she may use these other techniques instead), and the player must spend a Blood Point. If the subject is cooperating, or is anunwilling mortal or Kindred of higher generation than the character, the character need merely make a Perception + Subterfuge roll, difficulty 6. If the subject is both unwilling and a Kindred of equal or lower generation, she may resist with an opposed willpower roll, difficulty 6; successes onthis roll subtract from the character's own. The character may attempt to locate a specific memory in one of two ways. She may either search by time ("Let me see what was happening to you yesterday at midnight") or by event ("I'm going to find out what you said to him at your last meeting!"). A botch instead allows the subject to see one of the character's memories (chosen randomly by the Storyteller) and renders that subject immune to any further uses of Mind'sEye by that specific character for the remainder of the scene. The clarity of the memories experience depends on the successes rolled and the time elapsed since the events actually occurred. The elapsed time indicated on the table below is for clear, accurate memories only; the character can actually experience memories of one category older, but with a substantial loss of detail and accuracy (Storyteller's call as to what is correct and what is not).Successes Age of Memories Available1 success Within the last hour2 successes Within the last day3 successes Within the last week4 successes Within the last month5 successes Within the last year

Mortal Terror [Archons and Templars — Page142]Prerequisite: Protean 4, Vicissitude 3Cost: 18 XPWhile the power of Quell the Beast is certainly useful if you're trying to soothe or quiet someone,

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

Name of the Fallen [Archons and Templars — Page 140]Prerequisite: Auspex 3, Thaumaturgy 1Cost: 10 XPName of the Fallen could likely be made to function with Necromancy in place of Thaumaturgy at the Storyteller's discretion. Because few archons or templars have access to this Discipline, however, this is not a standard technique.System: The player must spend a blood point androll Perception + Empathy ; the difficulty depends on whether the subject was mortal or vampire, as well as on the length of time since hedied. The character must have in her possession at least a small piece of the corpse, though something as tiny as a finger bone or even the ashes of a Kindred who has suffered Final Death will suffice. If the roll fails, that character may not try to identify that particular subject again unless she can find a new sample of the body. If the roll indicates a botch, the character receives

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

Quicken sight [Archons and Templars — Page140]Prerequisite: Auspex 1, Celerity 2Cost: 9 XPThe hand is not quicker than the eye when the eye belongs to an archon or templar with this power. Quicken Sight allows the character to see fast-moving objects in detail that even Heightened Senses alone cannot reveal. A character with this power can focus on and follow a single card while the deck is shuffled, track the single loaded chamber in a game of Russian roulette, read the headlines on a newspaper as he drives past the newsstand at 60 mph or even pick out subliminal images in film .System: The player spends one blood point to activate this power, which lasts for a scene. Any time the character wishes to see, follow or examine something that is moving too quickly fornormal observation, the player must make a Wits + Alertness roll (difficulty based on how quickly the item is moving, but normally 6 or 7) . Even one success allows the character to observe the item, though more successes bring greater detail and clarity.Time since death

Difficulty if Kindred

Difficulty if kine

Less than 24 hours

4 4

One day to one week

6 4

Less than one month

7 6

Less than six months

8 6

Less than one year

10 6

Less than ten years

10 * 7

Less than one 10 ** 8

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centuryGreater than one century

N/A 10

* Discerning the origin of a corpse-portion this old requires three successes.** Discerning the origin of a corpse-portion this old requires five successes.

Random Patterns [Archons and Templars — Page 141]Prerequisite: Auspex 2, Dementation 2Cost: 14 XPDeveloped by Malkavian Templars but slowly increasing in usage among Archons as well, Random Patterns allows the character to anticipate an opponent's next move in time to counter it. Blows can be blocked or avoided before they're even thrown, pursuit can be cut off,and bluffs can be called. The power doesn't allowthe character to see into the future per se, so much as it reads the patterns in the chaos and random chance that surround the target and allows the Kindred to determine his next move based on previous actions and lines of probability.System: The player spends one Blood Point and rolls Perception + Empathy (or Awareness, if you're using that optional Talent), against a difficulty of 5 to 7, determined by the Storyteller's assessment of how predictable the opponent is based on his nature. For instance, a character with a Nature of Curmudgeon or Perfectionist is probably fairly predictable and thus difficulty 5, while a Nature of Deviant or Monster is probably less predictable and thus difficulty 7. The difficulty can be further modified by derangements. If the roll succeeds, the character adds a number of automatic successes to his next action equal to the number of successes on the Random Patterns roll. This action must be a contested or combat-related roll against the target. For example, the bonus could be applied to a pursuit, melee, or dodge, but not to the activation of a Discipline.

Sanguinary Expulsion [Archons & Templars - Page 142]Prerequisite: Fortitude 2, (Protean 3 or Thaumaturgy 3)Cost: 15 XPDeveloped by elder archons as a counter against the terrors (true and imagined) of the Vaulderie, this power allows a vampire to ingest small amounts of blood without absorbing them into her system. This not only prevents the formation of blood bonds and Vinculum, but also protects against blood-borne poisons, drugs, and diseases. The unpleasant aftereffects of this power make most archons reluctant to utilize it, but it beats letting the Sabbat or some arrogant elder compromise your loyalties.System: The player rolls Stamina + Fortitude, (difficulty 5 + the number of blood points consumed, maximum 9). If she fails, the blood is consumed normally and all effects occur as normal. If the roll succeeds, the character is able to hold the blood internally without absorbing it, and may vomit it back up later. This prevents anyblood bonds, Vinculi, poisons or other abnormal properties of the blood from affecting the character. On the other hand, the character may not spend even a single blood point until the tainted blood is regurgitated; if she does so for any reason (including waking up in the evening), the power ends instantly and the blood is absorbed as normal . Although it doesn't cost a blood point to activate the power, an additional blood point (above and beyond the number consumed) is vomited back up and lost when the tainted blood is purged.

Unassailable Parry [Guide To The Camarilla - Page 117]Prerequisite: Auspex 3, Celerity 7Cost: 42 XPAccording to the Sabbat, one of the primary advantages that younger Kindred have in battling their elders is modem technology -- firearms, to be precise. Many overconfident elders have fallento packs of diablerists with automatic weapons. Some few ancients, however, have honed their reflexes and hand-eye coordination to an edge fine enough to stop a bullet, or at least to deflect

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one.System: This Power allows a character to parry projectiles. The player spends one blood point and rolls Dexterity + Athletics (difficulty and number of successes required are shown below) to parry or catch a thrown weapon, arrow or bullet. Only solid physical projectiles may be deflected in this manner – Unassailable Parry hasno effect on a stream of liquid from a fire hose, for instance.Missile To Parry To CatchRock or grenade 4 5Knife or shuriken 6 7Spear 5 5Hatchet 7 7Arrow 7 8Crossbow bolt 8 9Bullet 9 9 (Two Successes)

If the player scores less than three successes on any roll to parry or catch a bullet, the character still takes the gun's base damage. Any missile hurled with Projectile is considered a bullet for the purposes of deflecting or catching it with Unassailable Parry.

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AnarchAspect Of Beast [Guide To The Anarchs — Page 157]Prerequisite: Animalism 3, Dominate 3Cost: 15 XPBy calling upon another Kindred's Beast, an anarch using this power causes his subject to display the mien of an animal. In some cases, the subject actually resembled a literal beast-man hybrid, but in most situations, people affected by this power are left with a vague and unsettling impression that the personality of this power reminds them uncomfortably of an animal.System: The player invoking this power spends aWillpower Point, or a Blood Point if she knows the Nature of the character she wishes to afflict with an animal aspect. The player also rolls Manipulation + Expression (difficulty 6). The subject of this power is the person who looks upon the character with the animal aspect. The subject sees the character as if she has some animal characteristic. A cold Ventrue might appear as a shark, while a cunning Nosferatu might appear as a loathsome fox. If the subject's Willpower is less than 3, the character literally appears as a "beast-man" and probably causes some sort of panicked reaction. Subjects with Willpower scores above three are left with the distinct impression that the character reminds them of an animal. Roleplay this reaction accordingly, or simply add two to all Social difficulties faced by the animal-aspected character. The animal impression conjured shouldbe a logical result of the character's given personality. A timid character, for example, is unlikely to appear as a bear, while a noble character probably does not have the aspect of a snake. The Storyteller is the final arbiter of whether or not a certain aspect is suitable to a given character and how the affected character (ifsomeone other than a power's character is affected) reacts. Note that this power is an application of the Dominate Discipline. The Kindred invoking the Discipline must be of equal

or lower Generation than her subject, or the power simply fails to work. Additionally, this power affects only one character at a time. That is, each use of this power convinces one characterof another person's animal nature. The user may convince multiple people that the character in questions is somehow bestial, and she may even choose a different animal for various subjects to see, but doing so requires separate uses of this power. The number of successes on the Manipulation + Expression roll determines this power's duration.1 success One scene2 successes One night3 successes One week4 successes One month5 successes One year

The Badger's Hide [Guide To The Anarchs — Page 158]Prerequisite: Fortitude 1, Protean 4Cost: 12 XPAs might be suspected, the Protean-based combination power was developed by a Gangrel. When the Kindred uses this power, her skin becomes tough and leathery to the touch. As a badger's hide repels the stings of bees while it takes their honey, so does the vampire's skin repelattacks that would pierce her flesh.System: This power costs one Blood Point to activate. For the remainder of the scene, any attacks that pierce (but not cut) — Storytellers, make a suitable judgment call), such as stabbing knives or impaling spikes and spears, have their damage halved after the character soaks. Round down, though any successful attack that doesn't soak does a minimum of one health level of damage.

Call Upon The Blood [Guide To The Anarchs — Page 159]Prerequisite: Animalism 3, Auspex 3Cost: 18 XPUsed by Anarchs to scout out the strongholds of hated enemies, this power allows the Kindred to "feel" for the Beast in the immediate vicinity. TheAnimalism aspect of this power attunes the Kindred to any creature that harbors a Beast, and

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the Auspex element allows her to interpret it and extend her senses beyond the normal limits. Doing so allows the scout to know approximatelyhow many Kindred or ghouls are in the area.System: The player spends a Blood Point and rolls Perception + Animal Ken. If the roll is successful, the character gains a fairly accurate impression (give or take an entity) of how many Kindred and ghouls are in close proximity. The distance to which this sense extends depends upon the successes accumulated on the roll. Storytellers, note that this power calls to the presence of Kindred and ghouls in the Anarch's own retinue. Also, because it prods the Beast in beings to see if it's there, particularly aware Kindred and ghouls might feel their Beast awaken or recoil as the power takes effect, perhaps alerting them to the presence of some disquieting presence. The sensory information gleaned by this power is also unsettling: Inviting the Beast in so many creatures to take note of oneself is bold, to say the least. Be wary of players using this power as a default "Detect Kindred spell." Cainites who rely too much on provoking the Beast in so many others may find themselves on the verge of frenzy, as it tempts their own Beast each time they use it.

Chaos Fold [Guide To The Anarchs — Page 159]Prerequisite: Dementation 4, Dominate 4Cost: 24 XPMalkavians among the Anarchs are more common than one might think, and this power proves just how much they can offer the movement if they truly take it to heart. This power allows a Malkavian to "fold" a latent derangement into the mind of a subject and key itto manifest at a certain event. Until the event takes place, the subject is unaffected by the derangement, and it may subsequently vanish thereafter, but to the Anarchs, that's the beauty of this power. It makes the victim completely capricious and unreliable, which can be a boon if they're trying to make a case against someone's credibility.System: The player selects a derangement and rolls Manipulation + Empathy (difficulty 6 if

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

Give 'Em Hell [Guide To The Anarchs — Page159]Prerequisite: Fortitude or Potence 1, Presence 3Cost: 12 XPChampions of the Anarch cause have the power to motivate their fellows when push comes to shove and the only choice left is violent action. This power allows a Kindred to stir her allies with valor and courage in the most desperate of situations, rallying them to fight. The Anarch stands and cuts an imposing figure on the battlefield and bolsters the bravery of those following him.System: The player must be visible to those she wishes to affect, and he chooses who receives thebenefit of her display of heroism. Based on whichphysical Discipline she used as the basis of this power, (Fortitude or Potence), the character makes a display of her greatness in combat. For example, if she used Potence as the basis of this power, she might toss aside a barricade intended to block attackers. If she used Fortitude, he mightshrug off what looks like a crippling blow.

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

Guardian Vigil [Guide To The Anarchs — Page 160]Prerequisite: Auspex 1, Celerity 1, Fortitude 1Cost: 15 XPDeveloped by Anarchs posted as guards, this power allows a Kindred to maintain an aware but trancelike state of readiness, in which she's poised like a cat to react to the first sign of imminent danger.System: The player spends a Blood Point. For the duration of the night, the character cannot be surprised by conventional means as long as she stays in one place (not traversing an area longer than a few footsteps). In game terms, the character is considered to automatically have initiative for a single turn if someone acts against her or does something that she can perceive and attempt to stop. For example a character might dodge a bullet almost before her attacker fires, or she could move to intercept an intruder just as theintruder starts to dash past. The upshot is that the character becomes aware that something is about to happen to her and reacts just in time to do something about it. Supernatural effects that would cloak or otherwise protect the potential transgressor must be of a higher level than that ofany prerequisite Disciplines levels that make up of this power. That is, a character attempting to sneak past the Anarch must have an Obfuscate of level two or higher. The vigil also forestalls mundane means as well. An attempt to move

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

King Of The Hill [Guide To The Anarchs — Page 160]Prerequisite: Fortitude 2, Presence 2Cost: 12 XPA character who possesses this power cannot be knocked off her feet. Even if a stampeding animal charges her or a car runs her over, the Kindred remains rooted to the spot, adamantly refusing to yield her posture. This power was developed by a gang leader in the Anarch Free State, who is rumored to have met her Final Death after being hit by a train in an attempt to see just how far the power would protect her. Unfortunately for this Anarch, King Of The Hill doesn't confer any extra resistance to damage, it merely prevents the Kindred from being knocked aside or to the ground.System: This power is considered "always on," simply, the character cannot be knocked aside or down — she stands her ground. Whatever causedthe impact must yield instead. In most cases, this presents no problem, as the person hitting the character absorbs the stress instead. In some cases, however, this power is a downright threat to the Masquerade, as a car will rebound off the character as if it hit a telephone pole. If the impact of whatever causes the damage is so great that it kills the Kindred, this power immediately ceases to work, and her corpse (or whatever

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

Memory Rift [Guide To The Anarchs — Page 160]Prerequisite: Obfuscate 2, Presence 2Cost: 10 XPInvoking this power causes a single subject to forget the user's presence during a single scene orspecific event. The Kindred merely invokes her mystic ability to vanish from the mind's eye and then convinced the subject through force of charisma that he was never even there in the first place. The subject's memory of the Kindred's attendance at the event in question fades like fog at morning's light.System: This power works on only one subject ata time, but it may be used multiple times to alter the memories of multiple individuals. The Kindred spends a Blood Point and the player rollsCharisma + Subterfuge (difficulty equal to the subject's Willpower). If the Kindred is successful,the memory of the her participation in the event of her choice vanishes from the subject's memory. The subject often remembers the event itself, but not the participation or presence of the Kindred using this power. She may even go so faras to construct and believe "logical" courses of events, such as an individual "slipping" off a bridge when in actuality he was pushed. Note thatthe memory is still present (and may be found with certain applications of Dominate and similarpowers), but it is repressed, ignored, or otherwisecovered up subconsciously. The Kindred invoking this power must leave the subject's vicinity within five minutes of the power's use, and thereafter remain out of his sensory range forat least an hour. Failure to do so means the powerfails, possibly in the form of the memory "flooding back" to the subject's consciousness.

Retain The Quick Blood [Guide To The Anarchs — Page 161]Prerequisite: Celerity 3, Quietus 3Cost: 15 XPIn the nights of the Anarch Revolt, the Assamites had an informal alliance with the antitribu who raged against their Sires. Although few Anarchs possessed knowledge of the Assamite Discipline of Quietus, a few did, and they learned this blood-conserving technique to aid them. In the modern nights, this combination Discipline is known only to a few Anarchs, most elders or Sabbat deserters. Still, it is a powerful tool at the call of Kindred who know how to use it. Retain The Quick Blood allows a Kindred to call upon the prenatural gifts of vitae without expending them as is often required for other Disciplines.System: Any blood that the player spends on Celerity returns to her Blood Pool at the rate of one Blood Point per hour. Blood returned in this way will never exceed the character's maximum Blood Pool — if she's full at the time that anotherpoint of blood would return to his system, that Blood Point is lost, (as are any that would be returned from use on Celerity).

The Seventh Chinese Brother [Guide To The Anarchs — Page 161]Prerequisite: Celerity 2, Fortitude 5Cost: 21 XPAccording to a folk tale, there were once seven Chinese brothers, each of whom was possessed of a unique mystical ability. One of these brothers' blessings was bones of iron, which he used to prevent his head from being chopped off. This power emulates that folk tale, allowing the Kindred to harden a part of her body and speed the recuperative powers of her blood to it so as tomake it impossible to sever a limb. Those Anarchs practicing this power have intimated thatthey have most often had to protect their own heads from being severed, but that it works equally well in situations that would result in the loss of a hand, arm, leg, et cetera.System: The player spends a Willpower Point and selects an appendage (including the head andneck). The next blow that would result in that limb being lopped off is ignored utterly — it does

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no damage at all. The character may then activatethe power again, if she wishes. As long as she hasWillpower, she can protect herself. A lesser-known but still viable application of this power isto harden the flesh and bone that protects the heart. In this case, a Kindred can protect herself from being staked, at least initially. If the end of the scene comes before the disastrous blow comes, the power has no effect, but it can be invoked again during a future scene. Additionally,a character may protect only one appendage at a time in this manner.

Smiling Jack's Trick [Guide To The Anarchs — Page 161]Prerequisite: Dominate 3, Obfuscate 3Cost: 18 XPAttributed to the rogue Anarch Smiling Jack, this power causes a Kindred to confuse one Kindred with another. For a brief period, the subject consistently mistakes the user of this gift with another Kindred in the immediate vicinity. According to the story, Jack found himself caughtby a scourge and his lieutenant. Invoking this power, Jack made the scourge believe that his lieutenant was actually the Anarch and vice versa. As the scourge turned his attentions to the lieutenant, Jack escaped into the night, cackling all the while.System: The player makes a contested Manipulation + Performance roll (difficulty of the subject's Intelligence + 5, to a maximum of 10) against the subject's Wits + Subterfuge (difficulty 7). If the subject gains more successes,the power fails. If the character succeeds, the subject briefly but unfalteringly transposes the character using the power with another Kindred in her line of sight. From there on out, it's up to the character to make the best of the situation, butthe strangeness of the change usually buys enough time to escape, if not to completely change the Anarch's position. Note that this is a Dominate power, so it works only on those subjects of equal or lower Generation as the user. The duration of the power's effect is one hour - (10 times the subject's Intelligence) minutes.

Suck It Up [Guide To The Anarchs – Page 162]Prerequisite: Anarch;Cost: 9 XPThe sites of anarch conflicts are no strangers to spilled blood, and even the side that arguably wins the conflict is probably a bit thirsty after calling upon the gifts of Caine. Still, conflict attracts attention, and the last thing anarchs want is to be caught hunching over a fallen Kindred, sucking the last draughts of vitae from the beaten bodies or lapping up blood from the ground. This power allows a Kindred to simply touch a pool ofblood and draw it into herself.System: The Kindred touches a quantity of spilled blood and adds it to her blood pool. The storyteller must make a judgment call as to how much blood can be taken. Remember that one blood point is literally a tenth of the blood in the human body, about half a liter. This power doesn't"strip the ground clean," either, and some small amount is likely to stain the ground afterward.Be aware that bodies left bloodless will still attract attention as well, whether it went into the vampire through her mouth or fingertips. Kindredare advised to use this power discreetly.

Tenebrous Veil [Guide To The Anarchs – Page 162]Prerequisite: Obfuscate 1, Obtenebration 1Cost: 6 XPMany anarchs have found themselves in the wrong places at the wrong time, and often what makes the difference between being found out and being discovered is the judicious use of supernatural powers. This power, created several centuries ago by Lasombra and Malkavian anarchs, allows the Kindred to stand stock-still and avoid being seen in almost any location. As long as some shadow is present, the Kindred can bend it around his body and thereafter use that shadow to conceal himself from the minds of anyonlookers.System: No dice roll is necessary. As long as there is some shadow in the area, the Kindred canremain effectively unseen for as long as he chooses to remain motionless. This power combines the basic principles of Obtenebration and Obfuscate. It is very simple, but very

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effective.

Call Upon the Blood [V20 AU]Prerequisite: Animalism 3, Auspex 3Cost: 18 XPUsed by Anarchs to scout out the strongholds of hated enemies, this power allows the Kindred to “feel” for the Beast in the immediate vicinity. The Animalism aspect of this power attunes the Kindred to any creature that harbors a Beast, and the Auspex element allows him to interpret it and extend his senses beyond their normal limits. Doing so allows the scout to know approximatelyhow many Kindred or ghouls are in the area.System: The player spends a blood point and rolls Perception + Animal Ken. If the roll is successful, the character gains a fairly accurate impression of how many Kindred and ghouls are in close proximity. The distance to which this sense extends depends upon the successes ac- cumulated on the roll.1 success Small area: a hotel room2 successes Large area: a house3 successes Great area: a ballroom or salon4 successes Huge area: a city block5 successes Vast area: an entire estateStorytellers, note that this power calls to the Beast in all Kindred, and impressions will include the presence of Kindred and ghouls in theAnarch’s own company. Also, because it prods the Beast in beings to see if it’s there, particularlyaware Kindred and ghouls might feel their Beast awaken or recoil as the power takes effect, perhaps even alerting them to the disquieting presence. The sensory information gleaned by this power is also a bit unsettling: Inviting the Beast in so many creatures to take note is bold, tosay the least. Cainites who rely too much on provoking the Beast in others may find themselves on the verge of frenzy, as it tempts their own Beast each time they use it. A botch provokes frenzy in the vampire using this power.

The Humberside Panic [V20 AU]Prerequisite: Celerity 1, Thaumaturgy 1Cost: 6 XPThis combination Discipline allows a Kindred to grant other vampires a brief and limited access to

his own mastery of Celerity. The Kindred who possesses Thaumaturgy and Celerity spends one blood point, plus one blood point per member of his coterie to whom he wishes to grant Celerity. For one turn, each indicated member of the coterie may use that Celerity to run or take another action as if she possessed Celerity herself. Thereafter, the Thaumaturge may spend an additional point per character per turn to continue granting the benefit. The Thaumaturge can communicate any degree of mastery of Celerity she possesses using this power, but must pay all related costs for it for each Kindred to whom she extends it.The drawbacks of this combination Discipline arefairly limiting, however. The vampire using this Discipline must have tasted the vitae of any individual to whom she wishes to extend the benefits, and she must pay the vitae cost for each turn extending the Celerity benefits to other Kindred. Note that the per-turn blood point expenditures dictated by the character’s generation apply to spending blood in this way. Those benefiting from the power must be within sight of the Kindred invoking the power, and must be vampires (not mortals, ghouls, or other supernatural creatures).This Discipline was originally developed to allowa pack of English Anarchs to flee the site after ambushing a Malkavian Primogen, but it has alsobeen used by other packs to more aggressive ends. Because of its utility, it’s one of the most popular and widely used combination Disciplines among Anarch coteries.

Internet Famous [V20 AU]Prerequisite: Presence 4, Thaumaturgy 4Cost: 30 XPAccording to one rumor, a French Toreador Anarch who calls herself Cadavre Exquis has developed a combination Discipline that allows her to use Presence and the Path of Technomancyto effect a mass Summoning through her social media accounts. She apparently can issue a command for all of her followers to come to a particular location and participate in a protest, a riot, or even just a flash mob, with each recipient affected as if she had personally targeted him

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with Summon. Cadavre Exquis is also rumored tobe the subject of a blood hunt across several non-Anarch domains, probably for having embarrassed some august Kindred with this power.This power works as does the Presence power Summon (see V20, p. 195), but the roll to activate the power uses Charisma + Computer at a difficulty of 8, However, in addition to a blood point, the player must spend a Willpower point and issue the Summon via social media. The power affects every one of the Kindred’s followers on social media accounts — it is not subtle or selective. Any individual who recognizes what is happening can spend a Willpower point to ignore the Summon, but mortals likely have no idea what’s going on whenthey receive such a Summon (and neither do many Kindred, especially those not well-versed in social media). Note that the individual does nothave to be currently accessing social media to feel the Summon, as this power draws on the sympathetic connection drawn by establishing theonline relationship or even simply following the vampire’s account.

Quickshift [V20 AU]Prerequisite: Protean 4, Vicissitude 2Cost: 21 XPThis power allows a vampire to invoke a Protean transformation into the form of a beast in response to the actions of an aggressor. Any time the vampire suffers any form of hostile action, such as an attack, being made the target of a Discipline, or even being surprised, the Kindred may spend four blood points and instantly transform into the shape of a beast. This does not require the Kindred’s action for the next turn, which is the benefit of the power. Alternatively, the Kindred may spend the blood points at the beginning of a scene in which he plans to use Quickshift (for those Kindred of generations too high to spend four blood points in one turn); at any point thereafter that scene, he may activate the power at no additional cost. If the Kindred doesn’t use that power in that scene, the blood points are simply lost.

Remote Access Buffer [V20 AU]Prerequisite: Thaumaturgy 5, SpecialCost: 30 XPUsing this versatile Thaumaturgy power, a Kindred can create a temporary version of certainother Discipline powers he possesses and transmit it (via file attachment, text e-mails, text message, private social media message, or any other user-to-user delivery method of a personal computer or device). These “data Disciplines” serve as a form of digital amulet, transferring the ability to use the encoded power one single time to a proxy. After the proxy uses the power, the message or file containing the amulet and all instances of it (duplicate copies, messages stored on servers, etc.) delete themselves, leaving no record of their existence.The vampire creating the buffer can do so for anylevel of the following Disciplines he has mastered: Auspex, Chimerstry, Dementation, Dominate, Obfuscate, and Presence.Some Anarchs fear that this power may have unforeseen side effects. They worry that the power is actually a Trojan horse, allowing for the “remote access” use of the power they don’t have, while also exposing them to a hidden application of a different Discipline — likely Dominate, given the Tremere acumen with it. They note that the pioneer of the Path of Technomancy, Masika St. John, has no formal connection to the Anarch Movement. These Anarchs don’t want to risk becoming Tremere sleeper agents. What if the power allows the original “programmer” to activate, through cleverobscured Conditioning, an impulse that allows the Kindred to remotely Dominate them? Of course, other Anarchs consider all of this paranoid fear-mongering — which is itself wholly apropos to the Jyhad. After all, why can’t this power be used to buffer Thaumaturgy? And what will happen once some enterprising individual finds a way to hack the file degradation process, allowing the file to be copied and backed up with no loss once it’s activated?The very idea of this power terrifies elders and members of other sects. What if the Anarchs havewhole servers or e-mail accounts out there full of

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these buffered powers, and all it takes is a smartphone to call them down inside the domain?With such fears in mind, many tyrants swiftly repress or punish those whom they know to have the ability to encode Disciplines in this manner. It’s a disaster waiting to happen, and probably a Masquerade breach under any sensible interpretation of the Tradition.Over the course of a scene, the Kindred creating the buffer pays the costs for whatever individual power he wishes to buffer, plus one blood point per level of that power squared in order to suspend the effect. So, for example, a fourth-levelpower would cost whatever it normally costs to activate the power, plus 16 blood points to store. However, because the Kindred creates the buffered power over the course of the scene, the amount of blood he can spend per turn isn’t important (though access to that much blood is).The Kindred sends the buffered power via some digital format, such as e-mail or a text message. He can even send it to multiple individuals or share it on a server, but the power will work only for the first proxy to invoke it, and then delete itself as normal. Thereafter, so long as the proxy has a device or computer on his person that contains the buffered power, he can invoke it. The device or computer doesn't even have to be on or running an application that can view it, it simply needs to be in memory or storage. This does mean that a Kindred would have to copy it to a local drive from a cloud, though. Simple access to the file on the cloud isn't enough. Still, that's a very minor distinction, but one that can prove critical in a WiFi dead zone.Only Kindred may be proxies, even though others may see the file and its contents (though it’s not evident what the file actually includes or performs — it’s raw data).The proxy makes any dice rolls for the buffered power using her own Traits as a basis when she invokes the power.

Retain the Quick Blood [V20 AU]Prerequisite: Celerity 3, Quietus 3 or Protean 3Cost: 15 XPIn the nights of the Anarch Revolt, the Assamites

had an informal alliance with the antitribu who raged against their sires. Although few Anarchs possessed knowledge of the Assamite Discipline of Quietus, a few did, and they learned this blood-conserving technique to aid them. In the modern nights, this combination Discipline has spread quickly among the Anarchs, and has been adapted to the more-common Protean Discipline. Retain the Quick Blood allows a Kindred to call upon the preternatural gifts of vitae without expending them.System: Any blood that the player spends on Celerity returns to her blood pool at the rate of one blood point per hour. Blood returned in this way will never exceed the character's maximum blood pool if he's full at the time that another point of blood would return to his system, that blood point is lost (as are any others that would be returned from the use of Celerity).

Slenderman [V20 AU]Prerequisite: Auspex 3, Obfuscate 2Cost: 15 XPWhen a Kindred with this power knows he's having his picture taken, he can cause a brief burst of occult energy to obscure his appearance in the photograph. This causes the image of the Kindred to appear only as a nondescript humanoid figure in his exact location when the photograph is taken, without any of the distinct characteristics of the individual. The Kindred may do this in reaction to having his photograph taken, and doing so is reflexive; he doesn't need to spend an action performing the power. Using this combination Discipline costs one blood point, which the Kindred may spend the instant he knows he's having his picture taken. This power cannot be used to alter his appearance in an existing photograph, however.A Kindred may also use this power to obscure himself in an ongoing recording, such as being videotaped or recorded on a webcam. The Kindred must invoke the power on the turn in which the recording first begins, and must continue paying the blood point cost for each turnduring which he’s being recorded. The Kindred activating this power doesn’t have to spend vitae the whole time, but that portion of the video will

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reveal his identity.

Stonesight [V20 AU]Prerequisite: Auspex 1, Visceratika 1Cost: 3 XPThis power allows the Kindred to see through a stone surface as if it were glass. The stone doesn’t actually become glass, however, so whatever’s on the other side of the stone won’t beable to see the Kindred. This power affects a three-foot by three-foot area of stone, to a depth of up to three feet. This effect lasts for one full scene, and costs one blood point to activate.Suck It Up (Animalism 1, Protean 2), (V20 AU)Cost: 9 XPThe sites of Anarch conflicts are often slick with spilled blood, and even the side that arguably wins the conflict is probably ravenous after calling upon the gifts of Caine. Still, conflict attracts attention, and the last thing Anarchs want is to be caught hunched over, sucking the last draughts of vitae from the beaten bodies or lapping up blood from the ground. This power allows the Kindred to simply touch a pool of blood and draw it into herself.Of course, bodies left bloodless will still attract attention , regardless of whether it went into the vampire through her mouth or fingertips. Kindredare advised to use this power discreetly.System: The Kindred touches a quantity of spilled blood and adds it to her blood pool, up to her maximum. This power will, in fact, “strip the ground clean,” and only if the Kindred chooses not to take every available drop will some amount remain to stain the ground afterward.

Tenebrous Veil [V20 AU]Prerequisite: Obfuscate 1, Obtenebration 1Cost: 6 XPMany Anarchs have found themselves in the wrong place at the wrong time, and often what makes the difference between being found out and being discovered is the judicious use of supernatural powers. This power, created several centuries ago by Lasombra and Malkavian Anarchs, allows the Kindred to stand stock-still and avoid being seen in almost any location. As long as some shadow is present, the Kindred can

bend it around his body and thereafter use that shadow to conceal himself from the minds of anyonlookers.System: No dice roll is necessary. As long as a square foot or more of shadow is present in the area, the Kindred can remain effectively unseen for as long as he chooses to remain motionless. This power combines the basic principles of Obtenebration and Obfuscate. It is very simple, but very effective.

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SabbatBody Armory [Guide To The Sabbat — Page 123]Prerequisite: Protean 3, Vicissitude 3Cost: 20 XPThis power enables the vampire to form wicked weapons from her own body. The vampire may create sword blades, axes, and even spiked mauls, and these weapons do terrible damage to their targets. Many Tzimisce make sword-arms and knife-bladed knuckles and the like, but more dramatic implementations are possible.System: This power costs two Blood Points per weapon crafted (though larger weapons like two-handed swords and great axes cost four), and the player must roll Dexterity + Body Crafts (difficulty 7). Weapons created in this manner cause aggravated damage (from the Protean Discipline); lesser weapons that do only lethal damage may be created using Fleshcraft and Bonecraft.

Circumspect Revelation [Caine's Chosen: The Black Hand — Page 75]Prerequisite: Black Hand member, Celerity 1, Odfuscate 3 or Vicissitude 2Cost: 12 XPThis fairly common secret allows Hand members to quickly and selectively drop any Obfuscate or Vicissitude they may be using to cover their crescent moon tattoos, revealing their status as one of Caine's Chosen to a chosen target within sight — and to that target only. Any and all other onlookers will see nothing out of the ordinary take place, even if staring directly at the user of this power. This power is for Black Hand members only.System: The user of the poser spends a Blood Point and chooses a target within line of sight. At that moment, whatever magic that conceals the mark from public view drops, but only to the senses of the target of the power. To the chosen target, a brief "moment outside a moment" occurs, wherein he has ample time to see the

mark for what it is before the power ends and time catches up to both user and target. To all others, the user simply stands there motionless during this time. Only those with Auspex ratings of four or higher will even have a chance to see that something supernaturally fast is occurring under their noses. Even then, the maneuver is so fast that only someone staring directly at the user's hand during the brief period the mark is exposed could even possibly see it for what it is.

Flesh of Wind and Water [Archons and Templars — Page 141]Prerequisite: Celerity 2, Vicissitude 3Cost: 16 XPUnder normal conditions, a Tzimisce (or other user of vicissitude) who seeks to reshape his own form must take the time to mold his features and limbs into the desired shape. This makes it difficult to adapt to changing situations, such as the chaos of combat or the need for sudden disguise. Flesh of Wind and Water (so named because of the rippling effect seen in the fleshs it operates) allows the Tzimisce to make those alterations allowed by the first three levels of Vicissitude almost instantly (each use of the power takes but a single turn) without the need tophysically sculpt the alterations. This power can be used on the Cainite wielding the power only; if he wishes to alter someone else, he must do so at the normal rate and with the normal methods. This power is unknown outside the Sabbat.System: The player spends two Blood Points each time this power is invoked, and must make all standard rolls required for the use of Vicissitude. He may use only a single Vicissitude power per use of Flesh of Wind and Water. Thus, if he wanted to use both Fleshcraft and Bonecraft on himself, he would have to use Flesh of Wind and Water twice, requiring a total of four Blood Points, two rolls, and two turns.

Instantaneous Transformation [Archons and Templars — Page 143]Prerequisite: Celerity 2, Protean 5 or Obtenebration 5Cost: 24 XPAlmost exclusive to the Templars (a handful of

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Archons have learned this power, but they are exceptionally rare), Instantaneous Transformationallows the character to undergo a shifting of shape (either Tenebrous Form, Shape of the Beast, or Mist Form) in a single turn for the normal expenditure of blood.System: The character must roll Stamina + Survival (difficulty 7) and spend the normal cost associated with the shift (one Blood Point for Shape of the Beast or Mist Form, three for tenebrous Form). If the roll is successful, the change takes only a single turn, rather than the three normally demanded. Failure indicates that the shift takes the standard three turns, and a botch means that the blood was spent but the power does not take effect. If the character wishes to use this power for both Obtenebration and Protean, she must buy it twice, once for each Discipline. This power could conceivably be purchased with other shape-shifting Disciplines (such as Serpentis) at the Storyteller's prerogative.

Iron Facade [Archons and Templars — Page 140]Prerequisite: Fortitude 1, Obfuscate 3Cost: 10 XPBattles are often won not by the strength or weaponry of the combatants, but in the psychology of war. The appearance of invulnerability is often sufficient to unsettle or even rout a superior foe. With this power, the Archon or Templar creates just such an appearance, seeming to shrug off heavy or even near-crippling blows like so much water. This power is most commonly found among Archons, but its use among Templars is not unknown.System: The player rolls Manipulation + Subterfuge (difficulty 6). If successful, the character appears to be unwounded and functioning at full capacity regardless of how badly injured he actually is. This power does not actually heal wounds or reduce dice-pool penalties; it simply appears to do so, making it impossible for the enemy to judge the character's true state. The power lasts for a scene or until the character reaches the Incapacitated health level. Avampire with Auspex can see through this power

if her Auspex exceeds the character's Obfuscate.

Lessons in the Steel [Caine's Chosen: The Black Hand — Page 76]Prerequisite: Black Hand member, Auspex 1, Fortitude 3Cost: 15 XPFor many brave Hand members, the words of Nietzsche are words of wisdom: Whatever doesn't kill us makes us stronger. Some take this idea to a cunning if fanatical extreme, developingthe mystical ability to determine the relative strengths and weaknesses of an opponent by willingly suffering the enemies blows. Knowledge is power, and any such Cainite wounded in this way is now gifted with power that may then be used against her enemy. This power is for Black Hand members only.System: In order to invoke this power, he character must first suffer an attack from an opponent that successfully inflicts a minimum of one health level of damage of any kind. Upon taking this wound, the character's player rolls Stamina + Occult (difficulty of the attacker's Willpower). Each success on this roll allows her to uncover one piece of information about the attacker's martial capabilities, starting with the most relevant.

Masque of Judas [Caine's Chosen: The Black Hand — Page 76]Prerequisite: Black Hand member, Auspex 4, Obfuscate 3Cost: 20 XPThis insidious power allows the user to peel back an opponent's mind and take from it the image of someone the target loves or, failing that, someonefor whom he cares deeply. The image found therein then transfers onto the user. Sadistic removers use this power to destroy opponents using the face of their own loved ones. This has the effect of shaking an opponent's confidence, sometimes so completely that he is too horrified to act at all for a time. As the user has no choice but to immediately adopt whatever likeness is found in a target's mind, this power must be used carefully outside of combat situations. This power is for members of the Black Hand only.

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System: The chosen target must be within sight of the user for this power to work. The character'splayer spends a Blood Point and rolls Manipulation + Performance (difficulty of the target's Willpower). With even one success, the image is pulled from the target's mind and instantly adopted by the user of this power. Beingattacked is so jarring that the target must immediately roll Willpower (difficulty 6) or suffer a difficulty penalty equal to the number of successes the player achieved on her activation roll, for a like number of turns, on any actions taken against the user. Each success on the target's Willpower roll reduces this penalty (and the effect's duration) by one. Utter failure results in the loss of a full turn's actions as he stands helpless before the image of his loved one. In thisevent, all subsequent actions taken against the image of the loved one for the rest of the scene are made at a difficulty of 10. The target may spend Willpower on any given turn to reduce these penalties. The masque itself is temporary, lasting for only one turn per success rolled.

Mortal Terror [Archons & Templars – Page 142]Prerequisite: Animalism 3, Presence 2Cost: 18 XPWhile the power of Quell the Beast is certainly useful if you're trying to soothe or quiet someone,sometimes you need something a bit more dramatic. Mortal Terror focuses the power of Dread Gaze directly on another Kindred's Beast, bypassing the conscious mind entirely. This can potentially drive a vampire into immediate Rötschreck. This power is available to both archons and templars.System: The character must either touch her target or make eye contact, and the player must succeed in a contested roll (Charisma + Intimidation vs the target's Willpower, both difficulty 7) . If the character accumulates more successes than the victim has dots of Courage, the power takes effect and Rötschreck overwhelms the victim. The victim may begin making Courage rolls in an attempt to fight off Rötschreck starting the next turn. Until he accumulates five successes, he will continue to

flee from the character by the fastest and most direct route.Invoking this power spuriously is dangerous. Should the character botch the roll to invoke the power, the victim must immediately roll Self-Control to resist frenzy, rather than Rötschreck.

Name Of The Fallen [Archons & Templars – Page 140]Prerequisite: Auspex 3, Thaumaturgy 1Cost: 10 XPName of the Fallen could likely be made to function with Necromancy in place of Thaumaturgy at the Storyteller's discretion. Because few archons or templars have access to this Discipline, however, this is not a standard technique.System: The player must spend a blood point androll Perception + Empathy ; the difficulty depends on whether the subject was mortal or vampire, as well as on the length of time since hedied. The character must have in her possession at least a small piece of the corpse, though something as tiny as a finger bone or even the ashes of a Kindred who has suffered Final Death will suffice. If the roll fails, that character may not try to identify that particular subject again unless she can find a new sample of the body. If the roll indicates a botch, the character receives false information. The knowledge granted by this power appears instantly; the character falls into no "trance" such as that experienced when using the Auspex power of Spirit's Touch.The Kindred with this power may identify a deceased person, Kindred or kine, simply by handling a piece of the corpse.

Quicken Sight [Archons & Templars – Page 140]Prerequisite: Auspex 1, Celerity 2Cost: 9 XPThe hand is not quicker than the eye when the eye belongs to an archon or templar with this power. Quicken Sight allows the character to see fast-moving objects in detail that even Heightened Senses alone cannot reveal. A character with this power can focus on and follow a single card while the deck is shuffled,

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track the single loaded chamber in a game of Russian roulette, read the headlines on a newspaper as he drives past the newsstand at 60 mph or even pick out subliminal images in film .System: The player spends one blood point to activate this power, which lasts for a scene. Any time the character wishes to see, follow or examine something that is moving too quickly fornormal observation, the player must make a Wits + Alertness roll (difficulty based on how quickly the item is moving, but normally 6 or 7). Even one success allows the character to observe the item, though more successes bring greater detail and clarity.Time since death

Difficulty if Kindred

Difficulty if kine

Less than 24 hours

4 4

One day to one week

6 4

Less than one month

7 6

Less than six months

8 6

Less than one year

10 6

Less than ten years

10 * 7

Less than one century

10 ** 8

Greater than one century

N/A 10

* Discerning the origin of a corpse-portion this old requires three successes.** Discerning the origin of a corpse-portion this old requires five successes.

Random Patterns [Archons & Templars – Page 141]Prerequisite: Auspex 2, Dementation 2Cost: 14 XPDeveloped by Malkavian templars but slowly increasing in usage among archons as well, Random Patterns allows the character to anticipate an opponent's next move in time to counter it. Blows can be blocked or avoided before they're even thrown, pursuit can be cut off and bluffs can be called . The power doesn't

allow the character to see into the future per se, so much as it reads the patterns in the chaos and random chance that surround the target and allows the Kindred to determine his next move based on previous actions and lines of probability.System: The player spends a blood point and rolls Perception + Empathy (or Awareness, if you're using that optional Talent), against a difficulty of 5 to 7, determined by the Storyteller's assessment of how predictable the opponent is based on his nature. For instance, a character with a Nature of Curmudgeon or Perfectionist is probably fairly predictable and thus difficulty 5, while a Nature of Deviant or Monster is probably less predictable and thus difficulty 7. The difficulty can be further modified by derangements. If the roll succeeds, the character adds a number of automatic successes to his next action equal to the number of successes on the Random Patterns roll. This action must be a contested or combat-related roll against the target. For example, the bonus could be applied to pursuit, melee or dodge, but not to the activation of a Discipline.

Shape Of All Beasts [Mexico City By Night – Page 114]Prerequisite: Protean 4, Vicissitude 3Cost: 24 XPCainites with the Protean power of Shape of the Beast can take their choice of two animal forms in a matter of seconds. Cainites with Vicissitude can reshape their bodies into the form of any animal of the same mass, given time and enough vitae to power the Discipline. A Cainite with both– and some knowledge of zoology and comparative anatomy – can learn to take the formof any animal between the size of a tiger and a rabbit. They can also force other beings into animal form.As with Shape of the Beast, the transformed Cainite retains her psyche but can use the natural abilities of her animal form: Keener senses, flight, rapid swimming, or even venom (but no more lethal than would be normal for the species).System: Changing form costs one blood point

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

Brace For Impact [Mexico City By Night – Page 115]Prerequisite: Fortitude 4, Potence 2Cost: 21 XPA Cainite who possesses both the unnatural strength of Potence and the supernatural toughness of Fortitude can learn to apply that strength to resisting some forms of damage. The power does nor help against normal combat damage such as fists, bullets or blades. It does notgrant extra protection against fire, electricity, sunlight or other energy-based sources of damage. The power only helps the character soakphysical impacts that affect the entire body: Falling damage, car crashes, explosions, or being struck with very large objects. The character mustalso expect the impact, so he can brace against it.System: A character with this power can

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

Sympathetic Encryptor [Caine's Chosen: The Black Hand – Page 76]Prerequisite: Black Hand member, Auspex 4. Art of Memory 2 (This is an alternate Knowledge)Cost: 20 XPA number of strong powers have developed as a result of the Hand's facility with the Art of Memory, this being the most prevalent one. Using a combination of Disciplines and cerebral training, the character can reach out with his mind and pull information from someone else's thoughts, storing that data symbolically without ever knowing what it is or means. In this way, theuser can only convey the stolen or stored information to someone who understands (or has previously decided upon) the symbology used to accomplish the task . This creates, in effect, a completely impenetrable courier system, as the user of the power himself cannot divulge the stolen information even should he desire to do so.System: The user rolls Intelligence + Subterfuge (difficulty of the target's Willpower). For each success rolled, one fact or piece of information is plucked from the target's mind and instantly converted to symbolic code via the Art of Memory. Truly deep secrets may be recovered only with five successes or more, and even then, only one such secret can be discovered per use (though this is often more than enough). If plucking information from the mind of a supernatural creature, the character must spend a Willpower point for the effort.The only drawback to this power is that the user has no idea whether or not the information he hasstolen is of any import whatsoever. Because of this, many of those who develop this power will likewise simultaneously develop their instinct for

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when best to use the power. The best come to recognize on an almost subconscious level when the most opportune moments to reach out will arise.

InconnuCorpse Projection [Lair Of The Hidden – Page140]Prerequisite: Auspex 5, Necromancy (Mortis Path) 5Cost: 30 XPIn addition to raising zombies using her blood, a vampire can also animate corpses from a great distance and possess the reanimated body. Such zombie possession requires a great effort of will and a Cappadocian can occupy the body for only a single night, but it grants the vampire priestess a limited power to act beyond.The vampire can use the power in two ways. She can send out her astral form normally, (see the Auspex power of Astral Projection), look around for a corpse and possess it. Although this is more controllable, the astral form's normal "speed limit" of about 1,000 miles per hour renders journeys to other continents more time-consuming than the Cappadocian sometimes likes. The vampire can also try to hurl her astral form instantly around the world, and possess a cadaver at random. This is quicker, but hard to target: The vampire counts herself lucky even to reach the right state or province.System: Animating and possessing a cadaver while astral costs the vampire a point of Willpower. If the Cappadocian has already used Astral Projection to reach her destination, the Storyteller does not need to make another dice roll to see if the possession succeeds. If the vampire attempts an instant leap, roll her Perception + Occult. The difficulty ranges from 7to 10, depending on how well the vampire knowsher destination. Her old temple in Thrace would be difficulty 7; a location the Cappadocian knew only from an atlas would be difficulty 10. The number of successes determines how close the vampire comes to her desired location:Successes Effect

BotchLost in the astral plane, just as with an Astral Projection botch.

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FailureThe power fails and the Willpower point was wasted.

1A few hundred miles from the target location.

2In the right state or province; within 20 to 50 miles.

310 to 20 miles from the desired location.

4In the right city; within three miles.

5In the correct neighborhood; within a mile or less.

The Storyteller should also consider access to corpses that have not rotted to useless dust and bones. For instance, the vampire could not leap toan ocean liner unless she knew it carried a body. Most urban areas, though, supply the Cappadocian with plenty of mortuaries and graveyards. If the vampire attempts a rapid jump,though, she cannot control which body she occupies. She might find herself in a cadaver, in acoffin or crypt too sturdy to escape.The possession ends when the sun rises at the location of the possessed zombie. The vampire can also end the possession at will and flash backto her body. The zombie instantly collapses as a normal cadaver. While the vampire possesses a cadaver, her own body remains in torpor.

Psychic Double [Lair Of The Hidden – Page 140]Prerequisite: Auspex 4, Obfuscate 3Cost: 24 XPAstral projection has the annoying limit that the vampire's disembodied mind cannot affect the material world, and even the faintest visible manifestation requires great effort. Through this combination power, a vampire still cannot affect material objects – but she can make other people imagine that they see and speak to her.System: Projecting a Psychic Double costs one Willpower point. As with Astral Projection, the vampire picks a target somewhere in the world and hopes he projects to the right place. Arriving at the desired location depends on a Perception + Occult roll, with the difficulty set by how well the vampire knows the target location. A familiar

location not too far away is difficulty 7; a place on the other side of the world that the vampire merely read about is difficulty 10. A botch on thisroll indicates getting lost, and maybe even breaking the silver cord back to the vampire's body. Evoking a psychic image with his own appearance automatically succeeds. Appearing assomeone else calls for a Manipulation + Perfomance roll (difficulty 7), just as for Mask ofa Thousand Faces.A character with Psychic Double does not have toproject a visible image. The vampire can make his image appear and disappear at will, with no further expenditure of Willpower. Each time he manifests a disguised appearance, however, the Storyteller must re-roll the vampire's Manipulation + Performance.Although Psychic Doubles cannot exert any physical force, a vampire with this power can project certain other Disciplines through his astral form. Since Animalism, other Auspex powers, Dementation, Dominate, other Obfuscatepowers and Presence have entirely mental effects,a vampire can use them freely while astral. Obtenebration works, since the dark force evokedby the Discipline is not actually physical either. An astral vampire can thus affect physical objectsindirectly using Arms of the Abyss. A Psychic Double can also employ the non-physical powers of Valeren or Obeah.The Storyteller should brush up on both Astral Projection and Mask of a Thousand Faces before introducing the astral Demetrius to the chronicle, as the systems for both powers apply to the combination.

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AssamiteBaal’s Sight (V20 Lore of the Clans)Prerequisite: Auspex 2, Quietus 4Cost: 18 XPOft times, the demon hunters of the sorcerer castelack the time to activate the spiritual sight associated with Baal's Caress. This power removes the requirement that they do so. System: Upon learning this power, the sorcerer gains the permanent ability to see dematerialized spirits and the like. There is no roll and no cost for doing so, and this counts as part of the requirement for the sorcerer version of Taste of Death (p. XX). However, the power permanently alters the sorcerer’s eyes, rendering them disturbingly bloodshot as if he had a permanent infection in both eyes. In addition, any spirit in the sorcerer’s presence will intuitively sense that he can see them, which some spirits find offensive.

Draught of the Soul (V20 Lore of the Clans)Prerequisite: Auspex 4, Quietus 5Cost: 27 XPThis power is largely a relic of the days before the Tremere Curse. While many Assamite elders still know it, Draught of the Soul is useless to those who cannot drink the blood of other Cainites. The antitribu can still make use of it, however, and if the Tremere Curse is ever lifted, all Assamites will have the potential to drink the memories of their victims instead of just their souls. System: This power can only be used when an Assamite commits diablerie. The player spends a number of Willpower points equal to the victim's Intelligence and then rolls Willpower (difficulty equal to the victim's permanent Willpower plus one for every Derangement she had; maximum 9). If the roll is successful, the player gains one experience point for every Skill in which the victim’s rating was equal to or greater than that ofthe character. The bonus experience points can

only be spent to improve Skills in which the victim’s rating equaled or exceeded that of the Assamite. These experience points should be keptin a separate pool. At the Storyteller’s discretion, the character may also be able to access specific memories of the victim, usually while in a dreamlike state. If the player’s roll botches, the character gains a permanent derangement, usually one previously held by the victim if appropriate.

Eyes of Alamut (V20 Lore of the Clans)Prerequisite: Auspex 4, Quietus 3Cost: 21 XPThis power allows for a most cunning surveillance. The Assamite must touch the target to activate the power. If successful, then for the next hour per success, she can see through the target’s eyes and hear through his ears. System: To activate Eyes of Alamut, the player must spend a Willpower point and roll Perception+ Awareness (difficulty is target’s current Willpower). This power can only be used to scry on someone who the Assamite has physically touched, and the connection only lasts for an hour. A target who also has Telepathy (Auspex ●●●●) may notice the fact that someone is ridinghis senses with a successful Perception + Occult roll (difficulty 6). Such a character automatically realizes the intrusion if the Assamite uses Command From Afar and the control attempt is unsuccessful.

Eyes of Blades (V20 Lore of the Clans)Prerequisite: Auspex 2, Quietus 3Cost: 15 XPThe Assamite can use her preternatural speed to evade or parry a flurry of attacks.System: At the start of the character’s combat turn, the player spends two blood points and one Willpower point. This counts as activating Celerity for a turn. During this turn, the character may take no action other than self-defense, but she can defend herself with her full dice pool (whether dodging or parrying) against every attack made against her on that turn.

Forced March [Clanbook: Assamite Rev —

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Page 71]Prerequisite: Celerity 2, Fortitude 2Cost: 12 XPThis focused application of superhuman speed and endurance has gradually fallen out of favor inthe modern era, as aircraft and automobiles bridge distances in a single night that would take a man on foot a week or more to traverse. Still, inthe desert nations that the Clan claims as its center of power, modern transportation is neither available on a regular basis nor reliable when its present. Many Elder Cainites also prefer their own two feet to any noisy, reeking mechanical contraption, so Forced March still finds use.System: Forced March may be used whenever the character is moving on foot for a protracted period of time. In effect, it allows continuous rapid movement without the devastatingly exhausting effects of combat Celerity use. At the beginning of each hour of steady travel, the player spends a number of Blood Points equal to the character's Celerity rating. The character's overland movement rate (normal human movement rate over most relatively flat terrain can be assumed to be 4 miles per hour, reduced by rough ground or poor weather) is multiplied by her Celerity rating. This bonus remains in effect only so long as the character is constantly moving, with no more than a minute's pause eachhour — anything longer than dropping off a lettermakes her lose momentum. Forced March may be used for a maximum number of hours each night equal to the character's Fortitude rating. It isof absolutely no benefit in combat situations.

Honeyed Words (V20 Lore of the Clans)Prerequisite: Auspex 2, Presence 1Cost: 9 XPThe viziers are preternaturally skillful at telling their listeners what they want to hear. So skillful, in fact, that a vizier sometimes doesn’t even need to know what he’s talking about. This power assures the vizier that, no matter what words tumble out of his mouth, they are always the perfect response.System: The player must roll Manipulation + Expression (difficulty 6). For the remainder of the scene, the difficulty for all rolls to persuade,

manipulate, or interrogate a single target through mundane conversation are reduced by the numberof successes rolled to a minimum of 4. Additionally, the Storyteller (or player if this power is used against a player’s character) must advise the vizier’s player if the vizier is in dangerof saying anything that might offend, confuse, or worry the target. It is possible to use this power to baffle someone with highly technical jargon that the vizier himself doesn’t understand at all.

Shadow Feint [Clanbook: Assamite Rev — Page 72]Prerequisite: Celerity 2, Obfuscate 2Cost: 14 XPThe way of the assassin is deception, not direct confrontation. However, even the most straightforward members of the warrior caste acknowledge the utility of misdirection in combat. This technique allows its wielder to slowher enemies' perceptions of her, leaving their image of her a fraction of a second behind her actual physical location. This makes the fighters' moves virtually impossible for an opponent to anticipate, allowing her to strike with little fear ofreprisal.System: The player spends a Blood Point at the beginning of a turn in which the character's Celerity is active, and the character's first action for the turn must be evasive movement. For the rest of the turn, all attack rolls made against the character have their difficulty increased by 2, to amaximum of 10. This power is considered an Obfuscate power for purposes of negation. An observer with sufficient Auspex is immune to it, as is one viewing his target through a video camera or other electronic intermediary.

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

Command the Wary Beast (V20 Lore of the Clans) Prerequisite: Animalism 2, Presence 3Cost: 15 XPThe Brujah bolsters his influence over animals with his natural charisma to make animals flee in terror or, in the case of animals under his control, remain calm in the face of frightening circumstances. System: The player spends 1 Willpower point and rolls Manipulation + Animal Ken (difficulty 7). Hostile unled animals must flee. Animals under the control of an enemy will not necessarily flee, but the difficulty of all control

rolls increases by 3. Conversely, animals that are friendly to the Brujah or his allies will become more compliant, with the difficulty of all control rolls reduced by 2.

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

Esprit de Corps (V20 Lore of the Clans)Prerequisite: Potence 4, Presence 4Cost: 24 XP The power of the Brujah to raise a mob or even an army is not to be ignored. Those inspired by the vampire’s use of this power fight fearlessly and ferociously. System: The player rolls Charisma + Leadership (difficulty 7). Any opposing force that attempts tointimidate (whether supernaturally or no) those affected by Esprit de Corps find that the difficultyof such attempts increases by 2. The number of successes determines the maximum size of the crowd to be affected. 1 Success One person 2 Successes Two people 3 Successes Six people 4 Successes 20 people 5 Successes All allies in the immediate vicinity

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(whether a battle group or everyone in a large room) In addition, for every two successes rolled, each affected person acquires the equivalent of one dotof Potence for the duration of the scene, up to a maximum of three dots. This benefit applies regardless of whether the affected person is a mortal, ghoul, or vampire — since mortals cannotspend blood points, they can only use the “passive” effects of Potence (see V20, p. 192).

Iron Heart (V20 Lore of the Clans) Prerequisite: Potence 3, Presence 3Cost: 18 XP Common among Individualists who quest for self-control, Iron Heart fortifies the Brujah against supernatural powers that affect her emotions, her self-control, or her reason (including Dominate, Dementation, and Presence), while also allowing her to inspire others to resist such manipulations themselves. System: This power has two effects. First, a Brujah who has acquired this power permanently increases the difficulty of all attempts to manipulate her through supernatural means (whether Disciplines or other magic) by 2, to a maximum of 9. Against unrolled supernatural effects (such as Majesty), the Brujah instead reduces the difficulty of any relevant resistance rolls by 2. This aspect of the power is always active. Second, if the player spends a Willpower point while the character actively persuades another to resist such effects, the difficulty of any such supernatural manipulation increases by 1 (or the difficulty of the character’s resistance roll against unrolled effects is reduced by 1).

Leaps and Bounds (V20 Lore of the Clans) Prerequisite: Potence 2, Celerity 2Cost: 12 XP Through this intersection of strength, speed, and will, the Brujah can leap amazing distances, whether to evade foes or flee a burning building. System: The Brujah multiplies all vertical and horizontal jumping distances by the lesser of her Celerity or Potence (see the rules for jumping in V20, p. 260). The player does not need to roll

anything to make the jump but, at the Storyteller’s discretion, may need to roll Dexterity + Athletics (difficulty 4) to land safely depending on the environment.

Reluctant Performance Artist (V20 Lore of theClans) Prerequisite: Dominate 3, Presence 3Cost: 18 XPPopular among the Situationists, this power not only lets the Brujah transform a mortal into an unwilling performer, it transforms other mortals into a captive audience. Other, less artistic Brujahwho learn this power find it useful as a distraction to cover for their clandestine activities.System: The player adds one Willpower point to the cost of using Mesmerize on a mortal who the Brujah the commands to perform some action in a public place. For Situationists, this action is typically something absurd or otherwise bizarre, consistent with modern performance art. Theoretically, however, the Brujah could command the mortal to do anything, such as start an argument with someone else or commit an act of public vandalism.Other mortals who observe the performer and whose current Willpower ratings do not exceed the successes rolled by the Brujah are powerless to do anything except watch attentively. If the performer does something dangerous or illegal, treat each audience member’s Willpower as if it were 1 higher. If the performer attacks anyone in the audience, treat each audience member’s Willpower as if it were 3 higher.If the performance is completed without interruption, affected audience members will move on and either forget about the performer’s actions or rationalize the events as being part of an artistic performance (no matter how odd the scene). Whether a particular mortal thinks the performance is any good will probably depend onher appreciation for performance art.

Pulse Of Undeath [Clanbook: Brujah Rev — Page 66]Prerequisite: Auspex 1, Potence 3Cost: 6 XP

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By focusing her heightened awareness and physical prowess, a Kindred can "feel" for which of the physical gifts of Caine another Kindred may have learned. Potence manifests as a vibration of the muscles, Fortitude generates a cold rigidity in the body and Celerity causes a brief feeling of vertigo.System: This power enables a character to know which, if any, of the three physical Disciplines (Celerity, Fortitude, Potence) another character possesses and at what level. The player rolls Perception + Empathy (difficulty 6). Each success indicates that the character learns the nature and level of one of the other character's physical Disciplines. In some cases, particularly if the subject has a higher rating in a given Discipline than the character using this power, the results may be imprecise. A character may feel the telltale dizziness that indicates Celerity, but might well be unsure of the subject's potentialwith it.

Scourge of Alecto (V20 Lore of the Clans) Prerequisite: Celerity 2, Presence 4Cost: 18 XPAn obscure power often found among older Idealists, Scourge of Alecto allows the Brujah to chain his own Beast and then, through an act of supreme will, unleash it within the body of someone else nearby. Doing so does not alter the Brujah’s own propensity for frenzy, but it can inflict both damage and frenzies upon his enemies.System: The player must spend a point of Willpower while the character spends a full turn concentrating on a single target (which may be mortal, vampire, or any other type of supernaturalcharacter). Then the player rolls the Brujah’s permanent Willpower (difficulty equals target’s current Willpower). Each success inflicts one level of bashing damage as the Brujah’s manifested fury attacks the target from the inside.Additionally, if the target is someone normally susceptible to frenzy, she must immediately roll to resist it at a +2 difficulty.

The Iron Glare [Counsel Of Primogen – Page 101]Prerequisite: Potence 3, Presence 3Cost: 18 XPA look sometimes comes over the face of a ticked-off Brujah who is used to being obeyed but who is not being obeyed at the moment. The look is part hauteur, part rage, and part malevolent glee at the chaos that will be unleashed unless the vampire gets his way. Brujah elders teach this Discipline to new primogen, as a gift to use in primogen meetings on behalf of the clan's interests.System: The Brujah primogen makes a powerful display of strength (crushing a brick in her hand, bending a piece of rebar, breaking a solid oak table with one slam of her fist, etc.) and rolls Charisma + Intimidation against a standard difficulty. For the rest of the scene, add these successes to successes gained on any Intimidation roll against anyone seeing this display of power.It should be noted that this discipline loses its efficacy when overused. If the Brujah uses it again within a month, it will give her half the successes she rolled; if she uses it again, it will give her a quarter (rounded down). After that, thispower ceases to have any effect. A wise primogen, therefore, saves this power for use at strategic moments.

Caitiff

Cappadocian

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Followers ofSet

True Love's Face [Clanbook: Followers Of SetRev – Page 69]Prerequisite: Obfuscate 3, Presence 3Cost: 18 XPThrough perfect combination of mask of 1,000 Faces and Entrancement, the Setite can appear to another person as someone he already loves. The Setite can choose to impersonate someone she knows the victim loves. If she does not know of such a person, she can let the victim define his own "true love" and let the power do the rest. In that case, however, the Setite may have to use all her wits to discover who the victim thinks she is.System: The Setite character receives a roll of Charisma + Empathy (difficulty 6). Success means that the chosen victim sees the vampire as a loved one for as long as the vampire remains in her presence.

Typhonic Beast [Clanbook: Followers Of Set Rev – Page 69]Prerequisite: Potence 3, Serpentis 4Cost: 21 XPWarrior Setites are most likely to learn this combination power. (The Setites also have a level6 Serpentis version of this power). The vampire takes the form of the mysterious Typhonic animal.System: This power requires the expenditure of three blood points; the transformation takes three turns to complete. The transformed vampire gainsone dot each of Strength, Dexterity, and Stamina, as well as the benefits of Potence. The Typhonic form gains the soak benefits of Skin of the Adder;the character's soak difficulty drops to 5; and the vampire can use her Stamina to soak aggravated damage from claws and fangs, but not from fire, sunlight, or magic. The Setite also gains the

venomous bite of Form of the Cobra, doubles herrunning speed, and gains +2 on all Perception rolls related to smell or hearing.The vampire remains in bestial form until the next sunrise; or until she voluntarily changes back. Clothing and other small personal items transform along with the vampire.

Weigh The Heart [Clanbook: Followers Of SetRev – Page 70]Prerequisite: Auspex 3, Serpentis 5Cost: 24 XPThe ancient Egyptians believed that conscience and judgment resided in the heart; in the afterlife,the gods weighed a person's heart, the record of his deeds, against the feather of truth. A Setite who has learned The Heart of Darkness cannot only remove a vampire's heart to keep it safe, he gains a potential insight into the consciences of others. He can develop that potential through Auspex. Like the god, Thoth, a vampire with this power can "weigh" another person's heart to read his character and sins. Such knowledge of another person's character makes tempting, corrupting, or teaching him much easier.System: This power calls for a Perception + Empathy roll (difficulty 8). Each success reveals one truth about the target's character, with particular emphasis on the person's weaknesses, passions, and guilt. The first truth is always the target's Nature. Subsequent truths might include any Derangements or mental Flaws, strong passions, or deep-laid fears and guilt (although never specific details about specific crimes).

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GangrelAlpha Glint [Counsel Of Primogen – Page 104]Prerequisite: Animalism 4, Fortitude 3Cost: 20 XPGangrel resilience is legendary in Kindred circles, as is their lethality in combat. This Discipline makes the Kindred's toughness shine through her skin in a way that cows her enemies and makes them despair of defeating her – in battle or otherwise. The primary use of this Discipline is to ward off unsought combat, but it has also been used effectively by Gangrel to hold off political opponents in meetings of the primogen.System: The Gangrel calls upon her Beast and pushes it into "broadcasting" her invulnerability to the Beasts of those in her vicinity. This power works on animals and Kindred and to a lesser degree on Lupines, but not at all on creatures without a Beast to communicate with (such as mortals).Add the character's Charisma + Animal Ken to her Willpower rating (the added Willpower is only for the purpose of Alpha Glint). The player then makes a contested Willpower roll against all those acting aggressively toward her (in the case of lupines, halve the number of successes, rounding down, before adding them to the Gangrel's Willpower – werewolves just

Beast Meld [Clanbook: Gangrel Rev— Page 73]Prerequisite: Animalism 3, Protean 6Cost: 30 XPGangrel this familiar with bestial nature and the malleability of form may hide themselves away in the beasts of the earth, rather than in the earth itself. The vampire does not directly control or possess the animal for this period, but the animal will follow certain pre-set directions or instructions to the best of its ability. This allows the Gangrel remarkable latitude for travel, as the animal's body shields her from the rays of the

sun. It is also an exceptionally good way to hide; like with Earth Meld, the vampire's essence is suspended mystically, but the animal's essence is enshrouds her, making detection next to impossible without involved tramaturgical rituals or similarly arcane means. Some Gangrel put thisability to more violent use in setting up ambushes. More than one poacher of exotic animals has been sent eternally packing when his fur-bearing prize disgorged a vengeful vampire. The animal host chosen by the Gangrel is affected by his passenger's nature. The animal avoids bright light where possible, and becomes noticeably bold and aggressive although it will not frenzy in a vampiric manner. Those creatures that carry Gangrel for decades become legendary and may develop supernatural characteristics; locals may speak of the puma with eerily glowingeyes, or the stag with horns of iron that families have seen for generations.System: The character must choose a suitable animal vessel to "ride," one that is large enough to cover at least her smallest beast form as a guideline. The player spends three Blood Points and makes a Charisma + Animal Ken roll (difficulty 6). The interment is automatic, and thesuccesses on the roll indicate the vampire's degree of success in communicating her wishes to the animal. Three successes are enough to ensure total compliance (within the animal's ability); with only one or two successes, the vampire may find herself somewhere she didn't wish to go, only part way to her destination, or just plain lost. The animal may be instructed to travel to a certain place, to remain in a certain area, or to find a person meeting a simple description. The vampire must also set a condition for emerging from her animal host, such as "after one week," "when attacked," or "upon reaching my destination" — although the last is dangerous if the Gangrel does not establishsufficient rapport within the creature. The animal host gains the benefit of his rider's Fortitude for purposes of resisting damage. If, however, the animal host is killed by violence, the Gangrel is immediately expelled from the body. Animals will not die of old age while "ridden" by a vampire, but will expire quickly after the

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vampire's emergence. The Gangrel does not take the damage inflicted on her host unless that damage is caused by fire, in which case she may soak with her Fortitude as normal. The Gangrel continues to spend one blood point at sunset as usual. A vampire who drops into Torpor due to lack of blood will remain in the animal until awakening, unless the animal is violently killed.

Blood Thorns (V20 Lore of the Clans) Prerequisite: Protean 2, Potence 2Cost: 12 XPThis power allows the user to expend the force ofher blood in order to make a ranged attack with her natural weaponry. With this ability, the Gangrel shoots a barb or claw at her target, potentially injuring them as though she had struck them with her Feral Claws. It takes three rounds for a claw expended in this manner to grow back. Claws or barbs expelled by use of Blood Thorns turn to dust within ten minutes of leaving the Gangrel’s body. System: The character spends a blood to performa ranged attack against one character within 10 yards/meters. If successful, this attack inflicts Strength +1 aggravated damage.

Claw Immunity [Clanbook: Gangrel Rev — Page 72]Prerequisite: Animalism 2, Fortitude 4Cost: 18 XPQuite a number of Gangrel of the higher Generations have developed the ability to shrug off the natural claw and bite attacks of normal animals; this is not surprising considering the usefulness of the ability. Some vampires have claimed that it even provides some protection against Lupines in their wolf forms — no one hasvolunteered to go out and field test that assertion,however.System: The player spends two Blood Points andspecifies an animal type: Wolf, lion, steer, etc. For the remainder of the scene, the Gangrel receives extra soak dice equal to her Animalism and Fortitude Traits to resist damage from the specified animals (these dice are in addition to the vampire's usual Stamina + Fortitude, i.e. Fortitude is counted twice). Soaking the bite or

claw of a wolf-form lupine may occur, at the Storyteller's discretion, but remember that even inwolf form, those creatures are not truly animals. Flesh Wound [Clanbook: Gangrel Rev — Page72]Prerequisite: Fortitude 2, Obfuscate 3Cost: 15 XPThis disturbing ability among City Gangrel of all Generations, regardless of the fact that Fortitude is no longer a Clan Discipline for them. Using this power, the Gangrel gives the appearance of taking no damage from taking attacks that hurt like hell. In reality, it does hurt like hell, but the Gangrel maintains a facade of invulnerability thatcan do much to unnerve opponents. Particularly canny vampires may convince foes that they are, in fact, immune to bullets. Using this power in any of the Sabbat's ritae, however, is asking for a beating or worse if the pack priest finds out.System: The player spends one Blood Point to activate this ability. For the duration of the scene,the Gangrel appears as she did when this power was activated; any wounds or scars already present remain visible. The visible effects of any further damage are mystically omitted from the vampire's appearance — both the wounds themselves, and any logical results, such as limping or leaking blood. This power ends abruptly if the Gangrel reaches the incapacitated health level, or is staked. In addition to seeming unstoppable, the Gangrel character receives a -2 difficulty to any Subterfuge-oriented rolls concerning her Physical capabilities.

King of the Beasts (V20 Lore of the Clans)Prerequisite: Animalism 4, Fortitude 2Cost: 18 XPThe vampire who masters this power has the ability to extend the auspices of her Fortitude to those animals who are summoned by her blood, ensuring that they are protected. This power requires no further expenditure on the user’s part; her very nature steels and fortifies her minion against damage. System: Creatures you summon with Animalism gain one dot of Fortitude so long as they stay within your line of sight.

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See The Reflected Form [Clanbook: Gangrel Rev — Page 72]Prerequisite: Auspex 4, Protean 4Cost: 24 XPThose Gangrel who are both incredibly perceptive and have mastered the most basic full-body change become sensitive to the potentiality of shape in others. Using this power, the Gangrel may pull detailed information from his subject's aura. She may see the beast forms of Gangrel or other vampires using Protean; the progression of forms of the Lupines and other shape-changing beasts; the half-real dream forms of faeries; and the forms that Vampires may assume using Disciplines such as Obtenebration, Serpentis, andVicissitude. Skilled practitioners may be able to spot such subtle items as which form the subject is most comfortable in, or which is her native form. A few Gangrel have claimed to see the forms a Gangrel childe will assume upon learningShape Of The Beast, or even totemic animals in the auras of normal humans.System: The player rolls Perception + Occult (difficulty 7). One success gives the character knowledge of her subject's Protean beast forms, or the most powerful form assumed using anotherDiscipline or ability. Three successes allows the character to see all of her subject's defined forms (if the subject vampire commonly assumes a certain body shape using Vicissitude, that will be seen, but the fact that she stretched her nose like Pinocchio last night will not). Upon reaching fivesuccesses, the character may see potential forms, or the emotions connected with the changes in shape at the Storyteller's discretion. This ability may be resisted with Obfuscate in the usual Auspex vs. Obfuscate manner. Also, this ability does not give any information about the "faces" worn by a vampire with Mask Of A Thousand Faces — that ability clouds the mind, and is not atrue shape change.

Shatterproof (V20 Lore of the Clans) Prerequisite: Fortitude 4, Protean 3Cost: 21 XPA Gangrel with this power toughens his flesh andallows her body to absorb damage, spreading a blow’s impact throughout her entire form to

avoid significant injury.System: The Gangrel may roll both Fortitude andStamina together to soak aggravated damage. This does not include automatic soaks with stamina versus regular damage. Each use of this ability requires the expenditure of one Willpower.

Spirit Tracking (V20 Lore of the Clans)Prerequisite: Animalism 2, Protean 2Cost: 12 XPYour beast is an exceptional tracker, sensing the lingering trails of another beast through the spiritual ether rather than relying on physical senses alone. Indeed, your Beast can sense and follow the path of another vampire’s Beast, tracking it even when the prey takes physical precautions against being followed or found. Your inner senses are so keen, in fact, that it is difficult to fool you with mirages or false trails, making it more difficult for the powers of the Ravnos to trick you. System: When tracking a vampire, you may roll Perception + Survival (difficulty 7) in order to track the individual so long as they are within 10 yards/meters. With three or more successes, you may continue to track the individual so long as they are within 100 yards/meters. With five successes, you may sense specific individuals who have been in a location within the last three days, though you may not track them unless they are still currently within 100 yards/meters. Further, you are not fooled by illusions created using the power Ignis Fatuus (V20, p. 144). Unless the Ravnos creates an illusion that appealsto all of the senses (i.e., uses Fata Morgana or some greater power), your animalistic nature can instinctively tell the mirage is false.

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

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

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

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LasombraArmor of the Abyss (V20 Lore of the Clans)Prerequisite: Fortitude 3, Obtenebration 3Cost: 18 XPWhen the vampire calls on this power, strands of darkness weave around him and solidify into a dark suit of armor. The vampire is completely encased in shadow, but able to see out of it as if itwasn't there.System: This power is invoked in much the sameway as Arms of the Abyss (V20, p. 189), by spending a blood point and making a Manipulation + Occult roll (difficulty 7). If successful, the strands of shadow encase the vampire instead of reaching out. This cloak of shadow fully protects the vampire but does not encumber him in any way, conferring no penalty. It grants him an armor rating equal to his Fortitude and lasts for 3 rounds (or ten minutes) for each success gained on the activation roll.

Empower Minion (V20 Lore of the Clans)Prerequisite: Dominate 3, Potence 3Cost: 18 XPUsing this ability, the vampire can pass his immortal strength on to those who serve him. No matter how far apart they are, the bond of command allows the vampire to channel his Potence to his servant to assist her in doing his will.System: Any allies currently under the control of the vampire’s Dominate power may act with a portion of the vampire’s Potence. The vampire must spend one blood point per point of Potence for each thrall he wishes to empower, up to a maximum of three dots of Potence per thrall (the vampire can spend blood over successive turns, as long as the Dominate power is in effect). If thetarget already has Potence, the controller’s Potence level replaces it instead of adding to it.

Fear of the Dark (V20 Lore of the Clans)Prerequisite: Presence 2, Obtenebration 2Cost: 12 XP

With a mixture of Dominate and Shadowplay, thevampire using this ability can inspire a terrible fear of the shadows in his target. Those caught in this effect find their paranoia runs rampant, as fearful shapes seems to form in the shadows around them in the corner of their eye.System: The vampire invokes Shadow Play (V20,pp. 188-189), and then makes a Manipulation + Intimidation roll, (difficulty 6). For each success, the vampire may force one person (mortal or supernatural) in the immediate vicinity to see frightening shapes within the shadows around them. If the target fails a Courage check at difficulty 8, she runs in terror.

Mind Strike (V20 Lore of the Clans)Prerequisite: Dominate 2, Potence 2Cost: 12 XPBy focusing his mental power, the vampire can channel their Potence into a powerful mental attack that does real damage to the victim. He simply meets his victim’s gaze and delivers a strike into her very mind.System: This power costs a Willpower point to use and requires eye contact (V20, p. 152). The vampire makes a Manipulation + Intimidation roll (without any bonus from Shadow Play — seeV20, pp. 188-189) against a difficulty of the victim’s current Willpower. The amount of successes are added to the vampire’s Potence rating and become bashing damage to the victim. Normal soak rolls apply. As with many Dominatepowers, targets of a lower Generation are immune to its use.

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

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out of the nearby shadow. There is no additional roll or expenditure when making such a Shadowstep, although the difficulty is one level higherShroud Of Absence [Clanbook: Lasombra Rev— Page 72]Prerequisite: Dominate 3, Obtenebration 3Cost: 18 XPThis power Refines Shroud Of Night and combines the Abyss's intrusion into the world with psychic manipulation of bystanders. Instead of a highly visible cloud of blackness, Shroud of Absence creates a region into which nobody looks. Bystanders don't think to linger in the area.Anyone scanning the scene just keeps looking, her eyes not resting on the shrouded zone. It is a darkness as much of the mind as of the world.System: The player spends a Blood Point and rolls Manipulation + Occult (difficulty 7). Success creates a blind spot about ten feet across,located anywhere within the line of sight of its creator and capable of moving at up to the vampire's walking speed. Anyone wishing to peerinside must earn more successes on a Willpower roll (difficulty 7) than the creator achieved on theShroud Of Absence roll. Otherwise, she just doesn't think to consider it. Note that this power is wholly supernatural in origin, and most mortalswill not have had the experience to even considerthat they can try to see what is so malevolently forcing their attention away.

MalkavianCatch A Whiff Of Madness [Counsel Of Primogen – Page 102]Prerequisite: Dementation 2, Auspex 3Cost: 15 XPInsanity is the sea through which Malkavians swim like sharks every night of their unlife. As such, they know the aroma of madness and can sense it in others the way sharks smell blood. With this refinement, the Malkavian can parse that scent into its component notes, revealing exactly which flavor of insanity he senses. The uses to which the primogen can put such knowledge about his comrades are legion. This isone of the carefully guarded talents that give the clan its reputation for knowing things that ought not to be known.System: The Malkavian gets close enough to his quarry that he can smell him; the Malkavian can be as discrete or obvious about this as he wishes. The player rolls Perception + Empathy at standard (difficulty 6). Catching the target's scent alerts the Malkavian to the target's mental state: Itspecifically reveals mental weakness or instability, including derangements and unusuallystrong emotional responses (with three or more successes the Malkavian can detect a blood bond,although it will not reveal whom the bond is to, although that can often be determined through more common means). It's best to avoid using this Discipline on the Nosferatu.

Creepy Clown Coat (V20 Lore of the Clans)Prerequisite: Dementation 1, Obfuscate 3Cost: 12 XPEveryone fears something. It may be a phobia, a person, or a concept. This ability allows you to appear as a representation of a person's worst fears. They may flee, break down and cry, or startthrowing punches at the very sight of you.System: Roll Wits + Awareness, with a difficulty equal to the target’s current Willpower. Success allows the user to appear as a human

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representation of what the target fears most. If thefear is of a concept or an animal, the user appearsas a representation of that fear. For example, if a person is afraid of being burned alive, the Malkavian might appear as an arsonist, or as a relative of the target that burned up in a fire. The target must make a Courage roll to do anything other than react to the source of her fear. The target must generate a number of successes equal to the successes on the Malkavian’s roll.

Days of Passions Past (V20 Lore of the Clans)Prerequisite: Dementation 3, Auspex 2Cost: 15 XPPeople's moods shift from moment to moment. Vampires with Auspex can take their chances andtry to interpret a person's mood at that very moment from an aura. However, those with this power look into the chaos and see what moods the target engages in most frequently.System: Roll Perception + Awareness, with a difficulty based on the chart below to see how farback the Malkavian can read the history of the aura. Each success allows the Malkavian to see another emotion. One success allows the most common color at the time to reveal itself; two successes allow the two most common, and so on. It may also be used to detect when the vampire has consumed the blood of a supernatural creature, including other vampires. This can be used to detect diablerie, but reportingsuch a crime becomes the Malkavian’s word against the target. The Malkavian gains no furtherinsight about what happened, why the target felt this way, or to whom the consumed blood belongs. Difficulty How Far Back9 Since last decade8 Since last year7 Since last month6 Since last week5 Since last night

Do As I Say, Not As I Say (V20 Lore of the Clans)Prerequisite: Dementation 4, Dominate 1Cost: 15 XPClever users of Dominate often slip their

command words into a sentence with a hint of inflection to hide their commands. For those Malkavians who mastered both Dominate and Dementation, the words spoken doesn’t have to be the words intended. When this Malkavian locks eyes with the victim, the words spoken as a command are different from the one the victim hears in their head. The one heard inside the headis the one followed.System: The Kindred rolls Manipulation + Subterfuge (difficulty equal to the target’s current Willpower). More successes make the subject pursue the Dominate command more vigorously.

Ignore Me (V20 Lore of the Clans)Prerequisite: Dominate 4, Obfuscate 2Cost: 18 XPSome people fade into the background easily. A Malkavian that haunts a specific location can program the people there to completely ignore her while she moves about the grounds. Not only does this give her a home field advantage should enemies confront her in this location, but it also makes her a shining example of upholding the Masquerade.System: Roll Wits + Subterfuge once per day, difficulty equal to the target’s current Willpower. This power is an extended action, with a number of successes equal to five times the target’s Courage rating. Once the successes are achieved, the subject completely ignores the existence of the Kindred for the next month, and the vampire can target another person the next day. If the Kindred disturbs a room, the target subconsciously puts things back in place. The target only reacts to the Kindred if she inflicts harm on the target – other physical interactions (such as touching them or searching their pockets) are unaffected. The target makes a Courage roll equal to the Kindred's Willpower rating. If successful, they shake the Kindred's hold.

Malkav’s Pavlovian Response (V20 Lore of theClans)Prerequisite: Dementation 2, Dominate 2Cost: 12 XP

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

Rando (V20 Lore of the Clans)Prerequisite: Dementation 3, Obfuscate 3Cost: 18 XPObfuscate has long been a staple for walking unnoticed through crowds. Sometimes, a Malkavian wants to deliver a message to someone from the safety of a crowded street. This power allows a Malkavian to communicate with someone while protecting his identity with arandom face. Every time the target looks at the Kindred, she sees somebody else.System: Roll Wits + Stealth. The difficulty is determined using the guidelines below, and each roll targets a specific person. Every time the target sees the Malkavian, she sees someone matching the current scene. If the target looks away and looks back, the form she sees changes. One moment, the Malkavian might look like a willowy concertgoer. The next glance, the Malkavian looks like a burly security guard, and so on. Difficulty Density of people9 A city street at midnight8 A sparsely attended gallery show7 A busy restaurant at dinner6 A shopping mall at Christmas5 A standing-room-only concert

Phobic Affliction [Counsel Of Primogen – Page 102]Prerequisite: Dementation 3, Dominate 2Cost: 15 XPMadness Is terrifying – and fear paralyzes. By

drawing on the madness-inducing powers of Dementation and the mind-control abilities of Dominate, the Malkavian primogen can instill a sense of terror in his victim with but a phrase anda meeting of eyes. Others will hear the words thatthe Malkavian speaks, but only the intended target will hear them as the Lunatic intended them and feel the oceanic waves of terror washing over him. Although the effect is fleeting,this Discipline is often enough to avoid (or end) combat or decide a vote of the primogen council.The advantage of this Discipline over simple Dominate techniques is that it can be used with a certain degree of subtlety. Since the target infers the threat from the Malkavian's seemingly innocuous words, the Malkavian never has to actually utter a command or a threat.System: The Malkavian must make eye contact with his target and speak a threat (however veiled) to her. Roll Charisma + Intimidation against a difficulty of the target's current Willpower pool. If the player gets even one success, the target is overwhelmed by unrelentingwaves of terror and anxiety – stemming from the threat and its repercussions – for one minute per success. A target thus affected is unable to do anything but cower or flee. While others may hear the threat, they won't be able to understand the degree of its impact on the target.If the Malkavian gets six or more successes, the target immediately enters fear frenzy.

Screams Made Real (V20 Lore of the Clans�) Prerequisite: Dementation 4, Auspex 4Cost: 24 XPEveryone has hidden, disturbing images that hidesomewhere in his or her mind. This power allowsthe Malkavian to pull those images to the surface and confront their creator. System: The Kindred spends a blood point and makes a Manipulation + Empathy roll (difficulty 8). Each success pulls a disturbing image from the mind of the target. The target thinks the images are real and acts accordingly. The images last for a scene. Affected victims fly into a blind flight or frenzy. Kindred or other creatures capable of frenzy, like Lupines, may make a frenzy check with a

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difficulty penalty equal to the number of successes on the roll. Humans get no such roll. They much choose flight or fight immediately.

Ze Monkey’s Paw (V20 Lore of the Clans)Prerequisite: Dementation 4, Auspex 3Cost: 21 XPSuperstitions are little pieces of irrationality that still take hold in the rational world. Malkavians with this ability play on these notions to convincea perfectly normal person that an inanimate object is the source of all their troubles. It’s a great way to get someone babbling about strange connections, or dig a valuable item out of the trash when the victim throws it away. System: Roll Wits + Subterfuge (difficulty 6), while touching an object, picturing a specific person, and spending a point of Willpower. The next time the target sees the object, the power starts working. Every success rolled robs the target of a Health level (when a minor accident involving the object occurs) or a Willpower point(when the target somehow blames a bad turn in their life on the object). The Malkavian chooses the split when the power is used, but the target loses no more than one Willpower point or one Health level per scene. The Malkavian has no control over what the target does with the object or when the curse strikes, but the target is unlikely to keep it for long.

NosferatuAnimal Magnetism [Counsel Of Primogen – Page 102]Prerequisite: Animalism 4, Obfuscate 3Cost: 23 XPFoul as they are to look upon and boorish as they tend to be in social situations, the wise among theNosferatu can, if they so choose, wax alluring. This temporary appeal is rough, fleeting and slightly feral, but it gives them a fascinating charm nonetheless. Sometimes that's all that's necessary.In theory this power is to be saved for use in onlythe most important social arenas, but those Nosferatu who know it find the social effects of this power pleasant.System: By enhancing the powers of Mask of 1000 Faces with the dangerous allure of the Beast(channeled carefully with Animalism), some Nosferatu can briefly approximate a type of Presence. The effects of this power don't change; it always adds dice equal to the primogen's Animalism rating (so at least 4) to her social rolls. The duration of the effect varies. Roll Charisma + Subterfuge against a difficulty of 6. This power lasts one turn per success. This is especially effective for seduction but when properly channeled can aid with Intimidation and Subterfuge rolls as well. While this Discipline isn't particularly powerful, it's surprisingly effective because nobody expects the Nosferatu ever to possess such allure.This inversion of nature is not without significantrisk: A botch on the roll sends the Nosferatu into immediate frenzy as the Beast rips free of its controller's will and targets whomever the primogen was trying to charm – a social faux pas at the very least.

Bestial Presence (V20 Lore of the Clans)Prerequisite: Animalism 3, Obfuscate 3Cost: 18 XPUsing this power, the vampire summons up a

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little of the Beast in each nearby vampire and gives it form. This gestalt entity becomes a brooding animal presence that follows the vampire like a companion.System: The companion is summoned using Manipulation + Animal Ken with a difficulty of 8. It remains for a number of hours equal to the amount of successes gained. The vampire must also spend one blood point.The brooding presence of the companion puts all nearby vampires on edge. They feel their own Beast watching and whispering to them. While the companion is present, all vampires (except the summoner) in its immediate vicinity suffer -2 dice to all Social rolls and all rolls to resist any form of frenzy.

Cloak the Beast (V20 Lore of the Clans)Prerequisite: Animalism 5, Obfuscate 3Cost: 18 XPEven a Kindred who has not mastered the Beast might learn to hide her failings from others. With this ability, the Nosferatu has such control over their animal side that she can use her powers of stealth to conceal how badly she may have fallen from grace.System: This power requires no roll, simply granting an ability that comes into play wheneverany power attempts to determine the Kindred's Humanity/Path or Virtue ratings. The difficulty ofsuch an attempt is increased by the Kindred's Animalism or Obfuscate rating (whichever is higher). A failure shows the Kindred to have solidcontrol over their Virtues, and a Humanity/Path rating of at least a healthy 7. The player should be warned that depending on whatever recent actions provoked such a scan or interview she may still have a lot of explaining to do!

Forbidden Zone (V20 Lore of the Clans)Prerequisite: Potence 3, Obfuscate 5Cost: 24 XPBy infusing her strength into an area as a barrier, the Nosferatu can create a space that resists any form of physical entry. However, this barrier is illusionary and all in the mind of the target. The area might be cloaked or not, as the Nosferatu decides. However, entering the area requires

anyone else to have to push through an apparent invisible force. The vampire can release individuals from this power simply by touch.System: The vampire rolls Strength + Subterfuge(difficulty 6) and spends a blood point. For each success, the character may maintain the zone for one hour, although once set up she need not remain nearby. The vampire can create a zone of any size up to a radius of six feet/two meters for each point of Potence and Obfuscate she has. So a vampire with Obfuscate 5 and Potence 3 could create a zone with a radius of up to 48 feet/16 meters.For anyone except the vampire to enter the zone requires a roll as if the character was attempting to open a door (V20, p. 261). However, the zone is actually a mental barrier, not a physical one, sothe successes required equal the vampire's Obfuscate + Potence, and the difficulty is 7. Characters already inside the zone may leave it without any problem, but must make the same roll to return. The vampire can touch any character and exclude them from the effects of this power at no cost.

Haunted Place (V20 Lore of the Clans)Prerequisite: Presence 2, Obfuscate 5Cost: 21 XPGiven how few Nosferatu master Presence, this isa rare power, but a potent one. The Nosferatu cloaks an area in power, making the place almost impossible to miss. However, it becomes noticeable due to the fetid and corrupt aura the place acquires. Most people avoid it without evenknowing why. It seems somehow corrupt and twisted; somewhere no one with any good intent might choose to visit.System: To create such a place, the vampire mustmake three rolls on three consecutive nights. Each roll takes an hour to perform, as she spends at least five blood points around the area during the course of the hour. Then, the player rolls Manipulation + Empathy and chooses a difficultynumber (the same difficulty number for each roll). If all three rolls are successful, the aura of corruption settles over the place.For anyone but the vampire to enter it, he must make a Willpower roll with a difficulty equal to

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

I Know (V20 Lore of the Clans�)Prerequisite: Auspex 2, Obfuscate 2Cost: 12 XPYou don’t actually need to know a secret to use it as leverage. With this power, the Nosferatu is able to make it appear as if she knows something the subject would rather keep secret. Essentially, she surface scans the target for feelings of guilt, and uses Obfuscate to project into his mind the subtle body language and turns of phrase that convince him the vampire really knows something dangerous about him.The Nosferatu knows nothing in reality; even the light scan she does to establish guilt gives her no clue as to the nature of what he might be hiding. But the target doesn't know that, and convinces himself the vampire must know his darkest secrets.System: This power requires a Perception + Subterfuge roll at a difficulty equal to the target’s current Willpower. For each success the vampire gains, the subject is more convinced the vampire knows something confidential and dangerous about him. For one success, the target believes she may know something potentially damaging, whereas for five he is sure the vampire knows hisdeepest secrets.How the vampire chooses to use this leverage is up to her. Proving she doesn't actually know anything, such as guessing badly about the secret or offering details that prove wrong, will break the illusion.

Power Animal (V20 Lore of the Clans)Prerequisite: Animalism 3, Potence 1Cost: 15 XPThe Kindred’s connection with animals is such that they can transfer their physical power to animals under their control. Such creature can be made stronger and more deadly with an increase in strength from the vampire’s Potence.System: The vampire must first make a

connection to an animal using Feral Whispers (V20, pp. 129- 130). She must then spend a bloodpoint for each point of Potence she wishes to invest in the animal for the rest of the night. She may not grant the animal more Potence points that it has Strength, or than the vampire has Potence. So, a rat with a Strength of 1 may only be given Potence 1, but a pig of Strength 4 can begiven a Potence of 4, as long as the vampire has at least a Potence of 4.

Wolf in Sheep’s Clothing (V20 Lore of the Clans)Prerequisite: Animalism 3, Obfuscate 2Cost: 15 XPThis power allows the Nosferatu to use their Obfuscate powers on animals as well as humans. They might cloak an animal companion to bring them into Elysium, or simply to sneak about the city with them on their nightly wanderings. They might also use their power to make them seem more impressive, dangerous, or even benign.System: This power allows the user to apply any Obfuscate power to any animal. The vampire makes any required rolls and spends any blood required by the ability, but the effects are applied to the animal. The animal in question must either be under the control of Animalism or have drunk the Nosferatu’s blood.

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RavnosCarriage Horses (V20 Lore of the Clans) Prerequisite: Animalism 3, Fortitude 3Cost: 15 XPThis power originated among Ravnos kumpaniyas. Most traveling groups had animal ghouls for the purpose of protecting and guardingthe vampires during the day, and some clever individual learned how to make those retainers serve an even greater purpose. By the use of this power, a Ravnos can transfer a point of damage he has suffered to one of his animal ghouls.System: If the Ravnos has any animal ghouls within sight, he may elect to use this power. The player spends one blood point and rolls Stamina + Animal Ken against a difficulty of 8. Each success transfers one Health level of damage (anytype) to the animal. This can only be used immediately after the vampire is wounded (after the soak roll) and counts as a reflexive action.

Eventide Strength (V20 Lore of the Clans)Prerequisite: Fortitude 1, Chimerstry 3Cost: 12 XPTypically, the powers of Chimerstry are dispelled by the touch of sunlight. However, a Ravnos whohas studied this power has learned subtle tricks toreinforce the maya within her illusions, renderingthem less vulnerable to the sun.System: A Ravnos who has learned this power can strengthen her uses of Chimerstry, causing it to survive one hour of sunlight.

Heart's Desire [Clanbook: Ravnos Rev – Page 68]Prerequisite: Auspex 4, Chimerstry 2Cost: 20 XPWith this power, a Ravnos can reach into a target's heart and create an image of her greatest desire. This image always manifests as a materialobject. For example, if the target desires a specific lover, she'll see a letter from that person professing his love. Phuri Dae and Brahman Ravnos use this power to gain influence over

others. Many people faced with their heart's desire are likely to do anything to achieve it.Note that simply creating the illusion does not automatically convince the target. This power grans the Ravnos a potential advantage, but it's up to the Storyteller to make use of it.System: The player must spend a blood point anduse a Willpower point, then roll Intelligence + Subterfuge (difficulty is the target's Willpower) todiscern the target's desire and create a reasonable facsimile. Three successes are necessary for this to work properly. Once the Ravnos creates the object, she can recreate it at will (so long as the player spends the blood point and Willpower point to create the illusion), unless the subject's heart's desire changes.

Mask Of Cathay [Clanbook: Ravnos Rev – Page 68]Prerequisite: Animalism 3, Chimerstry 3Cost: 15 XPRavnos in Asia have had to learn several tricks toconceal their presence among the fanatical Eastern Kindred. One of the more common techniques is the ability to appear as an asuratizaya. This mask conceals the Ravnos' nature as one of the Kindred descended from Caine and makes them appear to be asuratizaya for purposes of all tests.This power does not grant the Ravnos any ability to learn Eastern Disciplines or adopt their Dharmic paths. It simply allows the Ravnos to misrepresent herself.System: The player spends one Willpower point and one blood point and rolls Manipulation + Subterfuge (difficulty 6). Each success the player gains on that roll represents one success an onlooker must overcome with the use of any power (Auspex, Kuei-jin Life sight, Death sight, etc.) to perceive the Ravnos as one of the WesternKindred. Otherwise, senses show the Ravnos to be a yin-aspected Kuei-jin. If no roll is associatedwith the power, roll Perception + Alertness (difficulty 6). Eastern Mask lasts for only one night per use.

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

Waking Dream (V20 Lore of the Clans)Prerequisite: Fortitude 1, Chimerstry 1Cost: 6 XPYou may briefly treat an illusion you’ve created as though it were real.System: Once per game session, you may utilize a simple illusion (climbing a rope, landing on a trampoline, unlocking a door with an illusory key, or similar) as if it were real for one turn. Waking Dream cannot be used to directly harm orhelp any other character.

Salubri

ToreadorBliss [Clanbook: Toreador Rev — Page 73]Prerequisite: Dominate 3, Presence 3Cost: 14 XPMany Toreador assert that their "Clan Curse" is no curse at all, but a blessing. Those who learn the secret of Bliss are the loudest making this claim. Any Toreador who regards a scene or workof great beauty is prone to fall into an aesthetic stupor. This trance is the antithesis of the ugly fury of the Beast. Those familiar with the poser of Bliss can recall beauty almost as intimately as if it were before them and use this as a reservoir of inner strength. The recollection of past happiness serves as a bulwark when threatened with the irrational desires, frenzies, and fears of the Beast. Further, the Kindred may project this sense of pleasure upon another, calming them from the throes of rage or frenzy.System: To use this power, a Toreador needs to deliberately enter a trance while watching / listening to / looking at some work of art or embodiment of beauty. The duration of this trance is determined normally: The Toreador sits enthralled until the song ends, or the dance is finished, or until the piece of art is covered. (Fewchoose to use this power with paintings for that reason). Within one scene after the trance ends, the player makes an Intelligence + Survival roll. If the roll is successful, the vampire may temporarily increase her Self-Control, Conscience, or Courage by a single dot. This increase lasts for the remainder of the scene. The difficulty of the roll is equal to double the Trait's current rating: A vampire with Self-Control 4 has to roll an 8 to gain another temporary point of Self-Control. Only one Virtue can be increased ata time. Furthermore, the source of the trance has to be appropriate for the Virtue. Looking at David's "Oath of the Horati" or listening to the first movement of Holst's "The Planets" could bolster one's Courage but not Self-Control. Whena Kindred uses Bliss to steel the resolve of another, the roll to activate the power is Wits +

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

Devil's Mark (V20 Lore of the Clans�)Prerequisite: Presence 1, Vicissitude 2Cost: 9 XPAmong the Sabbat, a growing number of Toreador antitribu who have learned the secrets of Vicissitude have discovered a way to infuse their own Presence into tattoos and body modifications placed upon others, Cainite and mortal alike. This is a relatively recent invention, developed by a nomadic pair of Toreador antitribu at the tail end of the twentieth century. In the nights leading up to a war party, packs get inked and pierced, covered in symbolic body modifications invoking Awe, Dread Gaze, or even Majesty. Raucous parties tend to coalesce around the ritual, as each member gets marked, and the pack gets more and more hyped and psyched up for the raid. The artist must invest herown blood into the process, whether that’s by bathing her tools in it or mixing it into her inks, so it’s considered good form for the pack to provide sources of blood for the artist during the revel, since she is investing so much for their cause. The modifications themselves are often elaborate and are themselves sources of pride for the packs and artists alike. Each piece of art is designed to unite the pack while complementing the individual, and packs will travel to find well-known artists just so they can sport an Elektra tattoo, or a set of silver crown piercings by Mikhail.System: To place the Devil’s Mark, the artist must make an extended Dexterity + Expression roll every hour (difficulty 7), requiring a number of successes equal to twice the level of the Presence power being imbued. For example, marking a subject with Awe would require two successes, while Dread Gaze would require four successes and Majesty would need a total of 10 successes. The process of creating the Devil’s Mark costs one blood point, plus one point for every invocation she wants to imbue into the

body modification. If the subject is a vampire, themodification heals as normal when the “charges” are expended. If the subject is a mortal, the tattooor piercing remains, but loses its vampire puissance.Alternately, a vampire subject can choose to spend a point of permanent Willpower to make the modification relatively permanent, giving himaccess to the specific Presence effect as if he had learned the Discipline power itself. However, another application of Vicissitude or severing of the body part will remove the body modification and the power from the vampire.The artist applying the Devil’s Mark must know the level of Presence being imbued, and may onlygrant access to powers up to level five. The body modification itself is the focal point of the Presence evocation, so must be visible to the target of any use of the Presence powers imbued. Also, the target can’t use anything that would dullor neutralize the pain of the procedure.

Doubletalk [Clanbook: Toreador Rev — Page 75]Prerequisite: Auspex 2, Celerity 1, Obfuscate 1Cost: 10 XPDoubletalk is a trick that's been passed around among the Toreador for centuries if not millennia.As vampire powers go, it's not as impressive as calling upon unholy strength or turning into fog, but it has its uses. When a Toreador used Doubletalk, she speaks a full sentence very quickly and softly, between the words spoken normally. To most listeners, it can sound like a normal conversational placeholder, like "uh" or "er" or "hmmm." Someone familiar with this power and knows what to listen for can hear the spoken, hidden sentence. True masters of this power can compress entire soliloquies into a single grunt. This is not one of the great, deep secrets of the clan: Some Tremere and Malkavians have also mastered the technique andcan listen in or take part in the conversation themselves. Nonetheless, it is quite useful to be able to have a secret conversation that seems completely innocuous to outsiders.System: When a character listens for dense speaking, the player rolls Perception +

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Subterfuge (difficulty 5). If the roll succeeds, the character may hear what was said. (This difficulty may be modified for circumstances — it's more difficult over the phone or in a noisy area.) A failure means the character heard nothing; a botch means she completely misinterpreted what was said. When a character speaks, the player rolls Intelligence + Expression (difficulty 6). If the roll succeeds, the character can seamlessly insert a dense phrase into her conversation. A failure means the character can't be understood. A botch means the character accidentally spoke her phrase aloud and at normal speed.

Haunting Seduction (V20 Lore of the Clans)Prerequisite: Presence 1, Dementation 2Cost: 9 XPThe Toreador are seductive, impressive creatures.When they're around, they can be the only thing that matters in the world. But when they leave, their Presence fades, and that's just not acceptableto some of the Degenerates. Dementation may merely unlock the door to the mind's inner hallways and free what's inside, but enterprising Toreador have discovered how to ensure that theyare the whisper that haunts their target's thoughts.In many ways, the Haunting Seduction is similar to the Dementation power The Haunting (V20, p. 148). Its effects occur mainly when the victim is alone, and mostly at night. However, the effects take on the tone of an almost maddening, seductive obsession. The subject may feel the light brush of a hand that he knows belongs to thevampire, or hear the vampire's sibilant whisper just behind him. The Storyteller should let her imagination run wild when describing these sensory impressions; the victim may well feel as if he is going mad.System: After the vampire speaks to the victim, the player spends a blood point and rolls Manipulation + Subterfuge (difficulty of her victim's Perception + Self-Control or Instinct). The number of successes determines the length ofthe sensory “visitations.”� The precise effects are up to the Storyteller, though it is highly likely that the visions will affect the difficulties of any social interactions between the vampire and her

target the next time they meet. Successes Result1 One night2 Two nights3 One week4 One month5 Three months6+ One year

Scalpel Tongue [Counsel Of Primogen - Page 102]Prerequisite: Presence 1, Celerity 1Cost: 6 XPCatty repartee is both an art and a vice among theKindred of Clan Toreador. Those who cannot compete effectively in the arena of cruel wit are unlikely to earn the respect of their clan members. Toreador primogen, then, must have the ability to scathe others with words if they are to maintain their positions. Scalpel Tongue mixesthe same quick thinking that guides the body as itmoves at accelerated speeds with the Toreador's prodigious social aptitudes, allowing the primogen to immediately generate a barbed quip so stinging (due to the emotion-enhancing effectsof Presence) that it shames the target into silence.This power has a subtle downside: If another Toreador detects that she had to use a Discipline to come up with such a stinging retort, it could have a negative impact on her social status.System: Roll Wits + Empathy against a difficultyof 7. If the user of this power does not know his target well, difficulty is increased by 1, due to thedifficulty of knowing with any precision what buttons to push to achieve the greatest verbal impact. The barbed comment stings the target into silence for one turn per success, or double that if the target is not a member of Clan Toreador. Spending one Willpower negates this effect.

Soul Painting [Clanbook: Toreador Rev – Page74]Prerequisite: Auspex 4, Presence 2Cost: 18 XPThe ancient Toreador art of "painting souls" flourished briefly in the early 1300s, but with the loss (and presumed Final Death) of Katherine of

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Montpellier, the technique was thought to be gone forever. In recent nights, Katherine has returned. Roused from an ages-long torpor, she has agreed to teach a few worthy students the knack of painting a portrait of a being's inner nature. A few enterprising Toreador have adapted her principles to other expressive media, including music, song, and even acting.(Convincing Katherine to take on a new pupil is no simple task, of course. A prospective student must impress the teacher with a work of his own, for only those with adequate craftsmanship and sufficient insight have even a chance of mastering this technique. Furthermore, the student must agree to obey Katherine in every particular – sometimes to the extent of taking twodrinks toward a blood bond. Katherine has found few who are willing to even apply under those terms, and of those willing to take the risk, only aminority are judged skilled enough for instruction. Other instructors might not be so strict – or may be more so.)Art has long been held to be a doorway into the soul. Usually it's the soul of the artist. In this case, the painting can expose the nature of the person portrayed. The message conveyed is powerful, subtle, and – when successful – undefinable. Falsehood cannot be portrayed through Soul Painting, for even the artist does notinitially know what the image will reveal.To create this type of portrait, the artist needs to study the subject for a full, uninterrupted hour. This can be done in a sitting, of course, but (due to the sensitive nature of the portrait) it's more often done from recalled observation. Looking not only at the minute details of appearance and carriage, but also at the subject's aura, the painter forms a conscious insight. This alone is not sufficient, however. The painter must give himself over to an enthralled creative tempest, setting side his preconceptions completely in order to make a soul portrait.The portrait must be painted in a single setting and interrupting a soul painter while she works is as difficult as rousing a Toreador from a more mundane fit of artistic absorption. It generally takes 10 - 12 hours to create the picture, though more complex efforts may take longer –

Katherine's portrait of the late Archbishop Moncada reputedly took over one thousand hours– but if successfully completed, it reveals a great deal indeed.System: The player rolls Manipulation + Empathy (difficulty 9). If the roll yields even a single success the painting (or other work) captures the subject's Nature in the work itself. For each additional success, the player may opt toillustrate any one of the following: A rough gaugeof Humanity (or Path, which usually won't create a traditionally flattering work), Willpower, Self-Control, Conscience, Conviction, Instinct, or Courage.Anyone with the Soul Painting power can immediately recognize every insight portrayed in a portrait. Those who lack the power may (at Storyteller's discretion) be required to make Perception, Perception + Empathy, or Perception + Craft rolls to "decode" the portrait. The difficulty for such attempts should be lower however; the whole point of the power is the expression of these abstract concepts.Note that Soul Painting does not necessarily make the artist a skilled painter -- it is quite possible to have a crudely executed portrait that nonetheless communicates the su8bject's personality. Such a ham-handed painter is unlikely to have learned this power from the mistress herself, though.

Under The Skin [Counsel Of Primogen - Page 103]Prerequisite: Auspex 3, Presence 3Cost: 20 XPThe Kindred of Clan Toreador are natural critics. With insight and zeal they analyze and deconstruct art, Kindred culture and politics. Some studied Toreador possess the ability to do the same with their peers, reading them like texts and making obvious their failings of personality. The primogen using this power analyzes the personality of another, finds its weaknesses and then uses the force of his presence to make light of those weaknesses and hammer on them like a battering ram. The results can be quite dramatic.While this power is similar to Scalpel Tongue, it'smuch more devastating. That one stings; this one

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draws blood (and possibly a lot of it).System: The Toreador primogen must interact socially with his target for a number of consecutive turns (determined by the Storyteller) before this power can be activated. After that warm-up, roll Wits + Perception against a difficulty of 6 as the character begins his systematic analysis and dismantling of the target's psyche and self-esteem. The results of this assault are listed below.Successes Effect

1 - 2

Target is rendered utterly speechless with embarrassment and rage and broods for the remainder of scene.

3 - 4 Target storms out in a rage.

5

Target becomes violent, either toward the Toreador using this power or, in a fit of self-loathing, toward herself (wherein she may try to immolate herself, disembowel herself, toss herself out a window, get a suntan or worse).

6+

Target enters frenzy. Spending a Willpower point will lessen the effect by one category (e.g., from 6+ to 5 or from 3 - 4 to 1 - 2).

TremereBlood Sight (V20 Lore of the Clans) Prerequisite: Auspex 2, Thaumaturgy (Path of Blood) 1Cost: 9 XPThis power allows the user to analyze the potency and type of any blood they touch to a higher level than A Taste for Blood (V20, p. 213).They can determine which supernatural creature it might come from, and the relative potency of the being in question.System: The user of this power must touch a small sample of the blood they wish to analyze. They then make a Perception + Medicine roll at difficulty 6. If they are successful, they can identify if the blood is human, animal, or supernatural. With two successes, they can also determine the type of supernatural being in question, such as vampire, lupine, mage, etc. If they gain five successes, they can also determine the relative power of the person in question, such as a vampire’s Generation and possibly Clan, or how strong a lupine is. In addition to this, up to one hour for each success, the power user will know if they touch the person the blood came from.

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

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

Mood Shift [Counsel Of Primogen – Page 103]Prerequisite: Auspex 2, Dominate 4Cost: 18 XPOnce the Tremere became accustomed to seeing auras, it was only a slight stretch to see if those moods could be manipulated. As it turns out, theycan. Auspex granted them the insight and Dominate provided them with the means.A Warlock using Mood Shift views the aura of his target to determine the target's initial mood and then, through a series of subtle cues (a smile and laughter to invoke levity, a sneer and a caustic word to bring about a feeling of hostility or defensiveness), can nudge her target's mood in a particular direction.System: This technique requires eye contact and the target must be watching the Tremere to pick up on the visual cues (smile, frown, associated gestures) that he's modeling. Once the Tremere has been interacting with his target for a few minutes (long enough to provide the target with afew emotional cues), roll Manipulation + Empathy in a contested roll against the target's Willpower, difficulty 7. The number of successes determines both the degree and the duration of the effect.Successes Degree / Duration1 Superficial/ Five minutes.2 Moderate/ Ten Minutes.3 Moderate/ Half an hour.4 Completely/ The rest of the scene.5 Completely/ The rest of the night.6+ Completely/ The rest of the week.A superficial degree of mood change means that the target responds to the Tremere's mood cues only on a surface level. He's willing to go along with the mood generated by the Tremere to avoid being confrontational but nothing more. Other emotional cues will likely change the target's mood back in short order.A moderate degree of mood change means that the target has let his actual mood change a bit in

accordance with the cues given by the Warlock. The effect isn't total, but it goes beyond a mere superficial reflection of the Tremere's modeled emotion.Complete mood change means that the target adopts the mood modeled by the Tremere completely. If the Warlock modeled laughter, the target will sincerely be happy and in a good mood. If he modeled sadness, the target will feel depressed for the duration of the power.

Thaumaturgical Sight [Clanbook: Tremere Rev – Page 47]Prerequisite: Auspex 2, Thaumaturgy 1Cost: 6 XPStorytellers: Allow this power at your own discretion if you wish to distinguish between the vibrant magic of the living and the cold formulae of Thaumaturgy and other Kindred sorcery.Just as some Kindred can sense the auras that surround living or undead beings, some acutely sensitive Tremere develop the talent to recognize thaumaturgical patterns. Magical energies cast byothers are visible with Aura Perception, but with Thaumaturgical Sight, a Tremere can see the unholy vigor of blood magic. With enough occultknowledge, the Tremere may be able to decipher the lines of power to figure out exactly what sort of magic she faces.A Tremere using Thaumaturgical Sight sees blood magic's power as pulsing, viscous curve of liquid scarlet, which differ from the sparkles that punctuate the aura of a person using living, dynamic magic. As the magic turns vitae into a fuel for a twisted manifestation of undeath's curse, the viewer sees connections between thaumaturgical components and the resulting enchantment. A thaumaturge who uses the Lure of Flames, for instance, might appear to have crimson traceries weaving in his hands and coalescing until they burst into flames, while an enchanted knife might seem to have an unwholesome, sanguine glisten to it.Like similar Auspex Disciplines, Thaumaturgical Sight isn't a power that's used constantly or casually. Some magical wards -- especially koldunic ones – can threaten a Tremere's sanity when they're viewed with this sight. Certain

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places in Eastern Europe, it's said, roil with diseased power that burns out all vision from a Tremere who would look upon their naked states.Wise Tremere confine their Thaumaturgical Sightto places or items where they're certain of blood influence but need a clearer vision of the specifics.System: Activating Thaumaturgical Sight is just like the use of Aura Perception. In fact, it augments that power; those without Thaumaturgical Sight will miss the subtle nuances of dead magic, while those who possess this power will find their Aura Perception abilities enhanced by it. However, as with any use of Thaumaturgy, a botch on the activation rollcosts one permanent Willpower.While under the effects of Thaumaturgical Sight, the character may be able to puzzle out other manifestations of blood magic within her line of sight. A Perception + Occult roll (difficulty 8) is appropriate to determine the character's success in making out the results of some form of blood magic. If it's an effect with which the character is familiar – such as someone invoking Theft of Vitae, if the character knows that power – then one success is sufficient to recognize the power. Otherwise, the successes scored determine the gist of the character's understanding. With one success, she might puzzle out the general idea of an effect, like whether it's geared to combat or divination; with three or more successes, she can probably figure out what it's supposed to do.Thaumaturgical Sight does notice the patterns of power inherent to enchanted artifacts or wards, solong as they're products of blood magic. A Tremere can therefore spot a ward and determine who it's designed to deter, or notice that an objecthas some sort of blood magic upon it, such as Engaging the Vessel of Transference. Rituals show up to this sight, both during casting and while their effects remain, so a Tremere could tellif someone has invoked a ritual like Deflection ofWooden Doom or Steps of the Terrified.Most importantly, Thaumaturgical Sight allows the user to spot all forms of vampiric blood magic: Thauamturgy, Setite or Assamite magic, and koldunic sorcery are all equally visible. Conversely, Thaumaturgical Sight does not

recognize "normal" magical effects, like the enchantments that mortal wizards use (though Aura Perception still reveals such magic as sparkling, coruscating energy). In any event, Aura Perception is required to learn this power, so the distinction is only parenthetical, if noteworthy.

Theft of Will (V20 Lore of the Clans�) Prerequisite: Dominate 3, Thaumaturgy (any path) 4Cost: 21 XPThis power allows a vampire to take control of any magical effect nearby, such as a ward or enchantment. Effectively, the power user becomes the caster of the spell for all intents and purposes. This power doesn't grant the ability to detect magic or recognize it, although the power user need only know the magic is there to take control of it. Some magicians have laid cursed enchantments that lie in wait for someone to try to take control of them without knowing what they are.System: The user of this power must know there is a magical effect nearby that they wish to take control of (such as with the use of Thaumaturgical Sight, below). The ritual that created the effect must also be one level below the power user’s own Thaumaturgy level. It costs one Willpower point to use this power, and requires a Stamina + Occult roll at a difficulty equal to the original caster’s total Willpower. If the roll is a success, the power user effectively becomes the caster of the spell, although this does not change the duration or strength of the effects.This power also only works on Thaumaturgy effects. The Storyteller may allow it to apply to Necromancy or other mystical powers at her discretion.

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TzimisceBirth The Vozhd [Clanbook: Tzimisce Rev — Page 73]Prerequisite: Animalism 6, Vicissitude 6Cost: 36 XPWhile the creation of vozdh was once the sole province of Koldunic ritual, Tzimisce who have mastered both Fleshcraft and Control Of The Beast Within can build vozdh as well. The ingredients: At least 15 ghouls (20 or more is preferable). First, the Tzimisce Fleshcrafts the ghouls together, forging the bodies into a single entity. The Fiend feeds the corporate mess a concoction of the blood of the ghouls, creating something like a Vinculum among them. This bond in place, the Fiend uses Animalism to coalesce the Beasts of the ghouls into one insane and imperfect Beast that drives the vozdh to crush or devour everything in sight.System: After the Tzimisce collects enough ghouls, roll her Intelligence + Body Craft (difficulty 10) to determine how quickly she constructs and "masters" the vozdh. With one success, the process takes as long as a year; with five, it might only take a month. The Fiend can make further Vicissitude modifications to her creation (raise the difficulties of such rolls by 2 toreflect the size and complexity of the creature). Botches result in a nonviable biohazard or a frenzied, uncontrollable vozdh. Also note that vozdh, driven by their flawed Beasts, are notoriously difficult to control. Raise the difficulty of all Animalism rolls involving a vozdh by three.

Body Armory (V20 Lore of the Clans)Prerequisite: Protean 3, Vicissitude 3Cost: 18 XPThis power enables the vampire to form wicked weapons from her own body. The vampire may create sword blades, axes, and even spiked mauls. These weapons do terrible damage to theirtargets. Many Tzimisce make sword-arms, knife-bladed knuckles, and the like, but more dramatic

implementations are possible.System: This power costs two blood points per weapon (though larger weapons like two-handed swords and great axes cost four), and the player must roll Dexterity + Medicine (difficulty 7). Each weapon takes two turns to form (larger weapons take three turns). Weapons created in this manner cause aggravated damage.

Chaining the Beast (V20 Lore of the Clans)Prerequisite: Animalism 6, Dominate 1Cost: 16 XPAs lords of the land, able to influence the minds of humans and animals alike, the Fiend gains special insight into controlling and cowing even the Beast. The Tzimisce can now Dominate a frenzied vampire more easily.System: This power allows the player to use the Dominate Discipline (see V20, p. 151) on a vampire suffering frenzy or Rötschreck and ignore the normal penalties for doing so (V20, p. 297).

Ears of the Bat (V20 Lore of the Clans)Prerequisite: Auspex 1, Vicissitude 1Cost: 6 XPThe vampire grows long, pointed ears and achieves echolocation, much like a bat. She can “see”� in pitch darkness and that sense extends 360° around her, leaving no blind spots for would-be ambushers to exploit.System: The player must spend a blood point androll Intelligence + Medicine (difficulty 7). While manifesting the ears, the character gains -3 difficulty on all hearing rolls and suffers a +1 difficulty to all Social rolls with mortals unless she takes steps to hide her ears.

Flaying Touch (V20 Lore of the Clans)Prerequisite: Protean 2, Vicissitude 2Cost: 12 XPWith this cruel power, a Tzimisce can tear away avictim’s skin as easily as removing a robe, all without disturbing the muscles and other tissue beneath. The Fiend simply grabs a handful of skin and pulls it away or surgically slices it with the artful caress of a fingertip. Regardless of the method used, the target suffers excruciating pain

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and begins bleeding profusely from the exposed flesh. Even if a target somehow survives the blood loss, the area of skinless flesh soon becomes infected. Even Cainites suffer under thisagony, though they do not have to fear blood loss.System: This power requires the same roll as a conventional use of Fleshcraft, though the difficulty is always one higher than normal (maximum difficulty 9). The vampire need not restrain the victim as long as he strikes exposed skin (requiring a Dexterity + Brawl roll as usual),in which case the activation roll is reflexive. Eachsuccess inflicts one level of lethal damage, whichmay be soaked (if the victim can soak such damage) at difficulty 8. If the damage exceeds the victim’s Stamina, she can only writhe and scream in pain for the rest of the turn.Mortal victims continue bleeding profusely from their exposed skin, suffering a number of levels of bashing damage each minute equal to the initial damage. Once any of the original damage is healed or the wound is stanched (Dexterity + Medicine, difficulty 9), the bleeding slows to one level of damage per hour. Only when the original injury is completely healed does the bleeding stop.

Pater Szlachta [Clanbook: Tzimisce Rev — Page 72]Prerequisite: Protean 4, Vicissitude 3Cost: 18 XPSome Tzimisce combine the Protean power to turn into an animal with the possibilities of Vicissitude. Forces of chaotic charge surge through the Fiend's body, forces she must direct while experiencing bone-breaking pain. When theTzimisce can bear the strain no longer, the body settles into the Pater Szlachta or bogatyri form —so named by Tzimisce Anarchs to insult either their servants or the "elder valiant champions" who served the Anarchs' Sires. In the modern nights, this power is still known to a few Tzimisce, who sometimes user it in contests of improvisational Fleshcrafting.System: Spend two Blood Points and roll Stamina + Medicine (difficulty 7). The change takes (5 - the number of successes) turns to complete, during which the Tzimisce can only

howl, drool vitae, and writhe. The character can rearrange his Physical Attributes (one dot per success), but no Attribute can exceed the limit imposed by Generation. The player can describe what sort of alterations she wants to make, but the process is difficult to control. In the end, the Storyteller is the final arbiter, choosing one physical state for the character in bogatyri form or certain Vicissitude modifications such as bone spikes, spine-saws, etc. Botches earn whatever physical Flaws the Storyteller chooses, maybe permanent ones.

Soul Decoration [Clanbook: Tzimisce Rev — Page 72]Prerequisite: Auspex 2, Obfuscate 2, Vicissitude 3Cost: 20 XPThe aura is a byproduct of the body. Change the body, change the soul. The body's experiences can be summed up in the aura, but this phenomenon is the product of physical forces. ByFleshcrafting certain locations on the body — charkas, joints, erogenous zones — a Tzimisce with this power can "paint" whatever aura she chooses. Auras summarize the individual, revealing mood, the stain of diablerie, and the Curse of Caine. When under the gaze of perceptive eyes, sometimes it's better to control such things.System: After spending three Willpower Points, the player rolls her character's Perception + Empathy. The difficulty of this roll is equal to thesubject's Willpower — stronger personalities resist alteration. The number of successes indicates how completely the aura can be changed to the Tzimisce's specifications. The deception lasts one night per success. During this time, the aura doesn't change to reflect new conditions in its owner. Keep in mind that these are changes only to the aura, not the subject himself. At the Storyteller's discretion, the subjectmay feel token emotions to match his new colors.She might feel somewhat distrustful if her aura was painted light green, for instance. 1 success Can alter shades of (pale or bright)2 successes Can alter the main color3 successes Can alter psychological state

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(frenzied, psychotic, etc.)4 successes Can conceal or falsify diablerie and magic use5 successes Can conceal or falsify natural condition (vampire, shapeshifter, ghost, etc.)

The False Drink (V20 Lore of the Clans)Prerequisite: Auspex 1, Vicissitude 5Cost: 18 XPSome independent elder Fiends who pay lip service to the Sabbat developed this trick. Using a heightened self-awareness and vitae control, theTzimisce is able to divert imbibed blood to a discrete cavity within her body. The compartmentalized blood is not absorbed into thevampire’s system, and thus, the blood bond or Vinculum can be secretly avoided. The vampire can then vomit up the unwanted blood at her leisure.System: Upon drinking the blood, the player must roll Intelligence + Medicine (difficulty 8). Failure means the vampire accidentally absorbs the imbibed blood as normal, affecting any blood bond or Vinculum as per normal. Botching the roll causes the vampire to vomit the imbibed blood, along with half of her own blood pool, in amessy spray.

Wound Sculpting (V20 Lore of the Clans) Prerequisite: Fortitude 3, Vicissitude 2Cost: 15 XPA vampire with this power may vastly accelerate her healing by concentrating and willing flesh to mold back to its original form.System: The player spends one blood point and rolls Wits + Medicine (difficulty 8). Each successheals one level of lethal or bashing damage. Eachwound level requires one minute of uninterruptedwork.

VentrueApproximation Of Loyalty Absolute [Counsel Of Primogen – Page 104]Prerequisite: Dominate 5, Presence 5Cost: 30 XPThe Ventrue penchant for toying with the hearts and minds of others is well known, but this particular combination Discipline is one of the more devastating manifestations of those skills. The primogen catches the eye of a target and the target succumbs to a mind-numbing sycophantic adoration of his newly recognized master for the rest of the evening. In effect, the results are like the blood bond, though more intense and lasting only one night. This last point is considered by many users of this Discipline to be an advantage, as there are few things more inconvenient than a tool that has served its purpose yet refuses to go away. While the thrall can leave the presence of his master with no impact on his thralldom, doingso causes him great anxiety and emotional pain.Once the effect wears off, the erstwhile thrall willhave only hazy poignant memories of a lost intimate connection with his master and, perhaps,a vague longing for more. If the Ventrue had his thrall act in a truly abhorrent manner- kill a dear friend, humiliate himself in front of a crowd or similar excesses – the memory, while vague, will remain and the victim will be filled with loathing for the individual who did such a thing to him. The excessive nature of the act must be extreme for that, however, as this power incorporates a lingering emotional anesthetic in the mind of the target to soothe such stings. Only the most extreme deeds will be too much for this anodyne effect to soothe.System: The player rolls Charisma + Manipulation against a difficulty of the target's Willpower rating. One success will simply renderthe target somewhat more pliable to the user's requests, while two or more successes will result in an intense infatuation or enthrallment for the rest of the evening. Until the next sunrise, the thrall will treat the user of this Discipline as if he

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were the most important person in his life.From the outside, it appears that the Ventrue primogen simply makes friendly eye contact withhis target and smiles, and for the rest of the night the target is his willing thrall.

Denial of Aphrodite's Favor [Clanbook: Ventrue Rev — Page 77]Prerequisite: Dominate 3, Fortitude 3Cost: 20 XPDeveloped centuries ago, this power protects the Ventrue from the skills at which they and the Toreador excel. While the power of Presence maybe more subtle than those of Dominate, they are no less effective. Denial of Aphrodite's Favor allows the Ventrue to protect herself from emotional manipulation with the same efficacy that her Generation affords her against Dominate.This power is for Black Hand members only.System: Once learned, this power negates the effects of Presence Levels One through Three used by any Kindred of higher Generation than the Kindred who uses this power. Thus, a Ninth-Generation Ventrue would be unaffected by a 12-Generation vampire attempting to use Dread Gaze on her.

Distant Friend [Counsel Of Primogen - Page 104]Prerequisite: Dominate 2, Presence 3Cost: 20 XPThis ability plants a delayed Presence effect in the mind of its target. While the powerful feelingsof loyalty and love brought about by Presence aretypically elicited by the physical presence of the vampire possessing that Discipline, this particularapplication buries those feelings in forgotten recesses of the target's mind (and heart), where they remain until she talks about the vampire who initiated those feelings; at that time they rush to the fore, causing her to speak about the Cainite who so affected her in glowing terms.Enemies of the Cainite with Distant Friend may be surprised to find that an expected diatribe against the Ventrue elder comes out as a glowing declaration of support for him, but when she examines her feelings, she'll find that she agrees wholeheartedly with the positive account she's

giving.System: Once the Cainite with Distant Friend hassuccessfully affected his target with any other Presence Discipline, his player and the target's player make an additional contested Willpower roll against a difficulty of 8. If the Ventrue elder'splayer wins, Distant Friend is planted in the target's mind and, for the duration of the effect, any time the Ventrue comes up in conversation, the warm memories evoked by the Presence discipline surge to the fore, coloring anything the target has to say on the matter.Duration depends on the degrees of success in theWillpower roll. Distant Friend remains in the mind of the target for one month per net success (after subtracting the target's successes from the Ventrue player's).

Divine Aura (V20 Lore of the Clans)Prerequisite: Auspex 2, Presence 3Cost: 15 XPThis power is commonly used by those Ventrue antitribu who also study Auspex. It allows the antitribu to instill the power of her Entrancement into her own aura so that anyone who attempts to study that aura risks bowing before her.System: The antitribu must spend one blood pointto activate Divine Aura for the night. Until the sun rises, if any other Kindred attempt to inspect the antitribu's aura, she may make a reflexive Entrancement attack against him. The player makes the roll for the antitribu as normal, but the Cainite need not focus her attention on the target. Indeed, it is not even necessary for the antitribu to know that the aura reading attempt was made.

Lifesong [Clanbook: Ventrue Rev — Page 77]Prerequisite: Dominate 1, Presence 1Cost: 4 XPThis power allows the Ventrue to assess any single statement made by the subject and look forthe essence of that subject's being beneath the words she speaks. The Ventrue needs to speak no words himself; he simply interprets the statement offered to him.System: The player makes an Intelligence + Empathy roll (difficulty equal to the subject's Manipulation + Expression_. With even a single

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

Impeccable Manners (V20 Lore of the Clans)Prerequisite: Auspex 2, Presence 1Cost: 9 XPThe Ventrue intuitively senses the mood of another person through an unconscious awareness of her aura. Then, he instinctively modifies his actions so as to shy away from offensive conduct while effortlessly doing things that appeal to the subject.System: While the Ventrue is interacting socially with another person, the player must roll Perception + Etiquette (difficulty 6 for mortals or 8 for supernatural beings). Each success on this roll reduces the difficulty of all mundane Etiquette or Persuasion rolls made against the same target by -1 for the rest of the scene. This benefit does not modify Discipline rolls.

Rescue Beacon (V20 Lore of the Clans)Prerequisite: Fortitude 1, Presence 4Cost: 15 XPFortitude will not defend against all attacks. The wise Ventrue is prepared for the day his luck runsout and his skill is insufficient. One always needsa backup plan. This power automatically activates a Summoning to the nearest individual who has tasted the Ventrue’s blood in the event he is either forced into torpor or paralyzed via staking.System: If the vampire either falls into torpor or is successfully staked, this power activates automatically. The player spends a blood point and rolls Charisma + Subterfuge (difficulty 4); this power is an explicit exception to the general rule that a vampire cannot spend blood while staked. The vampire can only use this power to Summon someone who has tasted the Ventrue's blood (ghouls, blood-bound vampires, packmateswith vinculum, etc.). Otherwise, the power worksas Summon (V20, pp. 195-196).

Retaliatory Terror (V20 Lore of the Clans)Prerequisite: Fortitude 1, Presence 2Cost: 9 XPThose who dare to attack the Ventrue are soon taught the error of their ways. When an attacker successfully inflicts damage on the Ventrue, the terrifying power associated with her Dread Gaze strikes out at the offender, seemingly straight out of the wound.System: Whenever the Ventrue takes damage from a Brawl or Melee attack, the player spends one blood point and makes a reflexive Charisma + Intimidation roll (difficulty equal to the victim’s Wits + Courage). However, the difficultyis reduced by the number of health levels of damage the attacker inflicted on the Ventrue, to a minimum of 4. If successful, the effects are as perDread Gaze (V20, pp. 194-195). The power cannot be used to retaliate to a successful attemptto stake the Ventrue, as he will be unable to spendblood to activate it.

Telepathic Command (V20 Lore of the Clans)Prerequisite: Auspex 4, Dominate 1Cost: 15 XPGenerally, the Auspex power of Telepathy cannotbe used as a means to silently Dominate another, as both powers require concentration from the vampire. A Ventrue with this power overcomes that limitation.System: The vampire must still make eye contactwith the target (V20, p. 152). If he does so, he can use Command via telepathic means so that the order is not audible to others nearby. The power cannot affect vampires of lower Generation.

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OthersQuick Sight [V20 Dread Names, Red List]Prerequisite: Auspex 1, Celerity 2Cost: 9 XPRecently, Alastors have picked up this trick from the Toreador Archons. Quick Sight allows the vampire to see fast-moving objects as if they were traveling at a visible speed.A Kindred with this power can better track projectile objects, like an arrow that’s been shot from a crossbow or a bullet from a gun. However,most Alastors will likely use Quick Sight to monitor another vampire’s movements when theirtarget is using Celerity.System: The player spends one blood point to activate this power, which lasts for a scene. Any time the character wishes to see, follow, or examine something that is moving too quickly fornormal observation, the player must make aWits + Alertness roll. The difficulty based on how quickly the item is moving, which would normally be 6 or 7. One success allows the character to observe the trajectory ormovements of the object in motion; more successes bring greater detail and clarity.

Iron Facade [V20 Dread Names, Red List]Prerequisite: Fortitude 1, Obfuscate 3Cost: 10 XPBattles are often won not by the strength or weaponry of the combatants, but in the psychology of war. The appearance of invulnerability is often sufficient to unsettle or even rout a superior foe. With this power, the Kindred creates just such an appearance, seemingto shrug off heavy or even near-crippling blows as if he’d be splashed with water. This power wasmore commonly found amongst Archons, buthas recently been taught to Alastors.System: The player rolls Manipulation + Subterfuge with a difficulty 6. If successful, the character appears to be unwounded and functioning at full capacity regardless ofhow badly injured he actually is. This power doesnot actually heal wounds or reduce dice-pool

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

Badger’s Hide [V20 Dread Names, Red List] Prerequisite: Fortitude 1, Protean 4Cost: 12 XPAcquired by an Alastor who spent several years undercover in the Anarch Free State, this power allows the Kindred to alter her skin into an ultra-durable hide in order to repel attacks or other environmental conditions. The Alastor withBadger’s Hide is able to resist piercing attacks fora time. This Discipline is often used in heavy combat and gives Alastors the opportunity to fight longer than they would without it.100 Ch aracter and Traits System: This power costs one blood point. For the remainder of the scene, any attacks that mightnormally pierce a Kindred’s skin, as determined by the Storyteller, have their damage halved and rounded down after the character soaks.Any successful attack that isn’t soaked does a minimum of one health level of damage. Damagemay be dealt from weapons such as stabbing knives or impaling spikes and spears.

Lucinde’s Revenge [V20 Dread Names, Red List] Prerequisite: Dominate 4, Fortitude 4Cost: 25 XPFor centuries, Lucinde’s Revenge was known only to the Ventrue. Recently, a new iteration of this power has become widely taught among the Alastors per the wishes of Justicar and Red Alastor, Lucinde, who wants those hunting theRed List prepared to resist the manipulative tactics and Disciplines the Anathema use, one in particular. This power protects against Presence, keeping that Discipline’s more subtle effects at bay.System: Lucinde’s Revenge protects against all Presence based on Generation in a similar way that Dominate functions. Only a Kindred of lower Generation than the user of Revenge can

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affect that Kindred with Presence. Thus aNinth Generation Kindred would be unaffected

by a Twelfth Generation Kindred attempting to use Dread Gaze on her.

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