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Dictionary of Devious Disciplines

that is not one of their Clan Disciplines, the


character also needs to taste the Blood of someone
Contents who possesses it.
Animalism
Auspex Selecting Powers
Celerity Every time a character gains a dot in a Discipline
Dominate they choose one power from among the listed,
Fortitude either from their new Discipline level or below.
Obfuscate Vampire characters normally have an equal
Oblivion number of dots and powers in a Discipline - no
Oblivion Ceremonies more, no less.
Potence
Presence
Protean EXAMPLE:
Blood Sorcery At character creation, Martha has gained two dots
Blood Sorcery Rituals of Fortitude. With the first dot she can choose
Thin-Blood Alchemy either of the level one powers, picking Resilience.
At the second dot she can choose either
Sources Unswayable Mind (the second level 1 power) or
The Disciplines of this book are taken from Toughness, the level 2 power. She picks
several sources to make it easier for you, dear Unswayable Mind. When she later gains her third
reader, to understand. The Sources are as dot, she can pick either Toughness or any on the
follows… level three powers: Defy Bane or Fortify the Inner
■ Vampire: the Masquerade V5 Rulebook, Façade.
abbreviated as VTM Note that she cannot pick the amalgam
■ Cults of the Blood Gods, abbreviated as CotBG power Enduring Beasts at any level, as she lacks
■ Chicago by Night abbreviated as CbN the
■ Vampire: the Masquerade Companion, prerequisite of one dot in Animalism.
abbreviated as VTMC
■ The Chicago Folios abbreviated as TCF
■ The Winter’s Teeth Comics, abbreviated as Using Powers
WTC Unless otherwise stated, a vampire can activate a
■ Trail of Ash and Bone, abbreviated as ToAB Discipline at any time; this takes little time or
■ Let The Streets Run Red, abbreviated as LtSRR overt action. Powers do not usually activate
■ Sabbat: The Black Hand, abbreviated as StBH retroactively; they respond to, rather than
■ This Book interrupt, actions taken against the user. A
General Rules vampire can activate one Discipline power per
Learning disciplines Vampire rates Disciplines on turn. Any number of powers can be active
a scale from one to five dots, just like other Traits. simultaneously.
A character gains dots in a Discipline either at Vampires add dice equal to half their Blood
character creation or by purchasing them with Potency (rounded down) to their dice pools to use
experience points later. In order to spend or resist Disciplines (see Blood Potency, VTM p.
experience points on this, a character usually 215). General rules for specific Disciplines appear
needs to feed on the matching Resonance (VTM p. in the Characteristics section of each Discipline.
226). To later learn a completely new Discipline Amalgam Powers
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Certain rare powers require proficiency in more wild dog on a chain, a vampire’s Beast will never
than one Discipline. Characters must also possess truly be tamed. Some Kindred find a way of
the listed number of dots in the other Discipline to becoming one with their Beasts. Those who do are
take these powers. For the purpose of type and the masters of Animalism. Some accompany the
other classification, these powers count as use of this power with howls, snarls, and roars, or
belonging to both Disciplines. communicate with animals in the animal’s
Additional Disciplines “language,” though this is an affectation and not a
In order to purchase discipline powers necessity. The Animalism Discipline sees much
beyond that of the traditional 5 dot = 5 power use among vampires who struggle to fit in or have
limit, the following rules are applied. no taste for living among mortals. Often classed as
■ For in-clan Disciplines:The player must take a one of Caine’s gifts of utility, allowing a vampire
Merit, equal in dots to the Discipline Power Level to thrive on unrefined blood or form
+ 1. companionship with non-sapient beings, it is also
■ For non-clan Disciplines:The player must take a a devastating weapon against vampires who cling
Merit, equal in dots to the Discipline Power Level to their towers, and against inquisitors who
+ 2. suspect their enemies will only come on two legs.
This will be the dot value of the merit, and A swarm of bloodhungry rats invading a
the player must spend the appropriate experience Kindred’s penthouse haven, the Animalism
points in order to gain the new power. proficient vampire who cows the Sheriff’s Beast
You can not purchase a discipline power in Elysium, or the beady-eyed raven that spies on
above your level in that discipline. a Society of St. Leopold chapter all serve to
strengthen Animalism practitioners, and weaken
Example: their foes.
A player has 5 powers and 5 dots in Animalism,
and is playing a Nosferatu. The player wishes to Characteristics
purchase the power Drawing out the Beast(a 5 By default Animalism powers involving
dot power), which they elected to ignore during animals can only be used on vertebrates.
their initial power selection. The player takes this Additionally, any use of the ability on herbivores
5 dot power and adds 1 to the value and it is now adds one to the Difficulty of skill rolls involved.
considered a 6 dot merit for experience cost ■ Type: Mental
purposes. The cost of Merits is 3 per dot. 3x6=18. ■ Masquerade threat: Low to medium. While
The player must spend 18xp in order to purchase talking to animals might seem eccentric, only the
the new power. most violent applications of the Discipline elicit
more than a few raised eyebrows.
■ Blood Resonance: Animal blood, preferably
feral.

Animalism Level 1
Bond Famulus
Back to Contents
When Blood Bonding an animal, the
Nicknames: Doolittling, Taming, Bestiae Sermo
vampire can make it a famulus, forming a mental
link with it and facilitating the use of other
Perhaps the vampire has more in common
Animalism powers. While this power alone does
with animal than human. A dangerous set of
not allow two-way communication with the
instincts drive them, and it takes a lot for them to
animal, it can follow simple verbal instructions
withhold the urge to just lash out. Much like a
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such as “stay” and “come here." It attacks in ■ Duration: Passive
defense of itself and its master but cannot
otherwise be persuaded to fight something it Level 2
would not normally attack.
Atavism
■ VTM
By subtly projecting their beast into a
■ Dice Pools: Charisma + Animal Ken
mortal animal, the vampire may cause it to revert
■ Cost: The animal must be fed the user’s Blood
to it’s most base and primal instincts. Loyal guard
on three separate nights, each of which requires a
dogs suddenly become ravenous, slathering curs
Rouse Check by the user. The amount of Blood
and prized thoroughbreds throw their riders as
needed to sustain the ghoulstate of the animal after
they champ and buck in a mad panic.
this is negligible. Players starting with this power
■ WTC
have completed this process and can choose a
■ Cost: One Rouse Check
famulus for free.
■ Dice pools: Composure + Animalism
■ System: Without the use of Feral Whispers,
■ System: The target must be able to sense(smell,
below, giving commands to the animal requires a
hear, or see) the user in question to use this power.
Charisma + Animal Ken roll (Difficulty 2);
Roll Composure + Animalism vs. Difficulty 1-4,
increase Difficulty for more complex orders. A
depending on the type of animal, its training, and
vampire can only have one famulus, but can get a
whether or not it is a ghoul. A win against the
new one if the current one dies. A vampire can use
target allows the user to choose one of two primal
Feral Whispers (Animalism 2) and Subsume the
responses: Fight or Flight. If Fight is chosen, the
Spirit (Animalism 4) on their famulus for free.
creature reacts in kind, lashing out at the closest
■ Duration: Only death releases a famulus once
perceived threat or prey. If Flight, the creature
bound. As long as it receives vampire Blood on a
instead flies into a panic, trying to escape its
regular basis, the famulus does not age.
surroundings at any cost to their safety. Well-
trained and faithful animals tend to shake off this
Sense the Beast reaction quickly, and so, clever users tend to time
The vampire can sense the Beast present their uses of this power in order to create
in mortals, vampires, and other supernaturals, maximum effect.
gaining a sense of their nature, hunger, and ■ Duration: A number of rounds equal to the test
hostility. margin plus one, or the entire Scene in the case of
■ VTM a critical win.
■ Cost: Free
■ Dice Pools: Resolve + Animalism vs
Composure + Subterfuge Feral Whispers
■ System: Roll Resolve + Animalism vs The vampire can commune with the beasts
Composure + Subterfuge. A win allows the user of the wild and the city. Feral Whispers allows
to sense the level of hostility in a target (whether two-way communication with animals. A cat
the person is prepared to do harm or even might not be interested in debating Matisse’s use
determined to cause it) and determine whether of color but happily discusses the lack of prey
they harbor a supernatural Beast, marking them as around the brownstone building across the street.
a vampire or werewolf. On a win, a critical gives Depending on the vampire’s skill, they can even
the user information on the exact type of creature, persuade animals to perform services; like
as well as their Hunger or Rage level. This power humans, animals seldom agree to things that go
can be used both actively and passively, warning against their nature or endanger them. Vampires
the user of aggressive intent in their immediate can also use Feral Whispers to summon a chosen
vicinity. type of animal (see Animalism limitations above)
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but the animals must be present to answer. consuming one's famulus increases the vampire’s
Nothing prevents a vampire trying to summon an Attribute most associated with that animal (as
orca in Central Park, but success seems unlikely. determined by the Storyteller) by two dots.
Summoned animals listen to the summoner, but Consuming a cat might raise Dexterity or
scatter or attack if endangered. Composure; consuming a dog might raise
■ VTM Charisma or Resolve. Storytellers may vary the
■ Dice Pools: Manipulation + Animalism, reward from famulus consumption: draining an
Charisma + Animalism owl might raise the Attribute in any perception
■ Cost: One Rouse Check per type of animal pool by two dots, or in pools involving wise
chosen for the scene. Allows one summoning and decision making. The bonus lasts until the
unlimited communication. Free when used on vampire’s next feeding or until their Hunger
famulus. reaches 5.
■ System: Simple communication requires no dice ■ Duration: Passive
pool test. Persuading an animal to perform a
service requires a Manipulation + Animalism roll; Quell the Beast
the Difficulty depends on the task required. By locking eyes with a target, the vampire
Having a bird keep an eye out for anyone entering cows their inner Beast into temporary slumber.
the park at night is Difficulty 3, while ordering Mortals affected thus become apathetic, unable to
any animal to defend a place with their lives is take any actions other than to stay alive, while
Difficulty 6. vampires’ bestial urges temporarily abate, for
Summoning animals uses a Charisma + better or worse.
Animalism roll; Difficulty depends on the scarcity ■ VTM
of the animals summoned. The number of animals ■ Cost: One Rouse Check
summoned depend on the margin on the test; a ■ Dice Pools: Charisma + Animalism vs Stamina
critical win summons most, if not all, animals of + Resolve
the type in the area. ■ System: Roll Charisma + Animalism vs Stamina
■ Duration: One Scene + Resolve. A win against a mortal target
incapacitates them for that scene, instilling severe
Level 3 lethargy. They act only to preserve themselves,
Animal Succulence not against the user or anyone else. A win against
The vampire can slake additional Hunger a vampire prevents the target from performing
by feeding on animals. In addition, the vampire Blood Surges. While their Beast is quelled,
can consume its famulus, gaining nourishment far vampires do not score messy criticals. Against
beyond what would be gained from an animal of vampires, this power lasts a turn plus a number of
similar stature and absorbing a sliver of its turns equal to the win margin on the contest. A
primary trait. critical win against a vampire target also ends their
■ VTM frenzy.
■ Cost: Free ■ Duration: One scene, or a number of turns equal
■ System: Feeding from animals slakes 1 to the test margin plus one.
additional Hunger, and the vampire counts their
Blood Potency as two levels lower in regards to Scent of Prey
penalties to slaking Hunger from animal blood. The mind-numbing fear of realizing one’s
Consuming one's famulus slakes 4 Hunger, role as prey is unique, and vampires versed in
regardless of animal size. This act can never sensing the Beast can learn to recognize it in those
remove the final Hunger die. In addition, who experience it. This power allows a vampire to
become aware of any mortal in an area projecting
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the distinct note of fear produced by prey animals damage. Vampires can use swarms for spying, as
having come face to face with their predator, distractions (resulting in a two-dice penalty on any
allowing them to quickly track and silence those roll for a single swarmed individual), or to
who would threaten their clandestine presence. intimidate mortals (add between one and three
■ StBH dice to Intimidation pools, depending on the type
■ Cost: One Rouse Check of insect and the victim’s phobias). Players and
■ Dice Pool: Resolve + Animalism Storytellers can doubtlessly come up with even
■ System: The vampire sniffs the air and rolls more creative uses of this power.
Resolve + Animalism. Each success on the roll ■ Duration: Passive
allows them to sense and track the position of a
mortal who has witnessed what a Camarilla Level 4
Kindred would call a “Masquerade violation.”
Subsume the Spirit
(The user senses the closest mortal first if there are
The vampire can completely transfer its
more than one and order matters.) The effect lasts
mind into the body of an animal. They can control
for one scene, or one night on a critical win. The
the animal and use its senses freely, even during
power is ineffective on mortals who are familiar
the day should they manage to stay awake. While
enough with vampires to sublimate the note of
doing this, the vampire’s body lies immobile as if
fear, such as ghouls, vampire retainers, or
in torpor.
dedicated hunters.
■ VTM
■ Duration: One scene or night
■ Cost: One Rouse Check. Free if used on
famulus.
Unliving Hive ■ Dice Pools: Manipulation + Animalism
■ Amalgam: Obfuscate 2 ■ System: Make a Manipulation + Animalism test;
Most often seen amongst the Nosferatu, Difficulty 4. On a win, the vampire can inhabit the
this unnerving power allows the user to extend animal’s body for one scene. On a critical win, the
their animal influence to swarms of insects such as vampire can inhabit the animal indefinitely.
flies or roaches. Certain vampires even go so far Extending this possession into the
as to adopt swarms as famuli, giving them a daylight hours requires the vampire to stay awake
permanent home within the folds and orifices of (VTM p. 219); seeing the sun requires a test for
their malformed flesh. fear frenzy though the sunlight does not damage
■ VTM the animal being ridden. The user remains
■ Cost: No additional cost oblivious to their original body, but harm to it
■ System: This power extends all powers pulls them out of the trance and releases the
previously restricted to vertebrates to insect animal. Death of the possessed animal also ends
swarms, treating a swarm as a single creature. The the trance, and the vampire takes a point of
vampire can bind the swarm as a famulus, and Aggravated Willpower damage from the shock.
some even give it the ability to nest inside the ■ Duration: A scene / indefinitely (see above)
cavities of their body. This hides the swarm from
sight while allowing it to nurse the minute
amounts of Blood needed to sustain it indefinitely. Level 5
While nested, the swarm is undetectable by Animal Dominion
anything less than X-rays. The power the vampire holds over beasts
Swarms do little damage in combat. They is now great enough to command flocks and packs
have Health 5 and a pool of 8 dice to resist as if they were extensions of their own body. At a
attacks. Swarms take Superficial damage from gesture, animals lay down their lives by the
Brawl; flame and insecticide cause Aggravated dozens, even hundreds, to appease their master.
5
■ VTM
■ Cost: Two Rouse Checks
Auspex
■ Dice Pools: Charisma + Animalism Back to Contents
■ System: Chose a type of animal and make a Nicknames: Voyeurism, Scrying, Anima Visus
Charisma + Animalism roll with a Difficulty
depending on the nature of the animals and the Among the greatest gifts and worst curses
order given. Getting a flock of crows to disperse afflicting vampires, the Discipline of Auspex
and look for a specific individual (given some allows Kindred to discern truth from lies, probe
means of identifying their target) is relatively easy the minds of those around them, and perceive
(Difficulty 3), but getting a pack of dogs to give reality on a different level than other beings. What
their lives in a suicidal attack on another vampire appears to be the ultimate power in foresight and
is more of a challenge (Difficulty 5). The power vision grants its wielders perhaps too much
does not allow the user to summon animals, but knowledge. They may detect an assassin’s blade
compels those already present to obey. The before it strikes or get into an enemy’s head to
vampire can command the animals to return after turn them around, but they can also sense every
completing their task, if they have means to do so. shift in emotion, good and bad, see things they
■ Duration: A single scene or until the directive is wish they had not, and discern futures they may
fulfilled, whichever is shortest. not wish to explore. Users of Auspex invite
paranoia, but using it is addictive. Once you know
Drawing out the Beast the truth rests within your grasp, you seek it out at
The vampire can project their Beast at the every opportunity.
moment of terror or fury frenzy, transferring it Kindred use Auspex in many ways. Some
into a nearby subject, either mortal or vampire. vampires act as spies for their courts or factions.
That person immediately experiences the frenzy Others act on their own, blackmailing mortals and
instead, going on a merciless rampage or fleeing immortals with secrets gleaned from quiet
in terror depending on the trigger. conversations, subtle emotional shifts, and
■ VTM telepathic intrusion. Auspex allows its user to play
■ Cost: One Rouse Check the role of domain detective, studying the scene of
■ Dice Pools: Wits + Animalism vs Composure + a vampire’s destruction for tell-tale spiritual clues
Resolve or interrogating suspects with unnatural accuracy.
■ System: Instead of the Willpower roll to resist a
terror or fury frenzy, roll Wits + Animalism vs Characteristics
Composure + Resolve of the target. If the user Storytellers may wish to make Auspex
fails, they enter frenzy as though they had failed rolls for characters in order to more convincingly
the Willpower roll. On a win, the target provide wrong or incomplete answers after failed
experiences that frenzy instead of the user. Later rolls.
stimuli can still provoke frenzy in the user, but ■ Type: Mental
they can use this power as long as they can make ■ Masquerade threat: Low. Auspex never by itself
Rouse Checks and further targets remain manifests in a way visible to the naked eye or
available. causes effects that can’t be rationalized, if only as
This power cannot transfer a hunger dumb luck.
frenzy. ■ Blood Resonance: Phlegmatic. Artists
■ Duration: Frenzy duration (VTM p. 220) (especially photographers) and visionaries, certain
schizophrenics, users of psychoactive substances,
detectives.

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Level 1 example, detecting a vampire using Obfuscate
would be a roll of Wits + Auspex vs Wits +
Heightened Senses
Obfuscate). If the vampire actively searches for a
The vampire’s senses sharpen to a
hidden supernatural entity, they roll Resolve +
preternatural degree, giving them the ability to see
Auspex similarly.
in pitch darkness, hear ultrasonic frequencies and
■ Duration: Passive
smell the fear of cowering prey.
■ VTM
■ Cost: Free (but see below) Level 2
■ Dice Pools: Wits + Resolve Obeah
■ System: The user adds their Auspex rating to all ■ Amalgam: Fortitude 1
perception rolls. If exposed to extreme sensations, The vampire soothes the mental or
such as loud bangs, flashes of intense light or emotional turmoil of their subject, restoring to
overpowering smells while the power is active the them a modicum of steadfastness. It is especially
user must succeed on a Wits + Resolve (Difficulty effective when used on mortals, either to help
3 or more) roll to dampen their senses in time, or them through momentary agitation, or to calm
the overload causes them to sustain a -3 dice them before feeding on them.
penalty to all perception-based rolls for the rest of ■ VTMC
the scene. ■ Cost: One Rouse Check and additional
■ Duration: Until deactivated. Having the power Willpower depending on circumstances
active for longer stretches of time without rest ■ Dice Pool: Composure + Auspex
(more than a scene), especially so for high- ■ System: The vampire rolls Composure +
stimulus environments, might necessitate spending Auspex against Difficulty 2 and restores a number
Willpower, at the Storyteller’s discretion. of superficial Willpower damage levels equal to
the margin on the roll. Alternatively, the user
Sense the Unseen restores one aggravated Willpower damage level
The senses of the vampire become attuned for every three successes in the margin. If
to dimensions beyond the mundane, allowing successfully used on a mortal, Obeah similarly
them to sense presences otherwise hidden from the calms them if they’re in a turbulent emotional
naked eye. This can be anything from another state, or puts them otherwise at ease. Use of this
vampire using Obfuscate to someone using power takes a whole turn. If the vampire spends an
Auspex to spy upon the character to a ghost in the entire scene instead, reduce the Difficulty to 0.
middle of the room. Dormant Blood Sorcery spells Obeah must be used on someone other than the
and rituals might also be found with this power, at vampire invoking the power. A subject can be
the Storyteller’s discretion. affected by the power only once per night. If the
■ VTM user soothes more than one subject per night, the
■ Cost: Free user suffers superficial Willpower damage equal
■ Dice Pools: Wits + Auspex or Resolve + to half the number of successes in the margin for
Auspex every additional subject, as they take on the
■ System: Whenever there’s something burden of so many charges.
supernatural hiding in plain sight, the Storyteller ■ Duration: N/A
makes a hidden roll of Wits + Auspex against a
Difficulty they choose. Against an entity actively Premonition
trying to stay hidden, the Storyteller can call for a The vampire experiences flashes of
blind roll (“Lisa, roll seven dice for me”) as a insight. These may take the form of raised hackles,
contest against the target’s relevant pool. (For sudden inspiration or even vivid visions. While

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never too precise, these visions can nudge the ■ System: The user locks eyes with the target, if
vampire out of harm’s way or reveal a truth only for a split second, and rolls Resolve +
previously overlooked. Auspex. On a win, the effect lasts for one night,
■ VTM plus one for each success in the margin. (If used
■ Cost: Free or one Rouse Check against a vampire, the Difficulty of the roll is 3.)
■ Dice Pools: Resolve + Auspex While the power is active the user can
■ System: Whenever the Storyteller deems it concentrate for a turn to gain a view of the last
appropriate, this power gives the character a position of the target from the perspective of the
sudden hint that aids them in some way: letting target’s own reflection. Essentially, they view a
them find a clue they’ve missed or saving them mental impression of the most recent moment the
from danger. Whether it gives the character a victim saw themselves, intentionally or
sudden vision of themselves walking into a trap, unintentionally, in a mirror or mirror-like surface
an inviting red glow over the second right turn (including polished chrome, shopping windows, or
during a chase, or the brief flash of a skeleton even someone’s sunglasses). Note that Obfuscate
beneath the floorboards in the Prince’s office, this provides no protection from this power, as it relies
power always gives the Storyteller license to on the victim’s Self-perception.
subtly speed up play or move the story onto a The user can recognize the surroundings
desired track. The suggested limit is one of the target with an Intelligence + Streetwise (for
premonition per scene, even if more than one urban areas) or Intelligence + Survival (for rural
character has Premonition. areas), the Difficulty depending on circumstances,
■ The user can also actively provoke a such as being indoors, but should range from 2 to
premonition by focusing on a subject, making a 4. The target can get a glimpse of their pursuer in
Rouse Check and rolling Resolve + Auspex. The their own reflection on a Wits + Awareness test at
number of successes rolled determines the level of Difficulty 4, and only on a critical win will
insight on the subject, if any. recognize their face, or recall it from where the
■ Duration: Passive individual saw them if they don’t know them
personally.
Unerring Pursuit ■ Duration: One night plus one for each success
■ Amalgam: Dominate 1 (or in the margin, in the case of a vampire target)
Locking eyes with a subject, the vampire
coaxes forth a supernatural bond between Level 3
themselves and the victim. For a number of nights, Scry the Soul
the user is able to view glimpses of the target and By focusing on a person, the vampire can
their environment whenever the target sees perceive the state of that person’s psyche as a
themselves on a reflective surface. The target is shifting aura of colors. Auras reveal little precise
generally unaware of the being so observed, but information, but do provide clues regarding many
witnesses the presence of their pursuer as someone subjects, e.g., emotional state, Resonance, and
standing just behind them in their own reflection. supernatural traits. If looking for a specific
While not exclusive to the Sabbat, this power is condition, the vampire can cursorily scan the
frequently used to track quarry, whether vampires crowd to detect it. Such cursory scans provide no
marked as prey or mortal witnesses requiring further information.
silencing. ■ VTM
■ StBH ■ Cost: One Rouse Check
■ Cost: One Rouse Check ■ Dice Pools: Intelligence + Auspex vs
■ Dice Pool: Resolve + Auspex Composure + Subterfuge

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■ System: Make an Intelligence + Auspex vs passenger to be noticed. To get rid of an unwanted
Composure + Subterfuge roll. On a win, the rider, the victim must beat the intruder at a Wits +
Storyteller truthfully answers a number of Resolve vs Wits + Resolve roll. An Auspex user
questions equal to the margin of the roll about the thrown out this way cannot make another Sharing
target’s aura and psyche, including: attempt until the next night.
◻ The emotional state of the subject ■ Duration: One scene
◻ The Resonance in the subject’s blood
◻ Whether the subject is a vampire, werewolf, Level 4
ghoul or any other supernatural being
Spirit’s Touch
◻ Whether the subject is under the influence of
By touching an inanimate object or the
Blood Sorcery or other magic
ground at a location, the vampire can sense the
◻ Whether the subject has committed diablerie
emotional residue left by those who have handled
in the last year
that object or visited the location in the past. The
◻ A critical win allows discovery of something
user gains insight into not only that person, but
unexpected, as determined by the Storyteller
also what was done and under what circumstances.
If scanning a crowd, roll versus a
While rarely crystal clear, the information often
Difficulty determined by the size of the crowd and
provides leads impossible to gain from regular
external distractions, as well as the type of trait
forensics and deduction.
being sought. (Finding the vampire in the living
■ VTM
room might only be a Difficulty 3, while finding
■ Cost: One Rouse Check
the most nervous person at a crowded rave is most
■ Dice Pools: Intelligence + Auspex
likely Difficulty 6 or higher.)
■ System: Make an Intelligence + Auspex roll
■ Duration: One turn, or Storyteller’s discretion
versus a Difficulty depending on the information
sought. Gleaning the emotional state of the user of
Share the Senses a murder weapon used a few days before is
By reaching out with their mind, the Difficulty 3, but sensing the surroundings in which
vampire can tap into the senses of another mortal a 300-year old letter was written approaches
or vampire, seeing, hearing, and feeling what they Difficulty 6 or higher. Each point of margin on the
do. The user still retains their own perceptions and roll allows the user to sense roughly one additional
is still aware of their own surroundings, though previous handler and set of circumstances,
the effect requires some getting used to. The user counting backwards from the most recent.
decides whether to tap into only one, some, or all ■ Duration: One turn
of the target’s senses. When used on a stranger
this power requires line of sight to initiate.
However, it can be used over longer distances on Level 5
someone who still has some of the user’s Blood in Clairvoyance
their body. By closing their eyes and entering a light
■ VTM trance, the vampire becomes master of its
■ Cost: One Rouse Check surroundings. In a few minutes it can gather
■ Dice Pools: Resolve + Auspex information from roughly a city-block sized area
■ System: Roll Resolve + Auspex at Difficulty 3. (more if outdoors or less populated) that would
This Difficulty can go up depending on normally take many hours, perhaps days of
distraction, distance, and other factors, such as the legwork and investigation. Once connected in
amount of the user’s Blood that remains in the such a way to their surroundings the vampire can
target. The target usually remains unaware of the also receive information on anything happening
intrusion, but Sense the Unseen can allow the out of the ordinary in the area.
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■ VTM Blood Bound to the user. Before possession can
■ Cost: One Rouse Check begin, the vampire must have eye contact with
■ Dice Pools: Intelligence + Auspex their victim (See Dominate, VTM p. 254). The
■ System: Roll Intelligence + Auspex against a user then engages in a Resolve + Auspex vs
Difficulty based on the security and level of Resolve + Intelligence conflict with the victim in
activity of the area. Using Clairvoyance on one’s order to inhabit their body. If the vampire’s player
own mansion would be Difficulty 3 while an rolls a total failure, the victim becomes immune to
unfamiliar city block in the slums of a major city further Possession attempts for the duration of the
would amount to 7 or more. The user adds their story.
base Haven rating in extra dice to the pool when Once the vampire inhabits the body of
using Clairvoyance on their own haven. their victim, their own body falls into a torpor-like
The Storyteller answers the vampire’s trance, completely unaware of their surrounding
questions about the comings and goings in the and their own physical state except for Aggravated
area, what people have seen and heard, topics of damage, which breaks the trance and ends the
local gossip, recent major shocks or impressions, effects. A vampire possessing a mortal can use
and so forth. The player can ask roughly one Auspex, Presence, and Dominate through them. If
question per point of margin; answers about the user wishes to extend Possession into daytime,
deliberately concealed information might consume they must make a roll to stay awake (VTM p.
more than one point. A critical win reveals 219). Failure to stay awake ends the power. Any
something major, regardless of the questions Aggravated damage to the subject also risks
asked, assuming there is something to reveal. ending the possession – the user must succeed at a
The vampire can also clairvoyantly Resolve + Auspex roll (Difficulty 2 + damage
monitor events in progress, though this requires taken) to stay in control. If the subject dies during
them to remain in the area for as long as the effect Possession, the resulting spiritual trauma
is active. immediately causes the user to sustain three levels
■ Duration: A few minutes for information of Aggravated damage to Willpower.
gathering, up to a night for vigilance. This power does not give the user the
ability to read the mind, use the skills, or emulate
Possession the manners of the victim. Any skills employed
■ Amalgam: Dominate 3 use the possessing vampire’s rating. The user must
With this power the vampire can strip the make a Manipulation + Performance vs Wits +
will of a mortal and completely possess their Insight roll to successfully impersonate the
body, using it as their own. While the mind of the victim’s manners, expressions, and the like.
subject remains hidden to the vampire, they can do Finally, Possession violates the victim
anything and go anywhere the subject could while even more profoundly than a Blood Bond. The
the power remains active. Using this, a vampire Storyteller should consider awarding Stains for
can even experience the sunlight, food, and this action.
physical sexuality long denied them, their host ■ Duration: Until ended, voluntarily or
paying the price for whatever abuse the vampire involuntarily.
wreaks on their body while riding it.
■ VTM Telepathy
■ Cost: Two Rouse Checks At the highest levels of Auspex the
■ Dice Pools: Resolve + Auspex vs Resolve + vampire can now literally read minds, as well as
Intelligence project their own thoughts into the minds of
■ System: This power can only be used on others. While reading a mortal mind is relatively
mortals. If the mortal is a ghoul, they must first be
10
straightforward, undead minds requires a higher Auspex vs. the Humanity of the subject. For every
effort to Penetrate. success in the margin, they can remove one Stain
■ VTM from the subject, or erect a psychological “shield”
■ Cost: One Rouse Check (plus one Willpower vs that will protect the subject from future Stains on a
non-consenting vampires) one-forone basis. For example, a margin of three
■ Dice Pools: Resolve + Auspex vs Wits + applied to a subject with no Stains would
Subterfuge effectively “cancel out” up to three Stains
■ System: The user is not required to roll any dice acquired later in the session. On a critical win the
to project their thoughts to another, vampire or user can choose to forgo the above benefits,
mortal, though they do require line of sight. To instead restoring a single point of Humanity to the
read the mind of a mortal within line of sight, roll subject, but no vampire can gain that benefit more
Resolve + Auspex vs Wits + Subterfuge while than once, ever. Unburdening the Bestial Soul
looking into their eyes. (Unless the mortal works only on vampires, and only on subjects
consents, in which case no roll is required.) A win whose Humanity is lower than that of the user. No
means that the user can discern surface thoughts matter the benefits received, for the rest of the
as a stream of images, with higher margin session the subject is numbed, having part of their
allowing the user to probe for more distant or mind merged with the user, and any Dominate
buried memories. A critical win gives a coherent powers used on them by this power’s user succeed
picture of the subject’s current thoughts and automatically with no eye contact necessary.
intentions. To read the mind of a non-consenting When the power expires, all psychological
vampire, spend one Willpower point before “shields” not used up are lost, though Stains
rolling. removed or Humanity gained on initial application
■ Duration: Roughly one minute per Rouse do not revert.
Check. Increased to a full scene on consenting ■ Duration: One session
subjects.

Unburdening the Bestial Soul


■ Amalgam: Dominate 3
Celerity
■ Prerequisite: Obeah Back to Contents
As seekers of the promises of Golconda, Nicknames: Bolting, Slipping, Velocitas
some vampires explore ways to remedy the
turbulent souls of their fellow Damned. This The ability to strike fast, dodge blows, and
power shares some amount of the vampire’s moral escape pursuers allows Kindred to become
serenity with a repentant Kindred, allowing some extremely effective predators. Celerity enables
semblance of remorse to be restored while also vampires to move faster than any natural creature,
keeping the Beast at bay. It does require the user though it does more than grant a supernatural
to take on part of the mind and spirit of their speed, with vampires employing it actually
subject, shackling their will to that of the user. appearing to think almost as fast as they act. While
(Most often seen among the Salubri, this power some vampires use to slice and stab at enemies
has no doubt contributed to their reputation as without fear of riposte, others simply use it to get
monstrous soul-thieves...) from A to B faster than any other person on foot.
■ VTMC
■ Cost: Two Rouse Checks, gain one Stain Characteristics
■ Dice Pool: Composure + Auspex vs. Humanity ■ Type: Physical
■ System: The vampire spends a scene in ■ Masquerade Threat: Medium-High. Most
seclusion with the subject and rolls Composure + Celerity powers are clearly inhuman, the only
11
saving grace being that they’re very hard to catch Their mastery of Celerity now allows the
on film or photograph. vampire to move and react with dizzying speed.
■ Blood Resonance: Choleric. Fear and utter ■ VTM
terror, runners, athletes, amphetamine and alkaloid ■ Cost: One Rouse Check
users, habitual players of first-person shooters and ■ System: Add the Celerity rating to user's dice
other twitch games. pool for non-combat Dexterity tests. Once per turn
the user may also do this when defending with
Level 1 Dexterity + Athletics.
■ Duration: One scene
Cat’s Grace
The vampire gains a balance and grace
equal to and surpassing world-class trapeze artists. Level 3
They can walk and even run across ledges and Blink
wires effortlessly and can keep their balance on The vampire swiftly closes in on a foe,
the slimmest of supports. engaging or escaping in the blink of an eye. To an
■ VTM unprepared observer the user almost appears to
■ Cost: Free teleport, a rush of wind the only sign of their
■ System: The user automatically passes any passing.
Dexterity- or Athletics-based roll needed to keep ■ VTM
their balance. Note that this power does not allow ■ Cost: One Rouse Check
them to balance on support that cannot take their ■ Dice Pools: Dexterity + Athletics, or as needed
weight. ■ System: The vampire moves in a straight line
■ Duration: Passive toward a target, covering any distance under 50
meters while still having enough time to perform
Rapid Reflexes an action, such as an attack, during the turn. If the
While their bodies still can’t defy the laws terrain is in any way hazardous, the character
of nature, vampires with this power perceive needs to make a Dexterity + Athletics roll to avoid
events instantly and can react to them with stumbling and coming to a halt on the way. The
superhuman alacrity. They can observe incoming Storyteller may call for other contests as desired,
projectiles to the extent that they can attempt to especially if the vampire races a distant foe to an
dodge arrows and even bullets without available object or an action. Vampires engaging a foe with
cover. this power act as if already engaged when the turn
■ VTM begins.
■ Cost: Free
■ System: With this power, vampires suffer no EXAMPLE:
penalty to their defense pools for lack of cover Seo-Hee has Blink, facing an FBI agent 40 meters
against Firearms attacks. They can also take a across hazardous terrain with his Glock 17 out.
minor action (see VTM p. 298) worth up to two She wants to get inside the shooter’s arc before he
dice per turn, such as readying or reloading a can fire. She rolls Dexterity + Athletics vs. the G-
weapon, for free. man’s Dexterity + Firearms. On a win, she can
■ Duration: Passive make a Brawl or Melee attack before the Fed can
fire. If the agent wins, he can get a shot off at the
vampire first, and then she can make a Brawl or
Level 2 Melee attack.
Fleetness
■ Duration: One turn

12
■ Duration: One night; for vampires, until the next
Traversal feeding or the vampire reaches Hunger 5
With blurring speed the vampire can run
or climb along any surface, including vertical and Unerring Aim
even liquid mediums. While Traversal does not ■ Amalgam:Auspex 2
grant insect-like supernatural traction, running up The world around them slowing to a
or along walls present little problem. Walking on crawl, the vampire can aim and throw or fire any
water remains impossible, but the vampire can run weapon at a target as if the target were stationary.
on water for a limited distance given a run-up. ■ VTM
■ VTM ■ Cost: One Rouse Check
■ Cost: One Rouse Check ■ System: Use before making a ranged attack. The
■ Dice Pools: Dexterity + Athletics target makes no roll to dodge or defend; make the
■ System: Make a Dexterity + Athletics roll with a attack at Difficulty 1. An opponent possessing
Difficulty of 3 (inclined surface with traction) to 6 Celerity 5 can nullify this power by making their
(slick vertical surface, open water), depending on own Rouse Check, defending at the same speed.
the surface and angle. Each point of margin gets ■ Duration: A single attack
the vampire further up or out; a margin of 0 gets to
a close target, a margin of 1 to one farther than Level 5
that, and so forth. The Storyteller should inform
Lightning Strike
the player beforehand if a target is too distant to
Faster than the eye can follow, the
even attempt Traversal; as a rule of thumb,
vampire can strike with fist or melee weapon at
anything over water farther than 60 meters (or
such speed that the opponent is unable to defend
more than 30 stories up a building) probably
or take evasive action.
exceeds this power’s range.
■ VTM
■ Duration: One turn
■ Cost: One Rouse Check
■ System: Use before making a Brawl or Melee
Level 4 attack. The opponent makes no roll to dodge or
Draught of Elegance defend; make the attack at Difficulty 1. An
The Blood of the vampire becomes opponent possessing Celerity 5 can nullify this
saturated with the power of Celerity, conveying a power by making their own Rouse Check,
part of that power to anyone who drinks of it. defending at the same speed.
While this is also a first step towards a Blood ■ Duration: A single attack
Bond, already bound thralls or servants have little
use for such worries, and even non-bound allies Split Second
might decide to brave a sip for the sake of The speed at which the vampire moves
temporary power. catches up with their supercharged perception,
■ VTM allowing them to react to events around them at a
■ Cost: One Rouse Check moment’s notice. Ambushers find their prey
■ System: Drinking a Rouse Checks worth of already standing behind them, and favors asked
Blood directly from the user gifts the drinker with are completed before the words leave the
temporary Celerity equal to half the Celerity dots supplicants mouth.
(rounded down) of the donor. The drinker gains ■ VTM
the same non-Amalgam powers as the donor’s, up ■ Cost: One Rouse Check
to that level. ■ System: The player can supersede the
Storyteller’s narration of events, within reason.
13
They can choose to have their character move Awareness. It is of course impossible to catch the
through a door before it closes, circumvent an eyes of someone squeezing their eyes shut or
ambush after it has been triggered, roll out of the wearing a blindfold, but that person should be
way of an explosion, and so forth. The action easy prey to other tactics.
taken must be reasonable and should not take Using Dominate in combat or in other
more than a few seconds in real time. The frantic situations is limited to people attacking or
Storyteller decides what Skills, if any, need to be otherwise interacting with the user directly, as
checked to successfully accomplish an action everyone else’s attention is firmly focused on their
begun using this power. own peril.
■ Duration: Roughly one action, as determined by Unless the user has supernatural means
the Storyteller. such as Telepathy (Auspex 5) at their disposal,
they must command the victim verbally. The
victim must be able to hear the user and
understand their language.
Without Terminal Decree (Dominate 5),
Dominate commands resulting in obvious death or serious
Back to Contents injury fail automatically. Subjects roll to resist
Nicknames: Snake Charming, Mesmerism, commands resulting in other social or physical
Mentis Imperium harm, such as undressing in public. (See
individual powers for details.) Vampires cannot
Dominate grants the vampire the ability to use Dominate to extract information, as the victim
control the actions of others, manipulate their becomes a mindless puppet while under its
memories, and force living creatures into acts they influence. For example, the Compel command
would not perform of their own volition. At its “Speak” results in blabbering word salad, while
most basic, Dominate enables a vampire to make a someone Mesmerized to “tell what you know
victim forget the feed they just endured or about the assassin” responds “what you know
enjoyed. At its most dangerous, it allows Kindred about the assassin.” Dominate cannot make
to enslave entire crowds of kine. This is the Beast subjects do something they could not do on
at its most cruel and controlling. command, such as “Sleep.” Ultimately, the
Dominate acts as a bludgeon to enforce Storyteller determines what the Discipline can
the Masquerade, create submissive servants, and accomplish, but they should take care that
reinforce the self-assuredness of the vampire. Dominate remains one Discipline of many, rather
When using this Discipline, Kindred feel than the catch-all solution to every problem.
omnipotent, although the wisest of them know that Dominate cuts to the core of vampiric
this too may be shackles of a kind, slipped upon mastery and predation. Thus, vampires must resist
them by the Blood. attempts to Dominate them. A vampire of lower
(stronger) generation can resist Dominate attempts
Characteristics from higher generation vampires by spending a
Most Dominate powers require eye Willpower point, negating the effect completely.
contact with the victim. Once they establish On a total failure on the roll of any
contact, Dominate holds the gaze of the victim Dominate power, that vampire can no longer
until the user conveys their command or Dominate that target for the rest of the story.
commands, barring interference. Catching the eyes Dominate threatens Humanity, especially
of someone actively attempting to avoid the if the vampire has any Principles involving
vampire’s gaze requires a contest of the user’s personal freedom or forbidding violations of
Resolve + Intimidation vs the target’s Wits +
14
human integrity. Using it may incur Stains resisting victim, a victim the vampire has
(VTMp. 239). previously Dominated in the same scene, or
■ Type: Mental another vampire requires a contest of Charisma +
■ Masquerade Threat: Low. Barring someone Dominate vs Intelligence + Resolve. Commands
Dominating an entire auditorium to jump off the that go against the victim’s nature also require
cliffs of Dover, it remains one of the more subtle such a contest.
vampiric powers. ■ Duration: No more than a single scene
■ Blood Resonance: Phlegmatic. The blood of the
submissive or the dominant, masters and slaves, Level 2
captains of industry, power trippers, cult leaders
Mesmerize
and followers.
The vampire can issue complex
commands to a victim, as long as they have the
Level 1 subject’s gaze and relative quiet in which to issue
Cloud Memory instructions. The instructions must be carried out
By uttering the phrase “Forget!” the user immediately to the victim’s best ability, and must
can make the Dominated victim forget the current not contain any conditional actions (“...if you see
moment as well as the last few minutes, enough to Henry, give him the document”), as this would
mask a superficial feeding or a chance meeting. require the victim to exercise cognition.
No new memories are formed and if pressed the ■ VTM
victim realizes they have a few minutes missing. ■ Cost: One Rouse Check
■ VTM ■ Dice Pools: Manipulation + Dominate vs
■ Cost: Free Intelligence + Resolve
■ Dice Pools: Charisma + Dominate vs Wits + ■ System: No roll is required against an
Resolve unprepared mortal victim. Commanding a
■ System: No roll is required against an resisting victim or another vampire requires a
unprepared mortal victim. Clouding the memory contest of Manipulation + Dominate vs
of a resisting victim or another vampire requires a Intelligence + Resolve. Commands that go against
Charisma + Dominate vs Wits + Resolve roll. the victim’s nature also require such a contest.
■ Duration: Indefinitely ■ Duration: Until the command is carried out or
the scene ends, whichever comes first.
Compel
With eye contact, the vampire can issue Dementation
the victim a single-action command, no longer ■ Amalgam: Obfuscate 2
than a short sentence, to be obeyed to the letter. It This subtle power requires nothing more
must be possible to complete the command in a than casual conversation, as the vampire’s
single turn. The Storyteller decides whether to insidious influence hides between the lines and
interpret ambiguous commands in an unexpected inflections employed. The victim finds themselves
or unfavorable way; alternatively, the command increasingly agitated as their inner demons bubble
simply confuses the victim and fails. to the surface, eventually drowning out all rhyme
■ VTM and reason.
■ Cost: Free ■ VTM
■ Dice Pools: Charisma + Dominate vs ■ Cost: One Rouse Check per scene
Intelligence + Resolve ■ Dice Pools: Manipulation + Dominate vs
■ System: No roll is required against an Composure + Intelligence
unprepared mortal victim. Commanding a

15
■ System: After engaging in conversation with a ■ System: Any attempt to mentally coerce a
victim, the user can activate this power. For the character already under the influence of the
duration of the scene, the user may attack a single vampire’s Dominate has its Difficulty increased
individual each turn in a Manipulation + Dominate by two, or suffers a four-dice penalty in contests.
vs Composure + Intelligence conflict, causing The Difficulty cannot rise above 7.
Superficial damage to Willpower. A mortal who ■ Duration: Passive
becomes Impaired by this power experiences a
nervous breakdown or psychotic break, the shape Level 3
and nature of which depends on their personality
The Forgetful Mind
(and perhaps their blood Resonance). A vampire
The vampire can rewrite whole swathes of
that becomes Impaired by this power must
the victim’s memories, as long as they can keep
immediately succumb to a Compulsion, as chosen
the victim’s gaze and full, uninterrupted attention.
by the power’s user.
The vampire verbally describes the victim’s new
If the user wants to affect multiple
memories, which the victim then accepts as their
victims, they need to make a separate Rouse
own. This power does not allow the user to
Check for each one.
investigate the victim’s true memories; it more
■ Duration: One Scene.
resembles blindly painting over the old canvas.
■ VTM
Domitor’s Favor ■ Cost: One Rouse Check
Kindred are creatures of cruel irony, and ■ Dice Pools: Manipulation + Dominate vs
the name of this Discipline power is one such Intelligence + Resolve
example. While conditioned with the Domitor’s ■ System: The user rolls a contest of Manipulation
Favor, a thrall with a Blood Bond to that vampire + Dominate vs Intelligence + Resolve. Each point
finds it much more difficult to act against their of margin allows the user to add or remove an
master. Domineering Tzimisce are especially fond additional memory. The victim recalls the edits
of this power, using it to ensure the loyalty of their vaguely, foggy ideations that can fall apart under
servants. close questioning. A critical win creates a flawless
■ VTMC imprint, as real as any true memory.
■ Cost: One Rouse Check ■ Duration: Indefinitely
■ System: Defiance rolls for willful thralls under
the effects of Domitor’s Favor are made at a three-
Submerged Directive
dice penalty and thralls may not spend Willpower
When using Mesmerize, the vampire can
on them. Additionally, total failure on a defiance
now implant a posthypnotic suggestion, allowing
roll means that the Blood Bond does not weaken
the command to remain dormant until a specific
that month. See p. 233-244 of VTM for more
stimulus occurs. This trigger can be anything from
information on Blood Bonds and rolls made to
a specific date, to a person (“When you meet
defy them.
Roland, tell him these words”), to hearing a
■ Duration: One month
specific phrase. The Submerged Directive never
expires; people can conceivably walk around with
Slavish Devotion an order buried in their mind for years. The user
■ Amalgam: Presence 1 can only embed one suggestion per victim.
Those already under the mental dominion ■ VTM
of the vampire find their minds strengthened ■ Cost: No additional cost
against interference from other Kindred. ■ System: As Mesmerize, though the Storyteller
■ CotBG might want to make any rolls in secret. There’s no
■ Cost: No additional cost
16
way of knowing if the submerged suggestion exposure to this power can lead to severe mental
works until the conditions are met. trauma in the victim.
■ Duration: Passive ■ VTM
■ Cost: No additional cost
Level 4 ■ System: If pressed on their belief, the victim can
make a Wits+Awareness test (Difficulty 5). A win
Ancestral Dominion
makes them question their own statement, and
■ Amalgam: Blood Sorcery 3
possibly their sanity.
Vampires of great age and potency find it
■ Duration: Indefinitely
possible to exert their will via the Blood, without
the traditional need for eye contact and verbal
communication with their target. This power
Tabula Rasa
enables a Kindred to compel a descendant to take Less memory manipulation than
an action on their behalf, even if it’s one the target eradication, this callous power does away with
would normally be opposed to. Vampires subtlety and wipes every trace of memory from a
instinctively know an ancestor is manipulating victim, leaving them a pliant effigy of themselves.
them, when subject to this power. While they retain most of their learned skills, they
■ CotBG forget everything else – their experiences, friends,
■ Cost: One Rouse Check family, wants and wishes – in most cases, forever.
■ Dice Pools: Manipulation + Dominate vs. Use of this power outside the Sabbat is rare, as
Intelligence + Resolve even the most ruthless of the undead find it
■ System: On a successful roll of Manipulation + excessive. The Black Hand isn’t above taking this
Dominate, the victim acts to fulfill the dominating shortcut to ensure that a captive servant is made
vampire’s request, providing it doesn’t entail ready for conditioning or that a promising childe is
harming themself. For every generation beyond remade to their tastes.
the first one separating the user of this power from ■ StBH
their target, the resisting vampire gains an ■ Cost: Two Rouse Checks
additional die to their roll. For example, when a ■ Dice Pool: Resolve + Dominate vs. Composure
Fifth Generation vampire attempts to use this + Resolve
power on a Seventh Generation descendant, the ■ System: The user Rouses their Blood, holds the
Seventh Generation descendant gains one die in gaze of their victim, and must then engage in an
defense. An Eighth Generation descendant would extended conflict of Resolve + Dominate versus
gain two dice. If the number of dice in the the victim’s Composure + Resolve, accumulating
resisting vampire’s pool would exceed ten, the ten successes during an entire scene. The process
power automatically fails. On a total failure, the must not be disturbed, and the victim must be
vampire cannot use this power on that target for restrained or otherwise submit during the act, as
the remainder of the chapter. any break in concentration requires the conflict to
■ Duration: Whichever comes sooner: until the be restarted (and another two Rouse Checks), as
compelled action is taken or the scene ends. does a critical win on the part of the victim.
Once the process is complete, the victim is
left a confused, slack-jawed shell. They lose
Rationalize
memories of their name, history, and most of their
The vampire’s victims now believe that
old personality. They lose Convictions,
anything they do under the influence of Dominate
Touchstones, and Ambition, and most of their
was a result of their own free will, and defend
Backgrounds become moot, as they forget how to
their actions, however absurd. Long-term
access them. (These, together with other
Advantages, are left to the Storyteller’s discretion
17
– a Contact may remember them if they cross ■ System: Terminal commands now must be
paths again, for example.) Attributes, Skills, and resisted (see individual powers regarding rolls
Disciplines remain, however. The memory loss is involved), rather than failing
permanent, though on occasion a victim has automatically.
regained some of their past when faced with a ■ Duration: Passive
traumatic event involving a past Touchstone. (Test
Resolve + Composure at Difficulty 5, for example
when a former Touchstone is threatened, hurt, or
Fortitude
killed while in their presence, at the Storyteller’s Back to Contents
discretion.) Nicknames: Bricking Up, Stone Flesh, Resistentia
A wiped victim is usually fed whatever
lies are needed to keep them loyal, or quickly Much prized by immortals, Fortitude
subjected to Path indoctrination. Use of this power grants the ability to resist physical and mental
is exceedingly cruel, and should merit Stains in assault. Few vampires survive longer than a
most chronicles. century without at least a mote of Fortitude,
■ Duration: Permanent especially in a world where violence is common
and not even Kindred are safe. In these nights,
fewer vampires use Fortitude to resist the sun than
Level 5
they do to withstand violent harm, fire, and
Mass Manipulation supernatural coercion.
The vampire can now command entire Those possessing Fortitude exemplify the
gatherings of mortals, and in some cases even stolid pillars of Kindred society, able to withstand
groups of vampires. The vampire can use this blows and charms without movement or sign of
power both to issue instructions and to manipulate dilapidation. Few vampires feel as secure in their
memories. immortality
■ VTM as do elder Blue Bloods and Ferals.
■ Cost: One Rouse Check in addition to the cost
of the power amplified
Characteristics
■ System: The vampire can amplify any of their
■ Type: Physical
other powers to affect a group of people, mortal or
■ Masquerade Threat: Medium. Eyewitnesses
vampire, at once. All of the victims need to see the
undoubtedly react upon someone taking a terminal
eyes of the user. The user makes any needed roll
beating or a hail of bullets and getting back up
against the strongest opponent in the group.
seemingly unhurt. Favorite cover-up explanations
■ Duration: As per power amplified
include erroneous recollection in the excitement
(the bullets only seemed to hit), special effects
Terminal Decree (YouTube prank), or the tried and- tested “must
No longer hampered by the self have been on PCP” rationale.
preservation instincts of their victims, the vampire ■ Blood Resonance: Melancholic. Survivors of
can now issue commands that directly lead to the war, abuse, or misfortune; endurance runners;
harm or death of the victim. Mortals can be made mountain climbers; infantry and special forces;
to blow their brains out, jump from rooftops, or those with very powerful immune systems.
swallow poison. Vampires can, with a bit of effort,
be made to walk into fire or sunlight.
■ VTM
Level 1
■ Cost: No additional Hunger cost, but the Resilience
Humanity cost is potentially severe

18
Endowed with supernatural endurance, the influence. Teeming swarms and great beasts alike
user can strengthen their physical resolve. exhibit a resistance to fleeting injuries almost
■ VTM equal to the vampire themself.
■ Cost: Free ■ VTM
■ System: The user adds their Fortitude rating to ■ Cost: Free (for famulus); One Rouse Check (for
their Health track. other animals)
■ Duration: Passive ■ Dice Pools: Stamina + Animalism (for non-
famulus animals)
Unswayable Mind ■ System: The vampire can choose to extend some
The user gains a mystical ability to resist of their Fortitude powers to animals affected by
any attempts to sway them through mundane their Animalism. Any animal thus imbued gains
charms, coercion, and wiles. Some exhibit additional Health levels equal to the Fortitude dots
Unswayable Mind as zen-like calm, others as of the vampire. Using this power on their famulus
supernatural stubbornness. is free and automatic. To imbue other animals
■ VTM besides their famulus, the user must make a Rouse
■ Cost: Free Check and roll a test of Stamina + Animalism
■ System: The user adds their dots in Fortitude as (Difficulty 3). The user can fortify one animal per
extra dice in any roll made to resist coercion, point of margin. When the effect ends, remove
intimidation, seduction, or any other attempt to unmarked Health first; this may result in the
sway the user’s mind against their will. This animal expiring.
power also works against supernatural abilities ■ Duration: One Scene.
such as Dominate and Presence.
■ Duration: Passive Obdurate
■ Amalgam: Potence 2
Level 2 Though the discipline of Fortitude allows
kindred to resist damage from bullets, blades, and
Toughness
even burning fire and sunlight. It does little,
All vampires with this power exhibit an
however, to keep the forces of physics at bay and
innate ability to ignore damage that would
an overwhelming blow can still stagger or knock
otherwise inconvenience and even disable others
prone an unprepared vampire. By shoring up their
of their kind. While this power alone gives no
physical hardiness with vampiric Potence, the
protection against banes and other aggravated
Kindred may maintain a steady footing when
damage, the protection it confers adds up in the
struck by a massive force.
long run.
■ Cost: One Rouse Check
■ VTM
■ Dice Pools: Stamina + Survival
■ Cost: One Rouse check
■ System: When activated, a vampire may use this
■ System: Subtract the Fortitude of the defender
power to become a sturdy and strong immovable
from all Superficial damage sustained. This occurs
object. Vampires falling from great heights find
before halving the damage, and cannot reduce the
themselves able to literally hit the ground running.
damage below one.
Vampires struck by moving vehicles don’t budge
■ Duration: One scene
an inch while the car crumbles like aluminum.
Users may consciously activate this ability in
Enduring Beasts advance or may instinctively activate it by making
■ Amalgam: Animalism 1 a successful Stamina + Survival check at
The user shares a small portion of their Difficulty 3. Any superficial damage received
unnatural toughness with the animals they
19
from falling or collisions is reduced by the user’s ■ System: The user can convert a number of
Fortitude score before being halved. Aggravated damage equal to their Fortitude rating
■ Duration: One scene to Superficial damage when sustained. They may
not heal that Superficial damage for the rest of the
Valeren scene. This power converts a number of damage
■ Amalgam: Auspex 1 per scene, not per wound or per attack.
The vampire projects their Fortitude
outwardly, willing the power of their Blood to EXAMPLE:
mend the injured body of another vampire. Salman has Fortitude 3. During the upcoming
■ CbN brawl, he could for example convert 2 points of
■ Cost: One Rouse Check and additional Health Aggravated damage to Superficial, then convert 1
depending on circumstances more point of Aggravated damage taken the next
■ Dice Pool: Intelligence + Fortitude turn before his power expires. The user can renew
■ System: The vampire rolls Intelligence + this power once expired by making another Rouse
Fortitude against Difficulty 2 and mends a number Check. If endangered unexpectedly, the user can
of superficial Health damage levels equal to the activate this power reflexively with a Wits +
margin on the roll. Alternatively, the user mends Survival roll (Difficulty 3) upon receiving
one aggravated Health damage level for every Aggravated damage. If the user fails the test, the
three successes in the margin. power does not activate; if they win the test, they
Use of this power takes a whole turn. If must make a Rouse Check to pay for the power.
the vampire spends an entire scene instead, reduce
the Difficulty to 0. Valeren must be used on ■ Duration: One scene or until expired, whichever
someone other than the vampire invoking the comes first
power, and can be used only on vampires. A
subject can be affected by the power only once per Fortify the Inner Facade
night. If the user mends more than one subject per Instead of hardening the vampire’s
night, the user suffers superficial Health damage physical frame, this power allows the user to
equal to half the number of successes in the protect their thoughts and emotions from
margin for every additional subject, as they take supernatural prying. Their mind appears
on the burden of so many charges. completely blank while their aura is, for lack of
■ Duration: N/A better words, flat.
■ VTM
■ Cost: Free
Level 3 ■ System: Increases the Difficulty of using Scry
the Soul (Auspex 3), Telepathy (Auspex 5), and
Defy Bane
similar powers on the user by half their Fortitude
By preparing themselves with an
rating (round up). If the rules allow the user to
expenditure of power, the vampire can make
resist these powers, they add their Fortitude rating
themselves temporarily resistant to fire and
to their dice pool instead.
sunlight as well as other grievous wounds that
■ Duration: One scene
would threaten them with Final Death.
■ VTM
■ Cost: One Rouse Check Level 4
■ Dice Pools: Wits + Survival (to activate Draught of Endurance
reflexively) The Blood of the vampire becomes
saturated with the power of Fortitude, conveying a

20
part of that power to anyone who drinks of it. This vampire using this power is almost impossible to
is the Fortitude equivalent of Draught of Elegance destroy outright, barring a lucky blow or physical
(VTM p. 254). restraint.
■ VTM ■ TMR
■ Cost: One Rouse Check ■ Cost: Two Rouse Checks
■ System: Drinking a Rouse Check's worth of ■ System: With this power active, the vampire
Blood directly from the user gifts the drinker with ignores the first source of physical damage each
temporary Fortitude equal to half the Fortitude turn, including fire but not sunlight. If confusion
dots (rounded down) of the donor. The drinker arises about which source is “first,” the Storyteller
gains the same powers as the donor, up to that either decides based on the narrative, or the
level. vampire ignores the most damaging single source
■ Duration: One night; for vampires, until the next that turn. A critical win on an attack roll bypasses
feeding or the vampire reaches Hunger 5 this power.
■ Duration: One scene
Shatter
■ Requirement: Toughness Prowess from Pain
When a fist hits concrete, it’s usually the Injuries and impairments now only fuel
fist that breaks. So it is with this power, where a the powers of the vampire, who grows stronger
vampire turns a blow against the one delivering it. and faster from each blow, rend, or tear received.
This power has been known to break weapons and Only utter destruction can stop one who calls upon
shatter bones. this Fortitude power.
■ CotBG ■ VTM
■ Cost: One Rouse Check ■ Cost: One Rouse Check
■ Dice Pools: Stamina + Fortitude vs. Stamina (+ ■ System: Upon activating the power the vampire
Fortitude, if the attacker is attacking unarmed and no longer suffers any dice penalties from Health
possesses Fortitude) damage sustained, such as physical Impairment.
■ System: Anyone who makes a successful Brawl Additionally, they can increase one Physical
attack against the user suffers the damage which Attribute by one dot (derived stats are unaffected)
Toughness subtracts (see Vampire: The for each level of damage on their Health track,
Masquerade p. 258) as Superficial Health damage. aggravated or superficial. The user’s Attributes
Melee weapons also suffer reflected damage, and cannot exceed a value equal to their Blood Surge
break once they endure their damage modifier’s + 6 through this ability.
worth (unless it is holy, magical, or otherwise
unbreakable). This power may only be used while EXAMPLE:
Toughness is active, and can be used in response Darin has Blood Potency 3, giving him a Blood
to an attack so long as the vampire has yet to use a Surge of 2. He cannot increase his Physical
Discipline during the current turn. Attributes past 8 using Prowess from Pain.
■ Duration: One scene (or until hit)
■ Duration: One scene
Level 5
Flesh of Marble
The power of the Blood causes the skin of
the vampire to harden, taking on a marble-like
sheen that is still supple but stops almost any blow Obfuscate
before momentarily breaking and reforming. A Back to Contents
21
Nicknames: Stealth Mode, Cloaking, Veiling, observers detect such accidental revelations with a
Occulto contest of Wits + Awareness (or Resolve +
Awareness for an active searcher) vs
For any hunter, the ability to hide, move Wits + Stealth. This also applies to surprise
without being seen, and employ camouflage attacks from Obfuscate – a victim always has a
proves vital. For the Kindred practitioners of chance to sense the danger a moment before the
Obfuscate, the Discipline provides the perfect strike.
cover to get close to a victim, disguise themselves ■ Type: Mental
as harmless, and escape when the heat grows too ■ Masquerade Threat: Low. Avoiding detection is
much. the whole point of this Discipline.
Obfuscate experts may utilize the ■ Blood Resonance: Melancholic. The ignored
Discipline to lurk in the shadows while spying, and unseen, the homeless, forgotten, and
change appearance in a crowd while under depressed; spies, pickpockets, excellent servants,
surveillance, or even spread the gift to a group of roadies and stagehands, and all the background
vampires looking to people.
hide.
Level 1
Characteristics Cloak of Shadows
Obfuscate powers work through ambient, Standing perfectly still, the user blends
low-level mesmerism. Observers see the vampire into the surroundings. As long as they have some
but their minds choose to ignore it. Witnesses kind of cover, make no sound, and don’t move,
unconsciously move out of the way if the user only mechanical or supernatural means can detect
blocks their path and rationalize their behavior if them.
pressed. Obfuscate affects all five senses unless ■ VTM
otherwise noted. ■ Cost: Free
The Discipline does have limits: the ■ System: Follow the general rules for Obfuscate.
illusion fails if the observer cannot ignore the user The effect lasts until the user moves or they are
or if the user backs the observer into a corner. A detected by other
vampire blocking a doorway cannot maintain means.
Obfuscate against someone walking through it. ■ Duration: One scene
Likewise, violent action jeopardizes the façade, as
does actions like raised voices, failed pickpocket
Silence of Death
attempts, and weapons raised to strike.
Popular among the Banu Haqim, this
Whispering without breaking Obfuscate is still
power completely silences the user, nullifying all
possible.
sound made by them. As with other Obfuscate
Generally, the Discipline offers no
powers, this only works on people within earshot
protection against machine surveillance. A human
and does not fool microphones or other electronic
staking out the vampire has a hard time pointing
sound detectors. Unlike Obfuscate in general, this
the lens in the right direction, but automatic
power works only on the sense of hearing, but in
cameras and other types of detectors can catch
exchange operates more robustly. A vampire
them.
needs to make a whole lot of noise to break this
A vampire with Sense the Unseen
Silence.
(Auspex 1) can detect Obfuscated characters by
■ VTM
rolling Wits or Resolve + Auspex vs Wits +
■ Cost: Free
Obfuscate. Anyone can detect an Obfuscated
vampire who draws attention to themselves; such
22
■ System: The user silences their footsteps, These hallucinations can never be
clothing, minor collisions, and other sounds of recorded or transmitted (such as by using Ghost in
their person. This makes the vampire undetectable the Machine).
if an observer could only notice them by sound, ■ Duration: One turn
such as when on a different floor of a house. This
power does not eliminate sounds the user makes Unseen Passage
outside their personal space (throwing or dropping With this power, the vampire can now
objects, or slamming doors, for example). Failing move around while staying hidden. The user is
that, only Sense of the Unseen (Auspex 1) can functionally invisible, per the usual Obfuscate
detect the user. limitations.
■ Duration: One scene ■ VTM
■ Cost: One Rouse Check
Level 2 ■ System: As long as the user emits no
Chimerstry overpowering odors and no sound louder than a
■ Amalgam: Presence 1 whisper, this power automatically works. Only if
The vampire is able to create brief but the observer has their attention drawn to the user
vivid hallucinations, distracting and drawing the can they make a detection roll.
attention of those affected. A hallucination can Sense the Unseen (Auspex 1) can also
affect any single sense — it can be visual, audial, detect the hidden vampire, as per the general
tactile, etc. — occurring long enough to make an Obfuscate rules.
impression before ceasing. The user decides on Note that the user cannot use this power to
the specifics of the hallucination, though due to its disappear while being actively observed; it
brief nature it cannot convey more than something automatically fails in such
glimpsed in the corner of the eye or a voice faintly a case.
heard (it cannot be employed to create a fake ID, ■ Duration: One scene or until detection.
for example).
■ Dice Pools: Manipulation + Obfuscate vs Level 3
Composure + Wits Fata Morgana
■ VTMC ■ Amalgam: Presence 2
■ Cost: One Rouse Check The vampire can craft elaborate
■ System: The vampire rolls their Manipulation + hallucinations, making any subjects in their
Obfuscate. Anyone unprepared and within vicinity see, hear, and feel whatever the user can
eyesight of the vampire and eligible to experience devise. From seeing and tasting a takeout
the hallucination (by being in line of sight of its container filled with maggots and rice to a
projected appearance, or by being the target of a thunderous torrent of reeking, rancid blood boiling
tactile sensation) is distracted, losing two dice on out of the sewers, Fata Morgana causes witnesses
their next action. Additionally, those who fail to to experience circumstances that just aren’t real.
resist using their Composure + Wits lose their next There is no limit to the number of victims
active action if they fail. (However, they can still who can be affected simultaneously, but in order
defend and resist as normal, with a two-dice to be affected by Fata Morgana a subject needs to
penalty.) be able to see the user or vice versa, though they
Other effects resulting from the do not need to be actively aware of them. The
hallucination are up to the Storyteller, but they are vampire does not need to remain present once a
advised to err on the side of caution. victim is affected.

23
Visual effects are always separate objects. someone is using the staircase). Note that the use
They cannot be used to “mask” or otherwise of this power is not overt, so even if the
disguise items or individuals, and can never hallucination is revealed, it is not obvious from
entirely block line of sight. Fata Morgana whom it originated. These hallucinations can
hallucinations cannot appear to affect the never be recorded or transmitted (such as by using
surrounding reality: The torrent of blood won’t Ghost in the Machine).
wash away cars parked in the street or pedestrians, ■ Duration: One scene, unless the vampire
and an explosion created with Fata Morgana will chooses to let it lapse before that.
not cause any damage, hallucinatory
or otherwise. A collapsing staircase won’t tumble Ghost in the Machine
anyone currently descending the staircase. The user can now transmit the effects of
Sensory effects created by Fata Morgana cannot Obfuscate through electronic media, allowing the
blind or deafen or in other ways overload senses, vampire to appear invisible or masked when
not even those supernaturally augmented. viewed live on screen. If an observer views the
Similarly, hallucinations are not caught on camera image later, as in a photograph or recording, the
or other kinds of recording devices. effect lessens: the image seems slightly blurred,
■ VTMC making identification hard. In addition, automated
■ Cost: One Rouse Check surveillance has a tendency to glitch in the
■ Dice Pool: Manipulation + Obfuscate presence of the vampire, lessening their chance of
■ System: The user makes a Manipulation + being caught by automated systems.
Obfuscate test against a Difficulty equal to one ■ VTM
plus the number of senses the hallucination ■ Cost: No additional cost
targets. (An audio-visual hallucination would thus ■ System: No additional roll is required when
be Difficulty 3, while a complete five-sensory being viewed on a live feed. Treat observers as
experience would be Difficulty 6.) The easiest present with the vampire, with regard to the
visual hallucinations to create are fairly small or Discipline. The observer adds +3 to their
discreet — increase the Difficulty by one for Difficulty on tests to identify the user on film,
room-sized hallucinations, two for house-sized video, in photographs, or the like taken during
hallucinations, and so on. Further complications active Obfuscation. The user also gains three
can add additional Difficulty, but that is left to the additional dice to pools they use when trying to
Storyteller’s discretion. Any attempt to mimic the circumvent automated electronic surveillance and
appearance of a specific individual or in other countermeasures.
ways deceive can require additional Performance ■ Duration: As power used
or Subterfuge tests as appropriate.
Vampires and other supernatural creatures Mask of Isolation
have a chance to disbelieve the hallucination, but ■ Amalgam: Dominate 1
mortals can do this only if they have reason to ■ Prerequisite: Mask of a Thousand Faces
suspect it to be fake. In both cases they roll Subtle but effective, this power forces the
Intelligence + Awareness against the user’s effect of Mask of a Thousand Faces on an
Manipulation + Presence. A success means that unwitting subject. The victim will no longer be
the individual in question is no longer affected by seen for who they are, even by those closest to
the hallucination, and it effectively disappears for them. Often employed over a longer period of
them. Any attempt to interact with the time, the power is used by those who want to
hallucination will also cause it to lapse entirely, as break their subject subtly but utterly, cutting them
everyone present will become aware of its unreal off from means and society to the point that they’ll
nature (as with the collapsing staircase example, if do anything to escape such a fate.
24
■ Cost: One Rouse Check user. Clothes take on the same kind of blandness,
■ Dice Pool: Manipulation + Obfuscate vs. depending on the environment. At an office the
Charisma + Insight user might appear as a nightwatchman, while they
■ System: The user locks eyes with the victim and may seem to wear overalls at an assembly plant.
must then succeed at a Manipulation + Obfuscate Sense the Unseen (Auspex 1) can pierce the power
vs. Charisma + Insight test. On a win, the effect as usual.
lasts for one night, plus one for each success in the ■ Duration: One scene
margin. While under its effect, the victim is
treated as employing Mask of a Thousand Faces, Mental Maze
and is unable to be recognized by anyone. (The ■ Amalgam: Dominate 1
user can try to persuade friends and family with a Serpents maintain that Obfuscate is less
Composure + Persuade test, but even when about illusion and more about perception. Mental
presenting proofs, the apprehension caused by this Maze is the ability to remove all sense of direction
particular power will make it hard to convince and location from a victim, allowing the vampire
them.) to make their target a prisoner in their current
If the subject is ever made aware of the environment, such as a home, a nightclub, or
power being used on them the effect ends, and the worse — a vampire’s cellar. The victim finds their
power cannot be employed on someone aware of location folding back on itself, subtly altering their
its effects: It relies on the unconscious ignorance perception of previously visited rooms, convincing
of the victim to remain active. As use of the power them that an actual exit will only lead deeper into
isn’t overt, it can be reapplied repeatedly though, the maze, and eventually breaking them down into
so long as the user doesn’t reveal their intent. a state of panic and fragility.
In most chronicles, use of this power to ■ CotBG
break someone should merit Stains. ■ Cost: One or Three Rouse Checks
■ Duration: One night plus one additional night ■ Dice Pools: Charisma + Obfuscate vs. Wits +
for each success in the margin Resolve
■ System: The vampire personally speaks the
Mask of a Thousand Faces words “you cannot escape” to their victim and
Instead of disappearing, the vampire using rolls Charisma + Obfuscate versus the target’s
this power can make themselves appear as a Wits + Resolve, with lower Generation vampires
nondescript stranger, someone expected to be being able to negate the roll with a Willpower
present in the area. Unlike other Obfuscate point as per Dominate’s characteristics (VTM p.
powers, this allows the user to interact and 255). On a win, the victim struggles to find their
communicate with those they might run into. They way out of the building they’re in. An additional
arouse little suspicion as long as their presence is two Rouse Checks allows this power to be used in
at all plausible (meaning that it will not fool a single room or a densely packed outdoor
people who do not expect anyone or would be environment (such as a construction site or forest).
hostile against anyone they didn’t know). The Mortals cannot attempt to escape but supernatural
power also does not provide any personal creatures can make a Resolve + Awareness test
identification or other ways of misleading an each scene using the vampire’s initial successes as
identity check. the Difficulty, suffering a point of Superficial
■ VTM Willpower damage for every missing success if
■ Cost: One Rouse Check they fail. This roll cannot benefit from Teamwork,
■ System: No test is required. Anyone viewing as any guidance given does not match what the
the vampire sees a forgettable face of the same victim sees. This power ends if the environment
gender and approximate build and height as the becomes dangerous (e.g. the building catches fire),
25
unless the vampire has Terminal Decree (VTM p. The vampire can activate Cloak of
257). Shadows and Unseen Passage even while under
■ Duration: One night direct observation. The vampire appears to vanish
in the blink of an eye; even the memory of them
Level 4 becomes foggy and indistinct.
■ VTM
Conceal
■ Cost: As per power augmented
■ Amalgam: Auspex 3
■ Dice Pools: Wits + Obfuscate vs Wits +
This ability allows the user to cloak an
Awareness
inanimate object such as a door, a car, or a small
■ System: When vanishing in front of a mortal,
house. As with other Obfuscate powers, this does
roll a contest of Wits + Obfuscate vs Wits +
not actually make the object invisible, but creates
Awareness. On a win, the observer questions
a lingering hypnotic effect that causes most people
whether the vampire was ever there to begin with;
to simply ignore it. In this case the power is
their memory clouds on the topic. With a critical
especially effective, given that the object is
win, the vampire vanishes entirely from the
unlikely to call attention to itself. Unless
observer’s memory. This power does not affect
something causes passersby to collide with it or
vampires’ memories, but any win by the user
someone points it out, people behave as if the
hides them as if they initiated their power
object wasn’t there, moving around larger objects
unobserved. This power can only be used once per
if need be.
scene.
■ VTM
■ Duration: As per power augmented
■ Cost: One Rouse Check
■ Dice Pools: Intelligence + Obfuscate
■ System: The vampire touches the object and Level 5
rolls a test of Intelligence + Obfuscate against a Cloak the Gathering
Difficulty from 2 (Concealing a ring in a drawer The vampire can shelter their companions
filled with other memorabilia) to 6 (Concealing a under the cloak of Obfuscate.
house in the middle of an open square), depending ■ VTM
on the target’s size and location. The power lasts ■ Cost: One Rouse Check in addition to the cost
for one night. Each point of margin on the win of the power extended
conceals the object for an additional night. ■ System: The vampire can extend their power of
This power conceals anyone and anything Obfuscation to a number of additional willing
inside the object (e.g., people in a car or shed), as subjects equal to their Wits, plus one for each
long as the viewer remains outside. This power additional Rouse Check made. The Obfuscate
cannot affect anything larger than a two-story power used on the group can be any known to the
house or any object moving under its own power user, and every member of the group count as
(such as a moving car). Someone with the Auspex having used it on themselves, using the
power Sense the Unseen (or equivalent) can notice Obfuscating vampire’s rating as their own when
the object by winning a contest of Wits + Auspex needed for a roll. Members of the group can still
vs the Intelligence + Obfuscate of the user. perceive each other while under the effects of the
■ Duration: One night, with an additional night power. If anyone besides the user is revealed,
per point of margin on the win. either through their own doing or an astute
observer, the rest of the group remains hidden. If
Vanish the user is revealed, so is everyone else.
■ Prerequisite: Cloak of Shadows ■ Duration: As power extended

26
Impostor’s Guise and even they do so tentatively. Oblivion requires
■ Prerequisite: Mask of a Thousand Faces cautious masters who know the power’s risks, as
With some preparation the vampire can no other Discipline reaches into the Underworld
make themselves appear as a specific individual of and allows its manipulator to extract tangible
any build and gender. The user must carefully darkness or furious spectres. Oblivion is the
study the subject, otherwise the charade fails when darkest of arts. Notably, while the Lasombra are
meeting anyone with more than a casual prone to expanding their repertoire of Oblivion
familiarity with the person being mimicked. powers, the Hecata focus their energies on
■ VTM developing Ceremonies (see p. XX). Ceremonies
■ Cost: One Rouse Check take longer, but are required for communing with
■ Dice Pools: Wits + Obfuscate, Manipulation + and making passage through to the lands of the
Performance dead.
■ System: The user must study the face to be
copied for at least five minutes, from different Characteristics
angles. The user requires another ten minutes of Oblivion allows for the manipulation of
observation to mimic the subject’s voice and creatures and substances originating from the
mannerisms. The user can only copy human Underworld. When the Hecata use this Discipline,
appearance, not animal form. The Storyteller then they tend to channel the entropic nature of the
makes a hidden test of Wits + Obfuscate Underworld and its surroundings, decaying flesh,
(Difficulty 4). A failure means that the calling forth spirits, and posing a dangerous risk to
resemblance is less than convincing, and anyone the living.
close to the person copied notices something Oblivion projections and spirits sustain
amiss automatically. A win creates a convincing damage from fire and sunlight, counting as
illusion,but the user must make a Manipulation + vampires with Blood Potency 1 in this regard.
Performance roll to impersonate speech and They also take one level of Aggravated Health
mannerisms. A critical win creates a perfect damage per round from bright, direct lights, and
illusion with no further roll necessary. Sense the may also be damaged (Superficially or
Unseen (Auspex 1) can pierce the mask as per Aggravated) from blessed weapons and artifacts,
General Rules. depending on the strength of the blessing and
■ Duration: One scene whether the wielder has True Faith. Oblivion’s
powers are ineffective in brightly lit areas.
Daylight and rooms without shadows are
prohibitive, preventing the Discipline’s successful
function, though ultraviolet light and infrared light
place no restriction on the Discipline’s use.
Oblivion Moderately lit rooms apply a one-die penalty to
Back to Contents the Discipline roll involved. The use of Oblivion
Nicknames: Obtenebration, Necromancy, negatively affects the necromancer’s psyche, with
Shadowboxing, Abyssal Mastery, Tenebrae many powers causing Stains as the vampire finds
Imperium, Mortis, the Dark Arts, Black Magic, themselves performing increasingly macabre acts
Entropy in service to this Discipline.
■ Type: Mental
Oblivion is a mysterious, unpalatable ■ Masquerade threat: Medium- High. Spirits
power that most vampires rightly fear to use, rarely show up well on cameras but are obviously
witness, or fall victim to. Only vampires of Clans unnatural if witnessed in person.
Lasombra and Hecata wield it with any frequency,
27
■ Blood Resonance: Psychopaths and the identify objects or locations important to ghosts.
emotionally detached. Blood empty of Resonance. These “fetters” act as icons that bind the dead to
Note: When making a Rouse check for an their existence. Knowing if an object is a fetter
Oblivion power or Ceremony, a result of “1” or allows a necromancer to better manipulate the
“10” results in a Stain, in addition to any Hunger ghost. Fetters emanate variable auras, some
gained. If the user’s Blood Potency allows for a bursting with vitality and glowing gold light,
re-roll on the Rouse check, they can pick either of others radiating decay, or odors important to the
the two results. bound wraith, such as the smell of freshly baked
bread, gasoline, or
Level 1 cigarette smoke.
■ CotBG
Ashes to Ashes
■ Cost: Free
Destroying evidence of feeding is a
■ System: On activation, the user’s
common necessity among vampires who leave
senses become supernaturally
screaming, resisting vessels, especially when those
attuned to the energies of fetters,
same vessels end up dead. This power enables a
and they may identify these auras
vampire to destroy a corpse — fresh or long dead
by sight, smell, and their other
— by introducing their
senses. While this power is in use,
vitae to its body. This power does not work on
the necromancer is distracted from
vampires, but does work on animated cadavers.
other activity around them,
■ CotBG
conveying a −2 penalty to all
■ Cost: One Rouse Check
Awareness, Wits, and Resolve linked
■ Dice Pools: Stamina + Oblivion
rolls.
vs. Stamina + Medicine or Fortitude
■ Duration: One Scene
■ System: The vampire makes a Rouse Check to
expend vitae, and introduces the vitae to the
corpse. Unless the corpse is animated, the body
Oblivion’s Sight
disintegrates over three turns with no test The vampire closes their eyes. Upon
necessary. If it is, the opening them, the irises of their eyes are black
user rolls a contest of Stamina + Oblivion vs against the white of their sclera, and they can now
Stamina + Medicine (Corpses with Fortitude may see clearly within pitch blackness, and can
resist with Stamina + Fortitude). If the user wins, perceive ghosts who are not actively hiding their
the animated corpse dissolves in five turns, minus presence.
the margin (minimum one, and disintegrating ■ CbN
corpses suffer physical Impairment). On a critical ■ Cost: Free
win, the corpse disintegrates immediately. On a ■ System: On activation, the user’s eyes become
total failure, the corpse putrefies but does not supernaturally attuned to darkness, allowing them
disintegrate, to ignore all low-light penalties, including those of
and is subsequently immune to this power from supernatural origin. They still need their eyes to
any user. see and are affected by blindfolds and the like as
■ Duration: Variable usual. If a ghost is present and not attempting
stealth or using a power to conceal its presence,
the spirit becomes visible to the vampire using
The Binding Fetter
Oblivion’s Sight. In such cases, ghosts appear as
The vampire closes their eyes. Upon
they wish to appear, whether as humans bearing
opening them, the irises of their eyes display a
the wounds that caused their death, as spectral
dull reflection of their surroundings and they can
monstrosities, or as perfectly immaculate corpses.
28
Ghosts do not automatically realize when a They can also be used to perform simple actions
vampire spots them, but if they do, many react (such as opening doors and pulling levers) but
with fear or anger rather than passivity. This nothing as advanced as typing or controlling
power does not grant the ability to make physical vehicles. The arms have a length (in yards/meters)
contact with ghosts. equal to twice the Oblivion dots of the user. (Note
■ Duration: One scene that the arms, being shadows, move across
surfaces, not air, and any distances must take this
Shadow Cloak into account.) The arms have three health levels
Subtly applying the influence of Oblivion and use their owner’s Wits + Oblivion to avoid
on ambient shadows, the user masks their and endure attacks. As two-dimensional shadows,
appearance or seems more sinister and they can only be harmed by bright light, such as
threatening. from a powerful torch or daylight. The Wits +
■ CbN Oblivion roll allows the tendrils to attempt to
■ Cost: Free snake into the dark corners of a room or
■ System: The vampire gains a two-dice bonus to overpower the light for a turn, taking a health level
Stealth rolls, as well as on Intimidation versus of damage but continuing the assault. As the
mortals. shadow tendrils constrict and assault victims via
■ Duration: Passive magical means, it takes an act of will to escape
them. A constricted victim must roll Resolve +
Composure and achieve more successes than the
Level 2
attacker to simply pass through the tendrils
Arms of Ahriman incurring no harm. This action does not dissipate
■ Amalgam: Potence 2 the Arms of Ahriman, which can attack again on a
The vampire summons abyssal subsequent turn if the wielder wishes it and the
appendages from unlit spots in the area, within target is still within reach.
line of sight. Local shadows distort as murky ■ Duration: One scene or until ended or destroyed
tentacles snake out from them and converge on
one or more hapless victims. Whether by gliding
Fatal Precognition
up the body of the victim or engaging in a mystic
■ Amalgam: Auspex 2
grapple with the victim’s own shadow, the arms
It is said by many necromancers that the
are able to hold them in place or smother them.
Lady of Fate rules the Underworld through her
■ CbN
Stygian servants, and through communion with
■ Cost: One Rouse Check
her certain death-dealers have learned this power.
■ Dice Pools: Wits + Oblivion
Fatal precognition allows a vampire to scry any
■ System: The user takes one turn and pays the
non-vampire and experience a vision of their
cost, summoning the shadow appendages. Using
impending death, whether it’s due a minute from
these, the vampire can perform bludgeoning and
now or several decades away. The Kindred’s eyes
grappling attacks against distant targets every
turn black and they stand, sit, or lie completely
subsequent turn. Additional arms can be created
still as the fate plays out in their mind. Fate can of
by splitting the dice pool, enabling the user to
course be cheated, though there’s a cost for
engage multiple opponents. (VTM p. 125). The
doing so.
arms use the vampire’s Wits + Oblivion to attack
■ CotBG
and deal Superficial damage or grapple, adding
■ Cost: One Rouse Check
half the user’s Potence rating (round up) as a
■ Dice Pools: Resolve + Oblivion
damage bonus. The vampire can do nothing else
except control the arms while this power is active.

29
■ System: The vampire must be able to see or hear long as the power is active, the user casts this
their target when they use this power. After rolling shadow, which cannot be removed except by
Resolve + Oblivion (Difficulty 3 or direct sunlight. Anyone witnessing the practitioner
more at the Storyteller’s discretion), the vampire notices the shadow cast from no visible light
becomes paralyzed in place as the vision plays source on a Wits + Awareness roll (Difficulty 3).
out, preventing them from any form of physical or The vampire can direct their shadow, elongating
social interaction for that turn. The higher the or distorting (but not detaching) it at will, though
margin, the clearer the vision. A win grants sight it can sometimes act on its own accord, at the
of the corpse, and with each point of margin an Storyteller’s discretion. For the purposes of other
additional clue is provided, such as the manner of powers such as Shadow Perspective, the shadow
death, time and place of death, or the name and can be lengthened to up to twice the practitioner’s
face of the first living person to find the corpse. A Oblivion rating in yards/meters. For anyone stood
critical win on this roll grants the vampire a vision within the shadow’s reach, the Willpower damage
of crystal clarity, along with a sense of the motive, from social conflict increases by 1. Standing in a
if the target is intentionally killed. A total failure Oblivion’s shadow is a terrifying prospect.
renders the vampire blind for the remainder of the ■ Duration: One scene
scene, and unable to use this power on the same
target again. Where the Shroud Thins
If anyone attempts to subvert the fate Vampires with an affinity for Oblivion
observed in this way, they find everything can sense locations where the Shroud between the
working against their hubristic ambition. Add one world of the living and the Shadowlands thins.
to all Difficulties while working to directly Though this Discipline doesn’t directly tell a
circumvent the precognition as cars break down, vampire why the Shroud between worlds is thin in
storms erupt from nowhere, and people become a certain place, it may be due to a grisly murder
hostile for no reason. This penalty applies until the that took place there many years before, or
prophecy is fulfilled or avoided, or the current because necromancers have frequently used the
story ends. location to summon spirits, or it might be a
■ Duration: Until fulfilled, avoided, or the story location of holy or unholy resonance, among other
ends. reasons. In locations where the Shroud is thinnest,
mortal health suffers and use of the Oblivion
Discipline becomes easier, if the vampire knows
Shadow Cast how to harness the gap in the Shroud.
Oblivion is powerful but can often be ■ CotBG
foiled by the simple lack of appropriate shadows ■ Cost: One Rouse Check
from which to summon it. This power draws upon ■ Dice Pools: Wits + Oblivion
the darkness within the user to project a ■ System: Following a Rouse Check, the player
supernatural shadow from which to manifest other rolls Wits + Oblivion (Difficulty 3) and on a win
powers, no matter the ambient lightning. This may determine the density of the Shroud in their
shadow usually mimics the movement and shape nearby area, as large as an entire building or
of the user but can sometimes grow distorted and landmark. On a critical win, this roll reveals
even monstrous, resonating with the current whether the Shroud’s density recently changed.
temperament of its owner. On a total failure, the power backfires and gives a
■ CbN false reading. Without use of this power, Oblivion
■ Cost: One Rouse Check users cannot benefit from a thinning of the
■ System: Activating the power conjures a Shroud.
supernatural shadow from the vampire’s body. As
30
The following table expresses the and speeding up the erosion of life. This power
different degrees of Shroud density, and the does not speed up the decay of dead bodies.
effects they have: ■ CotBG
■ Cost: One Rouse Check
SHROUD POSSIBLE EFFECT
DENSITY CAUSE ■ Dice Pools: Stamina + Oblivion vs. Stamina +
Medicine or Fortitude
Impenetrable No deaths took Vampires and ■ System: The vampire makes a Rouse Check.
place here, wraiths cannot Following a Stamina + Oblivion roll (Difficulty
consecrated land cross the Shroud 3), unintelligent organic and inorganic material
here
within 5 yards/meters of them suffers — plants
Thick Long ago a death No effect turn black and die, food rots in its packaging, and
took place here, a even bricks start crumbling.
place of joy Material affected in this way can become toxic to
ingest, if for instance this power is used in a
Thin A death recently −1
kitchen or a water supply. Such toxic food and
took place here, Difficulty
melancholic on Oblivion drink, if consumed, can be expected to inflict two
mortals often pass rolls unhalved Superficial Health damage in the
through this place following scene to the individual who eats it, and
for each scene thereafter until treated with an
Frayed A series of deaths −2 Intelligence + Medicine roll (Difficulty 3).
took place here, Difficulty
If anything living is caught in the aura, it
necromancers on Oblivion
often enact rolls makes a Stamina + Medicine (Those with
Ceremonies here Fortitude may resist with Stamina + Fortitude)
contest against the vampire’s activation roll. For
Absent A necromancer −2 every point of margin the vampire has, the victim
used Split the Difficulty suffers one point of unhalved Superficial Health
Shroud (CotBG on
damage. This damage is slowly applied
p.213) here, Oblivion rolls,
spectres regularly wraiths can throughout the scene. Repeated applications of the
pass through this freely pass to power in the same scene have no effect on the
part of the Shroud and from the Health of mortals already Affected.
Shadowlands, The power is an aura that lasts for an
mortals suffer entire scene before it fades away. Anyone with a
two Superficial sense of smell can detect a rotting odor emanating
Health damage
from the vampire during the time the power is
in this area that
cannot be healed active, inflicting a two-dice penalty to any Social
until they depart rolls the vampire makes in a positive or diplomatic
context, if doing so in person.
■ Duration: One Scene
■ Duration: One Scene

Level 3 Passion Feast


Aura of Decay ■ Amalgam: Fortitude 2
Kindred with a strong connection to The relationship between vampires and
Oblivion find the Discipline affecting the world their need for blood as sustenance is well known,
around them, making plants wilt, animals and but when a vampire needs to spend an extended
humans grow sick, and food go bad. Some harness period in the Shadowlands, or wishes to torment a
this aura as a power, polluting vitality with rot,
31
spirit, this Oblivion power allows them to subsist ■ CbN
on the passions of wraiths. ■ Cost: One Rouse Check
Wraiths have no bodies, nor do they have ■ System: Following a Rouse Check, the presence
blood. Instead, their raw emotions drive them. of the vampire in the shadow is undetectable by
Love, hatred, greed, or even a need for vengeance anything but supernatural means. (Sense the
might keep a wraith around after their former Unseen, for example). While this power is active
body’s death. An accomplished necromancer can the vampire perceives both their surroundings as
feed on these passions for a time, enabling them to well as what can be gleaned from the Shadow
survive without blood for longer than their fellow Perspective, as if looking through a screen or hole.
Kindred. The feeding manifests as a swirling ■ Duration: Up to one scene
vortex of power between the wraith and the
vampire’s maw, as the vampire doesn’t need to Touch of Oblivion
actually bite down on anything to consume The vampire using Touch of Oblivion
passions. channels the power through their vitae. When they
■ CotBG make physical contact with a victim, the
■ Cost: Free annihilating element runs through the vampire and
■ Dice Pools: Resolve + Oblivion vs. Resolve + into their prey like an electric current, except the
Composure effect is to physically wither the target area.
■ System: A vampire with this power can drain a Effective on any part of the body, the touch
wraith of their passion. While in close proximity shrinks and shortens muscles, snaps tendons, and
(three yards/meters or closer) to the wraith, they makes bones brittle, effectively aging the affected
may roll a contest of Resolve + Oblivion vs. the part catastrophically. Its main use is in withering a
wraith’s Resolve + Composure. A win for the limb, choking a throat, or blinding a pair of eyes.
vampire inflicts one Aggravated Willpower ■ CbN
damage to the wraith and reduces the vampire’s ■ Cost: One Rouse Check
Hunger by one for the remainder of the night. That ■ System: Following a Rouse Check, the vampire
Hunger returns on the following night regardless grips their victim (requiring a Strength + Brawl
of Rouse Checks, as the feeding is only a nepenthe roll if the victim is trying to avoid the vampire),
to dull the vampire’s hungry urges. Feeding from with the victim suffering two levels of Aggravated
a wraith may merit a Stain at the Storyteller’s damage as well as a crippling injury. If this injury
discretion, as the consumed passion dulls the is inflicted to an arm or leg, the targeted limb is
wraith’s reason for being, likely sending them rendered crippled and will in the case of mortals
down a path to self-destructive acts. The require lengthy rehabilitation, while vampires can
Storyteller determines the number of passions a mend the damage as regular Aggravated damage.
wraith possesses (though five or more is rare), and Likewise, Touch of Oblivion may render a target
may deem that the wraith becomes an mute,deaf, or blind. See crippling injuries in
uncontrollable, murderous spectre once all Vampire: The Masquerade (p. XX) for details on
passions have been consumed. the mechanical effects of crippled limbs.
■ Duration: Passive ■ Duration: One turn

Shadow Perspective Level 4


The vampire can project their senses into
Necrotic Plague
any shadow within line of sight, seeing and
Kindred scholars claim Oblivion pollutes
hearing as if they were hiding within any part of it.
everything it touches, with this power as a prime
This includes their own shadow, as manipulated
by Shadow Cast (see p.XX).
32
example. Through touch alone, a vampire might Rouse Check.
poison a mortal victim’s ■ Duration: One turn to activate, variable length
blood, imbuing them with a disease that wracks of condition
and ravages their body. Most dangerously of all,
this disease runs the risk of being contagious, and Stygian Shroud
might inflict the same harm to other mortals. Darkness spews out of a nearby shadow as
Necromancers schooled in medicine the vampire blankets the area around them in
have enough talent to make this power appear in gloom equivalent to a moonless night, while
the form of specific illnesses, sometimes including sounds are muffled and indistinct. Anyone
those that died out in decades or centuries past. viewing the effect from without see it as a shadow
Regardless of how it manifests, the symptoms will expanding over every surface, including the
eventually disappear even without medical bodies of any victims, in the area. Those apart
treatment, whether or not the victim survives. from the invoker caught in the effects find
■ CotBG themselves struggling to see and hear their
■ Cost: One Rouse Check, Two Stains surroundings, and mortals are drained of their very
■ Dice Pools: Intelligence + Oblivion vs. Stamina life by the suffocating power.
+ Medicine or Fortitude ■ CbN
■ System: The user makes a Rouse Check and ■ Cost: One Rouse Check.
then rolls Intelligence + Oblivion while touching ■ System: The user makes a Rouse Check and
their victim. If the victim is weak (a baby, elderly, spends a turn concentrating, spreading the shadow
unwell, recovering from an illness, dying, or with over the desired surfaces. The effect covers a
3 unmarked Health boxes or less), they are circular area with a radius equal to twice the user’s
automatically infected. If the victim is healthy, Oblivion rating in yards/ meters. The area is
they roll Stamina + Medicine (those with Fortitude centered on the user or a spot in their line of sight.
may use it in place of Medicine), resisting the Anyone caught in the Stygian Shroud receives a
disease if they roll more successes than the three-dice penalty to all rolls, unless they possess
vampire. This power cannot be used on vampires. the ability to see through supernatural darkness.
Storytellers may decide spreading such a horrific Any mortals caught in the Stygian Shroud suffer
disease warrants Stains. one level of Superficial damage for every turn
Victims of the disease take one they remain within it, due to the power’s
Aggravated Health damage at the start of every suffocating effects.
scene following their infection. The victim suffers ■ Duration: One scene
from the disease for a number of scenes equal to
the user’s Oblivion rating. The sickness cannot be Umbrous Clutch
medically treated, as it is supernatural in origin, The user creates a temporary gate out of
but it is healed through drinking vitae. the victim’s own shadow, causing them to fall
If the player rolls a critical win when through Oblivion and into the waiting arms of the
activating this power, they can choose to make the user. The victim will appear to fall into their own
disease communicable via touch, with subsequent shadow, only to reappear falling out of the one
recipients suffering the disease for one scene cast by the user. The brief journey through the end
fewer than the victim by whom they were of everything is usually enough to traumatize the
infected. If the player rolls a total failure, the victim into submission, though one must be
vampire’s own vitae convulses as if poisoned. prepared if the quarry responds violently in fear.
They suffer three Aggravated Health damage as ■ StBH
the infected blood pours out of them and must ■ Cost: One Rouse Check, Gain one Stain
make a ■ Dice Pool: Wits + Oblivion vs. Dexterity + Wits
33
■ System: In order to use this power, the vampire Necromancers can be described as fate’s
needs clear sight of both the victim and their greatest meddlers, as they have a way of
shadow. The vampire’s player or Storyteller then interfering with the destined paths of lives and
rolls Wits + Oblivion vs. Dexterity + Wits to spirits. Occasionally, however, necromancers may
maneuver the victim’s shadow beneath them, seek to serve fate by punishing those who cheat it.
creating a supernatural rift into which they appear This power enables a vampire to reintroduce
to fall. At the Storyteller’s discretion, a stationary illnesses to victims who recovered from them,
victim not paying attention can be automatically break bones long-since healed, and eliminate the
caught. immunity to aging ghouls experience. While this
A victim caught by this power will then power doesn’t work on vampires, it is an effective
reappear, falling out of the shadow cast by the way of cutting through their servants and ensuring
user. (As with similar powers, the power does not debts to fate are repaid, without having to come
work if the caster is without a shadow.) An into contact with the recipient.
unprepared mortal victim will be terrified and ■ CotBG
likely catatonic, while a vampire must test for fury ■ Cost: Two Rouse Checks
or fear frenzy, Storyteller’s ■ Dice Pools: Stamina + Oblivion vs. Stamina +
choice, at Difficulty 4. Medicine or Fortitude
■ Duration: Instant ■ System: The vampire makes two Rouse Checks
as they expend sufficient vitae to coat both their
Level 5 palms and their face with blood as they recall the
faces of their victims. If the user succeeds in a
Shadow Step
contest of Stamina + Oblivion vs. the victim’s
Stepping into a nearby shadow, the user
Stamina + Medicine (Those with Fortitude may
disappears only to reappear from the same or
resist with Stamina + Fortitude), the targeted
another shadow further away. Whether they enter
individual is affected by a serious condition
the Labyrinth or merely pass along its surface is a
they’ve historically suffered and recovered from,
source of conjecture among many Lasombra and
such as treated cancer, a broken bone, or a disease
Hecata, but the spiritual damage with which they
— including one gained through Necrotic Plague
can emerge implies they are touching something
(CotBG p. 206) — with any debilitating effects
foul as they use this power.
from this condition occurring immediately. The
■ CbN
condition’s effects are for the Storyteller to
■ Cost: One Rouse Check
determine, but they should be severe (See the
■ System: The vampire must enter a shadow large
Crippling Injuries table for inspiration, Vampire:
enough to cover them, and emerge from another
the Masquerade p.303). If the victim is a ghoul,
one turn later. The target shadow must be within
this power removes their immunity to aging and
sight, though it can be perceived by mystical
eliminates any vitae in their system, potentially
means, such as Shadow Perspective, if desired. It
resulting in older ghouls dying or even
is possible to bring another through the passage,
disintegrating where they stand. On a critical win,
but unless that person is willing, they must be held
this power may kill the victim by stopping their
by a successful grapple. If a Stain is incurred as a
heart completely if the user wishes. On a total
result of using this power, the passenger also
failure, the vampire cannot use this power against
receives one.
that individual again.
■ Duration: One turn
■ Duration: Variable, dependent on whether the
condition is treatable
Skuld Fulfilled
Tenebrous Avatar
34
The vampire gains the ability to change husk, and if Impaired by this power they will not
their very substance into that of a shadow, return as a wraith after death.
becoming a two-dimensional patch of darkness Storytellers may decide that the spirit-
able to slither over any surface and through destroying nature of this power warrants Stains,
miniscule gaps and cracks. While in this form the though as always, an appropriate Conviction may
vampire is only harmed by fire and sunlight. mitigate these.
■ CbN ■ Duration: One turn
■ Cost: Two Rouse Checks.
■ System: The transformation takes one turn,
during which the vampire is unable to do anything
else. Once the transformation is complete the
vampire can move at walking pace across the
ground or along walls, hampered only by
Oblivion
hermetically sealed barriers. Vampires using
Tenebrous Avatar can envelop victims, causing
Ceremonies
the victim to reduce all their dice pools by three Back to Contents
and suffocating mortals as with Stygian Shroud, Unless otherwise noted, performing a
above. If surrounding a mortal, the vampire can Ceremony requires a Rouse Check, five minutes
feed from them without penetrating the skin with per level to cast, and a winning Resolve +
fangs. Practitioners of this power take no damage Oblivion test (Difficulty = Ceremony level + 1).
from physical sources but can be harmed by fire Ceremonies usually require additional ingredients
and sunlight as normal. Mental Disciplines can or sacrifices to mingle the caster’s vitae with.
still be used at the Storyteller’s discretion. Unless otherwise stated the caster can only
■ Duration: One scene or until ended perform beneficial Ceremonies on themselves.
Ghouls of necromancers or thin-bloods drinking
from empty temperaments gain temporary access
Withering Spirit
to Oblivion powers, but not to Ceremonies.
This power channels raw entropy via rapid
Ceremonies each have a prerequisite Oblivion
spiritual decay, affecting vampires as well as kine
power. This requirement acts as a gateway for
by targeting the victim’s spirit. A vampire using
necromancers that blood sorcerers need not pass
this power risks Stains, as it can completely
through. At character creation a player can choose
obliterate the victim’s spirit, preventing return as a
one Level 1 Ceremony if they have at least one
wraith.
Oblivion power noted as a prerequisite for that
■ CotBG
Ceremony. Characters can buy new Ceremonies at
■ Cost: Two Rouse Checks, Stains (variable
the cost of the Ceremony’s level x 3 experience
amount)
points, providing they meet the power prerequisite
■ Dice Pools: Resolve + Oblivion vs. Resolve +
as well. Learning new Ceremonies during play
Occult or Fortitude
requires both experience and time, as well as a
■ System: The vampire makes two Rouse Checks
teacher who knows the Ceremony already. Expect
to expend sufficient vitae to coat both hands, and
a Ceremony to take at least the square of its rating
touches the victim. After rolling Resolve +
in weeks to learn.
Oblivion vs. the victim’s Resolve + Occult (Those
Note: Past and future products contain
with Fortitude may use it in place of Occult), the
Oblivion Ceremonies and powers that may match
victim suffers two Aggravated Willpower damage
well with those presented here. If these books are
for each point of the vampire’s margin. The attack
available, the Storyteller may feel free to suggest
erodes the victim’s spirit until they’re a broken
alternate pre-requisite powers.

35
■ Ingredients: They need a stone from a church
Level 1 wall (or other holy site) and a cup of the caster’s
vitae.
The Gift of False Life
■ Process: They pour it from their body into a
Through use of this Ceremony, a vampire
vessel and then uses it to write out the true name
can raise a corpse or group of corpses to perform
of a deceased human on the consecrated stone. If
simple, single or repetitive tasks.
the individual still exists as a ghost, their location
■ Prerequisite Power: Ashes to Ashes
becomes clear to the vampire.
■ CotBG
■ System: Roll Resolve + Oblivion (Difficulty 2).
■ Ingredients: A human body (or multiple bodies),
If the target exists as a ghost, the vampire receives
a small concoction of blood, phlegm, and bile.
a vision of the ghost’s location. The vision can be
■ Process: After applying the concoction to the
accessed for the remainder of the scene.
corpse or corpses and performing the Ceremony,
the affected bodies animate into a form of false
life. They follow a single command from the
Summon Spirit
vampire, providing it’s simple and the corpse is This Ceremony enables a vampire to
physically capable of performing it, such as summon a spirit from the Underworld.
“sweep the floor,” “hold this door shut,” or “walk ■ Prerequisite Power: The Binding Fetter
around the house perimeter.” They have no ability ■ CotBG
to think or calculate, so conditional or complicated ■ Ingredients: One of the targeted wraith’s fetters,
commands such as “attack the next person to walk a photo or other visual depiction of the wraith or
through this archway,” “drive this car,” or “build a their signed name, the caster’s vitae.
shack” do not work. They may be directed ■ Process: The necromancer pours their vitae over
towards a specific target for attack or other action a wraith’s fetter, and studying the picture or
if the necromancer points at them. signature, calls out the wraith’s name. The wraith
■ System: The player makes their Ceremony roll feels their fetter’s call, and begins a journey from
and upon a win they raise a number of corpses their location in the Underworld to that of the
equal to their Oblivion rating, or the number of caster. Though geography has differing scales in
bodies they have prepared (whichever is lower). A the Underworld, a journey may still take several
critical win doubles their Oblivion rating for the nights if the spirit is on the other side of the world.
purpose of determining corpses raised. The If the Shroud is thin enough in the summoning
mindless corpse’s animation ends when it is location, the wraith is pulled through the veil
destroyed or it concludes its task. These corpses between worlds by the fetter’s strength. The
do not defend themselves from attacks, and decay summoned wraith is under no obligation to serve
as normal; the Ceremony does not grant them any the vampire upon being called and may act with
form of immunity to the elements or time. hostility if they feel the vampire is threatening
■ The Wraiths’ stat blocks can be found in the their fetter, which may be an object, a building, or
SPCs Section even a person. Alternatively, the wraith may be
grateful for the summoning and the possibility of
Companionship.
The Knowing Stone
Wraiths summoned in this way do not
This Ceremony enables Necromancers to
manifest physically, but as shadows on the walls,
identify the locations and existences of specific
quavering silhouettes of their living selves, from
ghosts.
which voices might emerge. Wraiths speak the
■ FoL
same languages they did in life, unless they’ve
gone to the trouble of learning new ones in the
Underworld.
36
■ System: The caster daubs the fetter with their single-word message to their point
vitae and makes an Oblivion Ceremony roll. The of contact along with the vision.
wraith cannot pass through the Shroud if it’s
impenetrable in the Ceremony location (CotBG p. Level 2
205), and moving the fetter after the Ceremony
Awaken the Homuncular Servant
doesn’t help, as the wraith’s ability to pass
Necromancers use this Ceremony to
through the Shroud disappears if the fetter leaves
create spies and stalkers out of body parts such as
the Ceremony site. The wraith disappears at the
hands or skulls, or small dead animals like rats or
end of the scene unless a separate Ceremony is
foxes.
used to compel or bind them.
■ Prerequisite Power: Where the Shroud Thins
■ The Wraiths’ stat blocks can be found in the
■ CotBG
SPCs Section
■ Ingredients: The required body part or animal
carcass, the weapon used to sever/kill it, a small
Traveler’s Call concoction of urine, fecal matter, and semen.
This simple Ceremony is taught by the ■ Process: The caster coats a blade (or other
cult to all priests before their release into the wider device suited to the task) in a gross cocktail of
world. Since all priests of Shalim are linked by bodily fluids, and uses it to cut the targeted
their common bond with Apolleon the Traveler, appendage off its root limb or body, or kills the
they are able to use his presence in eternal small animal (which cannot be larger than a small
Oblivion as a nexus between themselves and their dog and cannot fly, regardless of whether it has
followers. wings). After massaging vitae into the target, it
■ Prerequisite Power: Oblivion’s Sight (see CbN) comes to life as a homuncular servant, unfailingly
■ CotBG loyal to its master. The homunculus can scale
■ Ingredients: The black book gifted to them walls, hop (even if it lacks the limbs to do so), and
following their indoctrination into the cult hide effectively. While it cannot speak or perform
■ Process: By using the Traveler’s Call with their tasks requiring deep thought, it can telepathically
black book in hand and the name of another communicate single images to its creator.
Shalimite in mind, a priest can send a ripple out ■ System: The necromancer’s player makes an
across Oblivion, calling the target to their location. Oblivion Ceremony roll, and after doing so, gains
Unlike a true summoning, this power does not a homuncular servant that will spy, follow, or
place a compulsion upon the victim, but does alert intimidate at the necromancer’s command. If it
the Shalimite being contacted to the vampire’s strays farther than 100 yards/ meters from the
current location through a repetitive, flashing vampire, it falls inert, only awakening again once
vision of the scenery surrounding the calling the vampire enters that range. Otherwise, it
Kindred. remains active for a number of nights equal to the
■ System: The cultist must possess their black number
book and know the name of another Shalimite. of successes rolled. A critical win on the roll keeps
The vampire’s player makes a Ceremony roll the servant active forever, while a total failure
(Difficulty 3). The contacted destroys all components involved in the
vampire can choose to ignore the Ceremony.
call, but the flashing vision gives ■ The Homuncular Servant’s stat blocks can be
them −2 dice to all rolls involving found in the SPCs Section
concentration for the remainder of
the scene, at which point the call
Blinding the Alloy Eye
disappears. A critical win by the
vampire allows them to send a
37
Striking a pact with a death-spirit, the defined). If they have no way of physically
caster buys themselves a short time of immunity threatening the fetter, the player must also make a
to surveillance, as the otherworldly entity Manipulation + Intimidation roll (Difficulty equal
scrambles cameras around the vampire. to the wraith’s Resolve + Composure).
■ Prerequisite: Shadow Cast If the player rolls more successes than the
■ StBH wraith’s resistance roll on their Oblivion
■ Ingredient: A small piece of aluminum mesh Ceremony roll, the vampire can command the
■ Process: The user spends a scene in isolation, wraith to perform a number of moderately
contacting the spectre and bonding it to the difficulty tasks (spying, research, answering
aluminum mesh. The mesh is then placed in a questions truthfully, etc.) equal to the number of
light-proof container, to be taken out when the successes rolled. For every two successes, the
effect is to be activated. Once removed and vampire can instead command the wraith to
attached to a visible piece of flesh or garment of perform a difficult task (such as attacking
the caster, the effect is initiated. someone, doing something repugnant to the
■ System: Do not make a Ritual roll until the wraith’s sensibilities, etc.). On a critical win, the
effect is activated. If possible, the result of the test vampire can demand any action from the wraith,
should be kept secret from the player. If and it will try its best to complete the task. The
successful, cameras around the caster will end up wraith remains in the vampire’s service until the
scrambling their image, though they will pick up end of the chronicle or until it has fulfilled its
everything else normally. The effect lasts for a full master’s commands, at which point it returns to
scene, or until the mesh is removed. the Underworld with an eternal enmity for the
necromancer.
Compel Spirit If the wraith wins the contest, the vampire
This Ceremony allows a vampire to bend suffers the margin in Superficial Health damage.
a wraith to their will. The wraith then re-enters the Underworld.
■ Prerequisite Power: Where the Shroud Thins The compulsion placed on the wraith ends
■ CotBG immediately if the vampire attacks them. If the
■ Ingredients: A wraith’s fetter, the caster’s vitae, vampire harms the threatened fetter, the wraith
an item (or threat) sufficient to damage the fetter. suffers between one and three Aggravated
■ Process: The vampire must be in close Willpower damage (depending on the importance
proximity to a wraith in order to use this power, of the fetter) and the wraith is sent back to the
typically through use of Summon Spirit (CotBG p. Underworld to be tormented by, and possibly
209). The necromancer casts a handful of their converted into, a murderous spectre (VTM p.
own vitae in the wraith’s direction as they hold a 377).
destructive item to the fetter (a knife, a hammer, a ■ The Wraiths’ stat blocks can be found in the
gun, or potentially holding the fetter over a fire) or SPCs Section
speak threatening words that the wraith believes.
The vampire and wraith engage in a contest of Level 3
wills. If the vampire gains domination over the
Fortezza Sindonica
wraith, the wraith must serve as the vampire
A modern variation on a powerful
decrees, at least temporarily. If the opposite
Giovanni family warding spell, this Ceremony is
occurs, the vampire is left mentally debilitated and
kept strictly within the Hecata clan. Intended to
the fetter disappears from their grasp.
severely disable or halt attacks or espionage from
■ System: The vampire’s player makes an
other necromancers, this ward pulls tight the veil
Oblivion Ceremony roll vs. the wraith’s Resolve +
in such a way that forces any wraith who attempts
Composure (or Willpower, if these traits aren’t
38
to cross it to become momentarily stretched
between the worlds of the living and the dead. Harrowhaunt
■ Prerequisite Power: Where the Shroud Thins Some places seem haunted, raising the
■ ToAB hackles of mortal and vampire alike. A place
■ Ingredients: Powdered bones, salt, an iron or Harrowhaunted is in a different league. Places
silver chain long enough to encircle the desired subjected to this Ceremony convey a sense of such
area, the caster’s vitae, a severed human finger, a miasmic dread that most breathing creatures find it
metal basin. hard to, well, breathe, let alone stay. Sabbat
■ Process: The steel chain is laid along the vampires often use this to discourage unwanted
circumference of the desired area, meeting and visitors from lingering in the proximity of their
leaving no gaps. Mixing the ingredients into the communal havens. While it won’t scare away
basin, the caster dips their hands into the mixture, encroaching vampires, most mortals will
coating up to the wrist, and applies the mixture by unconsciously take the long road around it, or
hand along the chain at equidistant intervals. With make up excuses for why they’ll check up on the
a final sigil located in the center of the chain, the rumors surrounding the place “tomorrow...
Ceremony is complete. Wraiths who attempt to probably.”
cross the chain are dragged into a horrid ■ Prerequisite: Aura of Decay
momentary echo of physical form, often in states ■ StBH
of torturous wailing terror. Wraiths so affected are ■ Ingredient: Mortals subjected to abject terror
temporarily visible to any casual onlooker, leading and suffering. The more the merrier.
to terrifying tales of the appearance of screaming ■ Process: It starts with a “party.” A number of
ghosts. mortals are confined to the place and inflicted with
■ System: This Ceremony costs three Rouse terror and torture that ends with their death. But
Checks instead of the usual one, but the caster this is no mercy. The broken remains of their
does not make their Ceremony roll until a wraith souls, scarcely more than fear-urges and sublime
attempts to cross the chain, triggering its effect. revulsion, are bound to the place, their bones
This Ceremony is strongest when fresh, but lasts a buried in the ground, and made to share their
year and a day after it’s performed. If the ward is torment with anyone who enters uninvited.
triggered more than seven days after it was ■ System: Mortals entering the vicinity (anything
performed, subtract two dice from their pool. The up to a two-story building) are beset by an
wraith rolls their Willpower in a contest against irrational terror, requiring a Composure + Resolve
the caster and if the necromancer succeeds, they test each turn to remain. If they fail they will
inflict torturous pain upon their victim. The wraith indulge any excuse to leave, or run shrieking on a
suffers three points of Superficial Health damage total failure. Vampires are less affected, but each
and can’t enter the circle (or leave if it instead scene spent in the location requires a test for fear
points inward). If trapped within the boundary, frenzy.
they lose two dice to all Willpower rolls and rolls
to use their supernatural abilities. The other
Host Spirit
parameters of this warding Ceremony are identical
This Ceremony allows a vampire to open
to Blood Sorcery Warding circles (see VtM, p.
their body to possession by a ghost. The benefits
275).
of having a wraith ride one’s body come in the
If the wraith is possessing an individual or
form of an enhanced physique, access to
object when they cross the chain, the same effects
whichever memories the wraith chooses to share,
apply, and the unlucky individual suffers 3
and the wraith’s voice offering the vampire
Superficial Willpower damage as the wraith is
advice. The wraith can take complete possession
violently forced from them.
39
of the vampire if they wish to, which some win, the wraith is ejected entirely and returns to
necromancers view as a blessing to be the Underworld. On a total failure, the wraith can
experienced, and others deem the main reason not make a vampire harm themself, but returns to the
to use this power. Allowing a wraith to control Underworld after the first injury is sustained.
one’s actions for a night is an effective way of A vampire whose body succumbs or is
confusing and mollifying the Beast, as well as voluntarily opened to the possession attempt finds
demonstrating physical prowess and knowledges all Willpower damage healed once the wraith
the vampire may not usually possess. departs, as the spirit subdues the Beast for as long
■ Prerequisite Power: Aura of Decay as it is present.
■ CotBG
■ Ingredients: A gift to be made as tribute to a Knit the Veil
wraith (whether the wraith values it depends on Using the knowledge gained from their
the individual), a parasitic bug, two teeth extracted mastery of
from the vampire’s mouth the beyond, the necromancer is able to not only
■ Process: The vampire must be in close mend minor tears in the shroud, but sear shut any
proximity to a wraith in order to use this power, weakness, making the area impenetrable for the
typically through use of Summon Spirit (CotBG p. duration of the Ceremony.
209). The necromancer presents a tribute to the ■ Prerequisite Power: Where the Shroud Thins
wraith, sometimes in the form of alcohol poured ■ ToAB
on the wraith’s gravesite, or a bag of coins to be ■ Ingredients: Ground bones, an iron needle, cat
buried in the earth, or even the freshly decapitated gut thread, the caster’s vitae, a goat tallow candle.
head of one of the wraith’s until-recently living ■ Process: The caster scatters the powdered bone
enemies. The vampire then pulls two teeth from around an area no larger than a football field to
their mouth, usually with pliers, and bites into a mark the boundary of this Ceremony. Then, they
parasite with their remaining teeth. The vampire prepare the candle by piercing their flesh and
then opens their mouth and the wraith can choose passing the thread under their skin. Using the
to jump inside, inhabiting the vampire’s body. needle, they carve runes down the length of the
■ System: The vampire’s player makes a candle and then wrap the thread around it until
successful Oblivion Ceremony roll. If the wraith they pull it from under their skin. The candle may
agrees to the proposition, it then enters the then be placed inside the boundary and lit, burning
vampire’s body and can remain for a number of with a pale and unmoving flame that artificially
scenes equal to the successes rolled on the thickens the Shroud around it with radiating,
Oblivion Ceremony roll. With the wraith inside uncomfortable warmth.
them, the vampire gains +2 dice to all Physical ■ System: When lighting the candle, the caster
Attribute rolls and +2 Health until the wraith makes their Ceremony roll, subtracting one die
departs. The vampire can hear the wraith in their from their pool for every wraith present within the
head, with its advice, cajoling, or supportive boundary, on either side of the Shroud. Upon a
words provided by the Storyteller. win the Shroud density (CotB p. 205) of the area
A wraith can choose to assert its becomes Impenetrable for as long as the candle
possession instead of acting as a passenger. If the burns. On a critical win, the Ceremony’s duration
vampire resists, they make a Resolve + is doubled and no being may spy across the
Composure roll vs. the wraith’s Resolve + Shroud. Undisturbed, it persists for as many nights
Composure. If successful, the wraith’s influence is as the caster has Oblivion dots. Another
rejected. If failed, the wraith steers the vampire necromancer who attempts to Split the Shroud
until the end of the scene, though it can’t make the (CotB p. 213) here must win against the caster’s
vampire do anything self-destructive. On a critical successes as a Difficulty, doing so ends this
40
Ceremony and reduces the Shroud density as per their very mind with shadow, causing them to
that Ceremony. stand dumbstruck by the emptiness of Oblivion.
■ Prerequisite Power: Shadow Perspective (see
Leer of Hades CbN)
Leer of Hades - In Ancient Greece, the ■ CotBG
Harbingers of Skulls knew the Followers of Set as ■ Ingredients: The ability to speak ancient Greek,
Childer of Typhon, the Serpents recognizing the eye contact with a victim, five charcoal sticks
Harbingers as kin of Hades. The close relationship ■ Process: The priest invokes an incantation in a
the bloodlines shared led to their coordination of dialect of ancient Greek, invoking the name of
powers, to ensure the souls of their kin who met Shalim as they crush four charcoal sticks in hand.
Final Death would go on serving their respective These words are spoken while making eye contact
clans. This technique was used to reward loyal kin with the victim, therefore the victim must be able
with honored places in the afterlife, as often as it to see and hear the user for this power to be
was used to punish errant vampires with eternal successful. Upon crushing the final charcoal stick,
servitude. It has since been fine-tuned so as to a shadow crosses the eyes of the priest and those
distance the Hecata bloodline from The Ministry. of the victim, leaving the eyes of each participant
■ Prerequisite Power: Aura of Decay entirely black as the victim succumbs to a
■ This Book crushing sense of despair. Those who have
■ Ingredients: Ashes of a cremated corpse, the experienced this power and lived to tell of it speak
Necromancers Vitae of an all-consuming darkness closing in around
■ Process: The Necromancer sprinkles the ashes their thoughts and robbing them of all sensation.
of a cremated corpse into a vial or jar, mixing the The last thing they recall is a distant, rumbling
ashes with their vitae. The Necromancer must then laughter echoing in their mind.
smear the blend over their eyes when they wish to ■ System: The vampire’s player makes their
use the Leer of Hades. Ceremony roll vs. the victim’s Resolve +
■ System: The necromancer must successfully fix Composure. On a win, the vampire may activate
another vampire with their gaze without breaking this Ceremony’s effects any time they are in the
eye contact for at least 10 seconds (see avoiding victim’s presence. Upon activation, the victim is
eye contact on p. 255 in the Core book for victims paralyzed with despair for a number of turns equal
actively trying to avoid it) up to one week prior to to the margin. While under this effect, victims
that vampire’s Final Death. The gaze of the cannot see, hear or experience any form of sensory
necromancer is burned into the soul of the input except touch and physical pain, which brings
vampire, and if she dies within the week, the night them out of the effect. The victim can expend
following her death will see her reconstituted as a Willpower equal to the number of turns they
wraith in the necromancer’s presence. The wraith would remain paralyzed to break free of the
is not bound to service unless separate powers are power.
used.
Shambling Hordes
Name of the Father This Ceremony enables a necromancer to
Priests of Shalim have all been trained to raise a group of aggressive,
use their voices as weapons, slicing through the walking dead minions.
sugar coating their victims wrap around their love ■ Prerequisite Power: Aura of Decay
for the world. By invoking the name of their dark ■ CotBG
master and calling for his aid, they channel a ■ Ingredients: A human corpse (or multiple
fraction of his power into an adversary and cloud human corpses), a fresh human sacrifice.

41
■ Process: The vampire must have a separate are restricted to mortals, this Ceremony allows the
corpse in addition to a human prepared for wielder to infect the blood of a vessel, making an
sacrifice. The vampire murders the sacrificial otherwise healthy-appearing mortal into pure
victim, spilling their blood on the corpse or poison to the children of Caine.
corpses intended for animation. If ■ Prerequisite: Necrotic Touch
the Ceremony is successful, the corpses stand (the ■ StBH
recent sacrifice does not), revived with the fresh ■ Ingredient: The vampire’s saliva
blood, and serve the vampire’s commands, even ■ Process: The vampire needs only introduce a
moderately complex orders such as “kill everyone drop of their spittle to the skin of their victim,
who enters,” “groan if you see anyone pass this either by feeding on them or by smearing it upon
way,” or “terrorize that neighborhood.” Unlike the them through physical contact.
corpses raised using the Gift of False Life (CotBG ■ System: A victim befouled in this way shows no
p. 208), these animated dead do not sit idle if left symptoms, and is unaware of the harm done to
without commands, instead attacking anyone them or the danger they pose to the undead.
around them except for their master. Anyone feeding on them will likewise be unaware
■ System: The player makes their Ceremony roll, of the effects apart from a rancid strangeness to
possibly incurring Stains in the process depending their Blood. (Generous Storytellers can allow a
on the Chronicle Tenets and the Storyteller’s Wits + Survival test at Difficulty 3 to notice that
discretion. Due to the amount of blood spilled in something is amiss, allowing the player to abort
this Ceremony, the caster must test to resist their feeding.) Once the feeding is done, the effect
hunger frenzy (Difficulty 2). occurs: The feeding vampire gains Hunger instead
Upon a win a number of aggressive dead equal to of sating it, on a 1-for-1 basis. (A vampire who
the necromancer’s Oblivion rating or the number would’ve sated three Hunger would gain three
of prepared bodies (whichever is lower) receive Hunger.) This will likely risk hunger frenzy (see
the gift of animation. A critical win doubles their Vampire: The Masquerade p. 220).
Oblivion rating for the purpose of determining No matter if they are fed on or not, the
corpses raised. Corpses animated this way do not infected mortal dies in their sleep the following
decay and only enter repose if commanded to by night, the only clue to their fate a patch of –
the vampire, if the vampire meets final death, or if mildew? – and acrid night-sweat.
they are destroyed.
As per the normal rules for temporary Bind the Spirit
Advantages like these (see VTM p. 180), their Vampires with access to this Ceremony
continued usefulness beyond the current story have the ability to bind wraiths to specified
must be ensured with Experience — such as locations and people.
through the Retainers Background (see VTM p. ■ Prerequisite Power: Necrotic Plague
196) — or the aggressive corpses may become ■ CotBG
unstable and unruly. ■ Ingredients: A wraith’s fetter, the caster’s vitae,
■ The Aggressive Corpse’s stat blocks can be the sacrifice of an innocent human, sufficient salt
found in the SPCs Section. to surround a property or individual. If the target
for haunting is an individual, the necromancer
Level 4 must possess
Befoul Vessel something of their body, such as fingernails, hair,
While many of the entropic effects of blood, or skin.
Oblivion ■ Process: The vampire must already have a
wraith under their control using Compel Spirit
(CotBG p.210). The vampire kills an innocent
42
human (though innocence is subjective, this tends This Ceremony allows the caster to inflict
to apply to the young, caregivers, and genuinely the full sensory experience of a chosen wraith’s
pious individuals) in or close to a location or death upon a target.
person they want their wraith to haunt. ■ Prerequisite Power: Fatal Precognition
Subsequently, they mix their vitae with sufficient ■ ToAB
salt to surround the target for haunting, and paint a ■ Ingredients: A wraith’s fetter, a personal item
circle with the mixture. The wraith’s fetter is owned by the intended target (living or undead,
placed somewhere within the location or the but not another wraith), the caster’s vitae, over
target’s possession. From this point, the wraith is proof rum, a black candle, a clay bowl large
forever bound to the target, unless the vampire enough to hold the fetter and target’s personal
cancels the Ceremony, the fetter ever moves from belonging.
the location or individual’s possession, or the ■ Process: The caster must be in close proximity
wraith is destroyed. Binding also ends if the to the desired wraith in order to successfully
necromancer attacks the wraith. Most wraiths complete the Ceremony, typically through the use
bound in this way are furious or melancholic of Summon Spirit. The fetter and target’s
about their plight, and their mood affects the area possession are combined in the bowl along with
around them. Many necromancers use this method the caster’s vitae. The candle is held over the bowl
to defend their havens or haunt their enemies. and lit allowing the wax to drip into the contents
■ System: Following the steps of the Ceremony, of the bowl. The name of the wraith and the target
the vampire may incur Stains from the murder are chanted repeatedly. As the wax melts, it forms
depending on the Chronicle Tenets and the a seal between the items inside of the bowl,
Storyteller’s discretion. They make an Oblivion creating a bridge between the wraith and the
Ceremony roll that cannot be resisted, as the desired target. When this seal is broken, the rum
wraith must already be compelled for this power ignites the possession of the target and they
to work. experience the death of the wraith.
The wraith is bound in ■ System: The caster makes their Ceremony roll
perpetuity to the location or and the target contests with Composure + Resolve
individual targeted, with no whether or not they know they’re being targeted.
duration applied to this Ceremony’s On a win by the caster the victim experiences a
effects. Any emotion the wraith vision of the wraith’s death, with a higher margin
feels intensely during its binding leading to a more vivid experience. For example,
affects the inhabitants of the one point of margin is enough for the target to
location or the individual to whom have brief flashes of the moment, while five may
it’s bound, with each person cause the target’s experience to be so vivid that
affected suffering −2 dice to all they will be shocked to realize they’re not dead
rolls made to resist acting or afterwards. If the wraith died a violent death, this
feeling the way the wraith feels. causes Superficial Willpower damage equal to the
Therefore, an angry wraith may make margin of the roll, but even a peaceful death
vampires more inclined to frenzy, inflicts one point as they experience the wraith’s
while a depressed wraith might make dying gasp. A critical win from the target
a mortal more likely to stop self- rebounds this trauma back onto the necromancer,
care. Bound wraiths have the same inflicting the margin as Superficial Willpower
powers as spectres damage to them instead.
(VTM p. 377). Be it a personal curiosity in death, to
investigate the situation of a death first hand, or an
Death Rattle attempt to gain a deep understanding of a
43
particular wraith, the caster may wish to be the Following this Ceremony, vampires can
target of the Ceremony. They roll only against the access the Shadowlands with Ex Nihilo more
normal Ceremony Difficulty, and the caster must easily, but importantly, if the Shroud rating is
open their mind to accept any resulting Willpower reduced to absent, wraiths can spill into the
damage. Skinlands as they see fit for the remainder of the
chapter. Once the chapter concludes, a Shroud
Split the Shroud density of absent increases to frayed and the
This Ceremony allows a vampire to create gateway for wraiths closes.
a tear in the Shroud through which wraiths can
pass and vampires with the correct Ceremonies Level 5
can physically enter the Shadowlands. Ex Nihilo
■ Prerequisite Power: Necrotic Plague This Ceremony enables a vampire and
■ CotBG their coterie to migrate into the Shadowlands,
■ Ingredients: A scalpel that’s been used to cut though doing so comes at great risk.
into someone living, chalk or charcoal, a silk ■ Prerequisite Power: Withering Spirit
sheet, a human sacrifice. ■ CotBG
■ Process: The vampire hangs a silk sheet over a ■ Ingredients: Masks for each participant, a bowl
wall in a place where the Shroud density (CotBG containing sufficient quantity of the caster’s vitae
p. 205) is standard, thin, or frayed. They then so each participant might coat the soles of their
murder a human sacrifice against the sheet, feet in it, two coins of any value per participant.
usually via some manner of bloodletting, and as ■ Process: Few Ceremonies of Oblivion come
blood coats the sheet, cut it open with a scalpel. with as much doubt and fear as Ex Nihilo, the
The Ceremony widens the portal between the ability to migrate into the Shadowlands. This
world of the living — which wraiths call the Ceremony enables a physical crossing into the
Skinlands — and the Shadowlands. Wraiths who lands of entropy. Vampires who physically enter
enter the Skinlands via this method take to the Shadowlands may interact with wraiths as if
haunting locations and people, indulging in their they were solid, but cannot carry objects beyond
passions, and possess humans if their powers those on their person with them. Vampires
allow for it. Some treat the vampire with gratitude destroyed in the Shadowlands disappear in a
for splitting the Shroud, while others enjoy vortex of blood and ash, sucked into the false earth
harassing the necromancer responsible. beneath their feet.
■ System: The caster kills the Ex Nihilo appeals to a great many
human sacrifice, which may result in necromancers and mystics who want to study the
Stains depending on the Chronicle Shadowlands without the impediment of a time
Tenets and the Storyteller’s limit. It’s an unmatched method for interviewing
discretion. When cutting the silk ghosts and exploring the necropoli — the cities
sheet with a scalpel, their player spirits inhabit. It’s also incredibly dangerous, as
makes the Ceremony roll (with −1 many wraiths — especially spectres — seek to
Difficulty if the scalpel was used in destroy vampires, draining them of their
the human sacrifice). Due to the Willpower, and there’s always the risk of meeting
amount of blood spilled in this the ghost of someone the vampire slew years
Ceremony, the earlier. Such wraiths tend to hold a Grudge.
caster must roll to resist falling into hunger frenzy The vampire must have used the
(Difficulty 2). For every success on the Ceremony Split the Shroud Ceremony within this chapter, in
roll, the Shroud’s density reduces by a level, down the location they’re currently occupying, in order
to being absent.
44
for Ex Nihilo to function. If the Shroud density is ◻ If a vampire is compelled to feed in the
reduced to absent, the caster and any companions Shadowlands, they cannot obtain sustenance from
may enter the Shadowlands from that point, if they wraiths without the Passion Feast power (CotBG
don masks to cover their faces, dip or paint their p.206), but can feed from mortals or other
feet in the vampire’s vitae, and carry a coin in vampires with them.
each hand. ◻ Oblivion absorbs individuals who lose all
■ System: The user makes three Rouse Checks Health or Willpower in the Shadowlands. They
(sufficient to expend the required vitae) and leave no wraiths if destroyed.
expends a Willpower point to prepare for the ◻ Vampires cannot bring wraiths out of the
crossing. They then make their Ceremony roll. If Shadowlands without a Ceremony such as
successful, the vampire, a number of companions Summon Spirit (see CotBG p. 209), which must
equal to the number of successes rolled, and any be used in the land of the living to have this effect.
objects on their person may then enter the ■ Duration: Until the power is deactivated or the
Shadowlands. vampire is destroyed
The Shadowlands follows several rules
that do not exist in the world of the living: Lazarene Blessing
◻ Wraiths are capable of physical attacks on This Ceremony enables a necromancer to
vampires (see VTM, p. 377 for an average bring a freshly-dead body back to life, though not
spectre’s stat block) but some are also capable of how its relatives and friends might remember it.
attacking a vampire’s Willpower specifically, as ■ Pre-required Power: Skuld Fulfilled
they drain a vampire’s passion. Defense pools ■ CotBG
against Willpower drain, which a wraith can ■ Ingredients: One human sacrifice, incense, the
attempt up to 3 yards/meters from the vampire, are heart of any mammal, powdered silver.
made up from the vampire’s Resolve + ■ Process: The necromancer burns incense to
Composure, vs. the attacking wraith’s Strength + perfume the air before performing an act of human
Brawl. This attack inflicts Aggravated Willpower sacrifice, cutting the heart of the victim out and
damage. replacing it with the heart of another mammal,
◻ Though there is no sun (and therefore no though it doesn’t need to be stitched in and
daytime) in the Shadowlands, the vampire must working for the Ceremony to function. After
still Rouse the Blood every 24 hours. With no pouring a bag of powdered silver over the open
sunlight, they are able to operate without rest. eyes of the dying or dead mortal, the vampire
◻ Vampires in the Shadowlands cannot interact invites a wraith to take the deceased mortal as a
with the world of the living in a meaningful way. host. Wraiths cannot be forced to possess a body,
They can only touch or speak with living creatures but few refuse the opportunity to walk around in
by ending this Ceremony, which takes the semi-living shoes again.
expenditure of a Willpower point and another ■ System: Killing a mortal for this Ceremony may
Rouse Check in a place where the Shroud isn’t incur Stains, depending on the Chronicle Tenets.
impenetrable. They can see snatches of motion If the replacement heart was likewise taken from
through the Shroud, and a Discipline such as someone the vampire murdered, that murder might
Auspex may enable them to spy from beyond the also incur Stains. Following a successful
veil, but for the most part, anything viewed has a Ceremony roll, a wraith can enter the freshly-dead
Difficulty 4 or more to perceive. body and live in it as if it were their own. The
◻ Vampires can use their Disciplines in the wraith must be present during the act of sacrifice.
Shadowlands just as they can in the land of the The possessed corpse will wake bearing
living. the wounds that killed it, though the replacement
heart is functional (no matter its origin or
45
placement) and the body heals one point of Health the void (unless and until another vampire
damage upon possession. The remaining Health reverses the Ceremony). Priests may choose to
damage recovers with time. The body possesses pass through the door, but doing so condemns
the same Physical Attributes, Disciplines (if a them forever. Some Shalimites do this when they
ghoul), and Backgrounds it had in life. Social and feel they have completed their work as a part of
Mental Attributes, Skills, and any form of the cult.
morality rating match those of the wraith. ■ System: Following the Ceremony steps, the
This possession lasts indefinitely, or until priest’s player makes their Ceremony roll, and on
the possessed body dies again or the wraith is a success the effect is quick and implosive. A hole
exorcised from the host. The body gains no special opens at the point where ink and blood mix. The
resistances to harm beyond Disciplines it might hole draws objects, air, and people toward it and,
have possessed in life. if they fail a Dexterity + Athletics roll (Difficulty
4), sucks them into a pocket within Oblivion.
Pit of Contemplation While trapped, victims are suspended in an
Only the most powerful of Shalim’s endless blackness. They cannot see or hear anyone
priests have been able to manifest this ability, but or anything around themselves. Only the priest
the effect is one of the most terrifying and who conjures this blasphemous gateway can free
demonstrative uses of Oblivion yet seen in modern those held within, by pouring a vampire’s vitae
nights. The ability to cast an enemy into Oblivion over the painted door (sufficient to provoke a
terrifies even the toughest of Kindred. Rouse Check). Mortals sucked into Oblivion are
■ Prerequisite Power: Tenebrous Avatar (see instantly killed.
CBN)
■ CotBG
■ Ingredients: Pot of ink, three pints/six liters or
more of blood from an innocent the user
murdered, an unlit room (this power does not
Potence
work outside) Back to Contents
■ Process: The vampire personally murders an Nicknames: Hulking, Blood’s Might, Percutio
innocent mortal, likely incurring Stains depending
on the Chronicle Tenets and their Convictions. There is a popular saying among the
While innocence is subjective, traditional members of Clan Brujah: “You only
sacrifices are children, virgins, and holy underestimate our strength once.” Potence is vitae
individuals. The vampire then takes at least three fueled strength above and beyond other vampires’
pints/six liters of the deceased’s blood into capabilities. More powerful than any performance-
an unlit room and uses it to paint a doorway on a enhancing drug, more unnatural than the physique
wall in the chamber. Finally, the vampire splashes of any bulging bodybuilder, Potence is the Beast
a pot of ink onto the blood-painted portal. let loose through the fists, feet, limbs, and raw
Focusing their will bodily power of a vampire. The Discipline is used
upon the gateway, the priest opens a tear through for more than just hitting things, though it is
to Oblivion. certainly good for this task. It is the vampire’s
Anyone foolish or unfortunate enough to ability to force their body into actions impossible
fall into the gap is immediately transported into a for mortals to replicate. Potence trumps the other
pocket of eternal black nothingness for as long as Disciplines in sheer incongruity – an elderly-
the priest sees looking Nosferatu strikes harder than a mortal
fit. If the priest is destroyed without releasing their heavyweight boxer or a Brujah Embraced as a
prisoners, any undead prisoners remain trapped in child can decapitate a target with one blow.
46
■ System: When activated, add the Potence rating
Characteristics of the user to their unarmed damage value as well
■ Type: Physical as to feats of Strength, and add half their Potence
■ Masquerade threat: Medium to high. Lesser rating (round up) to their Melee damage.
exercises of the Discipline might be passed off as ■ Duration: One scene
“hysterical strength,” but once pavement cracks
and buildings start to crumble that explanation Level 3
loses what little credibility it had. Brutal Feed
■ Blood Resonance: Choleric. The strong and Known as the “Savage Kiss”, this power
healthy; athletes and young men and women in allows the user to employ an unholy inner strength
their prime, gym rats, wrestlers, construction when draining a victim. In mere seconds, the
workers and lumberjacks, Longshoremen. attacker swallows torrents of blood while mauling
the victim. The result is an efficient, if messy,
Level 1 feeding often employed in the heat of battle where
Lethal Body the mangled remains of the victim can be
Using this power, the user is capable of disguised.
causing horrendous damage to mortals, tearing ■ VTM
skin and breaking bones with bare fingers. ■ Cost: Free.
■ VTM ■ System: The vampire can drain a human
■ Cost: Free completely in seconds, usually within a single
■ System: The user’s unarmed attacks can now do turn. Every point of Hunger slaked causes one
Aggravated Health damage to mortals, if desired. point of Aggravated Health damage to the victim,
They also ignore one level of armor per Potence as their blood vessels burst and organs bruise and
level of the user. rupture internally. Using Brutal Feed on a vampire
■ Duration: Passive does only Superficial Health damage
to their dead and inert organs.
Soaring Leap In combat, Brutal Feed comes
Possessing unholy strength in more than immediately after a successful Brawl attack using
arms and fists, the user can leap far higher and fangs. The victim first takes bite damage, then
further than any mortal. damage from this power. Armor does not protect
■ VTM against Brutal Feed, as the wounds are, or at least
■ Cost: Free begin as, mainly internal.
■ System: The user can jump a number of meters Storytellers may decide such mutilation-
equal to three times their Potence level vertically, killing warrants Stains (VTM p. 239).
and five times their Potence level horizontally. ■ Duration: One feeding
The user needs no run-up to make these leaps.
■ Duration: Passive Spark of Rage
■ Amalgam: Presence 3
Combining Potence and Presence, the
Level 2
vampire can incite anger and even frenzy in
Prowess onlookers, as easily as awe or dread. The user
Vampires with Potence gain far greater must take care not to rile up an angry mob to turn
strength from their Blood than those who lack it. on them rather than the target or each other.
■ VTM ■ VTM
■ Cost: One Rouse Check ■ Cost: One Rouse Check

47
■ Dice Pools: Manipulation + Potence The Blood of the vampire becomes
■ System: When active, the user can add their saturated with the power of Potence, conveying a
Potence rating to any attempt to rile or incite a part of that power to anyone who drinks of it. This
person or a crowd to violence. In addition, the user is the Potence equivalent of Draught of Elegance
can activate this power and roll a contest of (VTM p.254).
Manipulation + Potence vs Composure + ■ VTM
Intelligence of another vampire. If they win, the ■ Cost: One Rouse Check
opposing vampire must make a fury frenzy test at ■ System: Drinking a Rouse Checks worth of
Difficulty 3. Blood directly from the user gifts the drinker with
■ Duration: One Scene temporary Potence equal to half the Potence dots
(rounded down) of the donor. The drinker gains
Uncanny Grip the same powers as the donor’s, up to that level.
Focusing their unnatural strength into ■ Duration: One night; for vampires, until the next
their toes and fingers, the vampire grips and feeding or the vampire reaches Hunger 5
burrows their extremities into almost any surface,
enabling them to climb and even hang otherwise Level 5
unsupported from walls and ceilings. Close Earthshock
observation reveals telltale scarring or Their strength an elemental force, the
deformation on these surfaces afterward, however, vampire can slam their fist or foot into the ground,
as this is an creating a shockwave that throws their opponents
application of brute force, not superhero-style prone. One of the more dramatic applications of
adhesion. Potence, this power needs to be carefully
■ VTM employed, lest the user literally bring the house
■ Cost: One Rouse Check down upon themselves.
■ System: A vampire using this power ■ VTM
automatically succeeds on any Skill test to climb a ■ Cost: Two Rouse Checks
non-metallic surface. The user might also be able ■ System: No additional test is needed to create
to climb copper or bronze cladding or other softer the shockwave. (The ground is hard to miss.)
metal surfaces, at the Storyteller’s discretion. Thin Anyone within a five meter radius of the user must
glass surfaces (though generally not the glass make a Dexterity + Athletics roll (Difficulty 3),
curtain walls of modern office buildings) may with the results below. Anyone prepared for the
shatter under the stress. In the same way, a Earthshock (such as the user’s companions) can
vampire can hang from a wall or ceiling for up to shift their results up by one step.
one scene, though only barefoot vampires can ◻ Critical Win: No effect.
hang by their feet. ◻ Win: Knocked off balance. Lose current
The climb or clinging leaves obvious action
tracks detectable by anyone with an Intelligence + ◻ Failure: Fall prone. Lose current action; must
Investigation test at Difficulty 2. Detecting spend a turn getting up. This power causes
Uncanny Grip tracks on glass doesn’t even require significant collateral damage. If used on the
a roll. ground, the earth cracks. If used indoors, furniture
■ Duration: One scene breaks and mirrors shatter. On anything but the
ground floor the floor might shatter, causing
Level 4 everyone within the radius to plummet to the floor
Draught of Might below. This power can only be used once per
scene.

48
■ Duration: One use Presence affects the emotions of those
subject to it, not the minds. While this is useful in
Fist of Caine that victims are cognizant (unlike Dominate), they
The vampire’s bare hands can inflict are not under the direct control of the user and are
grievous injuries, lethal to both mortals and other thus often unpredictable. In order to be affected by
vampires. They can dismember, pierce, impale, Presence, the subject must be in the physical
decapitate, and even rip a heart out of the chest. presence of the user or at least
■ VTM within earshot. The Discipline does not transmit
■ Cost: One Rouse Check electronically unless the user possesses Star
■ System: For one scene the user can inflict Magnetism (Presence 5). Detecting the use of
Aggravated Health damage to mortals and Presence is very hard unless one has access to
supernaturals alike while Brawling, as they Sense the Unseen (Auspex 1) and can even then
literally rend flesh and tear their opponents limb be too subtle to notice unless one is looking for it
from limb with their bare hands. specifically.
■ Duration: One scene Presence power effects do not stack, so
someone using Awe and Entrancement on the
same subject would only add their Presence rating
Presence once for any Social-based Persuasion rolls.
Back to Contents In combat, only the Dread Gaze and
Nicknames: Superstardom, Enthrallment, Majesty powers have any effect, as charm is of
Sublimitas little use when someone has decided they want
you hurt.
Most vampires are creatures of grace and ■ Type: Mental
lethality. Associated with horrific violence and ■ Masquerade threat: Low-Medium. A subtle
devastating beauty, Kindred embody opposites, power, people seldom realize Presence has
alternating between nightmare and dream affected them at all. As with most Disciplines, its
depending on the onlooker and the vampire’s higher powers can leave puzzled witnesses behind,
whims. Presence is a Discipline that expresses this especially once the effects wear off.
bipolar existence. Used to attract victims or ■ Blood Resonance: Sanguine. The beautiful and
disperse them in fear, Presence allows crowd lustful, those completely infatuated with the
control, emotional manipulation, and enforced vampire, models and actors and movie stars,
devotion. A mortal’s greatest fear could stand compelling public and private speakers from
before them and suddenly look like the most politicians to car salesmen, YouTube sensations
radiant creature on Earth. and Instagram influencers.
Many Presence practitioners use this
Discipline to easily acquire feeding vessels, while Level 1
others use it do stalk the night as creatures of
Awe
horror, making weak-willed kine flee terrified,
Anyone in the presence of the vampire
unsure of what they’ve just seen. Effective as a
finds their attention inexplicably drawn to them.
lure as well as a defense, vampires with Presence
Those listening to the vampire speak might
enjoy an easier nightlife at the expense of
suddenly agree on subjects where they once held
forgetting what feelings projected at them are
different viewpoints. While this power doesn’t
normal and which are compelled.
cause rapt infatuation, it is still strong enough to
sway the minds of most mortals.
Characteristics ■ VTM

49
■ Cost: Free for victims actively trying to avoid it) the vampire
■ Dice Pools: Manipulation + Presence vs can immobilize a victim, keeping them frozen in
Composure + Intelligence place as long as they themselves maintain eye
■ System: Add the Presence rating to any Skill contact. The effect can only be maintained on a
roll involving Persuasion or Performance as well single victim at a time, and ends if they suffer
as to other Charisma related rolls, at the damage or are forcibly removed.
Storyteller’s discretion. Anyone aware that they’re Speech is still possible, though shouting is not. In
being affected can try to resist with a contest of order to paralyze a vampire in the same way, the
Composure + Intelligence vs the user’s user must win a contest of Charisma + Presence
Manipulation + Presence. On a win, the target can vs. Wits + Composure. The vampire victim can
resist the effects for one scene; a critical win escape paralysis on any turn after the first by
makes the target immune for the entire night. spending a point of Willpower.
Once the power wears off, victims revert to their ■ duration: Until eye contact is broken or the
previous opinions. scene ends.
■ Duration: One scene or until intentionally ended
Level 2
Daunt Lingering Kiss
Instead of attracting people, the vampire The Kiss of a vampire induces near-
uses Presence to repel. With this power the user ecstasy in mortals, but this power leaves other
appears threatening and exudes an aura of menace Kisses in the dust. Mortals fed upon by the user
powerful enough to make most mortals avoid their become addicted to the Kiss, obsessing over it and
attention and even vampires think twice about even seeking the vampire out for repeated
acting against them. feedings. Mortals often become anemic, self-harm,
■ VTM or even die from this addiction, but vampires find
■ Cost: Free it a useful power for cultivating a herd.
■ System: Add the user’s Presence rating to any ■ VTM
Intimidation rolls. Attacking the user requires a ■ Cost: Free
Resolve+Composure roll at Difficulty 2. ■ System: The vampire can choose to use this
Vampires cannot use Awe and Daunt power or not during each feeding. The user adds
simultaneously. dice equal to their Presence to any subsequent
■ Duration: One scene or until intentionally ended Charisma Attribute-assisted pool against the bitten
subject. A mortal fed upon with this power can
Eyes of the Serpent make a Willpower test (Difficulty equals the
■ Amalgam: Protean 1 user’s Presence) every week to resist the effects.
The eyes of the vampire turn into slitted, Winning this test for three consecutive weeks
serpent-like orbs able to freeze a mortal meeting breaks the effect, as does a single critical win.
the vampire’s gaze in place. The user can even ■ Duration: Until successfully resisted.
mesmerize other vampires with this power, though
the effect is short lived and likely to rouse the
Level 3
victim’s ire.
■ VTMA Dread Gaze
■ Cost: Free Briefly exposing their vampiric nature, the
■ Dice Pools: Charisma + Presence vs. Wits + user instills a single subject with utter terror.
Composure Mortals are cowed, run, or freeze with fear, while
■ System: By catching the eye of a mortal (see other vampires either submit like whipped dogs or
avoiding eye contact on p. 255 in the Core book flee in frenzied Rötschreck.
50
■ VTM require an immediate power contest roll as above,
■ Cost: One Rouse Check or the Entrancement immediately fails.
■ Dice Pools: Charisma + Presence vs Composure ■ Duration: One hour plus one per point of margin
+ Resolve
■ System: Displaying their fangs, their face True Love’s Face
twisted in a predatory grimace, the user rolls a ■ Amalgam: Obfuscate 3
contest of Charisma + Presence against their Using a potent cocktail of concentrated
target’s Composure + Resolve. emotion and illusions, the vampire can alter a
◻ Failure: Mortals are unable to act other than mortal’s blood resonance or even risk a vampire’s
in their own defense, backing off for a turn. connection to Humanity. The victim (and only the
Vampires are unaffected. victim) perceives the vampire as a mortal they
◻ Win: Mortals run in fear. Vampires are hold strong emotional ties with (such as hate for a
unable to act other than in their own defense for a rival, passion for a new lover, or the complicated
turn unless they spend Willpower equal to the feelings a vampire holds for their Touchstone).
users margin of win (to a minimum of one). ■ CotBG
◻ Critical Win: Mortals freeze or crumple into a ■ Cost: One Rouse Check
fetal position. Vampires must make a terror frenzy ■ Dice Pools: Manipulation + Presence vs.
test (Difficulty 3). If they win, they are still Composure + Wits
affected as above. ■ System: To impersonate someone the victim has
■ Duration: One turn strong emotions for, the vampire must know their
appearance and what the victim feels for them.
Entrancement How they uncover this will vary between
The vampire focuses their unnatural allure vampires. When activated the Storyteller rolls a
on a single person, instilling in them a rapt hidden contest between the user’s Manipulation +
fascination or infatuation akin to falling head over Presence and the victim’s Composure + Wits,
heels in love or meeting one’s lifelong idol. The where failure means the visage holds no emotional
person affected does their best to remain in the charge, which is deeply uncanny and sours any
vampire’s good graces, but stops short of causing social interaction with the victim. It also prevents
themselves or their other loved ones physical them from falling victim to this power for the rest
harm. of the story. On a win, the vampire adds their
■ VTM Presence rating to any rolls for affecting a mortal’s
■ Cost: One Rouse Check resonance or a vampire’s
■ Dice Pools: Charisma + Presence vs Composure emotional state. Appearing as a vampire’s
+ Wits Touchstone is a dangerous game, especially if the
■ System: The vampire only needs to gain the victim possesses Sense the Unseen (VTM p. 249),
subject’s attention and win a contest of Charisma but played right it can lead to Stains for the victim
+ Presence vs Composure + Wits. The effect lasts as their Touchstone appears to become damaged
for roughly one hour plus one per point of margin or detached entirely through shifts in behavior,
on the win. The vampire can renew this effect ideals, or even apparent death.
indefinitely, but a failure ends the effect and ■ Duration: One scene
makes the subject immune for the rest of the night.
After succeeding, the user adds dice equal Level 4
to their Presence rating to any Social dice pool
Irresistible Voice
against the entranced subject. Requests resulting
■ Amalgam: Dominate 1
in obvious harm to the subject or their loved ones,
or that oppose the subject’s Tenets, fail and
51
The Presence of the user becomes a
conduit for Dominate. The vampire now only Summon
needs their voice to be heard in order to employ The vampire can call to themselves any
Dominate powers. person, mortal or vampire, upon whom they’ve
■ VTM previously used Awe, Entrancement, or Majesty,
■ Cost: No additional cost or who has tasted their Blood at least once. The
■ System: The user's voice alone is now enough to target knows who is summoning them and the
Dominate a target. This does not apply to voices user’s current location. This calling lasts for a
transmitted through electronic media such as night. After that time, the effect subsides, but the
phones, television, or apartment door-buzzer user can repeat it night after night if required to
speakers. reach the target or if the target is otherwise
■ Duration: Passive reluctant.
Anyone Summoned feels a pull toward the
Magnum Opus summoner and tries to reach them, though without
■ Amalgam: Auspex 3 endangering themselves physically or financially.
A favored power of the Roses, with this They won’t sell their house to buy a ticket or miss
ability, the user may sublimate and infuse the a vital meeting, but they might skip out of normal
powers of the blood into their works of art - work or social commitments.
capable of rendering sculptures so beautiful as to ■ VTM
make the viewer fall in love with them, or ■ Cost: One Rouse Check
paintings of such ghastly disquiet they make even ■ Dice Pools: Manipulation + Presence vs
the most visceral Caravaggio seem facile by Composure + Intelligence
comparison. This masterwork is merely an ■ System: The user needs to concentrate for five
illusion, however - a flash-in-the-pan beauty that minutes and think of the person being summoned,
does not withstand deep scrutiny. then rolls Manipulation + Presence vs Composure
■ Cost: One or more Rouse Checks + Intelligence. On a win, the target hears the
■ Dice Pools: Charisma, Manipulation + Crafts summoning, but may or may not heed it. On a
■ System: Before embarking on a Project Roll to critical win, the target arrives as quickly as
create a work of art the user must one rouse check possible, barring immediate risk to their well-
for each roll made. The difficulty of the project being.
must be 10 or higher. Upon successful completion ■ Duration: One night
of the project, the user finds that residual traces of
their Presence linger withing the work itself. Level 5
When your artwork is on display, audiences must
Majesty
roll Composure + Resolve (Difficulty equal to the
At this pinnacle of the Discipline the
user’s Presence rank) or succumb to the rough
vampire can amplify their countenance to
equivalent of either Awe or Daunt exuding from
supernatural levels. Whether they appear as
the piece. A Critical Success on the resistance roll
heartrendingly beautiful, monstrously terrifying,
renders the subject immune to further influence by
or wielding absolute command, everyone who
the piece. Note: By integrating Disciplines into its
views them is struck by their image, unable to act
creation, the work of art has no true staying
or even speak against the vampire. To experience
power, aside from the initial exposure. Critics and
Majesty is to be in the presence of the divine - or
observers may find themselves suddenly able to
the Infernal.
critique flaws or imperfections once they have left
■ VTM
the immediate area.
■ Cost: Two Rouse Checks
■ Duration: N/A
52
■ Dice Pools: Charisma + Presence vs Composure The power enables a vampire to become a beast,
+ Resolve turn their limbs into weapons, or change their
■ System: People in the presence of the user can shape into clouds of mist to evade capture, glide
only stare, slack jawed, or avert their eyes in fear through keyholes, or slip through cracks in a
or submission. Anyone wanting to act in any way window.
in opposition to the user, except for self
preservation, must successfully win a contest of Characteristics
their Composure + Resolve vs. the vampire’s Protean powers that change the shape or
Charisma + Presence. A win allows one turn of in other ways transform the body of the vampire
freedom, plus one per point of margin; only a also affect clothing, swallowed items, and other
critical win resists the effect for the entire scene. small (under a few grams) wearables. Protean does
■ Duration: One scene not affect larger carried items, including
backpacks, duffel and sports bags. For this reason
Star Magnetism users of Protean often travel light.
The Presence powers of the user now ■ Type: Physical
effect people viewing them on live feeds or ■ Masquerade threat: High. One of the most overt
hearing them over the phone. Recorded images or Disciplines available to vampires, more or less all
messages do not retain the effect, however. Protean powers can breach the Masquerade on
■ VTM their own.
■ Cost: One additional Rouse Check ■ Blood Resonance: Animal blood, especially
■ System: Awe, Daunt, and Entrancement can be animals matching shapeshifted forms; the blood of
transmitted through live feeds via screens or werewolves, changelings, and other supernatural
phones. If Entrancement is used, the victim’s chimeras of man and beast.
name must be spoken clearly, as that power only
affects one person at a time. Anyone else viewing Level 1
the same transmission only finds the user
Eyes of the Beast
charming, but not supernaturally so.
The vampire can will a supernatural red
■ Duration: As power used
gleam into their eyes, giving them sight even in
the total absence of light.
Protean ■ VTM
Back to Contents ■ Cost: Free
Nicknames: Morphing, Shapeshifting, Mutatio ■ System: No roll is required to activate Eyes of
the Beast. While active the user ignores any sight
Werewolves despise vampires for their penalties imposed by darkness, including
possession of this ability. They consider it a supernatural. While active, the inhuman
mockery of their own nature, as undead beings appearance of the eyes confers two bonus dice to
become wolves or bats, bearing claws and Intimidation pools against mortals.
gnashing fangs like one of their own. Yet, Protean ■ Duration: As long as desired
has flowed through the Blood for almost as long
as the Kindred have existed. The power to mutate, Weight of the Feather
shift form, and become ever-deadlier predators is The vampire can reduce their effective
as natural to the vampire as mass and density, making themselves almost
it is to the lupine. Practitioners of Protean employ weightless. This allows them to avoid triggering
the Discipline for its utility. pressure sensors as well as avoiding major damage
from falls, collisions, or being thrown. The power
53
cannot be used for longer leaps, as the vampire’s create everything from useful body-tools to…
strength is proportionally Reduced. expressive ornamentations.
■ VTM ■ VTMC
■ Cost: Free ■ Dice Pools: Resolve + Protean
■ Dice Pools: Wits + Survival ■ Cost: One Rouse Check
■ System: If the vampire has time to prepare, no ■ System: Roll Resolve + Protean. Every success
roll is required. As a reaction, such as during a on the roll allows a single Vicissitude change to be
sudden fall, activating the power requires a Wits + made to the user, though the total number of
Survival roll at Difficulty 3. As long as the power changes cannot exceed the user’s Protean rating,
is in effect, the vampire is immune to damage no matter the number of applications or successes.
from falls, collisions, and being thrown. The user Each change causes the loss of a single Physical
also avoids triggering devices that rely on Attribute dot of the user, as the body mass must
pressure, at the Storyteller’s discretion. come from somewhere. (No Attribute can be taken
■ Duration: As long as desired below 1.) Each use of the power takes one full
turn to perform.
Level 2 Potential Vicissitude changes are listed
below:
Feral Weapons
◻ Redistribution: Add a single dot to any of the
The vampire can extend their natural
user’s Physical Attributes. This cannot cause any
weapons to monstrous proportions. This usually
Attribute to exceed 5 dots. These changes are
takes the form of fingernails extending into
visible, but not Masquerade - threatening.
wicked talons but can also come in other forms
◻ Weapons (Once per subject only): The user
such as fangs elongating into veritable daggers, as
gains the equivalent of a light piercing or heavy
from a gigantic serpent.
impact weapon (+2 Damage) in the form of bone
■ VTM
spurs or bludgeons of dense cartilage. (In contrast
■ Cost: One Rouse Check
to Feral Weapons, the damage caused by these
■ System: No skill roll is needed to activate this
weapons is mundane, but Feral Weapons
power. When activated, the vampire adds a +2
employed by a vampire proficient in Vicissitude
modifier to their Brawl damage, and causes
often take the shape of similar osseous spikes and
Aggravated Health damage to mortals. Superficial
blades.)
damage inflicted from Feral Weapons is not
◻ Armor: One Attribute point can be turned into
halved.
two points of armor value (p. 304), with an upper
■ Duration: One scene
limit of six points of armor. This often takes the
form of reinforced sub-dermal reinforced bone or
Vicissitude layers of fat and cartilage, and appears
■ Amalgam: Dominate 2 increasingly inhuman as the points so allocated
Rare outside clan Tzimisce, this power increase.
allows the vampire to demand obedience of their ◻ Appearance: The user can change their
own flesh. Skin, muscles, and even bone can be appearance, either for the sake of hiding their
sculpted or warped out of shape, the end result identity, enhancing their Looks Merit, or to mimic
sometimes unnervingly beautiful but just as often someone else. This is a time-consuming affair,
monstrous. Skilled users can craft bizarre taking an entire scene to perform, and requires a
characteristics or reshape their entire bodies, Dexterity + Craft test in order to succeed.
though larger transformations exact a heavy toll Difficulty is 3 to hide one’s identity, 4 to increase
on their physique. Kindred who use Vicissitude Looks (each level of the Merit counts as one
change) and 5 to mimic a specific person. A
54
failure on the test yields no result (but the feared, as many of its users have a reputation for
Attribute dot is still lost) while a total failure inhuman torture, though some employ it to great
causes the Looks Merit to drop one level, effect to enhance and adapt their servants and
potentially turning into a Flaw if at baseline. allies.
Nosferatu are unable to use this aspect of the ■ VTMC
power for anything but hiding their identity. ■ Dice Pools: Resolve + Protean vs Stamina +
◻ Other changes: More creative uses of this Resolve
power, such as creating a secret pouch somewhere ■ Cost: One Rouse Check
on the body or moving eyes around, are beyond ■ System: In order to use this power, the user
the scope of these mechanics, and the Storyteller must be able to work undisturbed on the subject,
needs to decide on the number of changes (and who thus either needs to be willing or restrained.
Attribute points lost) required, and the Difficulty For a willing subject, follow the same system as
and time required for the operation. Dexterity + Vicissitude (above). An unwilling subject can
Craft and Intelligence + Medicine are the most resist with their Stamina + Resolve, with the
important rolls in these cases. Changes can be user’s margin counting as Vicissitude successes.
mended as aggravated damage, with each change Each use of this power takes a full scene to
equivalent to a single level of damage (restoring perform. Again, the total number of changes
lost Attribute points accordingly). cannot exceed the user’s Protean rating, no matter
■ Duration: Permanent the number of applications or successes. In case of
multiple users working on a single subject, only
Level 3 count the highest Protean rating.
Changes can be mended as aggravated
Earth Meld
damage, with each change equivalent to a single
Becoming one with the soil, the vampire
level of damage. (Mortals will thus require
sinks into the earth. Unless in torpor, the vampire
extensive surgery.)
rises again the following night.
■ Duration: Permanent
■ VTM
■ Cost: One Rouse Check
■ System: No test is required, but the vampire
Shapechange
must be on a natural surface: rocks, raw earth, The vampire can assume the shape of an
grass, etc. This power does not work on concrete, animal roughly the same size as their original
asphalt, or other artificial surfaces. It takes a turn mass. The vampire can only change into one type
for the vampire to sink into the earth, leaving of animal (usually a wolf, sometimes a large feline
carried objects behind atop the soil. While in the or a giant snake), usually one associated with their
earth the vampire is aware of their surroundings, clan or the type of prey they most commonly feed
except during day-sleep. At those times, on. The animal, while usually a spectacular
disturbances (e.g., digging or loud noises) awaken example of their species, shows no signs to a
them or not as with all vampires (VTM p. 219). mundane observer of being Supernatural.
■ Duration: One day or more, or until disturbed ■ VTM
■ Cost: One Rouse Check
■ System: No test is required. The transformation
Fleshcrafting
takes one turn, during which the user may take no
■ Amalgam: Dominate 2
other actions. Upon transformation, the vampire
■ Prerequisite: Vicissitude
gains the Physical Attributes, senses, and native
Extending their mastery over flesh, the
Skills associated with that animal (VTM p. 373)
vampire is now able to inflict their ministrations
and also gains that animal’s natural limits of
on the bodies of others. The power is rightly
communication, manipulation (most animals can
55
carry one thing in their mouth), and so forth. The Level 4
vampire can use other Disciplines, at the
Horrid Form
Storyteller’s discretion. (By and large, they can
■ Amalgam: Dominate 2
use Auspex, Animalism, Celerity, Fortitude,
■ Prerequisite: Vicissitude
Potence, and Protean; many powers of Dominate,
With a mastery of the body so complete
Obfuscate, and Presence pose problems; Blood
that it surpasses natural limitations, the vampire
Sorcery is completely off the table.)
can take on a truly monstrous form, complete with
■ Duration: One scene unless ended voluntarily
vicious claws, protruding fangs, ridged features,
before that
and corded muscles. Although its exact traits can
vary between occasions, the form often has an
Visceral Absorption individual, specific appearance that manifests
■ Amalgam: Blood Sorcery 2 every time this power is used, a vision of the
A seldom-seen but unmistakably effective user’s Beast made flesh. Some look like hellishly
way to clean up a mess, this power turns the body malformed animals, some look demonic or
of the vampire semi-permeable while drawing atavistic, and some defy any sense of worldly
inert blood and viscera in the vicinity inside them, familiarity. Many incorporate the traits of other
feeding their Beast and sating their Hunger. Other vampires in nature, such as leeches, bats, ticks,
bodily remains, bereft of blood, crumble to ash or and mosquitoes, magnified to grotesque
vanish in greasy smoke. While the vampire using proportions.
the power draws blood and gore to themselves, the ■ VTMC
surrounding area is left remarkably clean, and the ■ Dice Pools: None
Sabbat able to employ this ability use it as a way ■ Cost: One Rouse Check
to cover their tracks with great effect. ■ System: Horrid Form takes a full turn to
■ Cost: 1 Rouse Check activate, during which time the vampire can only
■ Dice Pool: Strength + Protean defend, using their pre-Horrid Form dice pools. It
■ System: Use of this power requires at least one then grants the vampire a number of free
dead body in the area of effect, roughly an area Vicissitude changes (no Attribute dots are lost)
extending 5 meters in all directions from the user. equal to their Protean rating. These can be spent
The vampire rolls Strength + Protean, and is able on Redistribution, Weapons, and Armor. Generous
to absorb the blood and eradicate the remains of Storytellers can also consider other changes such
one body per success rolled. The state of the body as wing-like membranes allowing the vampire to
is of no significance so long as it is fresh, and glide, extended limbs for reach, or other creative
even “somebody” whose remains are little more (but fair) uses. However, with the Beast so close
than a red smear will be consumed. to the surface, any criticals rolled while using
The user sates one Hunger per body Horrid Form for any reason are considered messy
affected, but cannot sate more Hunger per use than criticals, and any Frenzy test taken is done at a +2
their Blood Sorcery rating, nor can they reduce it Difficulty level. The vampire also assumes an
below one through this power. Using this power unmistakably inhuman appearance and is unable
takes one turn per body absorbed. It should also be to communicate in anything but grunts, hisses, and
noted that, while efficient in getting rid of roars.
evidence, the power is extremely overt while in ■ Duration: One scene, unless voluntarily ended
use, as the user becomes a literal vortex of blood sooner.
and viscera. Vampire remains aren’t affected by
this power.
Metamorphosis
■ Duration: One turn per body
■ Prerequisite: Shapechange

56
This power grants an additional animal the heart is dealt Aggravated Health damage equal
form to the user, this time also enabling them to to or greater than the vampire’s Health, they fall
change their size. Vampires most commonly into torpor. If an extracted heart is destroyed —
metamorphose into bats, rats, unusually large only possible with fire or sunlight — the vampire
insects, or snakes. (VTM p. 373) experiences final death. While the heart is
■ VTM removed, the vampire’s body cannot be staked
■ Cost: One Rouse Check unless the heart is located and separately impaled,
■ System: Same as Shapechange. in which case the vampire falls paralyzed. If blood
■ Duration: One scene unless ended voluntarily is fed to the heart, it will slake the vampire’s
before that. Hunger as normal (even Blood Bonding them if
fed Kindred vitae from the vein), and the heart can
Level 5 be fed from in the same way — possibly leading
to diablerie. The vampire is still susceptible to
The Heart of Darkness
death via fire or sunlight even without a heart.
■ Amalgam: Fortitude 2
■ Duration: Permanent (or until the heart is
Practiced almost exclusively by vampires
destroyed/returned)
within the higher echelons of the Church of Set,
this power enables a vampire to remove their own
heart and store it outside their body. The
Mist Form
vampire’s flesh and bone warp as they reach their The vampire gains the legendary power to
hand into their bare chest without the need for turn into a cloud of mist, perceivable to the eye
incision, after which point, they remove the heart. but untouchable by anything save fire, sunlight,
This power is not without risk to the practitioner, and supernatural aggression. They can fit through
and can only be used by a vampire on themselves. pipes, crevices, and cracks. While strong winds
The vampire typically places the heart in a might buffet them, no natural force can disperse
ceremonial canopic jar or urn, though there is no the cloud.
restriction as to where the heart can go. Many ■ VTM
cult-minded Kindred take advantage of the fact the ■ Cost: One to three Rouse Checks
organ can retain vitae, and even slake their Hunger ■ System: No roll is required. The transformation
from afar, by receiving ritualistic blood donations. takes three turns, though it can be sped up with
For as long as it is removed, the vampire is additional Rouse Checks on a one-for-one basis.
immune to staking attempts, unless a stake is While in mist form, the vampire moves at walking
driven through the removed heart. The vampire’s pace and perceives their surroundings through
emotions are detached — metaphysically and mystical means as if there as normal. A vampire in
biologically, if the heart can be said to be the font mist form cannot make eye contact or speak. They
of emotion — providing them a resilience against can use only those Disciplines requiring no
their Beast’s urges but a remove from compassion physical form or presence, at the Storyteller’s
and warmth. discretion.
■ CotBG While in mist form the vampire can only be
■ System: This power requires no roll, but inflicts damaged by sunlight, fire, and immaterial
two Aggravated Health damage to the vampire supernatural attacks (such as some Rituals).
when removing their heart. No powers can be used ■ Duration: One scene unless ended voluntarily
to mitigate this damage, and reattaching the heart before that.
requires two Rouse Checks. Once removed the
vampire gains a two-dice bonus to resist frenzy, One with the Land
but suffers a two-die penalty on Remorse rolls. If ■ Amalgam: Animalism 2
■ Prerequisite: Earth Meld
57
The Kindred possesses such mastery over ■ Cost: Free
their own form that they may extend it even into ■ System: Increases the Difficulty on any non-
their domain itself. Not only may the vampire sink combat test to stake the vampire by three. In
into the very earth, they maintain a preternatural Melee combat, only if the stake-wielder rolls a
awareness of events transpiring within the domain. critical win does the stake penetrate the user’s
■ VTMC heart. Even if staked, the user can make a Rouse
■ Cost: Two Rouse Checks Check and roll their Strength + Resolve
■ System: As with Earth Meld (VTM p. 270), (Difficulty 5) once per hour. A win means they
except the vampire is not limited by the makeup of manage to free themselves from paralysis as the
the surface where they take their rest. Some stake is pushed out of their body. They cannot
vampires have been known to suffuse themselves attempt such stake expulsion at Hunger 5.
into the walls of their manors, while others secrete ■ Duration: Passive
themselves beneath the warped floorboards of a
squat, or even hide beneath a shallow pool of
“dead water.”
Blood Sorcery
Additionally, in a distance of one mile in Back to Contents
any direction from where the vampire’s body has Nicknames: A Kind of Magic, Thaumaturgy,
become One with the Land, the vampire may elect Quietus
to experience any sensory stimuli within that area,
such as listening to a conversation therein, The Tremere maintain that Blood Sorcery,
physically enjoying a lovers’ tryst, or catching the or “Thaumaturgy” as they call it, was their
scent of a fire that an unruly mob may be stoking. invention. To hear the Banu Haqim give their
The vampire experiences these senses through the version, “Quietus” was their blood right
presence of animals, however minute, in the long before the Tremere became vampires. Other
vicinity of the events. If the events are discreet or clans make the same statements. While its origins
intentionally hidden, a Wits + Animalism test vs. are murky, the dreaded nature of Blood Sorcery is
the relevant opposing dice pool used is required. not. Few Kindred trust the wielders of a power
Rising from this state before nightfall the that can manipulate the vitae in their veins and
day after it has been entered requires a Resolve + turn Blood into poison.
Protean test at Difficulty 4, and even then it can Unlike other Disciplines, which could be
take up to an hour for the vampire to fully described as advancing organically through the
reemerge. A critical win allows them to rise victims chosen by the vampire, practitioners of
instantly, however. Blood Sorcery require teachers. The Tremere once
■ Duration: One day or more, or until physically relied on their pyramidic clan hierarchy to arrange
disturbed tutelage for neonate apprentices, while the Banu
Haqim stress the sire-childe relationship as being
The Unfettered Heart the best form of mentorship. These nights, many a
Having mastered the power of Protean, Child of Haqim washes up in Europe or America
the very insides of the user become malleable, far from their sire, and with the Pyramid broken
almost viscous. The heart, seat of the vitae and Tremere neonates frantically search through
unlife of the vampire, detaches and moves freely, moldy tomes and palimpsests for scraps of true
if sluggishly, within the chest. This makes the lore. Genuine masters of this Discipline develop
vampire exceedingly hard to stake as the position their own Rituals, though many guard them from
of their heart changes nightly, and can even allow others, revelling in the mystery surrounding their
the user to free themselves from paralysis. unknown cache of abilities. To practice Blood
■ VTM Sorcery is to twist one’s own Blood into
58
submission. Any form of this power reminds a matter in all directions from the splash; this takes
vampire that they’re far from human, as no mortal approximately five minutes (longer on soft metals
could wield magic in this way. like copper or cast iron). Harder metals such as
alloys and steel merely scar and pit; whether they
Characteristics meaningfully weaken remains at the Storyteller’s
Blood Sorcery is a special Discipline in discretion. (This power might corrode through
that it both confers powers, like other Disciplines, handcuff chains given enough time and vitae.)
and also unlocks the ability to perform Rituals up ■ Duration: N/A
to and including the level the user holds in the
Discipline. Its regular powers seem comparatively Shape the Sanguine Sacrament
weak, but the versatility of the Rituals more than Learned only by the most ostentatious of
compensates, assuming the user can learn them. tremere, this power is used to manipulate blood or
At character creation, a player can choose one vitae into finely crafted images - whether
Level 1 ritual if they have at least one dot in Blood entertaining your fellows at Elysium with gaudy
Sorcery. Characters can buy new rituals at the cost magician’s tricks or diverting flowing rivulets into
of the ritual’s level x 3 experience points. painstakingly precise Hermitic sigils
Learning new Rituals during play requires both ■ WTC
experience and time. Expect a Ritual to take at ■ Cost: Free(or one Rouse Check if using own
least the square of its rating in weeks to learn. blood)
■ Type: Sorcery ■ Dice pools: Manipulation + Blood Sorcery
■ Masquerade Threat: Low-High. The individual ■ System: Using a measure of blood or vampiric
appearance of the powers and Rituals in Blood vitae, the user may channel their mastery of Blood
Sorcery varies as widely as their effects. Sorcery to influence the very essence of the blood
■ Blood Resonance: Sanguine. Although not iteslf, to abey the user’s shim. By making a
inherent in the Blood itself, Blood Sorcery successful Manipulation + Blood Sorcery roll, the
responds eagerly to blood from human occultists, user may craft the blood into any shape or image
sorcerers, and cult leaders, as well as hemophiles they desire. Complexity of the image varies by
and bibliophiles. difficulty - a simple message of “Help!” or basic
polygonal shape may only be at Difficulty 2, while
Level 1 a lengthy diatribe or an intricate sculpture may be
Difficulty 4 or higher. Failure on this roll means
Corrosive Vitae
the blood fails to form the desired shape or does
Altering the properties of some of their
not respond at all - Critical Success not only forms
own Blood, the user can make it highly corrosive
the desired image, but negates the need for any
to dead substances, able to corrode most items
further rolls to change its shape for the duration of
down to steaming sludge, given enough time and
the scene.
Blood shed.
■ Duration: One Scene, unless dispelled by the
■ VTM
user.
■ Cost: One or more Rouse Checks
■ System: No additional skill roll is required. The
user concentrates for a turn and forces Blood
A Taste for Blood
through an open, usually self-inflicted, wound. By tasting a drop of blood, the user can
The user then spills their Blood on a nonliving discern certain basic traits of the one to whom it
object (except unliving flesh such as that of the belongs.
Kindred) to corrode and decompose it. Each ■ VTM
Rouse Check corrodes approximately 35 cm of ■ Cost: Free
■ Dice Pools: Resolve + Blood Sorcery
59
■ System: The user dabs the blood on their tongue ■ System: The user makes a Resolve + Blood
and makes a Resolve + Blood Sorcery roll Sorcery roll against a Difficulty of 2 + their Blood
(Difficulty 3). With a win, the user can determine Potency. A win increases their Blood Potency by
the resonance and intensity of the blood if human. one for that scene; a critical win increases it by
They can also identify whether the blood belongs two. The vampire can use this power to exceed
to a mortal, ghoul, vampire, or other supernatural their generation limit on Blood Potency during its
creature (it may not necessarily be able to identify duration.
the supernatural creature if not Kindred or ghoul). ■ Duration: One scene or one night
Tasting vitae also determines the relative Blood
Potency (and thus the likely generation band) of Scorpion’s Touch
the vampire. A critical win also reveals whether The vampire can transmute some of their
the subject has ever committed diablerie, and the Blood into a paralyzing poison, capable of
generation (within one) of the vampire. If the user affecting mortals and vampires alike. They can use
knows of the supernatural creature in question, this ichor to coat bladed weapons, or even spit it at
they can identify the specific supernatural creature a target. Scorpionated Blood incapacitates affected
on a critical win after tasting the blood. mortals, while hampering vampires if not
■ Duration: N/A necessarily rendering them helpless. Specific
breathing and biofeedback exercises practiced by
Level 2 some secret societies form the best defense against
Extinguish Vitae this Blood, aside from Fortitude.
The user can intentionally remove the ■ VTM
unlife-giving properties of some of the Blood in ■ Cost: One or more Rouse Checks
another vampire, stoking their Hunger as the ■ Dice Pools: Strength + Blood Sorcery vs
victim’s inner reserves curdle into Impotence. Stamina + Occult or Fortitude
■ VTM ■ System: The user concentrates for a turn and
■ Cost: One Rouse Check forces Blood through an open, usually self
■ Dice Pools: Intelligence + Blood Sorcery vs inflicted, wound. Each Rouse Check worth of
Stamina + Composure poison made takes a turn and emits enough Blood
■ System: The user rolls a contest of Intelligence to coat one bladed melee weapon stickily or to fill
+ Blood Sorcery vs the Stamina + Composure of a one mouthful to be spat at a foe. Spitting poison at
target vampire in line of sight while concentrating someone involves a Dexterity + Athletics attack
for a turn and gesturing subtly. A win increases roll (which can be dodged like any ranged attack),
the target’s Hunger by one while a critical win although vampires have been known to French
increases it by two. The victim can discern who kiss a victim and transfer the poison that way.
afflicts them if they can see the user while making Even more subtle vampires scorpionate their
an Intelligence + Occult vs Wits + Subterfuge roll. Blood to poison would-be diablerists: drinking
■ Duration: N/A poisoned Blood from the vein guarantees a hit!
Aside from such vein-to-fang
transmission,however, scorpionated Blood is a
Level 3 contact poison that sublimes away in liquids and is
Blood of Potency too viscous to inject with a syringe. The user
The vampire can concentrate their Blood, cannot poison beverages with it or (thanks to the
increasing its potency Temporarily. pressure differential) inject it by their own bite.
■ VTM Arrowheads and bullets carry too little Blood to
■ Cost: One Rouse Check use this power with ranged weapons; the effect
■ Dice Pools: Resolve + Blood Sorcery
60
does not last long enough for the user to fill Through mystical means the vampire
hollow bullets with scorpionated Blood. opens a wound in a major artery of a mortal
If the poison hits, the user rolls a contest victim, blood shooting out through the air in a
of Strength + Blood Sorcery vs Stamina + Occult. stream toward the open mouth of the user. This
(Vampires with Fortitude may resist with Stamina has the additional effect of keeping the mortal
+ Fortitude.) If the user wins, the poison does the subdued as if in the throes of the Kiss, and the
margin in Aggravated Health damage to mortals wound closes by itself once the effect ends,
and in non-halved Superficial Health damage to whether the victim expired or not. This power is
vampires. A mortal who takes even one point of extremely spectacular and a potential Masquerade
damage collapses Unconscious. breach while in progress, but once ended leaves no
■ Duration: The poison remains potent for one traces.
scene ■ VTM
■ Cost: One Rouse Check
Transitive Bond ■ Dice Pools: Wits + Blood Sorcery vs Wits +
The user is able to extend the Blood Occult
Bonding ■ System: The user makes a beckoning gesture
properties of their vitae, enabling it to retain its toward a mortal target in line of sight and rolls
ensnaring properties when stored, or even when their Wits + Blood Sorcery vs Wits + Occult. A
present in the body of a ghoul. Anyone drinking win opens an arterial wound, and the vampire can
the stored vitae or from the ghoul will be affected start feeding from across the room. (A target
just as if they’d imbibed it directly from the user’s wearing full-body protection such as a hazmat suit
wrist. Developed by the Tremere in a failed merely bleeds ecstatically out into the suit.) The
attempt to alleviate their Bane, the power has user can do nothing else while feeding, but they
resurfaced in the Sabbat, where the Discipline is can feed at twice the normal speed (at triple speed
less limited by clan lineage, and has been used to on a critical win) thanks to the sorcerous pressure
great effect in some of their longer schemes. of this power.
■ StBH ■ Duration: One feeding
■ Cost: One Rouse Check
■ Dice Pool: None Level 5
■ System: The user activates this power when Baal’s Caress
calling upon their Blood, either for storing or The vampire can transmute their Blood
when giving it to a ghoul. Each use empowers into an extremely aggressive poison, lethal to
three Rouse Checks’ worth of Blood. Anyone mortal and Kindred alike.
ensnared by the Transitive Bond will be unaware ■ VTM
of its effect until they lay eyes on their eventual ■ Cost: One or more Rouse Checks
Regnant, but they might become restless and catch ■ Dice Pools: Strength + Blood Sorcery vs
glimpses of them in dream-like visions during Stamina + Occult or Fortitude
daysleep. The Blood Bond otherwise functions as ■ System: This power uses the same system (and
described in Vampire: The Masquerade, pp. 233- its poison has the same restrictions) as Scorpion’s
234). Touch (VTM p. 273), with increased damage.
■ Duration: N/A If the poison hits, the user rolls a contest
of Strength + Blood Sorcery vs Stamina + Occult.
Level 4 (Vampires with Fortitude may resist with
Theft of Vitae Fortitude in lieu of the Occult Skill.) If the user
wins, the poison does the margin in Aggravated

61
Health damage to mortals and vampires alike. A anywhere at any time, at the trifling cost of a few
mortal who takes even one point of damage dies mortal lives.
instantly. ■ StBH
If a vampire target takes Aggravated ■ Cost: One or more Stains (when called to return)
damage from this poison, the user rolls the contest ■ Dice Pool: None
again; on a win, the vampire enters torpor when ■ System: The user concentrates for a turn and
next they go to sleep. choses which of their servants are to repay their
■ Duration: The poison remains potent for one Blooddebt. The ghouls do not need to be present,
scene and distance doesn’t matter. The vampire sates
two Hunger for each ghoul, while the ghoul
Cauldron of Blood suffers five levels of aggravated damage as their
This gruesome power lets the user boil the body ages irregularly and rapidly, the undead
blood of a victim in their own veins, causing Blood inside them feeling as if it were attempting
massive damage and excruciating pain. While to violently vacate them.
there are more efficient ways to kill, few methods While the power does not require the
approach this level of cruelty. vampire to Rouse the Blood it should, if ever
■ VTM learned by someone outside the Sabbat, merit
■ Cost: One Rouse Check and gain one (or more) Stains to employ.
Stains ■ Duration: N/A
■ Dice Pools: Resolve + Blood Sorcery vs
Composure + Occult or Fortitude
■ System: The user pays the cost and touches the
victim (Dexterity + Athletics in combat or similar
Blood Sorcery Rituals
situations), rolling a contest of Resolve + Blood Back to Contents
Sorcery vs Composure + Occult. (Vampires with Unless otherwise noted, performing a
Fortitude may resist with Composure + Fortitude.) ritual requires a Rouse Check, five minutes per
On a win, each point of margin causes one point level to cast, and a winning Intelligence + Blood
of Aggravated damage in the victim. Mortals Sorcery test (Difficulty = Ritual level + 1). Rituals
taking at least one point of damage die screaming. usually require additional ingredients, though
Vampire victims add 1 Hunger per point of some need only the uninterrupted concentration of
damage inflicted, until Hunger is at 5. the user, and often involve the mingling of Blood
■ Duration: One turn with ingredients chosen according to the principles
of sympathetic magic or alchemy. Unless
otherwise stated the caster can only perform
Reclamation of Vitae
beneficial rituals on themselves.
No matter the distance, Blood calls to
Blood.
Working on that principle, this power allows a
Wards
vampire to reclaim Blood that has been yielded to The Tremere employ Wards extensively,
create ghouls, reclaiming that which has been basing them on their Hermetic traditional sigils.
given. Regardless of where they are, ghouls of the Banu Haqim Wards usually involve gematriac or
vampire will find the life-giving vitae in their abjadic writing, rather than occult symbols, but the
veins rebelling within them, returning through methodology remains the same in both cases.
mystical means to its source, while their bodies Wards consist of a glyph or line of script keyed to
suffer catastrophic damage. Sabbat elders have repel a single type of supernatural, called “the
been known to keep ghouls for this express trespasser” in these rules. When touched, they
purpose, an emergency reserve available cause something like an electric shock to the
62
trespasser’s mind and body, imparting both Blood to paint the circle and pentacles, which can
physical burns and a sudden bout of sheer terror. cover up to a three-meter radius. It takes one full
The ward does not work on forced contact - a night to cast and a Ritual roll made at the time (at
warded sword will not trigger the ward when +2 to Difficulty) if the caster wants it to last a year
striking a trespasser, but it will if a trespasser tries and a day; otherwise it dissipates at dawn.
to pick it up. When the trespasser attempts to cross the
Wards can only cover a space about a circle, roll a contest of Intelligence + Blood
meter across: for example, a caster cannot ward a Sorcery vs the trespasser’s Willpower. (If the
whole car, but they can ward a steering wheel. The Storyteller or player wrote down the result of the
caster pours their Blood on the object to be original Ritual roll used to cast a year-long
warded, tracing the glyph in it with their bare Warding circle, they can use that result here.) If
finger. Once the caster wipes the Blood off, the the Warding circle fails, the trespasser can enter it.
ward becomes invisible. The Ward lasts until the If the caster wins, the trespasser takes three points
warded object is physically destroyed or broken; of Superficial Health damage (three points of
the trespasser cannot do this. Aggravated damage on a critical win) and cannot
Do not make the Ritual roll until the first enter. The trespasser must spend a point of
time the trespasser touches the Ward, triggering its Willpower to attempt to enter the circle again. If
effect. Gloves or other garments offer no the trespasser wins the contest, enters the circle
protection. If the caster wins the Ritual test, the and leaves it again, they must repeat their half of
victim suffers one point of Aggravated Health the contest (the caster’s initial result remains) to
damage. On a critical win, damage for this Ward re-enter it.
is three points of Aggravated damage. The caster
does not need to make the Ritual roll for each Level 1
trespasser touching the Ward, only the first.
Beelzebeatit
Anyone affected who wants to touch the warded
This ritual causes lower-order living
object again must spend a point of Willpower and
creatures to find the ritual area repellent. Animals
then win a Stamina + Resolve test (Difficulty 4, or
avoid the area, vermin scuttle away from it, and
7 for a critical-success Ward) to make the attempt.
even plants may take on a pitiful appearance. Used
Sense the Unseen (Auspex 1) can detect a
as a low-level precaution against Animalism spies,
Ward with a contest of Intelligence + Auspex vs
this ritual also prevents infestations of the sorts of
the caster’s Intelligence + Blood Sorcery.
creatures who would be drawn to gore, carrion,
and the other sorts of remains the Sabbat often
Warding circles leaves in its wake.
A Warding circle resembles a regular ■ StBH
Ward, painted on the ground or floor. It requires ■ Ingredients: Vinegar or alcohol
three times the ritual ingredients of a regular Ward ■ Process: The ritualist sprinkles the vinegar or
of the same type. Knowledge of one Ward does alcohol on the floor and turns counterclockwise,
not convey knowledge of its corresponding visually circumscribing the area in which the
Warding lesser creatures are to be expelled.
circle, or vice versa. Trespassers who attempt to ■ System: If the ritual is successful, living
cross a Warding circle suffer its effect. Unless the creatures of animal intellect and below hastily
caster inscribes the Warding circle “pointing vacate the area of about a hundred meters square.
inward” around the trespasser in the first place, it Thereafter, nothing prevents a directed or
does not block attempts to leave the circle. controlled creature from returning (but such things
Its rules differ from regular Wards in a may be visible, and stand out due to their active
few respects: It costs three Rouse Checks worth of
63
expulsion), but such creatures won’t do it of their Clinging of the Insect
own volition unless enraged or no other option to The vampire gains the ability to cling to
traverse it exists. The effects last for one scene or walls like a grotesque insect or spider.
one night, whichever comes first. ■ VTM
■ Ingredients: A living spider.
Blood Walk ■ Process: The caster fills a vial with their own
This Ritual expands upon the power A Blood and crushes the spider into it, mixing the
Taste for Blood allowing the user to learn more ground bits with the Blood before ingesting it.
details about the subject studied, assuming the (This does not refund any Hunger gained.) The
subject is a vampire. caster can only perform this ritual on themselves;
■ VTM others gain no benefit from drinking the mixture.
■ Ingredients: A silver cup filled with Blood from ■ System: A successful Ritual yields the ability to
the subject. (One Rouse Check’s worth). cling to walls and ceiling for a scene, while a
■ Process: The user mixes their Blood with the critical win extends the duration to a whole night.
subject’s and repeats an incantation over the cup, The caster must cling to the surface with both
spending an roughly an hour. hands and feet; they move at approximately half
■ System: A win on the Ritual roll (see General their usual rate.
Systems) allows the user to learn the generation
and name of the subject as well as the subject’s Coax the Garden
sire. A Critical Win also informs the user of any This Ritual allows the caster to bring plant
Blood Bonds active on the subject, as regnant or life, such as roots, grass, and tree branches to act
thrall. in their defense.
■ CotBG
Bloody Message ■ Ingredients: Human blood, poppy seeds.
■ LtSRR ■ Process: The vampire casts a concoction of
■ Ingredients: Mirror, sufficient human blood to human blood and poppy seeds onto the earth, and
write the message, UV light. in doing so rouses all plant life within a 5
■ Process: The practitioner designates a type of yard/meter diameter. While these plants are rarely
individual in their mind — e.g., mortal, ghoul, lethal in their attacks, they can successfully
vampire, male, a child, unemployed — and bathes disable and alarm their victims.
a mirror in UV light. The sorcerer writes a ■ System: A win on the Ritual roll following the
message on the mirror with a fingertip, using casting of the Ritual ingredients animates the plant
human blood as the ink. The message appears on life. The affected flora causes a two-dice penalty
another reflective surface (a mirror, polished to physical dice pools for those caught in the range
glass, water) the practitioner has seen before and of the Ritual, as plants trip and grip them.
can mentally recall, when the designated type of Victims who stay in the area for longer than a turn
individual passes by. must make a Dexterity + Athletics roll (Difficulty
■ System: The sorcerer makes the Ritual roll when 3), or be grappled and suffer one point of
enchanting the designated surface. For every Superficial Health damage for each turn ensnared.
success the practitioner rolls, the message will If the caster achieves a critical win, the damage
repeat for each new individual of the chosen type from plant attacks doubles. On a total failure, the
who passes the surface. The message clears itself plants attack the caster. The plants will target
from the surface as soon as it’s been read once. It anyone who isn’t the caster. They remain active
appears in the handwriting and language in which until the end of the scene.
the sorcerer wrote it.

64
Craft Bloodstone ■ Ingredients: Scorpion poison, sufficient vitae to
This Ritual results in a Bloodstone, a provoke a Rouse Check.
magical tracker to which the caster always knows ■ Process: The sorcerer mixes scorpion poison
the direction as well as general distance. As the with their own vitae to draw the ward. The
Camarilla retreats from modern technology, this vampire can ward a single kine at level 1, or at
previously neglected Ritual has seen a resurgence level 3 inscribe the ward on a door so all who stay
in use. within the ward for that night are protected.
■ VTM ■ System: The sorcerer makes the Ritual roll when
■ Ingredients: A pebble of iron ore or a small another vampire tries to feed on the warded kine.
magnet and a liter of blood from any source in a The transgressor suffers one point of Aggravated
silver bowl. Health damage if the caster wins the Ritual roll, or
■ Process: The user spills their Blood into the three points of Aggravated damage on a critical
blood in the bowl and then recites a chant over it win.
for an hour, repeating the chant over the next two Once the Herd Ward is triggered, a
nights. The pebble (or magnet) absorbs the blood Kindred still trying to drink from the kine must
over the three nights; upon successful completion, roll Stamina + Resolve against Difficulty 4 for a
the liquid appears translucent. normal Ward, or 7 for a critical-success Ward.
■ System: Make the Ritual roll at the end of the
third night. On a win the caster attunes their mind Letter Ward
to the Bloodstone. The caster can unerringly sense ■ LtSRR
the direction and distance to the stone. This effect ■ Ingredients: Pigeon blood, wax, dog blood.
lasts until the Bloodstone is destroyed or a week ■ Process: The letter writer, who need not be the
has passed. sorcerer, pens a missive in pigeon blood and
A caster can have and keep track to a number of clearly addresses the recipient. The sorcerer then
stones up to their Resolve. melts wax and mixes it with dog’s blood to seal
the letter.
Dampen the Fear ■ System: The sorcerer makes the Ritual roll when
This Ritual allows the caster to briefly anyone other than the recipient opens the letter.
douse their natural vampiric fear of fire. The victim suffers one point of Aggravated Health
■ CotBG damage if the caster wins the Ritual roll, or three
■ Ingredients: A holy object, such as a crucifix, points of Aggravated damage on a critical win,
bible, or Qur’an. and the letter destroys itself in a burst of flame.
■ Process: The vampire must burn the holy Once the Letter Ward is triggered, anyone
symbol before walking into, past, or otherwise wanting to open the letter must roll Stamina +
interacting with fire. The object does not need to Resolve at Difficulty 4 for a normal Ward, or
be destroyed, just exposed to the fire. Difficulty 7 for a critical-success Ward.
■ System: A successful Ritual roll following the
burning of the holy object grants the character +2 Wake with Evening’s Freshness
dice on all rolls relating to resisting Rötschreck. A Performed before dawn, this ritual allows
critical win results in the character needing to the caster to awake at any sign of danger, fully
make no terror frenzy rolls at all. The power wears alert as if awake during the night.
off once the scene ends. ■ VTM
■ Ingredients: The burnt bones and feathers of a
Herd Ward rooster.
■ LtSRR

65
■ Process: The caster mixes the ashes with their some other Rituals, this one sees a resurgence in
own Blood, drawing a circle with the mixture these nights of wiretaps and electronic
around their place of sleep. surveillance.
■ System: Do not make a Ritual roll unless true ■ VTM
danger appears. If the caster is threatened during ■ Ingredients: An object previously possessed by
the day, make the Ritual roll then, with the caster the sire and a silver bowl filled with clear water.
rousing on a win. For the duration of the scene the ■ Process: The caster submerges the object in
vampire ignores the daytime penalties for staying water and lets their Blood drip into the bowl,
awake. On a critical win, the effects last until the concentrating upon the last memory of their sire
following dawn. for up to 30 minutes.
■ System: Make the ritual roll after 15 minutes
Ward Against Ghouls have passed. A win allows for ten minutes of two
Wary Tremere created this ritual to protect way silent mental communication once 15 more
themselves from the minions of vengeful rivals. minutes have passed. A critical win allows
This ward uses the standard rules for immediate communication. Any major disturbance
Wards (VTM p. 275). on either end breaks the connection.
■ VTM
■ Ingredients: Nothing apart from the usual Eyes of Babel
requirement of the caster’s Blood. By ingesting the tongue and an eye of a
person the caster gains the ability to read and
Level 2 speak any language known by the victim.
■ VTM
Calling the Aura’s Remnants
■ Ingredients: A fresh eye and tongue of a person
This ritual allows the caster to speak with
■ Process: Plucking the ingredients fresh from the
the residual psychic aura of someone who has
victim, the vampire chews and swallows them.
died.
(This most likely incurs a Stain.)
■ TCF
■ System: The Rouse Check required for this
■ Ingredients: A human corpse or the corpse of a
ritual allows for the supernatural dissolution of the
destroyed vampire.
ingredients once swallowed. Once this is done,
■ Process: The ritual must be cast within ten feet
make the Ritual roll. A win gives the caster the
of a human corpse or the corpse of a destroyed
ability to read and speak any language known by
vampire.
the victim, at the same skill level for a week. A
■ System: A successful Ritual test allows the
critical win extends the duration to a month.
caster to speak with the animate reflection of the
deceased for one scene as if they were still alive.
This communication is not with the deceased
Illuminate the Trail of Prey
spirit and only has access to the memories of the The ritual allows the caster to perceive the
deceased up to the time of death. A Critical Win previous whereabouts of a designated person as a
extends the duration of the speech to an entire subtly glowing trail, visible only to them.
evening. ■ VTM
■ Ingredients: A white satin ribbon.
■ Process: The performer of the ritual soaks the
Communicate with Kindred Sire
ribbon in their own Blood, setting it alight.
The caster uses the bond between sire and
■ System: If the Ritual roll is a win the ribbon
childe to open a bridge between minds, allowing
catches fire despite being wet, burning
the childe to create a telepathic link for the
fiercely like a fuse. Once consumed, the ritual
purpose of long-distance communication. As with
takes effect. While the ritual remains active, the
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caster can follow faint traces of the target even in ■ System: Instead of the regular Ritual roll, the
areas where they left no tracks, such as crowded caster immerses their finger in the mixture and
cities. To follow the tracks, the caster makes an makes a Resolve + Blood Sorcery vs Composure
Intelligence + Survival roll against a Difficulty + Occult roll for every statement made by the
equal to 6 minus the margin on the ritual test. The subject. The first failed contest ends the Ritual. A
target must be known by face by the caster, who Win tells them whether that statement is true, as
sees the path travelled by the victim over the far as the subject knows. On a critical win by the
previous 24 hours. The path remains visible for caster, the subject involuntarily expands upon
the entire night; a critical win extends this to two their answer, providing more information,
nights. including details they glancingly saw or
subconsciously forgot. (The Storyteller should
Ishtar’s Touch inform the caster if there is no more information
The blood sorcerer can convert a dose of about that topic.) The mixture bubbles and seethes
their own vitae into a touch-activated narcotic that during the process, turning completely to ash at
renders a victim uninhibited and vulnerable to the end of the scene.
Disciplines such as Presence and Dominate, along This Ritual cannot pierce Cloud Memory,
with attempts at mundane manipulation, coercion the Forgetful Mind, or other memory wiping
and interrogation. powers. The caster may well guess the cause of a
■ Ingredients: A small amount of hashish or other blank or foggy recollection, but cannot recover the
narcotic substance actual memory.
■ Process: The chosen substance is mixed with the
user’s Blood and rubbed between their fingers as Ward Against Spirits
the incantation is read (or whispered). The Ritual This Ritual wards an item against
only takes a couple of minutes to prepare. incorporeal beings suchs as wraiths, ghosts, and
■ System: The user makes a Ritual roll vs. the elemental spirits. Any attempt by them to
Stamina + Resolve of the target mortal or vampire manipulate or pass through the item triggers the
after they make contact with the affected vitae. effect.
For the remainder of the scene, the victim suffers This ward uses the standard rules for
a dice penalty equal to the margin of win on the Wards (VTM p. 275).
Ritual roll on all resist pools involving Composure ■ VTM
or Resolve. (Apply the penalty only once in case ■ Ingredients: A handful of salt (in some versions,
the pool involves both Attributes.) The narcotic a handful of brick dust) mixed with the Blood.
vitae retains its potency until it is touched, up until
the end of the scene. Warding Circle Against Ghouls
This Ritual creates a circular Ward on the
Truth of Blood floor or ground, intended to prevent the passage of
Until recently known only to Banu Haqim ghouls.
viziers, this Ritual creates a mystic potion capable This ward uses the standard rules for
of sifting lies from truth. This Ritual has power Warding circles (VTM p. 275).
enough even to sometimes uncover facts unknown ■ VTM
to the speaker. ■ Ingredients: The caster draws the Warding circle
■ VTM with a human bone dipped in the Blood.
■ Ingredients: One pint of blood from the subject.
■ Process: The performer of the Ritual mixes their Level 3
own Blood with that of the subject in a vessel
Bladed Hands
large enough to allow for the dipping of the finger.
67
This ritual sharpens the caster’s hands to a user rupture the very blood vessels of the victim
razor’s edge. from afar, having only touched them but briefly
■ TCF previously. Mortals expire rather messily, and
■ Ingredients: A pair of razor blades, two drops of even vampires must fear this silent killer.
Kindred vitae. ■ VTM
■ Process: The caster places a razor blade in each ■ Ingredients: A gold inlaid ceremonial dagger.
palm, gripping them tightly as the ritual is cast. At ■ Process: Before proceeding with the ritual the
the end of the ritual, they vanish into the caster’s victim must be exposed the caster’s Blood, either
person, leaving a pair of supernaturally sharp by drinking it or having it touch an open wound or
hands in their wake. even their bare skin: a single drop smeared across
■ System: The caster must make a successful the arm is enough. After an hour but before a
Ritual test and two Rouse Checks. Success turns week has passed the caster can perform the ritual
the caster’s hands into light piercing Brawl by piercing their own skin with the ceremonial
weapons with a +2 damage modifier. The caster dagger, shedding blood. As their Blood hits the
must be very careful about what they touch while ground the ritual takes effect.
employing Bladed Hands (+1 difficulty to all rolls ■ System: Make a Resolve + Blood Sorcery vs
to handle delicate objects). A Critical Win Stamina + Resolve roll. Every point of margin on
increases the damage to +3. The ritual lasts for a a win does a point of damage to the victim, as
single evening. their blood vessels burst and their lungs fill with
blood. This damage is Aggravated for mortals, but
Communal Vigor only Superficial on vampires. The caster can
Based on sanguinary properties similar to repeat this process up to two more times, each
the Vaulderie, this Ritual allows a Pack Priest to time requiring them to make an additional Rouse
share their Blood Potency with their pack, while Check.
strengthening their own ability to keep those
packmates in line. Deflection of Wooden Doom
■ StBH By performing this ritual the vampire
■ Ingredients: One fingernail of the Pack Priest protects themselves from being staked. The first
■ Process: The Priest tears a nail from their finger stake that would pierce their heart shatters before
and breaks it into pieces, one for each member of penetrating the skin.
the Pack. They place their own portion of the torn ■ VTM
nail in the Vaulderie chalice, while the other ■ Ingredients: Wood splinters or shavings.
members place theirs under their tongue. If the ■ Process: The vampire mixes the shavings with
Ritual is successful, the pieces of nail dissolve into their Blood and draws a circle around themselves.
the Vaulderie blood consumed. They must then meditate in this circle for an hour,
■ System: In addition to the effects of the concluding by placing one splinter of wood under
Vaulderie, the members of the Pack have their their tongue.
Blood Potency raised to the same level as the ■ System: Make no Ritual roll until the vampire is
officiating Priest. Additionally, the Priest gains staked. If the Ritual roll is a win, the stake shatters
three dice on any Dominate or Presence tests as it touches the skin of the vampire. (A critical
against other members of the Pack. The effects win blinds the attacker for two turns, showering
last for one night. their face with splinters.) This only works on
genuine attempts at staking - merely holding the
Dagon’s Call stake against the vampire does not trigger the
A terrifying technique employed by the effect. The protection lasts until the end of the
assassins of the Banu Haqim, this Ritual lets the
68
night or until the splinter is removed from under enables the caster (and only them) to fly or hover
the tongue of the vampire, whichever comes first. at approximately running speed for a scene. The
caster can carry a human-sized mass, though their
Eyes of the Past speed drops to walking speed. Grabbing and
This ritual shows what happened in the carrying aloft an unwilling subject, or pulling the
caster’s present location at a specific time in the flier to the ground, both require a contest between
past up to five years ago. the caster’s Strength + Blood Sorcery and the
■ TCF other’s Strength + Athletics.
■ Ingredients: One drop of blood for each year the
caster is trying to look backward in time (three or Fire in the Blood
more drops requires a Rouse Check). This Ritual allows a vampire to invoke the
■ Process: The caster selects the location for their anguish of fire in a victim’s blood. Blistering heat
ritual, cuts their hand, and allows the drops of emerges from the target’s veins and causes intense
blood to spill on the earth. pain. The power from this Ritual differs from
■ System: A successful Ritual test allows the Cauldron of Blood (VTM p. 274) in that it is
caster to see what happened in their present usable from a distance and an efficient way to
location at a specific time of their selection, up to incapacitate rather than kill the victim.
five years ago. The caster can see what happened ■ CotBG
in the past as if they had been standing where they ■ Ingredients: A sample of the target’s blood, a
are now. Duration is one scene with clarity of visual depiction of the target such as a photo,
vision determined by the number of successes painting, or video recording, a candle made from
scored. The vampire cannot recall the vision with red wax or a lighter made of iron.
any clarity after the scene elapses, meaning the ■ Process: The vampire concentrates on the visual
Storyteller is not obligated to answer any depiction of their target (which can be the
questions about the vision after that time. A individual in person) and burns the target’s blood
Critical Win permanently fixes the scene in their sample, usually held in a petri dish, glass bottle, or
memory. vial, over the flame. The effect occurs almost
immediately, as the victim’s blood heats up in
Essence of Air their veins.
The caster creates a potion that when ■ System: The player makes a Ritual
imbibed allows for limited flight. The Camarilla roll following the incantation
frowns upon the use of this Ritual, due to the versus the target’s Resolve + Occult
extreme risk of Masquerade breaches; for this (or Resolve + Fortitude, if the
reason, its popularity has lessened considerably in target is a creature with this
the modern nights. Discipline). Each point of the
■ VTM vampire’s margin is applied as
■ Ingredients: Leaves and berries of belladonna. Superficial Health damage that also
■ Process: The caster steeps the belladonna in inflicts wracking pain upon the
their Blood, reducing the brew over a brazier victim, forcing them to incur a −2
while incanting words of power. dice penalty to Physical pools for
■ System: Make the Ritual roll when reducing the the remainder of the scene. On a
mixture. (A critical win prepares two doses worth critical win, the penalty increases
of potion.) The caster can tell whether the ritual to −3. A Kindred target must make a
succeeded, so they won’t end up with a dud. The Rouse Check due to the damage to
resulting black potion retains its potency for a their vitae.
night and activates when imbibed. The potion
69
Firewalker building or building-equivalent. On a critical win
A painful ritual to perform, this allows the the outage is relatively discreet, but will otherwise
caster to make themselves and even their cause at least one fire, together with random bursts
comrades resistant to fire. of static electricity raising hell with speakers, car
■ VTM alarms, and other loud electrical objects.
■ Ingredients: A fingertip of the caster.
■ Process: The vampire cuts one of their fingertips Gentle Mind
off and burns it together with their Blood in a This ritual fortifies the target’s mind
golden chalice or bowl. against frenzy.
■ System: Make a Stamina + Resolve test ■ TCF
(Difficulty 3) to cut off a fingertip. On a winning ■ Ingredients: Crystal glass, Kindred vitae.
Ritual roll, a bluish flame consumes the Blood and ■ Process: The caster shares blood with the target
fingertip, signaling the completion of the ritual. of the ritual while the caster whispers quietly into
For the rest of the night fire damage to the caster the target’s ear, weaving a temporary cage around
is halved. This ritual can be performed on others, the target’s beast.
but the fingertips sacrificed must all belong to the ■ System: The caster must share a glass of blood
caster. The mutilation is not enough to count as with their target. A successful Ritual test grants
damage to the caster; the fingertip regrows during the target a four-die bonus to resist frenzy for one
day-sleep. scene. A Critical Win extends this duration to an
evening. The caster must share blood with another
Galvanic Ruination and cannot cast this ritual upon themselves.
This Ritual violently disrupts electrical
currents in the area, shorting out or fusing all Haunted House
wiring in the vicinity. Used to kill alarms, This ritual creates the illusion that a
surveillance, and artificial lighting, the element of vampire’s haven is haunted.
stealth is often short-lived, as collateral damage in ■ TCF
the form of fires usually follows. Many Sabbat ■ Ingredients: Vitae from a Kindred who
packs consider this less a flaw than a feature, possessed the Discipline of Obfuscate
though. ■ Process: The caster places a drop of Kindred
■ StBH blood on all entrances and exits to the haven in
■ Ingredient: A copper coin addition to all exterior walls and the roof over the
■ Process: The caster smears their Blood on the course of a three-hour ritual.
coin, drops it to the ground and grinds their foot ■ System: The caster makes three Rouse Checks
on it, as if they were extinguishing a cigarette. If in addition to a Ritual test. Upon success, the
the Ritual is successful, the coin shatters like haven assumes an ominous cast and rumors begin
porcelain as a Blood-borne current ravages the to circulate that the house in haunted. Casual
electrical systems of the surrounding area. passersby will avoid the house at all cost and even
■ System: The Ritual instantly wrecks wiring in the most courageous mortals will think twice
the vicinity to the extent that all electrical before entering. Mortals attempting to enter the
equipment ceases to function. This includes haven must make a successful Composure +
isolated circuits such as cars on batteries and any Resolve test against the number of successes the
backup generators running or starting up within a caster made on their ritual roll. Success indicates
minute of the casting. The area affected is they can enter while failure bars their passage
equivalent to a large warehouse or a three-story (although they can spend Willpower to enter a
building, though it can be extended at casting by turn). The effects of Haunted House last for 10
adding a level of Difficulty for each additional years, after which the haven appears strange and
70
run down, but not “haunted.” Dr. Mortius spent and average body similar to the Obfuscate ability
decades crafting this ritual with vampires of Clan Mask of a Thousand Faces. The nondescript
Ravnos, inspiring Clan Tremere to forbid its use appearance of this vampire shifts across different
as a threat to the Masquerade (and their power), faces, seen as different by individuals who can all
but knowledgeable Kindred may be willing to see the caster. This can of course lead to confusion
share it with others for a price. and alarm. The caster can only see their own
reflection in mirrors and photographs.
Illusion of Peaceful Death Illusion of Perfection can be pierced by
This ritual heals obvious wounds on a the uspex ability Sense the Unseen, ith a
corpse, causing a body to appear as though it died contested Wits + Auspex vs. the successes scored
a natural death. on the ritual roll.
■ TCF Illusion of Perfection lasts one scene, but
■ Ingredients: A white feather. a Critical Win extends its duration to an entire
■ Process: The caster must symbolically “dust” evening.
the body with a white feather.
■ System: A successful Ritual test causes a corpse One with the Blade
to appear as if it died a natural death. This ritual The Banu Haqim connection to the
does not add blood to the corpse, but does reduce delivery of harm and death is such that they can
the chance that this blood loss will be discovered speak with a weapon and command it to strike
(increase difficulty of all rolls to determine cause with increased accuracy and lethality. Many Banu
of death by three). The body must have at least Haqim are known for their dedicated weapon,
half its original blood for this ritual to succeed. A which in some cases are carried
Critical Win increases the difficulty of all rolls to with them for centuries of use. Such a weapon
determine cause of death by five. never rusts or dulls for as long as it remains in the
vampire’s possession.
Illusion of Perfection If someone else physically claims it as
This ritual shrouds the caster in the their own, it ages much as a ghoul denied vitae
illusion of a nondescript person that blends easily would do. In the case the weapon is still useable
into crowds. following this degeneration, if it is used against its
■ TCF original owner — the blood sorcerer — it inflicts
■ Ingredients: A plain white mask , vitae from a grievous harm in retribution for them having lost
Kindred with the Discipline of Obfuscate, and a it.
chameleon’s skin. ■ Ingredients: A melee weapon and enough of the
■ Process: The caster performs an hour-long ritual caster’s vitae to fully immerse it.
that concludes when they don a featureless white ■ Process: The vampire submerges their chosen
mask and consume a concoction of vitae and weapon in their own vitae and speaks a mantra
lizard skin. A sweat of blood forms under the dedicating their life to the weapon. The weapon
mask, spreading across the caster’s body until they must remain submerged without interruption until
are coated in a ruby crust that mystically conceals the following sunrise.
their true identity. The mask itself slowly turns ■ System: Once the Blood is exsanguinated and
crimson until the the weapon is submerged, make a Ritual roll. On a
ritual wears off. win, the weapon becomes mystically dedicated to
■ System: A successful Ritual test is required to the user. It remains of immaculate quality unless
activate this ritual. Upon success, the caster is subjected to focused harm when outside the
cloaked in the illusion that they are an ordinary caster’s ownership. Additionally, if anointed by
person in their mid-20s, with a nondescript face the Blood of the user it gains a two-dice bonus
71
when used in combat. The anointment takes a amount of opium, which can either be used as a
single turn, forces a Rouse check and lasts for a paste or re-liquefied with no loss of effect.
full scene. A vampire can never possess more than ■ System: The sorcerer makes the Ritual roll when
one weapon dedicated this way. In order to the target is drugged. On a normal success, the
perform this ritual on a new weapon, the previous victim may oppose by rolling dice equal to their
dedicated weapon must be destroyed first. remaining undamaged Health boxes. A critical
The vampire with this weapon must success immediately incapacitates a vampire and
ensure it never leaves their possession. If stolen kills a mortal or ghoul. Sleep of Judas wears off
and used against them, it cannot gain any after a number of hours equal to the sorcerer’s
additional dice but deals Aggravated damage Intelligence.
against its owner (the one who originally
performed the Ritual). The Unseen Change
This ritual forces Lupines into their wolf
Sanguine Watcher form.
This ritual forms a small rat out of ■ TCF
Kindred vitae that goes wherever the caster ■ Ingredients: Wolf blood, Kindred vitae, a silver
instructs and observes whatever the caster desires. jug.
■ TCF ■ Process: The caster mixes Kindred vitae with
■ Ingredients: Kindred vitae, small quantities of wolf’s blood and pours the mixture from a silver
alcohol, silver bowl. jug around a specific area. This can be as small as
■ Process: The ritual is cast over the course of 20 a meter or large enough to encircle a house.
minutes while the caster fills a silver bowl with ■ System: The caster makes three Rouse checks to
vitae and measured doses of alcohol. A rat made summon the blood necessary for the ritual and
of blood slowly forms as the caster stirs the marks out a closed area with a mixture of Kindred
mixture, becoming ever more solid until it vitae and wolf’s blood. A successful Ritual test
scampers out of the bowl to serve its master. forces all Lupines crossing the threshold defined
■ System: A successful Ritual test summons a by the caster to automatically transform into their
rodent made of Kindred blood from the bowl that Lupus form, unless they succeed on a contested
is bound to the caster and allows them to see Willpower test against the casters Intelligence +
through its eyes. The rat will go wherever the Blood Sorcery or the number of successes scored
caster instructs it to go and observe whatever the on the initial ritual roll (if yearlong). The ritual
caster tells it to look for. The rat can be instructed dissipates at dawn unless the initial ritual roll is
to steal small items, but the caster must be very made at +2 to difficulty. If successful, the ritual
explicit as to what they want stolen and where it is lasts a year and a day. A Critical Win doubles the
located. The rat remains in service until sunrise. A number of successes the Lupine needs on its roll
Critical Win allows the caster to provide the to defeat the ritual. The Unseen Change forces the
creature with extremely precise instructions. target Lupine into their form as a normal wolf,
denying them the raw power of their dreaded half-
Sleep of Judas wolf form.
■ LtSRR
■ Ingredients: Blood of Willerton’s Judas tree Ward Against Lupines
(though possibly the blood from another mystical This Ritual wards an item against
landmark), opium. werewolves, in any form. Any attempt by them to
■ Process: The sorcerer distills and boils the blood touch the item triggers the effect.
of the Judas Tree until only a black tar-like This ward uses the standard rules for
substance remains. They mix this with an equal Wards (VTM p. 275).
72
■ VTM also preventing any sun damage to the vampires
■ Ingredients: A handful of silver dust mixed with within. On a critical win, those inside can spy the
the Blood. outside world dimly. The Ritual lasts through an
entire day unless ended by the caster stepping
Warding Circle Against Spirits outside the area.
This Ritual creates a circular Ward on the
floor or ground, intended to prevent the passage of Eyes of the Nighthawk
spirits. Although more difficult than some Related to the primitive powers of
Warding circles, it is one of the most commonly Animalism, this Ritual allows the caster to possess
found in grimoires and other sources. A human a carnivorous fowl, usually a raven or a bird of
occultist could potentially reconstruct a prey, directing its flight and seeing through its
functioning version of this Ritual with an eyes. Parrots and mynahs, not being carnivores,
Intelligence + Occult test (Difficulty 6), although cannot be used in this Ritual. Some Tremere spent
they could not cast it without vitae or some other years training crows or ravens to speak before
supernatural aid or element. using them as nighthawks; with the Pyramid
This ward uses the standard rules for disrupted, fewer Warlocks have the spare time
Warding circles (VTM p. 275). now.
■ VTM ■ VTM
■ Ingredients: The caster draws the Warding circle ■ Ingredients: The eyes of the bird used, taken at
with an iron knife dipped in salt and Blood. the conclusion of the Ritual.
■ Process: The caster feeds their Blood to the bird
Level 4 and enters a trance.
■ System: On a winning Ritual roll the caster can
Defense of the Sacred Haven
control the bird and see through its eyes. On a
The performer of this powerful ritual can
critical win, the bird can perform simple actions
ward their haven against the sun itself, protecting
under control, such as picking up objects or
their resting place from penetration by its
manipulating keys or dials. The caster can use
destructive rays as a mystical darkness blankets
most nonphysical Disciplines through the bird,
the area.
even Dominate assuming the caster has Telepathy
■ VTM
(VTM p. 252)or some other way to communicate
■ Ingredients: Nothing but the Blood of the caster.
with targets non-verbally.There is no limit to the
■ Process: The caster inscribes a number of sigils
range the bird can fly, though unless thecaster
and glyphs on and around the area to be protected.
plucks the eyes out of the bird at the end of the
They must take special care on windows and
night they themselves suffer blindness for three
doorways, but may even ward an open doorway if
nights to come.
the area is indoors. (The ritual wards gray or
liminal areas, such as ruins, at the Storyteller’s
discretion.)
Incorporeal Passage
■ System: The process takes an hour or more, The caster assumes an incorporeal state,
depending on the state or the area to be warded. not unlike a ghost, able to freely pass through
The area can be no larger than a circle with a six- objects and rendered totally immune to physical
meter radius. The ritual automatically fails if the damage. They cannot interact physically with the
caster steps out of the area at any time after the material world except by sight and speech.
warding is complete. The caster makes the Ritual ■ VTM
roll once the sun rises. On a Win, shadow blankets ■ Ingredients: A mirror.
the area, closing off any view of the outside but ■ Process: The caster spills their Blood on the
mirror, chanting, and then breaks it.
73
■ System: Make a Ritual roll. If the roll is a win, the end of the story. A Critical Win doubles the
the caster assumes an incorporeal form as long as ritual’s duration. Note that there is no recorded
they hold a shard of the broken mirror. While instance of Nicolai sharing this ritual with his
incorporeal, the caster remains immune to fellow Tremere and can only be learned by
everything except fire, sunlight, and arcane capturing Nicolai’s notes or via other method of
weapons and rituals capable of damaging spirits. the Storyteller’s determination.
The caster can still be seen and heard but cannot
interact physically with anything or anyone. They Protean Curse
cannot Rouse the Blood while incorporeal. This ritual transforms the target into a bat
Incorporeal casters have no access to any spirit similar to the level four Protean ability,
realm; the ritual does not make them wraiths or Metamorphosis.
spirits. The caster can walk through walls and ■ TCF
other objects but must do so in a straight line; they ■ Ingredients: A vial of rabid vampire bat blood,
cannot change direction while inside solid matter. Kindred vitae acquired from a vampire with the
This Ritual lasts for one scene or until the caster Protean Discipline, and a string-suspended puppet
drops the shard. Returning to the material while crafted from bat bones.
inside solid matter can result in anything from ■ Process: The target must drink a vial of blood
destruction to entombment to minor from a rabid vampire bat, mixed with Kindred
inconvenience (the ashtray is stuck halfway vitae while the caster puppeteers the bone
through the caster’s arm); the Storyteller decides marionette.
the precise outcome. ■ System: The caster produces two Rouse Checks’
worth of their blood (with associated rolls
Innocence of the Child’s Heart required), with the blood of a rabid vampire bat
Developed by Nicolai himself, this ritual and gives it to the target to drink. The ritual is
allows the caster to conceal their Kindred aura cast, and upon a successful ritual roll, the target is
from users of Auspex. transformed into a bat per the Metamorphosis
■ TCF ability of the Protean Discipline.
■ Ingredients: A toy belonging to a mortal child. The target may elect to resist this
■ Process: The caster must acquire the toy of an transformation ith a Stamina + Occult roll. If the
innocent mortal child and use the ritual to target rolls more successes than the ritual’s
mystically infuse it with the power of their practitioner, they prevent the transformation,
Kindred vitae, drawing the child’s innocence into while their Total Failure can leave them in a
their aura. The caster must then carry the toy on horrifically deformed, half-human, half-bat state.
their person to mask themselves from the powers The half-bat creature gains +2 Strength, +1
of Auspex. Dexterity, +1 Stamina, and +1 Presence up to a
■ System: The caster makes a Rouse Check and maximum of 5, but cannot communicate verbally,
makes their Ritual test. Upon success, the caster’s reduces its Manipulation to 0, and takes 1
aura is altered to make them appear mortal, with aggravated Health damage for every turn exposed
any stains of diablerie rendered invisible. Auspex to bright light, artificial or otherwise. The ritual
users employing Scry the Soul on the caster will can be cast on both Kindred and humans and lasts
perceive their aura as mortal until the effects of for a full evening or until the caster dispels the
the ritual dissipate, unless they make a contested ritual via a successful ritual test. The duration of
roll between their Intelligence + Auspex versus Protean Curse can be extended by making a Rouse
the caster’s Intelligence + Blood Sorcery + four Check and a successful ritual roll at the beginning
dice. The ritual lasts one night unless the ritual test of each night the caster wants to maintain the
is made at +2 to difficulty which extends it until ritual. A Critical Win for the practitioner doubles
74
the duration of Protean Curse. The caster cannot Creatio Ignis
use this Ritual on themselves. The caster of this Ritual diverts hungry
flame from their flesh, using an enchanted coating
Rending the Sweet Earth of vitae like a buffer and can set items and people
This ritual rends the earth to reveal a alight using the fire. This Ritual is a phenomenal
vampire concealed by Protean. breach of the Masquerade as the power is entirely
■ TCF visible and can cause intense environmental
■ Ingredients: A leather whip, Kindred vitae. feedback, not to mention the bloody coating of the
■ Process: The caster locates the exact spot a user caster’s hands before activation.
of Protean sank into the earth using Earth Meld. ■ CotBG
They then slit their palm, smearing vitae on the ■ Ingredients: Sufficient vitae (from any vampire)
point of entry and repeatedly strike the ground to coat the caster’s arms up to the elbows, a source
with a leather whip. of flame (such as a lighter).
■ System: The caster makes a Rouse Check and a ■ Process: The vampire immerses their arms in the
ritual test. Upon success, a 10-foot by 10-foot blood and withstands the urge to feed or frenzy.
chasm opens, leading to the subterranean resting After extracting their arms, exposure to flame will
place of a vampire in an Earth Melded state. The ignite the vitae rather than the vampire it coats.
ritual automatically awakens the target vampire if The vampire can then go on to set targets alight
they are asleep, but will not do so if they are in using the fire on their skin.
torpor. A Critical Win opens the chasm without ■ System: If the user is at Hunger 4 or more, make
waking the target. a hunger frenzy test at Difficulty 3 to avoid
draining the ingredients. At any point during the
Ward Against Cainites night they may expose the vitae to fire and make a
This Ritual wards an item against all Ritual roll. A win ignites flames on the vampire’s
vampires except the caster. Any attempt by them hands and arms, which in a spectacular display
to touch the item triggers the effect. However, a provoke a terror frenzy test (Difficulty 2) in all
vampire examining the Ward with Auspex can nearby vampires except the caster. They may
read the name of the caster in it with a successful touch others with Dexterity + Brawl in physical
contest of Intelligence + Auspex vs. the caster’s combat to inflict two Aggravated Health damage.
Intelligence + Blood Sorcery. Entering a grapple ignites the other person’s
This ward uses the standard rules for clothes, continuing the damage each turn until a
Wards (VTM p. 275). Composure + Survival roll (Difficulty 3) is won to
■ VTM end the burn. The caster is only resistant to flame
■ Ingredients: Ash warm from a still-burning fire; on their arms, and will burn as usual elsewhere.
casters risk terror frenzy, and cannot inscribe this The fiery arms extinguish when the caster wills it
Ward that night if they succumb to it. or when the scene ends.

Warding Circle Against Lupines Eden’s Bounty


This ward uses the standard rules for This rare Ritual allows a vampire to drain
Warding circles (VTMp. 275). blood and energy from any living creatures in the
■ VTM nearby area, allowing the caster to stave off
■ Ingredients: The caster draws the Warding circle Hunger without even having to bare their fangs.
with a silver knife dipped in wolfsbane and Blood. ■ CotBG
■ Ingredients: A dead body, a living tree, one
fresh apple, one rotten apple.
Level 5
75
■ Process: The vampire lays a dead body (age of hours of chanting per night and two Rouse
the corpse is immaterial) at the foot of a tree and Checks, for three consecutive nights. In total, this
places the healthy apple in the corpse’s mouth, ritual takes twelve Rouse Checks worth of Blood
followed by the rotten apple into the vampire’s. If from the caster.
the apple does not fit in the corpse’s mouth, the ■ System: Once the circles are complete the caster
caster may hammer it in, dislocate the jaw, or need but step into the one designated for departure
otherwise rend the throat open, so long as it fits. and concentrate for a turn, making a Ritual roll.
As the body rapidly merges with the tree’s roots (The caster makes the Ritual roll each time they
and trunk, blood from mortals up to 1 attempt to travel, but can only make one attempt
mile/kilometer away drains into the earth and out per scene.) On a win the caster vanishes,
through the rotten apple in the vampire’s mouth, reappearing in an instant in the middle of the exit
sating Hunger. circle. There is no limit to the distance between
■ System: The player makes a Ritual roll the two circles, but they must be inscribed on the
following the placement of the corpse and the ground or on the floor of a building, not on the
apples. On a win, the vampire’s Hunger is slaked floor of a vehicle. The caster can transport one
to one, despite any Blood Potency feeding person or an object or objects totaling roughly
penalties. On a critical win, the vampire’s Hunger human mass with them. Damaging either circle
is slaked to zero without killing. On a total failure, ruins the ritual completely and renders both circles
the vampire falls into a hunger frenzy. Depending inert. A vampire can only have one pair of these
on the number of kine in the Ritual area and the circles functional at any given time.
type of kine nearby, Stains may accrue; for
example vampires with a Prey Exclusion (see Heart of Stone
Vampire: The Masquerade, p. 181) may suffer Performing this ritual turns the caster’s
Stains if this Ritual is used in an area heavily unliving heart to stone. This makes them immune
populated by their excluded class of mortal, to stakes but also, through some fluke of
whereas varied groups with more kine to draw sympathetic magic, completely remorseless and
from are less likely to bear an ethical cost. cold-hearted automatons totally unreceptive to
A lot of blood is wasted with this Ritual, as all the emotional and social cues. Even more so than
mortals in the area lose a little blood to the earth, normal.
though the loss is not visible. For the remainder of ■ VTM
the chapter, those kine suffer a one-die penalty to ■ Ingredients: A stone slab and a wax candle
all Physical rolls and 1 Aggravated Health drenched with the Blood of the caster.
damage. ■ Process: The caster lies on the stone slab with
the candle on their chest letting it burn down to
Escape to True Sanctuary nothing over the course of a night. As the fire
By preparing two mystic circles in an reaches their chest, it causes one point of
arduous ritual the caster can instantly travel from Aggravated damage and forces a terror frenzy roll
one to the other. The journey is one-way, and the (Difficulty 3). If the caster fails the frenzy roll, the
caster must designate one circle for departure ritual ends. If the caster does not enter frenzy, they
while the “arrival” circle serves as an exit. make the Ritual roll. On a win the ritual
■ VTM completes; a critical win heals the candle-fire
■ Ingredients: Two charred circles of damage. The effect persists indefinitely, and
approximately a meter in diameter. should the caster wish to reverse the process they
■ Process: The caster burns the circles into the must repeat the ritual.
ground or floor with an open flame, then ■ System: While under the effect of the ritual, the
consecrates each circle. Consecration requires two caster’s heart is literally made of stone. Stakes fail
76
to penetrate it, breaking if forced. The caster also It is also possible to break the link
exhibits a complete emotional detachment, between the objects and the subject by performing
subtracting three dice from any Remorse rolls as another instance of the ritual while in possession
well as active (not resisting) Social-related rolls, of the objects, but before the subject can complete
except for Intimidation and Dominate. The caster the final incantation. A successful casting releases
cannot employ Presence but gains three bonus the essence within each object present, rendering
dice to pools used to resist the effects of that them useless.
Discipline.
Shaft of Belated Dissolution
The Ritual of Transferring the Soul The Kindred fear few weapons as they
The information presented here is fear the dreaded stake created by this ritual.
primarily for the Storyteller’s benefit, to help them Thought to be the origin of the myth regarding
better tell the story of The Fall of London. stakes as the ultimate tool for slaying vampires,
However, it is possible that Roger de Camden the Shaft of Belated Dissolution not only seeks out
could be given cause to teach the ritual to the the heart of the vampire it’s aimed at but actually
characters, or to other Kindred versed in Blood causes Final Death when reaching its target. If
Sorcery. need be, the Shaft works toward this goal as a
The Ritual of Transferring the Soul is a splinter, inching its way through the target
5th level combined Blood Sorcery ritual and vampire’s body to reach its goal.
Oblivion ceremony that requires two Kindred ■ VTM
participants: one who knows the requisite level of ■ Ingredients: A stake carved of rowan wood,
Blood Sorcery, and another who is versed in inscribed with baneful runes.
Oblivion. It is possible for a single Kindred who ■ Process: The caster drenches the stake with two
possesses both Disciplines to perform the ritual Rouse Checks worth of their Blood, while
alone. blackening it in an oak-wood fire while reading
Performing the ritual requires a Rouse incantations over it. The ritual takes five hours to
check, and successes in both an Intelligence + complete.
Blood Sorcery test (Difficulty 6) and an ■ System: This stake confers a three-dice bonus to
Intelligence + Oblivion test (Difficulty 6). Once any pool on any attempt to stake a vampire,
the ritual has been performed successfully to whether hammered in while the victim sleeps,
imbue the selected objects with the subject’s wielded in melee, or fired from a crossbow. The
essence, combining the objects again to restore the caster need not wield the stake themselves. If the
subject’s power requires the subject to come into attack roll wins with a margin of five or better, the
contact with them again. vampire withers to dust in a single turn as if
Multiple objects must be used – at least consumed by an invisible fire. If the stake hits, but
five – as no single object is capable of storing all the roll has insufficient margin (under five) to
of a vampire’s essence. Theoretically however any pierce the heart, the stake breaks off in the wound,
number of objects could be used in this process, the tip burying itself as it slowly begins to inch its
with the power conveyed by each object relative way toward the heart of the victim. Depending on
to the total number of objects used. The power where it struck this can take hours or nights, but
restored to the subject is similarly proportional to unless extracted by medical or mystical means,
the number of objects combined in the ritual’s Final Death is assured. To remove it surgically
final phase. Importantly, this combination can someone other than the victim needs to win a roll
only be performed once, so any missing objects of Dexterity + Medicine (Difficulty 6) in a process
become inert, and the remaining essence contained that takes up to four hours. If no medical expertise
within them is forever lost. can be found, someone can remove the splinter by
77
severing the afflicted limb – unless the splinter has them it appears as nothing more than a repulsive
already reached the torso. monument.

Simulacrum Gate Warding Circle Against Cainites


A time-consuming and elaborate Ritual, This ward uses the standard rules for
this colossal undertaking allows the construction Warding Circles (VTM p. 275).
of a distance-defying portal allowing multiple ■ VTM
vampires to cross vast distances in mere moments. ■ Ingredients: The caster draws the Warding
While only one instance is known so far, Blood- Circle with a rowan wand dipped in the mixture of
sorcerers of the Sabbat suspect that it is only a ash from a still-burning fire and Blood.
matter of time before they may construct more as
means to perform devastating hit-and-run attacks
in the heart of rival sects’ domains.
Thin-Blood Alchemy
■ StBH Back to Contents
■ Ingredients: Anything required to build a copy Nicknames: Cooking, Home Brew, the Craft,
of the target destination, including but not limited Mashup
to sand, mortar, concrete, metal, and dirt. One
vampire sacrifice and a number of mortal ones The thin Blood of the latest generations
equal to the number of travellers. holds barely any power of its own. But certain
■ Process: In order to function, the gate needs to thinbloods have learned to use it as a catalyst,
be an exact copy of the target location, whether a awakening the latent power in everything from
building, cellar, attic, or some other location human trauma to gasoline. Born of the street drug
equipped with a physical structure that can be scene and cocktail culture as much as it w as
designated as a portal. This requires spies to spend uncovered by instinct or in molder - ing medieval
weeks documenting the target location, smuggling texts, thin-blood Alchemy may be the defining art
examples of materials and taking countless of the next-millennium lick. By blending strongly
pictures or making sketches of the place. resonant human blood, and sometimes other
Meanwhile, the replica is built (the more remote, substances, with their own vitae, Alchemists can
the more secure), and the area consecrated with counterfeit a wide range of powers from other
blood – vast amounts of it. Preparing the portal Disciplines – and some unique powers of their
requires at least one mortal sacrifice per intended own. Rumors already abound of specific elixirs
traveler, their remains to be scattered about the that grant the ability to walk in sunlight, commune
simulacrum edifice. The final activation calls for a with Antediluvians, or achieve Golconda. But for
vampire sacrifice. If a suitable victim isn’t on now, the street-level cookers have all they can do
hand, the lot probably falls to the vampire present to stay out of the Court’s sight – plenty of elders
who’s the least able to resist being forced into the consider Alchemy nothing but watered-down
role, though ritualists have proposed Embracing a diablerie. Alchemy can counterfeit some Blood
mortal sacrifice for this purpose. Sorcery powers (those that affect the caster’s
■ System: If the Ritual Test is successful, the gate Blood), but not Rituals. The Storyteller can rule
allows the desired number of vampires passage any other power off-limits to Alchemy if they
outward, and an equal number – not necessarily worry about game balance or the plausibility of
the same individuals – to return. Until that number the fiction – and reverse themselves later if they
has been matched, the gate remains open wish, or hint at unique recipes developed in
indefinitely, though nothing reveals the target Switzerland or hidden in a Cairo library. The
location as such. Mortals cannot use the gate; to Discipline is young, and thinbloods have hardly

78
explored every possible working or tasted every To learn a new formula requires research
possible cocktail. time, whether the Alchemist spends it poring
through libraries or in meditation or on tasting
Characteristics expeditions or performing laboratory
All formulae require vitae from the experimentation. Players should write down which
Alchemist and human blood of the correct formulae their character already knows, and any
Resonance (VTM p. 226). The Resonant human special ingredients it requires. A character
blood can be stored in a blood bag, or in a receives a formula for free for each dot in Thin-
Starbucks to-go cup for that matter. The specific Blood Alchemy and can purchase additional
amount needed depends on the degree of the formulae with experience and experimentation.
donor’s Resonance and on the Storyteller’s whim. ■ Masquerade Threat: Varies as widely as the
In these rules, “power level” always refers powers it counterfeits and the method used.
to the level of Alchemy involved, not the level of ■ Blood Resonance: Required for each formula
the power counterfeited with the formula. and varies accordingly.
All formulae have a cost to distill, and
then the cost to activate. The distillation cost Ingredients The listed ingredients for each
reflects the fact that all formulae include the formula are suggestions. Each thin-blood
Alchemist’s own vitae: A single Rouse Check. alchemist develops their own proprietary
Activation cost for a formula is the same as using formulae, often writing the recipes down in code
the power normally: free, or some number of just as the medieval alchemists did. The
additional Rouse Checks. alchemist’s own Blood is the only unvarying
Once activated, the Alchemist makes a ingredient in all alchemical formulae, although
distillation roll to determine how effective the almost all of them also require human blood of a
particular mixture was. Each version of Alchemy specific Resonance. Cold or clotted blood can
builds a different dice pool for the distillation roll. work in a formula if the alchemist has enough of
The more successes, the more effective the it. Ingredients need not be physical – a specific
mixture: experience or emotion caught in the blood can be
just as powerful as rare research chemicals.
The Storyteller should modify the dice
Successes Effect of the
Mixture pool up or down by one or two dice based on the
quality of the ingredients – and perhaps by the
2 Power weak, fluky, or originality if the player comes up with suitably
late in happening nasty or bizarre things for their Alchemist to use.
As a rule of thumb:
4 Power works as
■ Add one die for very rare or expensive
intended
ingredients (ones that require at least a story to
6 Power increased in source or Resources dots higher than the level of
effect the formula); subtract one die for cheap substitute
ingredients you can buy at a big box retailer.
(Many formulae include easily available industrial
Some powers require their own dice rolls to take
chemicals or foods as standard ingredients; invoke
effect, or to measure the degree of success. The
this penalty only when the characters substitute
Alchemist makes those rolls where needed,
such things for a superior ingredient listed.)
substituting their rating in Thin-Blood Alchemy
■ Add one die for very potent or magical
for the specific Discipline rating where relevant.
ingredients, such as unicorn horn, red mercury,
human blood with a Dyscrasia, werewolf blood, or
79
vitae with Blood Potency two levels higher than paying the distillation cost, and makes the
the level of the formula; subtract one die for distillation roll with Manipulation + Alchemy.
medical bagged blood, melteddown candles from The human’s entire body distills the
the New Age shop, or other faux magics. formula. The Alchemist then drinks their blood to
■ Add one die for player creativity in suggesting use the power (required Hunger slaked equals
ingredients, especially if sourcing them gets them power level minus 1).
into trouble or otherwise advances the story. The Alchemist can only distill one power
per victim, though the victim retains the formula
distillation methods When the first dot in within them as long as they’re kept in the same
Thin-Blood Alchemy is gained, the Alchemist emotional state; each power takes as long to
chooses their method. This is the way they activate as it takes to drain that quantity of blood
perform their distillation. Learning a different (VTM p. 212).
method means starting from scratch, essentially
counting it as a separate Discipline. In this case, Fixatio Lacking the physical or social
formulae for one method do not apply to other predilections of the other methods, the Alchemist
methods known, and the same formula must be uses a conventional athanor such as a kiln, a
learnt separately for each method. metalworking furnace, a meth cooker, a
repurposed propane tank, or the like. This method
Athanor Corporis The Alchemist uses their most resembles “classical” alchemy: the
own body as the athanor, or alchemical furnace. Alchemist pours their Blood as well as inert,
This might be a bio-feedback routine, the result of usually rare, ingredients into the athanor, pays the
an initial elixir consumed at initiation, or simply distillation cost, and distills them inside it with an
intuitive understanding of how resonances Intelligence + Alchemy roll.
interact. Ingredients usually consist of different The resulting formulae are fixed, meaning
types of resonance mixes, requiring the Alchemist that the Alchemist can carry them around on their
to sample the blood of multiple victims to get just person and imbibe them to activate their power.
the right blend. (Roll the distillation roll upon consumption, not
The Alchemist drinks the different types upon production.) However, without a laboratory,
of resonant blood required and the process is they cannot make any more – at most, they might
performed within their veins with a distillation roll be able to “one-pot” a weak (Level 3 or less)
of Stamina + Alchemy, together with a Rouse formula using a pressure-cooker or other field
Check. expedient. Using such unsuitable equipment
Only one power can be active at a time, reduces the distillation dice pool by 2 dice.
and a new power must be distilled before it can be The Alchemist can carry a number of
activated. This usually takes at least three turns of fixed formulae (of any level) equal to their Wits or
concentration, during which the Alchemist can do Dexterity – keeping the vials safe, stable, hidden,
nothing else. and leakproof is not a trivial task. (The Storyteller
can decide if each vial takes up the space of a
Calcinatio The Alchemist uses the body of a syringe, a can of Red Bull, or a thermos.) The
human as the athanor, adjusting their biophysical Alchemist can store a number of fixed formulae
state by means of emotional pressure and spoken (of any level) equal to twice the sum of Alchemy
incantations. (Some practitioners of Calcinatio use plus their dots in Haven: a refrigerator is almost a
drugs on their subjects instead.) The Alchemist necessity. Fixed does not necessarily mean shelf
then feeds their Blood to the chosen human, stable, after all. The
Alchemist can activate one power per
turn.
80
This formula creates a field of mist that
Level 1 follows the user, rendering them more difficult to
target with ranged weapons and concealing their
Far Reach
identity.
This formula allows the alchemist to use
■ VTM
their mind to grab, hold, and push objects or
■ Ingredients: In addition to the alchemist’s Blood
people without touching them. While few can
and phlegmatic human blood, dry ice or cigar
employ enough mental force to actually cause
smoke or auto exhaust
direct harm, a clever applicant can find many
■ Activation Cost: One Rouse Check
ways to get an opponent into, or themselves out
■ System: Upon activation a cloud of mist-like
of, harm’s way.
vapor surrounds the alchemist, masking their
■ VTM
features and obscuring their silhouette. Anyone
■ Ingredients: The alchemist’s Blood, choleric
attempting to identify the user or hit them with
human blood, melted nylon fibers or a grated
ranged weapons suffers a two-dice penalty to their
refrigerator magnet or weird nootropics ordered
pool. The user can extend the cloud to encompass
off the internet
a group of up to five people by making another
■ Activation Cost: One Rouse Check
Rouse check.
■ Dice Pools: Resolve + Alchemy vs Strength +
■ Duration: One scene or until voluntarily ended.
Athletics
■ System: The alchemist can lift, push, or pull a
physical object or person under 100 kg, within
Portable Shade
their sight and closer than 10 meters. The object Portable Shade, or even more irreverently,
moves swiftly, but not rapidly enough to injure a “suntan lotion,” is a formula developed by
person with the blow; the object may break if it is Cainites on the Path of the Sun to augment a thin-
fragile. blood’s already substantial resistance to sunlight
The exception: knives or other small metal tools, to near mortal levels. While it doesn’t render the
which the alchemist can wield with a Resolve + subject completely immune, it extends the time
Alchemy test, at a two-dice penalty because of the they can endure daylight while masking
need for precision. A knife used this way does immediate burns sustained by
only one point of extra damage. the sun.
Trying to move someone actively resisting ■ StBH
requires a contest of Resolve + Alchemy vs ■ Activation Cost: One Rouse Check
Strength + Athletics. On a win, the alchemist can ■ Ingredients: Blood of the Alchemist, sanguinic
pull the victim within grabbing or clawing range, mortal blood, fresh plant leaves. Some alchemists
or throw them one meter for each point of margin also use various off-the-shelf sunblock ointments
on the contest, doing an equal amount of in the mix, though it is unknown whether they
Superficial damage. They land prone. Keeping contribute significantly to the formula.
someone or something floating in mid-air requires ■ Dice Pools: Stamina + Alchemy
a Resolve + Thin-Blood Alchemy (Difficulty 3) ■ System: Make a Stamina + Alchemy test when
roll every turn. Fine manipulation (such as pulling ingesting the formula. The user is able to endure
the pin of a grenade) requires a Wits + Alchemy sunlight without taking damage for a number of
roll at a suitable Difficulty, as determined by the hours equal to the number of successes on the test.
Storyteller. At sunset, make another test with the same pool,
■ Duration: One turn unless held (see above). this time with a Difficulty equal to the number of
hours spent in daylight. A failure causes the user
to sustain a level of aggravated damage, while a
Haze
total failure has them sustain two, as the
81
accumulated sunlight boils the Blood in their ■ Ingredients: The alchemist’s Blood, melancholic
veins. and phlegmatic human blood, potassium chlorate,
■ Duration: A number of hours equal to a Stamina smog or halon gas
+ Alchemy test, or the next sunset, whichever ■ Activation Cost: One Rouse Check
comes first. ■ Dice Pools: Wits + Alchemy vs Stamina +
Survival
Profane Hieros Gamos ■ System: The alchemist activates the power and
Alchemical texts speak of the Great chooses a target within sight. A swirling mist
Hermaphrodite, the union of contrasts. Day and envelops the target, obscuring their sight and
night, male and female, life and death. Alchemists penalizing them three dice from all sight-based
who master the worldly aspect of the Hieros detection and ranged attack dice pools. In
Gamos use the fluid nature of their condition to addition, the alchemist can make the mist
change their gender. It is a messy process and suffocate a mortal with a contest of Wits +
requires great dedication and conviction, but it is a Alchemy vs. Stamina + Survival. On a win, the
power that many Kindred secretly envy in their target can take no action except coughing and
unchanging form. It is also a great way to change choking;
identity or adopt a new mask. on a critical win, the target loses consciousness.
■ VTM The alchemist can only employ Envelopon single
■ Ingredients: The alchemist’s Blood, blood from targets, and only on one at a time.
five different vessels identifying fully as the ■ Duration: Until scene ends or the alchemist ends
desired gender the effect voluntarily.
■ System: After brewing the formula, the
Alchemist performs self-castration and / or Level 3
mastectomy before falling into daysleep. Upon At level 3, the Alchemist can develop
awakening they find themselves a perfectly formulae to counterfeit level 2 powers of other
formed specimen of the desired gender. In essence Disciplines. Each of these formulae take at least a
it is as if they had been born that way. There are night to distill and at least one month to research.
even stories of self made Duskborn women giving
birth to children. If desired, a modified procedure
Concoct Ashe
can create any configuration of gender or agender
The process of creating the Ashe drug is a
imaginable.
form of Blood Alchemy in itself, and generally
■ Duration: Permanentm, until performed again.
takes place in a laboratory or workshop due to the
need for an open flame and metal filings.
Level 2 ■ CotBG
At level 2, the Alchemist can develop ■ Ingredients: A destroyed vampire’s ashes, an
formulae to counterfeit level 1 powers of other open flame reaching 1,500°C, aluminum filings.
Disciplines. Each of these formulae take at least a ■ Dice Pools: Intelligence + Thin-Blood Alchemy
week to research. ■ System: The vampire’s ashes are contained in a
vessel heated by an open flame and then mixed
Envelop with aluminum filings. Each success on the
This formula creates a mist that clings to a distillation roll produces a single Ashe dose. On a
victim, blinding it and (in the case of mortals) total failure, the sample is ruined and a Beast
causing suffocation. Shard (see p. XX) emerges in the area.
■ VTM When consumed, all Ashe allows a thin-blood to
access more of the power in vitae and ash than is

82
usually within their grasp. Their Blood Potency to get the Defractionate elixir if they do not use
counts as 1 for the purposes of Blood Surges and Fixatio. For each success on the distillation roll,
Discipline Rouse Check re-rolls until the end of they get enough elixir to turn one blood bag
the chapter. The drug is far from lacking in (slakes 1 Hunger) from fractionated to
downsides however, see Ashe Addiction (see p. unfractionated blood. Any vampire can consume
XX). this blood and slake Hunger with it.
■ Athanor Corporis: The alchemist can tap their
Chemically-Induced Flashback own vein once per night for this elixir until their
■ Prerequisite: Concoct Ashe by melting down a next feeding, or until they reach Hunger 5. They
vampire’s possessions (the more important the need not pay the distillation cost again.
better) during Ashe creation, an alchemist infuses ■ Calcinatio: If the vessel survives the tap, the
the drug with memories from the destroyed alchemist can tap them again in a week for more
vampire. elixir. They need not pay the distillation cost
■ CotBG again, but the vessel pays the Health cost (3
■ Ingredients: A melted-down object belonging to Aggravated damage) each time they are tapped.
the destroyed vampire.
■ Activation Cost: One Rouse Check in addition On-Demand Sunburn
to the cost of using Ashe A dread tool of the Path of the Sun, On-
■ System: When using Concoct Ashe, this Demand Sunburn traps sunlight in the very body
formula may be used to imbue remains with the of its user, enabling them to unleash it as a
memories of the vampire they once formed. When destructive force through their own skin, searing
consumed, this altered Ashe provokes a themselves and their prey in a sizzling embrace.
Willpower test at a Difficulty of 1 + the destroyed While the damage done by a single user is not
vampire’s Blood Potency. On a win the user enough to incinerate a vampire, a group of self-
immediately enters a Memoriam (VTM p. 311), immolating Heliophiles can spell doom for
reliving an important memory of the destroyed fledglings and elders alike.
vampire’s past rather than their own. This scene is ■ StBH
resolved normally using their own stats, but the ■ Ingredients: Blood of the Alchemist, choleric
shifted perspective will be valuable. If they are mortal blood, gold shavings, mercury, as well as
meditating in a place of calm at the time they assorted halogens (usually chlorine or bromide).
consume the Ashe, the thin-blood adds a one-die The formula also needs to be subjected to sunlight
bonus to all dice for several hours before use, and alchemists
employing athanor corporis usually “juice up” on
Defractionate Portable Shade (see above) for this.
This formula results in a homeopathic ■ Activation Cost: One Rouse Check
elixir. When added to fractionated medical-supply ■ Dice Pools: None
blood, the elixir returns it to freshness, allowing ■ System: On activation, the alchemist becomes
vampires without the Iron Gullet merit to obtain an unliving battery of sunlight with a single charge
nutrition from it. seething in their veins. They can unleash this
■ VTM charge at will, inflicting aggravated damage upon
■ Ingredients: The alchemist’s Blood, sanguine themselves and another vampire whom they’ve
and melancholic human blood, O-negative human successfully achieved skin contact with, as their
blood (only a few ml), moldy spinach, hot black own skin
coffee, sodium octanoate smolders and blackens. The user takes two levels
■ System: The alchemist taps their vessel of aggravated damage, while the victim suffers an
(Calcinatio), or their own vein (Athanor Corporis) amount equal to their Bane Severity, as if exposed
83
to daylight for a full turn. If the victim has the ■ System: The potion enables the alchemist (and
means to reduce the damage (such as through only them) to fly or hover at approximately
Fortitude) they can do so. If the formula isn’t running speed. The flier can carry a human-sized
activated before then, the power automatically mass, though their speed drops to walking speed.
activates at the first sunset after ingestion, causing Grabbing and carrying aloft an unwilling subject
two levels of aggravated damage to the user. or pulling the flier to the ground both require a
■ Duration: Until unleashed or next sunset, contest between the alchemist’s Strength +
whichever comes first. Alchemy and the other’s Strength + Athletics.
■ Duration: One scene
Level 4
At Level 4, the Alchemist can develop Discipline Channeling
formulae to counterfeit level 3 powers of other ■ Prerequisite: Concoct Ashe
Disciplines. Counterfeiting Disciplines is part and
At this level, all formulae also require a parcel of Thin-Blood Alchemy’s use, but the
drop of vitae from a vampire of a matching clan or ability to channel a Discipline from the ashes of a
from one who already possesses the counterfeited deceased vampire is a form of necromantic
Discipline. For example, to counterfeit Alchemy, at least according to Dr. Mortius and the
Shapechange the Alchemist needs vitae from a Duskborn who practice it. Those who practice this
vampire with Protean or from a Gangrel. The Alchemy find themselves able to use any one of
Gangrel would not have to possess Protean 3, or the destroyed vampire’s Discipline powers, even if
even have Protean at all; the power is in the they typically wouldn’t have access to powers of
Blood, not the specific vampire. this level.
As noted above, this drop does not cost ■ CotBG
the donor any Health, nor does it convey a Blood ■ Ingredients: Crushed leaves from the indigo
Bond. That said, Alchemists generally only get plant.
such donations as the result of a major Boon – or ■ Activation Cost: The same as the channeled
because the donor has some truly horrible and power.
dangerous mission they are attempting to inveigle ■ Dice Pools: The same as the channeled power.
the Alchemist’s coterie into carrying out. ■ System: When using Concoct Ashe, this formula
These formulae take at least three nights may be used to imbue remains with the abilities of
to distill and at least three months to research. the vampire they once formed. When consumed,
this altered Ashe provokes a Willpower test at a
Airborne Momentum Difficulty of the destroyed vampire’s highest
This formula enables the alchemist to lift Discipline rating. On a win, the thin-blood gains
themselves from the ground, achieving a state of the use of a single Discipline power that the
swift flight or floating. They can fly in any destroyed vampire possessed, until the end of the
direction, including up or down, though their chapter. Use the destroyed vampire’s Discipline
carrying capacity is limited. rating whenever a channeled power calls for one.
■ VTM The Storyteller may state the Disciplines and
■ Ingredients: The alchemist’s Blood, choleric and specific powers the deceased vampire held so the
sanguine human blood, champagne, bird blood, alchemist can choose from a list, or if the
helium, scopolamine or belladonna extract alchemist has a power in mind they can request it
■ Activation Cost: One Rouse Check from the Storyteller. The Storyteller has final say.
■ Dice Pools: Strength + Alchemy vs On a critical win the thin-blood gains the use of
Strength+Athletics (if resisted) two Discipline powers that the destroyed vampire
possessed.
84
■ Secondary Attributes: Health 6, Willpower 0
Level 5 Exceptional Dice Pools: Brawl 6; Intimidation 5
At level 5, the Alchemist can develop formulae to ■ Special: Aggressive corpses take Superficial and
counterfeit level 4 powers of other Disciplines. Aggravated damage in the same way as vampires,
These formulae take a month to distill and except they are immune to sunlight. They cannot
at least three years to research. heal or mend damage. They cannot be mentally
dominated or influenced as they are bound to their
master. They do not need eyes or ears to perceive
Awaken the Sleeper
everything around them as someone with
This formula results in an elixir which,
unimpeded vision and hearing might. Bites from
when added to human blood, can awaken a
the aggressive dead inflict +2 Aggravated Health
vampire from Torpor.
damage to mortals.
■ VTM
■ General Difficulties: 3/2
■ Ingredients: The alchemist’s Blood, choleric or
sanguine human blood, adrenaline, ammonium
carbonate, hartshorn, caffeine or benzedrine,
Ghost in the Machine
melatonin These are wraiths who in the Skinlands prefer to
■ System: The alchemist taps their vessel possess objects, speaking through computer
(Calcinatio), or their own vein (Athanor Corporis) screens, short-circuiting electronics, and making
to get the Awaken the Sleeper elixir if they do not elevators crash with mortals inside, among other
use Fixatio. They then mix the elixir into human activities. In the Shadowlands, they exist as quiet,
blood. For each success above 2 on the distillation almost shy wraiths, uncomfortable with being
roll, the elixir can awaken a vampire of that Blood seen.
Potency. ■ Standard Dice Pools: Physical 3, Social 3,
Example: Hari gets 5 successes on his Awaken the Mental 5
Sleeper distillation roll: this elixir can awaken a ■ Secondary Attributes: Health 5, Willpower 4
torpid vampire of Blood Potency 3 or less (5 – 2 = ■ Exceptional Dice Pools: Craft 6, Drive 7, Stealth
3). 7; Intimidation 5; Science 6, Technology 7
■ Athanor Corporis: The alchemist can tap their ■ Special: These wraiths cannot possess people.
own vein once per night for this elixir until their Instead, they possess machines. They use a pool of
next feeding, or until they reach Hunger 5. They seven dice (their exceptional Technology or Drive
need not pay the distillation cost again. dice pool, depending on the machine) to influence
■ Calcinatio: If the vessel survives the tap, the devices from computers to cars and televisions to
alchemist can tap them again in a week for more elevators. These wraiths can make such devices
elixir. They need not pay the distillation cost broadcast messages from the wraith (if the device
again, but the vessel pays the Health cost (5 is equipped to transmit), malfunction, overheat, or
Aggravated damage) each time they are tapped. indeed drive or operate as per the wraith’s will. If
The Alchemist can also simply feed the vessel’s the machine is destroyed, the wraith is ejected.
blood to the sleeper directly. ■ General Difficulties: 3/2

SPCs Homuncular Servant


■ Standard Dice Pools: Physical 1, Social 0,
Mental 1
Aggressive Corpse ■ Secondary Attributes: Health 3, Willpower 1
■ Standard Dice Pools: Physical 4, Social 0, ■ Exceptional Dice Pools: Athletics 4, Stealth 6;
Mental 0 Intimidation 4
85
■ Special: Homuncular servants take Superficial ■ Secondary Attributes: Health 7, Willpower 4
and Aggravated damage in the same way as Exceptional Dice Pools: Athletics 6, Brawl 7,
vampires, except they are immune to sunlight. Larceny 6, Stealth 7; Intimidation 6
They cannot heal or mend damage. They cannot ■ Special: These ghosts cannot possess people.
be mentally dominated or influenced as they are Poltergeists may physically influence the
bound to their master. They do not need eyes or environment and any objects and people in it (by
ears to perceive everything around them as marking walls, assaulting people, or launching
someone with unimpeded vision and hearing items, as examples) a number of times per scene
might. They can telepathically broadcast a single equal to their Willpower. If they incur Aggravated
image per scene to their master. Willpower damage, their number of actions
■ General Difficulties: 3/1 decreases to match their current Willpower. These
wraiths can attack using their own form, clawing
Mindless Corpse with a pool of seven dice (their exceptional Brawl
■ Standard Dice Pools: Physical 2, Social 0, dice pool), dealing non-halved Superficial damage
Mental 0 (+2 damage modifier). They can also use the
■ Secondary Attributes: Health 4, Willpower 0 objects in the room to inflict additional or halved
■ Exceptional Dice Pools: Intimidation 4 damage (from flung knives, television sets, etc.)
■ Special: Mindless corpses take Superficial and though thrown weapons use six dice (their
Aggravated damage in the same way as vampires, exceptional Athletics dice pool).
except they are immune to sunlight. They cannot ■ General Difficulties: 3/2
heal or mend damage, and rot at least one
Superficial Health damage each day. They cannot Puppeteer
be mentally dominated or influenced as they are Possession is where these wraiths specialize,
bound to their master. They do not react to enjoying the ability to enter the bodies of the
motion, words, or interference from anyone but weak-willed and pursue an ersatz life for a short
their creator. Mindless corpses may always while, before exorcism or the Shadowlands calls
contribute to Teamwork (VTM p. 122) for menial them back. Skilled puppeteers can imitate
labor such as digging, lifting, or pushing even if personality as well as controlling a flesh vessel,
they lack Skills. while wraiths newer to the calling make
■ General Difficulties: 2/1 possessions inadvertently jerky and frightening. In
the Shadowlands, puppeteers are deeply
Poltergeist uncomfortable giving up control, and always
Poltergeists feel perpetually downtrodden. To attempt to negotiate from positions of power.
their mind, it’s amusing to make life difficult for ■ Standard Dice Pools: Physical 4, Social 4,
everybody else, because it’s shit enough for them Mental 5
being dead. They don’t have the patience to ■ Secondary Attributes: Health 6, Willpower 6
inhabit items or people, preferring to launch things ■ Exceptional Dice Pools: Brawl 6, Drive 7,
around aggressively, write their names on the wall Stealth 6; Insight 7, Intimidation 6, Performance 7,
in scratch-marks or whatever fluid comes to hand, Persuasion 6, Subterfuge 7; Awareness 6
and terrify the inhabitants of old houses. In the ■ Special: As with spectres, these wraiths may use
Shadowlands, they’re bombastic, often hurling the Possession Auspex-Dominate power, rolling
insults laced with self-deprecating commentary. eight dice in the attempt to take control. They steer
■ Standard Dice Pools: Physical 5, Social 3, their host freely, though the host is able to roll
Mental 2 Resolve + Intelligence once per scene against the
puppeteer’s seven dice (their exceptional Drive
dice pool), with the victim ejecting the ghost if
86
they roll more successes. Each time the victim ■ Secondary Attributes: Health 7, Willpower 4
attempts this roll and fails, they incur two points ■ Skills: Academics 1, Awareness 5, Investigation
of Superficial Willpower damage that cannot heal 1, Medicine 2, Occult 4; Athletics 3, Brawl 3,
until the puppeteer abandons the host. Drive 4, Larceny 2, Stealth 5, Survival 2; Insight
■ General Difficulties: 4/2 2, Intimidation 3, Persuasion 1, Subterfuge 2
■ Disciplines: Auspex 4, Celerity 2, Dominate 2,
Screamer Obfuscate 2
Mysterious and terrifying, the screaming dead are ■ Special: It is not possible to strike a spectre
wraiths that manifest in the Skinlands as howls, unless it takes solid form. Only dark magic or an
roars, and groans, making houses weep, trees wail, exorcism performed by a priest or inquisitor can
and empty spaces shout insults at anyone who banish, destroy, or enslave a spectre. A spectre
enters them. They aren’t quite spectres, but are possesses a mortal using a power equivalent
filled with so much anger or fear that they exude mechanically to the Possession (Auspex-
it. In the Shadowlands their screams turn to siren Dominate) power. Spectres use Manipulation +
songs, making them among the most charming Drive to control a possessed human into
and sweet wraiths. Their warm personalities can performing functions they would normally avoid.
flip on a dime, however. Spectres use Dexterity + Brawl to hurl objects
■ Standard Dice Pools: Physical 3, Social 5, telekinetically.
Mental 4
■ Secondary Attributes: Health 5, Willpower 5
■ Exceptional Dice Pools: Stealth 5; Intimidation
8, Performance 7, Persuasion 6, Subterfuge 6
■ Special: These wraiths cannot possess people.
Their primary function is to terrify mortals with
their screams, similar to the Dread Gaze Presence
power (VTM, p. 267).
When a screamer uses this power, they
roll eight dice (their exceptional Intimidation
pool) against the victim’s Composure + Resolve,
with the results emulating those of Dread Gaze
without the visual requirement.
■ General Difficulties: 4/2

Spectre
Spectres are otherwise known as angry ghosts.
These dead beings possess a fiery rage,
embodying their anger through destructive acts,
including possession of the living to make them
vessels of their wrath. Spectres have all lost
something dear to them, with it often being their
link to the world of the living. They have nothing
left to lose, and so take out their anger on all other
beings.
■ Attributes: Strength 4, Dexterity 4, Stamina 4;
Charisma 1, Manipulation 3, Composure 2;
Intelligence 3, Wits 3, Resolve 2
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