Professional Documents
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Aegis of Entropy
Requirements: Clan of Origin: Clan Specific:
Fortitude 3; Mortis(The Graves Decay) 1) Cappadocian
V 0.04 Cost:
11
Availibility: 4
Book: Players Guide to the High Clans Pg: 163 Rules Origin: Age: Dark
OWBN
No
Alpha Glint
Requirements: Clan of Origin: Clan Specific:
Animalism 4; Fortitude 3 Gangral
Cost: 10
Availibility: 5
Yes
Game Mechanics: The Gangrel are known for their resilience and can call upon such legendary stereotypes in their favor to warn others of
their fortitude. This makes an excellent combat deterrent. The Gangrel spends a willpower and makes a social challenge against any one not already in combat with him. If he wins, no one will act aggressively towards him, but will instead, cower or show the proper respect.
Availibility: 4
Age: Dark
Game Mechanics: Make a Static Mental Challenge (difficulty is the subject's Manipulation-related Traits + Subterfuge; retest with
Empathy). With success, the Scion automatically knows if his target lies to him for the rest of the scene/social encounter (the Scion's player may ask the target if she is deliberately lying with intent and the target must answer truthfully). Lies of omission will not register as falsehood, and a subject who believes he is telling the truth (such as while recalling false memories from dominate) will likewise not appear as a lair.
Animal Magintism
Requirements: Clan of Origin: Clan Specific:
Animalism 4; Obfuscate 3 Nosferatu
Cost: 9
Availibility: 5
Yes
Game Mechanics: The Nosferatu channels his primal instincts into pure allure and guile. By spending a willpower and activating Mask of
1000 Faces, the Nosferatu adopts a persona of unexpected magnetism. For the remainder of the scene or one hour he gains an additional two social traits to be used in intimidation, persuasion or seduction challenges. This power may only be used once per night.
Page 1 of 44
Anticipatory Location
Requirements: Clan of Origin: Clan Specific:
Auspex 4; Obfuscate 3, Anticipitory Visage ~
Cost: 10
Availibility: 6
Book: Archons & Templars Pg: 142 Rules Origin: Age: Mondern
OWBN
No
Game Mechanics: 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 makes Social challenge versus the target using Subterfuge as the retest. If successful, the target hears the answer he would have expected from whoever he believes the character to be. This power breaks down in long conversation or under in-depth questioning, and it can be seen (heard) through with Auspex if the Kindreds Auspex is greater than the characters Obfuscate.
Other Notes: See note 1 ((convertion from OWBN malk clan packet as of Aug 2007))
Anticipatory Visage
Requirements: Clan of Origin: Clan Specific:
Auspex 4; Obfuscate 3 ~
Cost: 12
Availibility: 5
Book: Archons & Templars Pg: 142 Rules Origin: Age: Mondern
OWBN
No
Game Mechanics: The player spends a blood point and makes Social challenge versus the target (Performance is the retest). If successful,
the character immediately takes the form (per Mask of a Thousand Faces) of the individual the target most expected 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 characters Obfuscate.
Other Notes: See note 1 ((convertion from OWBN malk clan packet as of Aug 2007))
Cost: 15
Availibility: 8
Yes
Game Mechanics: Establish eye contact and Smile engage a Social Challenge (retest Leadership). Target is subject to the effects of the Blood
bond for the remainder of the evening. In addition while the thrall can leave the presence of his/her master doing so causes them emotional pain and anxiety. Once the effect wears off the thrall will have only hazy poignant memories of a lost intimate connection with his master and, perhaps, a vague longing for more. If you cause your thrall to act in an abhorent manor such as kill a dear friend, humiliate themselves in front of a crowdor similar excesses the memory while vague will remain and fill the victim with loathing for the master. The excessive nature of the act must be extreme for that, however, as this power incorporates a lingering emotional anesthetic for such stings. Only the most extreme deeds will be to much for this to sooth.
Armor of Darkness
Requirements: Clan of Origin: Clan Specific:
Fortitude 2, Obtenebration 4 Lasambra
Cost: 8
Availibility: 5
No
Game Mechanics: Spend a Willpower and 2 blood points and a round of concentration you use your Obtenebration to create Armor against
Fire and Sunlight. Gain Armor levels equal to your Obtenebration rating for only use against Fire and Sunlight. You must maintain concentration to upkeep this power causing a 1 Trait penalty on all other actions.
Other Notes:
Page 2 of 44
Cost: 11
Availibility: 4
Book: Players Guide to the High Clans Pg: 163 Rules Origin: Age: Dark
OWBN
No
Game Mechanics: Armory of the Abyss allows a vampire to fashion weapons and armor from shadows. Summoned items extrude from every
orifice and pore, quickly hardening from darkened phantasm to black crystal even as they assume the desired form. Player spends a blood point and concentrates for one full round. The items forms and solidifies at the end of the round. If the Vampire is disturbed during this period, the player throws a social verses 7 traits retest appropriate crafts (weapon smithing etc.) failure means the half formed shadow creation dissipates. Weapons appear in the owners grasp armor forms around the creator. Weapons grant Bonus traits equal to the users Obtenebration rating and Damage equal to half the users Obtenebration rating rounded Up. Armor grants Armor levels equal to the users Obtenebration rating but provides no protection against Fire or Sunlight. Objects created with this power last until the end of the scene or an hour has passed whichever is longer and have no negatives. Characters with the Fortitude only power may only create armor, while those with exclusive Potence can fashion only weapons. Vampires with with Fortitude 3 and Potence 3 may learn a version that provides offense and Defense. Every use of this power requires a separate activation. Neither weapons nor Armor can be modified in any way using other powers or abilities. In addition both should be treated as normal for the purposes of determining breakage and damage to them.
Cost: 8
Availibility: 5
Book: Guide to the Anarchs Pg: 157 Rules Origin: Age: Mondern
OWBN
No
Cost: 8
Availibility: 5
Age: Modern
No
Game Mechanics: This Discipline costs one Blood Trait to activate and requires the user to best the intended victim in a Social Test. It can be
retested with Empathy. Those seeing the victim of Aspect of the Beast will perceive her as having a pronounced animal characteristic. This feral appearance is the result of the characters temperament and reflects the targets personality. The Storyteller has the final say on whether or not an animal aspect is appropriate and approves the appearance of the manifestation. A Ventrue loan shark may appear to have a multitude of teeth, making his predatory nature plain, while a clever and unscrupulous Nosferatu who has wronged the anarch may appear as a fox with large ears and a pointy muzzle, or a brutal and repressive Camarilla scourge might manifest his inner creature by taking on the snout of a pig. If the victim has less than three permanent Willpower Traits, he literally appears as a beast-man and will cause Delirium in nonsupernatural creatures, just as if they have seen a werewolf.. . or worse. The victim is down two Social Traits on all challenges and the witnesses reaction to the bestial visage should be actively roleplayed. Remember that this power is a Dominate-based Discipline, and the Kindred using it must be of equal or lower generation for it to work. This Discipline only functions on one victim at a time, although it can be used on multiple victims per session with additional Blood Traits and Social Tests. The effect lasts one full night; the victims appearance returns to normal at sunrise. The victim gains the Negative Social Traits Bestial x2, Repugnant and Feral for the rest of the night and must wear an appropriate tag describing her altered appearance. Obfuscate will not disguise this feral mien, though the bestial outward form does not prevent actual invisibility.
Other Notes:
Page 3 of 44
Cost: 11
Availibility: 4
Book: Players Guide to the Low Clans Pg: 158 Rules Origin: Age: Dark
OWBN
No
Availibility: 6
Age: Dark
No
Game Mechanics: (See True Tounge)Extends the effect of true tounge over every one in the characters vicinity. The Static dificulty is that
of the highest Willpower in ine group that can be affected by the character.
Availibility:
Cost: 18
Availibility: 6
Book: Players Guide to the High Clans Pg: 164 Rules Origin: Age: Dark
OWBN
No
Badger's Hide
Requirements: Clan of Origin: Clan Specific:
Fortitude 1, Protean 4 Gangral Anarch
Cost: 6
Availibility: 6
Age: Modern
No
Game Mechanics: This Discipline costs one Blood Trait to activate and lasts for one scene. Any primarily piercing melee attacks such as
knives, stakes, spears or arrows will do one less level of lethal damage for that scene, to a minimum of no damage. Weapons that merely slash or hack such as swords or axes are unaffected by this power, unless the attacker is specifically attempting to impale the vampire with them (such as trying to stab the vampire through the heart). Additionally, the increased resistance conferred while this power is active allows the user to spend a stamina-related Physical Trait to receive a retest on any staking tests (including the two additional tests required to stake successfully). Only one Physical Trait may be spent per test, however. Staking attacks that inflict no damage after this and other powers reduce damage do not receive a chance to stake the vampire. The Storyteller is the final judge over whether Badgers Hide is effective against aparticular form of attack. This Discipline is useless against bullets and other high-velocity projectiles, though other levels of Fortitude can be used normally in addition to this power to further ameliorate any damage the user sustains.
Other Notes:
Page 4 of 44
Bear's Skin
Requirements: Clan of Origin: Clan Specific:
Anamalism 3; Protean 4 Gangral
Cost: 14
Availibility: 4
Book: Players Guide to the Low Clans Pg: 159 Rules Origin: Age: Dark
OWBN
Yes
Bear's Skin
Requirements: Clan of Origin: Clan Specific:
Animalism 2, Protean 4 einherjar
Cost: 9
Availibility: 4
Yes
Bear's Skin
Requirements: Clan of Origin: Clan Specific:
Animalism 1, Protean 3 einherjar
Availibility: 3
Age: MA
Game Mechanics: When a vampire with this Discipline enters Frenzy, he may spend a blood point to activate Bear's Skin. Once
activated, the power grants the physical traits Brawny x2 and Tough x2 as well as the negative social Bestial. In addition, Bears Skin gives a retest to soak damage from Sunlight. Once invoked Bear Skin remains until you leave Frenzy.
Other Notes:
Beast Meld
Requirements: Clan of Origin: Clan Specific:
Anamalism 3; Protean 6 Gangral
Cost: 15
Availibility: 6
Age: Mondern
Yes
Game Mechanics: Spend three Blood Traits and make a Physical Challenge. If successful, you merge with the target animal, which must be
at least as large as your smallest regular beast form. The animal then behaves normally, unless you make specific effort to control it. Spend one Mental trait to geive general directions, or two Mental traits to give specific commands. As discussed in the main text, you must also specify a condition upon which you move out of the Beast Meld.
Beast's Vigor
Requirements: Clan of Origin: Clan Specific:
Animalism 3; Fortitude 3 ~
Cost: 11
Availibility: 4
Book: Players Guide to the Low Clans Pg: 159 Rules Origin: Age: Dark
OWBN
No
Page 5 of 44
Becoming Kupala
Requirements: Clan of Origin: Clan Specific:
Way of Spirit 6; Vicissitude 6 Tzimisce
Cost: 21
Availibility: 7
Book: Players Guide to the High Clans Pg: 164 Rules Origin: Age: Dark
OWBN
Yes
Cost: 36
Availibility: 8
Age: Mondern
Yes
Game Mechanics: You Must first enter into a Hard Test against the Storyteller, and should you lose this test, you must wait a year befor once
again attempting ot Birth the Vozhd, representing your lack of the physical and spiritual strength that is required for this power. It is possible to reduce this waiting period, by spending a willpower trait for each month you wish to decrease from the year in waiting. Once these Willpower traits have been spent twords the creation of a vozhd, you can not spend them again untill the waiting period has concluded. While a Tzimisce in a live action game may be capable of doing this sort of thing, it is very hard to simulate in that medium. Live-action Storytellers are encuraged to disallow this power and use vozhd only when the story requires it.
Other Notes: The xp cost is the same as TT. Since the book lists reduced costs for some of the powers but not others.
Blessed Resilience
Requirements: Clan of Origin: Clan Specific:
Fortitude 8, Mortus 4 Cappadocian
Cost: 18
Availibility: 9
No
Blessing's Warning
Requirements: Clan of Origin: Clan Specific:
Auspex 2; Daimoinon 1 Balli/Tremere
Cost: 7
Availibility: 3
Book: Players Guide to the Low Clans Pg: 159 Rules Origin: Age: Dark
OWBN
No
Bliss
Requirements: Clan of Origin: Clan Specific:
Dominate 2; Presence 3; Toreador
Cost: 7
Availibility: 3
Age: Mondern
Yes
Game Mechanics: The character must enter a trance while observing art. Within one hour or one sceneafter the trance ends, the player must
make a Static Mental Challenge against a difficulty equal to double the desired trait's permanent value. If successful, he may add one Trait to Self-Control, Conscience or Courage. This Trait remains for remander of one hour or scene. Only one Virtue can be increased at a time. When a Kindread uses Bliss to steel another's resolve, the player makes a Static Mental Challenge against a difficulty equal to double the target Virtue; plus one.
Other Notes:
Page 6 of 44
Blood Apocrypha
Requirements: Clan of Origin: Clan Specific:
Auspex 1, Obfuscate 1 Nosferatu
Cost: 5
Availibility: 2
No
Blood Pearl
Requirements: Clan of Origin: Clan Specific:
Mortis 2, Necromancy 2, Thaumiturgy 2, Cappadocian
Cost: ?
Availibility: 3
Yes
Blood Tempering
Requirements: Clan of Origin: Clan Specific:
Fortitude 2, Quietus 4 Assimite
Cost: 8
Availibility: 5
Yes
Body Armory
Requirements: Clan of Origin: Clan Specific:
Protean 3; Visistitude 3 Tzimisce
Cost: 10
Availibility: 5
Book: Guide to the Sabbat Pg: 123 Rules Origin: Age: Mondern
OWBN
No
Body Armory
Requirements: Clan of Origin: Clan Specific: Game Mechanics: See new version in guide to the sabbat Other Notes:
See new version in guide to the sabbat
Availibility:
Book: Vampire: The Dark Ages Pg: 173 Rules Origin: Age: Dark
Page 7 of 44
Cost: 11
Availibility: 6
Book: Mexico City by Night Pg: 115 Rules Origin: Age: Mondern
OWBN
No
Game Mechanics: The character with this power can automatically soak one health level of impact damage for each level of
hand damage they do. This can be bashing, lethal, or aggravated damage (as from falling, car crash, explosions, crushing, decompression or struck with very large objects telephone pole) but it must come from impact no cutting, piercing, fire, fists, sunlight, or other forms of damage. This does not normally help in normal combat. The Character must also expect the impact in order to resist in this manor.
Burning Wrath
Requirements: Clan of Origin: Clan Specific:
Celerity 3; Potence 3 Brujah
Cost: 8
Availibility: 3
Age: Mondern
Yes
Game Mechanics: The Player spends one Blood trait for each use of Burning Wrath, whether or not the attack is successful - the usage must
be declared befor determining the challenge's outcome. Successful attacks inflict full amount of damage as aggravated.
Cost: 10
Availibility: 6
No
Cost: 9
Availibility: 5
Book: Guide to the Anarchs Pg: 159 Rules Origin: Age: Mondern
OWBN
No
Game Mechanics: see call upon the blood from Laws of the Night Anarch Guide Other Notes: See note 1
Page 8 of 44
Cost: 9
Availibility: 7
Age: Modern
No
Game Mechanics: This Discipline costs one Blood Trait to activate and requires a Mental Test against a difficulty of six Traits with the
Storyteller. (Retest with Suretiettzl.) If successful, the character receives an impression of how many individuals with Beasts are nearby, as well as a general idea of their proximity. If a Storyteller is not available, or if the players prefer this application in general, this Discipline allows the user to make a Mental Test against a particular individual; if successful, the user may ask the target Are you a vampire or a ghoul? The target must answer honestly. Those subjected to this power may make an Awareness Test to sense the Disciplines use, as using it gently stirs the Beast, but cannot tell from what or which direction the strange sense is coming - only that someone is probing for the presence of the Beast nearby. A character can only use Call Upon the Blood for up to 10 minutes. Attempting it more times in a night than the user has Self-Control/Instinct Traits may require the user to test against frenzy or risk fully awakening her own Beast in the process. In no case can a character use this Discipline more than twice as many times per night as her rating in that particular Virtue Trait.
Other Notes:
Cost: 9
Availibility: 5
Yes
Game Mechanics: The Malkavian gets close enough to his quarry that he can smell him; the Malkavian can be as discrete or as obvious
about this as he wishes. This power will not work if the Malkavian has no sense of smell and can be overcome by especially pungent odors when using this power. The Malkavian then has to specify before the challenge which of three things they are smelling for: a negative Mental trait, a Derangement, or a Blood Bond. In any case, the Malkavian makes a static Mental perception based challenge versus the target (there is a 3 trait penalty for detecting Blood Bonds). Empathy is the retest. If successful, the Malkavian will learn either one negative Mental trait, a Derangement, or a Blood Bond (if they exist). This power will not reveal whom the bond is to, although that can be determined through more common means.
Other Notes: xp cost and ruls from Malk packet as of Sep 2007
Chaos Fold
Requirements: Clan of Origin: Clan Specific:
Dementation 4; Dominate 4 Anarch Malkavian
Cost: 12
Availibility: 6
Book: Guide to the Anarchs Pg: 159 Rules Origin: Age: Mondern
OWBN
No
Game Mechanics: See Laws of the Night Anarch Guide Chaos fold Other Notes: See note 1
Chaos Fold
Requirements: Clan of Origin: Clan Specific:
Dementation 5; Dominate 4 Malk Anarch
Cost: 12
Availibility: 7
Age: Modern
Yes
Game Mechanics: Social Test against the target, retested by Empathy. The wielder is two Traits down on the test if she does not have that
particular Derangement herself. This Derangement then lies dormant in the targeted character until a trigger event happens, at which point it manifests in full force as an active Derangement. If the unfortunate victim of Chaos Fold has three or fewer permanent Willpower Traits, the wielder may choose to spend a Willpower Trait to make the Derangement permanent once it is triggered, in which case the target must buy it off normally after a period of therapy and similar mental rehabilitation. Because this is still aDominate--based power, it can only be used against mortals or Kindred of equal or higher generation.
Other Notes:
Page 9 of 44
Charon's Oar
Requirements: Clan of Origin: Clan Specific:
Auspex 5; Nigrimancy 5 Giovonnii
Cost: 18
Availibility: 6
Book: Players Guide to the High Clans Pg: 165 Rules Origin: Age: Dark
OWBN
Yes
Clarity of Emptiness
Requirements: Clan of Origin: Clan Specific:
Auspex 1; Mortis (The Corpse in the Monster) 2 or Obtenebration 2 Cappadocian/Lasombra
Cost: 7
Availibility: 3
Book: Players Guide to the High Clans Pg: 165 Rules Origin: Age: Dark
OWBN
Yes
Claw Immunity
Requirements: Clan of Origin: Clan Specific:
Anamalism 2; Fortitude 4 Gangral
Cost: 9
Availibility: 4
Age: Mondern
Yes
Game Mechanics: Spend two Blood traits and specify a type of animal: wolf, deer, bear, etc. Double the effects of Fortitude when soaking
damage from that type for the next hour. Damage that makes it through these and other defenses remains in effect after Claw Imunity wears off, without modification.
Cost: ?
Availibility: 4
No
Corpse Projection
Requirements: Clan of Origin: Clan Specific:
Auspex 5; Mortis 6 Cappidocian
Cost: 15
Availibility: Uniquie
Book: Lairs of the Hidden Pg: 140 Rules Origin: Age: Mondern
OWBN
No
Page 10 of 44
Craft Ephemera
Requirements: Clan of Origin: Clan Specific:
Chimerstry 5; Fortitude 3 Ravanos
Cost: 18
Availibility: 6
Book: Players Guide to the Low Clans Pg: 159 Rules Origin: Age: Dark
OWBN
Yes
Dark Steel
Requirements: Clan of Origin: Clan Specific:
Obtenebration 3, Potence 3 Lasombra
Cost: 9
Availibility: 4
No
Game Mechanics: This power works exactly like Arms of the Abyss with the following changes. Spend 2 blood traits (instead of one). Arms
created have 6 physical traits (instead of 3), are 8 feet long (instead of 6), have six health levels (instead of 4) and gets 2 physical traits for every blood spent to feed it (instead of 1). Get the Kindreds Potence and Fortitude. Cosmetically they should be thicker and have a black metallic sheen.
Cost: 10
Availibility: 3
Age: Mondern
Yes
Game Mechanics: This power allws the kindread to ignor the use of Awe, Dread Gaze or Entrancment by any vampire of a higher generation
then the Kindread.
Other Notes:
Diplomat's Boon
Requirements: Clan of Origin: Clan Specific:
Presence 5, Auspex 3 Toreador
Cost: ?
Availibility: 6
Yes
Distant Friend
Requirements: Clan of Origin: Clan Specific:
Dominate 2; Presence 4 Ventrue
Cost: 10
Availibility: 5
Yes
Game Mechanics: System Once the Kindred with Distant Friend has successfully affected his target with any other Presence Discipline, his
player and the target's player make a hard Static challenge (he may spend a willpower to make it an easy static (win on ties). If the Player wins, Distant Friend is planted in the targets mind and, for the duration of the effect, anytime 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 is the Game (that night or if a Multi-day event the whole event). The target may spend a willpower to avoid the effects of this power for 15 minutes. Like other many Presence and Dominate powers, the target does not know she was affected by powers.
Page 11 of 44
Doubletalk
Requirements: Clan of Origin: Clan Specific:
Auspex 2; Celerity 1, Obfuscate 1 Toreador
Cost: 5
Availibility: 2
Age: Mondern
No
Game Mechanics: When their characters use Doubletalk, the players involved should make a hand signal to clarify what is spoken normally
and what is secretly communicated. Suggested is the left hand "tugging" the left earlobe, to signify that what is being said differs from what those skilled with Doubletalk hear. When a character listens for Doubletalk in a conversation, the player makes a Static Mental Challenge (dificulty five Traits). If successful, the character hears what is said. A failure means she heard nothing. When a character speaks Doubletalk in a conversation, the player makes a Static Mental Challenge (difficulty six Traits). If successful, the character can seamlessly insert Doubletalk into the conversation. A failure means he won't be understood. In both cases, a single challenge is necessary for the entire conversation.
Other Notes:
Double-Tongue
Requirements: Clan of Origin: Clan Specific: Game Mechanics: See double talk as it is the new version Other Notes: No xp cost listed
See double talk as it is the new version
Availibility:
Cost: 10
Availibility: 6
Yes
Cost: 18
Availibility: 6
Book: Players Guide to the Low Clans Pg: 160 Rules Origin: Age: Dark
OWBN
Yes
Cost: 7
Availibility: 3
Book: Players Guide to the High Clans Pg: 165 Rules Origin: Age: Dark
OWBN
Yes
Page 12 of 44
Cost: 7
Availibility: 3
Book: Players Guide to the High Clans Pg: 165 Rules Origin: Age: Dark
OWBN
Yes
Elemental Stoicism
Requirements: Clan of Origin: Clan Specific:
Fortitude 8; Obfuscate 8 ~
Cost: 20
Availibility: 10
Book: Guide to the Camarilla Pg: 117 Rules Origin: Age: Mondern
OWBN
No
Cost: 18
Availibility: 6
Book: Players Guide to the High Clans Pg: 166 Rules Origin: Age: Dark
OWBN
No
Enhance Sensation
Requirements: Clan of Origin: Clan Specific:
Auspex 2, Presence 3, Optional Vicissitude 2 ~/Tzimisce (Vicissitude version)
Availibility: 5
Age: Dark
Game Mechanics: To use this Discipline, a Cainite must touch a target (a Physical challenge if the victim resists), spend a willpower trait and
make a social test (retest empathy) against a difficulty equal to twice the victims Morality rating plus his current willpower rating. Success means that the target is flooded with an emotion of the Cainites choice, which should be role-played as well as possible, and all sensory input is heightened to an incredible degree. Aside from the possible descriptive flourishes this entails, it may also entail any or all of the following game mechanics, at the narrators discretion: wound penalties are doubled, Story-teller character mortals are helpless to resist the kiss, Cainites must make self-control/Instinct test to stop feeding, and all virtue tests are either two Traits up or two traits down depending on the emotion and situation in question. (an overjoyed Cainite lover would be up on virtue tests to resist draining a loved one dry, for instance, but also down on Virtue tests to resist frenzying against those that threaten his beloved.) If Vicissitude is added, the effects are largely descriptive, though they are generally highly visible (not to mention disturbing) and should be indicated to those present by appropriate make up or description cards whenever possible. Wound penalties also triple if vicissitude is added to this Discipline.
Other Notes: If vicissitude is added to this power then the targets flesh responds to the sensation in a most disquieting manner a
leering grin for someone overcome with lust, writhing flesh for someone in pain. Etc
Cost: 8
Availibility: 5
Yes
Page 13 of 44
Ennoia's Mastery
Requirements: Clan of Origin: Clan Specific:
Animalism 1; Protean 3 ~
Cost: 11/21
Availibility: 5
Age: Dark
No
Game Mechanics: Make a Mental Challenge (retest with Survival). Success allows one feature to be changed. Spending additional Mental
traits allows for extra changes on a one-for-one basis, with no more then four changes permited on a single subject. Some suggested changes: Claws: Inflict aggrivated damage and curve to allow a two-Trait bonous on climbing challanges. Eyes: Gain two bonous Traits on challanges to spot moving targets and suffer a one-Trait penalty on hiden or camouflaged targets that are remaining still. Feet/Hands: Flatten and spread to negate all penalties to movment in soft surfaces (snow, swamps, sand) and gain a two-Trait bonous to keep your footing on ice or other treacherous surfaces. These features may be combined with other poweres (which require the usual expenditures and challenges).
Esprit De Corps
Requirements: Clan of Origin: Clan Specific:
Potence 5, Presence 5 Brujah
Cost: ?
Availibility: 6
Yes
Cost: 14
Availibility: 5
Book: Players Guide to the High Clans Pg: 166 Rules Origin: Age: Dark
OWBN
Yes
Eyes of Blades
Requirements: Clan of Origin: Clan Specific:
Auspex2, Celerity 2 Assimite
Cost: 5
Availibility: 3
Yes
Fenrir's Talons
Requirements: Clan of Origin: Clan Specific:
Protean 2, Fortitude 2 einherjar
Cost: 6
Availibility: 3
Yes
Page 14 of 44
Fenrir's Talons
Requirements: Clan of Origin: Clan Specific:
Protean 2, Fortitude 1 einherjar
Availibility: 2
Age: MA
Game Mechanics: Spend one Blood to activate Fenrir's Talons. Fenrir's Talons are claws that are half a foot long, unbreakable, and possessed
of a metalic sheen. Grant the Sharp trait and deal Aggravated damage like Protean 2. In addtionas you recieve a Simple test for an additional level of Aggravated damage and the Ability Destroy Shield., which renders a shield useless with one blow. The draw back is that the Kindred must bid an additional trait in all fine manipulation and can not weild weapons or sheilds with Fenir's Talons Active.
Other Notes:
Fenris' Talons
Requirements: Clan of Origin: Clan Specific:
Fortitude 2; Protean 2 Einherjar
Cost: 14
Availibility: 3
Book: Players Guide to the Low Clans Pg: 160 Rules Origin: Age: Dark
OWBN
No
Feral Imbuing
Requirements: Clan of Origin: Clan Specific:
Animalism 4; Potence 2 Nos
Cost: 14
Availibility: 5
Book: Players Guide to the Low Clans Pg: 160 Rules Origin: Age: Dark
OWBN
No
Flaying Touch
Requirements: Clan of Origin: Clan Specific:
Potence 2, Vicissitude 2 Tzimisce
Cost: 7
Availibility: 3
Book: Players Guide to the High Clans Pg: 167 Rules Origin: Age: Dark
OWBN
Yes
Cost: 8
Availibility: 4
Book: Archons & Templars Pg: 141 Rules Origin: Age: Mondern
OWBN
No
Game Mechanics: Allows one to use the first three powers of Vicissitude on yourself without actually crafting it with your hands. Skin and
Bone have a Rippling effect as wind on water hence the name of the power. Spend 2 blood points to modify yourself with one of the first three powers of Vicissitude (Mallable Visage, Flesh Craft, and Bonecraft) Transformation takes one turn. Only a single power may be used at a time so Fleshcraft and Bonecraft would be separate requiring 2 turns and 4 blood. All challenges required for Vicissitude must still be made.
Page 15 of 44
Flesh Wound
Requirements: Clan of Origin: Clan Specific:
Fortitude 2; Obfuscate 3 Gangral
Cost: 8
Availibility: 3
Age: Mondern
Yes
Game Mechanics: Spend one Blood Trait. For the next hour, no damage you suffers produces a visible result: no wounds, no limps from
lameness, no fountains of blood from inconvenient holes. Characters with auspex may attempt to peirce this with the usual challenge of Auspex against Obfuscate (see Laws of the Night, Revised Edition, p 137). Bystanders who see particularly ludicrous lack of evidence may attempt a Mental challange to see through the illusion. while using Flesh Wound, you have a two-Trait bonous to social Tests related to your physical capabilities.
Forced March
Requirements: Clan of Origin: Clan Specific:
Celerity 2; Fortitude 2 Assamite
Cost: 6
Availibility: 2
Age: Mondern
Yes
Game Mechanics: You may reduce out-of-game travel time by a factor equal to the number of Celerity powers you possess. For example, if
you have the second Intermediate Celerity power, for a total of 4 Celerity powers, you devide normal travel times by 4. Each hour, or fraction thereof, of movment costs you a number of blood traits equal to half the number of Celerity powers you have. you may use this power a maximum number of times per night equal to the number of Fortitude powers you possess.
Other Notes:
Cost: 11
Availibility: 4
Book: Players Guide to the High Clans Pg: 167 Rules Origin: Age: Dark
OWBN
No
Cost: 6
Availibility: 5
Age: Modern
No
Game Mechanics: After a suitably inspirational display of courage and physical prowess, the player makes a Social Test against a difficulty
of seven Traits, retesting with Leadership. He can then choose up to three other characters within his line of sight who will gain an extra Courage Trait for the remainder of the fight. This extra Courage Trait cannot exceed the maximum number of Virtue Traits permitted - if this would bring a vampire over the limit, the excess is converted to temporary Willpower instead. The wielder cannot use this Discipline on himself, nor can it be used more than once on the same target per combat, though it may be used multiple times to cover a number of different allies. Anarchs known to use Give Em Hell are watched closely by theirmore cynical comrades; sell-outs occasionally use this power to bolster the strength of foes of the Movement just before betraying their former companions, causing not only a devastating defeat but also a crippling blow to local morale.
Other Notes:
Page 16 of 44
Give'em Hell
Requirements: Clan of Origin: Clan Specific:
Fortitude 1 or Potence 1; Presence 3 Anarch
Cost: 6
Availibility: 5
Book: Guide to the Anarchs Pg: 159 Rules Origin: Age: Mondern
OWBN
No
Glare of Lies
Requirements: Clan of Origin: Clan Specific:
Auspex 2; Valeren 1 Salubri
Cost: 7
Availibility: 3
Book: Players Guide to the High Clans Pg: 168 Rules Origin: Age: Dark
OWBN
Yes
Cost: 4
Availibility: 2
Book: Players Guide to the Low Clans Pg: 160 Rules Origin: Age: Dark
OWBN
Yes
Availibility: 6
Age: Dark
Game Mechanics: (See Inspire Greatness)By spending extra traits in the initial challenge he can inspire from two people (with one trait)
up to all in his immediate vicinity (with 5 traits) 1 Trait 2 People2 Traits 4 People3 Traits 8 People4 Traits 20 People5 Traits Every one in the characters immediate vicinity ( an entire troop in battle for example)Example: As in the example for inspire greatness if the character wished to inspire 2 of his ghouls the net blood cost would be 9+1 or 10 blood, for 4 Ghouls would be 11 blood and so on.
Guardian Vigil
Requirements: Clan of Origin: Clan Specific:
Auspex 1; Celerity 1; Fortitude 1 Anarch
Cost: 8
Availibility: 3
Book: Guide to the Anarchs Pg: 160 Rules Origin: Age: Mondern
OWBN
No
Game Mechanics: See. Laws of the night Anarch guide Other Notes: See note 1
Page 17 of 44
Guardian Vigil
Requirements: Clan of Origin: Clan Specific:
Auspex 1; Celerity 1; Fortitude 1 ~
Cost: 4
Availibility: 2
Book: Players Guide to the Low Clans Pg: 161 Rules Origin: Age: Dark
OWBN
No
Game Mechanics: *See laws of the night anarch Guide Other Notes: See note 1
Guardian Vigil
Requirements: Clan of Origin: Clan Specific:
Auspex 1, Celerity 1, Fortitude 1 ~
Cost: 7
Availibility: 3
Age: Modern
No
Game Mechanics: Inessence, this Discipline allows the anarch to enter a trance-like state ofhyperawareness for long periods of time, ready to
spring into action at a moments notice. Should a direct threat appear, the user can activate her Celerity to pre-empt the threat normally, even if its something like a sniper attack or is otherwise not normally covered by Alacrity. The normal rules for Obfuscate apply, so if a person attempting to sneak by the user has more Obfuscate than the anarch has Auspex, the cloaking effect of Obfuscate protects the transgressor. In the case of resisted tests, the anarch is two Traits up to detect the Obfuscated character, due to the users increased awareness of her surroundings. Guardian Vigil completely prohibits the use of Stealth and other mundane methods of sneaking past the anarch - they simply do not work, regardless of how skilled someone is in such abilities. As potent as it is, there are limits to Guardian Vigil - the actions taken against the anarch using this Discipline must affect him directly and immediately for this power to activate. While it can foil a sniper on the rooftop, it does not detect a camera placed there during the day and remote-controlled at night to record the vampires present, for example, nor would it detect or prevent a threat against one of the users companions. It can be activated as often as one likes per game, but each activation costs an additional Blood Trait and works for only one immediate threat.
Other Notes:
Halo of Steel
Requirements: Clan of Origin: Clan Specific:
Fortitude 3; Willpower 5+ ~
Availibility: 5
Age: Dark
Game Mechanics: As a reflexive action, the Faithful character can call upon the strength of her devotion to continue to fight on, long after
others would have been reduced to ash. The Cainite must spend a Blood Trait to activate this power; this allows her to ignore all wound penalties, including Incapacitated and Topor ( but not Final Death), for a number of turns equal to her Road Traits. In other words, only decapitation, staking, total destruction of the vampire's form (as determined by the Storyteller), fire or sunlight will prevent the Cainite with this power from continuing to act - anything less and she will continue to fight on, although her eventual fate will still likely be quite dire. This power may be used more than once; each subsequent activation requires another Blood trait. Blood spent to activate this power does not count against the character's generational maximum per turn. At the end of this time, the Cainite suffers the normal penalties for her injuries; she may even be reduced to dust if her injuries are sufficiently severe. (Storyteller's discretion, but certainly appropriate if the character has suffered horrendous amounts of damage)
Other Notes:
Cost: 4
Availibility: 2
Book: Players Guide to the High Clans Pg: 168 Rules Origin: Age: Dark
OWBN /
Yes
Game Mechanics: The vampires player spends one point of Willpower plus a variable quantity of blood. The desired artistic task has its
duration divided by the number of blood points spent, rounded up. Thus, a mosaic that normally required three hours to assemble would require only one if the vampires player spent 3 blood points. The trance of accelerated speed applies only to the single selected task. The vampire may break off and perform other actions without breaking the power, as long as he spends no more than a single hour away from the endeavor. This power may aid only in acts of deliberate artistic creation.
Page 18 of 44
Cost: 14
Availibility: 5
Book: Players Guide to the Low Clans Pg: 161 Rules Origin: Age: Dark
OWBN
Yes
Availibility:
Book: Vampire: The Dark Ages Pg: 164 Rules Origin: Age: Dark
Heart's Desire
Requirements: Clan of Origin: Clan Specific:
Auspex 4; Chimerstry 2 Ravnos
Cost: 10
Availibility: 4
Age: Mondern
Yes
Game Mechanics: To use Heart's Desire, the player must spend a Blood Trait and a Willpower Trait, then engage in a Mental Challenge
against the target to discern her heart's desire and create a reasonable facsimile. Once the Ravnos has used this power on a target, he can recreate the illusion at will using Fata Morgana normally.
I Am Legion
Requirements: Clan of Origin: Clan Specific:
Daimoinon 3, Obfuscate 2 Baali
Cost: ?
Availibility: 5
Yes
Inspire Greatness
Requirements: Clan of Origin: Clan Specific:
Presence 3, Fortitude or Potence 2 ~
Availibility: 5
Age: Dark
Game Mechanics: The Scion must begin by inspiring or urging his subject to a physical feat of strength or stamina, the subject must look to
the Scion for leadership, which the Scion attempts to provide by words or actions. The Scion must make a Social Challenge (retest with leadership). Success allows him to spend blood traits to grant his target a bonus to use in Strengthor Stamina-related challenges. The Scion may not spend more blood per turn then his generation allows, nor may he grant any higher then his rating in Fortitude or Potence. Vampires and ghouls gain levels of Fortitude or Potence even if they had no previous levels of them, and the powers act normally. Mortals can gain extra physical Traits, even above and beyond their normal rating, but may not gain Fortitude or Potence. The benefits last for one scene or until the feat is completed. Example: If a character (with Potence 5 and Fortitude 4) wished to grant Potence 5 and Fortitude 4 to his ghoul would need to spend 5 Blood traits while attempting to inspire the ghoul to the feat of strength then initiate the social challenge and win. The character would then need to spend 4 more traits while seeking to inspire the character to feats of stamina and win another social challenge.
Other Notes: See note 2Must have minimume of 2 in the physical disciplen they wish to grant
Page 19 of 44
Instantaneous Transformation
Requirements: Clan of Origin: Clan Specific:
Celerity 2; Protean 5 or Obtenebration 5 Templar
Cost: 12
Availibility: 8
Book: Archons & Templars Pg: 143 Rules Origin: Age: Mondern
OWBN
Yes
Game Mechanics: If you possess the Protean version, expend 1 blood trait. You may turn into animal form or mist form at the end of the
turn, instead of waiting the required 3 rounds. If you possess the Obtenebration version, expend 3 blood traits to turn into Tenebrous Form, instead of waiting the normally required 3 rounds.
Other Notes: Some Archons have it and could teach it but it is very rare
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 shapeshifting Disciplines (such as Serpentis) at the Storyteller's prerogative .
Iron Faade
Requirements: Clan of Origin: Clan Specific:
Fortitude 1, Obfuscate 3 ~
Cost: 5
Availibility: 4
Book: Archons & Templars Pg: 140 Rules Origin: Age: Mondern
OWBN
No
Game Mechanics: You may activate this power at any time. Once active it lasts for the scene. While active no damage you suffer produces a
visible result: no wounds, no limps from lameness, no fountains of blood from inconvenient holes. Characters with Auspex may attempt to Pierce this with the usual challenge of Auspex Versus Obfuscate. Bystanders who see particularly ludicrous lack of evidence may attempt to see through the illusion.
Iron Heart
Requirements: Clan of Origin: Clan Specific:
Potence 3; Presence 3 Brujah
Cost: 9
Availibility: 3
Age: Mondern
Yes
Game Mechanics: A kindred with this power wins on ties to resist any attempt to use Dominate, Presence or Thaumaturgical mind control
against him. Also the Kindred may use this power to strengthen the will of another; The player spends one Willpower Trait and the subject of his choice gains an automatic retest on any attempts to use the above powers. This lasts for the remainder of the scene, or one hour, whichever comes first.
Other Notes:
Itugen's Embrace
Requirements: Clan of Origin: Clan Specific:
Animalism 1, Protean 3 Anda
Cost: 5
Availibility: 4
Book: Wind from the East Pg: 71 Rules Origin: Age: Dark
Yes
Cost: 25
Availibility: 8
Book: Players Guide to the High Clans Pg: 168 Rules Origin: Age: Dark
OWBN
Yes
Cost: 6
Availibility: 4
Book: Guide to the Anarchs Pg: 160 Rules Origin: Age: Mondern
OWBN
No
Game Mechanics: See Laws of the night Anarch Guide Other Notes: See note 1
See Laws of the night Anarch Guide
Cost: 8
Availibility: 7
Age: Modern
No
Game Mechanics: This power costs nothing to use and is considered always on, and prevents a Kindred from being knocked off her feet by
any means that would not instantly cause Final Death. Attacks still inflict damage normally, but will not knock the anarch down, force her back or otherwise move her short of inflicting Final Death. Using this Discipline often breaches the Masquerade - a car that hits a vampire using King of the Hill will be knocked back or wrapped around the Kindred as if it hit a telephone pole - but as a means of intimidation or morale boosting it remains impressive. The user receives a free retest on all Intimidation or Leadership tests with any witnesses who have seen her demonstrate her inhuman endurance in the current scene. This Discipline will not protect Kindred from completely encompassing or inhumanly powerful impacts such as a speeding train or a crashing airplane. Such devastating impacts and the fire caused by the resultant spilled fuel would turn Kindred to ash, send various body parts flying all over and otherwise cause Final Death. (Rumors persist of an even more powerful variant that includes Potence and allows for truly staggering feats of resilience.. . but they remain rumors at present.) Naturally, additional levels of Fortitude can be used to alleviate the damage withstood using King of the Hill until the Kindred reaches Incapacitated. When Incapacitated, he is still standing up, but can only bid Stamina-related Traits. Only when the user enters torpor or Final Death is inflicted does he at last fall. The severity of a given objects impact and the damage sustained are ultimately up to the Storyteller.
Other Notes:
Lifesong
Requirements: Clan of Origin: Clan Specific:
Dominate 1; Presence 1 Ventrue
Cost: 2
Availibility: 1
Age: Mondern
Yes
Game Mechanics: This power requires a Mental Challenge (retest with Empathy) to discern the target's Demeanor. As stated previously, the
power does not work on Kindred.
Other Notes:
Loki's Gift
Requirements: Clan of Origin: Clan Specific:
Animalism 4; Protean 4 ~
Cost: 14
Availibility: 5
Book: Players Guide to the Low Clans Pg: 162 Rules Origin: Age: Dark
OWBN
No
Page 21 of 44
Long March
Requirements: Clan of Origin: Clan Specific:
Celerity 2, Fortitude 2 See forced march
Availibility: 3
Book: Players Guide to the Low Clans Pg: 162 Rules Origin: Age: Dark
OWBN
Game Mechanics: See forced march Other Notes: See note 1 See forced march
Maddening Halo
Requirements: Clan of Origin: Clan Specific:
Auspex 2; Dementation 3 Malkavian
Cost: 11
Availibility: 4
Book: Players Guide to the Low Clans Pg: 162 Rules Origin: Age: Dark
OWBN
Yes
Madman's Quill
Requirements: Clan of Origin: Clan Specific:
Auspex 3, Dementation 1 Malkavian
Cost: 8
Availibility: 4
Yes
Martyr's Resilience
Requirements: Clan of Origin: Clan Specific:
Auspex 4; Fortitude 7 ~
Cost: 18
Availibility: 9
Book: Guide to the Camarilla Pg: 117 Rules Origin: Age: Mondern
OWBN
No
Mask of Cathay
Requirements: Clan of Origin: Clan Specific:
Animalism 3; Chimerstry 3 Ravnos
Cost: 7
Availibility: 3
Age: Mondern
Yes
Game Mechanics: For a Ravnos to use Eastern Mask, the player must spend one Willpower Trait and one Blood Trait to invoke the Mask
until sunrise. During that time, the Ravnos is perceived through supernatural means as a yin-aspected Cathayan (see Laws of the East), not as one of the Kindred.
Page 22 of 44
Cost: 7
Availibility: 3
Book: Players Guide to the High Clans Pg: 168 Rules Origin: Age: Dark
OWBN
No
Memory Rift
Requirements: Clan of Origin: Clan Specific:
Obfuscate 2; Presence 2 Anarch
Cost: 5
Availibility: 4
Book: Guide to the Anarchs Pg: 160 Rules Origin: Age: Mondern
OWBN
No
Game Mechanics: See laws of the night Anarch Guide Other Notes: See note 1
Memory Rift
Requirements: Clan of Origin: Clan Specific:
Obfuscate 2; Presence 2 Nos
Cost: 7
Availibility: 3
Book: Players Guide to the Low Clans Pg: 162 Rules Origin: Age: Dark
OWBN
No
Game Mechanics: See Laws of the night anarch guide* Other Notes: See note 1
Memory Rift
Requirements: Clan of Origin: Clan Specific:
Obfuscate 5, Presence 3 ~
Cost: 5
Availibility: 7
Age: Modern
No
Game Mechanics: This Discipline requires the expenditure of a Blood Trait and a Mental Trait, and the user must make aSocialTest against
the target, retesting withsubterfuge. The user may attempt to influence more than one target in a scene, but must spend Traits and test against each target individually; she cannot make agroup challenge with this power. If successful, the target not only ignores the character, but by the coming dawn forgets the user was ever there. Once activated, the character can take no aggressive action against the target and must leave within five minutes after activating the Discipline, remaining out of the targets sensory range for at least a full hour of game play. Failure to stay out of sensory range, even if Obfuscated or otherwise supernaturally concealed, causes the targets memories of the user to flood back at dawn and essentially ruins the use of this power. Remember that targets still recall any events that happened, just not the presence of the anarch using Memory Rift. If a target witnessed the anarch shooting someone, he will still remember the shooting - his mind will simply make up another suspect or even alter his memories to ensure that I didnt get a good look at him. Or her. Im not even sure. Sorry.The use of this Discipline can be uncovered with the proper use of Dominate and similar powers that probe the memory, though its insinuative nature puts such seekers three Traits down on all relevant tests unless they know exactly what they are looking for and/or have dealt with this Discipline in the past.
Other Notes: This is not an anarch only power and was created by the nos (see guide to the low clans) However it has a availivbility of 7
becasuse in modern nights it is primarily found with the anarchs. Sts may wish to allow Nos with elder Nos mentors to reduce the availibility rating as if they were both anarchs do to the powers history.
Page 23 of 44
Cost: 8
Availibility: 5
Yes
Mind's Eye
Requirements: Clan of Origin: Clan Specific:
Auspex 4; Dominate 3 Archon/Templar
Cost: 13
Availibility: 5
Book: Archons & Templars Pg: 143 Rules Origin: Age: Mondern
OWBN
No
Game Mechanics: With 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 wisheWith 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. Character must make eye contact (or other appropriate Dominate contact Obedience etc.) and spend a blood trait. If the subject is cooperating, or is a mortal, or a Kindred of higher generation make a static Mental challenge difficulty of the subjects Mental traits retest Subterfuge. If the Subject is of equal or lower generation and resisting make a contested Mental challenge with them retest Subterfuge. You may search for a specific memory in one of two ways. You may search for a specific time (what did you do yesterday at midnight) or by event (what happened the last time you two talked).
Moment of Grace
Requirements: Clan of Origin: Clan Specific:
Dominate 4, Presence 3 ~
Availibility: 6
Age: Dark
Game Mechanics: By spending a Willpower Trait and a Blood Trait, the Faithful may attempt to defeat her target in a test of her Road Traits
against his. (Compare Willpower scores if a tie occures and both have equal Road Traits.) This power does not function against other Faithful -- let them progress on their own time -- nor does it function against other Cainites with a higher Road rating than the user. Only those of exceptional devotion typically have any luck with this power. If successful, the target's Road is effectively changed to the Road of Heaven for the next scene or hour, whichever is longer. His effective Road Traits are considered equal to that of the user, and during this time he must also test for degeneration as any follower of the Road of Heaven would with the same number of Road Traits. Any loss of Road Traits carries over to his normal Road when he reverts back to his old ways of thinking, however -- if he lost a Road Trait during this time on the Road of Heaven, his old Road rating is reduced by one, even if the sin which caused the loss would normally not concern him. It should be noted that this is truly a genuine conversion as well as an in-game mechanic -- while the player may know that the change only lasts for a short time, the character does not, and should roleplaytheir sudden shift in perspective and values accordingly. More then one Cainite has lapsed into extreame self-loathing over their "depraved" past acts, and some few have even destroyed themselves in shame.
Other Notes:
Mood Shift
Requirements: Clan of Origin: Clan Specific:
Auspex 2; Dominate 4 Tremere
Cost: 9
Availibility: 5
Yes
Page 24 of 44
Mortal Terror
Requirements: Clan of Origin: Clan Specific:
Animalism 3; Presence 2 ~
Cost: 9
Availibility: 4
Book: Archons & Templars Pg: 142 Rules Origin: Age: Mondern
OWBN
No
Game Mechanics: Either touch your subject or make Eye contact. Engage in a Social challege retest intimidation. If successful the Subject is
under the effects of Roshreck from the user of this power and must flee by the fastest and most direct route until succeeding in 5 checks. If the Power fails the Subject must throw Self-Control to resist Frenzy at difficultly 3 traits.
Other Notes: OWBN conversion originated in the Midwest/ohio games (see note 1)
Mystic Sight
Requirements: Clan of Origin: Clan Specific:
See thaumiturgical sight See thaumiturgical sight
Availibility:
Book: Players Guide to the Low Clans Pg: 163 Rules Origin: Age: Dark
OWBN
Game Mechanics: See thaumiturgical sight Other Notes: See note 1 See thaumiturgical sight
Cost: 5
Availibility: 4
Book: Archons & Templars Pg: 140 Rules Origin: Age: Mondern
OWBN
No
Game Mechanics: The player must spend a blood point and mental Challenge (empathy to retest); the difficulty depends on whether the
subject was mortal or vampire, as well as on the length of time since he died. 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 Spirit's Touch. The Kindred with this power may identify a deceased person, Kindred or Kine, simply by handling a piece of the corpse. This Identification is supernatural in nature and cannot be fooled because the dead individual looks like and or has the same name as someone else. If the person in question is not actually dead this power will not work. If part of someone who is not yet dead is tested and the player wins the challenge they may make 2 follow up hard challenges (lose on a tie) if they win both they relies the person the part is from must still be alive but they do not know who the part belongs to. Time since death Diff if Kindred Diff if Mortal Less than 24 hours.6...6 Less than 1 week8..6 Less than 1 month.12.8 Less than 6 months...15..8 Less than 1 year ..Ties8 Less than 10 years...Ties*.12 Less than 1 century Ties**15 Older than 1 century.NA..Ties Ties: Player loses on ties *: Retest if player wins the challenge **: Second retest if player wins retest challenge
Page 25 of 44
Nightmare Curse
Requirements: Clan of Origin: Clan Specific:
Auspex 4, Chimestry 5 Ravanos
Cost: 10
Availibility: 6
Yes
Pater Szlachta
Requirements: Clan of Origin: Clan Specific:
Protean 4; Vicissitude 3 Tzimisce
Cost: 18
Availibility: 4
Age: Mondern
Yes
Game Mechanics: Your body increases its mass for every blood trait you spend. You must first enter into a Static Physical Challenge against
the Storyteller, and if successful, you can increase your Physical Trait category by two Traits for every blood Trait consumed in this fasion, possibly even exceding the limits of your generation.
Other Notes: The xp cost is the same as TT. Since the book lists reduced costs for some of the powers but not others.
Penitent Resilience
Requirements: Clan of Origin: Clan Specific:
Fortitude 3, Valeren 4 Salubri
Cost: 14
Availibility: 5
Book: Players Guide to the High Clans Pg: 169 Rules Origin: Age: Dark
OWBN
Yes
Phobic Affliction
Requirements: Clan of Origin: Clan Specific: Game Mechanics:
Dementation 3; Dominate 2 Malkavian
Cost: 9
Availibility: 4
Yes
The Malkavian must make eye contact with his target and speak a threat (however veiled) to her. The Malkavian then makes a Social challenge versus the target's current Willpower rating using Intimidation for a retest. If the player succeeds, the target is overwhelmed by unrelenting waves of terror and anxiety -- stemming from the threat and its repercussions -for one minute plus an additional minute per Social trait expended. 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 has more than double the target's permanent Willpower, the target immediately enters fear frenzy.
Other Notes: xp cost and rules form malk packet as of Sep 2007
Prophecy
Requirements: Clan of Origin: Clan Specific:
Auspex 4, Dementation 3 Malkavian
Cost: 5
Availibility: 5
Yes
Page 26 of 44
Psychic Double
Requirements: Clan of Origin: Clan Specific:
Auspex 5; Obfuscate 3 Nos
Cost: 12
Availibility: Uniquie
Book: Lairs of the Hidden Pg: 140 Rules Origin: Age: Mondern
OWBN
No
Pulse of Undeath
Requirements: Clan of Origin: Clan Specific:
Auspex 1, Potence 3 Brujah
Cost: 3
Availibility: 3
Age: Mondern
Yes
Game Mechanics: To learn which of the three Disciplines another character possesses, the player must succeed in a static mental challenge
against the target's Mental Traits. If she succeeds, she may spend one Mental Trait per Disciplen to learn what level the target has of each.
Other Notes:
Quicken Sight
Requirements: Clan of Origin: Clan Specific:
Auspex 1; Celerity 2 Archon/Templar
Cost: 5
Availibility: 3
Book: Archons & Templars Pg: 140 Rules Origin: Age: Mondern
OWBN
No
Game Mechanics: Expend a blood trait. For the remainder of the scene, you may make a simple mental challenge to perceive objects moving
too fast to normally perceive, or to see objects clearly when you are moving too quickly to have a moment to study them (IE, you can either see a bullet being fired from a gun and watch its passage through the air, or you can read the headlines of a newspaper laying on the ground as you speed by it in a car at 70 mph).
Quickened Instincts
Requirements: Clan of Origin: Clan Specific:
Auspex 1, Celerity 2 ~
Cost: 7
Availibility: 3
Book: Players Guide to the Low Clans Pg: 163 Rules Origin: Age: Dark
OWBN
No
Quicksilver Contemplation
Requirements: Clan of Origin: Clan Specific:
Auspex 2;Temporis 3 True Brujah
Cost: 11
Availibility: 4
Book: Players Guide to the High Clans Pg: 169 Rules Origin: Age: Dark
OWBN
Yes
Page 27 of 44
Random Patterns
Requirements: Clan of Origin: Clan Specific:
Auspex 2; Dementation 2 Malkavian
Cost: 7
Availibility: 3
Book: Archons & Templars Pg: 141 Rules Origin: Age: Mondern
OWBN
No
Game Mechanics: The character spends a point of blood to activate the power. The character then makes a static Mental challenge versus the
opponents Mental traits (modified by the STs decision of how predictable the opponent is; Derangements can increase the difficulty). The retest is Empathy. If successful, then for the rest of the round the character gets a free retest on all opposed challenges with the opponent. For example, the bonus could be applied to pursuit, Melee or Dodge, but not to the activation of a Discipline.
Cost: 10
Availibility: 6
No
Availibility: 6
Age: Dark
No
Game Mechanics: This power consists of two component parts: recording and replaying. Recording a sensation for later use requires that the
Cainite touch the target and make a mental test (retest Empathy) against a difficulty based on how direct and easily perceived the sensation to be recorded is the pain of a suffering torture victim would be fairly easy, while the pleasure of a woman customarily kissing her husband goodnight would be much more difficult to record. Characters with Eidetic Memory win all ties when recording sensations in this fashion. If successful, sensations are stored for a number of days equal to the users Willpower rating; this duration can be extended to sessions with the expenditure of a willpower trait. To replay the sensation, the Cainite must touch her target and make a Social test (retest Empathy) against the targets Willpower rating plus his Self-Control/Instinct rating. If successful, the target immediately experiences the sensations exactly as the original target did, including any wound penalties, Willpower loss due to torture, incapacitation due to extreme bliss and so on. The Narrator has final say on the exact game mechanics involved in any replay situation. This Discipline lasts for a number of minutes/turns equal to the users Willpower rating minus the targets Willpower rating (minimum one minute/turn). Once used in this fashion, a sensation is lost, though if the Discipline wielder uses it on herself, she may spend a Willpower trait to retain the sensation for later. A Cainite may record a maximum number of sensations equal to her Willpower rating at any one time. The Advanced version of this power is identical in every way to the basic version, save that the physical contact is no longer required to record or replay, only clear line of sight to the target.
Other Notes:
Respite of Lucidity
Requirements: Clan of Origin: Clan Specific:
Animalism 5; Dementation 2 Malkavian
Cost: 16
Availibility: 6
Book: Players Guide to the Low Clans Pg: 163 Rules Origin: Age: Dark
OWBN
No
Page 28 of 44
Cost: 8
Availibility: 5
Book: Guide to the Anarchs & low clans Pg: 161 Rules Origin: Age: Mondern
OWBN
No
Game Mechanics: See Laws of the night Anarcg Guide* Other Notes: See note 1
Availibility:
Book: Vampire: The Dark Ages Pg: 163 Rules Origin: Age: Dark
Cost: 10
Availibility: 7
Age: Modern
Yes
Game Mechanics: Any Blood Traits spent to activate Celerity (and only Celerity) return to the characters system in one full hour. Blood
Traits returned in this manner can never exceed the characters maximum Blood Trait pool, and any excess returning Traits are lost. The vitae returns due to astrange anomaly in the Kindreds biology, the same anomaly that makes Assamite blood so unique and deadly. This Disciplines use is not visible to onlookers. This Discipline does not bestow an unlimited supply of vitae on its user, as it takes time to regain the expended Blood Traits, and hunger frenzy is still arisk in combat when avampire pushes her limits using Disciplines that require blood to fuel them.
Other Notes: Storytellers should keep a close eye on those seeking to learn this Discipline - it is exceedingly rare even for a combination
Discipline, and those few Assamite anarchs who know its secrets never impart it without asking a high price in return. Accordingly, its acquisition should be the culmination of a suitably involved and demanding story, not just a way to spend a few excess Experience Traits one has lying around.
Cost: 14/28
Availibility: 6
Age: Dark
No
Game Mechanics: This power changes a human target into a prey animal such as a stag. Once a mortal target is caught and subdued, he is
fed at least 2 traits of blood, and the power enacted, starting with a touch on the parts to be transformed. (as the target is supposed to be subdued, this requires no challenge.) The ritual is complete in five minutes, during which time the mortal transforms as his Beast comes to the surface. If the target is fed more blood, he gains greater body mass ( one trait for 10% increase). packs can pool their blood for this transformation, yet only the leader need know how to enact this ritual. The new animal has no human understandings or memories, but it still possesses the mental Traits it had as a human and will use them to their fullest extent to avoid its pursuers. At the end of the night the mortal reverts to his normal form, complete with his memories of the night's activities. Lupines and others who are intimately familer witht he behavior of prey animals will know there is somethign wrong with a deer or the like that can push a cart or work a lever.
Page 29 of 44
Righeous Gaze
Requirements: Clan of Origin: Clan Specific:
Potence 3; Presence 2 ~
Availibility: 5
Age: Dark
Game Mechanics: The canite must make eye contact with the target and initiate a test of her Road Traits against her target's. (Compare
Willpower if both tie and have equal Road trait.) Success means that at the beginning of the next turn, the target immediately suffers burning inner pains and recives one level of aggravated damage for each Road Trait possessed by the Faithful character - thus, a Cainite being judged by one of the Faithful with four Road Traits suffers four levels of aggravated damage. Targets may attempt to use Fortitude to reduce damage inflicted by this power, but no other powers or armor afford protection. In the case of emplying this power against other Faithful, the damage inflicted is equal to the accuser's Road Traits minus the targets Road Traits, reducing the damage somewhat - or even negating it entirely when dealing with those of equal or higher Road Traits. Therfore a Faithful with 2 Road Traits will only inflict two levels of aggravated damage instead of her usual four. At the Storyteller's discretion, particularly foolish or judgmental Cainites who attempt to judge superior Faithful may actually suffer the difference in Road ratings as agrivated damage reflected back on themselves; fitting punishment for daring to question those of more blessed standing. If the user fails to apply this power successfully, she must immediately perform an Act of Contrition befor applying it again. Once used on that target again until his road Traits Change.
Other Notes:
Sanguinary Expulsion
Requirements: Clan of Origin: Clan Specific:
Fortitude 2; Protean 3 or Thuamaturgy 3 Archon
Cost: 8
Availibility: 5
Book: Archons & Templars Pg: 142 Rules Origin: Age: Mondern
OWBN
No
Game Mechanics: After consuming blood the character makes a Physical challenge difficulty of 5 plus the number of blood traits consumed
retest survival. If failed the blood is consumed normally. If successful, the character is able to hold the blood internally without absorbing it, and may vomit it back up later. This prevents blood 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 they do so for any reason, the power ends and the blood is consumed normally. Even though it does not cost a blood trait to activate the power, an additional blood trait is vomited back up when the blood is purged.
Scalpel Tongue
Requirements: Clan of Origin: Clan Specific:
Presence 1, Celerity 1 Toreador
Cost: 4
Availibility: 1
Yes
Game Mechanics: As this is a role-playing power triggering off a cutting remark, you must make such a remark before using this discipline.
Once the remark is made, engage the target in a social challenge declaring the use of Scalpel Tongue. Leadership is the appropriate retest for both the user and target of this power. As this is a social challenge, Awe is also appropriate. The target may also spend a Temporary Willpower to gain a final retest. If the challenge is successful, the remark stuns the target into silence for 5 minutes (2 minutes if the target is a Toreador) or the end of the scene, whichever comes first.
Other Notes:
Scalple Tounge
Requirements: Clan of Origin: Clan Specific:
Presence 1; Celerity 1 Toreador
Cost: 3
Availibility: 2
Yes
Page 30 of 44
Scent of Caine
Requirements: Clan of Origin: Clan Specific:
Auspex 2; Thaumatugry (path of blood) 1 Tremear
Cost: 7
Availibility: 3
Book: Players Guide to the Low Clans Pg: 164 Rules Origin: Age: Dark
OWBN
Yes
Cost: 11
Availibility: 4
Book: Players Guide to the High Clans Pg: 169 Rules Origin: Age: Dark
OWBN
Yes
Cost: 14
Availibility: 5
Book: Players Guide to the Low Clans Pg: 159 Rules Origin: Age: Dark
OWBN
No
Cost: 12
Availibility: 4
Age: Mondern
Yes
Game Mechanics: Make a Mental Challenge. If you succeed, you can see the target's Protean beast forms, or the most powerfull form the
target assumes with some other Discipline. You may spend an additional Mental Trait to see all of the character's defined forms, the ones regularly adopted regardless of the Discipline used, and another Mental Trait to see potential forms and emotions connected with the target's shapechanging. Mask of a Thousand faces is not considered a true shape changing, and therefore is not subject to this power.
Cost: 14
Availibility: 5
Book: Players Guide to the Low Clans Pg: 164 Rules Origin: Age: Dark
OWBN
No
Page 31 of 44
Cost: 7
Availibility: 3
Book: Players Guide to the High Clans Pg: 169 Rules Origin: Age: Dark
OWBN
Yes
Sensory Overload
Requirements: Clan of Origin: Clan Specific:
Auspex 1, Dementation 3 Anarch malk
Cost: 8
Availibility: 5
Age: Modern
Yes
Game Mechanics: To active this Discipline, the user must choose a target and make a successful Social Test, retested by Empathy, and spend
a Willpower Trait. The Auspex effect given to the target must be a level of Auspex the user has. (You cannot force Telepathy on a target if you only possess Heightened Senses, for example.) Examples of possible effects of Sensory Overloud based on the level of Auspex granted are provided below. This Discipline lasts for a number of hours equal to the users permanent Willpower Traits minus the targets current Willpower Traits, with a minimum duration of one hour. Note that the Malkavian wielding this power (for no other clan has yet braved the excruciating process of learning this Discipline) retains full command of Auspex during this time - he does not truly loan his power to the target, only a fractured, horrifying reflection of it. Regardless of the specific effects generated, all targets of Sensory Overload suffer a two-Trait penalty to all Social and Mental tests for the duration of the power due to the constant distraction from this phantom input, and are required to roleplay their disorientation and mistaken impressions to the best of their capability. At the Storytellers discretion, particularly susceptible targets such as those with Acute Senses, relevant Derangements or other specific weak points for this power to exploit might be required to spend a Willpower Trait to avoid being overcome with sensory input, or even suffer an active Derangement for the duration of the Discipline. While these perceptions may certainly shock the target, even those who have a compelling reason to disbelieve the false input theyre offered still cant bring themselves to ignore it, and those less knowledgeable in psychic manipulation are likely to either believe in the visions they are granted or at best believe they are suffering some kind of psychotic fit. Targets who already possess the level of Auspex targeted by Sensory Overload may make a Mental Test with the Awareness Ability against the users Mental Traits to discern that something is wrong with their perceptions, but otherwise they are even more likely to believe their perceptions than most targets, accustomed as they are to receiving such supernatural sensory information.
Other Notes:
Cost: 11
Availibility: 4
Book: Players Guide to the Low Clans Pg: 164 Rules Origin: Age: Dark
OWBN
Yes
Shadow Eyes
Requirements: Clan of Origin: Clan Specific:
Obtenebration 3, Auspex 3 Lasombra
Cost: 6
Availibility: 4
No
Game Mechanics: Expend a Blood Trait and make a Mental challenge against your targets physical traits (Retest Occult). If you succeed,
shadows flock to cover the victim's eyes, thus forcing him to suffer penalties for "Darkness" for the remainder of the scene or until the shadows are burned away or the eyes plucked out. Those Afflicted cause mortals to rotschreck similar to Black Metamorphosis. Some Lasombra have a cosmetic Version of this where they can still see.
Page 32 of 44
Shadow Feint
Requirements: Clan of Origin: Clan Specific:
Celerity 2; Obfuscate 2 Assamite
Cost: 6
Availibility: 2
Age: Mondern
Yes
Game Mechanics: Spend an additional Blood Trait when you activate Celerity for the turn. Your Swiftness action for the turn must be an
evasive movment. For every attack on you this turn to which you respond with an evasion rather then a counterattack, you gain 2 bonous Traits.
Other Notes:
Shadow Feint
Requirements: Clan of Origin: Clan Specific:
Celerity 2; Obfuscate 2 Assimite
Cost: 7
Availibility: 3
Book: Players Guide to the Low Clans Pg: 164 Rules Origin: Age: Dark
OWBN
Yes
Cost: 12
Availibility: 6
Book: Mexico City by Night Pg: 114 Rules Origin: Age: Mondern
OWBN
No
Shared Emtombment
Requirements: Clan of Origin: Clan Specific:
Animalism 1; Protean 1 or Potence 1 Anda
Cost: 11
Availibility: 2
Book: Players Guide to the Low Clans Pg: 165 Rules Origin: Age: Dark
OWBN
No
Shared Strength
Requirements: Clan of Origin: Clan Specific:
Animalism 3, Protean 2 Anda
Cost: 6
Availibility: 4
Book: Wind from the East Pg: 70 Rules Origin: Age: Dark
Yes
Page 33 of 44
Shattered Fog
Requirements: Clan of Origin: Clan Specific:
Auspex 1; Protean 5 Gangral
Cost: 16
Availibility: 6
Book: Players Guide to the Low Clans Pg: 166 Rules Origin: Age: Dark
OWBN
Yes
Shroud of Absence
Requirements: Clan of Origin: Clan Specific:
Dominate 3; Obtenibration 3 Lasombra
Cost: 6
Availibility: 3
Age: Mondern
Yes
Game Mechanics: Spend a blood and make a Static Social Challenge against 7 traits to Create Shroud of Absence. Success creates a blind
spot about 10 feet across, located anywhere within the line of site of the creator capable of moving at walking pace of the creator. Anyone seeking to peer in must win a Willpower Challenge against the Shroud's creator. The creator can spend Social traits to raise his/her Willpower total for this purpose. Note this power is wholly supernatural in origin, and most mortals will not have had the experience with the occult to even consider that they can try to see what is so malevolently forcing their attention away
Cost: 9
Availibility: 5
Book: Guide to the Anarchs Pg: 161 Rules Origin: Age: Mondern
OWBN
No
Game Mechanics: See Rules Smiling Jacks trick from MET Laws of the Night Anarch Guide Other Notes: See Rules Smiling Jacks trick from MET Laws of the Night Anarch Guide
Cost: 9
Availibility: 7
Book: Laws of the Night Anarch Guide Pg: 161 Rules Origin: Age: Modern
OWBN
No
Game Mechanics: Smiling Jacks Trick requires a Mental Test against the person the user intends to deceive (not the person whose
appearance she intends to switch); it may be used against multiple targets with a regular group test, although the user may only switch identities with one person at a time. If successful, the person with whom the user switched takes on the users appearance, while the anarch himself assumes the others appearance down to the smallest detail. This identity shift lasts for one hour, time that is generally best spent leaving the area before the ruse is discovered. Like all Dominate effects, it can only be used against a target of equal or higher generation.
Smothering Darkness
Requirements: Clan of Origin: Clan Specific:
Obtenebration 2, Obfuscate 1 Lasombra
Cost: 5
Availibility: 3
Yes
Page 34 of 44
Soul Decoration
Requirements: Clan of Origin: Clan Specific:
Auspex 2; Obfuscate 2; Vicissitude 3 Tzimisce
Cost: 6
Availibility: 3
Age: Mondern
Yes
Game Mechanics: You must spend a Willpower Trait in order to alter the color of your own aura. Each Willpower trait you spend in this feat
of deception grants more control over the conditions of your aura. You can change one aspect of your aura when spending a single Willpower Trait, whereas you can go all out and change five different facets with five Willpower Traits. The changes made to your aura are undetectable in Auspex Challenges; the appearance of Soul Decoration last for a night. You may also manipulate the auras of other Kindread or kine by spending a Willpower Trait and succeding in a static Willpower Challenge.
Other Notes:
Soul Painting
Requirements: Clan of Origin: Clan Specific:
Auspex 4; Presence 2 Toreador
Cost: 9
Availibility: 4
Age: Mondern
Yes
Game Mechanics: The player makes a Static Social Challenge ( nine Trait difficulty). If successful, the painting captures the subject's Nature
in the work. The Player may make spend up to three Social Traits to illustrate the following qualities (one per Trait spent): a rough gauge of Huamanity (or Path, wich usually won't create a traditionally flattering work), Willpower, Selfcontrol, conscience, Conviction, Instiinct or curage. Kindread with the Soul Painting powe immediately recongnize every insight portrayed. if a character lacks the power, the player may (at the Storyteller's discretion) need to make a Static Mental Challenge against a dificulty equal to the number of qualities imbued into the painting (ranging form one to four traits).
Other Notes:
Availibility: 6
Age: Dark
Game Mechanics: With a successful Static Mental Challenge (difficulty the targets Willpower, Retest with Leadership), the Scion knows if a
sworn vassal has, through word or deed, violated an oath to him. The Storyteller may chose to make this challenge in secret and inform the player of the result, or come to the Scion and ask for the challenge. With success, the Scion knows that a vassal has broken his word and knows where this happened, and little else. If the Betrayal was particularly grave ( treachery that kills the Scions mortal family or reveals a battle plan that could kill hundreds is much more serious than speaking ill of the Scion), the Scion may receive more clues to the oath-breakers identity at Storyteller discretion. This provides no warning of treachery or disloyal thoughts, only words or deeds in the commission. This power affects only those who have sworn oaths of vassalage or loyalty to the Scion, those who are bound to him by blood oath, or those who are under his Presence or Dominate powers. Peers associates, allies, servants, or those not bound by such means to the Scion are not affected by this power.
Spectral Puppeteer
Requirements: Clan of Origin: Clan Specific:
Auspex 5; Dominate 5, Tremear
Cost: 18
Availibility: 6
Book: Players Guide to the Low Clans Pg: 166 Rules Origin: Age: Dark
OWBN
Yes
Page 35 of 44
Cost: 3
Availibility: 3
Book: Wind from the East Pg: 70 Rules Origin: Age: Dark
Yes
Stone Meld
Requirements: Clan of Origin: Clan Specific:
Fortitude 2; Protean 3; Gangral
Cost: 11
Availibility: 4
Book: Players Guide to the Low Clans Pg: 166 Rules Origin: Age: Dark
OWBN /
Yes
Game Mechanics: This power operates exactly as the Protean 3 power Interred in earth, save that it allows a vampire to sink into stone. Such
stone can have been shaped and carved by tools, though it must be a single continuous block or slab large enough to contain the vampire's mass. if the stone containing the vampire is shattered, the vampire is expelled.
Stunning Awe
Requirements: Clan of Origin: Clan Specific:
Dominate 2; Presence 2 ~
Cost: 7
Availibility: 3
Book: Players Guide to the High Clans Pg: 169 Rules Origin: Age: Dark
OWBN
No
Suck It Up
Requirements: Clan of Origin: Clan Specific:
Animalism 1, Protean 5 Anarch
Cost: 5
Availibility: 7
Age: Modern
No
Game Mechanics: A Kindred using this Discipline merely touches the pool of blood and absorbs it like a sponge at a rate of one Trait per
turn. Suck It Up requires a successful Mental Test against a difficulty of six Traits, which can be retested with the Surukal or Scrounge Abilities. The absorbed Blood Traits go into the Kindreds pool, and cannot exceed her maximum number of Blood Traits. The Storyteller is the final arbiter of how much blood can be sucked up from a particular pool in this manner The vacuuming up does not do the job perfectly; telltale stains remain (though faint), and the dried husks of bloodless bodies certainly constitute a major Masquerade breach. Unless thoroughly scoured with other means such as chemical cleaning agents, enough traces of blood remain on the scene to perform forensic analysis.
Other Notes: 1
Suckit Up
Requirements: Clan of Origin: Clan Specific:
Animalism 1; Protean 1 Anarch
Cost: 5
Availibility: 3
Book: Guide to the Anarchs Pg: 162 Rules Origin: Age: Modern
OWBN
No
Game Mechanics: See Laws of the Night Anarch Guide* Other Notes: See note 1
Page 36 of 44
Sympathetic Agony
Requirements: Clan of Origin: Clan Specific:
Chimerstry 2; Fortitude 4 Ravnos
Cost: 10
Availibility: 4
Age: Mondern
Yes
Game Mechanics: The player spends one Blood Trait and engages in a Social Challenge (Intimidation retest) against the target. If successful,
she may spend one Social Trait per level of damage the target can potentially suffer in her stead. Endurance does not block the pain inflicted with this power.
Sympathetic Agony
Requirements: Clan of Origin: Clan Specific:
Chimerstry 2; Fortitude 5 Ravnos
Cost: 14
Availibility: 6
Book: Players Guide to the Low Clans Pg: 166 Rules Origin: Age: Dark
OWBN
Yes
Tenebrous Veil
Requirements: Clan of Origin: Clan Specific:
Obfuscate 1; Obtenebration 1 Malkavian/Lasombra
Cost: 3
Availibility: 3
Book: Guide to the Anarchs Pg: 162 Rules Origin: Age: Mondern
OWBN
No
Game Mechanics: See laws of the night Anarch guide* Other Notes: See note 1
Tenebrous Veil
Requirements: Clan of Origin: Clan Specific:
Obfuscate 2; Obtenebration 1 Malk, and Lasombra anarchs
Cost: 3
Availibility: 4
Age: Modern
No
Game Mechanics: This simple but effective combination Discipline, devised by Malkaviari and Lasombra anarchs, combines the basic
properties of Obfuscate and Obtenebration. While Cloak of Shadows warps the minds perceptions, Tenebrous Veil further prevents being seen by wrapping the very stuff of the shadows around the hiding vampire. Provided a shadow is available, with the expenditure of a Blood Trait a Kindred can stand perfectly motionless and wrap that shadow around herself, allowing her to remain unseen as long as she stays motionless and does not make a sound. This Discipline has no effect on other Obfuscate powers, as movement or speech of any kind disrupts the veil immediately. Whats more, the addition of the shadow prevents anyone from using Auspex to see through the Disciplines Obfuscate aspect, even if the Auspex user has more levels of that Discipline than the Tenebrous Veil user has Obfuscate. However, as Lasombra are quite rare among anarchs, this Discipline is not common and thus remains relatively unknown despite its potential usefulness.
Other Notes:
Page 37 of 44
Cost: 11/21
Availibility: 5
Age: Dark
No
Game Mechanics: This ability is used to seek out fellow Ferals and to gauge a cainites intrest in the Road of the Beast. Beginning by
engaging the target in conversation or brining them on a hunt. After a few minutes of observation, make a Mental challenge. Success determins whether or not the target is indeed a fellow Feral. On a loss, make a second Simple Test. if the user loses this test the target appears to be a senior fellower of the Road of the Beast. Spending additional Mental Traits for the following: One Trait, to learn if the subject is hostile to the road of the Beast; two Traits, to find out the subject's Road rating. This power does not allow you to learn what road the target actually follows if she is not Feral.
Thaumaturgical Sight
Requirements: Clan of Origin: Clan Specific: Game Mechanics:
Auspex 2; Thaumaturgy 1 Tremere
Cost: 3
Availibility: 2
Age: Mondern
Yes By invoking Thaumaturgy Sight, you become capable of noticing the use of any blood magic - Thaumaturgy, Koldonic sorcery, Assimite or Setite sorcery, or more specialized forms such as rituals. You can call out this sight at any time (subject to being conscious, able to spend blood and so on), and you immediately notice all rituals in use, all blood If you wish to magic in the process of casting or currently in effect and all objects enchanted with blood magic. determine the specifics of an effect, you must make a static Mental Challenge with the difficulty of eight Traits and using the Occult Ability for retests. If you succeed, the subject must reveal the name of the power invoked. If its a power that you posses, you are assumed to know how it works and you can also determine the target. Otherwise, the subject need only reveal the name of the power in question. You can only scrutinize one power in this fashion each turn, even so if you spot several thaumiturgical effects in action, you can only concentrate on one of them at a time. This level of concentration Should you desire to keep requires your normal action and can not be speed up with Celerity or similar powers. your Thaumitugical Sight active longer then one turn, you can spend Mental Traits to extend the duration of the power. Spend one Mental Trait at the beginning of each turn in which you wish to keep the power active. If you allow the power to laps, you must spend a Blood trait to renew it later. if you are not in combat-based turns, the power lasts for one minute You should indicate your and can be maintained at a cost of one Mental Trait per minute thereafter. Thaumaturgical Sight by placing your fingers, spread in a V, to the side of your eyes. Use of this power is not immediately noticeable to others, though the people will notice your intense scrutiny.
Other Notes:
Cost: 6
Availibility: 6
Book: Guide to the Anarchs Pg: 158 Rules Origin: Age: Mondern
OWBN
No
Cost: 5
Availibility: 4
Yes
Page 38 of 44
Cost: 10
Availibility: 8
Yes
Cost: 9
Availibility: 4
Yes
Game Mechanics: Make a powerful display of strength and make a social challenge vs. all opponents you wish to effect. Any kindred who
lost the social challenge against you, is down two traits against you in any social challenge. In addition, the Brujah is up two traits on any intimidation challenge for the remainder of the scene. The power loses efficacy when overused. If the power is used again in the same month, it only affects one trait. More than that in a month and its powers are nullified.
Cost: ?
Availibility: 4
Yes
Cost: 11
Availibility: 7
Book: Guide to the Anarchs Pg: 161 Rules Origin: Age: Mondern
OWBN
No
Game Mechanics: See Laws of the night Anarch Guide* Other Notes: See note 1
Cost: 12
Availibility: 8
Age: Modern
Yes
Game Mechanics: To activate the power, the user must spend a Willpower Trait and select a single appendage. (The neck and head count as
a single appendage for purposes of this Discipline.) The next blow that should sever that appendage is then ignored and does no damage, nor does the victim of the strike suffer any penalty. The power can be reactivated at the beginning of the next turn to prevent loss of the head or limb. As long as the user has Willpower Traits, she can protect herself in this fashion. A lesserknown but still legitimate use of this Discipline is to harden the muscles, tendons and bones around the heart. In this case, a Kindred can at least prevent being staked until his Willpower runs out. The duration of this effect is one scene or until a sufficiently powerful blow is struck, whichever comes first. If a scene ends before the decapitating, amputating, or disabling blow is struck, the power has no effect and can be activated again in a later scene.
Other Notes: Because targeting specific limbs is not generally permitted in Mind Eyes Theatre, the Storyteller may wish to modify this
power or even disallow it outright ifhe does not feel it offers a significant benefit in the game. (Keep in mind the benefits it offers against staking, however.)
Page 39 of 44
Torpid Hybernation
Requirements: Clan of Origin: Clan Specific:
Fortitude 3; Protean 3 ~
Cost: 11
Availibility: 4
Book: Players Guide to the Low Clans Pg: 167 Rules Origin: Age: Dark
OWBN
No
Tree Meld
Requirements: Clan of Origin: Clan Specific:
Ogham 1; Protean 3 Lhiannan
Cost: 11
Availibility: 4
Book: Players Guide to the Low Clans Pg: 167 Rules Origin: Age: Dark
OWBN
Yes
Cost: 9
Availibility: 3
Book: Revised Setite Clanbook & low clans Pg: 69 Rules Origin:
WW
Age: Mondern
Yes
Game Mechanics: See mask of 1000 faces. The Player must always expend a Mental trait to use this power because the character always
impersonates a specific person.
True Tongue
Requirements: Clan of Origin: Clan Specific:
Dominate 2, Presence 2 Ventrue
Availibility: 4
Age: Dark
Game Mechanics: The Scion makes a Static Social Challenge (difficulty the targets Willpower, Retest with Leadership). Like all uses of
Dominate, the target must be of equal or lesser generation than the character. For the next scene, the target can only speak the truth as he knows it no lies of omission no half truths, just the facts (and that based on what the target believes to be the truth). The target is not compelled to actually talk, but if he does, he can not lie.
Truth of Blood
Requirements: Clan of Origin: Clan Specific:
Auspex4, Quietus 2 Assimite
Cost: 8
Availibility: 5
Yes
Page 40 of 44
Typhonic Beast
Requirements: Clan of Origin: Clan Specific:
Potence 3; Serpentis 4 Setite
Cost: 11
Availibility: 4
Age: Mondern
Yes
Game Mechanics: This power costs three Blood Traits. The character gains the Trait and damage bonuses from Skin if the adder, but also the
negative Social Traits. The charactr also gains a venomous bite, the Mental trait Observant X2 and three added Physical Traits.
Unassailable Parry
Requirements: Clan of Origin: Clan Specific:
Auspex 3; Celerity 7 ~
Cost: 21
Availibility: 9
Book: Guide to the Camarilla Pg: 117 Rules Origin: Age: Mondern
OWBN
No
Cost: 18
Availibility: 6
Book: Players Guide to the High Clans Pg: 170 Rules Origin: Age: Dark
OWBN
No
Cost: 9
Availibility: 4
Yes
Game Mechanics: Masters of social persuasion must know what makes others tick. By engaging another in conversation for at least two
minutes, the Toreador can discern weaknesses in the presence of his subject, and exploit them. By spending a willpower and besting his target in a social challenge, the Toreador unleashes an assault of particularly painful banter which causes his mark to make a self-control test with a penalty of one virtue trait. If the target wins the challenge, she storms out. If she loses, she enters frenzya particular faux pas in such formal settings.
Vanishing
Requirements: Clan of Origin: Clan Specific:
Dementation 4, Obfuscate 5 Malkavian
Cost: 10
Availibility: 6
Yes
Page 41 of 44
Availibility: 4
Age: Dark
Clan Specific: Game Mechanics: To use this Discipline on herself, a Cainite need only spend a Blood Trait, and it succeeds automatically (and
permanently). To use this Discipline on another target, even a willing one, the cainite must spend a Blood Trait and observe him for at least a minute. At the end of this time, she must win two challenges against the target first a Mental test (retest Empathy) to discern a sensation that no longer stimulates the target and then, if the first is successful, a Willpower test against the target in order to cause him to forget the sensation in question. A willing target may relent to one of these tests but not both. If this second test is successful, the target losses all recollection of the sensation in question for a number of weeks equal to the users willpower rating. Note the content of his memories is not affected by this power He is simply unable to recall how something felt, not if he ever felt it before or what happened when he did. Thus if a Cainite uses this Discipline to cause her target to forget intimate pleasures, he doesnt suddenly forget everyone hes ever been intimate with or what happened those nights, only what it actually felt like to be intimate. At the Narrators discretion, such use can put those offering such sensations two Traits up on relevant Social tests due to the increased temptation the target feels once his emotional palate has been cleansed in this fashion
Other Notes:
Availibility: 4
Age: Dark
No
Game Mechanics: When a Cainite with this combination Discipline is successfully targeted by any kind of mind-affecting power, he may
spend a Mental Trait to receive an automatic retest, even if the power normally does not allow a retest. Regardless, he is automatically aware of any attempts to influence his mind as described above, even if he does not defend against them successfully, though the source is not necessarily obvious. In addition if the user has the requisite Presence and has been instructed in the advance techniques of this Discipline by a suitable tutor, he may spend an additional Mental Trait whenever he successfully defends against such a power to reflect it back against the original wielder. (The wielder receives a normal test to resist the reflected power and is considered to win all ties in such instances.)
Other Notes: Effective against all powers that seek to alter or control the characters mind, mainly Dementation and dominate, though
certine Thaumaturgy and high -level Serpentis effects might also be thwarted. This power is ineffective against Presence , which affects the characteres emotions rather then her mind.
Cost: 12
Availibility: 5
Age: Mondern
Yes
Game Mechanics: The power requires a Static Mental Challenge with the difficulty of the target's number of Mental Traits. If you succed,
you may ask the target's player a question about his character's nature or other strong personality traits, quirks or guilty secrets, and recive a truthfull answer.
Whispers of Loathing
Requirements: Clan of Origin: Clan Specific:
Auspex 4; Dementation 2 Malkavian
Cost: 14
Availibility: 5
Book: Players Guide to the Low Clans Pg: 167 Rules Origin: Age: Dark
OWBN
Yes
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Wintering
Requirements: Clan of Origin: Clan Specific:
Animalism 4, Fortitude 2 einherjar
Cost: 9
Availibility: 5
Yes
Witness of Ahriman
Requirements: Clan of Origin: Clan Specific:
Dominate 3; Obtenebration 3 Lasombra
Cost: 11
Availibility: 4
Book: Players Guide to the High Clans Pg: 170 Rules Origin: Age: Dark
OWBN
Yes
Wolf's Lament
Requirements: Clan of Origin: Clan Specific:
Animalism 1; Obfuscate 2 Gangral/Nosfratu
Cost: 7
Availibility: 3
Book: Players Guide to the Low Clans Pg: 167 Rules Origin: Age: Dark
OWBN
Yes
Wolf's Lament
Requirements: Clan of Origin: Clan Specific:
Animalism 1, Obfuscate 2 Nosferatu/Ganagral
Cost: 4
Availibility: 3
Yes
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Availibility: Unique - Teacher must have learned it form creator or someone on record as having learned it through legitimate means. *see note 3 # - It is recomended that the Mentor Rateing should be greater then this # to aquire a teacher for somone if the mentor can not teach the combo themselves. This number is arrived at using the following equation: Sum of : Highest disciplen needed +1 If only in a darkages book +1 If in a possition book (such as archon templars or councile of primogen) +1 If Related to a Path/Road +1 for each combo listed as a requierment for this combo +2 If Sect Specific Recomended Availibility modifiers: (modifiers are cumulitive) -1 If member is of the group where the power originated -1 If combo is related to a path and both Mentor and Individual are on the path -2 If it is Sect specific and both mentor and individual are part of that Sect -1-3 If a appropriate boon is used to help the mentor find somemone to teach the individual. +1-3 If there is apropriate IC/RP reasons (Probationary Sect member, Poor reputation etc.)
Clan specific- Can not be taught by someone not of that clan. Combos not clan specific must be taught by someone from the clan that originated the power or by someone with at least one of the required Disciplines "in -clan" Note 1: In books where the XP cost of a met power is listed it is normally half the TT cost. In this book there was not a separate MET cost listed so it has been halved to remain consistent with the other books Note 2: XP costs 1/2 and full of what it is in the book since the book lists TT and MET costs as the same Note 3: When a total 30 PC's and/or 15 NPCs have learned a Unique Disciplen its availibiulity changesd to Highest disciplen + 4. Thisrepresents the point where a combo has spread to enough peopel it is no longer controlable. With permision of the player who originates a combo the Availiblity can be reduced to highest disciplen +4 at any time prior to the designated number of characters learning the combo. This represents the character teaching it to a variaty of NPCs. * = No Met conversion yet ~ = No clan of Origin
Point of Intrest: In none of the books is there any statment that says that combos can only be leanred bythose that invented them only that they tend to be kept secret just as clan secretes are. Similerly there is no indication that that a character must have any of the requiered disciplens as inclans. Infact there is evidence to the contrary. Though many games have adpted one or both of these to limit the learning of combos. It is also interesting to note the following statment: " For purposes of power comparison, a combination Discipline is considered to be the same level as the highest-level Discipline it requires to learn. Thus, if a combination Discipline requires two Basic Disciplines and one Advanced Discipline, it is considered an Advanced power." (Laws of the Night Anarch Guide, Page 55) Not only is this statment important in terms of disciplen comparisons, it can also be iinterprited in the light of the teaching tequierments for Disciplens. In other words since normally you need 1 over the disciplen level you are teaching to teach somone succefully, for combos this statment could imply that in order to teach a combo a person would need to have the highest disciplen included at 1 higher then is requiered for the disciplen.
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