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Archetypes............................................................................................................................

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Autocrat............................................................................................................................ 14
Attributes............................................................................................................................... 27
Physical............................................................................................................................ 27
Social................................................................................................................................ 27
Mental............................................................................................................................... 28
Abilities.................................................................................................................................. 28
Talents ............................................................................................................................. 28
Skills................................................................................................................................. 29
Knowledges...................................................................................................................... 31
Secondary/Tertiary/Quaternary Abilities................................................................................33
Secondaries...................................................................................................................... 33
Tertiary Abilities................................................................................................................ 47
Secondary Lores............................................................................................................... 48
Tertiary Lores.................................................................................................................... 50
Quaternary Lores.............................................................................................................. 52
Further Lores.................................................................................................................... 54
Special Secondaries......................................................................................................... 54
Character Creation..................................................................................................................... 56
Clans and Bloodlines................................................................................................................. 57
Assamites......................................................................................................................... 57
Assamite Antitribu........................................................................................................ 58
Assamite Sorcerer........................................................................................................58
Assamite Vizier............................................................................................................ 58
Banu Haqim................................................................................................................. 58
Bedouin........................................................................................................................ 59
Courtier........................................................................................................................ 59
Shango......................................................................................................................... 59
Baali.................................................................................................................................. 59
Blood Brothers.................................................................................................................. 59
Brujah............................................................................................................................... 60
Bay’t Mushakis............................................................................................................. 60
Brujah Antitribu............................................................................................................. 60
Osebo.......................................................................................................................... 60
True Brujah.................................................................................................................. 61
Caitiff................................................................................................................................ 61
Panders........................................................................................................................ 61
Maeghar....................................................................................................................... 61
Children of Osiris.............................................................................................................. 62
Daughters of Cacophony..................................................................................................62

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Sons of Song*.............................................................................................................. 62
Followers of Set................................................................................................................ 62
Serpents of Light.......................................................................................................... 62
Children of Damballah..................................................................................................63
Daitya........................................................................................................................... 63
Tlacique....................................................................................................................... 63
Warrior Setite............................................................................................................... 63
Gangrel............................................................................................................................. 63
City Gangrel................................................................................................................. 64
Country Gangrel........................................................................................................... 64
Ahrimanes.................................................................................................................... 64
Anda............................................................................................................................. 64
Bonsam (V20DA)......................................................................................................... 65
Lhiannan...................................................................................................................... 65
Mariners....................................................................................................................... 65
Noiad............................................................................................................................ 65
Gargoyle........................................................................................................................... 65
Giovanni........................................................................................................................... 66
Harbingers of Skulls.......................................................................................................... 66
Cappadocian................................................................................................................ 66
Impundulu (V20DA)......................................................................................................66
Lamia........................................................................................................................... 67
Lasombra.......................................................................................................................... 67
Lasombra Antitribu.......................................................................................................67
Angellis Ater................................................................................................................. 67
Kiasyd.......................................................................................................................... 67
Ramanga (V20DA).......................................................................................................68
Malkavian......................................................................................................................... 68
Malkavian Antitribu.......................................................................................................68
Dominate Malkavian.....................................................................................................68
Nagaraja........................................................................................................................... 69
Nosferatu.......................................................................................................................... 69
Nosferatu Antitribu.......................................................................................................69
Ravnos............................................................................................................................. 69
Ravnos Antitribu........................................................................................................... 69
Salubri.............................................................................................................................. 70
Salubri Antitribu............................................................................................................ 70
Salubri Warriors........................................................................................................... 70
Wu Zao........................................................................................................................ 70
Samedi............................................................................................................................. 71
Toreador........................................................................................................................... 71
Toreador Antitribu........................................................................................................ 71

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Tremere............................................................................................................................ 71
Tremere Antitribu......................................................................................................... 72
Telyavelic Tremere.......................................................................................................72
Tzimisce........................................................................................................................... 72
Old Clan Tzimisce........................................................................................................72
Ventrue............................................................................................................................. 72
Ventrue Antitribu.......................................................................................................... 73
Danava......................................................................................................................... 73
Disciplines............................................................................................................................. 73
Very Common Disciplines.................................................................................................73
Celerity......................................................................................................................... 73
Fortitude....................................................................................................................... 75
Potence........................................................................................................................ 78
Common Disciplines......................................................................................................... 80
Animalism.................................................................................................................... 80
Auspex......................................................................................................................... 86
Dominate...................................................................................................................... 92
Obfuscate..................................................................................................................... 96
Presence.................................................................................................................... 101
Uncommon Disciplines...................................................................................................106
Dementation............................................................................................................... 106
Obtenebration............................................................................................................ 112
Protean...................................................................................................................... 115
Rare Disciplines.............................................................................................................. 120
Abombwe................................................................................................................... 120
Bardo......................................................................................................................... 122
Chimerstry.................................................................................................................. 124
Daimonion.................................................................................................................. 128
Flight.......................................................................................................................... 132
Melpominee................................................................................................................ 132
Mytherceria................................................................................................................ 135
Obeah........................................................................................................................ 137
Ogham....................................................................................................................... 139
Quietus....................................................................................................................... 141
Sanguinus.................................................................................................................. 148
Serpentis.................................................................................................................... 149
Spiritus....................................................................................................................... 154
Temporis.................................................................................................................... 156
Thanatosis.................................................................................................................. 160
Valeran....................................................................................................................... 162
Valeran (Watcher)......................................................................................................164
Vicissitude.................................................................................................................. 165

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Visceratika.................................................................................................................. 170
Extinct Disciplines........................................................................................................... 172
Kai.............................................................................................................................. 172
Kineticism................................................................................................................... 173
Maleficia..................................................................................................................... 174
Striga.......................................................................................................................... 174
Third Party Disciplines....................................................................................................175
Ananse....................................................................................................................... 176
Animalism.................................................................................................................. 178
Auspex....................................................................................................................... 181
Berserkergang............................................................................................................ 183
Bloody Blade.............................................................................................................. 184
Celerity....................................................................................................................... 185
Chulorvitis.................................................................................................................. 185
Cityscape................................................................................................................... 186
Daimonion.................................................................................................................. 188
Dementation............................................................................................................... 188
Diabolitas................................................................................................................... 189
Dominate.................................................................................................................... 191
Flight.......................................................................................................................... 192
Fortitude..................................................................................................................... 192
Humanism.................................................................................................................. 193
Melpominee................................................................................................................ 194
Mytherceria................................................................................................................ 195
Obeah........................................................................................................................ 196
Obfuscate................................................................................................................... 196
Obtenebration............................................................................................................ 197
Ogham....................................................................................................................... 198
Potence...................................................................................................................... 199
Presence.................................................................................................................... 199
Protean...................................................................................................................... 200
Quietus....................................................................................................................... 203
Sanguimalia............................................................................................................... 204
Thaumivorism............................................................................................................. 204
Sanguinus.................................................................................................................. 205
Serpentis.................................................................................................................... 206
Temporis.................................................................................................................... 206
Valeran....................................................................................................................... 207
Vicissitude.................................................................................................................. 208
Visceratika.................................................................................................................. 209
Blood Magic........................................................................................................................ 210
Thaumaturgy................................................................................................................... 211

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Alchemy..................................................................................................................... 211
Biothaumaturgy.......................................................................................................... 212
Elemental Mastery.....................................................................................................213
Faux Path................................................................................................................... 214
Focused Mind............................................................................................................. 215
Geomancy Path......................................................................................................... 216
Green Path................................................................................................................. 216
Hands of Destruction..................................................................................................217
The Hearth Path.........................................................................................................218
Lure of Flames........................................................................................................... 219
Mastery of the Mortal Shell.........................................................................................219
Movement of the Mind................................................................................................220
Neptune’s Might......................................................................................................... 220
Oneiromancy.............................................................................................................. 221
Path of Blood.............................................................................................................. 222
Path of the Blood’s Curse...........................................................................................223
Path of Conjuring.......................................................................................................224
Path of Corruption......................................................................................................224
Path of Curses........................................................................................................... 226
Path of the Father’s Vengeance.................................................................................227
Path of the Levinbolt...................................................................................................228
Path of Mars............................................................................................................... 229
Path of Mercury.......................................................................................................... 229
Path of Shadowcrafting..............................................................................................230
Path of Technomancy................................................................................................231
Path of Transmutation................................................................................................232
Path of Warding......................................................................................................... 233
Prey on the Soul’s Fear..............................................................................................234
Rego Mentem ............................................................................................................ 235
Soul of the Serpent....................................................................................................236
Spirit Manipulation......................................................................................................237
Transitus Velocitus.....................................................................................................238
Video Pellis................................................................................................................ 238
Vine of Dionysus........................................................................................................ 239
Weather Control......................................................................................................... 239
Rituals........................................................................................................................ 240
Level One.............................................................................................................. 240
Level Two.............................................................................................................. 245
Level Three............................................................................................................ 251
Level Four.............................................................................................................. 258
Level Five.............................................................................................................. 264
Level Six................................................................................................................ 270

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Level Seven........................................................................................................... 271
Level Eight............................................................................................................. 272
Abyss Mysticism............................................................................................................. 272
Rituals........................................................................................................................ 273
Level One.............................................................................................................. 273
Level Two.............................................................................................................. 273
Level Three............................................................................................................ 274
Level Four.............................................................................................................. 276
Level Five.............................................................................................................. 276
Level Six................................................................................................................ 276
Level Seven........................................................................................................... 277
Level Eight............................................................................................................. 277
Akhu (Setite Sorcery)......................................................................................................278
Alchemy (Alchemy)....................................................................................................278
Divine Hand................................................................................................................ 279
Immanence of Set......................................................................................................280
Path of Anubis (Spirit Manipulation)...........................................................................281
Path of Duat............................................................................................................... 282
Path of the Dry Nile....................................................................................................283
Path of Ptah (Path of Conjuring).................................................................................285
Path of Thoth (Focused Mind)....................................................................................286
The Breath of Set (Weather Control)..........................................................................286
The False Heart (Path of Corruption).........................................................................287
The Snake Inside.......................................................................................................289
Revelations of Duat....................................................................................................290
Revelations of Eden...................................................................................................291
Revelations of Midgard...............................................................................................291
Sebau’s Touch (Path of Curses)................................................................................292
Soul of the Serpent (Soul of the Serpent)...................................................................293
Ushbati....................................................................................................................... 294
Valor of Sutekh (Path of Mars)...................................................................................296
Vengeance of Khnum (Mastery of the Mortal Shell)...................................................296
Whisper of Quiet Stone (Elemental Mastery).............................................................297
Rituals........................................................................................................................ 298
Level One.............................................................................................................. 298
Level Two.............................................................................................................. 299
Level Three............................................................................................................ 300
Level Four.............................................................................................................. 301
Level Five.............................................................................................................. 301
Level Six................................................................................................................ 302
Level Seven........................................................................................................... 303
Anarch Sorcery............................................................................................................... 303

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Old Skool................................................................................................................... 303
New Age.................................................................................................................... 304
Punk Magic................................................................................................................ 304
Hacktivist Thaumaturgy..............................................................................................304
Elemental Mastery.....................................................................................................304
Focused Mind............................................................................................................. 305
Green Path................................................................................................................. 306
Hands of Destruction..................................................................................................307
Lure of Flames........................................................................................................... 308
Movement of the Mind................................................................................................308
Path of Blood.............................................................................................................. 309
Path of Conjuring.......................................................................................................309
Path of Corruption......................................................................................................310
Path of the Evil Eye (Path of the Evil Eye, Dur-An-Ki)................................................312
Path of the Levinbolt...................................................................................................313
Path of Mars............................................................................................................... 314
Path of Mercury.......................................................................................................... 314
Path of Technomancy................................................................................................315
Weather Control......................................................................................................... 316
Rituals........................................................................................................................ 317
Level One.............................................................................................................. 317
Level Two.............................................................................................................. 318
Level Three............................................................................................................ 319
Level Four.............................................................................................................. 320
Level Five.............................................................................................................. 321
Dark Thaumaturgy.......................................................................................................... 322
Fires of the Inferno.....................................................................................................322
Path of the Defiler......................................................................................................323
Path of Pain................................................................................................................ 325
Path of Pestilence......................................................................................................326
Path of Phobos........................................................................................................... 327
Path of Pleasure.........................................................................................................329
Path of the Unspoken.................................................................................................330
Rego Manes............................................................................................................... 332
Taking of the Spirit.....................................................................................................333
Tyranny of the Wyrm..................................................................................................333
Video Nefas................................................................................................................ 335
Rituals........................................................................................................................ 336
Level One.............................................................................................................. 336
Level Two.............................................................................................................. 336
Level Three............................................................................................................ 336
Level Four.............................................................................................................. 337

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Level Five.............................................................................................................. 337
Dur-An-Ki (Assamite Sorcery).........................................................................................338
Alchemy (Alchemy)....................................................................................................338
Awakening the Steel...................................................................................................338
Blessings of the Great Dark Mother...........................................................................340
Covenant of Enki (Neptune's Might)...........................................................................340
Covenant of Nergal....................................................................................................341
Echoes of Allah’s Wrath.............................................................................................343
Echo of Nirvana.......................................................................................................... 344
Elemental Mastery (Elemental Mastery).....................................................................345
Path of the Evil Eye....................................................................................................346
Gifts of Faith............................................................................................................... 347
Gifts of the Heart........................................................................................................348
Hands of Destruction (Hands of Destruction).............................................................349
Hand of the Magi (Lure of Flames).............................................................................350
Hunter’s Winds........................................................................................................... 350
Jinn’s Gift (Path of Conjuring).....................................................................................351
Keeper’s Way............................................................................................................. 352
Life’s Water (Path of Blood).......................................................................................353
Movement of the Mind (Movement of the Mind).........................................................354
Music of the Spheres..................................................................................................354
Path of the Ailing Jackal (Path of the Father's Vengeance)........................................355
Path of Blood Nectar (Path of Blood Nectar, Sadhana)..............................................356
Path of Duat (Path of Duat, Akhu)..............................................................................356
Path of the Levinbolt (Path of the Levinbolt)...............................................................357
Path of Warding (Path of Warding).............................................................................358
Suleiman’s Laws (Spirit Manipulation)........................................................................359
Weather Control (Weather Control)............................................................................360
Whispers of the Heavens...........................................................................................361
Rituals........................................................................................................................ 362
Level One.............................................................................................................. 362
Level Two.............................................................................................................. 363
Level Three............................................................................................................ 364
Level Four.............................................................................................................. 364
Level Five.............................................................................................................. 365
Level Six................................................................................................................ 366
Level Seven........................................................................................................... 367
Koldunic Sorcery............................................................................................................. 367
Białowieza Kraina.......................................................................................................367
Black Sea Kraina........................................................................................................369
Kraina of Enoch.......................................................................................................... 370
Kraina of the Well.......................................................................................................371

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Transylvanian Kraina..................................................................................................374
Way of Earth.............................................................................................................. 375
Way of Fire................................................................................................................. 376
Way of Sorrow............................................................................................................ 377
Way of Spirit............................................................................................................... 378
Way of Water............................................................................................................. 378
Way of Wind............................................................................................................... 379
Rituals........................................................................................................................ 380
Level One.............................................................................................................. 380
Level Two.............................................................................................................. 382
Level Three............................................................................................................ 383
Level Four.............................................................................................................. 385
Level Five.............................................................................................................. 386
Level Six................................................................................................................ 388
Level Seven........................................................................................................... 389
Level Nine.............................................................................................................. 389
Kraina Rites................................................................................................................ 390
Level One.............................................................................................................. 390
Level Two.............................................................................................................. 391
Level Three............................................................................................................ 391
Level Four.............................................................................................................. 392
Level Five.............................................................................................................. 392
Mortis.............................................................................................................................. 392
Cadaverous Animation (DAV)....................................................................................392
Corpse in the Monster (DAV).....................................................................................393
Grave’s Decay (DAV).................................................................................................395
Nigrimancy (PGHC)....................................................................................................396
Path of Haunting (PGHC)...........................................................................................397
Path of the Four Humors (DASC)...............................................................................399
Rituals........................................................................................................................ 400
Level One.............................................................................................................. 400
Level Two.............................................................................................................. 401
Level Three............................................................................................................ 401
Level Four.............................................................................................................. 402
Level Five.............................................................................................................. 403
Level Six................................................................................................................ 403
Nahuallotl........................................................................................................................ 404
Flower of the Divine Liquor.........................................................................................404
Huchueteotl’s Glory....................................................................................................405
Lash of Xipe Totec.....................................................................................................405
Rites of Quetzalcoatl..................................................................................................406
Secret Ways of Tezcatlipoca......................................................................................407

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Rituals........................................................................................................................ 408
Necromancy.................................................................................................................... 410
Ash Path.................................................................................................................... 410
Bone Path.................................................................................................................. 411
Cenotaph Path........................................................................................................... 412
Nightshade Path.........................................................................................................413
Path of Skulls............................................................................................................. 415
Path of Woe............................................................................................................... 416
Sepulchre Path........................................................................................................... 417
Vitreous Path.............................................................................................................. 419
Rituals........................................................................................................................ 421
Level One.............................................................................................................. 421
Level Two.............................................................................................................. 423
Level Three............................................................................................................ 424
Level Four.............................................................................................................. 425
Level Five.............................................................................................................. 427
Sadhana (Spirit Manipulation).........................................................................................429
Asura-Raja................................................................................................................. 429
Brahma-Vidya (Path of Conjuring)..............................................................................430
Echo of Nirvana (Path of the Focused Mind)..............................................................431
Hand of Mahkala (Hands of Destruction)...................................................................432
Lakshmi’s Wishes......................................................................................................433
Path of the Blood Nectar............................................................................................434
Path of Karma (BSTC)...............................................................................................434
Path of Praabti (Path of Mercury)...............................................................................435
Path of Yama (Path of Duat, Akhu)............................................................................436
Rasayana (Alchemy).................................................................................................437
Rishi’s Hand (Movement of the Mind)........................................................................438
Temptations of Mara (The Snake Inside, Ahku).........................................................438
Yaksha-Vidya (Elemental Mastery)............................................................................440
Rituals........................................................................................................................ 441
Sielanic Thaumaturgy.....................................................................................................443
Path of the World’s Blood...........................................................................................444
Path of the Shadow World..........................................................................................445
Way of Earth (Way of Earth, Koldunism) ...................................................................446
Way of Fire (Way of Fire, Koldunism).........................................................................447
Way of Sorrow (Way of Sorrow, Koldunism)..............................................................448
Way of Spirit (Way of Spirit, Koldunism).....................................................................449
Way of Water (Way of Water, Koldunism)..................................................................449
Way of Wind (Way of Wind, Koldunism).....................................................................450
Thaumaturgical Countermagic........................................................................................451
Wanga............................................................................................................................ 452

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Blinding Chango (Path of the Dry Nile, Akhu).............................................................452
Bone Path (Necromancy)...........................................................................................454
Flow of Ashe.............................................................................................................. 455
Orisha’s Fortune.........................................................................................................456
Path of Abombo (Cenotaph Path, Necromancy).........................................................457
Path of Blood.............................................................................................................. 458
Path of Corruption......................................................................................................459
Path of Curses........................................................................................................... 460
Sepulchre Path........................................................................................................... 461
Spirit Manipulation......................................................................................................463
Voice of the Wild........................................................................................................ 464
Zarabada’s Malice (The Snake Inside, (Akhu)............................................................466
Rituals........................................................................................................................ 467
Combination Disciplines......................................................................................................470
Level Six......................................................................................................................... 470
Special Traits...................................................................................................................... 471
Special Secondaries.......................................................................................................471
Fleshcrafting............................................................................................................... 471
Grave Thaumaturgy...................................................................................................471
Koldunism.................................................................................................................. 471
Religious Thaumaturgy..............................................................................................471
Thaumaturgy.............................................................................................................. 471
Backgrounds....................................................................................................................... 472
Age (Limited by Chronicle).........................................................................................472
Allies.......................................................................................................................... 472
Alternate Identity........................................................................................................ 472
Arcane........................................................................................................................ 472
Black Hand Membership (Sabbat only)......................................................................473
Clan Prestige.............................................................................................................. 473
Contacts..................................................................................................................... 473
Domain....................................................................................................................... 473
Fame.......................................................................................................................... 474
Generation (Limited by Chronicle)..............................................................................474
Haven......................................................................................................................... 474
Herd........................................................................................................................... 475
Influence.................................................................................................................... 475
Mentor........................................................................................................................ 475
Resources.................................................................................................................. 476
Retainers.................................................................................................................... 476
Rituals (Sabbat)......................................................................................................... 476
Status......................................................................................................................... 476
Merits and Flaws............................................................................................................. 476

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Physical Merits........................................................................................................... 476
Physical Flaws........................................................................................................... 477
Changelog............................................................................................................................... 478

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General World of Darkness
Archetypes
Essentially, Archetypes are how your character behaves. A character has a Nature and a
Demeanor. Nature is who they truly are- a Caregiver truly cares for those around them, and a
Monster is precisely that. Demeanor is the mask they wear to the outside world- a Caregiver
with may actually care, or they may pretend to care to further their own goals, and a Monster
may only act monstrous in order to hide how vulnerable they really are. A character is often an
amalgam of their Archetypes.

Addict
The Addict can’t get enough if a good thing. Unlike a Bon Vivant, an Addict turns to a specific
pleasure, such as a substance, place, or activity.
Willpower Condition: Regain Willpower when you gorge yourself on your addiction.

Adherent
The Adherent has dedicated themselves to one or a few goals and hopes in life, and seeks to
preserve and uphold those values.
Willpower Condition: Regain Willpower whenever you uphold your ideals in the face of
significant adversity.

Adjudicator
The Adjudicator is at their core, a problem solver, seeking to resolve issues, differences, and
difficulties.
Willpower Condition: Regain Willpower whenever you come up with a solution that quickly
resolves a problem.

Alpha
The Alpha seeks to be the perfect leader, not through instruction, but by example. When your
team goes to war, you’re the first through the breach. This Archetype is typical amount
werewolves, but is not limited to them.
Willpower Condition: Regain Willpower whenever your leadership carries the day.

Architect
The Architect has a sense of purpose even greater than herself. She is truly happy only when

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creating something of lasting value for others. People will always need things, and the Architect
strives to provide at least one necessity. Inventors, pioneers, town founders, entrepreneurs, and
the like are all Architect Archetypes.
Willpower Condition: Regain a point of Willpower whenever you establish something of
importance or lasting value.

Autocrat
The Autocrat wants to be in charge. He seeks prominence for its own sake, not because he
has an operation’s best interests at heart or because he has the best ideas (though he may
certainly think so). He may genuinely believe others are incompetent, but ultimately he
craves power and control. Dictators, gang leaders, bullies, corporate raiders, and their ilk
are Autocrat Archetypes.
Willpower Condition: Regain a point of Willpower when you achieve control over a group
or organization involving other individuals.

Beta
The Beta is not a simple follower, instead, they are the leader’s right hand, supporting them
however they need, and questioning them when they must.
Willpower Condition: Regain Willpower when your support or counsel carries the day for your
party.

Bon Vivant
The Bon Vivant knows that life—and unlife—is shallow and meaningless. As such, the Bon
Vivant decides to enjoy her time on Earth. The Bon Vivant is not necessarily
irresponsible. Rather, she is simply predisposed to having a good time along the way. Most
Bon Vivants have low Self-Control ratings, as they are so given to excess. Hedonists, sybarites,
and dilettantes are all examples of the Bon Vivant Archetype.
Willpower Condition: Regain a point of Willpower whenever you truly enjoy yourself and can
fully express your exultation. At the Storyteller’s option, a particularly fabulous revel may
yield multiple Willpower points.

Bravo
The Bravo is a tough and a bully, and often takes perverse pleasure in tormenting the weak. To
the Bravo’s mind, might makes right and only those with power should be respected.
Naturally, physical power is the best kind, but any kind will do. The Bravo sees overt threats as
a perfectly reasonable means of gaining cooperation. The Bravo is not incapable of pity or
kindness; he just prefers to do things his way. Robbers, bigots, and thugs are all Bravo
Archetypes.
Willpower Condition: Regain a point of Willpower any time you achieve your agenda through

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brutishness or intimidation. This need not be physical, as many Bravos verbally or socially
cow their victims.

Bureaucrat
The Bureaucrat is the ultimate law abider, insisting that proper procedure be followed.
Willpower Condition: Regain Willpower any time your strict adherence to the law has a
positive result.

Capitalist
You are the ultimate mercenary, realizing that there is always a market to be developed —
anything can be a commodity. You have a keen understanding of how to manipulate people into
thinking that they need specific goods or services. Appearance and influence are everything
when it comes to the big sale, though you’ll use anything to your advantage. Salesmen,
soldiers of fortune, and bootlickers all adhere to the Capitalist Archetype.
Willpower Condition: Regain a point of Willpower whenever you make a successful “sale” of
any commodity. Commodities need not be physical items; they may be bits of information,
favors, or other intangibles.

Caregiver
A Caregiver takes her comfort in consoling others, and people often come to her with
their problems. Vampires with Caregiver Archetypes often attempt, as best they can, to
protect the mortals on whom they feed. Nurses, doctors, and psychiatrists are examples
of potential Caregivers.
Willpower Condition: Regain a point of Willpower whenever you successfully protect or
nurture someone else.

Celebrant
The Celebrant takes joy in her cause. Whether the character’s passion is battle, religion, foiling
her rivals, or reading fine literature, it gives the Celebrant the strength to withstand
adversity. Given the chance, the Celebrant will indulge in her passion as deeply as possible and
pursues her cause not out of duty, but out of enthusiasm. Crusaders, hippies, political activists,
and art enthusiasts are Celebrant Archetypes.
Willpower Condition: Regain a point of Willpower whenever you pursue your cause or
convert another character to the same passion. Conversely, lose a point of temporary
Willpower whenever you are denied your passion or it is badly lost to you

Chameleon
Independent and self-reliant, you carefully study the behavior and mannerisms of

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everyone you come in contact with so you can pass yourself off as someone else later. You
spend so much time altering your mannerisms and appearance that your own sire may not
even recognize you. Spies, con artists, drag queens, and impostors best represent the
Chameleon.
Willpower Condition: Regain a point of Willpower whenever you fool someone into
thinking you’re someone else for your own (or your pack or coterie‘s) benefit.

Child
The Child is still immature in personality and temperament. He wants what he wants now, and
often prefers someone to give it to him. Although he can typically care for himself, he would
rather have someone cater to his capricious desires. Some Child Archetypes are actually
innocent rather than immature, ignorant of the cold ways of the real world. Actual
children, spoiled individuals, and some drug abusers are Child Archetypes. Note that a
Child Archetype need not be a physical, literal.
Willpower Condition: Regain a point of Willpower whenever you manage to convince
someone to help you with no gain to herself, or to nurture you.

Competitor
The Competitor takes great excitement in the pursuit of victory. To the Competitor, every
task is a new challenge to meet and a new contest to win. Indeed, the Competitor sees all
interactions as some sort of opportunity for her to be the best — the best leader, the most
productive, the most valuable, or whatever. Corporate raiders, professional athletes, and
impassioned researchers are all examples of Competitor Archetypes.
Willpower Condition: Regain one point of Willpower whenever you succeed at a test or
challenge. Note that a test or challenge is more than just a dice roll; it’s an entire
dramatic situation. Especially difficult victories may, at the Storyteller’s discretion, allow
you to regain multiple Willpower points.

Confidant
The Confidant is a trustworthy face, offering comfort and advice naturally.
Willpower Condition: Regain Willpower whenever someone reveals a major secret to you.

Conformist
The Conformist is a follower, taking another’s lead and finding security in the decisions of
others. She prefers not to take charge, instead seeking to throw in with the rest of the group and
lend her own unique aid. The Conformist is drawn to the most dynamic personality or the
individual she perceives to be the “best.” Being a Conformist is not necessarily a bad thing
—every group needs followers to lend stability to their causes. Groupies, party voters, and “the
masses” are Conformist Archetypes.

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Willpower Condition: Regain a point of Willpower whenever the group or your supported
leader achieves a goal due to your support.

Conniver
Why work for something when you can trick somebody else into getting it for you? The Conniver
always tries to find the easy way. Some people call him a thief, a swindler, or less
pleasant terms, but he knows that everybody in the world would do unto him if they could.
He just does it first, and better. Criminals, con artists, salespeople, urchins, and
entrepreneurs might be Connivers.
Willpower Condition: Regain a point of Willpower whenever you trick someone into doing
something for you, or when you convince someone to help you against their own best
interests.

Creep Show
You strive to shock and disgust those around you with gratuitous acts and ostentatiously
“evil” mannerisms. You realize, of course, that it’s all show and merely a way to
intimidate and control others. Outsiders, on the other hand, think you are the Devil incarnate,
and you revel in this image. Shock-rockers, rebellious teenagers, circus freaks, and the
attention-starved exemplify the Creep Show Archetype.
Willpower Condition: Regain a point of Willpower whenever someone recoils from you in
horror or otherwise reacts in fear.

Curmudgeon
A Curmudgeon is bitter and cynical, finding flaws in everything and seeing little humor in life
or unlife. He is often fatalistic or pessimistic, and has very little esteem for others. To the
Curmudgeon, the glass is never more than half-full, though it may be damn near empty when
other people are involved. Many Internet junkies, pop-culture fans, and Generation Xers are
Curmudgeons. Kindred Curmudgeons see elder oppression or spoiled neonates running
amok behind every development in undead society, and may or may not rise beyond
acerbic grumbling to change anything.
Willpower Condition: Regain a point of Willpower whenever someone does something specific
and negative, just like you said they would. You must predict and quantify this failure
aloud, such as by warning, “The Prince is going to fuck us on this one,” or “Just
watch, that Malkavian’s ghoul is going to do something really reckless.” You may simply
whisper your prophecy of grief to the Storyteller if you wish, instead of announcing it to the
whole troupe.

Dabbler
The Dabbler is interested in everything but focuses on nothing. He flits from idea to idea,

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passion to passion, and project to project without actually finishing anything. Others may get
swept up in the Dabbler’s enthusiasm, and be left high and dry when he moves on to
something else without warning. Most Dabblers have high Intelligence, Charisma, and
Manipulation ratings, but not much in the way of Wits or Stamina.
Willpower Condition: Regain Willpower whenever you find a new enthusiasm and drop
your old one completely.

Deviant
The Deviant is a freak, ostracized from society by unique tastes or beliefs that place her
outside the mainstream. Deviants are not indolent rebels or shiftless “unrecognized
geniuses”; rather, they are independent thinkers who don’t quite fit in the status quo.
Deviant Archetypes often feel that the world stands against them, and as such reject
traditional morality. Some have bizarre tastes, preferences, and ideologies. Extremists,
eccentric celebrities, and straight-up weirdos are Deviant Archetypes.
Willpower Condition: Regain a point of Willpower any time you are able to flout social mores
without retribution.

Director
To the Director, nothing is worse than chaos and disorder. The Director seeks to be in
charge, adopting a “my way or the highway” attitude on matters of decision-making. The
Director is more concerned with bringing order out of strife, however, and need not be truly “in
control” of a group to guide it. Coaches, teachers, and many political figures exemplify the
Director Archetype.
Willpower Condition: Regain a point of Willpower when you influence or aid a group or
influential individual in the completion of a difficult task.

Enigma
Your actions are bizarre, puzzling, and inexplicable to everyone except yourself. Your
strangeness may be a residual effect from some trauma, or the most effective way for you to
carry out your work. To the rest of the world, however, your erratic actions suggest that you’re
eccentric if not completely crazy. Conspiracy theorists, deep-cover agents, and Jyhad fanatics
all live up to the Enigma Archetype
Willpower Condition: Regain a point of Willpower whenever someone is completely
perplexed or baffled by one of your actions that later turns out to be a fruitful endeavor.

Explorer
The Explorer is a pathfinder, a discoverer, always seeking something new.
Willpower Condition: Regain Willpower whenever you discover (or rediscover) something
important.

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Eye of the Storm
Despite your calm appearance, chaos and havoc seems to follow you. From burning cities
to emotional upheaval, death and destruction circle you like albatrosses. For you, unlife is a
never-ending trial with uncertainty around every corner. Gang leaders, political figures, and
other influential individuals exemplify the Eye of the Storm Archetype.
Willpower Condition: Regain a point of Willpower whenever a ruckus, riot, or less violent but
equally chaotic phenomenon occurs around you.

Fanatic
The Fanatic has a purpose, and that purpose consumes his existence. The Fanatic
pours himself into his cause, and he may even feel guilty for undertaking any objective that
deviates from his higher goal. To the Fanatic, the end justifies the means. Players who
choose Fanatic Archetypes must select a cause for their character to further. Revolutionaries,
zealots, and sin-cere firebrands are all examples of Fanatic Archetypes.
Willpower Condition: Regain a point of Willpower whenever you accomplish some task
that directly relates to your cause.

Gallant
Gallants are flamboyant souls, always seeking attention and the chance to be the brightest star.
Gallants seek the company of others, if only to earn their adoration. Attention drives the
Gallant, and the chase is often as important as its end. Nothing excites a Gallant so
much as a new audience to woo. Performers, only children, and those with low self-
esteem often embody the Gallant Archetype.
Willpower Condition: Regain a Willpower point whenever you successfully impress another
person. Ultimately, the Storyteller is the arbiter of how much you dazzle someone, even in the
case of other players’ characters.

Gambler
Life is like the toss of the dice and there is no greater thrill than beating the odds. Gamblers
sometimes get themselves into dangerous situations for the pleasure of risk.
Willpower Condition: Regain Willpower whenever you take a large risk and successfully get a
large payoff.

Guru
Your enlightenment draws others to you. You may be a mentor of a particular Path of
Enlightenment, a priest with the Church, or merely an idealist. Whatever the case, your
presence motivates and moves others to engage in spiritual or ideological pursuits. Your peers
view you as calm, centered, and “with it,” even when you are preaching violence as a means to
an end. Cult leaders, Zen masters, and Pack Priests are examples of Gurus.

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Willpower Condition: Regain a point of Willpower whenever someone seeks out your help in
spiritual matters and your guidance moves that individual to an enlightened action that he
normally would not have taken. Also, regain a point of Willpower whenever you achieve an
epiphany that relates to your personal philosophy.

Idealist
The Idealist believes — truly, madly, deeply — in some higher goal or morality. The object
of his ideal-ism may be something as pragmatic as the Camarilla’s eventual triumph or as
amorphous as the ultimate good, but the belief is there. In the meantime, an Idealist tries to
reconcile his beliefs with the demands of vampiric existence, often acting contrary to his self-
interest in doing so.
Willpower Condition: Regain a point of Willpower any time an action in pursuit of your ideals
furthers your goals and brings your ideal closer to fruition.

Judge
The Judge perpetually seeks to improve the system. A Judge takes pleasure in her rational
nature and ability to draw the right conclusion when presented with facts. The Judge respects
justice, as it is the most efficient model for resolving issues. Judges, while they pursue the
“streamlining” of problems, are rarely visionary, as they prefer proven models to insight.
Engineers, lawyers, and doctors are often Judge Archetypes.
Willpower Condition: Regain a point of Willpower whenever you correctly solve a
problem by considering the evidence presented, or when one of your arguments unites
dissenting parties.

Loner
Even in a crowd the Loner sticks out, because he so obviously does not belong. Others
view Loners as pariahs, remote, and isolated, but in truth the Loner prefers his own
company to that of others. For whatever reason, the Loner simply disdains others, and this
feeling is often reciprocated. Criminals, radicals, and free thinkers are all Loner Archetypes.
Willpower Condition: Regain a point of Willpower when you accomplish something by
yourself, yet which still benefits the coterie in some way.

Martyr
The Martyr suffers for his cause, enduring his trials out of the belief that his discomfort will
ultimately improve others’ lot. Some Martyrs simply want the attention or sympathy their
ordeals engender, while others are sincere in their cause, greeting their opposition with
unfaltering faith. Many revolutionaries, staunch idealists, and outcasts are Martyr Archetypes.
Willpower Condition: Regain a point of Willpower when you suffer some amount of
damage or loss of a definable resource for your ideals or another’s immediate gain.

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Masochist
The Masochist exists to test his limits, to see how much pain he can tolerate before he
collapses. He gains satisfaction in humiliation, suffering, denial, and even physical pain. The
Masochist defines who he is by his capacity to feel discomfort — he rises each night only to
greet a new pain. Certain extreme athletes, urban tribalists, and the clinically depressed
exemplify the Masochist Archetype.
Willpower Condition: Regain one point of Willpower when your own suffering leads to
some tangible gain for you, and two points of Willpower whenever you experience pain in a truly
unique way.

Meddler
The Meddler constantly interferes with the activities and business of others, invited or not, and
often believes they know what’s best.
Willpower Condition: Regain Willpower whenever you can prove that your meddling wound up
having a positive effect.

Monger
The Monger is ruled by greed for money, power, or even information.
Willpower Condition: Regain Willpower whenever you claim or preserve the object of your
desire.

Monster
The Monster knows she is a creature of darkness and acts like it. Evil and suffering
are the Monster’s tools, and she uses them wherever she goes. No villainy is below her,
no hurt goes uninflicted, and no lie remains untold. The Monster does not commit evil for its own
sake, but rather as a means to understand what she has become. Unstable individuals, those
who have been greatly wronged or harmed, and those defined as sociopaths may come to
display characteristics of the Monster Archetype.
Willpower Condition: Malignant deeds reinforce the Monster’s sense of purpose. Monster
characters should pick a specific atrocity, regaining Willpower whenever they indulge that
urge. For example, a tempter regains Willpower for luring someone into wickedness, while
an apostate earns back Willpower for causing another to doubt her faith. Pick a destiny and
fulfill it. Storytellers, be careful with how you reward this Archetype. For example, a player who
chooses violence as an atrocity shouldn’t recoup Willpower in every combat, but perhaps
only in those that involve wanton destruction, or even cause degeneration checks due to
their gruesomeness. Monster is a difficult Archetype for which to offer rewards, and those
rewards should come as a result of the character challenging his own descent into the Beast,
not rampaging ungovernably because he gains an ever-refreshing pool of bonus dice.

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Nonpartisan
The Nonpartisan seeks to deal with situations and people objectively, without any preconceived
notions, or giving in to popular belief.
Willpower Condition: Regain Willpower any time your resistance to popular sentiment is
vindicated.

Omega
The Omega is the lowest of the totem pole, receiving the worst food, equipment, and cuts from
jobs.
Willpower Condition: Regain Willpower any time your achieve something that should grant
recognition that doesn’t. Gain one permanent Willpower when you increase your social standing
and choose a new archetype. However, you can only ever five temporary Willpower while you
possess this archetype.

Pedagogue
The Pedagogue knows it all, and desperately wants to inform others. Whether through a sense
of purpose or a genuine desire to help others, the Pedagogue makes sure his message is
heard — at length, if necessary. Pedagogue Archetypes may range from well-meaning
mentors to verbose blowhards who love to hear themselves talk. Instructors, the
overeducated, and “veterans of their field” are all examples of Pedagogue Archetypes.
Willpower Condition: Regain one point of Willpower whenever you see or learn of someone
who has benefited from the wisdom you shared with them.

Penitent
The Penitent exists to atone for the grave sin she commits simply by being who she is.
Penitents have either low self-esteem or traumatic past experiences, and feel compelled to
“make up” for inflicting themselves upon the world. Penitent Archetypes are not always religious
in outlook; some truly want to scourge the world of the grief they bring to it. Repentant
sinners, persons with low self-esteem, and remorseful criminals are examples of the Penitent
Archetype.
Willpower Condition: Regain a point of Willpower whenever you feel that you have
achieved absolution for a given grievance. This redemption should be of the same
magnitude as the transgression — the greater the crime, the greater the penance. The
Storyteller is the ultimate arbiter of what constitutes a reasonable act of reparation.

Perfectionist
Perfectionist Archetypes demand flawless execution. A half-hearted job gives the Perfectionist
no satisfaction, and she expects the same degree of commitment and attention to detail from
others that she demands from herself. Although the Perfectionist may be exacting, the

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achievement of the end goal drives her, and often those for whom she is responsible.
Prima donnas, artists, and architects exemplify the Perfectionist Archetype.
Willpower Condition: Regain a point of Willpower whenever you accomplish your goal
without any demonstrable flaw or impediment, and regain a Willpower point whenever you
motivate another character to succeed as a result of your own shining example.

Predator
The Predator is a killer, plain and simple. Your prey either beats you, or dies. Simple Darwinism,
really.
Willpower Condition: Regain Willpower whenever your “survival of the fittest” code proves that
you are, indeed, the fittest.

Provider
The Provider’s first concern are those they love, whether that be friends of family. When push
comes to shove, the wellbeing of their loved ones wins out.
Willpower Condition: Regain Willpower when you make a sacrifice for the wellbeing of those
you love.

Rebel
The Rebel is a malcontent, never satisfied with the status quo or the system as it is. He hates
the very idea of authority and does everything in his power to challenge and undermine it.
Perhaps the Rebel truly believes in his ideals, but it is just as likely that he bears authority
figures some ill will over a “wrong” done to him in the past. A Rebel may hate institutions
categorically, or she may be consumed with opposition toward a single particular authority.
Teenagers, insurrectionists, and nonconformists all exemplify the Rebel Archetype.
Willpower Condition: Regain a point of Willpower whenever your actions adversely
affect your chosen opposition. Rebels may oppose the government, the Church, a
vampire Prince, or any other holder of authority. The player should choose whom or
what his character rebels against when he adopts this Archetype. Storytellers should take
rebellion against “all authority” with a grain of salt, and apply the Willpower reward for such a
broad concept to only greater and greater actions of insurgency.

Reluctant
The Reluctant has not yet accepted their nature or duty in life. Whether this is the fact that they
are Garou or Vampire, or what have you, they’ll need to do some soul searching before they
can move forward.
Willpower Condition: Gain a permanent Willpower when you accept your place in the world,
and choose a new archetype.

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Rogue
Only one thing matters to the Rogue: herself. To each his own, and if others cannot protect
their claims, they have no right to them. The Rogue is not necessarily a thug or bully,
however. She simply refuses to succumb to the whims of others. Rogues almost universally
possess a sense of self-sufficiency. They have their own best interests in mind at all times.
Prostitutes, capitalists, and criminals all embody the Rogue Archetype.
Willpower Condition: Regain a point of Willpower when your self-centered disposition leads
you to profit, materially or otherwise. At the Storyteller’s discretion, accumulating gain
without exposing your own weaknesses may let you regain two points of Willpower. As well,
you may regain a point of Willpower when your efforts benefit the group to which you belong
when that benefit comes at the expense of another group.

Sadist
You exist to inflict pain and suffering upon others. Killing is too easy; torture is the best way
to truly harm a person, and you seek the slowest, most painful means to push others to the
ultimate limits. Pain — others’ pain — gives you immense pleasure. Drill sergeants, jilted
ex-lovers, and some of the terminally deranged may all embody the Sadist Archetype at
one time or another; sadism is rare enough to appear only in aberrant cases, rather than
reliably in any type or class of person.
Willpower Condition: Regain a point of Willpower whenever you inflict pain upon someone for
no reason other than your own pleasure.

Scientist
To a Scientist, existence is a puzzle which she can help to reassemble. A Scientist
logically and methodically examines her every situation and maneuver, looking for logical
outcomes and patterns. This is not to say that the Scientist is always looking for a scientific
or rational explanation, but rather she examines her surroundings rigorously and with a
critical eye. The system a Scientist attempts to impose on the world may be completely
ludicrous, but it is a system, and she sticks by it.
Willpower Condition: Regain Willpower any time a logical, systematic approach to a problem
helps you solve it, or information gathered logically is of use in another, similar situation.

Sociopath
All inferior beings both living and undead should be exterminated in order to bring about
a harmonious existence. You likely feel no remorse when you kill (depending upon your
Humanity or Path). On the contrary, you are doing a glorious deed for society. Some
supernaturals tare critical of your violent nature, but you sometimes manage to sway them
with arguments like, “Darwin would agree that I’m only helping nature along!” and, “Only the
strongest shall survive!”

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Willpower Condition: Regain Willpower whenever you are the greatest contributor to a body
count after everything has settled down. This count includes times when you are the only killer,
and it needs not result from a massive combat.

Soldier
The Soldier is not a blindly loyal follower. While she exists for orders, she does not adhere
to them unquestioningly. More independent than a Conformist but too tied into the idea of
command to be a Loner, the Soldier applies her own techniques to others’ goals. While
she may seek command herself someday, her ambitions lie within the established hierarchy and
structure. The Soldier has no compunctions about using whatever means necessary to do what
needs to be done, so long as the orders to do so came from the right place.
Willpower Condition: Regain a point of Willpower when you achieve your orders’
objectives. The more difficult the orders are to fulfill, the better it feels to accomplish them. At
Storyteller discretion, pulling off a spectacular success or fulfilling a lengthy mission may
well be worth additional Willpower points.

Stoic
The Stoic seeks to always remain calm at almost all times, even in the face of immensely
stressful and dangerous situations
Willpower Condition: Regain Willpower whenever you manage to overcome a serious setback
or loss without giving in to anger or other strong emotion.

Survivor
No matter what happens, no matter the odds or opposition, the Survivor always manages to pull
through. Whether alone or with a group, the Survivor’s utter refusal to accept defeat often
makes the difference between success and failure. Survivors are frustrated by others’
acceptance of “what fate has in store” or willingness to withstand less than what they can
achieve. Outcasts, street folk, and idealists may well be Survivor Archetypes.
Willpower Condition: Regain one point of Willpower whenever you survive a threatening
situation through tenacity, or when your counsel causes someone else to persist in spite of
opposition.

Thrill-Seeker
The Thrill-Seeker lives for the rush of danger. Unlike those of arguably saner
disposition, the Thrill-Seeker actively pursues hazardous and possibly deadly situations. The
Thrill-Seeker is not consciously suicidal or self-destructive; he simply seeks the stimulation of
imminent disaster. Gangbangers, petty thieves, and exhibitionists are all examples of the Thrill-
Seeker Archetype.
Willpower Condition: Regain a point of Willpower any time you succeed at a dangerous

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task that you have deliberately undertaken. Thrill-Seekers are not stupid, however, and the
Storyteller may choose not to reward a player who heedlessly sends her character into danger
for the sole intent of harvesting Willpower.

Traditionalist
The orthodox ways satisfy the Traditionalist, who prefers to accomplish her goals with time-
tested methods. Why vary your course when what has worked in the past is good
enough? The Traditionalist finds the status quo acceptable, even preferable, to a change that
might yield unpredictable results. Conservatives, judges, and authority figures are all examples
of Traditionalist Archetypes.
Willpower Condition: Regain a point of Willpower any time the proven ways turn out to be
the best. Also, regain a point of Willpower any time you adhere to one of your
previously espoused positions and it proves to be a wise course of action.

Trickster
The Trickster finds the absurd in everything. No matter how grim things may become, the
Trickster always uncovers a kernel of humor within it. Tricksters cannot abide sorrow or
pain, and so they strive to lighten the spirits of those around them. Some Tricksters have even
higher ideals, challenging static dogma by exposing its failures in humorous ways. Comedians,
satirists, and social critics are examples of Trickster Archetypes.
Willpower Condition: Regain a point of Willpower any time you manage to lift others’ spirits,
especially if you are able to assuage your own pain in the process.

Visionary
The Visionary is strong enough to look beyond the mundane and perceive the truly wondrous.
Visionaries test accepted societal limits, and seek what few others have the courage to imagine.
She rarely finds satisfaction in what society has to offer; she prefers to encourage society to
offer what it could instead of what it does. Typically, society responds poorly to Visionaries.
Philosophers, inventors, and the most inspired artists often have Visionary Natures.
Willpower Condition: Regain a point of Willpower each time you are able to convince
others to have faith in your dreams and follow the course of action dictated by your
vision. Note that gaining support is the key to a Visionary regaining Willpower. Success need
not come to a Visionary, at least not with every step in changing the structures in question.
Her greatest successes may indeed come after her Final Death.

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Attributes
Physical
Strength
Strength determines how much weight a character can carry, how hard you hit, and generally
how much force you can exert. It applies most notably to melee and brawl damage rolls.
Sample Specialties: Never Lets Go, Powerful Arms, Reserves of Strength, Vicious

Dexterity
Dexterity is indicative of a character’s speed, agility, and coordination. It applies most notably to
hit rolls.
Sample Specialties: Precise, Swift, Feline Grace, Lightning Reflexes

Stamina
Stamina is a measure of a character’s hardiness, health, and resilience. It applies most notably
to soak rolls.
Sample Specialties: Tireless, Determined, Tough as Nails, Vigorous

Social
Charisma
Charisma indicates how enticing and powerful a character can get their words across. It is most
often used to convince others to see a point of view.
Sample Specialties: Graceful, Smooth Talker, Forceful, Urbane, Witty, Eloquent, Smooth
Talker

Manipulation
Manipulation is all about convincing others to do what you want. It differs from Charisma in that
it is used to trick, bluff, and otherwise deceive targets.
Sample Specialties: Persuasive, Seductive, Well Reasoned, Misdirection, Conjurer of “Facts”

Appearance
Appearance is an amalgam of factors that essentially influence how they are seen by others on
first impression.
Sample Specialties: Unconventional, Photogenic, Fashionable, Unforgettable Face,
Memorable Pose

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Mental
Perception
Perception measures how aware the character is of their surroundings, and how much they
notice
Sample Specialties: [Sense], Attentive, Insightful, Careful, Discerning, Tactical

Intelligence
Intelligence is indicative of a character’s ability to grasp facts and knowledge, reason, solve
problems, and evaluate situations.
Sample Specialties: Book Knowledge, Creative, Analytical, Problem Solver, [Subject] Authority

Wits
Wits measures how quickly a character thinks on their feet and their general cleverness. It is
most notably rolled as part of initiative.
Sample Specialties: Getting the Jump on Others, Witty Bon Mots, Changes in Strategy,
Ambushes

Abilities
Talents
Talents may be rolled without the actual ability (only rolling the attribute) without penalty. In Dark
Ages, Ledgermain has been removed, and Streetwise is available

Alertness
Alertness is your basic knack for noticing things.
Sample Specialties: Noises, Eavesdropping, Fine Details, Hidden Weapons, Crowds, Forests,
Animals

Athletics
Athletics is indicative of your basic athletic capability as well as training in sports and the like.
Sample Specialties: Swimming, Climbing, Acrobatics, Dancing, Parkour, [Specific Sport]

Awareness
Awareness is your instinctive ability to sense supernaturals.
Sample Specialties: Ghostly Activity, Mystical Objects, Mind Control, Debunking

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Brawl
Brawl is your ability to hit things with your body, whether it’s street fighting or codified martial
arts.
Sample Specialties: Dirty Fighting, Strikes, Throws, Holds, [Specific Style]

Dodge
Dodge is your ability to not get hit by stuff.
Sample Specialties: Brawling, Sidestep, Projectiles,

Empathy
Empathy is your ability to understand the emotions of others, as well as to get a general “feel”
for them.
Sample Specialties: Emotions, Insight, Motives, Gaining Trust

Expression
Expression is your ability to get your point across, whether through poetry, conversation, or
what have you.
Sample Specialities: Acting, Poetry, Fiction, Improv

Intimidation
Intimidation is your ability to coerce others with threats, violence, and other forceful methods.
Sample Specialties: Veiled Threats, Pulling Rank, Physical Coercion, Blackmail

Streetwise
Streetwise is your ability to blend in, pick up gossip, understand slang, and understand the
criminal element
Sample Specialties: Fencing, Illegal Drugs, Illegal Weapons

Subterfuge
Subterfuge is your ability to conceal your own motives and lie.
Sample Specialties: Seduction, Lying, Feigning Mortality, Long Con

Skills
Skills may be rolled without the appropriate ability with a -2 ability. In Modern WoD, Ride and
Archery are available for purchase, and crossbows can use either ability. In Dark Ages,
Commerce is removed, amd Firearms and Drive are unavailable.

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Animal Ken
Animal Ken is your ability to predict animal behavior, train creatures, or influence animals.
Sample Specialties: [Specific Animal], [Specific Training]

Crafts
Crafts is your ability to create things.
Sample Specialties: [Specific Craft], Home Repair, Appraisal

Drive/Ride
Drive is your ability to pilot vehicles. While it can be used for vehicles other than off-the-line
automobiles and bikes, it is not recommended. Dark Ages characters take Ride instead, and
Modern characters may also purchase Ride.
Sample Specialties: Off Road, Motor Cycles, High Speed, Heavy Traffic, Avoiding Cops

Etiquette
Etiquette is your ability to understand the nuances of proper behaviour.
Sample Specialties: At Elysium, Business, High Society, Sabbat Protocol, [Specific Culture]

Firearms/Archery
Firearms is your ability to shoot things. With guns.
Dark Ages characters take archery, and Modern characters may.
Sample Specialties: Fast-Draw, Gunsmithing, Marksmanship, [Specific Firearm]

Larceny
Larceny is your skill at breaking and entering, picking locks, forgery, and all manner of criminal
intent.
Sample Specialties: Safecracking, Misdirection, Lockpicking, Hotwiring, Pickpocketing

Leadership
Leadership is your ability to direct and command others.
Sample Specialties: Oratory, Compelling, Friendly, Open, Noble, Military

Melee
Melee is your ability to hit things with weapons.
Sample Specialties: Fast-Draw, [Specific Weapon], Improvised Weapon, Riposte, Parry,
Disarm

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Performance
Performance is your ability to perform artistic endeavors, such as singing, dancing, and the like.
Sample Specialties: Dancing, Singing, [Specific Instrument], [Specific Genre]

Stealth
Stealth is your ability to move about unnoticed.
Sample Specialties: Hiding, Silent Movement, Shadowing, Crowds

Survival
Survival is your ability to get about in the wilderness.
Sample Specialties: Tracking, Hunting, Foraging, [Specific Environment]

Knowledges
Knowledges may be rolled without the appropriate ability at a -2 penalty, with a maximum of one
success. In Dark Ages, Computer and Technology are unavailable, Theology is removed. In
Modern, Hearth Wisdom and Bureaucracy (Seneschal) are available.

Academics
Academics is your knowledge of humanities, literature, history, art, philosophy, and other liberal
arts
Sample Specialties: Postculturalism, Impressionist Painting, Imperial Rome, Color Theory

Computer
Computer is your knowledge of how software works.
Sample Specialties: [Specific Program], Computer Languages, Databases, Viruses

Finance
Finance is your knowledge of how money works, and how to make, save, and invest it.
Specialties: Stock Market, Laundering, Appraisal, Foreign Currencies, Accounting,
Corporations, Federal Bailouts

Enigmas
Enigmas is your ability to put together a sound conclusion from little information. This is useful
for puzzles, riddles, and mysteries.
Sample Specialties: Deduction, Riddles, Quick Solutions, Historical Puzzles, Codes and
Ciphers

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Hearth Wisdom
Hearth Wisdom is your knowledge of such things are urban legends, old wives’ tales, and
similar information. It differs from Occult in that Hearth Wisdom is generally just that- non-
codified knowledge spread by word of mouth.
Sample Specialties: [Locale], [Culture], Omens, Wards, Home Remedies, Poisons, Charms

Investigation
Investigation is your knowledge of researching and following leads.
Sample Specialties: Forensics, Shadowing, Searching, Discolorations

Law
Law is your knowledge of legal statutes and the procedures for enforcing them.
Sample Specialties: Criminal, Suits, Courtroom Protocol, Police Procedure, the Traditions,
Code of Milan

Linguistics
Linguistics if your knowledge of language. In addition, each point grants you additional
languages, as below.
One dot: One language
Two: Two languages
Three: Four languages
Four: Eight languages
Five: 16 languages
Six: 32 languages
Seven: 64 languages
Eight: 128 languages
Nine: 256 languages
Sample Specialties: Romance Languages, Idioms, Kanji, Hieroglyphs, Written Expression,
Ciphers

Medicine
Medicine is your knowledge of how the human body (and to an extent, the vampiric body)
functions.
Sample Specialties: Organ Transplants, Emergency Care, Poison Treatments, Pathology,
Pharmaceuticals, Kindred Condition

Occult
Occult is your knowledge of mysticism, magic, and folklore.
Sample Specialties: Rituals, Witches, [Specific Lore]

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Politics
Politics is your knowledge of bureaucracies, hierarchies, and the like, including government,
secret societies, clubs, and churches.
Sample Specialties: City, State, Federal, Bureaucracies, Dogma, Radical, [Specific
Organization]

Science
Science is your general knowledge of physical sciences, such as Chemistry, Biology, Physics,
or Geology
Sample Specialties: [Specific Subject]

Seneschal/Bureaucracy
Seneschal is the knowledge of how to run things in a household, business, or organization. In
Modern WoD, it is called Bureaucracy.
Sample Specialties: [Specific Type]

Technology
Technology is your knowledge of advanced hardware.
Sample Specialties: Telecom, Computers, Security Systems, Improvised Solutions

Secondary/Tertiary/Quaternary Abilities
Secondaries are more specific or more obscure abilities. Secondaries, at the very least, allow
you make a roll at standard difficulty, and may lower the difficulty further. Secondary abilities are
tied to a primary ability, which they are rilled in place of. Secondaries never gain specialties, but
specialties attached to the primary apply if they would normally. This list is by no means
comprehensive, and should only be considered as ideas. Some abilities are Tertiary, or even
Quaternary, meaning they are associated with another secondary or tertiary ability.

Secondaries
Accounting
Parent Ability: Finance or Bureaucracy
Accounting is the knowledge of keeping books for a business or organization.

Acrobatics
Parent Ability: Athletics
Acrobatics is the ability to perform feats of great coordination.

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Acting
Parent Ability: Expression or Subterfuge
Acting is the ability to play a made-up role

Agriculture
Parent Ability: Science
Agriculture is the study of cultivating plants and livestock

Animal Training
Parent Ability: Animal Ken
Animal Training is the ability to teach animals to perform tasks.

Anthropology
Parent Ability: Academics
Anthropology is the study of humans, their behaviour, and their societies.

Appraise
Parent Ability: Craft or Finance
Appraise is the ability to determine an item’s value.

Archaeology
Parent Ability: Academics
Archaeology is the study of ancient civilizations, particularly dead ones.

Area Knowledge [Area]


Parent Ability: Streetwise or Politics
Area Knowledge is knowledge of a region that is generally accessible to the public. It must be
taken separately for any given area.

Astrology
Parent Ability: Occult or Hearth Wisdom
Astrology is the ability to glean mystical significance in the stars and their position.

Astronomy
Parent Ability: Science
Astrology is the study of stars and their place in the sky.

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Auto-Repair
Parent Ability: Crafts
Auto-Repair is the ability to fix auto-mobiles.

Axes
Parent Ability: Melee
Axes is the ability to strike foes with axes.

Biology
Parent Ability: Science
Biology is the study of life.

Blacksmithing
Parent Ability: Crafts
Blacksmithing is the ability to forge metal.

Bluff
Parent Ability: Subterfuge
Bluff is the ability to lie.

Body Modification
Parent Ability: Crafts or Medicine
Body Modification is the ability to cosmetically alter flesh with mundane methods.

Bow Instruments
Parent Ability: Performance
Bow Instruments allows you to play instruments such as violins, cellos, and violas.

Brass Instruments
Parent Ability: Performance
Brass Instruments is the ability to play instruments such as trumpets, horns, and tubas.

Business
Parent Ability: Bureaucracy and Finance
Business is the ability to run an establishment that makes a profit.

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Camouflage
Parent Ability: Stealth or Survival
Camouflage is the ability to be unseen.

Camping
Parent Ability: Survival
Camping is the ability to sleep comfortably in the wild.

Cardiology
Parent Ability: Medicine
Cardiology is the medical knowledge of the heart.

Carpentry
Parent Ability: Crafts
Carpentry is the ability to make furniture and other wooden creations with lumber, nails, and
simple tools.

Climbing
Parent Ability: Athletics
Climbing is the ability to lift oneself up, over, and across obstacles under their own power.

Chemistry
Parent Ability: Science
Chemistry is the knowledge of period elements, their compounds, and how they interact with
each other.

Comedy
Parent Ability: Expression or Perform
Comedy is the ability to create funny jokes.

Composition
Parent Ability: Expression
Composition is the ability create stories and the like.

Cooking
Parent Ability: Craft
Cooking is the ability to prepare meals.

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Criminology
Parent Ability: Law
Criminology is the study of criminal behaviour.

Culture
Parent Ability: Etiquette
Culture is the study and implementation of social mores into your behaviour.

Dancing
Parent Ability: Athletics or Performance
Dancing is the ability to express oneself with bodily movement.

Debate
Parent Ability: Etiquette or Law
Debate is the ability to sway an audience to your side with reasoned arguments.

Demolitions
Parent Ability: Craft
Demolition is the ability to destroy constructed objects.

Dentistry
Parent Ability: Medicine
Dentistry is the medical knowledge of teeth.

Dermatology
Parent Ability: Medicine
Dermatology is the medical knowledge of skin.

Diplomacy
Parent Ability: Etiquette
Diplomacy is the ability to make peace.

Disguise
Parent Ability: Subterfuge
Disguise is the ability to appear as someone else.

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Economics
Parent Ability: Finance
Economics is the study of production, distribution, and consumption.

Encoding
Parent Ability: Enigmas or Linguistics
Encoding is the knowledge of creating and breaking ciphers and codes.

Endocrinology
Parent Ability: Medicine
Endocrinology is the medical knowledge of the hormonal system.

Escape Artist
Parent Ability: Larceny
Escape Artist is the ability to get yourself out of tight situations.

Fast-Draw
Parent Ability: Firearms or Melee
Fast-Draw is the ability to reflexively draw a weapon. It is rolled with Dexterity at (Diff 8), and
requires three successes to do so.

Fencing
Parent Ability: Streetwise or Larceny
Fencing is the ability to sell illegal and stolen items

Fishing
Parent Ability: Survival
Fishing is the ability to catch fish from the water.

Forensics
Parent Ability: Investigation
Forensics is the knowledge of using evidence to piece together events that happened.

Gastroenterology
Parent Ability: Medicine
Gastroenterology is the medical study of the digestive system.

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Geography
Parent Ability: Academics
Geography is the study of terrains and maps.

Geology
Parent Ability: Science
Geology is the study of rocks.

Hammers
Parent Ability: Melee
Hammers is the ability to smash things with hammers.

Heavy Weaponry
Parent Ability: Firearms
Heavy Weaponry is the ability to fire weapons such as artillery, cannons, bazookas, and the
like.

Hematology
Parent Ability: Medicine
Hematology is the medical study of blood.

History
Parent Ability: Academics
History is the study of past events.

Hotwiring
Parent Ability: Larceny or Auto-Repair
Hotwiring is the ability to activate a vehicle without the key.

Hunting
Parent Ability: Animal Ken or Survival
Hunting is the ability to track and kill beasts.

Improvised Weapons
Parent Ability: Brawl or Melee
Improvised weapons is the ability to hit things with things that aren’t typically considered
weapons.

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Instruction
Parent Ability: Academics
Instruction is the ability to teach others things you already know.

Jumping
Parent Ability: Athletics
Jumping is the ability to leap great distances and heights

Knives
Parent Ability: Melee
Knives is the ability to hit things with knives

Land Navigation
Parent Ability: Survival
Land Navigation is the ability to move about land based terrain.

[Specific] Law
Parent Ability: Law
This is the knowledge of a specific type of law. Examples include Religious, Constitutional,
Criminal, Civil, Maritime, Animal, Common, Corporate, Environmental, State, Local, Federal,
International, Contract, and many others.

Literature
Parent Ability: Academics or Linguistics
Literature is the study of written works.

Locksmithing
Parent Ability: Larceny
Locksmithing is the ability to open locks without the original key.

Lucid Dreaming
Parent Ability: Occult
Lucid dreaming is the ability to realise that you are dreaming and to control that dream.

Mathematics
Parent Ability: Academics or Science
Mathematics is the study of numbers and how they interact with each other.

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Meditation
Parent Ability: Occult
Meditation is the ability of calming the mind, controlling emotions, and relaxing the mind.

Meteorology
Parent Ability: Science
Meteorology is the knowledge of weather.

Mimicry
Parent Ability: Subterfuge or Perform
Mimicry is the ability to imitate sounds, whether from animals or people.

Musical Composition
Parent Ability: Expression
Musical Composition is the ability to create music.

Mythology
Parent Ability: Academics or Occult
Mythology is the study of historical religions.

Negotiation
Parent Ability: Etiquette
Negotiation is the ability to come to an agreement.

Nephrology
Parent Ability: Medicine
Nephrology is the medical study of kidneys.

Neurology
Parent Ability: Medicine
Neurology is the medical study of the brain and nervous system.

Oceanography
Parent Ability: Academics or Science
Oceanography is the study of ocean features.

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Omens
Parent Ability: Enigmas, Hearth Knowledge, or Occult
Omens is the knowledge of signs and portents

Oncology
Parent Ability: Medicine
Oncology is the medical study of cancer.

Optometry
Parent Ability: Medicine
Optometry is the medical knowledge of eyes.

Paleontology
Parent Ability: Science
Paleontology is the study of extinct creatures, specifically, their fossils.

Pathology
Parent Ability: Medicine
Pathology is the medical study of diseases and other malignancies.

Percussion Instruments
Parent Ability: Perform
Percussion Instruments allows you to play instruments such as drums, xylophones, and the like.

Pharmacology
Parent Ability: Medicine
Pharmacology is the medical study of drugs.

Philosophy
Parent Ability: Academics
Philosophy is the study of ethics, knowledge, and existence.

Physics
Parent Ability: Science
Physics is the study of forces and how they interact.

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Pickpocket
Parent Ability: Larceny
Pickpocket is the ability to lift items off a target’s person.

Pilot Aircraft
Parent Ability: Drive
Pilot Aircraft is the ability to fly airplanes and helicopters.

Pilot Boats
Parent Ability: Drive
Pilot Boats is the ability to operate mechanised seafaring vessels.

Pilot Heavy Machinery


Parent Ability: Drive
Pilot Heavy Machinery is the ability to operate large trucks, tractors, tanks, and the like.

Pistols
Parent Ability: Firearms
Pistols is the ability to use small, handheld firearms, such as handguns, revolvers, and SMGs.

Poetry
Parent Ability: Expression
Poetry is your ability to compose prose that follows a rhythm of some kind.

Poison
Parent Ability: Medicine or Hearth Wisdom
Poison is the knowledge of toxic substances.

Pottery
Parent Ability: Crafts
Pottery is the ability to work clay into utensils and dishes.

Programming
Parent Ability: Computer
Programming is the knowledge of writing computer software.

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Psychology
Parent Ability: Empathy or Medicine
Psychology is the study of the intricacies human mind

Pulmonology
Parent Ability: Medicine
Pulmonology is the medical knowledge of lungs.

Rifles
Parent Ability: Firearms
Rifles is the ability to use fire longarms that fire bullets, such as rifles, machine guns, and the
like.

Rituals
Parent Ability: Occult
Rituals is the knowledge of how magic behaves with objects, motions, and the like. While rituals
doesn’t help perform them, it can help research and develop them.

Sail
Parent Ability: Drive
Sail is the ability to operate wind-powered vessels.

Scan
Parent Ability: Alertness
Scan is the ability to quickly scan a large area in hopes of seeing something.

Search
Parent Ability: Alertness or Investigation
Search is the ability to look around a small area in hopes of discovering more details

Security
Parent Ability: Larceny
Security is the knowledge of how to protect- or break into a building.

Sense Motive
Parent Ability: Empathy
Sense Motive is the ability to sense lies and deceit

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Sewing
Parent Ability: Crafts
Sewing is the ability to repair and make clothing from fabric and thread.

Shotguns
Parent Ability: Firearms
Firearms is the ability to fire longarms that fire a spread of pellets.

Silent Movement
Parent Ability: Stealth
Silent Movement is the ability to move about unheard.

Singing
Parent Ability: Performance
Singing is the ability to convey rhythm and melody with one’s voice.

Sleight of Hand
Parent Ability: Larceny
Sleight of Hand is the ability to conceal and misdirect with physical actions.

Stalking
Parent Ability: Stealth, Survival, or Investigation
Stalking is the ability to trail a target without being noticed.

String Instruments
Parent Ability: Performance
String Instruments is the ability to play instruments such as guitars, bass, ukuleles. This does
not allow you to play bow instruments.

Style
Parent Ability: Expression
Style is the skill of dressing, applying makeup, and otherwise accessorizing to make an impact.

Surgery
Parent Ability: Medicine
Surgery is the ability to medically repair trauma.

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[Environment] Survival
Parent Ability: Survival
[Environment] Survival is the ability to get along in a specific environment. Examples include
Plains, Desert, Ocean, Arctic, Forest, Jungle, Mountain, Swamp, River, and Underwater

Swimming
Parent Ability: Athletics
Swimming is the ability to traverse an aquatic environment under your own power.

Swords
Parent Ability: Melee
Swords is your ability to hit things with larger bladed weapons.

Theology
Parent Ability: Academics or Occult
Theology is the study of religion.

Torture
Parent Ability: Intimidation and Medicine
Torture is the ability to use pain and bodily harm to extract information, all while keeping the
subject alive.

Tracking
Parent Ability: Survival or Investigation
Tracking is the ability to follow trails left by creatures.

Translation
Parent Ability: Linguistics
Translation is the ability to take one language, and convert it into another.

Ventriloquism
Parent Ability: Subterfuge or Perform
Ventriloquism is the ability to throw one’s voice

Water Navigation
Parent Ability: Survival
Water Navigation is the ability to traverse water based terrain.

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Woodwind Instruments
Parent Ability: Performance
Wood Instruments is the ability to play instruments such as flutes, recorders, and ocarinas.

Zoology
Parent Ability: Animal Ken or Science
Zoology is the study of animals.

Tertiary Abilities
Algebra
Parent Ability: Mathematics
Algebra is the study of finding unknown numbers.

Architecture
Parent Ability: Mathematics and Craft

Biorhythms
Parent Ability: Meditation
Biorhythms is the ability to control your body’s normally autonomic functions.

Calculus
Parent Ability: Mathematics
Calculus is the study of constant change in mathematics.

City Secrets
Parent Ability: Applicable Area Knowledge
City Secrets is the ability to know the truth of a given city. It’s the difference between knowing
Cersei is devoted to her family, and knowing her children are the product of incest. As with Area
Knowledge, it must be taken separately for a given city.

Fast Talk
Parent Ability: Bluff
Fast Talk is the ability to bombard a listener with information to deceive, bewilder, and otherwise
socially overwhelm them.

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Geometry
Parent Ability: Mathematics
Geometry is the mathematical study of shapes.

Hypnotism
Parent Ability: Psychology
Hypnotism is the ability to plant sub- and unconscious suggestions in a target’s mind.

Safecracking
Parent Ability: Locksmithing
Safecracking is the ability to open safes without having the proper access.

Sewer Lore
Parent Ability: City Secrets
Sewer Lore is the knowledge of a city known only to those who dwell beneath it. As with City
Secrets and Area Knowledge, it must be taken separately.

Secondary Lores
Lore: Angels
Parent Ability: Occult

Lore: Cathayan
Parent Ability: Occult
Cathayan Lore is the knowledge of Kuei-Jin

Lore: Changing Breeds


Parent Ability: Occult
Changing Breeds Lore is knowledge of Shape Shifters.

Lore: Demon
Parent Ability: Occult
Demon Lore is the knowledge of beings from Lower Realms, including The Fallen.

Lore: Fae
Parent Ability: Occult
Fae lore is knowledge of the Changelings.

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Lore: Ghost
Parent Ability: Occult
Ghost Lore is knowledge of souls that are stuck to the material world.

Lore: Hunter
Parent Ability: Occult
Hunter Lore is the knowledge of Imbued Hunters.

Lore: Kindred
Parent Ability: Occult
Kindred Lore is the knowledge of vampires.

Lore: Mage
Parent Ability: Occult
Mage Lore is the knowledge of true, reality altering Mages.

Lore: Monster
Parent Ability: Occult
Monster Lore is a general catch all knowledge relating to creatures.

Lore: Mummy
Parent Lore: Occult
Mummy Lore is the knowledge of the Undying.

Lore: Spirit
Parent Ability: Occult
Spirit Lore is the knowledge of Spirits, but not such things as Wraiths or Ghosts.

Lore: Umbral
Parent Ability: Occult
Umbral Lore is the knowledge of the Umbra and its many realms.

Lore: Wraith
Parent Ability: Occult
Wraith Lore is the knowledge of souls that refuse to go into the Abyss.

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Lore: Wyrm
Parent Ability: Occult
Wyrm Lore is the knowledge of the primordial force of corruption and destruction. Wyrm Lore,
however, is forbidden, maddening lore. As when you gain your first dot in it, you gain a minor
derangement, which increases by one intensity per dot. This cycle repeats.

Tertiary Lores
Lore: Ahadi
Parent Ability: Changing Breeds Lore

Lore: Beast Courts


Parent Ability: Changing Breeds Lore

Lore: [Breed]
Parent Ability: Changing Breed Lore
[Breed] Lore is the knowledge of a specific changing breed.

Lore: [Cathayan Sect]


Parent Ability: Associated Dharma Lore
Cathayan Sect Lores are knowledge of a specific sect within a Kuei-Jin Dharma

Lore: [Court]
Parent Ability: Fae Lore
Court Lores are knowledge of one of the ruling or seasonal courts of the changelings, as well as
the Adhene, Nunnehi, Inanimae, Menehune, and Hsien

Lore: [Creed]
Parent Ability: Hunter Lore
Creed Lores are the knowledge of the various Hunter Creeds

Lore: [Dharma]
Parent Ability: Cathayan Lore
[Dharma] Lore is the knowledge of a specific faction of Kuei-Jin

Lore: [Legion]
Parent Ability: Wraith Lore

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Legion Lores are knowledge of a specific Wraith Legion

Lore: Earthbound
Parent Ability: Demon Lore
Earthbound Lore is knowledge of powerful demons bound into objects.

Lore: [Fallen Faction]


Parent Ability: Fallen Lore
Fallen Faction Lores are the knowledge of a specific Fallen Faction.

Lore: [Mage Faction]


Parent Ability: Mage Lore
Mage Faction Lores are the knowledge of one of the Mage factions.

Lore: [Mummy Faction]


Parent Ability: Mummy Lore
Mummy Faction Lores are knowledge of one of the three Mummy factions.

Lore: [Corrupted Breed]


Parent Ability: Wyrm Lore
Corrupted Breed Lores are the knowledge of a specific fallen changing breed and includes
Mockery Breeds.

Lore: Fomori
Parent Ability: Wyrm Lore

Lore: Ghoul
Parent Ability: Kindred Lore

Lore: [Guild]
Parent Ability: Wraith Lore
Guild Lores are knowledge of a specific Wraith Guild.

Lore: [Fae House]


Parent Ability: Fae Lore
Fae House Lores are the knowledge of one of the fourteen Changeling Houses.

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Lore: [Fallen House]
Parent Ability: Fallen Lore
House Lores are the knowledge of a specific type of Fallen.

Lore: [Lament]
Parent Ability: Ghost Lore
Lament Lores are the knowledge of a specific way humans can project their shades.

Lore: [Path of Enlightenment]


Path of Enlightenment Lore is knowledge about a specific path Kindred use to fight the Beast.

Lore: Pentex
Parent Ability: Wyrm Lore
Pentex Lore is knowledge of the Pentex company.

Lore: [Sect]
Parent Ability: Kindred Lore
Sect Lore is the knowledge of a specific Kindred sect. Inconnu, Black Hand and Tal’Mahe’Ra
are not included in this.

Lore: [Shade]
Parent Ability: Ghost Lore
Shade Lores are the knowledge specific classes of ghost.

Lore: [Spirit Class]


Parent Ability: Spirit Lore
Spirit Class Lores are knowledge of spirits of a specific power level.

Lore: [Umbral Region]


Parent Ability: Umbral Lore
Umbral Region Lores are knowledge of specific layers of the Umbra.

Quaternary Lores
Lore: [Auspice]
Parent Ability: Associated Breed Lore
Auspice Lore is the knowledge of a specific auspice of a specific changing breed.

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Lore: Black Hand
Parent Ability: Sabbat Lore

Lore: [Dynasty]
Parent Ability: Associated Mummy Faction Lore
Dynasty Lores are knowledge of a specific Mummy Dynasty.

Lore: [Ghoul Faction]


Parent Ability: Ghoul Lore

Lore: Inconnu
Parent Ability: Independant Lore

Lore: [Kithain]
Parent Ability: Associated Court Lore

Lore: Noddist
Parent Ability: Kindred Lore
Noddist Lore is the knowledge of the vampire’s origin.

Lore: [Pentex Subsidiary]


Parent Ability: Pentex Lore
Pentex Subsidiary Lores are knowledge about specific Pentex Companies and their operations.

Lore: [Tradition/Convention/Devotion]
Parent Ability: Associated Faction Lore
Tradition and Convention Lores are knowledge of a very specific group of Mages.

Lore: [Tribe]
Parent Ability: Associated Breed Lore
Tribe Lore is the knowledge of a specific tribe of a specific breed. This does not cover such
“tribes” as the Black Spiral Dancers.

Lore: [Umbral World]


Parent Ability: Associated Umbral Realm Lore

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Lore: [Clan/Bloodline]
Parent Ability: Associated Sect Lore

Further Lores
Lore: [Camp]
Parent Ability: Associated Lore.
Sept lore is knowledge of a specific camp of a changing breed, such as a Garou Sept, or a
Ananasa Faction

Lore: [Clan Variant]


Parent Ability: Associated Sect, Clan, or Bloodline Lore

Lore: Tal’Mahe’Ra
Parent Ability: Black Hand Lore

Lore: [Visage]
Parent Ability: Associate Demonic House
Visage Lores are knowledge of a specific Demonic Apocalyptic Form

Special Secondaries
Endurance
Endurance is the ability to go without sustenance and sleep. For a human-like creature (such as
a Hunter, Mage, Werewolf, etc), this means that each dot allows you to go an additional 12
hours without sleep before making a Willpower check. Furthermore, each dot allows the
character to go an additional 3 days without food, and 6 hours without water. Finally, this trait
adds to the Willpower rolls made to stay awake and Stamina rolls made to hold your breath and
to resist poison and drugs. However, at the end of your resistance, there are consequences as
determined by the story teller.
Vampires, on the other hand, must still check to sleep during the day, but may add Endurance
to this roll. Furthermore, upon awakening, you may roll Endurance (and only Endurance) at
Difficulty 6. Success indicates that you spend one fewer blood point to awaken (which typically
reduces the expenditure to zero.) However, each successive Night this goes by, the difficulty
increases by one. If this roll fails, or if you choose not to make an additional Endurance roll, you
must immediately spend blood for that night and any nights you had not spent blood. Being
reduced to zero blood in this fashion immediately causes you to frenzy.

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Human Ken (FD)
While most people have some idea about how animals behave and how to get them to do what
they want, animals also understand humans on some level. This is not an in depth
understanding of humans (such as psychology or anatomy), but a simple understanding of “if I
ring the bell, I get a treat.” Most humans and humanoid Supernaturals cannot learn Human Ken,
but in extreme cases where a person thinks of themselves as more animal than human, it can
be done.

Madness Time
Madness Time is the ability to tap into the Madness Network, typically used by Malkavians. In
order to gain dots in Madness Time, you must possess a permanent derangement, such as that
possessed by Black Spiral Dancers, Cluithi, Malkavians, or those with Wyrm Lore. Should you
ever be cured of this derangement, you immediately lose all dots in Madness Time.

Vampire Rules
Source Codes
Nothing: V20 Core book
CB:(Clan)= Clanbook (Clan)
CB:(Clan)Rev= Clanbook (Clan) Revised Edition
AU= V20 Anarch’s Unbound
LotC=V20 Lore of the Clans
RotB= V20 Rites of the Blood
V20DA= V20 Dark Ages
PG1E= Vampire Player’s Guide 1st Edition
GttC= Guide to the Camarilla
GttS= Guide to the Sabbat
GttA= Guide to the Anarchs
CCtBH= Caine’s Chosen; the Black Hand
LotH=Lair of the Hidden
DAC=Dark Ages Companion
LS1-4=Libellus Sanguinus 1-4
WotS=Wolves of the Sea
VoN= Veil of Night
DA= Dark Ages; Vampire
DASC= Dark Ages Storyteller Companion
PGLC=Player’s Guide to the Low Clans
PGHC=Player’s Guide to the High Clans
A&T=Archons and Templars
BDT=Blood Dimmed Tides
THH1=The Hunters Hunted 1

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LotB=V20 Lore of the Bloodlines
KoEK=Kindred of the Ebony Kingdom

Character Creation
Clan/Bloodline: See Below
Nature/Demeanor:
Attribute Spread: 7/5/3 (First dot free)
Ability Spread: 13/9/5 (Max of 3 in any ability)
Secondary Skills: 8
Disciplines: 3
Backgrounds: 5
Virtues: 7 (First dot free)
Humanity/Path: Conscience+Self-Control
Willpower: Courage
Blood Pool: Depends on Generation. See Table below.
Freebie Points: 15 (See table below)
Merits and Flaws: 7 points Max., each
Health Levels: 0/-1/-1/-2/-2/-5/Incap

Table 1: Blood Pool/Expenditure

Generation Blood Pool Blood Per Round


13+ 10 1
12 11 1
11 12 1
10 13 1
9 14 2
8 15 3
7 20 4
6 30 6
5 40 8
4 50 10
3- ??? ???

Table 2: Freebie Points


Trait Cost/Dot
Attribute 5
Ability 2
Discipline 7
Background 1
Virtue 2
Humanity/Path 2

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Willpower 1

Table 3: Experience Costs

Trait Cost
Attribute Current Rating*5
Ability Current Rating*3
New Ability 4
Secondary Ability Current Rating*5
New Secondary 7
Virtue Current Rating*3
Willpower Current Rating
Clan Discipline Current Rating*5
Out of Clan Disc Current Rating*7
New Discipline 10
Secondary Blood Current Rating *4
Sorcery
New Sorcery Path 7
Single Ritual Level*3
Humanity or Path Current Rating*2

Table 4: Training Times

Trait Time in Nights


Attribute 30*(Current Rating)
Ability 7*(New Rating)
Secondary 30*(New Rating)
New Discipline 7 (Instant if Caitiff manifestation)
Clan Discipline (New Rating)
Out of Clan Discipline 3*(New Rating)
New Sorcery Path 7
Secondary Sorc Path 5*(Current Rating)
Single Ritual 3*(Level)
Virtue 5
Willpower 30
Humanity/Path 5

Clans and Bloodlines


Assamites
The Assassins

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Class: Clan
Sect: Independant/[Camarilla]
Disciplines: Celerity, Obfuscate, Quietus
Weakness: Take 1 point of unsoakable lethal damage per point of kindred blood consumed.
Take aggravated damage equal to target’s permanent Willpower during diablerie attempts and
gain no benefits from it. Pay 10% tithe of any contracts you take.
Summary: Assassins who are paid in blood, and who hope to lower their generation.

Assamite Antitribu
The Angels of Caine
Class: Clan Antitribu
Sect: Sabbat
Disciplines: Depends on caste
Weakness: Warrior caste: Whenever they drink Kindred vitae, they must make a Self-Control or
Instincts roll (Diff 3+Blood Points consumed) or become addicted. Thereafter, any time they are
presented with the opportunity, they must roll Self-Control or Instincts (Diff 6) or frenzy,
attacking the target, and consuming as much blood as possible. Otherwise, as original caste.
Summary: Assassins who kill for Caine, and revile Haqim, their Antediluvian.

Assamite Sorcerer
The Magi
Class: Clan Variant
Sect: Independant/[Camarilla]
Disciplines: Assamite Sorcery, Obfuscate, Quietus
Weakness: All rolls using supernatural perception abilities are at -2 difficulty, and against
supernatural abilities to defeat their Obfuscate (or similar) operate as though they were one
level higher.
Summary: Assamite magi dedicated to defeating their warriors’ curse.

Assamite Vizier
The Scholars
Class: Clan Variant
Sect: Independant/[Camarilla]
Disciplines: Auspex, Celerity, Quietus
Weakness: All have the Obsessive Compulsive Disorder derangement, associated with their
highest intellectual or creative ability.
Summary: The leaders and readers of the Assamites.

Banu Haqim
Class: Clan Variant

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Sect: Ashirra
Disciplines: Depends on caste.
Weakness: Depends on caste.
Summary: Islamic Assamites bent of keeping Europeans from their territory.

Bedouin
Class: Clan Variant
Sect: Independant
Disciplines: Animalism, Celerity, Quietus
Weakness: As Warrior caste
Summary: Wandering Assamites only nominally loyal to the main clan.

Courtier
Class: Clan Variant
Sect: Ashirra
Disciplines: Auspex, Presence, Quietus
Weakness: As Vizier caste
Summary: Ashirra Assamites bent of gaining personal power within the organization.

Shango
The Judges
Class: Clan Bloodline
Sect: Laibon
Disciplines: Assamite Sorcery, Celerity, Obfuscate
Weakness: As Assamite Sorcerer
Summary: Yoruban mystics, warriors, and judges of the Laibon legacies.

Baali
The Demons
Class: Bloodline
Sect: Independant
Disciplines: Daimoinon, Obfuscate, Presence
Weakness: They cannot look upon or bear to touch symbols of faith. Any effects caused by
True Faith are doubled.
Summary: Terrible infernalists reviled by all other vampires.

Blood Brothers
The Frankensteins
Class: Clan Creation

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Sect: Sabbat (Tzimisce)
Disciplines: Fortitude, Potence, Sanguinus
Weakness: They cannot embrace, and whenever another member of their circle takes damage,
each suffers the highest wound penalty this damage would inflict.
Summary: Disgusting, but loyal shock troopers manufactured by the Tzimisce.
Special: Free Blood Brothers may treat anyone who is one step towards being blood bonded to
them, who they are also one step toward being blood bonded to as part of their circle.

Brujah
The Rabble
Class: Clan
Sect: Camarilla
Disciplines: Celerity, Potence, Presence
Weakness: Difficulties made to resist or guide frenzy are at +2. May not spent Willpower to
avoid frenzy.
Summary: Passionate rebels who find a cause and burn down the world for it.

Bay’t Mushakis
Class: Clan Variant
Sect: Ashirra
Disciplines: As Brujah
Weakness: As Brujah
Summary: Angry Islamic Brujah seeking to punish the Romans and hoping to quell the rise of
Christianity.

Brujah Antitribu
The Brutes
Class: Clan Antitribu
Sect: Sabbat
Disciplines: Celerity, Potence, Presence
Weakness: As parent clan
Summary: Passionate hell-raisers who revel in their rage.

Osebo
The Pride
Class: Clan Bloodline
Sect: Laibon
Disciplines: Auspex, Celerity, Potence
Weakness: As Brujah
Summary: Proud, stubborn, traditionalist berserkers of the Laibon.

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True Brujah
The Sages
Class: Former Clan Bloodline
Sect: Independant
Disciplines: Potence, Presence, Temporis
Weakness: All Conscience, and Conviction rolls are made at +2 Difficulty (Maximum 10), and
Conscience, Conviction, Humanity and Path cost double experience to increase.
Summary: Ancient secret seekers, scions of the true Brujah antediluvian

Caitiff
The Unbound
Class: “Clan”
Sect: Camarilla
Disciplines: Any. When buying disciplines with experience, they all cost 6 times current rating.
However, you may pay 20 experience to gain the first level of any discipline, or 14 experience
for a new Thaumaturgical path, without training (at which point they may upgrade it as normal.)
Weakness: Cannot start at lower than 9th gen.
Summary: The clanless bastards of the Camarilla.

Panders
The Mutts
Class: “Clan” antitribu
Sect: Sabbat
Disciplines: Any. When buying disciplines with experience, they all cost 6 times current rating.
However, you may pay 20 experience to gain the first level of any discipline, or 14 experience
for a new Thaumaturgical path, without training (at which point they may upgrade it as normal.)
Weakness: Cannot start lower than 9th gen.
Summary: The clanless foot soldiers of the Sabbat.

Maeghar
The Broken Butterflies
Class: Weird flawed embrace
Sect: Independant
Disciplines: Mytherceria OR Necromancy, and two others from parent clan.
Weakness*: Any weapons made of cold iron deal two automatic lethal (which is still soakable),
the difficulties to any roll made to identify their inhuman nature a reduced by at least one, and
must make a Self-Control/Instinct roll (Diff 8) to drink directly from a human.
Summary: The flawed, fae-blooded bastards created by a series of accidents.

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Children of Osiris
The Penitents
Class: School
Sect: Independant
Disciplines: Original disciplines, can also learn Bardo as a clan discipline (though not with their
initial 3 point of disciplines)
Weakness: As their original clan
Summary: Warriors of Osiris, dedicated to humanity, drawn from any clan.

Daughters of Cacophony
The Sirens
Class: Bloodline
Sect: Camarilla or Independant
Disciplines: Fortitude, Melpominee, Presence
Weakness: Always hear music, distracting them from reality. All Perception rolls are made at
+2 Difficulty, and they cannot have an Alertness higher than 3.
Summary: All female musical artists.

Sons of Song*
The Tritons
Class: Bloodline offshoot
Sect: Camarilla or Independant
Disciplines: Melpominee, Potence, Presence
Weakness: As parent bloodline.
Summary: Rare, male “Daughters” of Cacophony.

Followers of Set
The Serpents
Class: Clan
Sect: Independant
Disciplines: Obfuscate, Presence, Serpentis
Weakness: Add two health levels of damage to damage caused by the sun. Take a -1 dice
penalty to all pools while acting in bright lights.
Summary: Dangerous cultists of Set, and dealers of dark deals.

Serpents of Light
The Cobras
Class: Clan antitribu
Sect: Sabbat

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Disciplines: Obfuscate, Presence, Serpentis
Weakness: As parent clan
Summary: Very similar to their parent clan, save that they forsook Set in favor of Caine

Children of Damballah
Class: Clan Bloodline
Sect: Independent
Disciplines: Auspex, Presence, Serpentis
Weakness: A Child of Damballah must spend 10 minutes each day in a ritual to placate the
spirits. Failure to do so inflicts the Haunted flaw until they can do so.
Summary: Yoruban mystics who worship Set in the aspect of Damballah-Wedo.

Daitya
The Blasphemers
Class: Clan Bloodline
Sect: Independant
Disciplines: Obfuscate, Presence, Sadhana
Weakness: As parent clan
Summary: Cultists who worship the Hindu god Shiva as an aspect of Set

Tlacique
The Jaguars
Class: Clan Bloodline
Sect: Independant
Disciplines: Obfuscate, Presence, Protean (May also learn Nahuallotl, without training, though
they still pay out of clan costs.)
Weakness: As parent clan
Summary: Strange, almost unidentifiable branch of the Setites found in Central and South
America

Warrior Setite
The Horned Serpents
Class: Clan Variation
Sect: Independant
Disciplines: Potence, Presence, Serpentis
Weakness: As parent clan
Summary: The less subtle, but still corrupting branch of the Setites.

Gangrel
The Outlanders

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Class: Clan
Sect: Camarilla/[Independant]
Disciplines: Animalism, Fortitude, Protean
Weakness: Gain a temporary animalistic trait whenever you frenzy. May become permanent.
Summary: Savage vampires capable of influencing and even becoming animals.

City Gangrel
The Coyotes
Class: Clan Antitribu
Sect: Sabbat
Disciplines: Celerity, Obfuscate, Protean
Weakness: As parent clan
Summary: Urban predators specialized in blending in.

Country Gangrel
The Hunters
Class: Clan Antitribu
Sect: Sabbat
Disciplines: Animalism, Fortitude, Protean
Weakness: As parent clan
Summary: Rural assassins well versed in pack tactics.

Ahrimanes
The Cats
Class: Clan Bloodline
Sect: Independant
Disciplines: Animalism, Presence, Spiritus
Weakness: The cannot sire childer, forge blood bonds, or create ghouls.
Summary: All female, savage Gangrel mystics.

Anda
The Tartars
Class: Clan Bloodline
Sect: Low Clan/[Independant]
Disciplines: Animalism, Fortitude, Protean
Weakness: Gain an animalistic trait every other frenzy. Every day after the third that they sleep
within the same 1 mile, they halve their dice pools, cumulatively (minimum of 1)
Summary: Extinct bloodline of Mongolian Gangrels.

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Bonsam (V20DA)
The Unseen
Class: Clan Bloodline
Sect: Laibon/Independant
Disciplines: Abombwe, Obfuscate, Potence
Weakness: Any mortal that sees them in their true form must succeed at a Courage roll (Diff 7).
If they fail, the mortals either flee in terror, or gather a hunting posse, depending on the leader’s
nature.
Summary: Solitary hunters that are in tune with their beast

Lhiannan
The Druids
Class: Bloodline
Sect: Low Clan
Disciplines: Animalism, Ogham, Presence
Weakness: All difficulties to note their inhuman status with Auspex are reduced by two, and
even humans feel ill at ease with them, increasing social difficulties with mortals by 2.
Summary: Part Nature spirit pagan shamans.

Mariners
The Aquarii
Class: Clan Variant
Sect: Independant
Disciplines: Animalism, Fortitude, Protean
Weakness: As parent clan
Summary: Aquatic Gangrels who swim in the depths of the ocean.

Noiad
The Wanderers
Class: Clan Bloodline
Sect: Low Clan/[Independant]
Disciplines: Animalism, Auspex, Protean
Weakness: Cannot drink from animals.
Summary: Nomadic Samí kindred who read the Northern lights.

Gargoyle
The Slaves
Class: Clan Creation/Bloodline
Sect: Camarilla
Disciplines: Flight (One dot free), Fortitude, Potence, Visceratika

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Weakness: Appearance score 0, and their Willpower, both permanent and current is
considered 2 lower for the purpose of Mind Control.
Summary: Former slaves created by the Tremere.

Giovanni
The Necromancers
Class: Clan
Sect: Independant
Disciplines: Dominate, Necromancy, Potence
Weakness: When draining blood from a mortal, you deal 2 points of lethal damage for every
blood point you drain.
Summary: La Familia of vampiric necromancers

Harbingers of Skulls
The Lazarenes
Class: Bloodline
Sect: Sabbat
Disciplines: Auspex, Fortitude, Necromancy
Weakness: Always appear as a withered corpse, regardless of blood consumption. Appearance
0.
Summary: The newly resurrected dead of the Cappadocians.

Cappadocian
The Graverobbers
Class: Former Clan/Bloodline
Sect: High Clan/[Independant]
Disciplines: Auspex, Fortitude, Mortis
Weakness: Incredibly pale, and wither as they age, making their nature obvious to those in the
know, reducing their starting and maximum Appearance by one (May have a zero Appearance
at start)..
Summary: Death obsessed scholars hunted to extinction

Impundulu (V20DA)
The Witchkin
Class: Clan Bloodline
Sect: Laibon
Disciplines: Fortitude, Wanga, Presence
Weakness: They can only ever gain sustenance from Bomkazi witches. They must also take at
least 3 dots of Ally to represent this bonded witch.
Summary: Necromantic Laibon bound to the Bomkazi line.

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Lamia
The Gorgons
Class: Clan Bloodline
Sect: High Clan/[Independant]
Disciplines: Fortitude, Mortis, Potence
Weakness: Any living human they bite must make a Stamina roll (Difficulty 6 for women, 8 for
men), or contract a disease equivalent to the black plague. Any vampire that consumes Lamia
blood becomes a carrier until they purge or burn the Lamia blood.
Summary: Bodyguards of the extinct Cappadocians.

Lasombra
The Keepers
Class: Clan
Sect: Sabbat
Disciplines: Dominate, Obtenebration, Potence
Weakness: Does not cast a reflection.
Summary: Dark masters of shadows and politics.

Lasombra Antitribu
The Magisters
Class: Clan antitribu
Sect: Usually Independant/Rarely Camarilla
Disciplines: Dominate, Obtenebration, Potence
Weakness: As parent clan
Summary: Dark masters old enough to remember the days before Sabbat, or young enough
that they refuse them. Regardless, they are hunted by the Sabbat.

Angellis Ater
The Black Angels
Class: Clan Bloodline
Sect: Sabbat
Disciplines: Daimoinon, Dominate, Obtenebration
Weakness: As parent clan
Summary: Dark worshippers of Satan and the Abyss.

Kiasyd
The Weirdlings
Class: Clan Bloodline
Sect: Sabbat
Disciplines: Dominate, Mytherceria, Obtenebration

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Weakness: Touching iron requires an immediate Frenzy check, and cold iron deals aggravated
damage to them.
Summary: Fae scions of the Lasombra clan.

Ramanga (V20DA)
The Puppeteers
Class: Clan Bloodline
Sect: Laibon
Disciplines: Obfuscate, Obtenebration, Presence
Weakness: Any rolls made to influence someone (such as with Obtenebration or Presence) is
made at one higher difficulty. This penalty is negated if they possess a piece of the target.
Summary: Laibon Lasombrae who influence the herd.

Malkavian
The Lunatics
Class: Clan
Sect: Camarilla
Disciplines: Auspex, Dementation, Obfuscate
Weakness: Possess a single, incurable derangement.
Summary: Mad prophets and pranksters.

Malkavian Antitribu
The Freaks
Class: Clan antitribu
Sect: Sabbat
Disciplines: Auspex, Dementation, Obfuscate
Weakness: As parent clan
Summary: Spreaders of madness.

Dominate Malkavian
The Carriers
Class: Clan Bloodline
Sect: Sabbat or Camarilla (Depending on antitribu status)
Disciplines: Auspex, Dominate, Obfuscate
Weakness: As parent clan, though derangements tend to be “quieter.”
Summary: The slightly less mad carriers of Dementation, rumored to be able to spread it to
other Kindred.

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Nagaraja
The Flesh-Eaters
Class: Bloodline
Sect: Independant
Disciplines: Auspex, Dominate, Necromancy
Weakness: Every night they go without consuming flesh, they lose a single die from their
physical pools. They must then catch up if they’ve gone more than one night, at a rate of 1
“flesh point.” An average adult human has 10 flesh points, and removing a flesh point from a
living target deals 1 aggravated damage.
Summary: Necromantic flesh eaters

Nosferatu
The Sewer Rats
Class: Clan
Sect: Camarilla
Disciplines: Animalism, Obfuscate, Potence
Weakness: Appearance score of 0.
Summary: Hideously deformed spies and informants.

Nosferatu Antitribu
The Creeps
Class: Clan Antitribu
Sect: Sabbat
Disciplines: Animalism, Obfuscate, Potence
Weakness: As parent clan
Summary: Essentially the same thing. Except for the Sabbat.

Ravnos
The Deceivers
Class: Clan
Sect: Independant
Disciplines: Animalism, Chimerstry, Fortitude
Weakness: All have a vice, and when presented with an opportunity to indulge, they must make
a Self-Control or Instinct roll (Diff 6).
Summary: Wandering thieves, cheats, and illusionists.

Ravnos Antitribu
The Rogues
Class: Clan antitribu

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Sect: Sabbat
Disciplines: Animalism, Chimerstry, Fortitude
Weakness: As parent clan
Summary: Seekers of freedom among the Sabbat.

Salubri
The Cyclopes
Class: Former Clan Bloodline
Sect: Independant
Disciplines: Auspex, Fortitude, Obeah
Weakness: Whenever you feed from an unwilling vessel, you must spend a Willpower point.
Summary: The nearly extinct remnants of a clan of healers.

Salubri Antitribu
The Furies
Class: Bloodline Antitribu
Sect: Sabbat
Disciplines: Auspex, Fortitude, Valeren
Weakness: Only gain sustenance from blood taken during combat or from a fallen foe.
Summary: Furious warriors of the Sabbat dedicated to killing Camarilla, especially Tremere

Salubri Warriors
The Paladins
Class: Bloodline Variant
Sect: Independant
Disciplines: Auspex, Fortitude, Valeren
Weakness: Any time they refuse to aid an innocent (anyone until proven otherwise), they
reduce all dice pools (including automatic dice pools like soak) by two until restitution is made.
Summary: Holy warriors who seek out and destroy evil wherever they find it.

Wu Zao
The Watchers
Class: Bloodline Variant
Sect: Independant
Disciplines: Fortitude, Obeah, Valeren
Weakness: All have a specific area of study, and any time they are given a chance to further
their knowledge in that area, they must make a Willpower roll (Diff 6) or pursue it at the expense
of all else.
Summary: Asian warrior scholars descended from “Zaolat.”

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Samedi
The Zombies
Class: Bloodline
Sect: Independant
Disciplines: Obfuscate, Thanatosis, Wanga
Weakness: All Samedi have the appearance of a rotting corpse. Their Appearance is 0, and
can never be raised. This is not the natural hideousness of the Nosferatu, but an obvious,
Masquerade breaching nightmare.
Summary: Rotting practitioners of voudoun blood magic, as well as manipulators of rot and
decay.

Toreador
The Degenerates
Class: Clan
Sect: Camarilla
Disciplines: Auspex, Celerity, Presence
Weakness: Whenever they see something lovely, they must make a Self-Control or Instinct Roll
(Diff 6) or be completely unable to do anything but observe it for a scene, or until it is removed
from their view. If attacked, they may not defend themselves, though they may make another
roll.
Summary: Eternal aristos and seekers of beauty.

Toreador Antitribu
The Perverts
Class: Clan antitribu
Sect: Sabbat
Disciplines: Auspex, Celerity, Presence
Weakness: When presented the opportunity to cause undue emotional or physical harm, they
must make a Self-Control or Instinct roll (Diff 6) to avoid being compelled to do so.
Summary: Purveyors of the arts of torture and pain.

Tremere
The Warlocks
Class: Clan
Sect: Camarilla
Disciplines: Auspex, Dominate, Thaumaturgy
Weakness: The first draught of a Kindred’s blood they drink counts as two for establishing the
Blood Bond.
Summary: Elitist mages who cast spells with their vitae.

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Tremere Antitribu
The Spellbinders
Class: Clan antitribu
Sect: Sabbat
Disciplines: Auspex, Dominate, Thaumaturgy
Weakness: Automatically recognizable as an antitribu by Camarilla Tremere. +1 to all vinculum
rolls.
Summary: Tremere traitors who offered their magic to the Sabbat in hopes of safety.

Telyavelic Tremere
The Shepherds
Class: Clan Bloodline
Sect: Independant
Disciplines: Auspex, Presence, Thaumaturgy
Weakness: Difficulties to resist frenzy when confronted by True Faith are two higher.
Summary: Paganist sorcerers who refused the formulaic methods of the main clan.

Tzimisce
The Fiends
Class: Clan
Sect: Sabbat
Disciplines: Animalism, Auspex, Vicissitude
Weakness: They must rest near two handfuls of soil from their “home.” Every day they do not,
they halve all their dice pools, cumulatively, until they have only a single die.
Summary: Monstrous and alien crafters of flesh.

Old Clan Tzimisce


The Old Clan
Class: Former Clan/Bloodline
Sect: Sabbat
Disciplines: Animalism, Auspex, Dominate
Weakness: As parent clan
Summary: Old members of the Tzimisce who reject the the Vicissitude and view it as a
disease.

Ventrue
The Blue Bloods
Class: Clan
Sect: Camarilla

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Disciplines: Dominate, Fortitude, Presence
Weakness: They may only drink mortal blood from a specific type of human.
Summary: Aristocratic and noble politicians and socialites.

Ventrue Antitribu
The Crusaders
Class: Clan antitribu
Sect: Sabbat
Disciplines: Dominate, Fortitude - Auspex or Presence
Weakness: As parent clan
Summary: Knights and warrior-kings of the Sabbat.

Danava
The Children of Danu
Class: Clan Bloodline
Sect: Tal’Mahe’Ra
Disciplines: Dominate, Fortitude, Sadhana
Weakness: Cannot gain sustenance from animals, and must perform at least a 30 second ritual
before drinking from kindred or Kine, or only gain half sustenance.
Summary: High caste Indian kindred who seek to shed their mortal forms.

Disciplines
Very Common Disciplines
The physical disciplines can be learned by any kindred without training, though they must still
pay the appropriate cost.

Celerity
Note that you cannot use Celerity and Temporis in the same round or while any opposing
effects are active. Doing so results in losing any extra actions, any such effects end, and you
take unsoakable aggravated damage equal to the highest rated discipline

Level One-5
Each dot grants one additional die to all Dexterity based pools. Alternately, you may reflexively
spend a number blood points up to your Celerity rating (and generational limit) to gain an equal
number of extra actions. You also add your Celerity rating to your Dexterity to determine your
movement speed, and in a round where you do nothing but move, you may spend a blood point
to multiply your speed by 1 + (Celerity)

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Level Six
Celerity: As Celerity 1-5
Flawless Parry (PGHC): You may take no other actions except for defence this turn. You may
decide how many defensive actions (not just parrying, as the name of this discipline suggests)
you wish to take this round (up to your Celerity + 1), spending an equal number of blood points.
Each such defensive action is treated as though all the dice were successes. You may use this
discipline reflexively, so long as you’ve not taken any other actions this round. For every action
so taken, you remove one Celerity die from your defence pools.
Momentum (V20DA): Spend two bloodpoints to reflexively add your Celerity pool as bonus dice
to a Strength check. In combat, this instead adds a knockdown effect.
Precision (V20DA, CB:AR)*: You spend 2 Blood Points and 1 Willpower. You add your Celerity
rating as automatic successes (instead of rolling them) for tasks requiring precision. However,
you enter a sort of trance. All rolls for activities that don’t require precision are made at +2
Difficulty. This trance lasts for (Celerity) minutes, though you may voluntarily end it early, losing
these benefits and penalties. Under no circumstance can these dice be applied for combat.
Projectile (V20): You spend a blood point plus an additional number of blood points (up to your
Celerity/Generation maximum). Every point spent adds one automatic success to a thrown
weapon’s damage. Every automatic success removes one Celerity die from your pools for the
round.
Tireless Tread (GttA): You spend a single blood point, and “walk” for at least 8 hours at a pace
of 50 miles per hour.

Level Seven
Celerity: As Celerity 1-5. Requires Celerity 6.
Celerity Refinement (PGHC)*: You may spend blood to power Celerity as needed, instead of
declaring it all at once so that no actions are wasted. This also applies to other Celerity powers
with a variable cost.
Flower of Death (V20DA): Spend 4 Blood Points. For the rest of the round, you add your
Celerity dice as automatic successes (but do not roll them) for any appropriate pools.
Quickness (V20DA): By spending additional blood, you can take extra actions beyond that
which your normal Celerity would offer. 1 blood grants a single additional extra action, 3 grants
2, 6 grants 3, 10 grants 4, and 15 grants 5. Each additional action causes you one point of
unsoakable Lethal damage.

Level Eight
Celerity 8: As Celerity 1
Time Out of Time (V20DA): You spend 3 blood points to instantly move up to your full
movement speed. This may even be used after an attack has been rolled against you but before
damage is determined.
The Unseen Storm (PGHC): You spend one blood point to activate this ability and must
reflexively spend another each round thereafter to maintain it (which isn’t an action, but does
count against your maximum blood per round). While maintaining this power, you may not use

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Celerity for any purpose other than gaining additional actions. Anyone you fight who possesses
less Auspex than your Celerity is considered blind in relation to you. Any perception rolls and
any physical action other than close combat are made at one higher difficulty.
Zephyr (V20)*: You spend one blood point and one Willpower and roll Dexterity + Athletics.
Even a single success allows you to run across surfaces such as water. Additional successes
allow for more dramatic effect, with three successes allowing you to run up or down vertical
surfaces, and five allowing you to run across upside down horizontal surfaces. Unfortunately,
moving at such speeds requires such focus that doing anything else requires a Willpower roll
(diff 8).
For observers to get a good look at you, they must make a Perception + Alertness roll (diff 7)

Level Nine
Celerity 9: As base Celerity Ability
Paragon of Motion (PGHC)*: You spend 1 blood point and concentrate for a round. You then
automatically succeed at a single physical action that doesn’t rely wholly on strength without
rolling (so, while you could scale a smooth, wet wall, sprint across an ice rimed ledge, or juggle
15 knives, you wouldn’t be able to punch a boulder to pieces). Only the most impossible tasks
require a roll, though you have 9 automatic successes on the roll. You do not add your Celerity
dice to this roll. You cannot use any other Celerity abilities while benefiting from this one.
In combat, you must still roll, again, with the 9 automatic successes. The damage roll also
benefits from these 9 automatic successes.

Fortitude
For each Fortitude die you have, you may roll an additional die for soak, including aggravated
sources. Each tier also includes a special ability detailed below. All powers 1-5 are
homebrewed.

Level One
Unearthly Hardiness: You gain one fortitude die. Furthermore, you may spend a number of
blood points up to your Stamina or Fortitude, whichever is lower (and generational maximum) to
trade one Stamina die for a Fortitude die for a single soak roll.

Level Two
Armor of Blood: You gain one Fortitude die. You may spend an amount of blood up to your
Fortitude rating (and generational maximum) to treat one of your Fortitude dice as an automatic
success per blood spent. This power does not function against fire or sunlight, though you may
still roll your Fortitude against such sources.

Level Three
Turn the Bullet: You gain one Fortitude die. Bashing damage (including most bullets) rolled
against you is rolled at difficulty 7.

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Level Four
Firewalker: You gain one Fortitude die. Rolls to soak fire are made at -1 difficulty, though you
may still only soak fire with your fortitude and you must still check against Rotschreck normally.

Level Five
Resist the Daystar: You gain one Fortitude die. Rolls to soak sunlight are made at -1 Difficulty,
though you may still only soak sunlight with your Fortitude, and you must check against
Rotschreck normally.

Level Six
Fortitude 6: You gain one Fortitude die.
Personal Armor (GttC): You spend 2 blood points and for the rest of the scene, any time you
are attacked (and do not dodge or block successfully) you may roll Fortitude (Diff 8). If you roll
more successes than the attack’s initial successes (that is to say, the attack’s successes before
dodging or blocking), the weapon or projectile shatters. You still take damage as normal, though
you may soak it normally. A hand to hand attacker takes damage equal to the damage they roll.
Some weapons may be immune or resistant to this power.
Sensory Shield (CB:Ga): You spend 2 blood points and for the rest of the scene, you are
immune to all but the most extreme sensory input. This includes searchlights, muzzle flashes,
and pepper spray. More extreme sensory input, such as being at ground zero of a massive
explosion, can be “soaked” with Fortitude, each success removing one die of penalty from the
sensory overload (assuming you survive the explosion itself). You also take two fewer wound
penalties. However, your eyes, ears, and other orifices glow with a faint light, causing a two die
penalty on social rolls against mortals, except for intimidation.
Stand Against All Foes (PGHC): You spend 1 blood point. So long as you remain on stable
ground, you add you Fortitude in automatic successes to avoid being knocked down or
otherwise moved.
Alabastard (AU): You spend one blood point and for the rest of the scene suffer no wound
penalties.

Level Seven
Fortitude 7: Gain an additional Fortitude die.
Curse The Laurel (CB:Ve): You spend a permanent Willpower and roll Stamina + Survival (Diff
9) to remove a stake from your own heart. The number of successes you roll determines the
time it takes. One success means it takes a year, two means six months, three means one
month, four means one week, and five means one night. You must still cut the stake from your
chest, which deals two points of aggravated damage.
Resilient Mind (CB:Ga): Upon learning this discipline, you may roll your Willpower (Diff 7), and
for each success, lose one derangement or two animalistic mental traits (excluding permanent
derangements, such as that gained from being a Malkavian). This occurs immediately upon
learning this discipline and and only once, though you may “learn” it again.

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You also permanently gain 3 dice against mind-altering disciplines or magic, though not
Presence or other emotion-affecting effects.
Shared Strength (GttC): Spend a number of blood points up to your Fortitude (and
Generational maximum), put a drop of blood on the target’s forehead. Roll Stamina + Survival
(Diff 8, Diff 9 if target is not an ordinary mortal. Your target effectively gains Fortitude with a
rating equal to the amount of blood spent. The duration depends on the number of successes
on the initial roll

Successes Duration
1 Turn
2 Scene
3 Hour
4 Night
5 Week
6 Month
7 Year

Level Eight
Fortitude 8: You gain an additional Fortitude die.
Adamantine (GttC): This power behaves as Personal Armor, but weapons that shatter deal no
damage to you.
Eternal Vigilance (DAC): Roll Path (Diff 6). For an amount of time determined by successes
(detailed below), you remain awake, with a maximum dice pool of (Path + Current Willpower).
Alternately, you may spend a blood point, instantly rousing yourself for (Stamina + Path) turns,
at which point you must spend another blood or roll as above.

Successes Result
Botch Sleep through day and
half of night.
0 None, reroll next turn
1 One Turn
2 Three Turns
3 One Hour
4 Two Hours
5 Full Day
King of the Mountain (CB:GaRev): Spend three blood points. This power lasts a scene. Any
turn in which you do not attack, you may block any number of attacks at no penalty, using
Fortitude + Dexterity + Brawl (Diff 6). If you successfully block the attack, the weapon shatters. If
the attack is not blocked, you may soak the damage normally.
When blocking brawl attacks with this power, the wielder takes the damage they would have
dealt to you. Failure to block a hand to hand attack deals damage to both you and your attacker.
Repair the Undead Flesh (PGHC): You no longer need to rest or spend Willpower to heal

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Aggravated damage, spending only the five blood points.
Armored Flesh (DA20): Spend two blood, and this power lasts for a scene. Out of combat, you
suffer no damage from temperature, blades, or impacts. While open flame may potentially harm
you, you can touch red hot metal without fear. In combat, you may block any sort of attack with
your bare hands, and your fists deal Strength + Fortitude base damage.

Level Nine
Fortitude 9
Arm of Prometheus (PGHC): You spend three blood
points and designate a single limb. For ten minutes, that limb is completely indestructible from
all sources, including fire and sunlight. Expending another three blood allows you to extend the
duration of this effect. An arm (and fist) under this effect deals Strength +1 Lethal, and a kick
deals Strength +2

Potence
Level One-5
You add your Potence rating to any Strength based rolls, including damage where applicable.
Alternately, you may spend a blood point to treat all of your Potence dice as automatic
successes.

Level Six
Potence 6
Fist of Caine (DAC): You may make brawling attacks from up to (Potence) yards away,
applying any ranged modifiers as usual. The base damage of such an attack is equal to your
Potence, though this damage is not automatic.
Imprint: Spend one blood point. For a scene, you are able to squeeze, push, and press an
imprint of your hands and fingers into very nearly any material. Beyond this, creative thinking is
encouraged.
The Gentle Rebuke (CB:BrRev): You spend a blood point and touch your target (possibly
requiring a roll), launching them (Potence) yards. Results may vary.
Crush (DA20): Spend two blood points. For the rest of the scene, any attack against an object
automatically destroys it.
Relentless Pursuit (CB:BrRev): With this power, you may double the number of automatic
successes from Potence made to jump attempts. A Dexterity + Athletics roll may be required to
stick the landing.
Master of the Forge (PGHC): You must use specially reinforced tools with this. You forge a
tool or weapon of incredible quality. This power allows you to choose one of the following.
•Edged or pointed weapons may gain +1 Damage
•Bladed, chained, or hafted weapons or tools may be reinforced to a point of near invulnerability,
even when wielded by someone with superhuman strength.

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Level Seven
Potence 7
The Forger’s Hammer (DAC): You pound metal with your bare fists, rolling Strength + Crafts
(Diff 8) While you may roll Potence as dice to this check, you cannot apply them as automatic
successes. Even a single success creates a weapon which deals aggravated damage, and
every two successes increases the damage of the weapon by one.
Earthshock (GttC): You spend two blood points and strike the ground with a brawl attack,
targeting a visible foe within 3*(Potence) yards. This attack is dodged at +2 Difficulty. A failure
on the attack roll means the shockwave goes errant, and a botch means the ground beneath
you collapses.
Fist of the Titans (PGHC): You may shove a foe (possibly requiring a roll to hit), and roll
Strength + Athletics (Diff target’s Stamina + Athletics, Fortitude not applying, Max 9). Each
success knocks the target back one yard and knocks them prone. If the target strikes an object,
both they and it take damage as though the target had fallen an equal distance.
Alternately, you may spend one blood point to use this as part of a melee attack. The target is
hurled back one foot per point of raw damage (+2 feet if using a smashing weapon, -2 if using a
slashing, piercing or hacking weapon). The target must roll Dexterity + Athletics and score (Raw
Damage) successes to stay standing. Striking an object is treated as above.
Brutality (DA20): Your Unarmed strikes can only be dodged, not blocked or parried. This power
is always on.
Immovable Object (LoC): You spend one Willpower while standing on a solid surface. For
once scene, so long as you are standing on a solid surface, you cannot be moved. A train could
strike you, or the ground removed from under your feet, but so long as you are on solid ground,
you do not budge an inch. If you willingly move (but not such as landing on the ground below a
destroyed bridge), you break this effect, but can establish it as a full turn action.

Level Eight
Potence 8
Touch of Pain (DAC): You may spend a blood point to focus the full force of Potence with but a
touch, dealing (Potence) damage to a target.
Flick: By spending a blood point and making a directing gesture (rolling a brawl attack), you
may “punch” a target within eyesight.
Lend the Supernatural Vigor (PGHC): You spend any number of blood points, up to your
standard Potence rating and roll Willpower (Diff 6). Each point of blood spent can be consumed
by another, granting them +1 Potence. You cannot access the standard Potence ability for one
night per success on the Willpower roll, at which point this power ends.
Mundane creatures with this ability frequently overexert themselves. Any such creature who
botches before Potence is applied, take their augmented (Potence) in bashing damage.
Aftershock (DA20): You spend three blood points and strike a foe as normal, without rolling
Potence or applying it as auto successes. Assuming the attack hits and causes even a single
point of damage after soak, your Potence damage is “stored” for up to 24 hours. You may
decide during that time, at any time, to inflict that damage to foe, which is unsoakable. You may

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only have one target with stored damage at any time.

Level Nine
Potence 9
Might of the Heroes (PGHC): This power grants multiple effects, which are always on. First off,
your unarmed strikes always do lethal damage and you never risk harming yourself by striking
something hard.
Secondly, so long as you land on your feet, you take no falling damage.
Third, the difficulty of Feats of Strength is reduced to 6.
Finally, you may spend a blood point to make a brawl attack at range. The attack deals base
damage as a punch, but loses one damage for each yard it travels (though never below your
Potence rating). This attack cannot be defended unless the target knows what you’re doing, and
even then, it’s difficulty 9.

Common Disciplines
These are disciplines that are commonly found among various clans and sects. Teachers are
fairly easy to find.

Animalism
Level One
Feral Whispers: You can talk to an animal, though only one given animal at a time. To order an
animal requires eye contact, and a Manipulation + Animal Ken roll. Difficulty varies, with
predatory mammals being difficulty 6, predatory birds and other mammals being difficulty 7, and
other birds and reptiles being 8. The number of successes determines how strongly the animal
is affected by the command. One success will have a cat follow a target and lead you to the
same location, three successes are enough to have a raven spy on a target for weeks, and five
success would ensure that a grizzly bear guards your wilderness haven for some months. Use
of this power cannot force an animal to something against its nature.

Level Two
Beckon: You choose a specific type of animal (bats, rats, cats, etc.) and call to them. You roll
Charisma + Survival (Diff 6) with successes determining how many animals answer your call.
You may also be even more specific in your call, such as calling male bats in the area, or for
only the albino bat with a notched ear you saw the other night.
Successes Result
1 A single animal responds
2 ¼ of the animals within earshot respond
3 ½ of the animals within earshot respond
4 ¾ of the animals within earshot respond
5 All of the animals within earshot respond

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Level Three
Quell the Beast: Concentrating for a full round, make a Charisma + Empathy or Intimidation roll
(Diff 7). This is an extended action, during which time you may not take any other actions. You
must accumulate as many successes as the creature has Willpower. Succeeding this check
means that the target ceases all struggles, physical and mental, however, they may spend a
willpower point, or roll willpower to be able to act normally for a round. Failing this action (by
ceasing concentration, or by being totally interrupted) means you must start over. Falling below
zero successes means you botch, and may never affect a given target again. You may also use
this against frenzying vampires, with three successes allowing the target an additional roll to
resist frenzy, with the same virtue and difficulty as the original roll.
Using this power on a Frenzying creature allows that creature an additional roll to resist Frenzy,
with bonus dice equal to your successes. This use of Quell the Beast is not extended.

Level Four
Subsume the Spirit: While looking into an animal’s eyes, roll Manipulation + Animal Ken (diff
8). Fewer than 3 successes mean that you must spend a willpower point to take any action that
violates the animal’s instincts. Fewer than 5 successes mean that you act much like the animal.
Multiple successes allow for some mental disciplines to be used while possessing the animal.

Successes Result
1 No Disciplines
2 Auspex and other sensory powers
3 Presence and other powers of emotional manipulation
4 Dementation, Dominate, and other powers of mental manipulation
5 Chimerstry, Magic paths, and other mystical powers

When you leave the animal’s body, you begin acting like the animal until either seven nights
pass, or three Willpower is spent solely to remove this mindset. This need not be all at once.
At the end of any particularly exciting event, you must roll wits + empathy (diff 8) to remain in
the animal’s body. Failure means you are forced to leave the creature. A botch means you go
into a frenzy.
There is no distance limit after this power is used, and indeed you may walk in sunlight in the
animal’s body, though you must make a roll to stay awake. If this roll fails, you are kicked out of
the body. If this roll is a botch, you take damage as though you’d been exposed to sunlight for a
round, and must check for Rotschreck.
Any damage the animal suffers is taken by you as well, though you may soak it as normal.

Level Five
Drawing Out The Beast: You must be close to frenzy to use this ability. Declare a preferred
target within eyesight, and roll Self Control + Manipulation (Diff 8). Success sends something
into a frenzy. Refer below.

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1 The Beast is transferred, but to a random target.
2 Beast is transferred to the desired target, but you are stunned for the remainder of the
current round, and the next round.
3 The Beast is successfully transferred.

If the roll fails, the you must immediately roll for frenzy (Diff 8). If the roll botches, the beast is
successfully transferred, but the vampire becomes hated by the target, and the frenzy lasts
twice as long, and the victim may not spend willpower to alleviate the effects. While you may
flee, if the frenzy ends while they’re away, you may lose your Beast. While no longer vulnerable
to frenzy, you may not voluntarily spend or regain willpower, becoming increasingly lethargic
until you recover your beast. To do so, you must act in a way that appeals to it, though this isn’t
a guarantee that it will return to you. Alternately, you can kill the person your beast is in, though
that will likely require a degeneration roll for Humanity and similar paths.

Level Six
Animal Succulence (DA20): You gain full sustenance from animal blood. However, every three
times you feast on animals, the difficulty of Self-Control/Instinct rolls increases by one,
cumulatively.
Shepherd’s Innocence (PG1E): You can roll Charisma + Animal Ken (Diff Varies) to rapidly
gain the trust of an animal. With enough successes, the animal will allow you to attempt nearly
anything with it, making feeding from it absurdly easy.
Species Speech: You roll Manipulation + Animal Ken (Diff 7). Success allows you to
communicate with a general group of animals. There is no upper limit to the number of animals
that can be spoken with, but they must be of a type. While you could communicate with komodo
dragons or boas but not all reptiles.
Song in the Dark (CB:NosRev): You spend five Willpower and cannot regain these points for
one month. You then rolls Charisma + Survival (Diff varies, 6 in the Sahara, 10 in Downtown
Manhattan). Successes create earthquakes at your location, as you disturb the slumber of great
leviathan worms in the deeps.
Tier of Souls (CB:Tzi): You drink the blood from a creature and roll Perception + Medicine (Diff
7). For every three successes you achieve, you gain a point of one of their traits or another
innate ability of the creature, or a memory.
Deep Song (CB:Rav): You roll Manipulation + Performance (Diff Target’s WP). With three
successes, you instill a specific emotion into the target.
Sense the Savage Way (DAC): You can use an animal’s senses from range. To do so, roll
Perception + Animal Ken. Successes indicate the range out to which you can use this power.

Successes Range
1 20 yards
2 80 yards
3 300 yards
4 1000 yards

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5 1 mile
This power functions as Subsume the Spirit, except that you cannot control the animal, only ride
along, sharing its senses.
Gap of the Ages (SL4): You may order an animal and its future descendant with a
Manipulation + Animal Ken Roll (Diff 7). This lasts for a number of generations dependant on
your successes. It does not affect already born offspring.

Successes Duration
1 Two generations
2 Three Generations
3 Four generations
4 Five generations
5 Eternally bound.
Tainted Oasis (VoN): You spill six points of blood into a water source, and roll Manipulation +
Animal Ken (Diff 5). Each success taints the water source for a month, which causes creatures
who frequent that source to become more feral, which generally increases their Strength and
Stamina by one, and lowers the difficulties of your Animal Ken and Animalism rolls by two
against them, and generally makes them more aggressive.
Twin Souls (DA20): Touch an animal, and roll Perception + Animal Ken (Diff 6). You must
spend one Willpower per turn this contact is sustained. You can locate a specific memory in (6-
Successes) turns, or you can make a complete bond in (10-Successes) turns, though you must
resist Frenzy at this point. Should you fail, you lose a dot of your Path. A botch on this may send
you into a frenzy, or give you a derangement.
A full bond allows you to share memories and senses with the beast by concentrating, from any
distance. Animalism powers used against such an animal are reduced by 2. If the animal dies a
violent death, you must check for Frenzy.
Quell the Herd (CB:GanRev): This power behaves in all ways as Quell the Beast, except you
must roll Intimidate, and it affects (2*Willpower) creatures, starting with creatures with the lowest
Willpower.
Beast Walk (LotH): To initiate this power, you look into an animal’s eyes, and roll Manipulation
+ Animal Ken (Diff 8). This power works exactly as Subsume the Spirit, except that you can
always use Animalism disciplines, including this one, while possessing the animal. Botching a
roll to possess a new host instantly results in being thrown back to your body and frenzying.
Eye of the Szachta (LotC): This behaves as Subsume the Spirit, except it affects Ghouls with
your blood in their veins.

Level Seven
Conquer the Beast: You may enter a Frenzy at will by rolling Willpower (Diff 7). You gain the
Dominate, wound penalty, and Rotschrek resistances, but may choose your targets as normal.
A botch on this roll sends you into an uncontrolled Frenzy, which you cannot use this power to
escape from.
You may also roll Willpower (Diff 9) to bring a normally uncontrolled Frenzy under your control
as above. Used in this manner, you must spend one Willpower for each round you’re Frenzied.

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You may make Self-Control/Instinct rolls to drop out of Frenzy as normal, but if you run out of
Willpower before the Frenzy ends, you drop back into an uncontrolled Frenzy. A Botch on the
Willpower roll increases your Self-Control/Instinct difficulties by two.
Master’s Voice (PG1E): This behaves as Species Speech, except it works on all animals at
once.
Twist the Feral Will (DAC): You must make eye contact with an animal and roll Manipulation +
Animal Ken (Diff 7). One success is enough command the animal to perform a simple task that
is in its nature, and five successes will allow it to follow even complex instructions (though it is
still limited by anatomy.) This power functions so long as it is within a mile of you.
Stampede (CB:GanRev): This power must be used in sight of roughly 50 agitated mortals, or
fewer but angrier mortals or animals. You roll Stamina + Animal Ken (Diff 7). A wave of fear
pulses out from you for 50 yards per success, causing them to flee toward the nearest exit or in
a direction you specify. Members of the stampede ignore any dangers, but will not take
obviously suicidal actions
Send the Eighth Plague (PGLC): You spend an hour in meditation in an area you wish to send
the plague to, before bleeding ten blood points into the field, then roll Charisma + Animal Ken
(Diff 6). You must divide your successes between area affected and duration. Power calls an
enormous amount of vermin to destroy the fields and food stores of an area.

Stuccesses Area Duration


1 One field 24 hours
2 Two fields 3 days
3 All the fields of a A week
village
4 All the fields of A month
several villages
5 All of the fields of a Three months
vast swathe of
land
Beast Shard (DA20): This behaves as Drawing Out the Beast, except it affects (13-Generation)
targets. Furthermore, you may choose not to inflict Frenzy, which causes the target to roll
Frenzy checks at +2 Difficulty, or allows the target to Frenzy if they normally can’t. If you have
your maximum victims, you are affected as though you had lost your beast.

Level Eight
Mass Summons (PG1E): This behaves exactly as Beckon, except it summons all animals
within range, though you may choose to exclude some.
Taunt the Caged Beast: You touch the target, spending a Willpower and rolling Manipulation +
Empathy (Diff 7). The target must immediately make a Self-Control/Instinct roll (Diff 5 + Your
successes) or immediately frenzy. Even creatures who can’t normally Frenzy can be affected by
this power.
Crimson Fury (CB:GanRev): This power is permanent. Anyone who drinks your blood
(including new childer, ghouls, or would-be Diablerists) must immediately check for Frenzy. If

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they avoid Frenzying, they may continue to drink, but if they succumb, they must spend a
Willpower each round to continue drinking.
Should a diablerie attempt prove successful, the diablerist suffers a +2 Difficulty on all Frenzy
checks until they entirely subsume your beast. Each month, you make a contested Willpower
roll against the Diablerist, and whoever loses this contest loses one point of Permanent
Willpower. As the Diablerist loses Willpower, they become more and more feral. If you lose your
last Willpower, you are forever destroyed. If the Diablerist loses their last Willpower, you spring
forth from their body in a shower of gore, little worse for wear.
Unchain the Ferocious Beast (PGLC): You make eye contact with a creature capable of
Frenzying, spend three blood points, and roll Manipulation + Intimidation arcf(Diff 4 + Target’s
Self-Control/Instinct, or the Target’s Willpower + 3 for Werecreatures). Each success deals one
point of unsoakable aggravated damage to the target as their Beast tears them apart from the
inside.
The Beast’s Quills (DA20): To activate this power, fff you spend one blood and roll
Manipulation + Self-Control/Instinct (Diff 8). If successful, the first person to strike you in combat
with a melee weapon or brawling attack must immediately check for Frenzy, at +2 difficulty if
they dealt any lethal damage to you. This otherwise functions as Draw Out the Beast, or as
Beast Shard if you also possess that discipline.

Level Nine
Flesh Bond (LotC): By spending blood points equal to ⅕ a number of animals’ blood pool, you
may absorb them into your body. You may not regain these blood points until you expel the
animals, though you may absorb the creature, spitting out its dessicated corpse.
By spending one blood point and rolling Stamina + Animal Ken (Diff 7) to merge your body with
that of a larger beast. You do not have control over this creature unless you’ve also used
Subsume the Spirit.
Eyes of the Forest (CB:GanRev): You spend six blood and merge wholly into the ground of a
well defined area. You see and hear everything through the eyes and ears of the area’s beasts.
While you cannot be directly attacked, significant damage to the area can damage you. When
night falls, the general aura of the area changes to match your nature.
Free the Beast Within (PGLC): You concentrate for one round and spend one Willpower
before rolling Path (Diff 10-Self-Control/Instinct). If this roll fails, you enter a normal Frenzy. If
you botch, you enter a Frenzy which does not end until you are subdued. If successful,
however, you enter a controlled Frenzy, enjoying immunity to wound penalties and all Emotion
and Mind-affecting effects up to 8th level (8th level and higher powers are rolled at +3 difficulty).
Furthermore, you also reduce all Intimidation roll difficulties by 2, gain the benefits of
Heightened Senses equal to your Animalism, and gain +3 dice to Alertness and Perception-
based Survival rolls. However, to end this effect, you must spend a Willpower point to take any
non-violent actions, and must make an extended Self-Conscience/Instinct roll (Diff 8), requiring
six successes.
If you possess Shape of the Inner Beast (Protean 8), you may use this discipline with it, allowing
you to gain the Shape of the Inner Beast benefits, while maintaining control over the Beast, and

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without spending Willpower or risking derangements.
Plague of Beasts (DA20): You roll Charisma + Animal Ken (Diff 8), calling all animals within
(Success) miles, which follow simple instructions. Starting with two dice, the swarm attacks
anyone you wish, and its attack rolls increase by two dice per turn for (Success) rounds. These
attacks have a base damage of three bashing. Furthemore, Perception difficulties increase by
two for everyone in the swarm.

Auspex
System (Obfuscate): If your Auspex rating is higher than another’s Obfuscate, you automatically
see through it. If the two scores are equal, the Auspex wielder may roll Perception + Auspex
versus an opposed roll against the Obfuscate user’s Manipulation + Obfuscate. The difficulties
for both their rolls is 7, and this is rolled until one vampire has more successes than the other.
System (Chimerstry): The vampire must state that they are actively looking for illusions.
Otherwise, this is resolved as Obfuscate, save the Chimerstry user uses their Chimerstry score
in place of Obfuscate.

Level One
Heightened Senses: You must declare that you are using this power and which sense(s) it
encompasses, but no roll or expenditure is required. While active, difficulties for relevant
Perception rolls are reduced by your Auspex rating. It also allows you to perceive things that
cannot be seen by mortals, as above.

Level Two
Aura Perception: Roll Perception + Empathy (Diff 8) against the target. Success determines
the efficacy of the ability.

1 Can distinguish only the shade.


2 Can distinguish the main color.
3 Can recognise the color patterns.
4 Can detect subtle shifts.
5 Can identify mixtures of color and pattern.

Level Three
The Spirit’s Touch
Read the psychic impressions left on an item.
System: While touching the item, you roll Perception + Empathy. The difficulty is determined by
the strength of emotion associated with the item, time since the owner last came into contact,
etc. Successes determines the details of the owner.

Successes Information
Botch Overwhelmed by psychic impressions, unable to act for 30 minutes.
Failure No information of value

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1 Very basic information; the last owner’s gender or hair color
2 A second piece of basic information
3 More useful information; the age and state of mind of the last owner when the
item was used last
4 The person’s name
5 Basically anything about the last owner as they related to the object.

Level Four
Telepathy: You roll Intelligence + Subterfuge (Diff of the targets Willpower). Projecting thoughts
into a target’s mind requires one success. The subject recognizes that the thought comes from
elsewhere, though cannot discern their actual origin.
When reading minds, each success gleans additional information, or finds “deeper” information.
Deep secrets or buried memories may well require five or more successes just to locate.
Telepathy does not work easily on supernatural minds. You must expend one willpower, then
roll to project or read thoughts.

Level Five
Psychic Projection: To initiate the journey, the vampire must have a location in mind. Then,
they must spend a Willpower, then roll Perception + Occult (Variable difficulty, based on
distance and familiarity with the destination.) The vampire’s astral form journeys there at a rate
of 10,000 miles per hour. Failure at this stage means that the vampire cannot astrally project at
this time. A botch forces the vampire to their destination with such force that their silver cord
snaps (see below). While projecting, a vampire has no knowledge of what is happening to their
bodies, which lie in a torpid state.
To change course, or move to a new locale requires another Willpower be spent, and another
roll made. Failure means that the vampire is transported to a random location in the same
general direction. A botch means the same, and that their silver cord has snapped.
A vampire projecting carries no clothing or material objects with them. There may be relics that
exist partially or wholly on the astral plane, but these are rare.
Interaction with the material plane is impossible. At best, a vampire may spend a Willpower to
manifest as a ghostlike image. This apparition lasts one turn before fading, during which time
they may speak. If the vampire made 3 or more successes during the initial roll, they may
employ purely mental disciplines which require no bodily contact or eye contact.
If two astrally travelling entities encounter, they interact as though they were on the material.
However, since they have no physical bodies, their mental and social traits are used in place of
their physical ones (Wits replaces Dexterity, Charisma replaces Strength, and Intelligence
replaces Stamina.). In a fight, consider Willpower to be damaged. When Willpower is damaged
in this way, it is “spent,” and, if a vampire using this power runs out of Willpower, their cord is
severed.
A vampire using this power can always transport themselves back to their body without a roll so
long as they still have their silver cord. If their cord is snapped, severed, or otherwise broken,
they are immediately subjected to many of the regular rules of reality, while still limited to their

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astral form. They may not travel rapidly, nor may they regain willpower. They must walk to their
body. They may not interact with material objects, though they are hindered by them. Sunlight
affects them (causing damage to their actual, physical bodies), and their bodies spend one
blood point per night, as though rising.

Level Six
Babble (LotC): You may connect (Willpower) targets together with telepathy, or
(Willpower+Empathy) if all targets possess at least one derangement and do not resist the
discipline. All affected must speak aloud to communicate, but this power works across any
distance.
Celestial Harmony (CCTBH): You roll Willpower (Diff 7). Each success allows you to “tune in”
to the thoughts of everyone near you for one turn. These turns need to be consecutively, and
you may activate and deactivate this power throughout the scene, spending these rounds as
you wish. This power is not selective, essentially bombarding you with information, inflicting a 2
die penalty on all Perception and Wits based rolls while in use. If you activate this power twice in
the same scene, or more times in a night than you have Permanent Willpower, you gain a new
derangement which plagues you for the remainder of the story.
Cipher (A&T): Spend one blood and roll Intelligence + Linguistics (Diff 6). Each success
“teaches” you a language or code for one scene. If you are attempting to read magical text,
compare your Auspex to the writer’s relevant Discipline or ability.
Clairvoyance: State a target you wish to view and roll Perception + Empathy (Diff 6). If
successful, you can view the target and their surroundings for one turn per success. Other
Auspex powers can be used through this one. While active, Perception Checks made at your
original location are made at +3 Difficulty.
Crocodile’s Tongue: You spend a minute talking to your target and roll Perception + Empathy
(Diff 6). Success indicates that you know exactly what the subject wants to hear, even if they
aren’t currently thinking of it.
Discern the Aura (A&T): You must state a specific type of aura you are looking for. You may
then choose whether or not to spend a point of blood, and roll Perception + Empathy (Diff 8).
You can identify a number of people with the stated aura color equal to your successes (or ten
times that if blood is spent).
Eagle’s Sight (PG1E): This behaves as clairvoyance, except that you view a two mile radius
around you from an apparent altitude of 250 feet.
Genius Loci (CB:Tzi): You must meditate in an area of strong emotional resonance for one
hour, and roll Perception + Empathy (Diff 8). Success grants you insight into that the energy of
that place (i.e. meditating at a mass shooting site may give you insight into panic and fear, or a
burnt out building might warn of impending fire.)
Horoscopic Prediction (LotH): To use this power, you must know some information about the
target, including their birth date, their Embrace date, that sort of thing. For locations or
organizations, you need to know about where and when it was founded. With this information in
hand, you then draw up an astrology chart for the target, and the consult the skies on a clear
night. You then roll Perception + Occult (Diff 8), or (Diff 9) if attempting to answer a specific

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question. Each success nets you a bit of information about the target’s most probable future.
Prediction: Whenever you are in conversation, whenever you or the other person is about to
make a social roll, you may spend a blood point and roll Perception + Empathy (Diff Target’s
Manipulation + Subterfuge). Each success grants you bonus dice to your social roll, or subtracts
dice from the target’s roll.
Sense Emotion (PG1E): You roll Perception + Empathy (Diff 7-(Auspex-6)). Success indicates
that you can feel the emotions of those within a 10 foot radius, and can identify the emotional
nexus of those in the same radius.
Spirit Bond (DAC): You must touch the person or object you are attempting to bond to, spend
one blood point, and roll Perception + Empathy (Diff 8). You may invoke this bond at any time
by rolling Perception + Empathy (Diff 6), which gives you the rough geographical location, with
more specific location the closer you are to it.
A Spirit Bond lasts 10 years.
Telepathic Communication: You can open up a telepathic network between a number of
targets across a distance depending on your Auspex rating. This ability requires a Charisma +
Empathy roll (Diff target’s current Willpower) only against unwilling targets. Anyone affected by
this ability may talk to anyone else, or everyone else, so connected.

Auspex Targets Distance


6 Three 500 Miles
7 Perception 1,000 Miles
8 Perception + 500 Miles*Intelligence
Empathy
9 2*(Perception + 1,000 Miles*Intelligence
Empathy)
The Dreaming (PG1E): You are able to watch your body as you lie in Torpor or while asleep.
Essentially, this power allows you to rouse yourself during the day without needing to make
Perception checks- just the basic rolls to waken during the day.
The Mind Revealed (PGHC): To activate this power against a mortal or ghoul, you simply
concentrate for a round. Against a Vampire, you spend one Willpower, and roll Perception +
Empathy (Diff target’s Willpower). If successful, you know the thoughts foremost on the target’s
mind, including what they’re about to say, what they’re choosing not to say, and other general
surface thoughts. Outside of combat, this raises all Subterfuge difficulties against you, amd
grants you three extra dice to social rolls against the target. In combat, this lets you know what
the target is going to do before they do it, granting you -1 difficulty to hit the target and to make
defensive actions. Since you must concentrate on your target, you increase difficulties against
all others by three. You may only have one person under the effects of this ability.
Sibyl’s Tongue (LotC): You must either be a Malkavian or posess Dementation 3+ to learn this
power. You ask a question and roll Wits + Investigation (Diff 8). If any Malkavian (or wielder of
Dementation 3+) knows the answer, you learn it as well, with extra successes granting more
information. However, if you fail the roll, you gain two Derangements until the end of the scene.
On a botch, one of the Derangements becomes permanent (but still removable as normal).

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Level Seven
Anima Gathering (CB:AsRev): All participants (up to your Wits) must form an unbroken chain
with you. You must then spend one blood point per participant, who then leaves their bodies as
per Astral Projection. On the Astral Plane, the participants must remain within 100 feet of you.
Anybody who loses their physical (real world) connection with you immediately returns to their
body and loses (8-Wits) Willpower, which if reduced to zero, leaves them unconscious until
sunset.
Ecstatic Agony (PGHC): You spend one Willpower, and for one scene, your wound penalties
are treated instead as bonuses.
Karmic Sight: You select a target and roll Perception + Empathy (Diff target’s Current
Willpower). You gain insight into the target as detailed below.

Successes Effect
Botch Gain a flaw or derangement similar to the target’s
1 Can identify patterns and shifts in target’s aura
2 Learn the target’s Nature, Demeanor, and Path
3 Outside influences such as dominate or demonic pacts can be seen
4 Target’s Willpower, Path, and Virtue ratings can be determined
5 Determine target’s karma, fate related merits and flaws.

Mirror Reflex (GttC): Target an enemy who is performing a combat action, and who is
(Willpower yards away or less, and spend one blood point and roll Perception + (skill in use)
(Diff target’s Manipulation + skill in use). Each success is a bonus die that can be used against
the target in the next turn on actions against the target.
Pluck the Secret (DaC): You specify a topic, spend one blood and roll Charisma + Empathy
(Diff target’s Willpower) against a target in sight. The subject then reveals what they know on
the topic as detailed below. They may reveal this knowledge verbally or mentally at your
decision

Successes Effect
1 Random, garbled thoughts on a one word subject
2 Simple ideas and concepts on a two word topic.
3 Clear, but concise thoughts on a single sentence topic.
4 Complex, plainly presented thoughts on a relatively simple topic.
5 Exhaustive and organized revelations on topics of great complexity.
Stealing the Mind’s Eye (DaC): You must see your target, rolling Perception + Subterfuge (Diff
Target’s Willpower). If the target accepts this bond willingly, the difficulty is reduced by two. A
single success indicates that you can see and hear what the target does. Further, additional
successes allow you to use disciplines while in the host, as the table below.

Successes Disciplines
1 None
2 Auspex

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3 Auspex, Presence
4 Auspex, Dementation, Dominate, Presence
5 Auspex, Chimerstry, Dementation, Dominate, Presence, Thaumaturgy

Supernal Awareness (LotH): Once you have cast an individual or organization’s horoscope
(see Horoscopic Forecast above), you may roll Perception + Alertness. The difficulty varies for
this. Against mortals, the difficulty is simply their Willpower. Against Vampires, the difficulty is
Willpower + (13-Generation). Againsts Werewolves and similar creatures, it is Willpower +
Rank. Other supernaturals use similar rules. Success indicates a fairly clear picture of what that
person is doing and has done throughout their lifetime, though it does not supply motivations
for, thoughts about, or explanations of those actions.

Level Eight
The Call (CB:MalRev): You roll Perception + Empathy (Diff 6). Successes indicate the range
that you broadcast the call to. Anyone with Madness Time that is in range may roll it along with
Wits (Diff 6) to receive a general idea of the time and place of the meeting you are calling. You
must possess the Madness Time Secondary to gain this Discipline. Note that The Call is also a
level six Dementation discipline.

Successes Range
1 All with Madness Time within about three blocks
3 Three Mile Radius
5 10-Mile Radius
7 All within the city
10 All in a greater metropolitan area
13 300 mile radius
15 Entire continent
20 The entire world

Oracle’s Sight (DAC): You choose to activate this power, and are then capable of hearing the
thoughts of all in the area. However, the thoughts are unsorted and constant. You must roll Wits
+ Leadership (Diff 6), with each success allowing you to sort out a clear image or thought.
Psychic Assault: You must make eye contact or physical contact with the target, spend three
blood points (and a Willpower if targeting a Supernatural), and roll Manipulation + Intimidation
(Diff 6) against an opposed roll of the target’s Willpower (Diff 6). The effect is determined by
your net successes.

Successes Effect
Botch Target is immune for one night per 1 rolled and may roll Perception +
Awareness (Diff 6) to determine the source of the assault
Failure Target may roll to determine the source of the assault
1 Target loses one Willpower but is otherwise unharmed
2 Target loses three Willpower and must roll Courage to avoid Rotschreck

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3 Target loses six Willpower, must roll Courage, and takes three levels of
bashing, soaked normally. If this Willpower loss takes them to zero, they
lose one point of permanent Willpower, and they fall unconscious for the
rest of the night.
4 Target loses all Willpower, half their Permanent Willpower, fall
unconscious for the rest of the night, and take three points of lethal
damage, soaked normally.
5 Target rolls Permanent Willpower (Diff 7). If successful, as four successes,
if failure, instantly slain.

Level Nine
False Slumber: Whenever you are in Torpor, you automatically Astrally Project (as the Rank 5
discipline). However, should your Silver Cord be severed, you are not killed, though you do still
lose half your Permanent Willpower, and this power, which must be bought back. In this event,
your spirit returns to your body over the course of a year and a day.
Master of the Dom (LB1): Once acquired, you select a territory no greater than a 10-mile
radius. All difficulties for Dominate, Animalism, Presence, and Sorcery made against those
dwelling in the territory are reduced by one. You may also control the land itself with an
Intelligence + Occult or Hearth Wisdom roll (variable difficulty), changing the weather, shifting
landmarks, and the like.
However, each night you are away from your territory, you take a cumulative -1 to all dice pools.
If all of your dice pools are reduced to zero, you wither and die.
Omniscience (PGHC, Sight of the Oracles): You benefit from Heightened Senses at all times
without risking sensory overload, defeating Obfuscate or similar powers of lower level at all
times.

Dominate
Level One
Command: You make eye contact with your target and roll Manipulation + Intimidation (Diff of
the target’s current willpower), then order the target to perform an action. More successes
means the target acts with greater vigor or for a longer duration. The action must be fairly
simple: run, afree, fall, yawn, jump, etc. Targets will not act against their Nature, and self
destructive orders are usually ignored.

Level Two
Mesmerize: You make eye contact with the target roll Manipulation + Leadership (diff of the
target’s current Willpower) and specify an action you wish the target to take (anything simple or
complex) and a trigger, if so desired. The number of successes determine on how outlandish
the action can be. At one or two successes, the target cannot be forced to do anything that
seems strange to them (they might walk outside, but probably wouldn’t steal a car). Three or
four successes means that nearly any command will be followed as long as it doesn’t endanger

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the target. Five successes means that you can implant nearly any command. As with
Command, you cannot force a target to harm themselves directly (a target won’t shoot
themselves in the head, but you could convince them to attack a police officer), nor will they go
against their nature.

Level Three
The Forgetful Mind: You state the desired changes to the target’s mind, make eye contact with
the target and roll Wits + Subterfuge (Diff target’s current Willpower). If you fail to get the
required successes, the power still works, albeit to a lesser degree.

Successes Result
1 Remove a single memory for a day
2 May remove, but not alter, a single memory
3 May make slight changes to a single memory
4 May alter or remove an entire scene’s worth of memories
5 May reconstruct entire periods of the target’s life

While these effects are “permanent,” removed or altered memories can return to a target. This is
dependant on how detailed the memory alteration is, and memories can be triggered by stimuli,
though these memories often take a long time to even become a semblance of reality.

Level Four
Condition: Once per scene, you may roll Charisma + Leadership (Diff target’s Willpower). This
is an extended action requiring a variable number of successes, depending on the target’s
Instinct or Self-Control. As a general guideline, particularly pliable targets require 5 times their
virtue rating, and the most resistant targets require 10 times their virtue rating. When you reach
half the number of successes required, the difficulty to make command rolls is lowered. Once
the target is completely conditioned, Dominate powers do not require eye contact and you need
not make command rolls unless the target is completely isolated from you (in another room,
over the phone or some such), and even a failure on a command roll, the target will likely still
perform some of the action.
The target may eventually shake off the conditioning by being away from you for a variable
amount of time (again, this depends on the individual). If you encounter the target before that
time passes, a single successful Charisma + Leadership roll allows you to reassert your
dominance. Even if the target shakes the conditioning, they are more susceptible to you
reapplying it, requiring half as many successes as before.

Level Five
Possession: This ability only works against mortals, and ghouls who have drank your blood.
You make eye contact, and spend one Willpower, rolling Charisma + Intimidation against the
target’s Willpower (Diff 7 for both). This is an extended action, taking one round per roll during
which time you may not perform other actions. For each success over the target’s you make,

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they lose one point of temporary Willpower. Once the target is out of Willpower, you roll
Manipulation + Intimidation (Diff 7) to determine how effectively possessed the target is, and
what mental discipline you can use. If possessing a ghoul, you may use their physical
disciplines, but not your own.

Successes Result
1 No Disciplines
2 Auspex and other sensory powers
3 Presence and other powers of emotional manipulation
4 Dementation, Dominate, and other powers of mental manipulation
5 Chimerstry, Magic paths, and other mystical powers
There is no distance limit after this power is used, and indeed you may walk in sunlight in the
animal’s body, though you must make a roll to stay awake. If this roll fails, you are kicked out of
the body. If this roll is a botch, you take damage as though you’d been exposed to sunlight for a
round, and must check for Rotschreck.
Once freed from possession, the mortal regains control of themself. This can happen in an
instant, or the victim may lie comatose for days.

Level Six
Chain the Psyche: You spend a blood point when applying another Dominate effect. Any
attempts (Up to your Manipulation) to work against the command or retrieve lost memories inflict
pain. At that time, you roll Manipulation + Intimidate (Diff Target’s Stamina + Empathy). Each
success leaves the target unable to act for a turn.
Command Obedience (PGHC): You no longer need to make eye contact with targets of
Dominate, instead being able to establish the necessary link with skin to skin contact, or even
just your voice (though if only using voice, such rolls are made at +1 Difficulty, and require and
expenditure of Willpower)
Fealty (DA): Whenever someone freely makes an Oath to you, you may roll Charisma + Politics
(Diff Target’s Current Willpower), compelling them to keep that oath for an amount of time
dependent on successes. In any scene where the target is conscious and not attempting to
uphold their oath, they take one point of unsoakable bashing damage. If the oath is to fulfill a
specific task, the duration of this power ends when it is complete.

Successes Duration
1 One week
2 One month
3 One year
4 10 years
5 100 years
Implant Opinion (LotC): You choose a general belief to instill in the target and roll Charisma +
Leadership (Diff Target’s Current Willpower). Depending on how antithetical this belief is to the
target’s current beliefs, more than one success may be required, and, if the target is left in an
environment inconducive to their new beliefs, they may revert.

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Loyalty: Vampires attempting to Dominate a target of your own Domination must spend an
additional Willpower and rolls at +3 Difficulty.
Memory Block (LotC): This behaves as The Forgetful Mind, except the target still remembers
the memory, but cannot speak about it. If asked a specific question about the memory, the
target may roll Willpower (Diff equal to your Dominate rating) to answer it.
Oberon’s Grail (CB:TreRev): You must touch your target in addition to making eye contact and
roll Manipulation + Subterfuge (Diff Target’s Willpower). One success leaves the target’s
memory from sunset to the current time hazy. Two wipes out that entire time period, and three
wipes out the target’s memory from sunset until dawn.

Level Seven
Chain of Command (A&T): You spend one blood and one Willpower, rolling Manipulation +
Leadership (Diff Target’s Willpower). This behaves as Mesmerize, except that it allows much
more complex commands, and, should the thrall come across an obstacle that they believe
prevents them from accomplishing their task, they will pass on the compulsion to whoever they
believe to be the most likely to succeed, or the most convenient if they believe they are dying.
Instead of rolling against the next target, you take your result and subtract one.
This power lasts until the task is accomplished, your successes reaches zero, you choose to
end it, or the thrall dies before they can pass the compulsion on.
Dynastic Power (LotH): You must have a way to identify one of your mortal descendants, such
as a name or a photograph. You may then roll Manipulation + Leadership (Diff 3 + Mortal
Generations from you). Success indicates you compel the target as per Mesmerize.
Mass Manipulation: You may use Dominate powers against small groups, rolling against the
most difficult target, with each success past the first affecting one additional target.
Still the Mortal Flesh: You roll Manipulation + Medicine (Diff Target’s Willpower + 2). For a
number of turns equal to your successes, you may control the target’s autonomic functions,
such as heartbeat, breathing, sight, hearing, or even perspiration. As such, you may speed
them up, stop them, or other such similar changes
Strings of the Marionette (A&T): You must make physical contact with the staked or torporous
target and roll Manipulation + Leadership (Diff Target’s Willpower + 1). The target otherwise
behaves as though affected by Mesmerize, though they cannot use disciplines requiring
conscious thought and all dice pools are halved, rounding down.
Tyrant’s Gaze (PGHC): You specify a category of attribute, spend one blood and roll
Manipulation + Intimidation (Diff Target’s Willpower), resisted by the target’s Courage (Diff your
Willpower). For each net success, the target loses one dot from one attribute of the chosen
category, spread as evenly as possible, with you choosing where any odd loss goes.
Reflexive rolls (such as soak) are not affected by this loss.

Level Eight
Carry the Master’s Voice (PGHC): Your target must be bloodbound to you, or under the
effects your Condition power. You select a Dominate power Level One-3, spend a Willpower
point and roll the standard roll (Diff 7) for that power. This allows the target to convey this power

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to another target (with eye contact), using your initial successes to determine effect.
Far Mastery: So long as you are familiar with your target and know their location, you can use
Dominate powers on them from any distance by spending a Willpower and rolling Perception +
Empathy (Diff Target’s Wits + Stealth) to establish the connection, before rolling the actual
Dominate power. Using this against other Supernaturals requires the expenditure of an
additional Willpower.

Level Nine
Speak Through the Blood: You spend one permanent Willpower point, and roll Manipulation +
Leadership (Diff 4 + Generations affected). You may only issue general commands to those of
your bloodline, which over time, shifts their goals to match your command. This power does not
affect those who have achieved Golconda, but does affect ghouls (to a lesser extent). This
power may be used in Torpor.

Obfuscate
Note that Obfuscate clouds minds, and as such, your presence is recorded by electronic
devices. However, the viewer’s mind may simply refuse to see you, even after the fact.

Level One
Cloak of Shadows: You step into the shadows, then remain quiet and motionless, and are
essentially unseeable, except by Auspex or similar powers.
Silence of Death (DA20, Rare): You simply choose to activate this power, rendering all noise
produced within 20 feet of you mute, however, noises produced outside the radius can be heard
within. You may spend two blood points and spend five rounds concentrating in a sealed room,
leaving the room muted, even after you leave. This use of this power lasts until you choose to
end it or until you use it again.

Level Two
Unseen Presence: You choose to activate this power, and are essentially unseeable unless
you draw attention to yourself. Even then, you can roll Wits + Stealth to avoid breaking the
power. Stepping on a squeaky floorboard is Diff 5, while walking through a pool of water may
require Diff 9. Some acts may require more than one success.
Not even the best Stealth roll can hide you if you were to smash through a window, yell out, or
throw someone across the room. Worse still, in such cases, each viewer may make a Wits +
Awareness roll (Diff 7). If successful, those individuals recall every move you made up until then
as though you’d been visible the entire time.

Level Three
Mask of a Thousand Faces: You roll Manipulation + Performance (Diff 7) to determine how
well the disguise works. If impersonating someone, you must get a good look at the subject.

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Successes Result
1 You retain your height and build, with a few slight alterations to your features.
Nosferatu (and similar) can appear as normal, albeit ugly, mortals.
2 You look unlike yourself; people don’t easily recognise you or agree about your
appearance
3 You look the way you want to appear
4 Complete transformation, including gestures, mannerisms, appearance, and
voice.
5 Appear as the opposite sex, vastly different age, or an extreme change of size.

Level Four
Vanish from the Mind’s Eye: You roll Charisma + Stealth (Diff of the highest Wits + Alertness
among the targets). If you score three or fewer successes, you appear ghost-like, but do not
completely vanish. Other characters trying to track you must make a Perception + Alertness roll
(Diff 8). Success means that that individual can act normally in relation to you. Failure results in
a +2 Difficulty (Max 10) to act in relation against you. They may need to make additional
observation checks under some circumstances. If you roll more than three successes, you
disappear completely, and if you scored more successes than a given target’s Willpower, they
forget you were there entirely. A person who sees you vanish must make a Courage roll
(mortals at Diff 9, vampires at Diff 5). Failure means they just stand there for two rounds while
they try to comprehend what happened.

Level Five
Cloak the Gathering: You may conceal one extra individual per each dot of Stealth you have.
You can bestow any single Obfuscate power at a given time to the group. While this power
applies to everyone under the cloak, you need only make one roll. Each individual must follow
the rules for the given Obfuscate power, though anyone who breaks the Obfuscate only does so
from themselves. If you break the Obfuscate, you break it for everyone under the cloak.

Level Six
Blithe Acceptance (CB:AsmRev): You spend one blood point and roll Manipulation +
Subterfuge (Diff 7). Unless an observer beats your roll with a Perception + Awareness roll (Diff
8, 6 if actively looking for suspicious activity), your actions are not treated as suspicious. This
power has its limits, as, while carrying a bazooka down main street would be acceptable,
actually firing the weapon would draw attention.
Busy Doing Nothing (LotC): You roll Manipulation + Performance (Diff 7). A single success
would allow you to listen at a door while appearing to simply stand by it, five successes allows
you to fight while appearing as a bystander.
Conceal (GttC): This power functions as Unseen Presence, except it affects an object within 30
feet of you, holding personal significance, up to the size of the house. It even works on vehicles,
and other drivers subconsciously maneuver out of the way, though it does still appear on radar
guns and the like (though what police officer is going to pull over an invisible car?)

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Confusion of the Eye (CB:SetRev): You spend a Willpower and roll Willpower (Diff Target’s
Willpower). Success indicates that the target perceives another single person of your choosing
as someone else. If the “masked” person attempts to convince the target of their true identity,
the target may roll Willpower (Diff 9, minus the Masked person’s roll of Charisma + Ability) to
end the effect, but otherwise, the target will ignore most evidence otherwise.
Diastasis (DAC): You roll Wits + Subterfuge (Diff 8), creating an illusion of you as your own
form disappears. The illusion can move a distance from your actual form dependant on
successes (see table below), but must remain in your field of vision. This illusion moves and
reacts as you would but is entirely incorporeal. Whenever you interact with something within
another’s field of vision, they may make a Perception + Awareness roll (Diff 6) contested by
your Wits + Subterfuge (Diff 6). If they win, they get an idea of where you really are, but still
cannot see you (attacks made against you are at +2 Difficulty). Those who attack your illusory
copy may roll Perception + Alertness (Diff 4, modified by the situation). A single success gives
the attack the impression that something isn’t right, and two or more reveal that it is illusory.

Successes Range
1 One yard
2 Two yards
3 Five yards
4 10 yards
5 30 yards
Displacement (LotC): You spend a single blood point to activate this power for a scene, which
imposes a (Obfuscate rating) die penalty to all attempts to hit or touch you. An observer can roll
Perception + Awareness (Diff 9) to notice the deception, decreasing the dice penalty by their
successes.
Invisible Weapon (PGLC): You roll Manipulation + Melee (Diff 7). For one hour per success,
the weapon is invisible to those who cannot penetrate your obfuscate. Unless someone you are
attacking has reason to suspect an attack is coming, they cannot defend, and even if they can,
do so at +3 difficulty. Attacking someone with this weapon breaks the obfuscate unless you
spend one Willpower per turn, though continuing to do so only inflicts a +2 difficulty penalty on a
defender.
This power works on crossbows and bows, conveying this power on ammunition so fired, and
also functions against handheld, non-weapon items (using Manipulation + Larceny instead to
activate.)
Manifold Guise (LS4): You roll Manipulation + Subterfuge (Diff 7). Each success allows you to
project either your face, body, and voice, or that of another person you can see on to everyone
within 10 feet per success. Only a close ally or true enemy can pick out the actual owner of the
face projected with a Perception + Alertness (Diff 6) roll, requiring successes equal to yours.
This effect is centered on you, travelling with you and affecting anyone who enters its radius,
and ending as they leave it, allowing a canny observer to note who is projecting.
Mental Maze (LotC): You may roll Charisma + Intimidation (Diff target’s current Willpower, plus
two if you cannot or do not speak to the target). You may affect one person per success (rolling
against the highest difficulty). For one scene, the targets find themselves unable to navigate out

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of the area (typically a small building or neighborhood). For especially large areas, the difficulty
of this power is reduced by one and the duration extended to one day. In order to trap a subject
in a single room, you must spend one Willpower. In order to affect a supernatural, you must also
spend one Willpower.
Mind Blank (GttC): Any attempt to read your mind first requires a Perception + Empathy (Diff of
your Wits + Stealth) roll. Any further rolls made to read your thoughts have their dice pools
limited to the successes on this first roll.
Scrawl (LotC): You must possess a Derangement to learn this discipline, and if that
Derangement is ever cured, you lose this discipline. No roll is needed to make use of this
power. You simply write out a message with a target in mind (who must also possess a
derangement), though you must be familiar with the target, their sire/parent, or their
progeny/children. You may also simply state you want the message legible to all those with any
derangement, or a specific derangement, or so on.
Soul Mask (DA): You may spend a variable amount of blood to modify your aura, as seen with
Aura Perception and similar powers. One blood changes the color, masking your emotion, two
changes the hue (masking your vampiric nature, and three will hide the markings of Diablerie or
magic use, or even hide your aura altogether. However, you must be familiar with Aura
Perception to mask your aura (though you can suppress it without familiarity.)

Level Seven
Cache (GttC): This power allows you to leave the presence of another person or object you
have obfuscated. To do so, you activate the Obfuscate power, and spend a Willpower. So long
as you are within (Wits + Stealth) miles, the person or object remains Obfuscated until sunrise
or until the Obfuscate would normally be broken.
Fortress of Silence (DA20): You spend one blood point, and create an area of silence around
yourself that no sound can enter (which increases the difficulties of all Perception difficulties by
two), while also quieting subconscious noises. While in this circle and meditating, you regain
one Willpower every 15 minutes, and, should you meditate for an hour before leaving the circle,
you enjoy -1 difficulty on rolls involving mental attributes or Willpower for the rest of the night.
You may also use this offensively, rolling Stamina + Occult (Diff Target’s Willpower), which
reduces their Mental and Dexterity dice pools by one per success for one scene, though the
target may regain lost dice by spending Willpower on a one for one basis. Should you score a
number of successes equal to the target’s Permanent Willpower, they gain a derangement for a
full night, and should you score three or more successes above their Willpower, this
derangement is permanent.
Veil of Blissful Ignorance (PGLC): You must touch your target, spending a blood point and
rolling Wits + Stealth (Diff of target’s Appearance + 3, Inhuman looking targets such as
Nosferatu, are Diff 8, and targets that look not quite human such as Cappadocians have a +1
Difficulty). If successful, the target is affected as though by Vanish from the Mind’s Eye for an
amount of time determined by successes. This power is not broken even by attacks, but cannot
be used on a willing target.

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Successes Duration
1 Three turns
2 One minute
3 Fifteen minutes
4 One hour
5 Until Sunrise
Veil the Legions (DAC): Roll Wits + Stealth (Diff 7). You may conceal up to 10 people per dot
of stealth you possess, as per Cloak the Gathering, all of whom must be within and remain
within a distance of you determined by your successes.

Successes Distance
1 10 yards
2 30 yards
3 100 yards
4 500 yards
5 2,000 yards

Level Eight
Horrid Countenance (PGttLC): You spend one Willpower in order to become something each
individual who can see you perceives as horrifying. Mortals must roll Willpower (Diff 8). A Botch
indicates the mortal dies from a heart attack. A failure indicates that the mortal faints and wakes
an hour later with a permanent derangement. With one or two successes, a mortal cowers in
terror, and three or more successes, they flee. Ghouls and ghouled animals always flee.
Ghouls reduce the effects by one step (such that a botch causes fainting and permanent
derangement, and so one), with three successes allowing the ghoul to act normally, reducing
dice pools not related to escaping by two.
Vampires check for Rotschrek (Diff 9), reducing dice pools by two if successful, until they score
five successes on an extended courage roll (Diff 7).
Shifters check for Berserker Frenzy according to whatever factor determines difficulty. If
Frenzied, they target you to the exclusion of others. Otherwise, they are entirely unaffected.
Old Friend (GttC): You roll Manipulation + Subterfuge (Diff Target’s Perception + Alertness,
max 10). Success indicates that the target perceives you as someone worthy of trust, with each
success adding a die to any roll made to get the target to divulge secrets.
Phantom Haunter (CB:MalkRev): You roll Manipulation + Empathy (Diff target’s Willpower).
Each success allows you to take the form of whoever most shaped them as a person for one
round. Furthermore, you gain the knowledge the target thinks your disguise possesses (i.e. if a
teenager thinks her father knows she’s sleeping with her boyfriend, even if he doesn’t know it.
However, if he actually knows she is smoking pot, but she doesn’t think he does, you do not
gain this knowledge.) Mechanically, rolls made for Dominate, Dementation, or Presence against
the the target are made at -3 difficulty, and if attempting to destroy the target’s confidence, may
force the target to spend one Willpower per turn.
However, for each turn beyond the first that you maintain this power, you must roll Willpower

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(Diff 6). Failing this roll means you obtain a mild derangement related to multiple personalities,
or one the target believes your disguise possesses for the rest of the night.

Level Nine
Create Name (GttC): You spend three hours constructing an identity, making an extended
Intelligence + Subterfuge roll (Diff 8), requiring 20 total successes. A botch on any of these rolls
removes five successes from your total, with an actual botch resulting if your total is reduced
below 0.
If successful, you face, aura, nature, demeanor, even thoughts and psychological merits and
flaws change to match your new identity.
The only way to pierce this disguise is to notice inconsistencies in your new identity- while your
thought processes might be those of a doctor, this ability doesn’t grant any knowledge or skill
you don’t already possess
Obscure God’s Creation (DA20): You must enter a location completely free of observation,
such as a coffin, spend one permanent Willpower, and roll Wits + Subterfuge (Diff 9).
One success, memories of people directly associated with you are left blank, and fragmented
recollections of you.
Two successes leaves those directly associated with you attributing your actions with
themselves or others.
With three successes, mentions of you disappear from written records, leaving only vague
allusions to you in tales of your exploits.
With four successes, your existence is obliterated from memory and record, rewriting to fill any
gaps that may occur. Only traces that you wish to remain do so.

Presence
Level One
Awe: You spend 1 blood point and roll Charisma + Performance (Diff 7). The number of
successes rolled determines how many people are affected. If there are more people present
than can be affected, Awe affects those with lower WIllpower ratings first. The power stays in
effect for the remainder of the scene or until you choose to drop it.

Successes Result
1 One person
2 Two people
3 Six people
4 20 people
5 Everyone in your immediate vicinity

Those affected become generally positively predisposed, and agreeing with your opinion.

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Level Two
Dread Gaze: You roll Charisma + Intimidation (Diff target’s Wits + Courage). Success means
that you cow them with fear. Failure indicates that they are startled, but has no mechanical
effect. Three or more successes sends the target into a fleeing frenzy, preferring to try to
scratch through concrete walls than face you. Each success you get subtracts one die from the
subject’s pools.
You may only attempt the Dread Gaze on a target once per turn, though you may do so as an
extended action, adding your successes together until the target is completely cowed. Once you
have accumulated more successes than the target’s current Willpower, they simply curl up on
the ground and weep. Failure on any roll during the extended action means you lose all
accumulated successes.

Level Three
Entrancement: You spend 1 Blood point and roll Appearance + Empathy (Diff Target’s current
Willpower). The number of successes affects the duration of this power. For the duration of this
power, the target becomes devoted to you and is willing to perform services for you. Unlike
Dominate, this power does not turn the target into a puppet, though it does leave them more
creative and personable.

Successes Result
Botch Cannot affect target for rest of Story
Failure Cannot affect target for rest of the night.
1 One hour
2 One day
3 One week
4 One month
5 One year

Level Four
Summon: You spend one blood point and roll Charisma + Subterfuge and call a target you’ve
met. The base difficulty is 5, but this increases to 7 if the subject was only met briefly. The
difficulty is only 4 if you have successfully used Presence on them before, but increases to 8 if
you attempted to use Presence and failed.
Successes determine how effective the power is.

Successes Result
Botch Cannot Summon target for rest of the story.
Failure Cannot Summon target for the rest of the night.
1 Target approaches slowly and hesitantly
2 Target is reluctant and easily hindered by obstacles.
3 Target approaches at a reasonable speed
4 Target comes with haste, overcoming any obstacles they are able

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5 Target rushes to you, doing anything necessary to get there.

Level Five
Majesty: No roll is required for this power, though you spend a Willpower. The target must then
make a Courage roll (Diff your Charisma + Intimidation, Max 10). Failure indicates that the
target will essentially grovel before you, basically worshipping you. Success indicates that the
target can act normally, at least until something calls for another roll.

Level Six
Force of Personality (PGHC): You spend one Willpower and roll Charisma + Intimidation or
Leadership. You compare the results of this roll against each person in your vicinity as a
difficulty. Each success against an individual indicates a step they must take away from you and
also the difficulty of a Willpower roll made to approach you. After the initial activation of this
power, its radius drops to six feet. Furthermore, anyone affected is also affected by Majesty.
When activating this power, you may designate any number of targets to simply be affected by
Majesty. This power lasts for one scene.
Love: You spend one blood, and roll Manipulation + Subterfuge (Diff Target’s current
Willpower). Success indicates that the target behaves as though bloodbound to you, and each
success reduces the target’s social die pools against you by one. A botch makes the target
immune to all of your Presence powers for a full night. This power lasts one scene.
Melusine’s Song (LS2): You spend two blood points, and choose a suggestion to weave into a
song that you sing. All within earshot must roll Willpower (Diff 8), or begin to comply. The
compulsion functions until you cease singing or until a listener leaves earshot. Commands that
require the listener to leave earshot are still carried out, but do grant the listener an additional
Willpower roll when leaving earshot.
Those within earshot but not within your immediate presence may make a Wits + Subterfuge roll
(Diff 8) to notice something odd about your singing, though only that it is unusually good.
Finally, knowledge of this power reduces all difficulties related to singing by one.
Paralyzing Glance: You must make eye contact with the target, and roll Manipulation +
Intimidation (Diff target’s current Willpower. Success leaves the victim a gibbering pile of fear
dependent on your successes (see below). Nothing will break the target out of it except for
imminent danger (such as sunrise, or assault), which allows the target to roll Courage (Diff your
Intimidation + 3). Even a single success ends the paralysis.

Successes Duration
1 Three turns
2 Five turns
3 Scene
4 Hour
5 Night
6+ Week or more
Spark of Rage: Roll Manipulation + Subterfuge (Diff 8). Those affected (detailed below) must

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either spend a Willpower point or roll Self-Control + Instinct (Diff of your Manipulation +
Subterfuge) or fly into a Frenzy. If not all in the vicinity can be affected, those closest are
affected first.
Successes Targets
1 Two people
2 Four People
3 Eight People
4 20 People
5 All in vicinity
Temptation [Obsession] (LotC): You roll Manipulation + Leadership (Diff target’s Path Rating).
A simple success afflicts the target with an overpowering desire to possess a specific
substance, action, or condition. If they cannot get the object of obsession, they must make a
Frenzy check. If you score more successes than the target’s Conscience/Conviction, this is
instead treated as a permanent derangement.
Temptation [True Will] (LotC): This behaves as the Obsession variant, but the target instead
behaves according to their nature without restraint.
Vengeance of the Martyr’s Legacy [Impulse] (AU): You spend one Willpower. All of your
descendants, regardless of where they are or what they are doing, must make a Self-
Control/Instinct (Diff 8) or fall to Frenzy.

Level Seven
Cooperation: You spend one blood point and roll Charisma + Leadership (Diff 8). The number
affected depends on your successes (as Spark of Rage). Those affected benefit from a general
feeling of non-aggression and camaraderie for a scene, though you may expend a Willpower to
extend this to (8 - Generation) Nights. This power also decreases the difficulty to resist Frenzy
by three and certain Social Flaws (those that would inhibit cooperation) are suppressed for the
duration.
Fires of Conviction (PGHC): In order to use this power, you must first get the attention of at
least ¾ of a crowd, suggest a cause to them, and roll Charisma + Expression with a widely
variable difficulty. If you speak for a single minute, the difficulty is 9, after five minutes, it is 8,
and after fifteen minutes, the difficulty is 7. If the crowd does not believe in the cause or the
cause is especially dangerous, the difficulty is one higher. The amount of successes determines
how much of the crowd is swayed.

Successes Crowd Affected


1 1/10 of the crowd
2 1/3
3 1/2
4 2/3
5 Whole crowd
Those affected by this power may roll Willpower (Diff your Charisma + Expression) to resist, but
otherwise, the crowd moves to achieve their new goal, typically in the most destructive way
possible. Those affected also are treated as though their Willpower were three higher, and gain

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one additional Willpower to spend to resist wound modifiers or for extra dice/auto success.
Phobia (LotC): Roll Manipulation + Intimidation (Diff Target’s Courage + 3). A single success
inflicts a Phobia derangement of your choice for a scene. Rolling more successes than the
target’s courage makes the phobia indefinite.
Unholy Penance (DAC): You roll Manipulation + Empathy (Diff Target’s Conscience/Conviction
+ 4). The difficulty may reduced against targets who have lived particularly wicked lives or are
else wracked by guilt. Each success renders the target incapacitated for one turn, as they
whisper their vilest sins for as long as the power lasts. This will reach even those in the depths
of Frenzy.
Vengeance of the Martyr’s Legacy [Mandate] (UA): This behaves as the Impulse version of
the power, except that your bloodline cannot roll to resist (though they may pay Willpower as
normal).

Level Eight
Bloodlust (DAC): To use this power, you must assemble a group already ready to fight, and roll
Appearance + Leadership (Diff 7). Each success indicates that a member of your warband
automatically succeeds on all Courage checks and mortals within the band may ignore wound
penalties up to Crippled, though at that point, they collapse unable to fight.
Corruption (CB:SetRev): Attempting to use this power is a violation of many more humane
paths, and automatically results in Humanity loss if your Humanity is higher than three. This
power fails against those who are in Golconda. To use this power, you make an extended roll of
Manipulation + Empathy (Diff Target’s Path), and must accumulate successes equal to the
target’s Path rating. Botching any part of this roll resets your entire progress and afflicts you with
Corruption for the rest of the night.
The target of this ability must roll to resist Frenzy any time they are exposed to something which
gives them pleasure, though this is a modified Frenzy, wherein the target must try to get more of
the pleasure source. The effects of this power are indefinite, and can only be ended by you,
your death, or by the target achieving Golconda.
Iron-Clad Command: This power is always active. Mortals are no longer able to spend
Willpower to resist your Presence powers. Supernatural creatures must roll Willpower the first
time they would spend a point (Diff of your Willpower + 2, a difficulty above 10 means the roll
cannot be attempted). Such creatures may only spend Willpower to resist your Presence equal
to their successes.
Perfect Paragon (PGHC): This power has two uses. If you target a single person, you roll
Charisma + Subterfuge (Diff Target’s Willpower). Success indicates that the target sees you as
a perfect embodiment of their ideals, allowing you to make Social rolls at -3 difficulty and at
gaining three dice for emotion- and mind-altering effects. However, this power does not tell you
what the target believes you to be (though their behaviour may). Should you act counter to their
image of you, they may roll Perception + Empathy (Diff your Charisma + Performance). Should
they succeed, this power ends and you lose its benefits.
In order to invoke this power against a group, you must spend a Willpower and roll as above,
but you only gain a -1 difficulty to Social rolls and +1 die on disciplines, as the targets only

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believe you to be virtuous, rather than a true Paragon. However, you may spend a blood point in
addition to the Willpower to gain the full benefit.
This power lasts for one scene.

Level Nine
A Perfect World (PGHC): This power is always on unless you deactivate it, and can be used in
Torpor. You roll Charisma + Empathy (Diff 7) once per month. All mortals and Kindred in the
area work towards your goals. If a target has a good reason not to work towards your goal, they
may spend a point of Willpower and roll Willpower (Diff 6). Should the target gain more
successes than your monthly roll, they may resist for one day and night, though they may repeat
the expenditure and roll the next time they awaken.
Pulse of the City: To use this power, you must be in a city you are at least somewhat familiar
with. You must expend a Willpower and roll Charisma + Streetwise (Diff 9, though Secondaries
or intimate knowledge of the city may lower this) while focusing on the emotion you wish to
broadcast across the city. This emotion lasts for a duration as detailed below. Supernatural
creatures, those with no personal connection to the city, and those in the suburbs of the city
reduce the duration by one step for each condition that applies.

Successes Duration
1 One minute
2 10 minutes
3 One hour
4 One day
5 One week

Uncommon Disciplines
These disciplines belong only to a specific clan in the Camarilla or a Sabbat antitribu. Finding a
teacher won’t be hugely easy, but it can be done. There are only three- Dementation,
Obtenbration (brought by the rare Lasombra antitribu) and Protean

Dementation
Level One
Passion: You talk to your target and roll Charisma + Empathy (Diff Target’s Humanity or Path).
Successes affect duration, and invoke a certain feeling in the target. This can include one or two
point additions or subtractions to the targets difficulty of Frenzy rolls, Virtue rolls, rolls to resist
Presence powers and so on.

Successes Result

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1 One turn
2 One hour
3 One night
4 One week
5 One month
6+ Three months

Level Two
The Haunting: You spend a blood point, and talk to the target, rolling Manipulation +
Subterfuge (Diff target’s Perception +Self-Control/Instinct). Success implants sensory
“visitations” that occur to the target, with successes determining how long the visitations occur.
The effects of eerie and harrowing apparitions may reduce dice pools for a turn or two after the
visitation.

Successes Result
1 One night
2 Two nights
3 One week
4 One month
5 Three months
6+ One year

Level Three
Any non-Malkavian that reaches this level of Dementation automatically gains an incurable
Derangement, as a Malkavian, though only at minor intensity.
Eyes of Chaos: You concentrate for a turn, and roll Perception + Occult. This power has a
number of uses. Discerning the nature of a stranger would be (Diff 9), a casual acquaintance
would be (Diff 8), and an established ally would be (Diff 6). You can use it to discern the
meaning of coded missive (Diff 7), or see the doings of an invisible hand in such events as the
pattern of falling leaves (Diff 6). Nearly anything has a pattern, if you care to look.

Level Four
Voice of Madness: You spend a blood point and roll Manipulation + Empathy (Diff 7). One
target is affected per success, although all targets must be able to hear you. Affected mortals fly
into a Rotschreck, and Kindred or other creatures capable of frenzy must make a check at Diff +
or -2 (whichever is unfavorable). Mortals are automatically affected and do not remember their
actions. The frenzy or fear lasts a scene, though a vampire or fera may snap out of it as usual.
You must immediately check for frenzy or Rotschreck, though the difficulty is one lower. If the
initial roll for this power is a failure, you must still make this check at +1 Difficulty instead of -1. If
the initial roll is a botch, the frenzy or Rotschreck response is automatic.

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Level Five
Total Insanity: You must have the undivided attention of your target for a full turn. You then
spend a blood point and roll Manipulation + Intimidation (Diff target’s current Willpower). If
successful, you afflict the target with 5 derangements of the STs choice. Successes determine
the duration.

Successes Result
1 One night
2 Two nights
3 One week
4 One month
5 One year

Don’t botch this. It will suck. A lot.

The target may spend a number of Willpower points equal to your successes on this initial roll
immediately to negate this effect. Otherwise, they must spend the same number of points, one
at a time at appropriate intervals (such as after a therapy session or after a friend has proven a
particular delusion false.)

Level Six
Babble (LotC): You may connect (Willpower) targets together with telepathy, or
(Willpower+Empathy) if all targets possess at least one derangement and do not resist the
discipline. All affected must speak aloud to communicate, but this power works across any
distance.
Devil in the Mind (PGLC): You make eye contact with your target and roll Manipulation +
Subterfuge (Diff target’s Willpower). Success indicates that for one scene, the target does not
repress the things they want to say or do. Supernaturals can spend a point of Willpower and roll
Willpower each time they wish to resist such an impulse.
Enigmatic Text (LotH): With this power you plant a hidden meaning in a medium. You roll Wits
+ Expression (variable diff; text is 6, paintings 7, and obscure things like table settings or piles of
pebbles is 8). If you wish to make the hidden message permanent (so long as it isn't defaced),
you must spend two Willpower.
Someone reading your Enigmatic Text must roll Perception + Enigmas (Diff 6) in an extended
roll, requiring variable successes with a variable interval depending on the information encoded.
Luna’s Embrace (DAC):You must establish eye contact with your foe and roll Charisma +
Subterfuge resisted by the target’s roll of Intelligence + Self-Control/Instinct (both Diff 6). For a
duration dependant on your net successes, the target gains your Nature, Demeanor,
Derangements, Mental merits and flaws, and perhaps some Social merits and flaws.

Net Successes Duration


1 One night

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2 One week
3 One month
4 Six months
5 One year

Kiss of the Moon (DAV): You interact with the target and select two minor Derangements. You
then roll Manipulation + Empathy contested by the target’s current Willpower (both Diff 6). If you
achieve at least two net successes, the target gains both derangements, which cannot be cured
(but can be combated as normal). You may end these derangements at will.
The Call (CB:MalRev): You roll Perception + Empathy (Diff 6). Successes indicate the range
that you broadcast the call to. Anyone with Madness Time that is in range may roll it along with
Wits (Diff 6) to receive a general idea of the time and place of the meeting you are calling. You
must possess the Madness time Specialty to gain this Discipline. Note that The Call is also a
level six Dementation discipline.

Successes Range
1 All with Madness Time within about three blocks
3 Three Mile Radius
5 10-Mile Radius
7 All within the city
10 All in a greater metropolitan area
13 300 mile radius
15 Entire continent
20 The entire world

Level Seven
Change the Soul (PGLC): You must make eye contact with the target and roll Manipulation +
Subterfuge (Diff target’s Wits + Subterfuge). If you achieve successes equal to the target’s Self-
Control/Instinct, you permanently change their nature to one of your choosing. This effect can
only be reversed with another application, use of Touch of the Saints, or high level Obeah.
Childmind (CB:MalRev): To use this power, you must establish eye contact with the target,
and roll Intelligence + Empathy (Diff target’s Self-Control/Instinct + 5). If successful, you may
reduce the target’s Mental attributes by up to seven points split amongst them (minimum of 1 for
any attribute.) However, this does not grant you knowledge of the target’s mental attributes. The
target also gains the Regression Derangement for the duration, a below.

Successes Duration
1 One turn
2 One night
3 One week
4 One month
5 One year
6+ + One year per success

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Cobble the Road (V20DA): You make eye contact with your target and roll Manipulation +
Subterfuge (Diff target’s Wits + Subterfuge. If you score successes equal to the target’s Self-
Control/Instincts, you may change one of their virtues to whatever you desire, likely prompting
an incompatibility with their current Path. The target must roll a degeneration roll every night
until their Path rating reaches 3. Otherwise, this power is indefinite, ending only with another
application, the target changes to a compatible Path, or else quests to be able to change their
Virtue rating back. High level Obeah can also repair this.
Delayed Delirium (DAC): You must make eye contact and set a condition and a Derangement.
You may also set this condition during an innocuous conversation, though doing so increases
your difficulty by one. You roll Manipulation + Empathy (Diff Target’s current Willpower). One
success indicates that the Derangement will last one year after the condition is met. Two or
more means it is permanent.
Sleep of Reason (CB:MalkRev): You select a target and roll Wits + Intimidation (Diff 6). You
may then spend blood points up to your successes (and generational maximum). Each point so
spent summons a manifestation of the victim’s fears with the following stats:
Strength: 10-Target’s Willpower
Dexterity: 13- Target’s Willpower
Stamina: 12-Target’s Willpower
Health Levels: 13-(Target’s Self-Control/Instinct + Courage)
The hobgoblins have no mental or social stats, are immune to the target’s mental powers, attack
the target unless compelled otherwise, cannot damage anyone but the target, and can always
find the target, regardless of how well they hide.
The hobgoblins attacks deal Strength + 1 damage regardless of the form they take.
The Sword of Malkav (V20DA): To use this power, you must establish eye contact, and spend
a Willpower. You then speak a truth that the target knows to be true, and then speak an
“alternate” version of that truth and roll Intelligence + Intimidation (Diff target’s current
Willpower). For the duration of this power, any time the target is presented with concrete
evidence against their new truth, they take one point of unsoakable aggravated damage per
turn, and if the target is capable of Frenzy (or similar), they must check for that as well. Acting
against this new truth is a level one sin for any kindred.

Successes Duration
1 One turn
2 One scene
3 One day
4 One week
5 One month
6+ One year

Level Eight
Deny (CB:MalRev): You spend one blood point and roll Willpower (Diff 8). If successful, you
choose one object to effectively ignore for the rest of the scene. You cannot interact with this
object in any way, nor can you see it. Effectively, this means that, were you to choose to deny

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the existence of a foe’s axe, it cannot harm you, or you could walk right through a door if you
decided that it doesn’t exist. Note that, while you could swing a melee weapon through the
denied door, you couldn’t shoot through it, as your bullets are interacting with the door- you are
not.
Personal Scourge: You must establish eye contact or else touch your target spend two
Willpower, and roll Manipulation + Empathy (Diff target’s Stamina + Self-Control/Instinct). For
(Success) turns, the target rolls their Willpower in Lethal damage against themselves, soakable
only with their Path rating. During this time, the target may take no action other thangippering
madly, including using blood to heal.
Prison of the Mind (DAC): You must make eye contact and make a contested roll against the
target, you Charisma + Intimidation versus their Wits + Courage (both Diff 8). For a length of
time dependant on your net successes, the target becomes trapped in a psychic prison as their
bodies cease all but the most basic function. In the case of vampires, they enter torpor, and
mortals must be spoonfed or else starve to death.

Successes Duration
1 One week
2 One month
3 Six months
4 One year
5 10 years

Level Nine
Lunatic Eruption: You spend four Willpower and roll Stamina + Intimidation (Diff 8),
determining the “blast radius” of this power. Every sentient creature within the radius falls to
their basest instincts. Humans loot, vampires enter a feeding frenzy, and lupines Rage. Those
affected may roll Self-Control/Instinct (Diff your Willpower), gaining their successes in hours of
lucidity, after which they resume the madness unless they leave the affected area.

Successes Area of Effect


1 One city block
2 One neighborhood
3 A large downtown area
4 Several neighborhoods
5 30 mile radius
6+ + 15 miles/success

Touch of the Saints (PGLC): You place a hand on the target’s face and spend one Willpower.
The target is purged of all Derangements and other outside influences- Dominate commands,
induced emotions, drugs, bloodbonds, and the like. In addition, the target regains all temporary
Willpower, and adds one die to all Mental rolls for a week.
This power does not cure Malkavian derangements, but does suppress them for a full night.

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Obtenebration
Level One
Shadow Play: You spend one blood point. For the rest of the scene, you have control over
shadows. You can cloak yourself in shadows to add one die to your Stealth and Intimidation
pools and add +1 Diff to ranged attacks against you. Alternately, you can cloak a foe in
shadows, slightly smothering them and reducing all their Stamina pools by 1 (including soak).
Airbreathers reduced to 0 Stamina by the shadows do little more than flounder and begin to
asphyxiate. Mortals (and possibly kindred who see this power for the first time) must make a
Courage roll (Diff 8) or take a 1 die penalty to all pools for the rest of the scene.

Level Two
Shroud of Night: You roll Manipulation + Occult (Diff 7). Success produces an inky black cloud
of darkness roughly 10 feet in diameter. Each additional success double the cloud’s size
(though you may choose to have a smaller diameter.) The cloud may be invoked up to 50 yards
away, even out of your sight (though doing so is Diff 9 and requires you to spend a Blood point).
This tarry mass extinguishes light sources (except fire), and those within cannot see or hear,
giving most actions a +2 Difficulty. Even those with heightened senses suffer this, due to the
unnatural nature of this shadow. Shroud of Night also reduces those within’s Stamina by two.
Airbreathers reduced to zero Stamina begin to asphyxiate.
Mortals and animals engulfed must make Courage rolls as with Shadowplay or flee in terror.

Level Three
Arms of the Abyss: You spend a blood point and make a simple Manipulation + Occult roll
(Diff 7). Each success creates a single tentacle from a patch of shadow. Each tentacle is 6 feet
and possesses Strength and Dexterity equal to your Obtenebration. If you wish you may spend
a blood point to increase a single tentacle’s Strength or Dexterity by one, or extend its reach by
6 feet. Each tentacle has four health levels, is affected by fire and sunlight as a vampire, and
soaks bashing and lethal damage using your Stamina + Fortitude. Aggravated damage may not
be soaked.
Tentacles may constrict foes inflicting (Strength + 1) lethal damage per turn. Breaking free
requires a resisted Strength roll against the tentacle (Diff 6 for both).

Level Four
Black Metamorphosis: You spend two blood points and roll Manipulation + Courage (diff 7).
Failure indicates that this power fails, though blood is still expended. A botch inflicts two points
of unsoakable lethal damage. While under the effects of this power, you have four tentacles
similar to those from Arms of the Abyss (though their Strength and Dexterity is equal to your
own, adding Celerity and Potence.) Those in physical contact with you reduce their Stamina by
2, and begin to asphyxiate if they hit air and their Stamina is reduced to zero. You also add 3
dice to Intimidation pools. Mortals, animals, and others not accustomed to this sort of display

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must make Courage rolls (Diff 8) or enter what is essentially Rotschreck.

Level Five
Tenebrous Form: You spend three blood points and transform into an oozing shadow similar to
Shroud of Night. You cannot attack or be physically attacked, though you still take normal
damage from fire and sunlight. You can use mental disciplines, as well as slither up walls and
across ceilings, or “Drip” upwards. You have no mass and are unaffected by gravity. Rotschreck
checks in this form are made at +1 Difficulty. Mortals, animals, and others not accustomed to
this sort of display must make Courage rolls (Diff 8) or enter what is essentially Rotschreck.

Level Six
Aegis of Shadow (PGHC): You spend two blood points and roll Manipulation + Occult (Diff 7).
Each success grants one armor against all damage except for fire or sunlight. You also gain a
+3 Intimidation.
Mortals and ghouls (and perhaps some inexperienced kindred) must check for Rotschreck (Diff
your Charisma + Modified Intimidation).
Botching this roll does three points of automatic unsoakable Aggravated damage.
Darksome Embrace (DAC): You spend one blood and roll Willpower (Diff 6). This power wraps
a target in shadows which do not physically hamper them. This shadow cloak cannot be
damaged through mundane means, and drains the blood from mortal victims at one per round
and perform all actions at +3 difficulty.
Cainites who are cloaked in this shadow do not lose blood but do act at +3 difficulty and mist
check for Rotschreck (Diff 8)
You can perform no other actions while using this power, and if you are attacked, it instantly
ends. When this power ends, the shadow re-enters you through your mouth, giving you half of
the blood drained.
Shadow Parasite (CB:Las): You spend three blood and summon a tentacle as Arms of the
Abyss, which immediately rolls Dexterity + Brawl (Diff 7) to impale its target, which must deal at
least one point of damage to do so. Each round thereafter, it rolls Stamina + Brawl to expand,
dealing base damage of its Strength, soakable only with Fortitude. You can do nothing except
maintain this arm while using this power.
Shadow Perspective (LotC): You must be standing in shadow to use this power. This power
allows you to move a sense to another patch of shadow that you can see and does not typically
require a roll, but does require you to spend one blood point per sense transferred. You may
also attempt to shift your perceptions to a location you can’t see but are familiar with with a
Perception + Awareness roll (Diff 9).
Shadow Step (GttS): You must be standing in shadow to use this power. You roll Dexterity +
Occult (Diff 6) and emerge from another shadow within 50 feet. Pulling another person through
the shadows requires a Strength + Occult (Diff 6) roll.

Level Seven
Darksight (CB:Las): This power behaves as Shadow Perspective but costs a Willpower in

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addition to the blood point. However, it allows you to split your senses, perceiving both from
your normal senses and from those you perceive in shadows.
Fortify Against Ahura Mazda (PGHC): Whenever you use another Obtenebration power, you
may spend an additional three blood and roll Stamina + Occult (Diff 7). Each success translates
to one turn where the summoned shadow is entirely unaffected by sunlight.
Shadow Lair (LotC): This power behaves as Shadow Step, except that you may spend one
blood point to delay your return to the material world by one hour. When this hour is up, you
may spend an additional blood point. You do not need to roll to enter the shadow, nor do you if
you leave from the same shadow, only rolling if you choose to exit from a different shadow.
Shadow Twin (GttS): You must target a shadow in sight (though not necessarily your own),
spend a blood point and roll Willpower (Diff 8). Success indicates that the shadow animates,
ready to do your bidding, though it may only move 50 feet from its “parent.” The animate
shadow has Attribute and Ability ratings equal to half its parent, and an Obtenebration rating
equal to half your own (which it does not need to pay to use). The shadow deals and takes half
damage, except from supernatural sources, fire, and sunlight.
While this power is active, the parent has no shadow, and if the shadow is slain, the parent
loses half their current Willpower and must check for Rotschreck (Diff 9)

Level Eight
Dark Hunter (LS 1): This power behaves as Nightshades, except that you must roll Stamina +
Leadership (Diff 8) to summon it, the creature is a perfect copy of yourself, is permanent until
destroyed, and you may only control one such Hunter. This hunter must be given a target and
instructions on what to do to the target (such as “follow,” “kill,” “capture,” etc.) While the Hunter
possesses all of your disciplines, it lacks blood to fuel them (except for Obtenebration, which it
need not pay for).
Inner Darkness (PGHC): To use this power, you must meditate for 10 minutes before spending
three blood and rolling Manipulation + Occult (Diff 7) to summon the Shadows. You must then
spend one Willpower and roll Willpower (Diff 8) to establish control. This power lasts 11 weeks.
While this power is active, you may use Shadow Play without cost, gain three dice to all
Obtenebration rolls, and may see in mundane or supernatural darkness up to Obtenebration 7
perfectly. Any time someone strikes you with a weapon that breaks your skin, a shadow tendril
(as Arms of the Abyss) emerges and strikes the foe before retreating, and any who try to drink
your blood take three dice of Aggravated damage, soakable only with Fortitude. All Self-
Control/Instinct and Instinct rolls made to maintain composure are made at -2 Difficulty and
attempts to influence you with Presence are made at +2 Difficulty.
Botching the summoning roll deals damage as Aegis of Shadows. Failing the control roll does
the same, and creates a 30 foot blot of darkness that you cannot see through, with four Arms of
the Abyss that lash out against any nearby target. Botching the control roll results in you being
possessed by something from the Abyss. Any lingering effects of failure last for (11 - Willpower)
weeks.
Nightshades (DAC): You must spend five blood and one Willpower per Nightshade created.
You drip the blood across your own shadow, summoning up to three Nightshades. Nightshade

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stats are in the Dark Ages Companion, page 88.
These Nightshades carry out your commands as best they are able until the next dawn.
Oubliette (GttS): Creating the Oubliette requires expenditure of a blood point, but does not
require a roll unless you are creating it around someone, which requires a Wits + Security roll
contested by the target’s Dexterity + Occult (both Diff 7).
Mortal creatures suffocate in a number of minutes equal to their Stamina (though you may
choose to leave their head exposed.) Cainites are simply trapped in a shadowy prison, unable
to take actions or use disciplines. The oubliette only disappears when touched by sunlight or
when you choose to relax it.
Shadow Watchtower (LotC): To use this power, you must be near a shadow and spend three
blood points. Doing so merges you entirely with the shadow, able to move and shift to other
shadowed areas. If the shadow you are merged with disappears and there is no other shadow
nearby to move to, you are shunted back to material. While merged, you are immune to all
damage, save from the sun, which still does Aggravated damage.

Level Nine
Ahriman’s Demesne (GttS): You spend two Willpower and spend three rounds pouring black
void from your hand into a 50 foot radius. At the end of the three sounds, you roll Manipulation +
Occult (Diff 6), dealing that much Aggravated damage to those within, soakable only with
Fortitude. Those slain leave no body as the Abyss claims its prize.
Enter the Abyss (PGHC): To enter the Abyss, you simply roll Strength + Occult (Diff 7). To
take another creature with you, you must pay one Willpower. If the creature is unwilling, you
must establish a firm grip on them (possibly requiring a grapple check), and make a Willpower
roll opposed by the target’s own Willpower (both Diff 6). Anyone entering the Abyss for the first
time must make a Courage + Obtenebration roll (Diff 9) or be overcome with overpowering fear
and despair.
You may exit the Abyss at any time, along with anyone you’ve brought with you as long as they
are touching you.
Tchernabog (LS1): To use this power, you simply spend two Willpower. For precisely one hour,
an inky blackness blots out the sky, removing all negative effects of a vampire walking in the
day. Even lanterns and torches seem dimmed in the darkness.

Protean
Level One
Eyes of the Beast: You must declare that you are using this power, but no there is no cost or
roll required. While this power is active, you can see in total darkness, though most social rolls
against mortals are made at +1 Difficulty unless you shield your eyes somehow.
Dolphin’s Unsight (BDT, Rare): This is a default power for aquatic Protean users. You must
declare that you are using this power but there is no cost or roll required, though it only
functions underwater. While this power is activated, you can “see” out to about 100 yards,
though you are unable to see purely visual information (such as color or text.)

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Level Two
Feral Claws: You spend one blood point and grow a set of claws in a single turn. These claws
last for a scene, inflict (Strength + 1) aggravated damage. Most other supernaturals cannot soak
this, though Fortitude does. Additionally, all rolls made to climb are made at -2 Difficulty.
Phodicean Webbing (BDT, Rare): This is a default power for aquatic Protean users. This
power behaves as Feral Claws, except instead of aiding in climbing, you triple your swimming
speed, but subtract two dice from any rolls made for fine manipulation. Using the webbing as an
attack does not apply underwater penalties to attack or damage rolls.

Level Three
Earth Meld: No roll is necessary, though you must spend a blood point and declare how long
you wish to stay beneath the earth. Over the course of a turn, you meld into the earth. To rouse
yourself before your declared time, you must roll Humanity or Path (Diff 6). Attempts to locate
you are made at +2 Difficulty, and attempts to touch you astrally are met with a spongy
sensation. Attempts to dig where you are buried are met with stone hard dirt. Attempts at
violence against you awaken you, expelling the soil violently (Perception rolls are made at +2
Difficulty for the rest of the round. You also subtract 2 from your initiative the first turn after you
emerge.

Level Four
Beast Form: You spend one point of blood and over the course of three turns, take the form of
a beast. You can reduce the transformation by one per additional blood point spent (Min. 1
turn). In wolf form, your teeth and claws deal Strength + 1 Aggravated damage, you run at
double speed, and your Perception rolls are at -2 Difficulty. In bat form, your Strength is reduced
to one, but you may fly at 20 MPH, difficulties for hearing-based Perception rolls are made at -3
Difficulty, and attacks made against you are at +2 difficulty.
You may also have other beast forms with different abilities at ST discretion. Regardless of
form, this power lasts until dawn, or until you end it.
Aquatic Beast Form (BDT, Rare): This is a default power of aquatic Protean users. This
behaves in all ways as Beast Form, except that you typically take the form of a shark (+2 to all
physical attributes, Bite dealing Strength + 3 Aggravated damage, quadrupled swim speed), or
a seabird of some kind (Flying at 40 MPH, decreasing sight based Perception difficulties by 3,
and attacks are made against you at +2 difficulty.

Level Five
Mist Form: You spend a blood point and over three rounds become a cloud of mist. You may
reduce the transformation time as with Beast Form. While in mist form, strong winds may buffet
you (though you may use Potence and similar Disciplines to resist). You also perceive the world
around you naturally, though you may not use powers that require eye contact.
You are immune to mundane physical attacks though supernatural attacks affect you normally.
You also take one fewer die of damage from fire and sunlight. You may not attack others

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physically while in Mist Form. You may however use Disciplines that do not require physical
substance.

Level Six
Adaptation (V20DA): You spend one blood point and your body adapts, allowing you to exist
comfortably in your current environment. Effectively, use of the power avoids desiccation in very
arid climates, freezing in cold ones, experiencing the effects of pressure (or lack thereof) in
space or underwater. This power lasts indefinitely for the given environment.
Blissful Slumber (DA): You may spend five blood and two Willpower and concentrate for three
rounds to transform into an invulnerable cloud of mist while you slumber. This form is wholly
immune to fire and sunlight. When you awaken, you instantly reform into your body unless you
pay an additional blood point (above and beyond the one to awaken), which causes you to
awaken in the standard mist form.
Earth Control: This power is always active while you are using Earth Meld. While under the
effects of this gift, you may move at your normal walk speed through Earthen material, and,
while you cannot see, you gain a supernatural awareness out to 50 yards. Tree roots, water,
and other non-earth substances interfere with this power.
Two vampires using this discipline may fight entirely underground. In such cases, only physical
combat is possible, all damage dice pools are halved, and dodge or parry attempts are made at
-2 difficulty. Chase attempts are resolved with Strength + Athletics.
Ephemeral Slumber (V20DA): When you use Mist Form, you may spend one Willpower to
slumber in that form, enjoying its inherent vulnerabilities.
Flesh of Marble: You spend three points of blood and for the remainder of the scene, any
wholly physical attack against you (except for fire, sunlight, and aggravated, supernatural
sources) halves its damage pool, and you may parry attacks with your bare hands.
Loki’s Gift (V20DA): After you drink any amount of blood from a target, you may spend two
blood to take their form. The transformation takes two rounds to complete, though you may
spend an additional blood point to shorten the time to one round. This change is indefinite, and
should you choose to drop out of it, you can take that same form again, as long as you have not
drank from any other creature. This change is entirely physical, giving you only their physical
attributes and Appearance, but does not give you any of their powers, except mundane,
physical ones (i.e. you would benefit from a Lupine’s wolf form’s senses, but couldn’t transform
into the Lupine’s other forms.)
Trying to identify you as anything other than your disguise is resolved as though you were
Obfuscated, using your Protean rating.
Shape Mastery (LotC): To use this power, you must apply your blood to the target. Being
struck by them with natural attacks or a short weapon meets this requirement, but you must
otherwise smear a point of blood on them. While the blood is still wet, you may spend an
additional blood point and roll Perception + Survival (Diff 7). One success prevents the target
from shapeshifting using powers of lower level than your Protean rating, and two successes
forces the target to their natural form before preventing further shifting.
This power lasts for one scene or until the target washes your blood from themselves (requiring

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at least a full round). If they’ve actually ingested your blood, they’re not going to have an easy
time.
Smoke and Mirrors (LotC): Whenever you would be struck by an attack (including after
damage has been rolled but before it is marked down), you may spend four blood points to mist
the affected body parts and avoid all of the damage of that attack before immediately reverting
to material form.

Level Seven
Animal Swarm (LotC): You spend one turn, dissolving into a swarm of any number of small
creatures (up to your current blood pool). Your blood pool is split as evenly as possible amongst
these creatures. You control and perceive through each and every one of these creatures.
However, these creatures must stay within 300 yards of each other or they disintegrate into ash,
causing you to lose the blood contained therein. You may choose to reform from any of the
swarm (and must do so at sunrise), but any members who are not within 10 yards disintegrate
as above. If this leaves you with three or fewer blood points, you must immediately check for
Frenzy.
Members of the swarm can use Auspex, Celerity, Fortitude, Obfuscate, and Potence, though
the whole swarm is limited as you are on how much blood can be spent per round, and any
member reduced to zero blood disintegrates into ash as above after completing its turn.
Death’s Hidden Crawl (V20DA): While in Torpor and unobserved, you may wriggle along the
ground at a rate of about one yard per hour. If used while Earth Melded, and with Earth Control,
given the timeframe of Torpor, one could move great distances over time.
Restore the Mortal Visage: You spend three blood points and roll Willpower (Diff 8). Success
indicates that you suppress all bestial features for one scene. All Attribute modifications are all
suppressed. A botched roll inflicts another trait as though you had frenzied.
Shape of the Beast’s Wrath: When you first purchase this ability, you select a creature and
create a Crinos-like warform based on that creature. You gain seven points to put into each
physical attribute (minimum of one per attribute). Additionally, you gain claws and a bite which
both do (Strength + 2) aggravated damage, an extra Hurt health level, double running speed,
and constant Eyes of the Beast. You also reduce Perception difficulties (senses dependant on
the form you take) by 2. However, you reduce all social attributes to one (or zero if they are
already one) except for intimidation and rolls to resist Frenzy are made at +2 difficulty.
Activating this power costs three blood points and takes three rounds to transform, though you
may quicken it by spending one additional blood point per round of reduction. The
transformation lasts until ended or until the sunrise.
Spectral Body: You spend three blood and one round to transform into a wholly incorporeal
version of yourself. In this form, you are immune to mundane damage and double your soak
dice against sunlight and fire. You may move in any direction up to your normal walking speed,
and are unimpeded by obstacles, moving through even floors and walls.
Turnabout (GttA): You spend two blood points and descend into the ground, quickly emerging
behind or to either side of a target you could see before going under (technically, nothing is
stopping you from emerging where you went under, but why?).

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Level Eight
Mythic Form (LotC): When you purchase this power, you create a form reminiscent of a
mythical creature. To create the form, you choose a basic form, one Discipline power from a
Discipline at rating five or lower that your Mythic Form can recreate (such as a dragon using
Lure of the Flames) without paying costs for. You need not know this discipline or any of its
prerequisites, though you must still make any of the power’s rolls, (treating your Discipline rating
as five if it must be rolled). You also get nine points to distribute amongst the form’s Attribute
bonuses, and may choose one item from each of the following lists.
Defensive Bonus
Armor Plating: You gain +4 Armor in this form.
Invulnerability: You are immune to fire, acid, electricity or poison
Quick: All of your dodge attempts enjoy two auto-successes
Offensive Bonus
Deadly: Your natural attacks get a +3 damage bonus
Grappling: Any time you strike a foe in your Mythic Form, you may automatically attempt to
grapple them at no penalty. Attempts to break free from your grapples are made with -2 dice.
Multi-Attack: When making two or more attacks in a round, you enjoy +2 to all of your attack’s
dice pools.
Movement Bonus
Aquatic: Swim at twice your normal movement speed.
Fast: Move at double the speed your Dexterity would suggest on land.
Flight: You fly at your normal movement speed.

Actually using this power costs three blood points and the transformation takes three rounds,
which cannot be sped up, but during which you can act normally. The transformation lasts until
sunrise or until you choose (or are forced) to revert to your natural shape. Other bonuses might
be possible but require ST approval.
Purify the Impaled Beast: This power specifically can be used in Torpor. You spend three
blood and roll Willpower (Diff 6, 8 if expelling a stake from your heart). If successful, all foreign
bodies are removed from your person, shot out like bullets (perhaps literally). Such objects are
treated as having an attack pool of three, dealing one to four damage. If you wish to leave an
object in (such as a prosthetic limb) or partially in (such as expelling a stake from your heart but
leaving it in your breastbone as a ruse), you must also spend one Willpower.
Shape of the Inner Beast (PGLC): In order to activate this power, you must have taken
Aggravated damage, being at Wounded with lethal damage, or about to Frenzy. If none of these
apply, you must roll Self-Control/Instinct (Diff 9). In any case, you must spend three blood points
and a Willpower to activate this power.
Activating this power sends you into a special Frenzy, in which you are completely immune to all
mind and emotion-affecting effects, ignore wound modifiers for movement and dice pools, and
blood spent towards healing does not count against your per turn maximum. However, you may
only use Celerity, Fortitude, Potence, Protean, and Auspex 1.
You also transform into a manifestation of your inner beast, increasing your Strength and

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Stamina by three dots, granting you Feral Claws, allowing you to bite without grappling, giving
you two bonus dice to Perception, Dodge, and Soak, and causing you to regenerate one level of
bashing damage each round. If you have no bashing, one level of lethal becomes bashing, or
one level of aggravated becomes lethal instead. All those who witness this form flee (if mortal)
or check for Rotschreck (Diff 7).
This effect ends at sunrise or when there are no perceivable targets. Otherwise, you must
spend one Willpower and roll Self-Control/Instinct (Diff 9). Regardless, when you come out of
this state, you must roll Willpower (Diff 7) or gain a temporary derangement. A botch on this roll
results in a permanent derangement.

Level Nine
Draught of Phoenix Blood (V20DA): When you meet “final” death, you become ash as normal.
For a number of nights equal to your Generation, you remain so, but the night after, your body
reforms, one generation higher, and losing access (but not actually losing- you automatically get
them back if you lower your generation somehow) to any traits above your new generational
maximum. You do NOT lose this power, and continue to reform after having been slain until you
are slain at sixteenth generation. And who knows? Perhaps you’ll come back once more.
Excellent Adaptation (PGLC): In order to activate this power, you must spend a Willpower
point, but it lasts until you consciously cancel it, you go into Torpor, or you are drained of blood.
Regardless of stimuli, your body adapts. In a fall, your body softens like puddy before reforming,
in a fire, blood comes to the surface and boils away before you can take damage, in flight or
chase, your legs strengthen, in combat, bones shift and grow over your heart. Each adaptation
does require the expenditure of a blood point. While this power is active, you also enjoy +2
Soak dice, and blood spent towards healing doesn’t count towards your per turn limit.
Inward Focus: To activate this power, you must spend four blood, and two blood every round
thereafter. While this power is active, you may take a number of actions each round equal to
your natural Dexterity score (which stack with actions granted by Celerity or other sources) , all
physical attacks you make gain +3 damage, and all damage you would take is halved after
Soak is made.

Rare Disciplines
The disciplines are either unique to an independant or Sabbat clan, a rare bloodline, or else
kept secret by the clan at large. You’re going to want friends in strange places if you want to
learn one of these.

Abombwe
The discipline unique to the the Laibon legacies that harnesses the inner beast.

Level One
Predator’s Communion (DA): Spend a blood point. For the rest of the scene, you can sense
predators in the area, including vampires, shapeshifters, ghosts, predatory animals and mortals

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and ghouls with a Humanity (or similar) of 4 or less, or a predatory path. To pinpoint a location
or find a hidden creature, you roll Perception + Survival (Diff 6, modified by the strength of the
predator. Stronger predators are easier to detect.

Level Two
Invoking the Predator (DA): You spend one blood point and grow an animalistic aspect over a
turn. You might grow claws (as the Protean Feral Claws), or a tail for balance. Most
transformations occur without a roll, though particularly exotic ones may require an Intelligence
+ Survival roll (diff 7). You cannot create wings or spider webbing strong enough to bear your
weight.

Level Three
Unseen Hibernation: This behaves as the Protean Earth Meld, except it works with any natural
formation, such as plants.

Level Four
Power From Darkness: You spend two blood points and select a transformation below. This
transformation lasts one scene, during which time checks to resist Rotschreck are made at +1
Difficulty
Hands: Punches inflict Strength + 1 Agg.
Head: Gain the ability to see perfectly in supernatural darkness.
Mouth: Spit a supernatural toxin by rolling Dexterity + Athletics (Diff 7) that paralyzes any
enemy’s limbs it touches unless they make a Stamina roll (Diff 7).
Torso: Sprout four spider legs which allow for one additional attack as part of a multiple
action in a turn. Climb actions automatically succeed, and attempts to escape by running ae
made at -2 Difficulty
Legs: Kicks inflict Aggravated damage. Leap up to 10 times the normal jumping
distance, and receive -1 difficulty to landing safely after a fall or jump.
Throat: Emit a primordial roar. Mortals and ghouls must succeed at a Courage roll (Diff
9) or flee, whilst supernaturals must make a Courage roll (Diff 8) or become weak with terror (all
dice pools reduced by half, rounded up)

Level Five
Predator’s Transformation: To activate this power, you must slay a predator and consume
part of it. You then spend one blood point and roll Stamina + Survival (Diff 7). Success indicates
that you transform into that beast. You can attempt to duplicate a previous transformation
without consuming another creature. This requires a Stamina + Survival roll (Diff 10) with
difficulty reduced by one for each time you have killed and transformed into a creature of that
type (Min. 6). You can even transform into a human, vampire, or other supernatural, though you
take on the average appearance for your victim’s ethnic group unless you succeed on the roll at
Difficult 9, in which case the previous transformation is perfectly duplicated. When you duplicate
a supernatural, you do not duplicate their powers. Though… transforming into a Metis could be

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bad for everyone around you.

Level Six
Incarnate Darkness (V20DA): You spend three blood points to transform into an incarnation of
the Beast within. All if your physical Attributes increase by 3, and all Social attributes decrease
to 0 (using Strength for Intimidation instead). You also decrease your difficulties for Perception
and Stealth checks by two, and your claws and bite deal Strength + 2 Aggravated damage, and
inject the victim with poison dealing one point of Lethal damage per turn. You also select one of
the following each time you transform.
Winged: Can fly at 25MPH
Insectoid: Allowing for burrowing and automatic success to climbing.
Brutish: Your brawling attacks get +1 damage.
Predator’s Mastery (DASC): To use this power, you roll Manipulation + Courage at a variable
difficulty. Mortals and mundane animals are at Diff 5, a creature of comparable power is Diff 6,
and a more powerful creature is Diff 7. The target may resist with a Self-Control roll at the
opposite difficulty.
If you score more successes than the target, you gain a grudging control over them so long as
you remain vigilant, though the target is likely to flee or attack you if a good opportunity presents
itself.

Bardo
The secret discipline of the Children of Osiris, handed down by their father. You cannot follow
any path but Humanity, and your highest Bardo rating cannot exceed your Humanity. If your
humanity drops below the level needed to use a Bardo power, you lose that power permanently,
and must raise your humanity before you can re-learn it. (But see Restore Humanitas below)

Level One
Restore Humanitas: You must use this power within one week of losing Humanity. If you lost
more than one Humanity in the past week, this power can only restore the most recent. You
meditate for several hours and spend all of the blood points in your body (which will send you
into Torpor). You then roll Conscience (Diff of the level of Humanity you’re restoring), with
success indicating that you restore the dot of Humanity and Bardo, as well as Conscience and
Bardo, if applicable. Any derangements you gained from the lost humanity (from a botch) fades
within a week.

Level Two
Banishing Sign of Thoth: You may reflexively spend one blood point and roll Dexterity +
Occult (Diff 7) to “dodge” magical attacks, including discipline, regardless of whether it actually
deals damage. Each success on this roll reduces your attackers successes by one. Magically
augmented physical attacks (such as a potence powered punch) still have their normal effect.

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Level Three
Gift of Apis: Animal blood is just as sustaining for you as human blood. An animal is
considered to have a blood pool equal to their health levels.

Level Four
Pillar of Osiris: You spend a night performing a ritual, ending by spending a Willpower and
rolling Willpower (Diff variable; dependant on how isolated and violent the location is. An
untouched cave far from civilization is a 5, the site of a grisly murder-suicide in a downtown area
is a 9.) Success indicates that you’ve created the Pillar, which is metaphorical rather than
physical. When any vampire with a dot of Bardo is in the area of the Pillar, all disciplines and
other mystical activities are rolled at -3 Difficulty.
You must visit the Pillar you created at least once a month. Further, for every week that you do
not visit a Pillar (not necessarily one you created), the Difficulty to resist Frenzy increases by
one.

Level Five
Paradox: You spend one Willpower and utter a paradoxical riddle. You then roll Manipulation +
Occult (Diff target’s current Willpower). If there are multiple listeners, you roll against the highest
Willpower among them. Success indicates that those who hear the riddle are immobilized for
the rest of the scene or until struck. Those affected by this lower permanently make rolls to to
harm or act against you at +1 Difficulty.

Level Six
Boon of Anubis: You kiss a mortal and spend a point of Willpower and roll Humanity (Diff 6). If
successful, the mortal becomes immune to the Embrace for a number of months equal to your
successes. The effect is permanent if you spend a permanent Willpower. If the mortal is the
victim of the Embrace, they simply sleep for one day and night and awaken sick but alive. This
power does not protect against other forms of death, but does increase the difficulty of
degeneration rolls caused by harming or killing the mortal by three.

Level Seven
Bring Forth the Dawn: You spend one blood for each vampire you intend to affect and roll
Manipulation + Occult resisted by each target’s Path rating (both at Diff 7). All targets that you
have net successes over fall asleep for an equal number of hours, just as though the sun were
coming up. Children of Set and those who share their weakness take a -2 die penalty on their
resistance roll.
Disciplines and Thaumaturgy that guard against the daysleep function against this power.

Level Eight
Mummification: Your target must be immobilized, and you must wrap them in cloth prepared
with special herbs and incense. You then roll contested Willpower against the target (both Diff

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8). If you win, the target enters Torpor. If the target wins, they remain awake, and the ritual
cannot be completed for the rest of the night.
The victim may attempt to shake this Torpor off once per century, rolling Willpower (Diff 9).
Ghouls can also be mummified but do not get to attempt to escape.

Level Nine
Ra’s Blessing: You spend a month in contemplation before ritually bathing yourself and
preparing to greet the dawn, spending 10 blood and rolling Humanity (Diff 9). Each success on
this roll translates to one hour you may spend in the sun without fear. Whether successful or
not, you cannot attempt this ritual for a decade.
Each hour you spend in the sun allows you to roll your Humanity or one of your virtues (Diff 9). If
successful, you may raise that trait for free. This roll cannot be botched.
Rebirth (THH1): More a ritual than an actual Discipline power, you may resurrect a slain
Kindred. The ritual requires a female Child of Osiris (Daughter of Isis) to bathe and stitch
together whatever body parts of the dead vampire that they can (stitching the edges of any body
parts whose joinings could not be retrieved) and then any number of participants must donate
enough blood to heal the dead vampire’s wounds such that they are at full health. The dead
vampire must then roll Willpower (Diff 10) before “spending” this blood. If the Willpower roll fails,
the blood is wasted, but another attempt can be made, as the Vampire’s soul is only
irretrievable if this roll is botched, though this ritual may only be performed by you once per
century.
Even if successful, the vampire is sterile, unable to create bloodbonds, ghouls, or childer. While
the risen vampire’s generation remains the same, would-be diablerists would be disappointed to
find that a successful diablerie against the Kindred does not lower theirs.

Chimerstry
The illusory discipline of Clan Ravnos. Note that the illusions from Chimerstry affect Fae as
though they were 100% real.

Level One
Ignis Fatuus: You spend a point of Willpower to create a static illusion that confounds one
sense. For instance, you may evoke a sulfurous stench, the appearance of stigmata, or the
sound of breaking glass. You can even create tactile illusions, though they have no real
substance; an invisible but tactile wall cannot confine anyone, and invisible razor wire deals no
real damage. The volume of smells, ambient lighting, smoke clouds, and the like are limited to
20 cubic feet per rating of Chimerstry you possess. The illusion lasts until you leave its vicinity,
until another person somehow sees through it, or you choose to end it.

Level Two
Fata Morgana: You spend a Willpower to create a static illusion that appeals to all the senses.
For example, you could make a filthy cellar look like an opulent ballroom, but could not add a

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glittering chandelier or a score of graceful dancers. Again, tactile illusions have no substance.

Level Three
Apparition: Not truly a power, learning this level of Chimerstry allows you to add motion to
illusions created with Ignis Fatuus or Fata Morgana. You must spend a blood point to make your
illusion move in a single significant way or in a number of subtler ways.

Level Four
Permanency: You use this ability alongside Ignis Fatuus or Fata Morgana, spending a blood
point to make it permanent until you choose to dissolve it. When partnered with Apparition, this
allows you to create a simple “program” that your illusion follows.

Level Five
Horrid Reality: You spend two Willpower, and roll Manipulation + Subterfuge (Diff target’s
Perception + Self-Control/Instinct. Each success deals one point of lethal damage. You can
declare before the roll that you wish to do bashing, and if there is a maximum amount of
damage you wish to do. Secondary effects, such as frenzy rolls for illusory fire, may also occur.
The target heals all of this damage if they can be convinced of its illusory nature within 24 hours
of taking it. Convincing the target requires a Charisma + Empathy roll (Threshold 2; Diff your
Manipulation + SUbterfuge).
This power typically cannot actually kill even mortals, and never kills a vampire.

Level Six
Army of Apparitions (DAC): You may create a number of moving illusions up to your
Willpower. Each illusion after the first costs one blood point.
False Resonance (CB:RavRev): This ability applies to any illusion you create and wish it to.
Unless a user of Auspex or Dementation’s Eyes of Chaos scores five or fewer successes, the
illusion broadcasts a simple aura, thoughts, and similar stimuli to what would be expected.
Fatuus Mastery (CB:RavRev): This ability is permanent. You waive the blood and Willpower
cost of the first three levels of Chimerstry, and can control the motion of (your Intelligence)
illusions at once. Furthermore, you can maintain control of illusions so long as you remain within
(Willpower) miles, though you can’t make them react to something you can’t actually see.
Horrid Blade (LS4): You spend one Willpower and a variable amount of blood to create an
illusory blade that deals Strength + (blood spent) Aggravated damage. This blade lasts a full
scene, and if disarmed, it disappears, though you may summon it back to your hand by
spending another blood point. Unlike Horreid Reality, the damage from this weapon does not
fade.
Shared Nightmare (CB:RavRev): This behaves as Horrid Reality, except that you pay two
Willpower and affect a number of targets equal to your permanent Willpower. Each target costs
one blood point. Others who are not targeted by the horror perceive it as though it were an
Apparition.
Subtle Spy (LotC): You can imbue another Illusion you create by spending two additional

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Willpower. If this illusion is a stationary object (such as a lamppost), it can see in a radius
around itself. Moving illusions (such as a bird) can only see what their eyes would let them but
can be programmed to move around. You may end this illusion whenever you like, learning all
that the illusion has seen. If the illusion is dispelled before this, you see none of its experiences.
Truth’s Essence (LS4): If you have good reason to believe Obfuscate or Chimerstry is in use,
you may spend two blood points and roll Wits + Subterfuge (Diff foe’s Manipulation +
Subterfuge). Scoring one success dispels (not just allows you to see through) that use of
Obfuscate or Chimerstry for one scene, if your foe has fewer dots in Obfuscate or Chimerstry
than you have in Chimerstry.

Level Seven
Aid of the Gandharvas (PGLC): To activate this power, you must spend a few minutes
visualizing the splendor you wish to coat the room in. You them spend one Willpower and three
blood points, and roll Charisma + Expression, Subterfuge, or Performance (Diff 6).
An area (as below) is covered in illusion for one scene, turning clothes to finery, furnishings to
decoration fit for a palace, and armaments to accessories for a king. Any attempts to pierce this
illusion is made at +2 Difficulty, and your (and anyone in the affected area’s) Appearance is
increased by one.

Successes Area
1 Self only
2 A small room
3 A large room or hall
4 An entire large house
5 An entire manor or small castle

Far Fatuus (CB:RavRev): This power enables you to project illusions to any location you can
visualize. You must pay the normal cost for the discipline, and then roll Perception + Subterfuge
(Diff as below), followed by any rolls the illusion normally requires.

Difficulty Familiarity with Location


6 As familiar as you haven, viewing with Clairvoyance or Psychic projection
7 Visited three or more times
8 Visited once, viewing a live camera feed
9 Described in detail
10 Never been there, seen on TV or a photograph.
Mirror Image (DAC): To use this power, you spend one blood point per illusory copy of yourself
you create. These copies last for one scene and appear in all ways as you do.
These copies behave exactly like you, unless otherwise ordered by you using Wits + Subterfuge
(Diff 6), with more successes increasing the complexity of action the copy can take. If you
attempt to command multiple illusions, you must split your dice pools.
Suspension of Disbelief (CB:RavRev): You create an unbelievable illusion and roll
Manipulation + Subterfuge (Diff 7). Successes determine those who are tricked into believing it

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is real. Wildly unbelievable illusions (such as a fire breathing dragon in Time’s Square) may be
doubted, and eventually denied once the victim is out of sight. Alternately, you can make a real
object seem unbelievable using the same roll. In that case, anyone using Auspex that fails to
pierce your illusion reads the cloaked item as an illusion, though Auspex that does pierce it
recognises that the object is real but somehow affected by Chimerstry.

Successes Targets
1 Five people
2 10 people
3 25 people
4 50 people
5 All witnesses

Level Eight
Fantasy World (DAC): You spend two Willpower and roll Manipulation + Empathy (Diff 8),
trapping a target in a fantasy world within their mind for an amount of time (see below). While
you control the content of such illusions, the more realistic, the more desirable (or the more the
target believes they deserve) the content of the illusion, the less likely they are to break free. If
the illusion vastly differs from what the victim accepts as reality, they may roll Willpower (Diff
your Manipulation + Empathy) to realise their predicament A victim who realises their
predicament need only spend a Willpower to shatter the illusion. When the illusion ends, either
through expiration or through shattering, you may attempt to reestablish control without
spending Willpower, albeit at Diff 10

Successes Duration
1 One turn
2 One hour
3 One day
4 One week
5 One fortnight
Occlusion (CB:RavRev): When used against a single target, you must spend one Willpower
and roll Manipulation + Intimidation (Diff Target’s Willpower). Used against a crowd, you roll
against (Diff 7), and the power lasts until sunrise, with each success reducing each person
within eyesight’s Perception by one as they are overcome with synesthesia- not from
themselves, but from the people around them. Those reduced to zero Perception can really only
sit down and wait for it to pass. Each success against an individual must be divided between
Perception reduction and duration, as below.

Successes Spent Duration


0 Until sunrise
1 One week
2 One month

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3 Six months
4 One year
5 Permanent
Visions of the Asura (PGLC): You must observe your victim for five minutes before spending
three Willpower and roll Manipulation + Subterfuge (Diff target’s Willpower, +1 if target has any
derangements, -1 if the target has a Path rating of three or lower). For one night + a number of
nights equal to your successes, the target is set upon by random illusions, ranging from a door
where there is none, to a close friend suddenly having the face of their most hated enemy. Each
night, they lose one Willpower. If they have none, they instead gain a derangement.

Level Nine
Mayaparisatya (CB:RavRev): To use this power, you must spend a permanent Willpower and
10 blood points. You may directly affect conscious targets up to your Willpower, you roll
Manipulation (Diff targets’ Willpower) dealing two points of Aggravated damage per success, as
well as reducing their Strength and Stamina by one dot per success. The damage must be
healed normally, but the Attribute damage returns at the end of the scene. To alter the
environment, you roll at (Diff 6) and compare to the table.

Successes Effect
1 Render an object harmless (guns don’t fire, swords don’t cut), create a
large volume of smoke.
2 Change an object into another (Candle into a tarantula)
3 Render the object insubstantial, make smoke solid
4 Cause drastic changes (Stone becomes flammable)
5 Cause the environment to act illogically (gravity changes direction,
rivers stand still)
6+ The object is just straight up deleted.
Truths of The Universe(PGLC): By spending a permanent Willpower, you can make one of
your other illusions real and permanent, no matter how impossible or incredible the illusion.

Daimonion
The reviled discipline of the Baali.
If you follow Humanity (or a similar path), every time you gain a point of Daimonion, you
instantly lose Humanity equal to its new rating. Those who follow humanity should not use this
discipline. The storyteller may waive this penalty if the vampire has consistently used this power
to help people, helping them deal with their tragic flaw, or else consistently used it to punish
sinners.

Level One
Sense the Sin: You roll Perception + Empathy (Diff target’s Self-Control/Instinct+4). One
success reveals a low Virtue, a weak Willpower, or a poorly guarded avenue of defense. Two
might reveal a secret or conversational misstep. Three would reveal a central derangement or

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formative trauma.

Level Two
Fear of the Void Below: You must first use Sense the Sin or a similar method of discerning the
target’s fatal flaw. You then speak to the target playing up their inadequacies, and roll Wits +
Intimidation (Diff Target’s Courage + 4). Success indicates that the target flees similar to
Rotschreck, or falls unconscious (3 or more successes). Kindred and similar creatures may
“defend” against this attack by rolling courage (Diff your Willpower)

Level Three
Conflagration: You spend a blood point, creating a bolt of black flame that inflicts one die of
aggravated damage; more blood points may be spent to increase the size and damage of the
flame. This fire dissipates at the end of the turn unless you continue to spend blood points to
increase its size over several turns. You roll Dexterity + Occult (Diff 6) to hit the target, who may
dodge as normal. Vampires confronted with this black fire make Rotschreck checks as if
confronted with a similar quantity of normal flame, though you need not check against your own
flame.

Level Four
Psychomachia: If you know your target’s tragic flaw, you force the target to roll their lowest
Virtue. Failure indicates that the target is confronted with an apparition summoned from their
darker self- an abusive father, a dead lover, a childhood bogeyman, or even The Beast itself. A
botch indicates that the target Frenzies or is possessed by their own inner demons.

Level Five
Condemnation: You levy a curse against a target, rolling Intelligence + Occult (Diff Target’s
Willpower. Successes must be split between effect and duration, as below. A curse with no
successes dedicated to duration last for a single night.

Successes Duration Example


1 One week +3 Difficulty on all Subterfuge rolls
2 One month +2 Difficulty on all Strength rolls
3 One year Your friends do not trust you, increasing social rolls on them,
and making them more prone to frenzy around you
4 Ten years You cannot bear or sire children, childer, or ghouls
5 Permanent Simple failures are considered botches.

Level Six
Hell-Born Investiture (V20DA): Your infernal patron blesses you. The effects of this “discipline”
are permanent and should be determined by you and the ST. Some samples are included
below. This power cannot remove your vulnerability to sunlight, True Faith, or your dependence
on Vitae. This power can be purchased multiple times.

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Fire Immunity: Your skin takes on a bronze hue, and you become immune to fire and fire based
Rotschrek.
Infernal Wings: You gain a pair of devilish wings, along with two free dots of the Flight discipline,
which you treat as being in-clan.
The Demonic Form: Your skin thickens to a sinewy hide, your musculature turns alien and
fibrous, and your grow razor sharp claws. You gain claw attacks that deal (Strength + 2) Lethal
and you reduce the difficulty of Physical rolls by one.
Unholy Communion: You forge a telepathic bond with your Infernal Masters, granting three dots
of Contacts (Infernal) and can learn Dark Thaumaturgy without a teacher.
The Chained Beast: You lose your Path rating and aura, and your Beast is completely under
your control. You never Frenzy unless you wish to, and you may drop out of Frenzy when you
wish. You still possess virtues.
Lure Diabolik (V20DA): You must spend one Willpower and roll Manipulation + Empathy (Diff
target’s current Willpower). This is an extended roll, costing one Willpower per turn. If you
accumulate more successes than the target’s Willpower, their Path rating drops by one, and
your difficulties for Mental and Social rolls drops by one. This benefit is cumulative if you drop
their Path rating further.
If you botch any of these rolls, you lose all progress and your own Path drops by one.

Level Seven
Call the Plague (V20DA): You must touch your initial victim, spend five blood, and roll
Manipulation + Occult contested by the target’s Stamina + Fortitude (both Diff 6). A victim of this
disease cannot heal, either naturally or with blood, and loses one health per day of unsoakable
Aggravated damage. The target may attempt to shake off the disease (and avoid damage that
day) with just an extended Stamina roll (Diff of your Daimonion), rolling once per day. If the
target accumulates more successes than you have Daimonion, they shake off the disease.
Any time someone comes into contact with a victim, they must roll Stamina (Diff your
Daimonion.) It can spread through touch, air, or blood (and indeed, someone exposed via
vampire bite, or by drinking the blood of the infected rolls to resist at two higher difficulty.
Anyone who is crippled by the disease loses two dots of Appearance and anyone incapacited
loses another one dot. Vampires and other creatures with enhanced healing regain these dots
as they heal the damage, but mortals are forever scarred.
Characters with True Faith are immune to this power, and should someone touch an infected
person, that person is no longer contagious, and adds their saviour’s True Faith rating to
Stamina rolls to resist further harm.
Summon the Herald of Topheth: You spend at least three blood points (more blood points
means a more powerful servitor) and enact an infernal ritual, summoning an infernal servitor. As
a guideline, the servitor should have a (10/7/3) Attribute spread with no Attribute cap, fifteen
points of Abilities, Willpower 8, Fortitude 3, 10 points of effective disciplines, and a half point of
regeneration (Healing one bashing damage every other round, or converting a Lethal to bashing
or a point of Aggravated to Lethal). You have no special control over this demon and cannot
banish it with this power.

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The Re-Embrace (LotB): You must drain the blood of a non-Baali vampire into four specially
prepared bowls, spend two Willpower, and roll Manipulation + Occult (Diff 8) contested by the
target’s Willpower (Diff 7). The target gets +1 die for every generation lower than you that they
are. You then compare your net successes to the table below

Successes Result
0 No effect; the target dies in agony
1 The target becomes a Baali, but their aura is forever stained with the mark
of Diablerie, they lose a dot of a discipline they know, and they enter a
coma for (10 - their Stamina) days
2 The target becomes a Baali, but they lose one dot of a discipline they know,
and they enter a coma for (10 - their Stamina) days.
3 The target becomes a Baali but enters a coma for (10 - their Stamina) days.
4 The target becomes a Baali with no ill effect.
5+ The target becomes a Baali and gains one dot of Daimonion for every net
success you achieve over four.

Level Eight
Adramelech’s Wrath (V20DA): You spend a Willpower and three points of blood per round you
wish to affect your target for. You then roll Intelligence + Occult (Diff target’s Path rating), with
maximum successes determined by the blood you spent. Each round, the target takes damage
as though they were standing in the sun at high noon and must check for Rotschreck as normal.
Each round this ability is active, you too must check for Rotschreck, though you do not take
damage. Furthermore, those with True Faith are not only immune, but attempting to use this
power on such a character causes it backfire, affecting you as though you had rolled maximum
successes on your activation roll.
Call Forth the Herald of Hell (V20DA): To use this power, you spend five blood points and roll
Manipulation + Occult (Diff 7), and take unsoakable Aggravated damage equal to your
successes. You then roll a single die. If the result is equal to or lower than the number of
successes you rolled, you summon a Herald of Hell (Stats found im V20DA, page 212). Once
the Herald arrives, it takes one point of unsoakable Aggravated damage per hour as Hell calls it
back. Until slain, it wreaks utter havoc, a veritable storm of destruction.
Mortals witnessing the Herald lose one permanent Willpower per turn, until theyy reach zero
and collapse into a gibbering heap. Those with True Faith are immune to this effect and triple
the effects of True Faith against the Herald, including dice pools to activate powers.
You are by no means immune to the fiend’s depredations, and it is suggested that you beat a
hasty retreat after summoning such a beast.
Contagion: You roll Intelligence + Occult (Diff 9) and must score at least two successes, as you
divide successes between area and intensity of the effect (see table below). High level Auspex
can pick up on the infernal aura, but otherwise, people just assume things have taken a dire turn
for the worse. The area can recover from this general foul mood, but does so slowly and at no
set rate.

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Successes Area Effect
1 Immediate Vicinity Ill temper, out of sorts behaviour
2 An office complex Civil and domestic unrest, prejudice
3 A city block Angry dissent
4 A stadium or Bar brawls, hate crimes, blood in the streets
apartmeent complex
5 A whole city Full on rampaging hordes

Level Nine
Call the Great Beast: To use this power (more of ritual really), you must first somehow blot out
the sun for three days, and collect 100 infants. Over the course of each day you must ritually
slaughter thirty three, imbibing their blood. At midnight on the third day, you slaughter the one
hundredth, draining it of blood. At that moment, you spend all of your permanent Willpower,
opening your body to the deepest pits of Hell.
This power is more a plot device than an actual discipline power, and has no set effects.

Flight
The vitae-powered flight of the Gargoyles. Theoretically, any winged kindred can learn it as a
discipline, though that would certainly require some help from a fleshcrafter.

Levels 1-5
1 Dot: You can’t actually fly, but instead glide. You cannot carry anything, and have a maximum
speed of 15mph.
2 Dots: You can take a running takeoff and carry 20 pounds while flying. You have a maximum
speed of 30mph.
3 Dots: You can make a vertical takeoff while carrying nothing, or a running takeoff carrying 50
pounds. You maximum speed is 45mph.
4 Dots: You can make a vertical takeoff carrying up to 50 pounds but can fly with 100. Your
maximum speed is 60mph.
5 Dots: You can carry up to 200 pounds, and your maximum speed is 75 mph.

Further dots increase your carry limit by 100 pounds and your speed by 20 MPH

Melpominee
The unique discipline of the Daughters of Cacophony.
Note that this power affects the very soul of a target. A deaf target can still “feel” the music. You
cannot have a higher Melpominee than you have dots in Performance (or associated
Secondary)
Also note that multiple Sirens can join each other “in concert” combining their voices. This

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lowers the difficulty of noted powers by 1 (Min. 3)

Level One
The Missing Voice: You may throw your voice, making it sound as though your voice is coming
from anywhere within eyesight. You may pair this power with any other Melpominee power. This
power doesn’t require any expenditure or roll, but any actions other than speech or singing (or
Melpominee) is made at a two die penalty.

Level Two
Phantom Speaker: You spend a blood point and roll Wits + Performance, projecting your voice
through anyone you’ve met, regardless of distance. However, it must be night where the target
is. You may pair this power with social rolls, or other uses of Melpominee, though such uses are
made at +1 Difficulty. Each success on the initial roll allows one turn of speech, and three or
more successes allow speech for an entire scene.

Level Three
Any non-Daughter of Cacophony who learns this level of Discipline gains the Daughter’s clan
weakness.
Madrigal: You roll state an emotion you wish to instill Charisma + Performance (Diff 7). Each
success instills the chosen emotion in ⅕ of the listening audience (lowest Willpower affected
first). Characters may resist this power for the duration of the scene with the expenditure of a
Willpower, but only if they have reason to believe they are being controlled by outside
individuals. The song you sing must also reflect the emotion you want to engender-- no one’s
going to start a riot if they hear “Don’t Stop Believing,” but could if they heard “Riot.”
Affected individuals act in accordance to their nature: pissed off Conformists will join a riot but
not start one, though a Bravo would certainly start one, and a Director would organise it.
This power can benefit from Concert.

Level Four
Siren’s Beckoning: You make an extended Manipulation + Performance against a single target
(Diff target’s current Willpower), and the victim resists with a Willpower (Diff your Appearance +
Performance). If you accumulate five net successes at any point, your target gains a new
derangement or Psychological flaw. This derangement normally lasts one night, but you may
continue your extended contest, increasing the duration by one night at 10 and 15 net
successes, or making it permanent at 20.
This power can benefit from Concert.

Level Five
Virtuosa: You may affect multiple targets with Phantom Speaker or Siren’s Beckoning, up to
your Stamina + Performance. You must spend one blood point for every five targets beyond the
first, or fraction thereof.

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Level Six
Mosh Pit (LotB): You spend a blood point per desired target and roll Manipulation +
Performance, choosing your own difficulty. Your target(s) must roll to resist Frenzy at the same
difficulty. You have no special control over the now frenzied creature. This power benefits from
a concert, increasing the targets’ difficulty to resist the Frenzy by one instead of the usual effect.
Primal Scream (LotB): This behaves exactly as Mosh Pit, above, but incites Rotschreck
instead.
Shattering Crescendo: Your intended victim must be within normal hearing range (a target
with Auspex active cannot be affected at greater range.) You spend one blood and roll
Manipulation + Performance (Diff Target’s Stamina + Fortitude), dealing one point of
unsoakable Aggravated damage for each success. If used against an inanimate object, the ST
determines the object’s soak pool and how many successes are needed to shatter it.

Level Seven
Haunting Melody (LotB): You select a derangement, spend a blood point, and roll
Manipulation + Performance at a difficulty of your choosing. For a number of days equal to your
successes, your song lingers in the area. Anyone who enters the area must roll Willpower at the
same difficulty. If they fail, they suffer the derangement for the rest of the night. If they botch, the
derangement is permanent.
Persistent Echo: You spend a blood point and roll Stamina + Performance (Diff 8) to save a
mystical voice recording. Each success yields one turn of speech that can be saved. If used in
conjunction with another Melpominee power, the roll for that power is made at +1 difficulty. The
echo lies dormant for twice your Stamina + Performance in nights.
You may choose to make the echo audible to anyone who stands where you created it,
essentially an endless loop, or you may choose to have it activate once and fade away. You
may also choose to have it activate only in the presence of a specific individual with whom you
are familiar.
If a character with Heightened Senses happens upon an inactive echo, they may roll Perception
+ Occult (Diff 8) to her murmurs of the power. A botch on this roll deafens the listener for a
night.
This power may be used in concert.

Level Eight
Calling Song (LotB): You must sing for every target with Charisma + Performance (Diff target’s
current Willpower). If you succeed, you implant that song into them. At any time thereafter, you
may sing the song at a place you wish to summon those implanted to (as if by the Presence 4
power, Summon). Supernaturals may resist this with a Willpower roll (Diff 8). If they succeed,
they still hear the song and are beckoned by it, but are under no compulsion to follow it. Should
they succeed on their resistance roll three nights in a row, they shake it off entirely.

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Mytherceria
The discipline bound to the fae-blood of the Kiasyd.

Level One
Folderol: This power requires no expenditure or roll, but must be deliberately activated. This
target reveals deliberate lies as such, though it offers no insight to the truth, nor will it tell you if
someone is telling a falsehood that they believe is true.

Level Two
Fae Sight: You automatically notice faeries and other fae-touched mortals for what they really
are. You also detect other magic from living sources, (so not vampires, kuei-jin, ghouls, ghosts,
or mummies), and possibly identify the exact source, if it’s familiar to you.

Level Three
Aura Absorption: You read an item’s psychic impressions by touching it and rolling Perception
+ Empathy (Diff variable; dependant on the age and strength of the psychic impressions.)
Additional successes give additional information. Anyone using this power, the Auspex power
Spirit’s Touch, or similar abilities (including future uses of such powers by you) on the same
item are made at a threshold equal to the number of successes you scored by you. Additional
uses of this power on a single item increase the threshold.

Level Four
Chanjelin Ward: You inscribe a sigil on a target, object or area by rolling Intelligence + Larceny
(Diff 7 for objects or target’s Willpower.) The target or anyone in contact with the object or in the
warded area take a two die penalty to all Intelligence dice pools. Furthermore, anyone who sees
the ward must roll Wits + Investigation (Diff 8) or become hopelessly addled and lost. You are
immune to your own wards.

Level Five
The Riddle Phantastique: You give your target an impossible riddle, rolling Manipulation +
Occult (Diff target’s current Willpower). The target may then roll Wits + Occult (Diff 8; plus or
minus their derangements) immediately and once per hour until they accumulate three times as
many successes as your original roll. Until then, they do nothing but ponder your riddle. If the
target botches any of these rolls, they maintain their successes, but takes one unsoakable lethal
damage. You can end this effect by telling them the answer but no one else can.

Level Six
Steal the Mind: To use this power, you select a target and roll Perception + Subterfuge (Diff
target’s current Willpower). If successful, the victim loses their memories and everything they
know (Knowledge Abilities) for the duration, and they behave as though they have no drive. If
anyone tries to harm them, they attempt to defend themselves, snapping out of the fugue until

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they are safe. However, the victim is likely to starve to death unless presented with food (though
they do not need to be fed.)
You gain their knowledge and memories for the duration of the power, though if the victim dies
before the power expires, you keep their memories and knowledge forever, though killing the
victim to keep their knowledge certainly rates a degeneration roll for those who are on a
humane path.

Successes Duration
1 10 minutes
2 One hour
3 One night
4 One week
5 One month

Level Seven
Absorb the Mind: You roll Perception + Empathy (Diff target’s current Willpower) resisted by
the target’s Willpower (Diff your current Willpower). Each net success allows you to steal one of
the target’s ability dots. If the target wins this roll (i.e. you have “negative” net successes), they
become immune to your uses of this power forever). If you score 0 net successes, the target
becomes immune for one year and one day. When stealing an ability from a target, your own
rating does not increase unless you steal a total amount of that ability greater than your own (i.e
if you have three dots in Occult and steal two from someone, your Occult doesn’t increase, but if
you steal four dots from them, your Occult increases to four). This power functions against
secondaries as well.
All losses of the victim are permanent, though they may relearn most dots with experience.

Level Eight
The Grandest Trick: You spend eight blood points and roll Willpower (Diff 9). For an amount of
time determined by successes, you fool yourself- and reality, into forgetting that you are a
vampire. Any evidence you leave for your newly mortal self that you are a vampire mysteriously
disappears. During the power’s duration, you lose all traits of your vampirism, including your
vulnerability to True Faith, fire, and sunlight, and any traits above five drop to five. You
otherwise are yourself, and know subconsciously the duration of this power and that if, say,
sunlight is soon to be an issue, that you should get to safety. When the power ends, you retain
memory of your time as a mortal.

Successes Duration
1 10 minutes
2 One hour
3 Four hours
4 12 hours

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5 24 hours

Obeah
The healing discipline of the healer Salubri. Using any power of third level or higher
automatically opens the Salubri’s third eye.

Level One
Sense Vitality: You touch your target and roll Perception + Medicine (Diff 7). Successes
determine what information is gleaned. Successes are cumulative. If you have the Warrior
Valeran ability Sense Death, you gain +2 dice to the roll and get results from both. You also
gain +2 dice if you have the Watcher Valeran power Sense Cycle.

Successes Information
1 Target is mortal, vampire, ghoul, or “other.”
2 Reveals how many health levels target has filled
3 Reveals how much blood the target has.
4 Reveals the target’s Path rating
5+ Answers one question/success about the target’s health.

Level Two
Anesthetic Touch: You touch a target, spend a blood point, rolling Willpower (Diff 6). The
target suffers no wound penalties for a number of rounds equal to your successes. If the target
is unwilling, you both make contested Willpower rolls (Diff 8). You can also choose to put a
mortal to sleep, which even a single success will do. The sleep is peaceful and without
nightmares, and upon waking, the subject regains a Willpower. The sleep inducing power does
not function on vampires. If you possess both this power and the Warrior Valeran power
Morphean Blow or the Watcher Valeran power Peaceful Touch, you gain a cumulative +2 dice
to the resisted Willpower roll
Auguring the Sickness (LotB): You roll Perception + Medicine (Diff 7) while analyzing an ill
target. One success reveals the disease, while each additional success reveals a fact about it.
After the disease has been augured, you may use Corpore Sano to cure it, with a variable
difficulty. The common cold is Diff 5, chicken pox or herpes is Diff 7, and things like Ebola or
HIV are Diff 9.

Level Three
Any non-Salubri that learns this level of Obeah gains a third eye.
Corpore Sano: You touch a target’s injuries (or above them in the case of internal injuries) and
spend blood points. The target heals an equal number of bashing or lethal damage. You can
also aggravated damage, though it costs two blood points per damage level. You can use this
on any being, living or undead. You may also use this power to heal aggravated damage on

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yourself, though doing so costs three blood instead two.

Level Four
Ending the Watch (LotB): You may spend a Willpower point while holding your hand over the
heart of a willing target who truly wishes to die, killing them instantly and painlessly. After they
have died, you may roll Perception + Empathy (Diff 7) to absorb the soul, which is visible in your
aura as a bright white streak. You know many of the things the target did, though specific
information may require an Intelligence + Empathy roll (Diff 5) to recall. Alternately, you may
absorb the soul, healing one point of lethal or bashing damage per success on the initial roll.
Shepherd’s Watch: You spend two Willpower and erect an invisible barrier centered on
yourself with a 10 foot radius, which moves with you. Those who are inside it when it is created
may leave and re-enter freely, but those attempting to breach the barrier must defeat you in an
extended, contested Willpower roll (Diff foe’s current Willpower for you; Diff your current
willpower for foe) and must score three net successes. [Missile attacks made through the barrier
in either direction are made at +2 difficulty and suffer a -2 penalty to their damage.]

Level Five
Mens Sana: You speak with your target for at least 10 uninterrupted minutes. You then spend
two blood points and roll Intelligence + Empathy (Diff 8). Success cures the target of a single
derangement of your choice. While you cannot cure a Malkavian of their derangement, use of
this power suppresses it for a scene. You cannot use this power on yourself.

Level Six
Father’s Judgement (V20DA): You spend one Willpower and roll Manipulation + Medicine or
Empathy (Diff 7) opposed by the target’s Willpower (Diff 9). Each net success you score renders
one point of the target’s unusable blood for any purpose. Furthermore, the target cannot purge
this blood. The only way they can make this blood usable again is by spending one Willpower
per blood point.
Unburdening the Bestial Soul: You must make eye contact with a willing target. This power
has no effect on someone with a Humanity of 1 or 0, or followers of particularly bestial Paths.
You roll Stamina + Empathy (Diff 12 - Target’s Path rating). Success means you draw the
target’s soul into yourself. While the spirit is within you, its body is an empty husk, essentially in
Torpor. If the body is killed, the soul disappears.
With the soul inside you, you may spend a permanent Willpower to restore a point of Path rating
(maximum indicated by the target’s virtue ratings.) You may only restore a number of points up
to your Empathy rating.
You may also use this to remove a demon (or similar entity). Doing so entails spending a
Willpower and making a contested roll using your Path rating (Diff target’s current Willpower)
versus your foe’s Willpower (Diff your current Willpower) in an extended roll attempting to score
three net successes. If successful, you spend an additional Willpower to shunt the demon into
another vessel, be that human, animal, or object.

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Level Seven
Blissful Gaze (V20DA): This discipline is always on. You may use Anesthetic Touch and
Corpore Sano on anyone in sight. Furthermore, you can choose to turn wound penalties into
bonuses when using Anesthetic Touch.
Renewed Vigor: You spend one Willpower point and spend one round concentrating with your
hands on your target. At the end of the turn, you heal all damage in the target, including
Aggravated. If you attempt any other action, the Willpower is still spent but the attempt is ruined.
You may use this on yourself.

Level Eight
Rayzeel’s Song (V20DA): You play a lulling song for your patients, spending a Willpower for
every three patients and rolling Charisma + Performance (Diff 7). Attempts to heal the targets
(whether physically or mentally, through mundane methods or magical) are made at -1 difficulty
per success (minimum Diff 4)
Safe Passage (V20DA): This power is always on, though you may choose to suppress it. While
active, you generally receive hospitality from those who do not know you, regardless of cultural
or other barrier. Moreover, those hunting you take a -2 penalty to pools to do so, and, should
they happen to sight you, you both make Willpower rolls (Diff 6). If you win, your pursuer loses
the drive to hunt you.

Level Nine
Heaven’s Gate (V20DA): This power must be used on a mortal’s corpse that has not been
dead longer than a week, did not die of old age, and whose soul has not been destroyed. You
need only possess the head for this power to function.
You spend five blood and two Willpower, rolling Willpower (Diff 8). Success indicates that the
soul is summoned to the body as your blood heals the corpse, restoring it to perfect health as a
Revenant. The resurrected remembers their time as a spirit, but any trauma is blocked in a soft
white light.
Unburden the Flesh-Clad Soul: You spend one hour in meditation with your target, who must
be a mortal or vampire in Golconda, informed and willing for you to use this power. You then
spend blood equal to twice the target’s Willpower. At the end of the ritual, the target lapses into
a coma before dying.
The subjects soul goes to the Astral Plane (as Auspex 5) except they don’t have a silver cord. If
reduced to zero Willpower, they dissipate and lose one point of permanent Willpower, and
reform a year and a day later where this ritual was performed. The subject may also choose to
move on to whatever afterlife is in store for them. You may use this power on yourself provided
you’re in Golconda.

Ogham
The limited blood sorcery of the Lhiannan bloodline. When you first learn this power, you must
designate a home territory, called your grove (this territory can certainly be urban, mind you,

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though some powers will be weakened) Any use of Ogham more than 50 miles from your grove
is made at +1 Difficulty.

Level One
Consecrate the Grove: You spend one to three blood points and spread the blood in a spiral
pattern, affecting an area starting with a radius of ten feet with one blood point, with each blood
point doubling this radius. This takes one turn per blood point.
Once the blood is sewn, you roll Charisma + Survival (Diff 6). With a single success, the local
flora hinders your foes within the radius, taking -2 dice to all pools, and requiring them to make
Stamina + Athletics rolls (Diff 6) each round, which takes an action, to avoid taking three dice of
bashing damage (assuming the environs could do so.) These effects last for a scene.

Level Two
Crimson Woad: You spend one full scene inscribing sigils in your own blood on your flesh,
rolling Intelligence + Occult (Diff 7). Each success allows you to ignore one die of wound
penalties. Furthermore, you also enjoy a -1 Difficulty to resist any sort of Frenzy. Once per
application of Crimson Woad, you may add your initial successes as bonus dice to single Soak
or Damage roll.
This power lasts until you take four points of lethal damage.

Level Three
Inscribe the Curse: You spend three blood points, writing the target’s name on a visible portion
of your body and choosing which curse to enact on the foe. The curse takes effect as soon as
the target sees their name. They may resist the curse if they understand what it is, by rolling
Wits + Occult (Diff 8). The curse lasts until the name is washed away or you take four or more
Lethal damage.
Curse of Body: You draw the name on your arms, legs, or belly, causing the target to increase
all wound penalties by one, make all Physical dice rolls at +2 Difficulty, and, in the case of
vampires, making them unable to spend blood beyond what they must to awaken.
Curse of Mind: You draw the name across your forehead, forcing the target to spend a
Willpower point any time they wish to make a Knowledge roll or use a Discipline (other than
Potence, Celerity, or Fortitude.)
Curse of Voice: You write the name across your throat, rendering the target unable to speak,
merely grunt of moan.
Curse of Soul: You write the name down your sternum, over your heart, increasing their
difficulties to resist Frenzy by two, and requiring the target to flee your territory unless they make
a Courage roll (Diff 8).

Level Four
Moon and Sun: You spend three blood points and inscribe the sigil of the sun or moon
anywhere visible on your body, taking 15 minutes. You may inscribe both, but each takes three
blood and fifteen minutes. You may also inscribe another target.

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If inscribed with the sigil of sun, any time you would take damage from sunlight, you may roll
Stamina (Without Fortitude, Diff 8), with success converting that sun damage to Lethal, allowing
you to soak it with your full Stamina + Fortitude.
The sigil of the moon increases the difficulties of Self-Control/Instinct rolls made to resist
berserker Frenzy, but grants variable benefits depending on the current lunar phase.
New Moon: +1 die to all Dexterity and Stealth rolls.
Crescent Moon: +1 die to all Wits and Occult rolls.
Half Moon: +1 die to all Perception and Subterfuge rolls.
Gibbous Moon: +1 die to all Charisma and Expression rolls
Full Moon: +1 die to all Strength and Brawl rolls.

Level Five
Drink Dry the Earth: You roll Perception + Occult (Diff 8). One success points you to a nearby
place of power (such as a Caern or Node), while two give you an idea of that place’s power
level. You must then spend one blood and a full scene sketching sigils around that location.
Once complete, you roll Perception + Occult (Diff 7, maximum successes equal to the location’s
power level. For the rest of the scene, you gain a pool of dice equal to your successes, which
you may spend to add to any dice pool, except to resist Frenzy. Furthermore, you may continue
to drain the place of power by making additional rolls.
A given place of power has dice to give ten times its rating. It replenishes these dice at a rate of
one per year, but does not regenerate on any year in which this power has been used. If a place
of power is completely drained, it never regenerates again, with the area losing the ability to
support life, and likely drawing the attention of shifters and mages.

Level Six
Inscribe the Forgotten Name: You spend three blood points and spend thirty minutes in
meditation before rolling Intelligence + Occult (Diff 9, Diff 8 if you’ve summoned that particular
creature before.) success indicates that a powerful mythical creature (likely on par with a
Methuselah) is summoned to you. While this power grants you the means to communicate with
the creature, it offers no command over it, and it will likely need to be bargained with.

Quietus
The closely kept blood-manipulating discipline of the Assamite clan. Many of the powers have
an associated caste. This tag just marks the typical practitioners of that particular power, but is
by no means a hard set rule, though different castes treat them as out of clan.

Level One
Blood Essence (V20DA, Warrior): To use this power, you must exsanguinate the target of all
but one blood point, or all blood if the target is a vampire, before concentrating a point of vitae
and placing it above the target’s heart. You begin making an extended Willpower roll (Diff 9),
dealing one point of unsoakable Aggravated damage. Once all health levels have been

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exhausted, you tear the target’s heart from their chest as a calcified flask called a Debitum. If
you (or another vampire) pierced this flask with your fangs, it animates, pumping the victim’s
heartblood into your maw. If the victim was a Cainite, you gain all the drawbacks and benefits of
Diablerie, without risking Frenzy. The Debitum combusts if exposed to fire or sun.
Blood Tempering (V20DA, Vizier): You spend one blood point and one turn coating an item in
your vitae per cubic foot it occupies, and roll Intelligence + Crafts (Diff 6). It gains your
susceptibility to fire and sun, but gains immunity to weathering (such as wind or rain damage)
and additional soak dice equal to your Stamina + Fortitude. These benefits last an amount of
time dependant on your successes.

Successes Duration
1 One day
2 Three days
3 One week
4 Two weeks
5 One month
6+ Indefinite

Silence of Death: You spend one blood point. For the next hour, there is a 20 foot radius of
silence around you. Sorcerers can decide whether or not they are heard, and Viziers can decide
who, if anyone, can hear them.

Level Two
Ishtar’s Touch (LotC, Vizier): You spend any number of blood points (up to your Stamina and
generational maximum) and roll Willpower (Diff 6), tainting them with a poison. It stays in your
system (and cannot be used for any other purpose) until you use it. You can bleed it out onto a
weapon, the palm of your hand, or even into your mouth to spit it at a target.
You can only coat melee weapons, and you can only spit two points worth of blood at a target at
a time. To spit at the target, you roll Stamina + Athletics (Diff 6) with a range of 10*(Strength +
Potence) feet. The poison only needs to make contact, so a simple touch will affect the target. If
making a melee attack, you need only hit, not do damage.
While the effect lasts, the target cannot spend Willpower to resist your Social or Mental
influence, and the difficulty for all your rolls made for such manipulation (mundane or magical) is
reduced by an amount equal to your blood points spent, to a minimum of Diff 4.
Successes Duration
1 One turn
2 One hour
3 One day
4 One month
5+ One year

Scorpion’s Curse (LotC, Sorcerer): This behaves as Scorpion’s Touch below, except you
paint the blood across a surface up to (your Intelligence) yards across, which then fades and is

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only noticeable with a Perception + Awareness (Diff 9) or Perception + Investigation (Diff 7) roll.
This ward lasts (your Occult) days. Anyone who touches the warded area is affected as though
by Scorpion’s Touch.
Scorpion’s Touch (Warrior): You spend any number of blood points (up to your Stamina and
generational maximum) and roll Willpower (Diff 6), tainting them with a poison. It stays in your
system (and cannot be used for any other purpose) until you use it. You can bleed it out onto a
weapon, the palm of your hand, or even into your mouth to spit it at a target.
You can only coat melee weapons, and you can only spit two points worth of blood at a target.
To spit at the target, you roll Stamina + Athletics (Diff 6) with a range of 10*(Strength + Potence)
feet. The poison only needs to make contact, so a simple touch will affect the target. If making a
melee attack, you need only hit, not do damage.
The poison itself reduces the target’s Stamina by an amount equal to the blood points spent on
this power. The duration of the reduction depends on your initial roll. The target may attempt to
resist this with a Stamina + Fortitude roll (Diff 6), reducing your successes.
Successes Duration
1 One turn
2 One hour
3 One day
4 One month
5+ Permanent (Must increase
with experience)
Targets can resist with Stamina + Fortitude (Diff 6), reducing your total number of successes.
Mortals who fall to zero Stamina fall comatose and inevitably die within a year. Vampires who
fall to zero Stamina enter torpor, and those reduced permanently to zero can only be roused
mystically.
Truth of Blood (V20DA, Vizier): You must have a point of the target’s blood, and dip your
finger into it while talking to the target. You must spend one Willpower to activate this Discipline.
Each time the target makes a statement, you may roll Perception + Subterfuge (Diff target’s
Willpower). Successes determine the information below, cumulatively.

Successes Knowledge Gleaned


1 Know if the target believes the statement is true, partially true, or a lie
2 Know if the target is has forgotten to mention information, if they’re basing a lie
on truth, or making a complete fabrication
3 Sense the emotion behind the statement
4 Understand the whole truth as the target understands it, including information
they remember but don’t understand.
5 Experience visions of and received veiled hints at information the target doesn’t
know
6+ Intuit information the target has forgotten or else had supernaturally repressed,
such as by Dominate.

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Level Three
Cleansed in Blood (V20DA, Vizier): You anoint your target with a point of blood and spend
one hour in concentration per mind-affecting affect you wish to remove from them. You then
spend blood points equal to the level of the power you wish to remove and roll Willpower (Diff
power’s level + 4; Diff 11+ cannot be affected). Powers without a level are Difficulty 7. Success
indicates that the power is dispelled, while failure simply wastes the blood (though you can
make another attempt if you have the blood.)
This power cannot remove effects caused by the target’s clan, mundane mind-affecting effects,
genuine emotions, or bloodborne influences such as the blood bond.
Dagon’s Call (Warrior): You must have touched your intended target within the last hour to use
this ability. You do not need to be near your target or even know where they are.
You spend one Willpower and you and your target make a contested Stamina roll (Diff the
other’s permanent Willpower for both). For each net success you achieve, your target takes a
point of lethal damage (if mortal) or loses an equal amount of blood points. If you choose to
spend an additional Willpower, you can continue this check the next round indefinitely (limited to
Willpower)
Dagon’s Call (LotC, Vizier/Sorcerer):You must have touched your intended target within the
last hour to use this ability. You do not need to be near your target or even know where they
are.
You spend one Willpower and you make a Manipulation roll contested by the target’s
Intelligence (Diff the other’s permanent Willpower for both). For each net success you achieve,
your target loses a point of Willpower. If you choose to spend an additional Willpower, you can
continue this check the next round indefinitely (limited to Willpower). If the target is drained of
Willpower, you can continue for one more round to drain a single permanent Willpower

Level Four
Baal’s Caress: You may spend any number of blood points (over multiple rounds if need be),
spreading the blood across the weapon. For a number of successful strikes equal to the blood
spent, the weapon deals aggravated damage.
Baal’s Caress (LotC, Sorcerer): You spend a point of blood, rubbing it across your eyes,
allowing you to see dematerialized spirits. You may spend any number of blood points to coat a
weapon. For a number of successful strikes equal to the blood spent, you may strike
dematerialized spirits as though they were physically present.
Baal’s Caress (LotC, Vizier): You may spend any number of blood points to coat a weapon.
For a number of successful strikes equal to the blood spent, the target takes no damage,
instead losing a point of Willpower. If the target loses all Willpower, they behave as though fully
blood bound to you for one scene. Tremere behave as though fully blood bound for a full night.
Ripples of the Heart (V20DA, Vizier): You may invoke this power on a mortal, another
vampire, or even yourself. You drink a point of blood from the subject and concentrate for a
minute on the emotion you wish to distill in the blood. You then spend one blood point and roll
Charisma + Empathy (base Diff 7, Diff 5 if the subject is experiencing the emotion you wish to
distill, Diff 9 if opposite).

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Anyone who ingests the subject’s blood must roll Self-Control/Instinct for every point consumed
(Diff your Quietus + 3, max 9). If the target fails any of these rolls, the experience the instilled
emotion at an intensity dependent on the amount ingested.

Level Five
Blood Sweat (V20DA, Vizier): You spend three turns concentrating on your target who must be
in sight. You then spend a Willpower and roll Manipulation + Intimidation (Diff target’s current
Willpower). The target sweats out one point of blood per success, which, while inert, could drive
other vampires to Frenzy.
Additionally, the target feels some level (dependant on successes) of emotion (dependant on
Path and Nature) about their past deeds.
Quicken the Mortal’s Blood (V20DA, Warrior): Whenever you drink mortal blood, roll Stamina
+ Occult (Diff 6). Each success gives you another blood point, up to a maximum of what you
had consumed.
Taste of Bliss (LotC, Vizier): This behaves as Taste of Death (Warrior), except that each blood
point spent grants two dice to roll, each success removing one point of the target’s Willpower
points. If the target loses a single point of Willpower, they are treated as though they were one-
step bonded toward you. If they lose all Willpower, they are considered fully bound for the rest
of the night.
Taste of Death (Warrior): You spend any number of blood points (up to your generational
maximum) and spit it at a foe. To hit, you roll Stamina + Athletics (Diff 6), to a range of
10*(Strength + Potence) feet. The spit deals two dice of aggravated damage per blood point
spent, [though extra successes on the attack roll do not allow for extra damage dice]
Taste of Death (LotC, Sorcerer): This behaves as the Warrior version, but affects only
dematerialized spirits.

Level Six
Blood Awakening (V20DA): You must consume a point of your target’s vitae and roll
Perception + Empathy (Diff 7) to determine how clearly you can read the target’s memories.

Successes Result
1 Vague impressions of memories a few hours old
2 Vague impressions of emotionally strong memories throughout the subject’s
life
3 Pertinent details of recent memories
4 Pertinent details of emotional memories
5 All of the subject’s memories up to a decade old
6 All of the subject’s memories.

Deed the Heart’s Desire (CCTBH): You spend one blood point, and create an area of silence
around yourself that no sound can enter (which increases the difficulties of all Perception
difficulties by two), while also quieting subconscious noises. While in this circle and meditating,
you regain one Willpower every 15 minutes, and, should you meditate for an hour before leaving

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the circle, you enjoy -1 difficulty on rolls involving mental attributes or Willpower for the rest of
the night.
You may also use this offensively, rolling Stamina + Occult (Diff Target’s Willpower), which
reduces their Mental and Dexterity dice pools by one per success for one scene, though the
target may regain lost dice by spending Willpower on a one for one basis. Should you score a
number of successes equal to the target’s Permanent Willpower, they gain a derangement for a
full night, and should you score three or more successes above their Willpower, this
derangement is permanent.
Rapturous Touch (PGLC): This power is always on, allowing you to drink blood with a simple
touch, with all the benefits and risks of drinking. However, mortals can resist this lessened Kiss
as though they were vampires, and vampires resist at Diff 6. Finally, you may drink only two
blood per round in this manner.
Selective Silence (CB:AssRev): You spend two blood points and roll Stamina + Stealth (Diff
7). Each success is an item or creature within 20 yards that you can silence. A heavy machine
gun costs two successes, a car three, and a small aircraft five. This power mutes the affected
items and only those items.

Level Seven
Baal’s Bloody Talons: You spend any amount of blood to coat your weapon and roll Willpower
(Diff 7). The weapon deals Aggravated damage and gains a bonus to damage equal to the
successes you rolled on the Willpower roll (max of the blood you spend.).
The bonus to damage deteriorates at one per round, and continues after the bonus has gone
away, destroying the weapon once it’s used at base damage Strength.
Dam the Heart’s River (V20DA): You may condense a up to five (or your per-turn limit) blood
points, rolling Willpower (Diff blood points condensed + 5) to turn it into a rubbery mass blocking
off a part of your body. Blood cannot be consumed through that body part, but you cannot use
any active disciplines requiring vitae through that body part either (i.e. if you blocked off your
arms, you would enjoy bonus dice from Potence, but could not spend blood for auto-successes,
though you could still for jumping.). This condensed blood cannot be used, but may be
converted back to liquid with ease.
Furthermore, you can use this offensively against someone you are in skin-to-skin contact with,
whose blood you have in you, or has your blood in them. You spend one Willpower and roll
Manipulation + Medicine (Diff target’s Stamina + 3; max 9). As long as you maintain skin contact
(or visual contact if blood has been exchanged, and to a maximum rounds of successes rolled)
you have complete control over their blood (up to their per-turn maximum), allowing you to
condense it as the first use of this power, locking it away, or else forcing them to expend it,
healing wounds, boosting Attributes, or fueling Disciplines as you will it.
Hinder the Cainite Vitae (DAC): You touch your target, spend three blood and roll Willpower
(Diff target’s Stamina + Fortitude). For a number of turns equal to your successes, the target
ghoul or vampire becomes unable to access an amount of Vitae equal to your successes. This
effect stacks with itself.
Poison the Well of Life: You touch the mortal you wish to affect, leaving a smear of vitae on

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them. You then spend three blood and roll Stamina + Occult (Diff 7). For a number of months
equal to your successes, any vampire drinking from the mortal takes two points of Aggravated
damage (soakable with Fortitude only). The mortal also treats their Stamina rating as though it
were two levels higher for the purpose of poison and acid, but suffers a -1 penalty on Social
pools where the other participants have a sensitive nose and are close enough to smell them.

Level Eight
Blood of Destruction (V20DA): You spend one blood and roll Willpower (Diff 7). If successful,
you lose half of your vitae (but round up) as it is converted to the toxins of Taste of Death,
Baal’s Caress, and Scorpion’s Touch.
Those who are splattered with it take all three effects, likely ruining armor, destroying weapons,
and the like. Those who deal damage to you with slashing or piercing weapons take two
Aggravated damage and then another one the next round. This venom lasts a scene.
Songs of Distant Vitae (V20DA): You must be in contact with at least a drop of the target’s
vitae and spend a turn concentrating on the target who must be in sight. You then spend four
blood and roll Wits + Intimidation (Diff target’s current Willpower). If successful, the victim has
flashbacks of all those they’ve fed on, remembering it not as a pleasurable experience, but a
horrific one, as they vomit for (2 x Successes) rounds, vomiting up two points of blood per
round. If they hit 0 blood at any point, they enter Torpor for (10 - Stamina) days, lose half their
Willpower, and gain the Sanguinary Animism Derangement. Even if they do not go into Torpor,
they make all rolls at +3 Difficulty for the rest of the scene.
Once this onslaught is over (or when the target reawakens), the target must roll Courage and
Self-Control/Instinct (both Diff 8). If they fail the Courage roll, they enter Rotschreck for the rest
of the night, with their greatest fear being their own image. If they fail the Self-Control roll, they
gain the Sanguinary Animism Derangement (increasing in intensity if they already have it.)
If the target has ever committed Diablerie, you gain 1 auto-success for every generation they’ve
gained that way.

Level Nine
Condemn the Sins of the Father (V20DA): After using another Quietus power on a target,
spend on permanent Willpower a choose a number of generations to affect. Spend a number of
blood points equal to the number of generations to be affected and roll Manipulation + Occult
(Diff equal to the generations to be affected, +4) if you spend 6 blood points, you affect all
generations after your target and roll at Diff 10. Every vampire descended from the target out to
the generation you chose are immediately affected by that Quietus power. Each Cainite resists
using their own relevant traits.
You may choose to exempt a number of Cainites equal to twice your Wits, though you must
know their faces or have tasted their blood.
Weaken the Blood of the Ancients (V20DA): In order to use this power, the target must have
some of your blood in their body. You and the victim both roll Willpower (your Diff is the target's
Stamina + Fortitude, the target’s Diff is your Willpower). The target’s effective generation
increases by one per net success, barring access to any levels of disciplines their new

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Generation wouldn’t allow, reducing their effective traits, and purging any blood over their new,
lower maximum. Those increased to higher than 13th Generation also gain the Thin-Blood flaw.
The target regains one generation once every (10 - their Stamina and Fortitude) nights.

Sanguinus
The disgusting discipline the Blood Brothers use to combine their power. For free Blood
Brothers and non- Blood Brothers with this discipline, any vampire who is at least one-step
blood bound and to whom you are at least one-step blood bound are considered members of
your circle.

Level One
Brother’s Blood: You may heal any member of your circle as though you were healing
yourself, including “banking” blood over several turns to heal Aggravated wounds.

Level Two
Octopod: You spend one blood point for each organ you wish to donate to a member of your
circle, such as an arm, leg, set of eyes, another mouth or so on, and it disappears from your
body and reappears on your circle member. Extra limbs don’t allow for extra attacks (but
certainly make stunts easier when splitting dice pools), but do give more hands to grapple with,
and more legs for balance. Extra eyes might give 360 degree vision, and an extra mouth would
speed blood consumption. The circle member you donate to need not have this level of
Sanguinus, only you do.

Level Three
Any non-Blood Brother who learns this level of Sanguinus gains the Blood Brother clan
weakness.
Gestalt: Every member of your circle must pay a blood point. If even a single member fails to
do so, this power fails. Once a member of the circle meets their final death, they fall out of the
circle, though the gestalt remains active. Gestalt lasts for one scene and has a number of
effects.

•Dominate, Presence, and the like roll against the highest Willpower of the circle, regardless of
the actual target. Further, any member that falls prey to such an ability drops out of the Gestalt,
though it remains in effect for the other members.

•Perception difficulties for all members of the Gestalt are reduced by 3, assuming the members
would be able to assist.

•By taking no other action than concentrating, a member of the Gestalt may loan an ability rating
to another member.

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•The Gestalt communicates through telepathy, which means that, even though all members roll
initiative, they all act on the highest count.

Not all members of the circle need this level of Sanguinus to participate in the Gestalt, though
those who do not must roll Wits + Occult (Diff 7). If this roll fails, that member can still receive
loaned abilities, but gains no other effects.

Level Four
Walk of Caine: Members of the circle can donate steps of Generation to each other. When you
activate this power (requiring no expenditure or roll) any member of the circle can raise their
generation by one and lower the generation of another member by one (and only one.) This can
increase a donor’s generation to 14 (with the accompanying flaw) but not to 15. This power can
also never drop any member’s generation below 4th. This power’s effects last a scene.
As with Gestalt, not all members need this level of Sanguinus to participate, though they must
roll Stamina + Awareness (Diff 7). Failure indicates that they cannot participate at all.

Level Five
Coagulated Entity: All members of the circle who wish to participate in the entity spend 3 blood
points. The process of merging takes three rounds, after which, the entity may act.
The lowest generation vampire is considered “the guide,” and controls the construct. The
construct’s physical stats are equal to the guide’s, plus one for every vampire in the construct.
The construct’s generation is equal to the highest generation vampire’s, minus one for every
vampire in the construct. The construct also enjoys +1 to every dice pool for every vampire
inside of it.
The Coagulated Entity cannot be staked, and has 7 health levels, plus two for every vampire in
it (treated as bruised health levels.)
As with other Sanguinus powers, only one vampire needs to have this power to activate it.

Serpentis
The unique discipline of the Setites, who use it in their quest of corruption in the name of their
god.

Level One
Eyes of the Serpent: You make eye contact with your intended target. Mortals are
automatically affected with no roll. To affect supernaturals, you must roll Willpower (Diff 9).
Mortals cannot break free of this ability, but supernaturals may spend a Willpower point to break
free. Those affected by this power are otherwise rooted in place until you terminate eye contact.
Supernaturals also break free if they are faced with immediate danger, and Mortals may spend
a Willpower to do so.

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Level Two
Tongue of the Asp: You may, at will, elongate your tongue to half a yard in length. It also
becomes forked and razor sharp. You may attack with it (Diff 6, +0 base damage), and you may
follow that attack up with a blood drain as though you’d bitten the target. Mortals are affected as
though experiencing the Kiss.
You may also flick the tongue in and out of your mouth to sense vibrations, halving your
penalties for operating in the dark.
Typhonic Maw (V20DA): You may spend one blood point, causing your jaw to grossly distend,
allowing you to make bite attacks without grappling first, dealing +1 damage, and allowing for an
automatic grapple check. You may spend an additional blood point to activate Tongue of the
Asp at the same time, allowing you to drink through both your tongue and fangs, at give points a
round.

Level Three
Skin of the Adder/Serpent’s Flesh (V20DA): You spend one blood. Your skin becomes scaly,
reducing soak difficulties to 5, and enabling you to soak aggravated damage from non-sun, non-
fire sources with your stamina. Finally, you can slide through any opening you can fit your head
through.
Your appearance is reduced to 1, and you are obviously inhuman to anyone who examines you
with any kind of care, though your difficulties for Intimidate checks are lowered by one.
Alternately, you may spend one Willpower to make the change more subtle, allowing you to
pass for human if you’re wearing modest clothing.

Level Four
Form of the Cobra: You spend one blood point, and over three rounds (spending additional
blood points speeds up the transformation at 1/round), turn into a giant snake that weighs as
much as you do normally, and is over 10 feet long, measuring 20 inches around at your widest.
You also gain a bite that is fatal to mortals, and deals normal damage against other creatures,
and you also gain 2 bonus dice to most perception checks. You may use any of your disciplines
in this form, save those that require limbs.
Typhonic Avatar (V20DA): You spend one blood point (spending additional blood speeds up
the process as Form of the Cobra), and over three rounds, transforming into something
reminiscent of a jackal headed Crinos, or into a serpent bodied form similar to a naga.
Either form gains two dots to all physical attributes and benefits from Skin of the Adder. The
jackal form moves twice as fast as you do normally, gains +2 bite damage, and reduces
balancing difficulties by two. The naga form can gain a tail attack, which gains five extra
strength instead of two.
Either form is obviously supernatural, and mortals with less Willpower than your Serpentis must
flee or subjugate themselves. Those with equal or more may roll Willpower to act normally.
You must choose which form you can take when learning this discipline, but may learn the other
later at half cost.

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Level Five
Heart of Darkness: You pull your heart from your chest. You can no longer be staked through
your own chest. However, if someone else possesses your heart, they can drive a stake through
it, throwing you into torpor instantly. The heart cannot be destroyed except by fire or sunlight,
which destroys you as well.
You may also perform this rite on another vampire, which requires hours of surgery.
Mother of Monsters (V20DA): You spend any amount of blood and one health level. Over the
course of a turn, you create a horrific monster with a blood pool equal to what you spent. The
stats for this beast can be found in V20DA page 254. These beasts follow your commands
without question and are immune to fear and any power that affects mind or emotions.
You may subsume the beast by touching it, recovering any blood it has remaining, and the
health level spent to create it. You may also subsume a beast’s corpse to regain the health
level.

Level Six
Aspect of the God (PGLC): When you purchase this power, select one of the below aspects as
favored. To enter your favored aspect, you spend one blood point. To enter a different aspect,
you must also spend a Willpower. When using this power (except in Lord of All Outside Egypt),
your hair becomes red and your skin bronze.
Set the King: You appear imposing and regal, gaining three extra dice to Intimidation and
Leadership pools, as well as those regarding command and dignity.
Set the Warrior: You grow more powerful and durable. You gain one to all of your physical
attributes, an additional soak die, and two additional Hurt health levels.
Master of Storms: You gain a limited control of wind. When you make a ranged attack, you may
spend one blood to increase the weapon’s range by 50%, add two dice to the attack pool, and
gain two auto-succeses to the damage roll.
Lord of All Outside Egypt: You seem the perfect resident wherever you find yourself, as your
clothes take on the style of that culture (though they are of roughly the same value), your
general physical traits to match that of the natives, and gain an instinctive knowledge of the
native language. You may also choose to change your Appearance to two or retain your natural
Appearance. This aspect does not function in Egypt and never fools a native Egyptian.
Ruler of the Desert: You become thin and desert-battered, gaining the body temperature of a
living human, as well as immunity to all poisons except for those created by powers stronger
than a seventh level discipline.
Breathe the Sandstorm (DA): You spend one blood point, which you exhale toward a target up
to six feet away, rolling Dexterity + Brawl (Diff 6) as an attack. This attack cannot be blocked,
only dodged. The attack does any remaining successes in Aggravated damage, soakable only
with Fortitude. This can also be used against objects, dissolving one inch of material per use.
Cobra Fangs: You spend one blood point, turning your fangs into hollow needles which inject
venom into the target, killing mortals in a minute, and dealing (10 - victim’s Stamina) Aggravated
damage to supernaturally resilient targets over five minutes, which may be soaked with
Fortitude. The initial bite deals your Strength + Serpentis in Lethal damage. You may choose to

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make the damage dealt by the venom Lethal, leaving mortal survivors paralyzed.
Ophidian Infestation (DAC): You spend any number of blood points and touch the target,
making a Manipulation + Occult roll (Diff 6). If successful, each blood point spent translates to
one point of Lethal damage, soakable only with Fortitude, as snakes erupt from the victim’s
body.

Level Seven
Divine Image: You spend three blood points and, in one round, transform into a shape
reminiscent of one of Set’s divine children- for one scene male kindred transform into an avatar
of Sobek (Crocodilian) or Wepwawet (Wolf-headed). Female vampires transform into the form of
Renenet (Cobra hooded) or Taweret (Hippopotamus headed). Regardless of the form, you gain
two dots of Strength and Stamina, and a dot each of Charisma and Manipulation, though your
Appearance drops to 1. You also gain two dots of Willpower, as well as two temporary. Your
permanent Willpower may not exceed 10, though your temporary Willpower might.
You only have access to one Divine form unless you purchase this Discipline twice.
Form of the Storm (V20DA): You spend one round to transform into a living storm. Every
round thereafter, you must spend two blood to maintain it. In this form, you occupy a three yard
radius per Serpentis dot you possess, your speed is halved, and you become immune to
physical damage. Each round, you roll your Serpentis rating in Bashing damage to all within
your radius. Those within your radius also increase Perception difficulties by three. You may
also spend one blood point to strike a foe with lightning, rolling Perception + Occult (Diff 6) to
hit, dealing your Serpentis in Aggravated damage. This attack cannot be blocked, only dodged
and soaked.
You may spend a Willpower when activating this power to remain material at the storm’s center,
immune to its effects but still able to take physical actions.
Seed of Corruption (PGLC): Your victim must have at least one point of your Vitae in them, at
which point you may roll Manipulation + Subterfuge (Diff target’s Path rating or Willpower if they
lack Path.) If successful, the target is affected by three effects for a number of months equal to
your successes.
First, once per night (or more often if the opportunity to indulge occurs more frequently), the
target feels a compulsion to act on some desire they have. A Willpower roll (Diff 6) suppresses
this urge. Secondly, the target makes Conscience/Conviction rolls at +2 difficulty. Finally, the
target’s thoughts drift towards their own insecurities or pride (depending on the character). Any
time a situation arises that touches on the relevant feelings, the target must roll Self-
Control/Instinct (Diff 7) or give in to these urges. The examples given are of a vain Toreador
staring into a mirror for hours or a penitent Brujah wracked with guilt seeking out a confessor.
Set’s Curse (DAC): You touch your target and spend two Willpower and three blood, rolling
Manipulation + Occult (Diff target’s Stamina + Self-Control/Instinct). Success turns the target,
body and mind, into a serpent that serves you, with the number of successes determining the
duration. The serpent obeys your commands, but cannot speak, hold items, or use disciplines.
However, the serpent can attack as normal. If the python hits with one net success, they deal
Strength damage, though if they hit with two or more net successes, they deal Strength + 3.

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When the power ends, the subject must roll Wits + Empathy (Diff 6) or gain a permanent
derangement of Phobia (Snakes). A botch on this roll means the target keeps the snake’s mind.

Successes Duration
1 Ome scene
2 One week
3 One month
4 Six months
5 One year

Level Eight
Apep’s Semblance (DAC): You spend three blood points and spend three rounds transforming
(which can be lessened by further blood expenditure), as your legs merge and become a
serpentine tail, your torso and arms lose their rigidity, and your neck elongates, followed by
webbing growing in your fingers and your face becoming a serpentine snout, filled with fangs.
Mechanically, you are able to wriggle through any opening with a one foot diameter, double your
swimming speed, benefit from Tongue of the Asp, increase your Strength and Stamina by two
and Dexterity by three, though your Appearance drops to 0. Furthermore, your tail can be used
as an attack dealing Strength + 1 bashing damage and can be used to grapple while leaving
your body free, and your bite damage increases to Strength + 2 Aggravated. You also gain one
soak die, including against sunlight and fire.
This power lasts indefinitely, even in sleep, though if you awaken in this form, you must spend
an additional blood point to do so.
Body of the Great Lord Set (PGLC): You spend one Willpower and over the course of a turn,
channel the majesty of Set into yourself, growing to a height of 6’6” with a glorious red mane.
You gain +3 to all physical attributes, as well as Charisma, and your Appearance becomes 9. In
addition, you receive three automatic successes on all Intimidation, Leadership, and Melee rolls.
Furthermore, you constantly radiate an aura similar to the Presence 5 power, Majesty, and your
allies gain an automatic success to Virtue and Willpower rolls. Finally, while under the effects of
this power, you can soak fire and sunlight with your full Stamina + Fortitude, you are immune to
Rotschrek, and all attempts at mind- or emotion- affecting abilities against you subtract three
successes. This power cannot be combined with any powers that grossly alter your form.
This power lasts a scene, and when it concludes, you must make an appropriate offering to Set,
or else make a Conscience/Conviction roll (Diff 9), with failure costing you a dot of your Path.
Regardless of the roll’s result, you take -2 to all dice pools until you make the offering.
Cerberus’ Fury (V20DA): You spend two blood points, sprouting two heads. Each head can
take an action per turn, but are limited to biting, looking around, and mental actions. If you
activate Tongue of the Asp or Typhonic Maw, each head benefits from it.
Further, you can see ghosts and your extra heads can affect them as though they were
materialized.
Heart Thief: This power only functions on the new moon. You spend one Willpower and, unless
your target is willing, you must roll Dexterity + Brawl (Diff 9) and accumulate three successes.

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The target may both dodge it, also adding Fortitude to the dodge attempt (representing how
difficult it is to pierce their chest.)
Assuming you succeed in your attempt, you remove your foe’s heart, dealing one point of
Aggravated damage to the foe. At this point, the heart is dealt with as Heart of Darkness.

Level Nine
Godhead (V20DA): With this power, you gain a godly form. This form is chosen at purchase,
though you may purchase Godhead again to gain an additional form.
When you purchase this power, you may distribute your Serpentis rating amongst any of your
Attributes, ignoring generational limits, applying no more than half to any one attribute. You also
gain a unique ability with this form. The examples are ruby skin providing immunity to physical
attacks and shining golden skin that affects those vampires in your presence as though they
were beneath the noon sun.
To enter this form, you spend three blood and one Willpower, and the form lasts indefinitely.
Pact with Ra (PGLC): This power must be used at dawn or during the day. You spend one
permanent Willpower and become immune to all effects of the sun- Rotschrek, damage, dice
limitations, for one full day.
Shadow of Apep: This power costs one Willpower. Over the course of three turns, you become
a massive serpent of shadow, gaining immunity to physical attacks. Fire, sunlight, and
thaumaturgy affect you normally, but physical items offer no impediment to you, as you ooze
through them. You also gain three dots in every physical attribute, and your bite damage
increases to Strength + 2.

Spiritus
The unique discipline of the Ahrimanes, which deals with spirits in a way unknown to most
vampires.

Level One
Aid from Spirits: While handling an object, you spend a blood point, and roll Wits + Occult (Diff
6). You gain bonus dice on your next roll to use the item equal to the successes rolled on the
initial roll. Multiple uses of this power on an object do not stack, instead using the most recent
application. However, you may use this discipline on multiple items. Any unused bonuses fade
at the end of the scene.

Level Two
Summon Spirit Beasts: You spend one blood point and roll Charisma + Animal Ken (Diff 7),
and name an animal native to the location you’re in. The spirit assumes a corporeal form, and
follows your mental commands to the best of its abilities. It otherwise has normal stats for a
creature of its type. It remains for a duration dependent on your successes.

Successes Duration

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1 One Turn
2 Five Turns
3 One Hour
4 One Night
5 One Week
If the spirit is ever brought to incapacitated, it discorporates.

Level Three
Aspect of the Beast: You spend a blood point and roll Manipulation + Occult (Diff 7), choosing
an animal aspect to take on (examples below). This power lasts a number of rounds equal to
your successes.
Beaver’s Bite: Your teeth are strong and sharp enough to chew through almost anything (though
your bite does no additional damage against enemies.)
Chameleon’s Colors: -2 Difficulty on Stealth rolls involving hiding.
Ears of the Hare: -2 Difficulty on Perception rolls involving hearing.
Falcon’s Eyes: -3 Difficulty on Perception rolls involving sight.
Ferocity of the Cougar: -2 Difficulty on Courage rolls.
Leapfrog: You can jump three times as far as normal, both vertically and horizontally.
Nose of the Hound: You can track by scent, rolling Perception + Survival.
Serpent’s Venom: Your bite inflicts a venom that causes two points of damage per turn to living
targets until it is removed, nullified, or this power ends.
Sound of the Cricket: All nearby must roll Willpower (Diff 7), or suffer a +4 Difficulty on all
perception checks involving hearing.
Squirrel’s Balance: All Athletics checks made to balance are made at -2 Difficulty.
Strength of the Bear: You gain two dots of Strength.
Swiftness of the Stag: You double your movement speed.

Level Four
Engling Fury: You roll Manipulation + Intimidation (Diff 8). Each success restores a point of
Willpower. However, each use destroys a spirit.

Level Five
The Wild Beast: You spend 2 blood points, and become stronger, leaner, and faster. Your
Strength increases by 3, and your Dexterity and Stamina increase by 2. Your appearance falls
to 0, and your Manipulation is reduced by three. Your bite does an extra die of damage, and you
grow claws that deal aggravated damage. All Perception rolls involving hearing, smelling, and
vision are made at -2 difficulty. You may maintain this form for a number of hours equal to your
permanent Willpower.

Level Six
The Spirit Beast: You spend one Willpower and one blood, merging with an animal spirit of
your choice. Your Intelligence drops by two and your Wits by one, but you may exist in the

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daylight without harm, and may spend two Willpower to remain awake without a roll or penalty.
You may also choose to move between the material world and Umbra freely. You may only use
Animalism, Celerity, Potence, Fortitude, and Spiritus while cohabitating with a spirit. This power
is indefinite, and you must spend another Willpower and blood point to end it.

Temporis
The unique discipline of the True Brujah, dealing with the finicky nature of time itself.

Note that you cannot use Celerity and Temporis in the same round or while any opposing
effects are active. Doing so results in losing any extra actions, any such effects end, and you
take unsoakable aggravated damage equal to the highest rated discipline

Level One
Hourglass of the Mind: You have a perfect internal clock, which is active at all times. You can
also sense temporal disturbances by rolling Perception + Awareness (Diff 6, modified by the
disturbance’s strength and distance from you.)

Level Two
Recurring Contemplation: You concentrate on a single target in sight and roll Manipulation +
Occult (Diff target’s current Willpower). Any successes means that your target falls into a light
trance and relives their most recent experiences, or a specific set of memories that you have
some means of knowing about and evoking. This trance lasts for a minute per success, or until
something noteworthy or dangerous occurs in the target’s vicinity, and nothing catches their
attention, such as shouting. You can extend the duration by spending a blood point before
making the initial roll, as below.

Successe Duration
s
1 One minutes
2 10 minutes
3 One hour
4 Six hours
5+ One day

Level Three
Leaden Moment: You select a target (object or living), spend one blood point, and roll
Intelligence + Occult (Diff varies; a thrown brick might be diff 4, and raging ghoul might be diff
9.) Any target larger than an adult human cannot be affected by this, though a closely grouped
cluster of objects, such as a hail of bullets, could be targeted. One success halves the target’s
speed, and every two successes beyond that slow it by an additional factor (3 successes
reduces speed to a third, 5 reduces it to a quarter.)
Against animate targets, they reduce any die pool involving Dexterity, Wits, or Strength by the

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same factor. Any target with Celerity may spend one blood point to negate one factor of speed
reduction at the expense of the usual extra action or bonus to Dexterity.
You can use this discipline reflexively as a defensive action- otherwise, it requires a full round
action.

Level Four
Patience of the Norns: You target an inanimate object, spend two blood, and roll Intelligence +
Occult (Diff 6). You must be able to perceive the object you’re targeting, so a Perception +
Alertness roll may be necessary, and Auspex may be necessary for objects such as speeding
bullets.
Successes freeze an object in place, even suspending them in air for a duration depending on
the successes rolled.

Successes Duration
1 One turn
2 One minute
3 10 minutes
4 One hour
5 One day
6+ One
week/Success
The target doesn’t actually lose any of its energy, and when this discipline expires, the object
continues along its trajectory. Further, any external force greater than a drop of rain acting upon
the frozen object ends this effect early.

Level Five
Clotho’s Gift: Spend three blood points and roll Intelligence + Occult (Diff 6). For a number of
turns equal to half your Temporis rating (rounded up), you may take a number of extra actions
equal to the successes rolled. You may use these extra actions to activate disciplines- even
disciplines that can typically only be activated once per turn, such as Dominate or Thaumaturgy,
and you apply your normal per-turn blood expenditure maximum per-action instead. For every
action spent activating a discipline, you take one point of unsoakable lethal damage.
Any attempt to use Celerity beyond gaining Dexterity, attempting to use a second application of
Clotho’s gift, or similar powers immediately reduces you to ash.

Level Six
Insight (LotB): You spend one Willpower and glimpse into the future. Roll Wits + Alertness (Diff
8). Each success is a die you can roll on your next check.
Kiss of Lachesis: You choose whether to age or de-age the target person or object and spend
two blood and roll Manipulation + Occult (Diff target’s age/10, max 10, min 4, de-aging
increases the difficulty by one). You then age or deage the target based on the results of the
table below, though you may choose to apply a lesser effect.

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Living creatures aged beyond their lifespan certainly perish, but this gift has limitations. A
creature cannot be unbirthed with this power- you can revert a creature to infancy, but no
further. Likewise, while you could make a coin look shiny and new, you cannot turn it to raw ore.
Similarly, the target retains the same general state. An amputee reverted to an infant is still
missing their arm, a broken sword becomes finely glittering shards. The only exception is if you
were to age a creature with natural regeneration- they will regrow their missing arm if they would
do so normally.
This power also does not alter a creature’s mystical or mental properties. Any creatures keep
their memories. A vampire deaged takes one point of unsoakable Lethal damage per success
but doesn’t unvampirize, nor do they lose any generation gained through Diablerie or Blood
Potency, or any disciplines. An aged vampire grows paler, but does not grow in Blood Potency
(though if aged far enough, they may lose the black streaks of Diablerie from their auras.)

Successes Effect
1 Up to one year
2 Up to five years
3 Up to 10 years
4 Up to 50 years
5 Up to 100 years
6+ Up to one century per success over 5

Level Seven
Cheat the Fates: Spend one Willpower and three blood and roll Wits + Occult (Diff 7). This
power may be used reflexively as a defense, but its duration is limited to one round in this case.
A botch causes Aggravated damage to you equal to the ones rolled.
If successful, time pauses around you for one round per success. While time is pauses, you
have no access to disciplines- even those that are always active, such as Potence, Fortitude, or
Celerity. If you attack someone in this state, they cannot defend the attack. Resolve it normally,
but don’t inflict damage to the target yet. However, should you walk through a frozen flame or
sunlight, apply the damage now.
You may end this power at any time. When you end the power, roll dice equal to the number of
turns you spent out of time (Diff equal to your Temporis). 1’s do not cancel on this roll, and it
cannot be botched. Each success causes you one point of unsoakable Aggravated damage.
Apply this damage at the same time as the “banked” damage from attacks you’ve made while
out of time.

Level Eight
Clio’s Kiss: You spend half of your current blood, rounded up. This power fails if you spend
less than five blood. You then concentrate on a scene from history you wish to revisit and roll
Stamina + Occult (Diff 8). Successes indicate how far back you can go. If successful, the scene
you are in is briefly supplanted by the scene you wish to view. If you wish to bring a person or

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object back with you, you must spend one permanent Willpower, and as the scene fades away,
only the object or person remains. However, this power cannot affect history in any meaningful
way- If you attempt to bring forth someone or something that still has a meaningful role to play
in their relative timeline, you are lost to the currents of time. Which is to say, while you could
bring Hitler to the present if you grabbed him right before his suicide, you could not bring him
from before the rise of the Reich. It is impossible to bring forth the previous form of a currently
existing body.

Successes Effect
1 24 hours
2 One month
3 One year
4 10 years
5+ One century per success over four

Rewind (LotB): To use this power, you spend one blood and roll Stamina + Occult. Success
allows you to view past events in the area you’re at, within the limit determined by successes. If
you don’t know specifically what you’re looking for, you must roll Wits + Alertness (Diff 5 +
Successes) to narrow down your time frame. Every ten years requires a roll, and every roll
requires one blood point and an hour of concentration to view, though you way choose to “fast
forward” within the time frame to a particular date before spending blood and making rolls to find
what you’re looking for.

Successes Result
1 One week
2 One month
3 One year
4 One century
5 One millenia

Temporal Understanding (LotB): You spend one Willpower and roll Wits + Alertness as you
gain further insight to the future. Each success grants you a special pool of points similar to
Willpower. These points can be used in all ways you can use Willpower (except to fuel this
discipline), except you can use multiple points for a single roll. These points disappear at the
end of the scene.

Level Nine
Tangle Atropos’ Hand:Use of this power is reflexive and can be used at any time. You spend
three blood and one permanent Willpower and roll Wits + Occult (Diff 8). You may pay
additional permanent Willpower to gain one autosuccess. Each success rewinds time one
round, though you retain your memory of events. Each round turned back in this way inflicts one
point of unsoakable Aggravated damage to you.

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Thanatosis
The Samedi’s unique discipline dealing with death and decay.

Level One
Hag’s Wrinkles: You spend one blood point and spend a round to reshape your flesh. You roll
Stamina + Subterfuge (Diff 6). Success raises the difficulty to identify you by one, and each
success gives this power a duration of one hour. You may hide a small object under your skin
with this power instead. The roll and duration are the same, but the rolls to detect such objects
are made at +2 difficulty

Level Two
Putrefaction: Touch your intended target, spend one blood point, and roll Dexterity + Medicine
(Diff Target’s Stamina + Fortitude). Success indicates that they take one point of lethal damage
and their appearance is lowered by one. A vampire’s appearance returns at a rate of 1/night. A
mortal’s appearance is permanently lowered, though they may receive cosmetic surgery to
repair this. If a mortal takes more than three health levels in a scene, gangrene is likely to
become a problem.
This discipline may also be used on plants, causing them to wither.

Level Three
Ashes to Ashes: Spend two blood points and spend a full turn transforming into a pile of
ashes. In the form, you are immune to fire and sunlight. You must make a Perception +
Alertness roll (Diff 9) in order to be aware for a scene. Reforming takes a full turn, and if you are
contained (in an urn for example), you shatter your containment if possible.
If your ashes are scattered, you take one point of aggravated damage and lose one blood point
per 1/10th of your ashes dissipated, and you may find yourself missing limbs or organs.

Level Four
Withering: Touch the target’s limb or head, spend one Willpower, and roll Manipulation +
Medicine (Diff of target’s Stamina + Fortitude). One to two successes deals one point of bashing
which may be soaked normally. Three successes renders the limb useless but does not deal
other damage. A shrunken head instantly kills mortals, and lowers a vampire’s mental attributes
by two, as well as rendering them unable to use any discipline other than Celerity, Fortitude, or
Potence.
Against mortals (including mages), this power is permanent unless they receive some sort of
supernatural healing. Against vampires, this power ends after a single night.

Level Five
Necrosis: Make physical contact with your target, and roll Dexterity + Medicine (Diff of target’s
Stamina + Fortitude). Each success deals one point of lethal damage, and may cause additional
effects.

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Successes Effects
1 No additional effects
2 Lose one dot of Appearance
3 Lose a dot of Appearance and Dexterity
4 Lose a dot of of Appearance, Dexterity and Strength
5+ Lose two dots of Appearance, and one of Dexterity and Strength
Reduction to attributes lasts until the wounds are healed, or, in the case of mortals, permanent.
A victim reduced to 0 Strength or Dexterity is reduced to flopping about on the ground, but may
spend blood points and use disciplines as normal.

Level Six
Creeping Infection: When you use Putrefaction, Withering, or Necrosis, you may spend one
additional blood point to delay it for a number of months equal to your Stamina. You may
activate the power at any time during this duration.
Marrow Sucker (LotB): You gain the ability to draw sustenance from bones, sucking them into
a gray pulp before swallowing. Every ten pounds of bones consumed offer a blood point.

Level Seven
Dust to Dust: This power functions as Ashes to Ashes except as follows. You retain full
consciousness, and may use disciplines so long as they don’t require any body parts to function
(such as Presence), you are no longer susceptible to high winds, and resist deliberate attempts
to separate your ashes with a dice pool equal to your Strength + Stamina + Fortitude + Potence
(Diff 6). You may also move as though blown by winds (though you may move without wind or
even counter to the winds), and may even flatten yourself to a thin layer to traverse under doors.

Level Eight
Putrescent Servitude: You feed a recently dead corpse, dead no longer than one week per
your Stamina rating, three (or more) points of blood to give it a semblance of life. It retains its
Physical Attributes, reduces Mental Attributes by one, and grants them Fortitude 2. This zombie-
ghoul obeys you as well as it is able, has three extra health levels, and takes no wound
penalties. The zombie lasts three nights plus one additional night for every blood point you
spent above three, at which point it crumbles to dust.
You may also use this power on a mortal, feeding them a single blood point and rolling
Manipulation + Medicine (Diff target’s Willpower). If you score three or more successes, the
mortal becomes a zombie-ghoul as above, but also gaining Potence 1, and losing one to all
Social Attributes. The target may roll Willpower (Diff your Manipulation + Leadership) to break
free. If the target botches or becomes fully blood bound, they may not attempt to break free from
your control.
If the target frees themself, they remain a normal ghoul.

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Valeran
The discipline of Salubri Warriors, dedicated to increasing their martial prowess. Using any
power of third level or higher in this discipline automatically opens your third eye.

Level One
Sense Death: You touch your target and roll Perception + Medicine (Diff 7). Successes
determine what information is gleaned. Successes are cumulative. If you have the Obeah power
Sense Vitality, you gain +2 dice to the roll and get results from both.

Successes Information
1 Target is mortal, vampire, ghoul, or “other.”
2 Reveals target’s soak rating.
3 Reveals target ghoul or vampire’s Vitae pool, a werecreature’s Rage, and
similar pools for other creatures.
4 Reveals target’s combat disciplines
5+ Answers one question/success about the target’s health.

Level Two
Morphean Blow (V20DA) You touch a target, spend a blood point, rolling Willpower (Diff 6).
The target suffers no wound penalties for a number of rounds equal to your successes. If the
target is unwilling, you both make contested Willpower rolls (Diff 8). You can also choose to put
a mortal to sleep, which even a single success will do. The sleep is peaceful and without
nightmares, and upon waking, the subject regains a Willpower. This sleep inducing power does
not function on vampires

Level Three
Any non-Salubri that learns this level of Obeah gains a third eye.
Burning Touch: Make physical contact with your target, and spend any number of blood points
(subject to your generation maximum). Each blood point so spent reduces the target’s dice
pools by 2 for as long as you remain in contact with them. *Spending blood on subsequent
rounds increases this penalty by an appropriate amount as long as contact isn’t broken. If the
dice pool penalty ever exceeds twice the target’s Willpower, they will likely pick up a
derangement, and may go into cardiac arrest or brain death.

Level Four
Armor of Caine’s Fury: Spend one blood point and roll Stamina + Melee (Diff 7). For each
success scored, you gain one point of armor (stacking with physical armor) vs. Bashing and
Lethal damage. For every two successes, you gain one die to resist Rotschreck caused by
battle (though not against fire or sunlight.) These benefits last for a scene.

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Level Five
Samiel’s Wrath: You spend three blood points, and make a melee attack. This attack
automatically hits, and may not be dodged, but can be blocked, parried, and soaked as normal.
This attack hits as though the entire dice pool (Dexterity+Melee/Brawl+Celerity was successful.)

Level Six
Blissful Agony: You must touch your target, spend one blood point, and make a Willpower roll
(Diff 8) . Every round you wish to maintain this power, you must make the Willpower roll, though
no additional expenditure is required. While maintaining contact, you may spend blood points,
inflicting an equal amount of Lethal damage (soaked normally), though this damage fades a
round after you break contact.
To induce a target to Frenzy, you must have spent total blood equal to their Willpower, at which
point the target must roll Willpower (Diff 6) or succumb to Frenzy.
Dream Combat (V20DA): You must lock eyes with the target and roll Willpower (Diff 7), pulling
the target into a Dreamscape. This power lasts until you or your foe is defeated, or you choose
to end it. In this dreamscape, you (and your target) may only use mental or spiritual disciplines,
and your Strength, Dexterity, and Stamina are replaced by your Manipulation, Charisma and
highest Virtue respectively.
If your attack cannot be related to an Ability, you roll to hit with unmodified Charisma, dealing
Manipulation base damage. Damage is soaked with your highest virtue and is applied to your
Willpower points. Once your Willpower reaches half your permanent Willpower, you begin to
take “wound” penalties equal to how much Willpower you are below half.
Mortals reduced to zero Willpower fall comatose, vampires fall into torpor for a night and gain a
spiritual Derangement. Spirits and demons may be diablerized in this dream space which, while
not lowering Generation may allow you to purchase Supernatural Merits.

Level Seven
Fiery Agony (V20DA): This behaves as Blissful Agony, except you no longer need to maintain
contact, damage returns at the next sunrise, and you may also spend blood to reduce the
target’s dice pool to resist Frenzy by one die.

Level Eight
Song of the Blooded (V20DA): You may activate this power once per chapter at no cost and
with no roll. Any further activations cost three Willpower and five blood, rolling Charisma +
Performance (Diff 7) to activate. You enter a trance, with all of your Physical Attributes are
increased to your generational maximum, and a golden halo burns at your brow, burning away
any lesser darkness, and increasing the difficulty to hit you with attacks by two. You are also
immune to Dominate, Presence, and any similar effects except for Rayzeel’s Song (the Obeah
discipline). This trance ends when the battlefield is clear of foes, or you have met your Final
Death.

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Valeran (Watcher)
The discipline of Salubri Watcher, dedicated to increasing their ability to make diplomatic
overtures and gather information. Using any power of third level or higher in this discipline
automatically opens your third eye.

Level One
Sense Cycle (V20DA): You instinctively realise when you are in the presence of someone
significant to your future. If you spend one Willpower, you may roll Perception + Enigmas or
Empathy (Diff 7). Each success allows you to glean omens about the person, allowing you to
ask the Storyteller one question about them, such as their public identity, role in society, if he is
hostile, how they could become so, or a psychological weakness they possess. If you also know
Sense Life (Obeah) or Sense Death (Warrior Valeran), you gain two dice on the activation roll
for each.

Level Two
Peaceful Touch (V20DA): You spend one blood and touch a target hostile to you. For three
turns, the foe attempts to strike you at +2 Difficulty (max Diff 9), and if they are capable of
Frenzy, the difficulty to resist such is decreased by two.
If you also know Gift of Sleep or Morphean Blow, each increases the duration of this power by
two rounds.

Level Three
Any non-Salubri that learns this level of Obeah gains a third eye.
Pariah’s Caress (V20DA): You spend one blood and touch your target, rolling Manipulation +
Empathy (Diff 7). For one evening per success, the target increases all Social difficulties by one,
and all their actions come under intense scrutiny.

Level Four
Peacemaker (V20DA): You spend two Willpower points to invoke an aura of calm inside an
area no bigger than a ballroom, lasting a number of rounds equal to you Path (though hostilities
rarely reflare when it ends).
While Peacemaker is active, your third eye opens but doesn’t glow. Those benefiting from is
ignore any difficulties resisting Frenzy (such as Brujah’s clan weakness), and any who wish to
hurl insults, attack someone, or take any sort of hostile action must roll Willpower (Diff of your
Path rating) or hesitate, even in the midst of a pitched battle (where Willpower must be rolled
each round.) This applies even to you.

Level Five
Soul’s Breath (V20DA): You must be facing your target and within speaking distance. You roll
Intelligence + Occult (Diff 6; though circumstances may change this. Diff 4 if literally kissing

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them and Diff 9 if they’re shouting from across a ball room). Success allows you to drain one
“blood” at a range for a round per success. You may split your successes amongst multiple
targets assuming they’re legal, absorbing the energy in a single round. Mortals merely take one
point of Lethal damage, while Supernatural creatures lose a point of whatever they use to fuel
their power (Shifters lose Gnosis or Rage, Vampires lose a point of Vitae, etc.) which you gain
as Willpower.
You may only use this power a number of nights in a row equal to your Path rating before you
must drink actual blood. Victims experience this loss as momentary weakness, but are unlikely
to know something is wrong unless you start sucking the life from them at a high rate.
This may allow you to learn Supernatural merits or out-of-clan disciplines (STs discretion.)

Level Six
Safe Passage (V20DA): This discipline is always on unless you deactivate it. You can expect
welcome, or at least politeness, wherever you go, regardless of the culture. Those attempting to
hunt or track you with ill intent do so with a -2 die pool penalty, and those who notice you and
may take hostile action against you (but aren’t actively seeking to do so) must roll Willpower
(Diff 6) or simply decide against it.

Level Seven
Aversion (V20DA): You may now use Pariah’s Caress against a target within line of sight, and
their Social Difficulties increase by two instead of one (max 9). Any Social botches on the
target’s part are considered especially egregious.

Level Eight
Purification (V20DA): You target a spirit or demon with this power, paying a Willpower point
and rolling an extended Willpower contest against the target’s Willpower (Diff 8), which lasts
until one accumulates three more successes than the other. If you win, the spirit acts as though
fully blood bonded, and you may expel it from the location, person, or item it’s in. By spending
an additional Willpower, you may place it into another item, person, or place.

Level Nine
Soul Exchange (V20DA): You target two individuals within line of sight, spend a Willpower, and
roll Manipulation + Occult (Diff 8), switching their souls. The targets swap Paths and Path
ratings, Natures, and Virtue ratings. This power can be undone with multiple applications of
Unburden the Bestial Soul (Four applications cast by one Obeah user, or two cast by two.)

Vicissitude
The disturbing Tzimisce discipline of fleshwarping. Note that characters may take the secondary
skill Body Crafts to reduce the difficulties of these rolls by one. Please note that Gangrel
deformities and Nosferatu (and similar ugliness) “heals” from positive changes by the time the
vampire rises the next night.

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Level One
Malleable Visage: You may alter your bodily parameters, such as height (up to a foot in either
direction), build, voice, facial features, and skin tone. To do this, spend one blood point, per
body part or feature changed, and then physically mold your body like clay, *spending a turn to
do so. To simply change something at all, you roll Intelligence + Medicine (Diff 6). To duplicate
someone else, you must additionally roll Perception + Medicine (Diff 8), and five successes are
required. Fewer will make an imperfect copy.
To increase your Appearance score, you must spend an additional blood point per point over
you natural Appearance you are going, and roll Intelligence + Medicine (Diff 9).
Botching this roll permanently lowers your appearance by one.

Level Two
Fleshcraft: This ability only molds flesh, muscle, and cartilage, not bone, and must be used on
a willing, grappled, or otherwise restrained target. Spend one blood point, and physically sculpt
your target. Roll Dexterity + Medicine (Diff varies; 5 for gross changes, 9 for precise changes).
You can increase the target’s Appearance, as described in Malleable Visage. However,
reducing their Appearance is only (Diff 5). In either case, each success modifies the target’s
Appearance by one dot.
You may also use this power to increase the target’s Bashing and Lethal soak (Diff 8), with each
success increasing them by one, at the cost of one health level or dot of Strength per point of
soak.

Level Three
Bonecraft: This power has a number of uses. You may touch a foe, spend one blood point, and
roll Dexterity + Medicine (Diff 7), with each success dealing one point of lethal damage to the
target.
You may use this ability on yourself or others to cause bone spikes to erupt from the target’s
knuckles, or quills from their body. Creating knuckle spikes causes one lethal damage to the
target. Creating quills deals (5 minus Successes) lethal damage, a botch kills the subject or
sends them into torpor. The bone spikes deal (Strength + 1) Lethal damage in combat. The
spikes deal damage to the user equal to their Strength unless they score three or more
successes on their attack roll. Furthermore, the quills enable you to do +2 damage with clinch,
holds, and tackles.
You may also use this to cause an opponent’s ribs to curve inward piercing their heart by rolling
Strength + Medicine (Diff 7). Doing so requires five successes, but kills mortal foes instantly,
and halves a vampire’s blood pool.

Level Four
Horrid Form: Spend two blood points, and spend a round to transform into an eight foot tall
nightmare. All of your physical attributes increase by 3, all of your social attributes drop to 0
except when dealing with others in horrid form, though you may use your Strength when

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attempting to intimidate someone, and the damage of all your natural attacks increases by 1.

Level Five
Blood Form: You may transform all or part of your body into sentient creeping blood. Each leg
can become two points worth of vitae, as can the torso, and each arm, the head, and the
abdomen are worth one point. *If the entire body is turned into blood, it is worth however much
blood you had in your body at that time.
This blood behaves in all ways as your normal vitae. If this vitae is consumed or destroyed, you
must spend an equal amount to regrow that body part.
If your entire body is in blood form, you cannot be staked, cut, bludgeoned or pierced, though
you can be burnt by fire or the sun. You may ooze along, dripping up walls, and squeezing
through cracks.
Mental disciplines may be used, assuming they do not require vocal utterances or eye contact,
and you perceive your surroundings without trouble. Should you wash over a mortal or an
animal, they must make a Courage roll (Diff 8) or flee in terror.
The Body Impolitic (V20DA): To use this power, you concentrate vitae into a body part.
Extremities can hold one, limbs can hold up to three, the head can hold three, and the torso five.
Once imbued with the awareness of blood, you sever the limb, rolling Dexterity + Medicine (Diff
6) to avoid taking a level of Lethal damage. Any detached body parts are capable of sensory
input, though only what they would be normally capable of, which you receive as normal.
Furthermore, the limb is capable of using any disciplines you can, assuming it has the blood to
fuel it and the capability to do so. Each separate body part also has Danger Sense, one health
box, and gains three additional dice to Athletics and Dodge rolls. If an extremity uses its blood
pool, it withers to nothingness. You may replace destroyed limbs either through normal vampiric
blood expenditure (healing a lost extremity as though it were a point of Lethal damage, a limb as
though it were a point of Aggravated, and a torso or head as though it were three aggravated) or
else using other powers of Vicissitude.

Level Six
Blood of Acid: Your blood becomes highly acidic. Any point of blood that comes into contact
with something other than yourself deals five dice of Aggravated damage. If you are injured with
a slashing weapon, your foe must roll Dexterity + Athletics (Diff 6, achieving successes equal to
the damage dealt) or be exposed to a blood point. This must be done by taking multiple actions.
Corrupt Construction (DAC): To use this power, you must have one living subject, and any
amount of dead flesh. You roll Intelligence + Medicine (Diff 7). Assuming you have adequate
material, you can create nearly anything. However, eventually, the living subject dies of septic
shock, with successes on the initial roll determining its lifespan. Working with poor quality
material may cost successes, at the STs discretion

Successes Duration
1 One hour
2 One day

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3 One week
4 One month
5 One year

Chiropteran Marauder: This behaves as Horrid Form, except that you have wings capable of
carrying you and anything you can hold at 25 mph. You may roll Strength + Medicine (Diff 6) to
grow claws at the end of your wings, which deal Strength + 2 Aggravated. Furthermore, you
subtract 2 from the difficulty of Hearing based Perception rolls, though Sight based Perception
and Wits rolls are made at +1 Difficulty.
You may use this form to learn the Flight discipline.
Ecstatic Agony (LotC): You spend two Willpower points. For one scene, instead of subtracting
wound penalty, you add it to non-reflexive Physical rolls or Discipline rolls.
Entrail Saraband (LS1): You spend one blood point and take one automatic lethal damage as
your intestines burst from your trunk, granting you (Stamina) extra dice to grappling, climbing,
and similar checks, and potentially allowing for extra attacks, though you still must split your
dice pool.
Graft Life to Life (PGHC): This power allows you to remove a limb or organ from a creature,
and place it on or into another. Limbs require an Intelligence + Medicine roll (Diff 6) to remove.
Organs require an extended roll (Diff 7), requiring 10 successes and each roll taking 30 minutes.
Grafting must begin within one hour of removal of the limb or organ dies. Attachment requires
the same extended roll, but with variable difficulty. Attaching an appropriate limb (say, a human
arm to a human) is Difficulty 7, while inappropriate limbs is Difficulty 8, and organs are Difficulty
9. Attaching an arm to a vampire is merely difficulty 6.
Adding limbs has incredibly variable effects up to the Storyteller, while adding redundant organs
adds one Wounded health level to mortals but has no effect on vampires.
Living Tetsudo (LS1): To use this power, you must have a Strength + Potence of at least five.
To activate it, you must immobilize your target and bare their back, making a Dexterity +
Medicine roll (Diff 8) to strengthen their spine while exposing it. Failure kills the victim terribly.
You may then use the target as you would any shield, though the victim takes damage, and
becomes unusable when they die. While the victim lives, you may roll Dexterity + Medicine (Diff
7) to create a weapon from their body. The damage of this weapon depends on its nature and
the ST’s discretion, though creating any weapon from them causes a point of Lethal damage.

Level Seven
Blood of the Earth (V20DA): Your blood turns dark and oily, its thickness making it take twice
as long to drain from you, and clinging to anything that it touches (requiring a blow from a sharp
weapon.). Furthermore, when exposed to open air, it becomes highly flammable, and if set
alight, does three dice of aggravated damage per round, burning for a number of rounds equal
to the number of points exposed. You are immune to the fire of your own blood. Note that this
power stacks with Blood of Acid, potentially doing horrific damage to those fool enough to drink
from you.
Cocoon: You spend three blood points and take 10 minutes to spin it into a cocoon around

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yourself. This cocoon is immune to sunlight and grants a bonus to Soak equal to twice your
natural Stamina against all damage. This cocoon lasts indefinitely and you may still use mental
disciplines that do not require eye contact.
Impaler’s Fence (LS1): You grasp your foe and roll Strength + Medicine (Diff 8) contested by
the target’s Stamina (Diff 8). If you succeed, the foe takes (10 - Stamina) unsoakable Lethal
damage as their spine hardens and elongates, expanding through the victim’s head and anus,
planting itself in the ground.
It is safe to assume mortals die shortly after this power is used on them, even if the initial
damage doesn’t kill them.
Kraken’s Kiss (LotC): You spend a Willpower and roll Stamina + Medicine (Diff 8), causing
your face to erupt into a mass of foot long tentacles, covered in tiny barbed mouths. These
tentacles may be used as an unarmed attack (Diff 5), dealing Strength + 2 Aggravated damage.
A successful strike indicates that you automatically start a grapple and begin to feed, with each
“extra” success allowing you to siphon an extra blood point.
Liquify the Mortal Coil (DAC): You spend one Willpower while touching your target, rolling
Stamina + Medicine (Diff 8), with each success converting body parts into Vitae (as Blood Form,
above). Your successes may be “soaked” by the target’s Stamina (Diff 6). Naturally, converting
a mortal’s torso or head into blood is lethal.
Vampires can heal lost body parts as though they were lost using The Body Impolitic. A kindred
converted entirely into blood retains consciousness (as Blood Form), but unless they
themselves have Vicissitude, they cannot move nor reform themselves. A vampire with even a
single dot of Vicissitude can reform themselves as above.
Transcend the Flesh (PGHC): With this power, you may expel objects from your body. Large
objects, such as a spear, requires a Perception + Medicine roll (Diff 6). Purging minor objects or
impurities is Difficulty 7. Purging poison is Difficulty 8, and requires you to spend a blood point,
which you vomit up. Removing a stake from your heart requires that you spend a Willpower
point, and an extended roll of Stamina + Medicine (Diff 8), requiring 10 successes and each roll
taking 30 minutes.

Level Eight
Breath of the Dragon: You become able to exhale a gout of flame in a six foot diameter cloud
in front of you. This cloud does two dice of Aggravated damage. This flame does not harm you,
nor does it inspire Rotschrek in you, though it does combust flammable items, which may do
both to you.
Oatbreaker (AU): You spend one blood and one Willpower to activate this Discipline. Any
vampire that consumes your blood feels an immediate cessation of any blood bonds in their
system.
After one month and one night, you may spend one Willpower, replacing the original Blood
Bond with one to yourself, which lasts for one night. Alternately, you may spend 10 Willpower
over a scene and place the blood bond to you on the target for one year and one night.
When this blood bond to you would end, you may choose to spend additional Willpower to
extend its duration. If you do not, the original blood bond returns.

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Sublimation of the Larval Flesh (V20DA): With a successful Strength + Medicine roll (Diff 6, 5
successes required), you tear the flesh from your target, which reduces them to Incapacitated
with Lethal damage. You then spend a round wrapping the flesh into a cocoon around the
target, which requires a Dexterity + Medicine roll (Diff 7), and seal with a point of blood, while
visualizing what monstrosity you wish to create, which must be one you’ve created before and
must be one the body would support. The cocooned subject then heals normally, and once at
full health, fights its way from the cocoon, emerging as a new horror.
You may also use this on yourself, using the flesh of a victim, emerging whenever you like and
in whatever form you desire.
Will Over Form (PGHC): You may use your Fleshcrafting against any creature you can see.
This even allows use over vast distances, such as by the Auspex power Clairvoyance, though
such uses require the expenditure of a Willpower point and are done at +1 Difficulty.

Level Nine
Earth’s Vast Haven: This power costs six blood points, and causes you to dissolve into the
ground indefinitely. Like Cocoon, you may use mental disciplines that don’t require eye contact.
Furthermore, you may mentally communicate with any who pass over your resting place.
Perfect Essence (PGHC): With this power, any blood expenditure of healing or boosting
attributes counts for two. Further, all vitae taken from non-vampire prey counts double. In
addition, you automatically detect any special substances or effects in any blood you drink, and
can choose not to be affected. Any supernatural effects that seek to affect your blood are made
at +3 Difficulty, and, if applicable, you gain three additional dice to resist them. It also becomes
impossible for others to drink your blood unless you are willing or in torpor. Finally, you may
apply any of your Vicissitude to your powers in a single round.
The Last Dracul (V20DA): To enter this form, you spend six blood to grow immense in size, as
your flesh sloughs off, revealing an armored hide and draconic wings. In this form, you gain
wings that function as a Chiropteran Marauder’s, double your Strength and Stamina, gain four
armor and five Bruised health levels, and your blood functions as Blood of the Earth, except it
combusts on contact with air rather than simply becoming flammable. Furthermore, you may
make a free Strength + Intimidation each round at your full dice pool, regardless of actions
you’ve taken. Finally, you may spit forth any amount of blood points, splitting them amongst as
you desire (so long as the targets are clustered together), effectively hosing them with fire, and
quite possibly acid.
Due to your size, attempts to hit you are made at -1 difficulty, and normal feeding is impossible.
However, you may consume the corpses of the recently dead, taking a full round and benefitting
from whatever blood points would remain in their body.

Visceratika
The Gargoyle’s unique discipline for protecting their home and manipulating earth.

Level One
Skin of the Chameleon: Spend one blood point. For the rest of the scene, you gain five dice on

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any Stealth pool while moving at a walking pace, as your skin blurs and becomes part of the
scenery. While airborne, you gain a two dice bonus to stealth pools, as you create a reasonable
facsimile of the night sky, but not buildings or stars.

Level Two
Scry the Hearthstone: Touch a building or structure (anything ranging from a shack to a cave
complex is valid) and spend a Willpower to get what is essentially a live map of the structure.
This power only functions to give gross details, such that a couch would be apparent but a tiny
bug would not be. This ability also gives you the approximate location and status of any beings
inside the structure. You must make a Perception + Awareness (Diff 6) roll to pinpoint the
location of a being, opposed by their Wits + Stealth roll (Diff 6) if they’re actively trying to hide.
This power can even defeat Obfuscate as though you had an Auspex rating equal to your
Viscertika minus 1.
This power lasts until you break contact with the building or until the next sunrise.

Level Three
Bond With The Mountain: Spend two blood points, touch a space of bare rock and merge with
it. While in this state you are immune to sunlight. Your outline can still be seen with a Perception
+ Alertness (Diff 9) roll. If attacked while in this form, you triple your soak values against such
attacks. If you ever take more than three points of damage from an attack, you are forcibly
ejected (Perception rolls are made at +2 Difficulty for the rest of the round. You also subtract 2
from your initiative the first turn after you emerge).

Level Four
Note that any non-Gargoyle who takes this discipline has their skin take on a stony cast.
Armor of Terra: You gain one bonus die to soak Lethal and Aggravated damage, and two for
bashing. You also reduce any wound penalties by 1, and halve any fire based damage pools
against you (though you still check for Rotschreck as normal.) The difficulty for any touch based
Perception checks is increased by two. The effects of this discipline are permanent.

Level Five
Flow Within The Mountain: Spend two blood points to activate this power for a scene. While
under the effects of this gift, you may move at your normal walk speed through Earthen
material, and, while you cannot see, you gain a supernatural awareness out to 50 yards. Tree
roots, water, and other non-earth substances interfere with this power.
Two vampires using this discipline may fight entirely underground. In such cases, only physical
combat is possible, all dice pools are halved, and dodge or parry attempts are made at -2
difficulty. Chase attempts are resolved with Strength + Athletics.
Alternately, you may spend a single blood point to activate this discipline, and roll Strength +
Athletics (Diff 6, Potence applying normally), to move up to 30 feet per success instantly through
an earthen surface.

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Extinct Disciplines
These are disciplines so rare that you probably haven’t even heard of them. They’re either truly
extinct, requiring years, if not decades to revive through extensive research, or else have just
recently been developed.
To learn these disciplines, you must pay double their normal cost and training time for each
level, unless you somehow find a teacher. However, Caitiffs need only pay 20 experience for
the first level, and then learn the discipline as they would any other.

Kai
The honorbound discipline of the Bushi clan before they were subsumed by the Japanese Kuei-
Jin. All Kai powers are from Dark Alliance: Vancouver

Level One
Inner Focus: If, whenever you are frenzying, you would bring dishonor your master, or
endanger the task they have given you, you may spend two blood points to recover your inner
calm.

Level Two
Focused Strike: You may expend up to five blood points when making a brawling attack. Each
blood point so spent adds two dice to the pool of damage which is rolled separately and is
considered aggravated.

Level Three
Honorable Elixir: *You must spend one blood point* (which you may empty into a drink or just
straight into a cup), as well as one Willpower. You must then convince the intended target, or
else force them to drink the blood. For the rest of the scene, any attempts by the target to be
dishonorable against you results in them losing a Willpower point, and possibly gain a
derangement.

Level Four
Shield From Fire: You may expend any number of blood points (As allowed by your
generational maximum). Each blood point so spent grants complete immunity from fire
*(including Rotschreck)* for one round.

Level Five
Daimyo’s Law: *You may spend 3 blood points and a Willpower point to compel a target to
perform a task for you. You roll Manipulation + Leadership (Diff target’s Permanent Willpower).
The target may resist with a Willpower roll (Diff 8). One net success compels the target to
perform a verbal command. This ability lasts until that command is met, and, for every week in
which the target does not attempt to further this goal, they lose one Willpower. A target under

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the effects of Honorable Elixir may only roll half their Permanent Willpower. *This command may
be an indefinite one if you spend a Permanent Willpower.*

Kineticism
A discipline which is alternately rumored to have been developed by a secret antediluvian, or
spontaneously manifested by thin-blooded vampires, dealing with the manipulation of objects.
All Kineticism powers are from Outcasts: A Player’s Guide to Pariahs.

Level One
Dampening: *As a reflexive action,* after an enemy has rolled damage against you, you may
spend one blood point and roll Stamina + Dodge (Diff 6) and reduce their foe’s damage
successes by one per success.

Level Two
Redirection: *As a reflexive action* after an enemy has fired a projectile (even if it’s not aimed
at you), you may spend a blood point and roll Stamina + Dodge (Diff 6). Each success redirects
the projectile 30 degrees. If you score five successes, you can fire the projectile back at your
enemy, though hitting them requires a Wits + Firearms (Diff 8), and the target may attempt to
dodge the projectile.

Level Three
Vengeful Strike: *As a Reflexive action* after an enemy has rolled damage against you but
before you’ve rolled soak (Or dampening if you so choose), you may spend one blood point to
“store” said damage. You must “spend” this damage on by the end of your next turn. You may
add this damage to a melee attack you make, though this extra damage is only aggravated if
the original source is (such as vampire fangs).

Level Four
Discharge: *As a reflexive action before rolling an attack, you may spend one blood point and
one Willpower and roll your Permanent Willpower. Each success adds one damage die to your
attack, assuming you hit. This ability can be used for any attack, though the extra damage is
only aggravated if the initial source is.

Level Five
Kinetic Shield: You may spend one blood point and roll Willpower (Diff 7). With one success,
you create a 6’x’4 barrier in front of you *that has 5 soak (including aggravated)*, and 5 health
levels. Each success beyond the first grants this barrier an extra 3 feet of length, or an
additional health level.

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Maleficia
A cursing discipline developed by infernalist Malkavians before their brutal and complete
annihilation in the Dark Ages. All Malefica powers are from the Dark Ages Companion

Level One
Evil Eye: Spend one blood point and roll Wits + Occult (Diff 6). For each success you score,
your target removes a success from their next roll. This cannot decrease their successes below
zero, but is applied before any 1s.

Level Two
Minor Curse: Spend one blood point and roll Intelligence + Occult (Diff 6). For one hour per
success, the target removes the highest die from any pool they roll.

Level Three
Psalm of the Damned: Spend one blood point, begin chanting, and roll Manipulation +
*Performance* (Diff 6). Each success removes one die from your target’s dice pools.
Alternately, you can choose to target a group. The cost and roll is the same, but each success
indicates how many targets remove one die from their dice pools.

Level Four
Barreness: *Spend one Willpower and one blood* and roll Charisma + Occult (Diff Target’s
Stamina + *Fortitude*). Even one success indicates that the target is no longer able to produce
children, nor sire childer. This curse is permanent unless removed via Exorcism, high-level
Thaumaturgy, or your death.

Level Five
Greater Curse: Spend three blood points. Both you and the intended victim make a contested
Willpower (Diff 8). The loser of this roll (you can curse yourself with this) is cursed for one year.
Those so cursed cannot sleep well (+1 Difficulty to all checks), gain the appearance of a leper
(0 Appearance), and suffer the effects of Minor Curse. A vampire can resist the effects of this
curse by spending four extra blood points as they awaken.

Striga
A witch discipline developed by infernalists in the Dark Ages, before it went up in flames. All
Striga Powers are from the Dark Ages Companion.

Level One
Strix: *You spend one blood point* and roll Charisma + Intimidation (Diff 6). For as long as you
concentrate (taking no other actions), you may listen in on any conversation within 1 mile of you.

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Level Two
Scobax: *Spend one blood point* and roll Charisma + Survival (Diff 6) to summon forth swarms
of vermin. Successes cause results based on the following table.

Successes Effect
1 Vermin gather, but behave normally (scurrying about, eating food, but not
attacking)
2 The vermin swarm, focusing on a single target, biting them.
3 The vermin swarm, focusing on an area, biting all within.
4 The vermin attack designated targets, following as best they can.
5 The vermin swarm, hundreds of insects attacking whoever they can.

Level Three
Masca: You spend a variable number of blood points to transform into an animal. A small
animal such as a mouse or bird costs one point, a wolf would be three, and a bear would be
five. The transformation lasts until the next dawn, and includes any natural features of the beast.

Level Four
Hexe: You spit a globule (one blood point) of blood at your foe, rolling Dexterity + *Athletics*
(Diff Target’s Stamina). Each success deals one point of aggravated damage. On a botch, you
swallow your own poisoned blood, taking three aggravated damage.

Level Five
Fractura: You roll Stamina + Occult (Diff 7). You may spend one blood point per success (over
as many turns as needed). Each point spent causes a blood tentacle to extend from your body.
Each tentacle is six feet long, and has Strength and Dexterity of 5. Additional blood points can
be fed to each tentacle to increase either Strength or Dexterity by 1. Each tentacle deals
Strength + 2 lethal, has four health levels, and a *Fortitude (and thus soak) equal to yours.* The
blood spent on these tentacles returns when you reabsorb them, unless they’ve been
destroyed.

Third Party Disciplines


All third party disciplines are kept in the section, regardless of rarity. There are several new
Disciplines in this section (Ananse, Berserkergang, Chulorvitis, Diabolitas, Bloody Blade,
Humanism, Cityscape, Sanguimalia, and Thaumivorism) from Forgotten Disciplines. In their
write-ups, I have suggestions for introducing them into your chronicle, but I otherwise consider
them Extinct.

The Third Party Sources are as follows:


EDC=Elder Discipline Combination

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FD=Forgotten Disciplines

Ananse
Ananse is a strange Protean-like discipline likely developed with the aid of the Werespiders, or
else by experimentation with Ananasi blood.
Note: I have made the Umbral Travel ability a Level Five power, moving the others down one.
Umbral Travel is not easy.

Level One
Vertical Walker (FD): Spend one blood point. For the rest of the scene, you can crawl over
surfaces like a spider. Only the slickest of surfaces requires an Athletics check (Diff 6), and
even climbing upside down can be done (Diff 8)

Level Two
Blessing of the Spider (FD): You spend one blood (or more) and a single action to transform
partially, gaining a spider like trait. Choose one of the following when you use this power:
Extra Arms: Each blood point spent grants an additional pair of vestigial arms (up to two
additional pairs). While these arms are too weak to use a weapon, each pair grants an
additional die to grapple and hold rolls.
Extra Eyes: Each blood point spent grants you an additional pair of eyes (up to three additional
pairs). Each pair of eyes grants an additional die to sight-based Perception rolls.
Barbs: Your arms transform into something akin to spider legs, ending in pointed chitin, allowing
you to deal Strength + 1 with Brawl, but preventing you from grasping anything.
Mandibles: Your fangs grow into that of a spider, dealing Strength + 2 Aggravated damage.
Venom Glands: You fill your fangs with a dose paralytic venom, which reduces a bitten target’s
Dexterity by one. A victim whose Dexterity reaches zero is paralyzed. Mortals recover one point
of Dexterity per day. Vampires (and other Supernaturals) may “soak” it as Aggravated damage,
heal it as though it is lethal damage, or recover it at a rate of one per day. Once you have
grown the venom glands, you may refill them reflexively by spending one blood, and you are
immune to your own venom.
Web: You grow small spinnerets on your wrists, enabling you to throw webs at a range of
(Strength + Potence) yards, rolling Dexterity + Athletics (Diff 6) to hit your target. The web has
an effective Strength of (1 + Potence) for the purpose of grappling, an effective soak equal to
your Fortitude, and three health levels. each web costs an additional blood point.
Sensory Hairs: You may make Perception checks to notice movement, out to a range of five
meters.
Hydrophobic Hairs: You may store an hour’s worth of breathable air while underwater. While
you have no need to breathe, this can be invaluable when dealing with ghouls or mortals. Each
additional breather you travel with reduces the available air by the appropriate amount.
Chitin: You gain one armor, which stacks with worm armor.

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Level Three
Spider Form (FG): You spend one blood and take five rounds (though spending additional
blood speeds this up as Protean) to transform into a spider. In this form, your Strength and
Stamina each increase by three, and Dexterity by one, and you gain the following:
Extra Arms: You climb at -2 Difficulty, and when jumping, gain 2 yards vertical or 4 yards
horizontal for each success on the check.
Extra Eyes: As Blessing of the Spider, but flankers and those behind you get no bonus to hit
you.
Barbs: As Blessing of the Spider, but deals Aggravated damage
Mandibles: As Blessing of the Spider
Toxin: As Blessing of the Spider, but the Soak is rolled at Difficulty 8.
Web: As Blessing of the Spider, but the web’s Strength is (3 + Potence).
Sensory Hairs: As Blessing of the Spider, but with a range of 10 meters.
Hydrophobic Hairs: As Blessing of the Spider
Chitin: Grants two armor.

Level Four
Swarm Form (FD): You spend one Willpower and dissipate into a number of spiders equal to
your current blood pool. You control each individual spider and see through their eyes. Each
spider has Fortitude and Celerity equal to your own, but cannot otherwise use any disciplines.
You may remain in this form indefinitely, though each night, one of the spiders falls into ashes
as its blood point is expended. You may reform from any of the spiders, prompting the rest to
return to you. If they cannot do so by the end of the night, they dissipate and the blood they
contain lost. If even one spider remains, you can reform, ravenous, but otherwise unharmed.

Level Five
Crawl Sideways: You must enter your swarm form to use this power, spending one Willpower
and rolling your current Willpower (Diff variable- inverted Garou Step Sideways table). If you
arrive in the Umbra, you may take any action there as normal. The Umbra offers no special
protection from daylight and spirits are unlikely to respond well to an intruding Kindred

Level Six
Umbral Canopy (FD): You spend a full night and five blood, and carve a portion of the Umbra
into a lair. The lair is 5 yards by 5 yards with an entrance large enough to admit your Spider
Form. The lair admits no sunlight.
For someone other than you to detect the entrance, they must roll Perception + Awareness (Diff
9), requiring three successes. A creature capable of entering the Umbra may do so, but the
entrance resists. The intruder makes their normal Umbral roll (Diff 6) opposed by your Willpower
(Diff 6)

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Animalism
Level Six
Hibernate (EDC): You hum a lullaby, rolling Manipulation + Animal Ken (Diff 6; Diff 8 for
ghouled animals). This power may be used with Auspex 4 - Telepathy, albeit at a +2 Difficulty.
You may affect a number of animals up to (2 x Animal Ken) with this power. Success puts them
to sleep based on the successes scored. If one of the animals is disturbed (such as by shaking),
they may make an extended Willpower roll (Diff 7) to awaken, requiring five successes. If the
animal is harmed, it automatically awakens.

Successes Duration
1 Two days
2 One week
3 One month
4 Six months
5 One year
Know the Place of Gaia (EDC): You must possess at least two dots of Garou (or Lupine) lore
to learn this discipline. You spend one blood and roll Perception + Awareness (Diff 9). You must
split successes between determining how far away you can sense a Caern from (one mile per
success), as well as the lowest strength you can sense. This power does not determine where
exactly the caern is, only that one is nearby, nor does it tell you anything else about the caern.
This power only senses Garou caerns or Black Spiral hives, not other places of power, or even
unworked places of Gaian power.

Successes Caern Level


1 Level Five
2 Level Four
3 Level Three
4 Level Two
5 Level One
Mold the Heir (EDC): With this power, you can change the development of a pregnant animal’s
litter. You spend three blood points and roll Manipulation + Animal Ken (Variable Diff, depending
on the animal’s and change’s complexity.) This can be made as an extended roll, though each
roll costs three blood. Changes must also be realistic- while you may be able to create a rat with
four strength, you’ll also need to increase its size to match. Furthermore, you may only spend as
many successes as you have Animalism on a single litter.
You may spend successes in the following ways:

Purchase Cost
Attribute 2 Successes/dot
Ability 2 Successes/dot
Health Level 3 Successes/box
Size 3 Successes/10% change

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Natural 4 Successes/point of armor or damage
Armor/Weapons
Merits/Flaws 1 Success/Point
Attribute: Simply, the creatures of the litter gain or lose one dot per two successes spent.
Physical attributes may be limited by size. Increased Intelligence may grand the beasts the
ability to speak, though they are limited by their vocal cords.
Ability: The creatures gain or lose one dot in an Ability per two successes spent. However, the
ability has to make sense- typically a talent or some skills, but never knowledges.
Health Box: 3 Successes gains or removes a single health box, starting at Crippled. If you
spend additional successes, Health Boxes are distributed as evenly as possible in ascending
order, starting at Crippled. Again, this is likely limited by the creature’s size.
Size: Three successes increases or reduces a creature’s size by 10%
Weapons/Armor: Every four successes grants one point of armor, increases a natural attack’s
damage by one, or grants a new natural attack, starting at Strength damage. As usual, the
animal must be able to possess the attack.
Merits/Flaws: Each success grants a point that may be spent to buy or remove a merit or flaw.
Again, granting these must make sense and is up to ST discretion whether other purchases
must be made or if the animal can possess a given merit or flaw at all.

These augmentations become an inherent trait to the beasts, and breed true. Other
augmentations may be made, but it’s up to the ST how many successes a given augmentation
will cost and whether it can be made at all.
Party of Five (EDC): You spend two blood points and call out to up to five ghoul animals, rolling
Manipulation + Animal Ken (Diff 3 + Ghouls called). The ghouls must be able to hear you, but
need not be the same animal type. If successful, you and your ghouls gain an instinctive
knowledge of where the members of this new pack are at a given moment, as well as their
general status. Furthermore, all ghouls targeted with this power gain +2 dice rolls related to
combat. This power lasts one scene.
Shackling the Beast (EDC): You touch your target and roll Wits + Animal Ken (Diff 13 -
Target’s Path, max. 10). For one round per success the target is unable to Frenzy, snapping out
of it if they are already in Frenzy. They also automatically fail any Courage checks, entering
what is essentially Rotschrek, without any of the benefits. When this power ends, the target
automatically Frenzies.
Unshackling the Beast (EDC): You spend one Willpower, and break one of your own fingers
(dealing one unsoakable Lethal), rolling Manipulation + Occult (Diff target’s Path + 3). If any
successes are scored, the target frenzies for an equal number of rounds. Each round the
vampire is in Frenzy, they take one unsoakable Lethal, and must spend one blood to boost an
attribute (which is wasted if all are at maximum.) the target may suppress the Frenzy for one
round by spending one Willpower per round they wish to suppress, but they may not otherwise
control it or Ride the Wave.

179
Level Seven
Hex the Beast (EDC): You must make eye contact with your foe, who must be mortal or of
higher Generation. Abilities that defend against Dominate have no effect on this power. You roll
Manipulation + Animal Ken (Diff target’s Path + 4). Successes indicate what level of compulsion
you can instill in the target. The target may suppress the urge for an hour by spending
Willpower, dissolving it when they have spent Willpower equal to your initial successes.
The urge cannot be suppressed if it’s within reach, and if anyone attempts to prevent the target
from trying to fulfill their goal, the target must check for Frenzy. While the urge is in place, the
target never regains Willpower and all actions not made to fulfill the urge are made at +1
Difficulty.
Should the target’s Willpower reach 0 while this urge is active, the target gains the Obsession
Derangement directed at the urge you instilled.

Successes Intensity
1 Will humiliate and lie about someone
2 Will steal or destroy property
3 Will hurt and maybe accidentally kill someone
4 Will kill someone and destroy the corpse
5 Will kidnap, torture, kill, or even destroy entire bloodlines

Level Eight
Animal Protector (EDC): You spend two permanent Willpower while touching an animal ghoul
that is blood bound to you. The animal becomes semi-intelligent, gaining perfect comprehension
your native language and can even utter simple words (as allowed by their vocal cords). The
animal becomes as loyal to you as you are to yourself, and becomes linked to you,
understanding your desires without you having to voice them. Furthermore, it gains ratings
equal to yours in Potence, Celerity, Fortitude, and Auspex, though never gains any named Elder
powers, just additional dots and Perception difficulty decreases. Furthermore, its blood pool
triples (max. 20).
If your ghoul wishes to track you, it enjoys five automatic successes. It also can use vitae to
heal, gains Willpower equal to your own, and counts as having Iron Will. Finally, the beast
becomes as immune to any blood augmenting powers you possess as you are (such as
Vicissitude’s Acid Blood).
You may only have one Animal Protector per three dots of Animal Ken you possess.
Stay the Beast (EDC): You spend one Willpower and roll Charisma + Intimidation (Diff 10 -
Target’s Humanity). Each success paralyzes the target for one round, though the target may
reduce this by spending Willpower on a 1:1 basis.

Level Nine
Dark Territory (EDC): You must have resides in the target territory for at least a year. You
spend two Permanent Willpower and roll Perception + Empathy (Diff 8). If successful, all

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animals of the area treat you as a friend and ally, reducing difficulties for Animalism rolls by two.
You may also move at twice your normal movement speed, and may spend one blood to cast
your senses to anywhere in the territory, and may move them up to 100 MPH as long as you
keep your eyes shut and concentrate. Furthermore, anyone but you rolls Stealth at +2 difficulty.
The area becomes a reflection of you. A Gangrel’s Dark Territory may be a savage paradise,
and a twisted Nosferatu’s may become a series of tunnels that take on the appearance of
bones.
Successes indicates the size of area affected, in a radius from where you activate it. The region
slowly returns to normal after your Final Death or if you are absent for more than a year.

Successes Area Affected


1 1 Mile
2 5 miles
3 10 Miles
4 15 Miles
5 20 Miles

Auspex
Level Six
All Around Vision (EDC): You roll Intelligence + Alertness (Diff 7). Failing this roll causes you
to be unable to act for three turns while you are overloaded with sensory input. Success
indicates that you are able to see a full 360 degree field. While this prevents you from being
flanked, it also gives you +2 Difficulty to avert your gaze from effects that require eye contact
(though most Kindred are unlikely to know that this is the case.) Likewise, you need only be able
to see a target’s eyes to make eye contact.
Glow of the Kindred (EDC): Roll Perception + Empathy (Diff 6). Each success causes any
vampires in your field of vision to glow as though under Aura Sight for a minute.
Lay of the Land (EDC): For most application of this power, no roll is needed. You simply have
an instinctive “map” of where things are in a (10 x Wits) yard sphere around you, as well your
relative position to ground or sea level. If actively looking for something hidden, a Perception +
Alertness roll is required. This power does not reveal the location of creatures within its sphere.
Library of the Mind (EDC): You spend one Willpower and roll Perception + Subterfuge (Diff
target’s Willpower). Each success allows you to “borrow” a dot of an Ability from a target for one
scene. While these dots are borrowed, the target doesn’t lose them, but rolls them at +1
Difficulty. These dots fade after a round without fail, with not even Merits like Eidetic Memory
retaining them.
Liberatim (EDC): You spend 1 Willpower. For one scene (or an hour, whichever is longer), you
perfectly remember anything you perceive. You never need to roll to recall it.
Furthermore, unless the alterer gas more dots in whatever they’re using to alter your memory
than you have Auspex, all rolls to alter your memory at made at Difficulty 10.

181
Spirit Sight (EDC): Upon purchasing this power, you may choose a parallel plane, such as the
Penumbra, the High Umbra, or the Underworld, to be able to view at any time. To activate this
power, you spend one Willpower, and for the rest of the night (or until you end this power), you
perceive both the Material World as well as the chosen plane. While using this power, you suffer
a -2 penalty to all Perception rolls.
You may also use this power on any parallel plane to view Earth. Furthermore, you may
purchase this power additional times at half price to select another plane to view. You may view
any of the planes you have access to with a single activation, but each plane so viewed inflicts
an additional -2 dice penalty.
Stratagem (EDC): You spend one Willpower and roll Perception + Empathy (Diff 5), requiring
successes equal to the target’s permanent Willpower. So long as the target remains within 10
yards (or returns to that distance), until the end of the scene, you gain +3 dice to attack them or
to defend against their attacks.

Level Seven
Attunement (EDC): Any time your name is spoken by someone, the ST should make a secret
Perception + Alertness roll (Diff 7) with your traits. Each success allows you to hear ten seconds
of speech after your name was uttered. This power does detect intent, not reacting if someone
else with your name is spoken of. Furthermore, this power does not trigger if you are referred to
only by an alias.
Oracular Instruction (EDC): You spend one Willpower and roll Intelligence + Auspex (Diff 7 if
boosting an Ability you already know, Diff 8 if “learning”) a new one. For each success, you gain
one dot in an ability of your choice for the rest of the night. This power may only be used once
per night and only for one ability.
Osmotic Knowledge (EDC): You gather books around you and spend one Willpower rolling
Intelligence + Academics (Diff 7). Each success equates to one day’s worth of mundane
research done in a minute’s meditation. All books used for this must be within (Perception +
Alertness) meters.

Level Eight
Potence of Spirit (EDC): You spend one Willpower. For the rest of the scene, you may spend
five blood in place of a Willpower point, though all of your Frenzy difficulties are made at +2
Whispers of Wind (EDC): This behaves as Attunement, but functions whenever you are
referred to in any manner, including by pseudonyms, aliases, or even in vagaries, such as “that
guy.” Furthermore, you also instantly identify the speaker if you are familiar with them, unless
they have higher Obfuscate than your Auspex.

Level Nine
Personal Fate (EDC): If someone has ill intent toward you, you may roll Perception + Occult
(Diff 8). Each success adds one die to initiative, combat, or negotiations.

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Berserkergang
Berserkergang is a Discipline devoted to causing carnage and bloodshed. If it existed, it would
likely come about by experimenting with Rage filled blood. Indeed, Abominations can learn this
as a clan discipline.
Kindred who utilize Self-Control must spend a round invoking their fury. Those who use Instinct
do not. Berserkers wearing armor must spend one round to tear their armor off when frenzying.
Furthermore, any attempts to calm a Berserker in frenzy is done at +2 Difficulty, and any
attempts to incite anger or frenzy is done at -2 Difficulty.

Level One
Indomitable Fury (FD): Every blood point you spend to increase Strength or Stamina counts
for two.

Level Two
Juggernaut (FD): Spend one blood point. For the rest of the scene, any attempt to bodily move
you is made at +3 difficulty, and if an opposed roll is allowed, you add three dice to resist.
Furthermore, you may spend one blood point when attempting to damage an object to get +3
dice to the damage roll or the Strength roll.

Level Three
Warpath (FD): While Frenzying, you add your wound modifiers to any damage rolls you make.
However, each night that you don’t have combat increases the difficulty of Self-Control/Instinct
rolls by one until you do.

Level Four
Valhalla’s Favor (FD): While in Berserker Frenzy, you gain +2 Strength, +1 Stamina, and three
Bruised health levels. If you have the True Berserker merit, you instead gain +3 Strength and +2
Stamina. Those who see you from the corner of their eyes or examine you with Auspex’s Aura
Sight get the distinct impression that they are being chased by a bear, wolf, boar, or similar
ferocious creature.
All difficulties to resist Frenzy are one higher, but all Courage rolls are made at -2 Difficulty.

Level Five
Riastradh (FD): You spend one Willpower and roll current Willpower (Diff 8). Each success
increases your Strength and Stamina by one, and grants one Bruise health level. You also grow
in size with each success, with three successes making you 10 feet tall and 5 making you nearly
20 feet tall. In addition, you can regenerate wounds without a Stamina roll, as well as
regenerating Aggravated wounds by simply expending three blood. However, even a simple
failure is catastrophic. You explode in a mass of muscle tissue and gore, killing you, and dealing
Bashing damage equal to your current blood pool across a radius of your (Strength + Potence)
in yards.

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Level Six
Hela’s Love (FD): When you would normally meet Final Death, you continue to fight. You
instantly enter a final Frenzy, in which state you are entirely immune to Domination, Presence,
or anything that would sway you from your path, in addition to Rotschreck. Each round, you lose
one permanent Willpower, and when you reach zero, you burst into a crimson flame, reducing
you to ash.
Possessing this power increases all your Social roll difficulties by one, except for Intimidation,
which it lowers by one.

Bloody Blade
A discipline of swordsmanship (though it works with any melee weapon), this discipline was
likely developed by the Ventrue of ages past, or else by the Salubri Warrior.

Level One
Weapon Mastery (FD): You spend one night meditating over your weapon, bathing it in five
points of blood and spending a Willpower. You may only be bonded to a single weapon.
Thereafter, you enjoy -1 Difficulty when using the weapon, and all others use it at +1 difficulty. If
the weapon is examined under Auspex, it shows the same aura as your own.

Level Two
Summon the Blade (FD): You may reflexively summon your weapon to your hand by spending
one blood point, teleporting it to you.

Level Three
Living Steel (FD): Once per turn, you may spend a blood point to make a Parry attempt with
your weapon at your full dice pool.

Level Four
Steel Rain (FD): Whenever you strike your foe with your weapon, but before soak is rolled, you
may spend a blood point to ensure that it deals at least one point of damage after soak. With
this power known, your weapon emits a faint red glow.

Level Five
One with the Edge (FD): You may spend a point of blood to transfer some of your traits to the
weapon, such as allowing it to Dominate those who hold it, or granting it Fortitude to make it
hardier. This power is very much in the arena of ST discretion. When your weapon is benefitting
from this power, it glows a bright red.

Level Six
Thirsty Blade (FD): You can use your weapon to drink blood from a foe, drinking one point of

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blood per damage dealt (max. three per round.) If the weapon is used to commit Diablerie, the
weapon must thereafter be fed a point of blood per day, or you suffer +1 difficulty to avoid
Frenzy.

Level Seven
Steel Wraith (FD): When you are on the verge of Frenzy, you may shunt the Beast into your
weapon, which becomes more difficult to use (+2 Difficulty), and cannot make targeted strikes,
but does deal Aggravated damage. The blade must be fed 5 points of blood by the end of the
scene, which you do not gain. If it is not fed (or only partially fed), it will turn on you, feeding on
your blood until it has fed on five points.

Celerity
Level Six
Against Air (EDC): You spend two blood points after making an Athletics roll to jump, allowing
you to make a second jump at a -2 dice penalty, essentially double jumping.
Hop (EDC): You spend two blood points to move at your full speed without taking an action
during your turn. This rapid movement requires an observer to roll Perception + Alertness (Diff
8) to follow your movement.

Level Seven
Teleport (EDC): This functions as Hop, except you need not use it during your turn, you move
five times your (Dexterity + Celerity) in yards, and those who wish to follow your movement
must have at least half your Celerity rating in Auspex, and make a Perception + Alertness roll
(Diff 9).

Chulorvitis
This is a strange Protean-like Discipline caused by the corruption of an alien species of sentient
octopus called the Chulorviah. It most likely surfaces when the Mariner Gangrels come ashore.
While an incredibly useful discipline, it is equally dangerous. If you posess even a single dot of
it, any time you have enough Experience to increase it, you must roll Willpower (Diff 8), or learn
the next level. If you have reached the maximum your generation allows, any time you drink
from a Kindred, you must roll Willpower at the same Difficulty to avoid attempting to Diablerise
the target. Finally, your difficulties to resist Hunger frenzies increase by two.

Level One
Mimicry (FD): You gain +2 dice to all Stealth rolls made to be unseen. If you do not move for a
full round, this bonus increases to +5.

Level Two
Squeeze (FD): You gain +3 dice made to escape from any holds or restraints you are put into.

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You also make Dodge checks at -1 Difficulty.

Level Three
Tentacle Transformation (FD): Your arms, legs, or both permanently transform into tentacles.
You gain three dice to grappling and climbing, or five if both sets of limbs are tentacles. If you
spend a blood point, you may stretch a tentacle up to three yards. You also gain the
Ambidexterity Merit if you do not already have it.

Level Four
Ink (FD): You may spit ink a number of yards equal to you (Strength + Potence), covering a 3x3
yard radius, potentially blinding those you hit. Furthermore, anyone walking across the area
must roll Dexterity + Athletics (Diff 8) or fall to the ground.

Level Five
Galician Octopus (FD): You spend three blood and transform into an octopus the size of a car.
You strength increases by three, your Stamina and Dexterity by two, and your Intelligence by
one. You also gain a Beak attack that deals Strength +3 Aggravated damage, though you must
first grapple your foe before using it.
In order to return to your humanoid form, you must spend a Willpower.

Level Six
One for All (FD): At this level of Chulorvitis, you become psychically connected with the
Chulorviah, and become little more than a sock puppet. At this point, you likely become an ST
character, with the prime drive to teach Chulorvitis to others, attempting to corrupt the surface
world.

Cityscape
This discipline deals with the city you belong to, and is very likely taught not by Vampires, but by
City Fathers, great guardian spirits of the cities. This discipline can only be used in a city that
you truly consider to be home.

Level One
State of the City (FD): You survey your city and roll Perception + Streetwise (Diff 8; Diff 9 if
simply using a map). One success shows you the most pervasive aura in the city, as though by
Auspex. Three successes shows the individual auras of each neighborhood. Five shows it by
street and building.

Level Two
Key to the City (FD): Wherever you go in your city, you are considered to have the Domain
(Security) background equal to your Enigmas rating. Furthermore, any attacks made against
you are considered to have rolled a 1, subtracting a success and possibly leading to a botch.

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Level Three
City Watch (FD): You may look into a reflective surface (a window works) and roll Perception +
Enigmas (Diff 8). Each success allows you to know six hours into the past of what that surface
has “seen.”

Level Four
One with the City (FD): You add three additional dice to any knowledge or minor contact rolls
made relating to your city. Furthermore, you may roll Perception + Politics (Diff 6) to instinctively
know if a target has the Influence background in your city, as well as its level.

Level Five
Living City (FD): You roll Charisma + Enigmas (Diff 7) as though you were rolling an attack
dealing a base damage of your Manipulation, as elements of the city do physically attack your
target- mailboxes may bite at them, lightbulbs may explode, bricks may fly off of walls. However,
the effects are small, limited to half a yard per success on the attack roll.

Level Six
Citywalking (FD): You spend three blood, a Willpower, and roll Charisma + Enigmas (Diff 6),
requiring a variable number of successes to teleport to a city you concentrate on within 2,500
miles. A single success will allow you to go to New York City, while five successes are required
to get to a small village. A failure simply indicates that you do not teleport, while a botch means
you wind up somewhere else entirely, with no guarantees of safety. This teleportation is not
instant, but takes (10 - successes) minutes. If a Kindred in that city possesses any Cityscape,
they are immediately alerted to your arrival.
This power can be used outside your city, but only to return to your city.

Level Seven
Lord of the City (FD): You spend one Willpower and roll Intelligence + Crafts (Diff 8). With
each success, you can build a single room, or outfit one with furnishings, electricity, plumbing,
or other amenities. . With multiple applications, it’s feasible that you could create a grand
palace. Mortals living in the city tend to assume the new building has always been there, or else
has been being built for “a while.”
You may also destroy structures with this power, destroying a single room, from the top down.
This destruction isn’t dramatic, but seems as though it’s part of a careful and deliberate
demolition project.
Furthermore, when using Living City, you affect one yard per success.

Level Eight
City of Darkness (FD): This power is a strict upgrade from Lord of the City, functioning like it,
except allowing you to create or furnish an entire floor. Exceptionally large buildings may require
more than one success per floor. Generally speaking, the entire bottom floor of a decently large

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house is what a success gets you.
Furthermore, you now affect two meters per success with Living City.

Level Nine
God of the Metropolis: To use this power, you spend one permanent Willpower and roll
Willpower (Diff 9). Success indicates that you teleport the city to another plane of existence
(which you must be aware of.) The entire city goes along for the ride, including infrastructure,
arriving intact, leaving only a crater behind. Naturally, residents are liable to freak the hell out.

Daimonion
Level Six
Diabolic Servitude (EDC): You roll Manipulation + Occult (Diff 8) while chanting over a living
mortal. Success indicates that the mortal is possessed by a demon for one week per success
(after which the demon is banished and the mortal disintegrates). You can command the demon
by rolling Willpower (Diff demon’s current Willpower.)

Level Seven
Avatar of Hell (EDC): You spend five blood and transform into the Devil incarnate over the
course of three rounds. You grow to 10 to 15 feet tall, sprout horns, and gain red scaly skin. All
of your Physical attributes increase by four, though all of your Social attributes decrease to zero
(though you may now use your Strength for Intimidation.) You also gain claw attacks (Diff 6)
dealing Strength + 2 Aggravated damage, and a bite attack (Diff 7) dealing Strength + 3
Aggravated damage. In addition, you may spew black fire from your mouth once per turn, rolling
Dexterity + Occult (Diff 6) to hit, dealing 4 Aggravated damage dice to the target, and one die to
everyone in a three meter radius of them.
Your increased size grants you two additional Bruised and one Injured health boxes, and your
thick hide allows you to soak everything but sunlight at -2 difficulty, and allows you to roll
Stamina in addition to Fortitude to soak any non-sunlight damage. Finally, your skin is burning
hot to the touch, dealing one die of Aggravated to any who touch it, and granting you immunity
to fire unless it comes from a demonic source.
This power lasts for one scene and is very obvious.

Dementation
Level Six
Bereavement (EDC): You target a vampire and roll Manipulation + Occult (Diff target’s Wits +
Conscience/Conviction). Each success causes the target to break down, crying tears of blood
and becoming unable to act for five minutes. The target also loses one blood every five minutes.
The target can try to shake off the effect every five minutes by rolling Willpower (Diff 8),
subtracting their success from yours at each interval. The vampire also snaps out of it if they

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come under attack.
Bravado (EDC): You roll Manipulation + Empathy (Diff target’s current Willpower. If successful,
the target feels the need to prove themselves to any who doubt them at what they believe they
are skilled at. Successes determines the duration.

Successes Duration
1 One night
2 Three nights
3 One week
4 Two weeks
5 One month
Retrograde Truth (EDC): You spend one blood point and roll Manipulation + Empathy (Diff
target’s current Willpower). If successful, the target perceives the world as “opposite,” in a way
determined by the ST. If you also spend a Willpower, you may choose what the target perceives
as opposite, such as stop lights (red is green, green is red), gender, directions, etc. These
perceptions are absolutely real to the target, and if the target were to perceive the ice as fire,
they would need to check for Rotschreck, though this “fire” doesn’t do actual damage. Were
they convinced that night and day had switched, the vampire would likely be faced with
Rotschrek, or wonder as they walk in the “daylight,” though this wonder would quickly fade as
they burn but beneath the moon.

Successes Duration
1 10 minutes
2 One hour
3 One day
4 One week
5 One month

Level Seven
Bedlam: You roll Manipulation + Intimidation (Diff 8). If successful, those within (Manipulation +
Intimidation) x 10 meters must check for Frenzy (Diff your Successes + 4). Those who fail begin
fighting and other riotous activity. Those affected are unlikely to attack allies, preferring to form a
“pack” with them. This power has no set duration, basically putting the targets into a “riot”
mindset until they peter themselves out.

Diabolitas
In order to learn this discipline, you must have diablerized at least one victim per level. So, to
learn the fifth level, you must have diablerized five victims. The discipline likely originated in the
Sabbat or Anarchist movements, perhaps the Assamites, or else from a time older than that.

Level One
Deja Vu (FD): Whenever you Diablerize a victim, roll Perception + Empathy (Diff 8) to

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remember something from the foe’s life. The more successes you score, the more detailed
information you receive, reaching further back.

Level Two
Mnesis (FD): Any time you Diablerize a victim, you may roll Willpower (Difficulty 10) contested
by the victim’s current Willpower when Diablerized (Diff 8). If successful, you gain a dot in a
random Ability, Secondary, or Discipline the target had access to at a higher rating than you. If
you fail, you gain a derangement or psychological flaw the target had.

Level Three
Freedom in the Blood (FD): Each time you Diablerize a victim, your oldest Blood Bond
decreases a step, or, if only a single step, breaks entirely.

Level Four
Lambskin (FD): You spend a Willpower and roll Manipulation + Conscience (Diff 8). Success
indicates that you “wear” the general aura of your latest Diablerie victim, hiding even the black
veins of your Diablerie, for a scene. The aura is general an unchanging. If you victim was
generally a happy person, for example, you show a happy aura.

Level Five
Breath of Life: To use this power, you must have tasted the intended target’s blood, and they
must be within five times (Strength + Potence) yards. You roll Manipulation + Potence (Diff 8),
resisted by the target’s Stamina + Fortitude (Diff 7). Each net success forces a point of the
target’s blood to come to the surface as a mist, flying down your throat.

Level Six
Karma of Blood (FD): Whenever another Vampire is drinking from you, you may spend one
Willpower to inflict one point of unsoakable Aggravated damage.

Level Seven
Diablerist’s Scorn (FD): Should you be Diablerized, you may roll Willpower (Diff 6) opposed by
your diablerist’s Willpower (Diff 6). If you win the contest, you control the foe’s body, using its
Physical Attributes and Appearance rating, as well as their Potence, Celerity and Fortitude, but
your own Manipulation, Charisma, and Mental Attributes, as well as other disciplines (Including
advanced Physical disciplines, if the Diablerist’s body is strong enough). If you lose this, you
lose one permanent Willpower, fading away entirely if reduced to zero.

Level Eight
Master Diablerist (FD): This functions as above, but grants you control over the target for one
year.

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Level Nine
Diablerize Descendant (FD): You must be able to see your target, who must be of higher
generation than you, and of your lineage (or the lineage of one of your previous victims). You
and your target must each roll Willpower (Diff 6) in an extended. The first to achieve seven
successes over the other wins. If you win, you Diablerize them, as they explode into a fine mist
of blood. If you fail, you lose one permanent Willpower.

Dominate
Level Six
Synthesized Humors (EDC): This power allows you to permanently instill psychological
changes into the target. You spend one Willpower and make an extending Intelligence +
Science (Diff varies) roll, requiring twice as many successes as the power’s Difficulty. If you are
interrupted or otherwise stop the process partway through, the change only lasts for a number
of nights equal to your successes.
This power is permanent but can be cancelled by you at any time by spending another
Willpower, by another vampire with this power rolling more successes than you did, and can
also be treated with modern psychology and medication.

Difficulty Change
7 Minor quirks, tics
8 Mild hallucinations
9 Crippling maladies.
Sunder (EDC): You must use this on another creature, rolling Manipulation + Leadership (Diff
8). To cancel out Dominate and similar powers, you must score more successes than the initial
activation roll. To break blood bonds, you must score successes equal to the bond’s level.
This power cannot break Dominate powers or blood bonds from vampires that are lower
generation than you.

Level Seven
Conditional Memory (EDC): You choose what memories of the target’s you wish to suppress
and what conditions, if any, cause them to be remembered. You roll Wits + Subterfuge (Diff
target’s Willpower). The target regains these memories if and when the condition(s) are met, or
when this power expires.

Successes Duration
1 One night
2 One week
3 One month
4 One year
5 10 years
Undying Will (EDC): When you are diablerized, you may spend one Permanent Willpower,

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making another contested Willpower roll. If your diablerist loses, you take over their body. Your
new body’s Generation is what the diablerist would have had after diablerizing you, and you
gain their Physical Attributes as well as their Appearance. You may also gain some of their
merits or flaws, as well as, depending on how you play it, their Backgrounds.
You keep your other Social and Mental Attributes, Abilities, and Disciplines. If your body’s new
Generation would lower some of your Trait ratings, you do not lose them, simply losing access
to then, but regaining them should your Generation decrease.

Flight
Level Six
Flutter of Wings (EDC): You spend one blood point and flap your wings, sending those within
the wingbeat flying out to (Flight + Strength + Potence) yards. Should the targets hit a solid
object, they take one level (not die) of Bashing damage for every yard they have “left over”
(which is to say, were you to throw a creature 10 yards, but their flight is stopped after four
yards by a brick wall, they take six levels of Bashing damage). This damage is also dealt to the
object or creature that stopped their motion. You may maintain this power over several rounds
by spending additional blood.
Individuals holding items must roll Strength + Potence (Diff 7) and scoring three successes each
round you maintain this power to maintain hold of the item(s).
Those you affect may roll Strength + Potence to keep from moving. If they have something to
grab on to, the Difficulty is 6, but otherwise is 8. This roll requires two successes if the target
has no handholds, though if a single success is scored, they begin to slide backward and may
roll again the next round, though only scoring a single (or no) success on the second roll causes
them to feel its full effects.
Water Wings (EDC): This power is always active. You may add your Flight rating to any dice
pools made to swim (assuming your wings are in use).
Wing Shield (EDC): You spend one blood point, wrapping your wings around yourself, adding
half your flight rating to Soak rolls. Note that this can damage your wings, rendering them
temporarily unusable.

Fortitude
Level Six
Bullet Point (EDC): All dice in your Soak pool gained from Fortitude are treated as automatic
successes when soaking Bashing damage.
Heart’s Sovereignty (EDC): This power is always active. Any time someone attempts to affect
your blood (such as by Path of Blood or Quietus), you may “soak” their successes by rolling
Stamina + Fortitude (Diff 8). This does not affect attempts to drink blood normally.
Iron Mind (EDC): This power is always in effect. Your current Willpower is always treated as
three higher than it actually is (max. Your Permanent Willpower). This does not actually
increase your Willpower, nor give you any points to spend.

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Mourning Fast (EDC): You spend two Willpower points. As long as your blood pool remains
stable (neither increasing nor decreasing), you may spend one Willpower to rise from your
slumber each night instead of blood.
Resilience (EDC): This power is always active. When you roll to soak damage, you treat 10s as
two successes.
Stasis (EDC): This power is always active. Any power that forces a physical change on you
(such as someone else using Vicissitude on you) is rolled at +2 Difficulty. You may choose to
allow such changes, though the target must roll normally.
Stone Flesh (EDC): You spend two blood points and gain a number of Bruised health boxes
equal to your Fortitude rating. These boxes disappear when filled and cannot be healed, and
otherwise last one scene. This power may only be used once per scene.

Level Seven
Armor of the Mind (EDC): You spend two Willpower, rolling Willpower (Diff 8). For the rest of
the scene, you gain (Successes) auto-successes on any Soak roll you make, except against
fire, faith, or sunlight, which gain these successes as extra dice.
Diurnal Vigor (EDC): Any time you would go to sleep for the day, you may roll Road + Fortitude
(Diff 6). Each success allows you to remain awake for two hours, though you may expend one
Willpower to extend this an additional hour. This power offers no special protection from
sunlight, and you must still expend a blood point at each sunset.
Every dawn after the first that you use this, you must roll Stamina (Diff 6 + 1 per night). If you
fail, or if the difficulty reaches 10, you cannot use this power for a full month.
Unshakeable (EDC): You spend four blood. For the rest of the scene, all Soak difficulties
(except for fire, faith, and sunlight) are reduced by one, and you can soak all aggravated
damage (again, except for fire, faith, or sun) with you full Stamina + Fortitude.

Level Eight
Tensile Resilience (EDC): You are completely immune to bashing damage from most sources.
The only way you can take bashing damage is from holy or similarly enhanced objects.

Humanism
As Animalism is to vampires, Humanism is to animal ghouls. Typically, animals which have
been ghouled for a long time begin to develop this discipline, but there’s nothing stopping a
Kindred from learning it.

Level One
Scare (FD): You roll Manipulation + Intimidation (Diff target’s Wits + Courage). Each success
inflicts a -1 die penalty on the target’s attempts at hostility towards you or your master.

Level Two
Dominate Human (FD): Make eye contact with your target and roll Manipulation + Human Ken

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(Diff target’s Willpower). A single success ensures the target will not act to harm you. With two,
you can expect the target to perform basic services for you, such as feeding you or brushing
you. Three successes gets you nearly anything you want, so long as the target doesn’t have to
place themselves in danger, and they will do so if you score four successes. Even mortals may
resist this with Willpower.

Level Three
Rapt Attention (FD): Roll Appearance + Human Ken (Diff 6), with each success causing the
target the urge to care for you for a full day, as well as granting them the ability to communicate
with you as though they were using Feral Whispers. If used against a target who wouldn’t
consider you their pet, this roll is made at +2 Difficulty. Those under this effect can be driven to
Frenzy if you come under threat. Mortals may resist this effect with Willpower.

Level Four
Unity (FD): This power is only usable against a target who considers you their pet. You may
roll Charisma + Human Ken (Diff target’s Willpower). If there is a blood bond between you and
your target, you roll at -3 Difficulty. If you succeed, your “master” attempts to move to you as
fast as possible while remaining safe. Furthermore, you can also instinctively track your master
by rolling Perception + Awareness (Diff 6) to tell the general direction of your master. Mortals
and even Supernaturals may suppress this power for a day by spending one Willpower.

Level Five
Veneration (FD): You roll Charisma + Human Ken (Diff target’s Willpower.) For one scene, the
target will not act in anyway against you, and will seek to please and essentially worship you.
This power can be suppressed for one round if the target spends one Willpower, and if the
target runs out of Willpower in this fashion, they enter Rotschrek.

Melpominee
Level Six
Banshee’s Wail (EDC): You spend one blood point and roll Strength + Performance (Diff 6),
dealing Lethal damage equal to your successes to enemies in a 180-degree hemisphere with a
radius equal to your Strength + Performance in yards. Those affected may soak this damage
with Stamina + Fortitude (Diff 7, Diff 9 if using Heightened Senses (hearing) or similar powers,
Diff 5 if hearing impaired or deaf.)
Anything within three meters is pushed back to at least four, though this can be resisted with a
Strength + Athletics roll (Diff equal to your successes.) This ability also damages inanimate
objects.
Hush (EDC): You may affect a number of targets up to your Performance rating, rolling
Manipulation + Intimidation (Diff 7). If successful, your targets may not utter a single word. Each
time they try, they must roll Willpower (Diff 7) and score successes greater than yours. This is

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not an extended roll- the target must attempt to do so each time until they break your aaffect.
This ability otherwise lasts a whole scene, and must be broken individually by each target.

Level Seven
Blessed Ballad (EDC): You may affect a number of targets with your Siren’s Beckoning ability
equal to your Performance rating. This power stacks multiplicatively with Virtuosa, with each
blood point adding another (Performance) targets.
Torch Song (EDC): You can affect a number of targets equal to your Performance rating, who
must be within 10 yards of you. You roll Manipulation + Performance (Diff 8), with each success
dealing one level of Aggravated fire damage, and possibly causing Rotschreck. If the target
takes their Stamina rating in damage (after Soak), they catch fire, which deals one Aggravated
damage each round, requiring checks for Rotschreck.

Mytherceria
Level Six
Kenning (EDC): With this power, you can learn the Changeling Talent Kenning, and may roll
Perception + Kenning to look into The Dreaming, or to identify Fae-Touched things.
Lesser Geas (EDC): You spend one Willpower and one Blood, smearing it across the target’s
forehead and rolling Charisma + Enigmas (Diff 10 - Path). Each success allows you to increase
an Attribute of the target’s by one (Max of their normal maximum + 1) or decrease the difficulties
of rolls attached to a specific Attribute by one (Min. 4). You may split successes between
multiple attributes. However, the target only enjoys these benefits under specific circumstances,
as set by you- typically encouraging them to further your agenda.
Second Chance (EDC): You spend one Willpower and may then re-roll any roll except for one
which you’ve spent Willpower on. You must keep this roll, even if it’s worse than the original.
Slip into the Dream (EDC): After successfully using Kenning to peek into The Dreaming, you
may spend one Willpower to slip into The Dreaming. You may take nothing but yourself and
what you carry.

Level Seven
Greater Geas (EDC): This behaves as Lesser Geas, but you can posit nearly any power and
ban, such as “you will have the strength of ten men (Potence 5) so long as you do not cut your
hair,” or “you will be invincible in battle so long (+3 to applicable combat pools), as you do not
leave the ground.
Rewrite History (EDC): You roll Willpower (Diff 10) and immediately spend three Permanent
Willpower (regardless of success). Each success allows you to modify any action you took
within the last round, rolling for them as normal. Once everything is “caught up,” the scene
proceeds normally.

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Level Eight
Supplant Fate (EDC): You spend five Willpower and roll Path (Diff 9), switching one aspect of
your fate with another’s. If you are destined to die in battle, and you switch with a farmer meant
to die in his bed, the farmer will die in battle, and you in your bed. The effects of this power are
very much up to the Story Teller.

Obeah
Level Six
Curing the Corruption (EDC): This power is listed in the EDC as Unburden the Soul, but was
renamed here for clarity. You spend one blood and one Willpower, rolling Willpower (Diff
target’s 12 - their Generation, max 10, min 4). If successful, you remove the taint of Diablerie
from their aura, such that no power or ritual below 7th level (or equivalent) can be used to
determine that the target had ever committed Diablerie.
This power cannot permanently remove the taint of Diablerie from the Assamite Warrior Caste,
but does suppress it for a number of days equal to your successes.
This power can also be used to remove other signs of taint, such as Wyrm taint.
Rejuvenate (EDC): You may spend any number of Willpower while touching a target. Each
Willpower so spent reduces the target’s age by ten years (down to infancy). A vampire’s
apparent age can be reduced with this power, down to early adulthood. Note that this power will
cure age related maladies, but not illnesses caused by environmental factors and the like.
Take the Cure (EDC): This functions as Corpore Sano when used to cure disease, except that
you may spend additional blood points (1:1) to lower the Difficulty to a minimum of five.
Regeneration (EDC): You spend three blood points and one Willpower while in contact with a
willing target for ten minutes, and roll Wits + Medicine (Diff 9). If successful, you can remove a
single physical flaw from the target, such as Bad Sight, One Eye, Disfigured, Deformity, Lame,
Permanent Wound, Deaf, Blind, or other similar flaws. This power may be used on yourself, but
only functions on flaws that have been inflicted by damage, whether during life or undeath, and
not those that are a matter of birth.

Level Seven
Rejuvenate (EDC): You focus your third eye on the target, spending three Willpower and rolling
an extended Intelligence + Medicine (Diff 7) to determine the changes needed to the target’s
pattern, requiring five successes. You then spend five blood points to cure the target if a single
malady. This malady can be genetic, environmental, or nearly anything.

Obfuscate
Level Six
Fool the Apparatus (EDC): You spend one blood and roll Wits + Stealth (Diff 7). Success
indicates that for the rest of the scene, electronic surveillance and sensors do not pick you up.

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However, this power doesn’t hide you from biological senses, but may be used in conjunction
with other Obfuscate powers.
Perpetual Veil (EDC): This power functions as Mask of a Thousand Faces, except it is always
active. You may reflexively change the face displayed, however, you cannot change your
Appearance.

Level Seven
Mysterious Traveller (EDC): You spend one Willpower and roll Charisma + Stealth (Diff 7). For
one night per success, you are surrounded by an aura of mystery. While in the presence of
someone else, you may interact with them normally, but after leaving, they’ll misremember
details about you, such as your appearance, what you spoke about, and your where you’ve
gone, possibly even reporting that you left town. Effectively, this behaves as though you had the
Arcane background equal to the successes you rolled on the activation roll for the power’s
duration.
This power is defeated by Auspex as normal.

Level Eight
No Past (EDC): You no longer leave psychic impressions on items you handle unless you so
desire, except to those with Auspex of 8 or higher.

Obtenebration
Level Six
Forged from Darkness (EDC): You spend one blood point and roll Manipulation + Crafts (Diff
7). Success allows you to create a melee weapon out of shadow, identical to a normal version
of it, except dealing Aggravated damage.

Level Seven
Abyssal Domain (EDC): You roll Perception + Occult (Diff 9, Diff 8 with Umbral Lore, Diff 7 with
Abyss Lore). If successful, you can perceive the area around you within 30 x Successes yards,
sending out tiny shadowy tendrils, only perceivable to those with Auspex.
Wall of Shadow (EDC): You roll Manipulation + Occult (Diff 8), creating a wall of pure shadow a
foot thick and (Manipulation + Occult) x 5 yards long and a Strength rating equal to your
successes. You do not need to concentrate on maintaining the wall, which can only be dispelled
by you or by sunlight.
No creature with less Strength than the wall can push through it, and attacks made through the
wall subtract the wall’s Strength from their damage rolls.

Level Eight
Soul into Chasm (EDC): You may target any creature that you have had physical contact with
in the last hour, spending one Willpower and rolling Willpower (Diff target’s Willpower). Success

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casts the target’s soul into the Abyss, rendering them comatose, and draining a mortal target’s
body of one Stamina per hour unless they have some sort of regenerative powers or are placed
on life support.

Successes Duration
1 One day
2 One week
3 One month
4 One year
5 10 years

Level Nine
Greater Nightshade (EDC): You spend one Willpower and five blood to summon a mighty
Nightshade from the Abyss. This shade follows your orders and is capable of independent
thought when needed. Barring its destruction, it lasts until sunrise. You may only have a single
Greater Nightshade in existence at a given time. The Nightshade has the following stats:
Attributes: 4/6/4, 0/0/0, 5/2/5
Abilities: Alertness 4, Awareness 4, Athletics 6, Brawl 5, Stealth 9
Disciplines: Obtenebration 6 (You may choose one sixth level Obtenebration power for it to
know, and it is always in Tenebrous Form, though it may damage and be damaged by mundane
means. Furthermore, it never needs to spend blood to use Obtenebration, and uses its Brawl
skill for any rolls that would require Occult.)
Health Boxes: 0x4/-1x3/-2x2/-5x1/Incap
Willpower: 8, Virtues: 0/0/5
Other Information: The Nightshade cannot be blinded, and has a brawling attack (Diff 6) that
deals Strength + 1 aggravated damage. For every ten minutes the Nightshade spends in
complete darkness, it heals one health level, regardless of the damage type. The shadow can
soak Aggravated damage (except for sun or fire) with its full Stamina.

Ogham
Level Six
Mythical Breath (EDC): You may spend two blood points, rolling Stamina + Occult to breathe a
gout of flame in a (Stamina) yard long cone. This flame is a bright verdant green (unlike the
sickly green of the Infernal flames), and does not cause harm to plant life.
While you enjoy immunity to your own flame, it does combust non-plant flammable objects,
which you are not immune to.
Reap or Sow (EDC): You choose whether to Reap or Sow the plant life, spending two blood
and rolling Willpower (Diff 7). Each success affects a 50 yard radius.
If Reaping, you drain the vitality of the plant life, rendering crops unusable and trees useless
except as firewood. You can undo this effect with an application of Sow.

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If Sowing, the plant life grows rapidly, allowing crops that would normally take months to grow to
bear a bountiful harvest in days.
Root of Slumber (EDC): You spend one blood and roll Stamina + Occult (Diff 6) to call the
roots of nearby plants to attack you foe. You then roll Wits + Occult (Diff 6, Diff 9 if attempting to
stake) to as Lethal damage. This power does require roots about the size of a stake to function.

Potence
Level Six
Applause (EDC): You spend two blood points and roll Dexterity + Brawl, clapping your hands
together. All within (Successes) yards are affected and take your Strength + Potence Bashing
damage, and are potentially thrown (Successes) yards, though they may attempt to resist the
knockback effect by rolling Strength + Potence (Diff 6), with each success “soaking” one yard of
knockback.
Cling (EDC): This power is always active. You may climb any surface, even if you don’t have
conventional handholds. Should you stop moving on the surface, you must roll Strength +
Potence + Athletics (Diff 6) to remain clinging. Should an outside force attempt to remove you,
each success they roll removes one of yours.
Should you remove your hands from the surface, you fall unless your feet are bare or you have
conventional footholds.
Shattering Strike (EDC): You spend one blood and this power is active for a round. Whenever
you strike a foe with a natural weapon, their armor (including natural armor) takes damage
equal to the post-soak damage they took, reducing the Soak value of that armor by an equal
amount. Natural armor heals as though the damage take was lethal (even if the source would
normally deal Aggravated damage), and objects can be repaired as normal. This power never
reduces the target’s Stamina or Fortitude.
Striking Heel (EDC): When dropping from the air (such as after falling or jumping), you spend
one blood point and make a Dexterity + Brawl roll (Diff 7) to strike a foe, adding one die for
every die of damage you would take from such a fall. This attack does Lethal damage, even if it
would normally do Bashing.

Presence
Level Six
Brilliant Halo (EDC): This behaves as Majesty, but inflicts a -2 dice penalty on the Courage roll
made to resist the power. This power never reduces a Courage dice pool to zero.
Comfort (EDC): You roll Charisma + Empathy (target’s Willpower). If successful, the target is
forced out of Frenzy. However, this power does not function if the target willingly chose to enter
Frenzy.
Delirium of Beauty (EDC): You roll Appearance + Intimidation (Diff 7). If successful, you inflict
Delirium as though you were a Garou in Crinos form. The chat or Delirium is available on the
White Wolf wiki.

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Hate (EDC): This power functions as Presence 6 - Love, except you choose something for the
target to hate. This also grants the target a +1 Dice bonus to any roll made to act against their
object of hatred.
In Writing (EDC): You spend one blood point and roll Manipulation + Expression (Diff 8). If
successful, you implant another Presence power of sixth level or lower into a piece of writing
you create. You must also pay any costs and make any rolls associated with that power.
Anyone who reads the material may make a Willpower (Diff equal to your successes) to resist
the power in addition to whatever resistance rolls that power normally allows.
Lull (EDC): You may target (Manipulation + Subterfuge) targets, rolling Manipulation +
Subterfuge (Diff highest Willpower amongst targets). If successful, the targets fall asleep for
eight hours and forget the minute leading up to their unconsciousness. If attacked or otherwise
roused, the victims awaken as though they were in a normal sleep.
Voice of the Beast (EDC): You unleash a blood curdling howl, making two rolls. The first is
Charisma + Leadership, and the second is Charisma + Intimidation (both Diff 8). If the
Leadership roll is successful, all of your allies gain +1 die to all rolls for the rest of the scene. If
the Intimidation roll is successful, your foes suffer -1 die to all rolls and are affected as though
by Dread Gaze with as many successes as the activation roll.

Level Seven
Congregate (EDC): This power functions as Summon, except it affects (Charisma x 3) targets,
and you roll against the most difficult target.
Pangs of Separation (EDC): Whenever you roll another Presence power, you may spend an
additional Willpower and add +2 to the Difficulty (or roll Charisma, Diff target’s Willpower if no
roll is normally called for.)
After you use this power, the victim cannot regain Willpower while not in your presence. This
addiction to you lasts until the target gains a permanent Willpower or accumulates 25 successes
on an extended Willpower roll (Diff 6) with an interval of one day.

Level Eight
Calming the Beast (EDC): You roll Charisma + Empathy (Diff 6). Each success grants a bonus
die to all creatures to resist any kind of Frenzy.
Worship (EDC): This power is listed at 7th level in the EDC, but I have moved it to 8th in this
document due to its considerable power level. This behaves as Brilliant Halo, above, except that
it inflicts a -4 penalty on Courage dice pools (min. 1)

Protean
Level Six
Carry the Burden (EDC); When you shift using Protean, you may spend additional blood, with
each point spent allowing you to absorb 25 pounds into your form. You can even absorb a
creature into you, so long as they have a point of your blood in their system. To absorb a
vampire, they must have drank the point of your blood within the last round. However, use of

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this power prevents spending blood to speed up the transformation.
Cloak of the Chimera (EDC): You spend one blood point to change a feature of yourself.
Examples are provided below, but other changes of similar power are also viable. Physical
changes caused by this power last indefinitely, but secretions or scents last an hour. You may
end any of these changes at will with no expenditure.
Chameleon: You reduce the difficulty of Stealth rolls by two.
Pheromones: You emit pheromones for a specific, loose species (human, lupine, bird, dog),
giving you +2 dice on Social rolls for that species. This effect does not aid you against Undead.
Disguise: You can increase or decrease your Appearance score by one, change your skin tone,
hair color, height by two inches, weight by 20 pounds. This also has the benefit of decreasing
the difficulty of Disguise checks by two.
Doppelganger (EDC): You must have sipped the intended disguise’s blood (not even a point is
necessary.) To activate this power, you simply spend one blood point, and shapeshift into a
perfect facsimile of the creature whose guise you take. You gain their Appearance and Physical
Attributes, as well as their Physical Merits and Flaws, and, if the disguise has a reputation,
perhaps some of their Social Merits and Flaws. However, this disguise only gives you their form
when you drank their blood (if you drank the blood of a 20 year old, you always take the form of
that person as a 20 year old, even if they have aged). You may, however, drink their blood
again, which does not overwrite their previous form, but adds to your library of faces. You can
only take the forms of those you’ve drank from after learning this power. This power also only
allows you to take the forms of homid shifters, humans, and vampires (even Gargoyles,
potentially allowing you to learn the Flight discipline).
Shifts using this power indefinitely
Protean Mastery (EDC): Your Protean powers cost one less blood to activate (minimum of 1).
Powers with a variable cost (such as to speed up transformation) are considered to have one
“free” point spent.
Skin of the Chameleon (EDC): You spend one blood point to activate this power for a scene.
While active and remaining still, the Difficulties to spot you increase by three, and Auspex does
not penetrate this power (though it can make seeing you easier.)
Sovereign Meld (EDC): This power behaves as Earth Meld, except it is not limited to earth.
Natural materials, such as stone (even worked, but not artificial stone), wood, clay, even fired
bricks or natural metal (such as iron) require no roll to meld with. Tarmac, concrete, and artificial
metals such as steel cause three levels of Lethal damage (soaked normally) when you meld
with them, and require a Willpower roll (Diff 6) to avoid immediately leaving them. Every hour
you remain in such a substance, you must soak two Lethal and roll Self-Control/Instinct (Diff 4 +
any damage you actually take) to remain within it, with a botch causing an immediate
Rotschreck.
If you also possess Protean 6 - Earth Control, you may also “swim” through these substances.
Wings of the Predator (EDC): You spend three blood and take two turns to grow large bat-like
wings. These wings grant you effective Flight dots equal to half your Protean rating (though you
may use your own Flight rating if it’s better), and allowing you to learn the Flight Discipline. You
may use this power in conjunction with other Protean powers.

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Level Seven
Aswang Form (ECD): You spend three blood points and transform over three rounds (though
additional blood may be spent to speed up the transformation) into a large creature with bat like
features. You gain +4 Strength and Stamina, +3 Dexterity, and +1 Perception, while all your
Social Attributes drop to zero. Your height increases between 15-25% and your weight by 75-
100%. Your arms also gain a leathery membrane which grants an effective Flight rating equal to
half of your Protean. If you possess Protean 6 - Wings of the Predator, it automatically activates,
instead granting Flight equal to your Protean rating. You also enjoy Feral Claws, and no longer
need to establish a grapple to bite a foe.
Blood of the Beast (EDC): This power is always on. Your blood takes on properties of
Werewolf blood, increasing your blood pool by 25%, rounded down, but not increasing the
amount of blood you may expend. Vampires drinking your blood risk Frenzy just as though you
were a Werewolf, and under Aura Perception, your aura flickers between that of a Werewolf and
a vampire. You also gain immunity to the Frenzy-inducing qualities of Shifter blood.
Scent of the Lupine (EDC): This power is always active. You no longer register as Wyrm
Tainted to werewolves or other shifters, regardless of your Path or your rating in that path, and
for the purposes Gifts that detect vampires, shifters, or Garou specifically, you register as a
Lupine, except for your Aura, which still registers a vampiric unless you have a method to cloak
it
The Bottomless Stomach (EDC): You sped four blood points to prepare this power. It lasts for
a scene or until used. You must first grapple your target, and, if the target is resisting, make a
Strength + Protean roll resisted by the victim’s Strength + Athletics. If successful, you may
unhinge your jaw and swallow them whole, storing them in a pocket dimension of your stomach.
Each round spent there causes the target one point of Aggravated damage and drains a blood
point.
It is not apparent that you have swallowed a creature, but the victim may claw or tear their way
from your stomach, or unless gagged in some way, call for help, with listeners rolling Perception
+ Alertness (Diff 7) to hear them.

Level Eight
Lupine Blood (EDC): This power is always on, and requires that you know Blood of the Beast
to learn it. Upon learning this power, you double the normal blood pool for a vampire of your
generation. This does not stack with Blood of the Beast.

Level Nine
Denial of Claw (EDC): You spend five blood. For the rest of the scene, natural attacks that deal
Aggravated damage (such as lupine teeth and claws) do Lethal damage to you, allowing you to
soak such damage with your full Stamina + Fortitude, and heal it with a single blood point.

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Quietus
Level Six
Bloodlust (EDC): You target a creature within 10 yards, spend one blood and roll Willpower
(Diff target’s Willpower). Each success scored causes the target to go into a feeding Frenzy for
one round. Not even mortals are immune to this power, and must roll Humanity (Diff 8) or gain a
derangement. It is, however, more likely that the mortal affected by this goes into a Berserker
Frenzy, as most humans lack the impulse to feed on other humans.
Empty of Vitae (EDC): You may target someone who is within (2 x Perception) yards, who you
must stare at intently, and roll Intelligence + Empathy (Diff target’s Willpower, or Diff 5 is blood
is outside the target’s body.). Each success drains one blood point from the target. This blood
disappears from their body and appears in yours, with no indication that it’s being drained by
you (except for your intent staring), and does not contribute to forging a blood bond.
Fountain of Blood (EDC): You may spew forth any amount of blood points, subject to the usual
maximum. You roll Stamina + Athletics (Diff 6), with each success causing up to two blood
points to hit the target. You may also vomit in a 90 degree arc, which each success hitting
causing a target to be hit by a single blood point. If using an area of effect, a single target may
only be hit by a half the blood points expended. This power may be used in conjunction with
other Quietus powers that require your blood to contact the target, waiving that power’s normal
cost.

Level Seven
Black Blood (EDC): You spend one blood point. For the rest of the scene, living creatures that
ingest your blood must roll Stamina + Fortitude (Diff 6), scoring three successes or taking 6
Lethal damage each round for 5 rounds, soaked normally. If the target scores three successes,
they take 6 Lethal damage, still soaked normally. If a creature that does not normally ingest
blood bites you, they may roll Stamina (Diff 8) to avoid ingesting the blood.
This power has no effect on vampires, fae, or wraiths.

Level Eight
Blood Mist (EDC): You choose another single Quietus power relying on blood contact, and
spend at least two blood points (though you can add more), and spend one round for every two
blood points spent. The mist forma a rough sphere with a two yard diameter for every blood
point spent making it. Any creature (other than yourself) inside the sphere absorbs one blood
point into their skin each round (shrinking the sphere by two yards), and has to deal with the
effects of whatever power you bestowed upon it. You may replenish the sphere by spending up
to two blood point each round, but cannot change the power infused into the blood, nor can you
create overlapping mists.
While concentrating on the mist and it’s in line of sight, you can roll Wits + Empathy (Diff 6), with
each success granting control for a round. You may move the cloud up to ten yards per turn.
While concentrating, your other actions are limited to walking about and holding brief
conversations.

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The cloud lasts one hour or one scene.

Sanguimalia
Sanguimalia is the discipline of augmenting animal ghouls, culminating in the creation of animal
revenants. It likely originated with the Tzimisce, Nosferatus, or Gangrels.

Level One
Ferocity (FD): If you spend an extra point of blood while ghouling an animal, it grows
retractable fangs, like a vampire, dealing Strength + 1 Aggravated damage. The animal does
not gain this blood point.

Level Two
Perfect Ghoul (FD): Animal ghouls you create can increase their disciplines one higher than a
normal ghoul.

Level Three
Gifted Discipline (FD): By touching your ghoul, you may give them (15 - Your generation) dots
of disciplines you know. They gain rudimentary knowledge of how to use them, though some
(like Thaumaturgy) may be outside their reach to grasp. This power lasts one full night, during
which time you lose those dots of the discipline.

Level Four
Hunger (FD): You spend three blood, feeding it to your ghoul. The next creature they consume,
they steal a trait from. For example, a wolf which consumes an eagle may develop their sight, or
their wings, or some other trait.

Level Five
Pedigree (FD): Ghoul animals you create are capable of giving birth to revenants.

Thaumivorism
This discipline is based around consuming, and resisting magic. It’s possible that it was
developed by a faction of vampires that came into conflict with the Tremere, or else as an
extension of Countermagic
Thaumavorism has a special weakness associated with it- taking even a single dot ruins blood
for you, only giving half sustenance. This power does not affect vampires at all.

Level One
Cannibalize Magic (FD): When feeding on a Supernatural target, you may choose to drink their
breath, which has the same effect as the Kiss, minus the bite. Instead of draining blood, you
drink the magical power of the creature- Quintessence, Mana, Sekhem, Glamour, whatever.

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Each point drained from the target grants you a point of blood.

Level Two
Break the Yoke (FD): You spend one Willpower, and for the scene, you either gain +2 dice to
resist magic, or magicians roll at +2 Difficulty to affect you, as appropriate.
However, you must attempt to resist all magic that comes your way, even that which is
beneficial.

Level Three
Thirst for Power (FD): When you are affected by a spell, you may spend one blood point and
roll Wits + Occult (Diff of the caster’s activation roll). If you score more successes than the
caster, you absorb it, gaining whatever the caster used to fuel it, as Cannibalize Magic.
However, if you do so, you cannot otherwise attempt to defend against the magic. If you fail to
absorb the magic, you are exposed to its full effects.

Level Four
Spellbreaker (FD): You may touch a non-instantaneous spell, spend a Willpower, (such as a
ward, rune, etc.) and roll Willpower (Diff of that spell’s activation roll), with each success
removing one from the casting. Extended rolls are possible, costing one Willpower per turn.

Level Five
Natural Order (FD): This functions as Break the Yoke except it is always on, though you may
suppress it for a turn by spending one Willpower. Furthermore, you may roll Thirst for Power at
the casting’s initial Difficulty (which is to say, without the +2 Difficulty from Break the Yoke.)

Sanguinus
Level Six
Borrow Ability (ECD): With this power, you may borrow Abilities and Disciplines from members
in your circle (up to your generational maximum.) However, borrowing from a circlemate can
never increase your rating beyond their maximum. For instance, if a circlemate had four Occult
and you had zero, you could borrow all four dots of their Occult. However, if you began with two,
you would only be able to borrow two additional dots. This power lasts for one hour, and
requires you to make physical contact with the donor.
Divine Madness (ECD): This power is obsolete with the rules presented in this document, as
any character with a derangement can access the Malkavian Madness Network (in theory). With
this power, you gain a permanent Derangement, and can access the Malkavian Madness
Network, though doing so is noticeable as an anomaly to Malkavians.

Level Seven
Bestow and Strip (ECD): You may use this power on anyone who is blood-bonded to you, or

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possesses Sanguinus, not just those in your circle. You roll Wits + Leadership (Diff target’s
Willpower). Each success allows you to strip one dot of an Ability or Discipline, or one level of
Generation from the target. You then treat them as “stored,” though you may borrow them as
Borrow Ability, or bestow them to another valid target, also as Borrow Ability.

Serpentis
Level Six
Higher Nature (EDC): This power only affects mortals. You roll Intelligence + Empathy (Diff
target’s Humanity + 3) while choosing a goal for the target to work towards. If successful, the
target puts all their efforts towards this new purpose, stopping only to maintain their health to
remain at maximum efficiency for their goal. They also gain two dice to any actions directly
furthering this purpose.
The target may spend one Willpower to suppress this power for an hour, though doing so
prevents them from regaining Willpower for the following week, except Willpower directly spent
to further their objective.

Level Seven
Cupid’s Arrow (EDC): You spend one Willpower and choose two targets. If either target is
unwilling, you each make a Willpower roll (Diff 7). Anyone affected, willingly or unwillingly, gains
the True Love merit for the other target. Of course, if only one target successfully resists,
awkwardness may occur.
Fatal Attraction (EDC): You spend five blood and one Willpower, creating an invisible region
with an area of (Serpentis + Willpower) square yards. Whenever someone touches or cross the
region, they must roll Willpower (Diff your Willpower) or gain the True Love Merit targeting you.

Level Eight
Heart of Life (EDC): In order to activate this power, you must have removed your heart with
Heart of Darkness. To activate this power, you spend five blood points. Doing so causes your
Generation to increase by one and all of your Attributes to lower by one, as well as rendering
traits above your new Generational maximum inaccessible. However, a perfect copy of yourself
(with your new Generation and Attributes) forms around your heart, remaining in Torpor until
your original body is slain or rendered torporous. At that point, your consciousness travels to
your new body.
You can regain your old Generation and Attributes by returning your heart to your original body,
causing the new body to disintegrate.

Temporis
Level Six
Free Flow (EDC): This power is always active. You are automatically aware of any uses of

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Temporis against you, and you get +1 die to resist that power. If a power would not normally
allow a roll to resist, you may spend one Willpower to make one (the exact roll being STs
discretion).
Resist Clotho’s Wracking (EDC): This power is always active. With it, you may attempt to
soak the damage caused by Clotho’s Gift, but you may not apply Fortitude or armor to that
soak.
Temporal Grace (EDC): You spend two blood and roll Willpower (Diff 8). Each success
reduces any attacker’s dice pool by one (max penalty of five). This applies for the hit roll and not
damage, but applies to ranged, melee, and magical attacks, even from multiple sources. This
power lasts a whole scene.
Temporal Paradox (EDC): This power is in the EDC as Paradox, but is renamed here to
prevent confusion with the Bardo power. You spend three blood points and roll Manipulation +
Occult (Diff 7), targeting everyone within a (2 x Occult) yard radius. Each success deals one
point of Lethal damage to the targets, soaked normally. Those slain by this power are torn
asunder as their bodies are ripped into different time streams. Those using Temporal Grace are
completely unaffected.

Valeran
Level Six
Burning Eye of Judgement (EDC): You accuse the target of a crime, spending one blood point
and rolling Willpower (Diff target’s Path + 3, max. 10). If successful, and if the target is guilty,
your third eye glows red and the target is paralyzed for (Successes) rounds.
Damn the Body and Soul (EDC): You target a vampire who has commited Diablerie (this
power has no effect if they have not) and spend one blood point, rolling Willpower (Diff target’s
current Willpower), with each success dealing Aggravated damage (soaked normally).
If the target has been the recipient of Obeah 6 - Curing the Corruption, they do not count as
having committed Diablerie unless they have done so since.

Level Seven
Avenging Hunter (EDC): You may use this against a target if you can see them (even with
Clairvoyance, though recorded images of the target does not automatically work), or if you can
speak their actual name (an alias doesn’t automatically work.) If you have only an image,
description, or alias of the target, you must roll Perception + Empathy (Diff 7) to activate this
power.
While under the effects of this power, you can defeat Obfuscate as long as your Valeran is
higher than the target’s Obfuscate, by rolling Perception + Awareness (Diff 10 - how many
points higher your Valeran is than their Obfuscate). You also have an instinctive knowledge of
the target’s direction and distance from you.
This power lasts for one night, though you can extend this by an additional night by spending a
blood point.

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Vicissitude
Level Six
Aching Beauty (EDC): With this power, you can raise your Appearance score, even above
your (or your subject’s) Generational maximum. To do so, you activate Malleable Visage as
normal, spending one Willpower in addition to the blood. You then roll Willpower (Diff 10) in an
extended roll requiring five successes. Each roll takes one hour. This power may be used on a
subject three times. Botching any of the Willpower rolls decreases the subject’s current and
maximum Appearance by one.
Imitate Living Flesh (EDC): You spend one blood point, and if on a Path other than Humanity,
a Willpower. For two hours, your body behaves as though human, gaining breathing and
blinking reflexes, the ability to eat mortal food and engage in sexual activities, as well as
suppressing certain Flaws associated with vampirism (such as Eerie Presence or Stench of the
Grave). This does not suppress your inherent vulnerability to sun and fire. You may extend this
power by one hour per additional blood point spent.
Item Graft (EDC): You spend five blood points and roll Dexterity + Medicine (Diff 7 on self,
subject’s Stamina + Fortitude for other subjects.) Success indicates that an item is attached to
the target, becoming an extension of themselves.
Lupine’s Health (EDC): You spend one blood and for (Stamina + Fortitude) rounds, you
automatically heal one Bashing damage per round. This power’s duration continues even if you
have no Bashing damage on you.
Mastery Over Flesh (EDC): This power is always active. The difficulty of other Vicissitude
powers is reduced by one.

Level Seven
Expansion/Reduction (EDC): You spend any number of blood points, with each one
increasing or decreasing your size and weight by 25%, to a maximum indicated on the chart
below. This is likely to affect your Attributes and natural attack damage at the ST’s discretion.

Generation Limit
6 25%
5 50%
4 75%
3 100%

Level Eight
Blood Simulacrum (EDC): You spend one blood. For the rest of the scene, any attack that
deals Lethal damage or Aggravated damage drains you of an equal amount of blood. However,
as that blood hits the ground, it forms into an exact copy of you, with the same Physical
Attributes, Athletics, Brawl, Dodge, and Melee ratings as you, but with only one Health level.
The simulacra acts the next round on your initiative.

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Chimera (EDC): You spend five blood and one Willpower, transforming into a Chimera-esque
form in three rounds. Your Physical Attributes increase by four, but decrease all Social
Attributes to zero (though you can use Strength for Intimidation). You also gain a snake-like
neck for your own head, as well as a dragon and goat head, a lion’s body, bat-like wings and a
scorpion tail. In this form, the snake like neck allows you to look behind you, the dragon head
has a bite dealing (Strength + 2) Aggravated damage, the goat head can ram for (Strength + 3)
Bashing, and the scorpion tail does (Strength + 2) Lethal and injects poison which deals one
lethal damage each round for (your Stamina) rounds. The lion’s claws deal (Strength + 1) Lethal
damage and its wings grant you an effective Flight rating equal to half your Vicissitude (though
you may use your own if yours is higher.)

Visceratika
Level Six
Gargoyle Beast (EDC): You spend 10 blood points and one Willpower, rolling Willpower (Diff
8). If successful, you vomit up a stony egg that hatches one month later, revealing a creature
similar to an earthen hound. This stonehound is incredibly loyal and understands your native
language. It is also smart enough to interpret vague instructions such as “help me.” It has similar
feeding habits to a vampire, but only requires one blood point to rise every other night, and
receives full sustenance from animal blood. When the hound is starved for blood, it grows a
stony shell until it receives a point of blood (smeared on the shell). Like a vampire, it can Frenzy
through the same stimulus, but will never attack you. While the stonehound is just as vulnerable
to fire as a vampire, when exposed to sunlight, it grows a carapace as though it were starved
which breaks away come moonrise. Gargoyle Beasts are effectively three-point blood bonded
towards you which can only be broken by your death. You may only have two of these beasts in
creation at a time. When creating a Stonehound, you may spend seven Freebie Points, and buy
seven points of Flaws to increase this. Your Gargoyle beast gains half the amount of experience
you do (split between the two if you have two), which can be fractional, and is spent in any way
you could normally spend experience.
The base stats of a Gargoyle Beast are as follows:
Attributes: 5/4/4, 0/0/0, 3/3/3
Talents: Alertness 3, Awareness 3, Athletics 3, Brawl (Biting) 4, Empathy 2, Intimidation 3
Skills: Survival (Tracking) 3, Stealth 3
Disciplines: 3 points spread between Fortitude, Potence, Protean, Viscertika
Health: -0x3/-1x2/-2x2/-5x1/Incap
Attacks: Bite (Strength + 2 Agg), Claw (Strength + 3 Lethal)
Blood Pool: As a vampire one less than your generation.
Willpower: 6
Virtues: Self-Control/Instinct (yours) 1, Conscience/Conviction (yours) 1, Courage 5
Freebies: 7
Hail of Stones (EDC): You spend two blood points, and target (Firearms or Archery rating)
creatures within (2 x Visceratika rating) yards, making a single Dexterity + Archery or Firearms

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(Diff 7) to hit them with stony shards, each shard having a base damage equal to your Viscertika
in Lethal damage.
Igneous Spikes (EDC): You must target a creature near a rocky surface (asphalt and concrete
qualify) and within (Visceratika) yards from you, rolling Dexterity + Brawl (Diff 6). The attack has
a base damage of Strength + 1 Lethal, and, if the attack hits and deals any damage, you may
make a grapple roll as the stone spears out, impaling them.
Rocky Diet (EDC): You may eat stone, with five pounds counting as one blood. However, for
every three points of blood gained this way, the difficulty of your next Self-Control/Instinct roll
made to resist drinking human or kindred blood increases by one.

Level Seven
Armor of the Martyr (EDC): You spend one blood point, rolling straight Stamina (Diff 7). For
the rest of the scene, wound penalties are applied as armor, as the blood exposed to the air
turns to diamond.

Blood Magic
Each set of blood magic is actually several disciplines in one. When you gain your first dot of a
parent Blood Magic discipline, you also gain the first dot of a single Path and a single first level
ritual. Going forward, you must learn each step of a path separately, though you do learn a new
ritual of that level. You can only have as many dots in any one path as you do its parent
discipline. Since many Blood Magic trees use paths from Thaumaturgy, it appears first. Invoking
ANY path requires the expenditure of one blood point (unless otherwise noted), and a Willpower
Roll (Diff of the path’s level that you are invoking, + 3). Botching a blood magic roll, in addition to
other effects at the storyteller’s discretion, you lose one permanent Willpower.

All Blood Magics count as Rare Disciplines, at best.

Source Guide:
A&T=Archons and Templars
ADM=Awakening: Diablerie Mexico
AWoD=A World of Darkness
BHDB=Bloody Hearts: Diablerie Britain
BMSC=Blood Magic: Secrets of Thaumaturgy
BSTC: Blood Sacrifice: The Thaumaturgy Companion
CB:TreRev=Clanbook: Tremere (Revised)
CbN=Cairo by Night
CbN1=Chicago by Night
CbN2=Chicago by Night 2nd Edition
DA=Dark Ages: Vampire
DAC=Dark Ages Companion
DC=Dark Colony

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DNRL=V20 Dread Names, Red List
DSBH=Dirty Secrets of the Black Hand
GC3=Giovanni Chronicles III: The Sun Has Set
GttA=Guide to the Anarchs
GttC=Guide to the Camarilla
GttS=Guide to the Sabbat
HoT=House of Tremere
LotC=V20 Lore of the Clans
LotH=Lair of the Hidden
LS2=Libellus Sanguinus 2
MBN=Milwaukee By Night
MS=Midnight Siege
NYBN=New York By Night
PGS=Player’s Guide to the Sabbat
PGLC=Player’s Guide to the Low Clans
RotB=V20 Rites of the Blood
SFBN=San Francisco By Night
SoT=Blood Magic: Secrets of Thaumaturgy
SotB=Sins of the Blood
TC3=Transylvania Chronicles III: Ill Omens
ToS=Tome of Secrets
V20DA=V20 Dark Ages
V20DAC=V20 Dark Ages Companion

Thaumaturgy
The closely guarded blood magic of Clan Tremere. This is a rare discipline.

Standard Roll: Willpower (Diff power level + 3)


Ritual Roll: Intelligence + Occult (Diff 4 + Ritual level, max 9)

Alchemy
Use of this power requires some sort of controlled setting- it has little combat capability. You
must be familiar with the elements in question (i.e. you cannot change iron to radon without
being familiar with BOTH iron or radon.). Only one success is required to activate this ability, but
additional successes allow greater amounts of material to be modified.

Level One
Simple Changes in Form: Solid to liquid, liquid to gas, etc.

Level Two
Complex Changes to Form: Liquid to specific form of solid, water to separate Hydrogen and

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Oxygen clouds, etc.

Level Three
Complicated Changes to Form: Water to breathable O2, and loose Hydrogen, compounds
into separate elements.

Level Four
Minor Shifts in Composition: Moving an element’s atomic number up or down five.

Level Five
Miraculous Shifts in Composition: Turning lead into gold, or nitrogen into radium.

Biothaumaturgy
This path of Thaumaturgy does not require expenditure of blood, but does require quite a bit of
time, and some sort of lab.

Level One
Thaumaturgical Forensics: This ability requires one week to use. Each success tells you a
simple fact about a living, undead, or dead target, including plants (this power cannot be used
on inanimate objects). Facts may include age, generation, gender, clan, traces or diablerie,
though it will not reveal if a given subject killed an individual or where they kept their trove of
belongings.

Level Two
Thaumaturgical Surgery: This ability requires two weeks to use. Each success allows your to
convert one health level of damage to a lesser type. Aggravated damage becomes lethal, lethal
becomes bashing, and bashing becomes easily slept off fatigue. Note that the actual surgery
does not take two weeks, but recuperation times account for that period.

Level Three
Lesser Animation: This power takes 3 months of work. This power affects plants and simple
animals. Nothing more than a tree or dog can be animated per use. If the effect is successful,
the animated creation may be given a one sentence command which is fulfills until destroyed.
Minor variations of the subject can be made- a thornbush could be made to move towards
intruders to entangle them, and a cat could be given a set of large, non-retractable claws.
Creatures animated in this manner have their original Strength and Stamina, while their
Dexterity drops by one (minimum 1), and all mental and social attributes are zero. Each creation
has a number of health levels equal to half it had in life, is instantly destroyed by sunlight, and
suffers double damage from fire.

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Level Four
Greater Animation: This power takes four months of work and behaves exactly as Minor
Animation, except that you may make major changes to lesser subjects, or minor changes to
greater subjects. Humans animated with this power retain none of their former self.

Level Five
Cognizant Construction: This power takes five months and behaves as Major Animation,
except that constructs so created have mental attributes of one lower than it had in life
(minimum 1). It is still loyal to you, but does possess a modicum of intellect and reasoning.

Elemental Mastery
Level One
Elemental Strength: You gain three temporary bonus dots to divide amongst your Strength and
Stamina. This power lasts for a number of rounds equal to number of successes equal to the
initial roll. You may spend one Willpower point to increase this duration by one turn. This power
cannot be stacked.

Level Two
Wooden Tongues: You may “talk” to an inanimate object, with successes dictating the details
of the information. One success might yield a boulder’s memory of a forest fire, three may
indicate that it remembers a shadowy figure ran past, and five will cause it relate the precise
description of a local Gangrel.

Level Three
Animate the Unmoving: You may animate an object up to the size of a man. Should you roll
fewer than four successes on the initial roll, you must spend a Willpower for it to succeed. You
may simultaneously control a number of animate objects equal to your intelligence rating.
Objects so animated remain so for as long as they are within the caster’s line of sight, or up to
an hour, though you may take other actions during this time.

Level Four
Elemental Form: You may take the form of an inanimate object with roughly the same mass as
your own.The number of successes determines how complete the transformation is, and three
successes is required to use your senses or Disciplines in this form. This power lasts until
sunrise, or until you choose to end it.

Level Five
Summon Elemental: You may summon an elemental of the traditional elements (though more
esoteric options may potentially be available). You must be near some quantity of the element
to work this power. The elemental has three dots in all physical and mental attributes. One dot

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may be added to one of the elemental’s physical attributes per success scored on the initial
Willpower roll. Once you’ve summoned this elemental, you must make a Manipulation + Occult
roll (Diff 4 + successes on Casting roll) to control it, as detailed below.
Successes Effects
Botch The elemental immediately attacks you.
Failure The elemental does free and may attack anyone or simply leave the scene.
1 The elemental does not attack you.
2 The elemental behaves favorably, and may perform a service in exchange
for a payment.
3 The elemental performs one service, within reason/
4 The elemental performs any one task that does not jeopardize
5 The elemental performs any task you put to it, even one that takes multiple
days, or one the jeopardizes its existence.

Faux Path
Level One
Hello, Goodbye: You make a single true statement made by you unbelievable for an hour.
Even when presented with proof, nobody will believe it. This power is defeated by *Auspex or
other truth finding magic used by someone with a higher rating than your Faux Path.*

Level Two
Disciplinary Identification: Use of this ability allows you to identify a Discipline in use. This
ability will only tell you by name Disciplines you are familiar with, though it will tell you the
general “theme” of other disciplines. At this level, this power will only identify Thaumaturgical
powers (Thaumaturgy, other Blood Sorceries, True Faith, mortal hedge magic, true Mage
magic) as “Thaumaturgy.” This ability will identify the abilities of other Supernaturals, but only in
vague terms.

Level Three
Thaumaturgical Nomenclature: This behaves exactly as Discipline Identification, except it will
identify the path and power (or ritual), or even if it’s True Magic. In the case of an unknown
spell, you get a general guess of its power, and the theme of its path. Note that if you use this
power on an ability you falsely assume to be thaumaturgy, you can get a false reading.

Level Four
Ritual Madness: With this power, you can evoke a specific sensation in a target, such as
“vague discomfort and uneasiness,” or “a cold shiver,” or even “you are approaching an area
warded against you.”
These sensations are always psychosomatic in nature.

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Level Five
Sanguinary Affectation: Choose any discipline, path, or ritual of Level Five or lower that you
are familiar with. After a successful roll, you spend a Willpower, and then spend the other
prerequisites of the power you are emulating. To outside observers, it appears as though you
truly had performed that power. Of course, were you to emulate, so, Celerity, you only appear to
move quickly, though you’d never really be able to outrun someone with even a single dot of
Celerity.

Focused Mind
Level One
Readiness: For every success you got on the casting roll, you get a special pool of dice. You
may spend these dice on any Wits related roll (including Initiative) to add an equal number of
dice on that roll. This power lasts until your bonus dice are expended.

Level Two
Centering: This power is useable on any one subject within earshot and lasts a number of turns
equal to the successes scored on the initial roll. For the duration of this power, the subject is not
affected by any reduction of dice pools, short of Elder disciplines. This includes wound
penalties, situational modifiers, and Disciplines. In addition, the subject receives two additional
dice in all attempts to avoid or break frenzy.

Level Three
One-Tracked Mind: You may target anyone within earshot. Successful invocation makes the
target unable to split dice pools for multiple actions, and unable to change tactics after actions
have been declared. Any extra actions granted by Celerity must be used to follow up on the first
action. If the target wishes to attempt a different course of action, they must spend a point of
Willpower per scene (or per turn in combat).

Level Four
Dual Thought: *As a reflexive action,* successful use of this power allows you to make two
actions this turn without penalty. One of these actions must be purely mental, such as using a
purely mental discipline, or the contemplation of some problem. These two actions happen at
the same time. You may not use either of these actions to re-cast Dual Thought.

Level Five
Perfect Clarity: This power lasts for one scene (or one turn plus one for every success on the
activation roll if activated in a tense moment). For this period, difficulties for all rolls are reduced
by 2, you are immune to frenzy and Rotschreck from all sources, and any rolls to control or
influence you are made at +2 difficulty.

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Geomancy Path
This path is heavily modified from the original source. The difficulty for casting this path is the
path’s rating + 4. Utilizing this path allows you to raise or lower a target’s (whom you must make
physical or mental contact with) Difficulties for dice pools involving specific traits by an amount
equal to your successes (min 2, max 10) for one scene. A given target can only be affected by a
single application of this path. In addition to the expenditure of a blood point, you must also
spend a Willpower point.

Level One: A single Talent ability


Level Two: A single Skill or Knowledge Ability
Level Three: A single Attribute
Level Four: Willpower
Level Five: A single Virtue

Green Path
Level One
Herbal Wisdom: With this power, you can converse with the spirit of a plant. The number of
successes dictates how detailed of information you get. You may be required to make an
Intelligence + Occult roll to interpret the information you gather.

Successes Effect
1 Fleeting cryptic impressions
2 One or two clear images
3 A concise answer to a simple question
4 A detailed answer to one or more complex questions
5 The sum total of the plant’s knowledge om a given subject.

Level Two
Speed the Season’s Passing: This power allows you to cause plants and vegetable matter to
grow or decay. One success will cause a plant to feel the effects of harsh weather or cause a
brief growth spurt. Three successes noticeably enlarge or wither it. With five, a seed grows to
full size, or a full size plant decays almost instantly. If used in combat, three successes are
needed to render a wooden weapon useless. Two successes weaken it, while five cause it to
disintegrate.

Level Three
Dance of Vines: You animate an amount of plants up to your own mass. These plants remain
animated for a number of rounds equal to your successes, have a Strength and Dexterity equal
to half your Willpower (rounded down) and a Brawl one less than your own. Note that the plants

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cannot uproot themselves.

Level Four
Verdant Haven: You create a 6ft. Hemisphere of vegetation. To use this, you must be in a
heavily vegetated area, and takes three rounds to create. Anyone wishing to enter it without
your permission must make a Wits + Survival (Diff equal to your Willpower). If you score four or
more successes, the haven is impregnable to sunlight unless physically breached. The haven
lasts until next sunset.

Level Five
Awaken the Forest Giants: You touch a tree, and make your casting roll. If the roll succeeds,
you may spend one blood up to the number of the successes. For every blood so spent, the tree
remains animated for one round. The tree has Strength and Stamina equal to your Thaumaturgy
rating, Dexterity 2, and a brawl rating equal to your own. It is immune to bashing damage, and
all lethal damage dice pools are halved against it.
When the duration of animation expires, the tree plants its roots wherever it may be, even
punching through concrete and the like.

Hands of Destruction
Level One
Decay: If the casting roll is successful, you may age an inanimate object (dead organic matter
counts) 10 years for every minute you touch it.

Level Two
Gnarl Wood: You may spend any number of blood points on this power (up to your
generational maximum). Assuming you successfully cast this, fifty pounds of wood per blood
point spent may be warped into uselessness. This wood must be in eyesight when you cast this
power, though multiple objects may be affected so long as they follow the weight limit.

Level Three
Acidic Touch: Assuming the casting is successful, you create enough acid to burn through a
quarter-inch of steel, or three inches of wood. Brawling attacks augmented with this power deal
aggravated damage and cost one blood point per round to maintain.

Level Four
Atrophy: Make physical contact with a victims’ limbs. A victim can resist this ability by rolling
three successes on a Stamina + Athletics + Fortitude roll (Diff 8). Failure means that the limb
becomes useless. Partial resistance is possible. If one success is rolled, any roll involving the
use of the limb is made at +2 difficulty. Two successes means that the difficulty is increased by
+1. A vampire may spend five blood points to rejuvenate the limb. Mortals are permanently

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crippled. This power affects only limbs or extremities; it does not work on heads, torsos, etc.

Level Five
Turn to Dust: Make physical contact with the target. Each success on the casting roll ages the
target 10 years. The victim may resist with a Stamina + Courage roll (Diff 8), but must score
more successes than the initial casting roll- either they resist ALL of it, or NONE of it. This
power has little detrimental effect on Vampires. Worst case scenario, they grow paler and wither
slightly (-1 to Appearance) for one night.

The Hearth Path


Level One
Guest’s Herald: This power lasts 24 hours and is cast on a door. You set a signal which goes
off whenever someone passes through the door. This signal can be something like a noisy
creak, a tendency for the door to remain ajar, or something unrelated, such as an urn in another
room turning. The signal must be fairly simple.

Level Two
Master’s Order: For one scene, you have complete familiarity with your haven. You
automatically know where all of your possessions are. Note that this does not reveal living or
undead things in your haven, nor does it reveal items therein that do no belong to you, though
stolen items do count as “yours.”

Level Three
Rhyme of Discord: For a period of 24 hours, people other than you become hopelessly lost in
your haven, and unable to remember all but the smallest details contained. Even if an intruder
attempts to to follow you through your haven, they will lose track of you, make wrong turns and
the like.

Level Four
Temportal: This power lasts until the next sunrise. Until that time you may walk through any
doorway into any room of your haven. Anyone who attempts to follow you finds themselves
wherever that door normally leads.

Level Five
The Cauldron’s Rede: This power lasts until the next sunrise. Until that time, you may speak
with any of the items in your haven. The items do not usually speak without being spoken to
first, except under the most extreme circumstances.

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Lure of Flames
This path doesn’t have any seperate powers, but rather differing intensities of a single power.
Flames under your control do not harm you or threaten Rotschreck, but fires resulting from
careless use of this power do. Other vampires witnessing these flames are harmed and are
threatened by Rotschreck. Each success on the casting allows you to launch the fire from your
hand accurately, up to 10 yards per success. Foes may attempt to dodge this attack normally.
Remember that this is fire, and vampires must have fortitude to soak it.
Level One: Candle (Diff 3 Soak, one Agg/turn)
Level Two: Palm of flame (Diff 4 soak, one Agg/turn)
Level Three: Campfire (Diff 5 soak, two agg/turn)
Level Four: Bonfire (Diff 7 soak, two agg/turn)
Level Five: Inferno (Diff 9 soak, three agg/turn)

Mastery of the Mortal Shell


All powers of this path require bodily contact and last for a number of turns equal to your
successes on the casting unless otherwise stated. A foe can only be affected by a single ability
from this path at a time.

Level One
Vertigo: This power causes the target to make all physical rolls at +1 Difficulty as they are
beset with vertigo. This power stacks duration but not intensity.

Level Two
Contortion: You cause a limb or the victim’s head to become useless as it is wracked with
muscle spasms. If used on an arm or leg, that limb becomes useless (increasing Difficulties for
actions that require both limba by 1 to 3.) If used on a head, speech becomes impossible and
Social difficulties are increased by 1.

Level Three
Seizure: The target is wracked with seizures throughout their body. All physical actions are
made at +2 difficulty and the target takes one point of Bashing damage per round, soakable
only with Stamina (plus Fortitude, as normal.)

Level Four
Body Failure: You do not need to make physical contact with your target but must maintain
visual contact for the duration of this power. All actions made by the target are made at +2
difficulty, and are dealt one lethal damage a round (which cannot be soaked by mortals).
This power may be resisted with a Stamina + Fortitude roll (Diff of your Willpower.) Successes
reduce the duration by one round per success.

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Level Five
Marionette: You may use this power simply by maintaining visual contact with the target. A
target may resist this power with a Stamina + Fortitude roll (Diff of your Willpower), though only
foes with Fortitude (or other supernatural toughness) may make this roll. Each success reduces
the duration of this power by one round.
While a target is under your control, you may force them to perform physical actions using their
attributes and abilities, albeit at +2 Difficulty. You may take other actions while using this power,
also at +2 difficulty.
The target of this ability still controls their thoughts and are aware that they are being controlled
by something else. They may spend a Willpower to attempt a purely mental action (such as
activating a discipline or speaking)

Movement of the Mind


This path doesn’t have separate powers, and instead becomes more effective as you level it up.
This path allows you to manipulate objects as you would with your hands, from a distance. Each
use of this power lasts one round per success on the casting roll, though at the end of this
duration, you may make another Willpower roll to extend it without any further blood
expenditure. If this power is used against an unwilling, victim it may be resisted with a Willpower
roll (Diff equal to the casting roll.)
Level One: One pound
Level Two: 20 pounds.
Level Three: 200 pounds (at this level, you may use this power to fly, even if you weigh more
than 200 pounds, though any objects carried you are subject to the weight limitation.)
Level Four: 500 pounds (at this level, you may throw objects with an effective Strength rating of
your rating in this path.)
Level Five: 1000 pounds.

Neptune’s Might
Level One
Eyes of the Sea: You commune with a body of standing water (lakes, ponds, and puddles, but
not sewers, rivers, oceans or glasses or water). Communing grants you images of what the
water has seen, going back an amount of time based on your successes.

Successes Result
1 One day
2 One week
3 One month
4 One year
5 10 years
You may be required to make a Perception + Occult roll (Diff varies) to notice small details.

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Level Two
Prison of Water: Unless you have a bathtub’s worth of water, this power is rolled at one higher
difficulty.
The trapped target cannot move until they *accumulate a number of successes on an extended
Strength roll (Diff 8)* equal to your successes on the activation roll.
Air-breathers must hold their breaths unless you have less than a bathtub of water, or if you
specifically allow them to breathe.

Level Three
Blood to Water: To attack a foe with this power, you must make physical contact with them.
Each success converts one of the victim’s blood points to water. Even a single success kills a
mortal in minutes. Vampires lose these blood points, and suffer dice pool penalties as if they
had received an equal number of health levels of injury. The water left in the target evaporates
at one blood point’s worth an hour. These “water points” occupy one blood point slot.

Level Four
Flowing Wall: You touch the surface of a standing body of water, spend the normal one blood
point and THREE Willpower points and make your casting roll. Each success buys 10 feet in
either width or height of the wall. The wall may be placed anywhere within your line of sight, and
must be a single straight line. Any supernatural creature trying to pass through the wall
(including things like ghosts) must score at least three successes on a single Willpower roll (Diff
9) to do so.

Level Five
Dehydrate: You may use this power against any target within line of sight. The victim may resist
with a Stamina + Fortitude (Diff 9). For every net success you score, living creatures take one
point of lethal damage, and vampires lose an equal number of blood points (or take Lethal
damage if they have no blood points.) The victim must also make a Courage roll (Diff of 3 + your
met successes in order to act on their next turn.

Oneiromancy
Each of these powers requires five minutes of work, during which time you are in a trance. You
have a limited awareness of your surroundings, and can wake from it at any time, though you
suffer the same penalties as if waking during the day for three full turns.

Level One
Portents: You must use this power immediately after awakening. With a successful casting, you
are given disjoined dream images allegorically or literally concerning one forthcoming event.
These portents are almost always fragmented and cryptic, though additional successes may
give more information.

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Level Two
Forsee: This ability behaves similarly to Portents, though it targets another sleeping individual.
Additionally, if this ability targets a Kindred, you must spend one Willpower point in addition to
the standard Blood Point cost.

Level Three
Dreamspeak: You may send anyone you know a dream lasting one turn per success on the
initial roll. If the subject is not asleep, Dreamspeak has no effect.

Level Four
Augury: This functions much like Portents, except it gives more detailed information.

Level Five
Reveal the Heart’s Dreams: This power requires the expenditure of a Willpower (two if the
target is Kindred) and can only target a subject within eyesight. If any successes are scored on
the casting roll, you learn the target’s innermost desire. Further, if you score more successes
than the target has Willpower, you also learn the target’s greatest fear.

Path of Blood
Level One
A Taste for Blood: You touch the target’s blood. With even a single success, you determine
how much blood is left in target, and, assuming they are a vampire, how recently they fed, and
their approximate generation. With three or more successes. You discover if they have ever
committed diablerie.

Level Two
Blood Rage: You must make physical contact with your target. Each success you make on the
roll causes the target to spend one blood point in any way you desire (which must be a logical
expenditure such as boosting physical attributes, powering disciplines, or the like.) Each
success also increases the difficulty to resist Frenzy by one. This power can circumvent the
generational maximum of a target. You cannot use this power on yourself.

Level Three
Blood of Potency: A single success on this power lowers your effective generation for the
purposes of blood pool and generational maximum by one for one hour. Each additional
success allows you to lower your generation one step further or extend the duration for an
additional hour. Should you have “extra” blood when this power expires, it burns off and you
simply have your normal maximum.

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Level Four
Theft of Vitae: Each success causes one point of vitae to stream forth from a visible target
within 50 feet. Blood so consumed does not contribute to forming a blood bond.

Level Five
Cauldron of Blood: You must make physical contact with your target. Each success causes
one blood point to boil off, *causing the target to lose it,* and dealing an equal amount of
aggravated damage, which can only be soaked with Fortitude. Even a single point of damage
caused in the fashion kills a mortal (though Ghouls can survive if they soak all the damage.)

Path of the Blood’s Curse


Level One
Ravages of the Beast: You may target anyone within eyesight with this power, who must make
a Self-Control roll (Diff 7) or immediately enter a frenzy appropriate to the situation.

Level Two
Weight of the Sun: This power lasts for one scene per success on the casting roll and targets
someone within eyesight. A kindred subject to this power is affected as though they were awake
during the day.

Level Three
Abated Tooth: This power targets a subject in eyesight, and is resisted with a Stamina +
Fortitude roll (Diff 8). For each net success you score, the target cannot use their fangs for one
night, and as such, they may not use the Bite close combat maneuver, and their kiss no longer
causes ecstasy.

Level Four
Treacherous Bonds: This power lasts for one night per success on the casting. If it is used on
a blood-bound thrall, that thrall’s love for their master turns into hate. If it is used on a domitor, a
number of the domitor’s thralls equal to the initial successes begin to hate their master for the
same duration. Should said domitor also be bound to a master, they too begin to feel enmity for
their master. The target need only be within eyesight when this is cast.

Level Five
The Withering of Ages: You must make physical contact with your target and engage in a
contested Willpower roll (Diff 8) which lasts until one party gains more successes than the other.
*The loser* of this contest begins to age 10 years per turn until they resemble their true age. For
every 10 years they gain, they lose one point in a physical attribute, until they stop aging or all
their physical scores reach 0. A vampire with a zero in all their physical scores needs help
moving and feeding and can barely be heard or understood. A vampire can stop this effect by

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spending five blood points and one Willpower, but only on the turn this is cast. The effects of the
ability last a single night.

Path of Conjuring
Level One
Summon the Simple Form: You are able to create simple objects, such as a steel baton, a
lead pipe, a wooden stake, or a rock. The object cannot have any moving parts and must be
made of a uniform material. Each turn you wish to keep the object in existence, you must spend
a Willpower or the object vanishes. A single success on this roll summons forth a shoddy
version of the object, while five successes summon a nearly perfect version of it.

Level Two
Permanency: When summoning an object, you may invest three blood points into it to make it
permanent. *If this would take you more than one round, you must still pay the Willpower cost
until you complete the investment.*

Level Three
Magic of the Smith: You may spend five blood points (*over the course of multiple rounds if
need be*) to create more complex items (such as guns, bicycles, chainsaws, or cellphones).
Such items are automatically permanent. Particularly complex items may require a knowledge
roll of some kind in addition to the casting roll.

Level Four
Reverse Conjuration: As an extended action, you must accumulate as many successes as the
original caster made when they summoned an item with this path. You must spend one blood
point per round until you give up or are successful. This power also enables you to automatically
banish any item you created with this path.

Level Five
Power Over Life: You spend 10 blood points (almost certainly over multiple rounds), and create
a complex, living creature. Such creatures (including humans) lack free will and mindlessly
follow the simple instructions you give them. Such creatures fade into sludge within a week.

Path of Corruption
You may not have a higher rating in this path than your Subterfuge rating.

Level One
Contradict: This power targets a subject within eyesight. This power causes a target to reverse
their current course of action, such that an archon may execute a prisoner they were about to

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release, a mortal lover might switch from gentle and caring to sadistic and demanding. The
target rolls Perception + Subterfuge (Diff equal to your successes on the casting roll + 2). Two
successes allows the victim to realise they’re being influenced by an outside force, three allows
them to pinpoint the source, four causes them to pause, taking neither the original action nor its
inverse, and five allows them to carry out their original action.
This power cannot be

Level Two
Subvert: You must make eye-contact with your target, who may resist this ability with a
Perception + Subterfuge roll (Diff Manipulation + Subterfuge). If you score more net successes,
the victim becomes inclined to follow a repressed, shameful desire (dictated by a psychological
flaw or their Nature) for an amount of time determined by your net successes.

Successes Result
1 Five minutes
2 One hour
3 One night
4 Three nights
5 One week
The target of this ability can resist the compulsion to follow their urge by spending a Willpower
point.

Level Three
Dissociation: You must touch your victim to cast the effect, which is resisted by a Willpower roll
(Diff of your Manipulation + Subterfuge). For the duration of this power, a victim’s viniculum
ratings (if applicable) are reduced by three, and they lose three dice from all Social dice pools
as they become withdrawn, suspicious and paranoid.

Successes Result
1 Five minutes
2 One hour
3 One night
4 Three nights
5 One week

Level Four
Addiction: The target must be exposed to the substance, sensation, or experience you wish to
addict them to. You must touch the target of this effect, which is resisted with a Self-
Control/Instinct roll (Diff 3 + your successes on the initial roll.) Failure indicates that the target
becomes hopelessly addicted for a number of weeks equal to your Manipulation rating. Each
night the target doesn’t feed their vice, all of their dice pools lose one die. Each time the target
has an opportunity to feed their addiction, they must roll Self-Control/Instinct (Diff 8) to avoid

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indulging it.
A target may attempt to break the addiction by making an extended Self-Control/Instinct roll (Diff
your Manipulation+Subterfuge), with one roll allowed per night, with the goal to accumulate
three times the successes you made on the initial roll. During this time, the target may not
indulge their addiction, or all progress and accumulated successes are lost. Note that their Self-
Control/Instinct dice pool takes a one die penalty every night they do not engage in their vice.

Level Five
Dependance: You engage the target in a conversation to use this power, which is resisted with
a Self-Control/Instinct roll (Diff of 3 + your successes on the initial roll). Failure indicates that the
victim’s psyche is subtly bonded to yours for one night per net success you rolled. A bonded
victim doesn’t overtly feel different about you, but does suffer a one die penalty to all rolls when
they are not around you or performing tasks for you.
Additionally, they are much less resistant to your compulsions, and their dice pools are halved
to resist your Dominate, Presence, or similar powers, as well as your mundane Social skills.
Finally, they are unable to regain Willpower when they are not in your presence.

Path of Curses
To use any ability of this path, you must have some essence of them- their hair, blood, flesh, or
any other part of them. All of these powers can be resisted with a Willpower roll (Diff 7) and can
be ended by you at any time.

Level One
Stigma: Until next sunset, the victim makes all Social rolls at +1 Difficulty.

Level Two
Malady: For a number of nights equal to your Willpower, the victim reduces their physical dice
pools equal to your successes on the activation roll (maximum reduction of 3). The victim may
attempt to resist this curse nightly, though successes do not accumulate.

Level Three
Pariah: For one night per success, people mistake the target for a bitter rival. This won’t
necessarily cause fights, but they will treat them as though they were hated.

Level Four
Corrupt Body: Assuming this power is effective, the victim transforms over the course of three
turns, and takes a three die penalty to all dice pools. Otherwise, for the duration of this power,
the target takes a one die penalty to all dice pools.
Further, the victim’s Strength, Dexterity, Stamina, OR Appearance drop to 1 for the duration of
this power, as determined by the net successes.

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Successes Duration
1 One night
2 One week
3 One month
4 One season
5 One year

Level Five
Fall From Grace: The victim may contest the effects of this power with a Willpower roll (Diff 8).
If the victim botches this roll, the effects of the curse may be permanent.
For the duration of this power, the victim cannot automatically succeed in even the most trivial of
tasks. All actions have an automatic botch die, and the target can only ever score two
successes on any given action. The duration of this power is determined by your net successes.

Successes Duration
1 One night
2 One week
3 One month
4 One season
5 One year

Path of the Father’s Vengeance


To utilize these powers, you must be able to see the target, and you must verbally offer the
condemnation to them.

Level One
Zillah’s Litany: If the target has any blood bonds or Vinculi to other vampires, this power
reveals them to you. While you may not know the vampires in question, this power does tell you
their names and give you a psychic impression of them.

Level Two
The Crone’s Pride: The target’s appearance score drops to zero, and all Social rolls generally
fail unless they utilize intimidation. This power lasts one night.

Level Three
Feast of Ashes: For one week, the target can no longer consume blood. Instead, they may only
eat ashes. The “blood points” they gain from consuming ashes can only be used to awaken
each night and for nothing else, though blood points in the vampire’s body when they are cursed
by this can be used for such. One “blood point” of ash is about a pint, and any ash will do.

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Level Four
Uriel’s Disfavor: For one week, any light makes the victim uncomfortable, and bright light of
any kind causes one point of Aggravated damage per round.

Level Five
Velediction: Casting this power takes three rounds. For one week after this power takes effect,
the target reverts to their original generation, which could entail losing points in certain traits for
the duration of this power.

Path of the Levinbolt


Level One
Flicker: You look at an electrically run target, and a bolt of electricity jumps from it to you,
disabling the device for 10 minutes per success. The source of this effect is very obvious.

Level Two
Spark: You touch the target and discharge a jolt of electricity, dealing four dice of lethal damage
(soak difficulty 7) and short circuiting any unprotected electronics.

Level Three
Illuminate: Each success generates enough electricity to power several lights or small electrical
device for a round. Alternately, you can touch a target and discharge the power, dealing eight
dice of lethal damage (soak diff 8). Finally, you get let the electricity discharge around you,
forming a corona of electricity, lowering the difficulty of Intimidation rolls by two.

Level Four
Thor’s Fury: You summon electricity and hurl it as a bolt with a Perception + Science roll (Diff 6
plus every yard of distance the target is, max of four yards.). This lightning bolt deals lethal
damage (soak diff 8) equal to the successes you score on the initial roll.

Level Five
Eye of the Storm: You spend a Willpower in addition to the normal blood point to invoke this
power. For the duration, you are immune to ranged attacks as lightning strikes them from the
air, and those who strike you in melee with metal weapons find their weapons melted to slag
(albeit after dealing damage to you) and take a point of lethal damage. Those who make bodily
contact with you take two point of aggravated damage.
This power lasts a number of rounds equal to your successes on the activation roll.

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Path of Mars
Level One
War Cry: For the duration of the scene, your Courage increases by one. Further, your
Willpower increases by one for the purpose of hostile effects (though only the total, not the dice
pool.)

Level Two
Strike True: Your next melee or brawl attack is considered a one-success hit. This attack can
be defended against normally.

Level Three
Wind Dance: For the rest of the scene, you may dodge any number of attacks in a given turn at
your full dice pool.

Level Four
Fearless Heart: For the rest of the scene, each of your physical attributes increases by one (up
to your generational maximum). After the scene is over, you must rest for two hours or spend a
blood point every 15 minutes until you do.

Level Five
Comrades at Arms: You spend two blood points, touch an ally, and bestow another lower level
effect from this path on them.

Path of Mercury
This path doesn’t have separate powers, but instead is a teleportation effect that grows in power
as detailed below. Furthermore, the difficulty is modified by your familiarity with the location
you’re teleporting to. 1s on the dice effect this power even on a successful roll- each 1 throws of
the end location by 10%. Needless to say, botching this effect is bad.
Level One: 10 yards
Level Two: 50 yards
Level Three: 500 yards
Level Four: 5 miles.
Level Five: 500 miles.

Familiarity Difficulty
Modifier
Very familiar (Your own haven) -1
Visited regularly +0
Unfamiliar but understood (the +0
other side of a wall)

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Unfamiliar (Visited a few times) +1
Very unfamiliar (Know about the +2
place)

Path of Shadowcrafting
Level One
Out Light: You target one single light source within your range of sight. Only lights up to the
strength of a torch, light bulb or neon sight can be affected, but complete success snuffs the
light permanently. (though, in the case of flames, they can be relit.) Successes determine the
strength of fading.
Successes Effect
1 Momentary flickering
2 Pronounced guttering for several seconds
3 Source produces dim light for two turns
4 Light source completely blacks out for two turns
5+ Totally extinguished

Level Two
Shadow Taunt: For a number of rounds equal to your successes, you may control a distant,
natural shadow.. Shadows animated in this fashion make the same movements you do, buy
they do not make sound, not can they break from the source

Level Three
Coruscating Shadow: You create a shadowy sphere that conceals you, making you difficult to
see, which increases the difficulty of actions targeting you by one, and grands you two extra
dice on stealth rolls. This power lasts a number of rounds equal to your initial successes

Level Four
Night’s Veil: You may extend a patch of shade a number of yards equal to your casting roll.
This shade counts a night time, for the purpose of penalties for acting during the day time, and
also sunlight damage.

Level Five
Abyssal Pact: You and your target must be within the same patch of shadow, and this power
costs five blood. You create a smothering blanket of shadow that attacks the target. The
shadow deals one point of damage per two successes scored on the casting, and reduces the
target’s Stamina by one for the rest of the scene.
Instead of dealing damage, you can direct the blanket of shadow to attack an Obtenebration
effect, removing one success from it per two successes scored on this power

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This effects of this power are cumulative

Path of Technomancy
Level One
Analyze: You touch a device. The number of successes determine how well you understand
the device. One success tells you on/off and other basic functions, three grants basic
competence in handling the device, and five shows you the device’s full potential. This
knowledge lasts for a number of minutes equal to your Intelligence.
This power can also be used to understand non-physical technology (such as software) by
interacting with a computer it is installed on, albeit at a +2 difficulty.

Level Two
Burnout: This power may be used (Willpower*10) yards from the target, though not touching
the device grants +1 difficulty on the roll. Successes indicate the extent of the damage

Successes Effect
1 Momentary disruption for one turn
2 Significant loss of function; +1 Difficulty to use for the rest of scene
3 Device is broken until repaired
4 Even after repairs, the device has +1 difficulty to use, permanently
5 The equipment is completely fried out.
Particularly large systems may have a higher difficulty roll, and particularly secure systems may
have one to five dice to resist this effect (Diff 6).
Burnout can also destroy electronic data- three successes destroys the data, and five erases it
beyond non-magical recovery.

Level Three
Encrypt/Decrypt: Use of a technological device that you touch has its difficulty increased by
the number of successes, unless you aid the user. This ability can be dispelled by touching it
and spending a Willpower point.
You may also use this power to counter another thaumaturgist’s encryption, with on success
removing one of theirs.
This power lasts for a number of weeks equal to your permanent Willpower.

Level Four
Remote Access: You may manipulate technology at a distance with a dice pool of (Attribute +
Successes on this roll, Maximum of your Technology rating) for a number of rounds equal to
your successes on the casting.
You may only manipulate one object at a time, and if it is destroyed while you are doing so, you
take five dice of bashing damage.

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Level Five
Telecommute: You touch a communication device, and spend a Willpower (in addition to the
normal blood point). Telecommute lasts for five minutes per success, and you may spend a
Willpower point at the end of this to extend the duration by 10 minutes. Successes on the initial
roll also dictate how far you may project your consciousness.

Successes Distance
1 25 miles
2 250 miles
3 1000 miles
4 5000 miles
5 Anywhere in the world
You may use any other Path of Technomancy powers on any device to transfer your
consciousness through. A loss of connection, regardless of the cause, hurls you back to your
body dealing eight dice of bashing damage.

Path of Transmutation
Level One
Fortify the Solid Form: For each success scored on casting this, an object gains one health
level or for every two successes, the same object deals +1 damage. Either way, this ability
maxes out at five health levels or five bonus damage. This power lasts for a scene and cannot
be used on a living (or undead) creature.

Level Two
Crystallize the Liquid Form
For every success scored, you may solidify two pints of liquid (or one point of blood). The
substance does not change in temperature, meaning the solidified molten steel still burns. While
you cannot solidify fluids inside creatures, you may solidify fluids leaving their body. Vampires
cannot consume solid blood. This power lasts for a scene.

Level Three
Liquefy the Solid Form: You may transform a variable amount of solid within eyesight into a
liquid form.

Successes Material Affected


1 A lighter
2 A telephone
3 A computer
4 A car
5 A railroad car
This transformation lasts for a scene. *When you cast this, you must decide whether, when this

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power ends, if the target solidifies in its new shape, or reforms into its old shape (albeit slightly
warped.)*

Level Four
Gaol: You solidify air with 50 yards of yourself. One success on the casting roll gives you about
a brick’s worth of solidified air, and five gives you a phonebooth’s worth. This power lasts for a
scene.
The solid air is actually a thin solid membrane encasing fluid oxygen. This fluid is breathable,
and thus, mortals will not suffocate, though the fluid is quite uncomfortable to breathe. The
membrane however, is completely indestructible, even with Potence.
When this effect ends, the air inside the membrane resumed its gaseous state. Oxygen
contained in a creature’s lungs must be purged, coughing enough to cause one point of bashing
damage (soakable only with Stamina, and if applicable, Fortitude)

Level Five
Ghost Wall: You can transmute a solid into a gas. One success would vaporize a laptop
computer, and five would vaporize a bus.A transmuted object becomes transparent and
vaporous for one scene, after which it reforms as though nothing had happened. Should a
person be in the same space when the power expires, they take aggravated damage depending
on the size of the object. A rock reforming on, (or worse, in) them deals one point of aggravated
damage, while a person trapped in a tree trunk would suffer five points. The object remains in
the body until physically removed or rendered gaseous again.

Path of Warding
This path requires you draw a sigil in blood on the target. The ward can also be defeated by
destroying said sigil, which exposure to sunlight or fire does so instantly.

Level One
Bar the Common Passage: This ward is painted on a door, strengthening it. Opening or
shattering the door requires a Strength roll (Diff 6) to open, requiring twice as many successes
as you scored on your casting roll. If the door is opened, you receive a mental alarm.

Level Two
Glyph of Scrying: This glyph lasts for a number of days per success. You can view hear the
area around the ward as though you were in the room. While you may act normally while doing
so, all actions are at +2 Difficulty. When you focus on the ward, the blood gleams as if liquid.

Level Three
Runes of Power: Anyone other than you attempting to use the warded object takes aggravated
damage equal to the successes scored on the casting roll (soakable with Fortitude as usual).

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Level Four
Glyph of Enlightenment: This behaves as a Glyph of Scrying, except that you can also speak
through it. Furthermore, you can also use other Thaumaturgical powers through it, assuming
that physical contact isn’t required to activate the power, though each use of Thaumaturgy
reduces the duration of the glyph by one day.

Level Five
Secure the Sacred Domain: You must paint the ward at the exact center of the building. All
doors are sealed, *as though by Seal the Common Passage,* ad existing breaches in the wall
become impassable.

Prey on the Soul’s Fear


All powers target those within eyesight

Level One
Startle the Superstitious Mind: The target removes a number of dice equal to your initial
casting roll from all their dice pools for one round. If they have no dice pools with any dice, they
cannot take any actions.

Level Two
Rout the Chargin Hordes
Successes indicate the number of people you can effect. Individuals may resist by making a
Courage roll (Diff your Willpower) requiring successes equal to your initial successes. Those
that fail this roll must flee until you are out of sight.

Successes Number Affected


1 One person
2 Two people
3 Five people
4 Seven people
5+ 10 people

Level Three
Wrath of God: For an amount of time dependant on your successes, a single target must make
a Courage roll (Diff 7) to perform any actions other than prostrating and asking for forgiveness,
as they are beset by the image on an angry god threatening them with damnation

Successes Duration
1 One turn

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2 Five minutes
3 One scene
4 *Six hours*
5 One night

Level Four
The Inner Demon: The more successes scored, the more traumatizing and lasting the effects
are, as you “summon” the target’s deepest fear. One success incapacitates the target for a
round or two. Five successes, you could cause the victim to lose grip of reality, summoning the
fear in such a way that, to the victim, they are real.

Level Five
Demonic Horde: The number of successes determines how many are affected and the
intensity of the visions. Victims may make a Courage roll (Diff 8) and must score more
successes than you did to resist the fear.

Successes Targets Effect


1 Two Victims cannot advance
2 Five Victims cower and flee
3 10 Victims freeze with panic
4 15 Victims fall unconscious
5+ 20 Victims lose a permanent Willpower.

Rego Mentem
This path has two separate abilities. It may be used to damage any spirit (natural or otherwise)
by casting it, which the spirit soaks with a Willpower roll.
The second use is to summon spirits, as detailed below. These spirits can also use Gifts or
Spirit charms (See Fera: The Apocalypse RefDoc, and, weirdly, Exalted 1e RefDoc) or use their
Essence to power Disciplines.
Level One: Insignificant (Attributes 4/3/2, Abilities 3/2/1, no Disciplines or Gifts, 10 Essence)
Level Two: Least (Att 5/4/3. Abi 4/3/2, two points of Disciplines, Gifts, or Charms, 15 Essence)
Level Three: Lesser (Att 6/5/4, Abi 5/4/3, Four points of Disciplines, Gifts, or Charms, 20
Essence)
Level Four: Minor (Att 7/6/5, Abi 6/5/4. Six points of Disciplines, Gifts, or Charms, 25 Essence)
Level Five: *Greater (Att 9/8/7, Abi 8/7/6, ten points of Disciplines, Gifts, or Charms, 40
Essence) Such spirits likely demand additional sacrifices, and serve only if it is in their interest.

Successes determine how much control you have over the summoned spirit.

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Successes Control
Botch The spirit is summoned, and attacks you. Oops.
Failure The summoning fails, and cannot be attempted again for that night.
1 The spirit attends you, but only obeys if it benefits, and may leave at any time
2 The spirit listens to requests, and answers simple questions
3 The spirit is well-disposed toward you, and answers questions with accuracy
4 The spirit will serve you on simple tasks
5 The spirit is pleased with the summoning and serves faithfully for a night.

Soul of the Serpent


Level One
Serpentine Sense: This power allows you to to effectively see in complete darkness, and, to a
lesser degree, unnatural darkness, reducing such difficulty increases by one. Hearing based
perception checks have their difficulty increased by two. Power lasts one scene.

Level Two
Scaleskin: Your Dexterity score increases by one (even if this is greater than your generational
maximum), and you are able to fit through any opening you can fit your head through.
Furthermore, you can swim through water at your normal land speed. Power lasts one scene.

Level Three
Venom Curse: You can spit the point of vitae into the eyes of a target up to (Strength +
Potence) yards away by rolling Dexterity + Athletics (Diff 7), which the target may attempt to
dodge. If the attack is successful, you and the target enter at Stamina + Occult roll (Diff 6). The
target is blinded for one hour equal to your net successes on the Stamina + Occult roll. Mortals
stricken by this are permanently blinded.

Level Four
Touch of Typhon: You transform your arm into a deadly snake, which deals Strength + 1
Aggravated damage one a brawling strike. Mortals bitten must make a Stamina roll (Diff 7) or
perish in Stamina + 5 minutes.
Mortals so slain have their blood and venom ooze out of their bodies which coagulates into a
small asp under your control.

Level Five
Form of the Hydra: You spend two blood points, and transform over the course of three
rounds. Alternately, you may instantly transform by spending five blood points. During this time,
you cannot take any of actions, and do not visibly transform until the end of the last round, at
which point, you explode into a number of serpents equal to your maximum blood pool.
In order to kill you, all of the serpents must be slain. To resume your natural form, you must

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spend another three turns.

Spirit Manipulation
Level One
Hermetic Sight: You can perceive the spirit world for one hour, plus 30 minutes per “extra”
success.

Level Two
Spirit Cant: You can speak to spirits for 15 minutes per success.

Level Three
Voice of Command: You make the normal casting roll which attempts to command said spirit.
The spirit resists with a Willpower roll (Diff of your Manipulation + Occult). The Net Successes
you score determine the complexity of the order the spirit will follow.

Successes Result
Botch The spirit is immune to your commands, and is likely hostile
Failure The command fails and further attempts to command it are made at +1
Difficulty (cumulative)
1 The spirit obeys one simple command that is of no great convenience to it.
2 The spirit performs a straightforward command that it is not innately opposed
to.
3 The spirit follows one relatively complex command that it is ethically opposed
to.
4 The spirit consents to an extended or intricate task that does not place it in
immediate danger
5 The spirit accepts one lengthy or nigh-impossible task, or one that ensures its
destruction

Level Four
Entrap Ephemera: You bind a spirit to an item with a your casting roll, which the spirit opposes
with its own Willpower roll (Diff of your Manipulation + Occult).
Should you succeed, you create a fetish with a level equal to your net successes (max level of
five). You cannot create a specific fetish unless you know the specifics of it, but a fetish does
grant a bonus commensurate to its power level to an appropriate ability. A fetish is activated
with a Willpower roll (Diff 3 + Fetish level). A botch on this roll destroys the physical component
of the item, and frees the spirit.
You can create and maintain a number of fetishes equal to your permanent Willpower, including
those not in your possession.

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Level Five
Duality: This ability can only be enacted in the physical world. You exist in both the real world
and the spirit world for 15 minutes per success. While in this state, you are susceptible to
attacks from both worlds, and Perception checks are made at +1 Difficulty.
A botch on casting this ability throws you wholly into the spirit world.

Transitus Velocitus
This path doesn’t have separate powers, but instead, each level allows a greater number of
creatures to benefit from it. Each success on the casting roll allows the targets to travel at 30
miles per hour for one hour.
Level One: One being (person or mount)
Level Two: Six beings or a fully laden wagon.
Level Three: 12 beings or four supply wagons.
Level Four: 24 beings, eight supply wagons, or a siege engine
Level Five: 48 beings, 16 supply wagons, or four siege engines.

Video Pellis
Level One
See the Unseen: Unlike most thaumaturgies, no roll is necessary. You can see all nearby
spirits, though Perception checks are made at +1 Difficulty.

Level Two
Learn the Heart’s Pain: You learn the secrets of a target. One success reveals if the target
feels guilty or not, and five successes reveals details of sins, enemies and failings.

Level Three
Seize the Moment: Each success reveals one of a target’s specific memories.

Level Four
Casting the Bones: You must carve symbols into a set of animal bones. You ask them one
question about the future then throw the bones. The number of successes is how far into the
future you can seek the answer from.

Successes Effect
1 Immediate future
2 A week
3 A month
4 A season
5 A year.

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Level Five
Recall the Bloody Deed: You summon a minor spirit to pursue vengeance for someone who’s
been murdered. This spirit has the ability to pursue the murderer across land and sea, which it
does for one night per success.

Vine of Dionysus
Level One
Methyskein: You must make eye contact with the target. For one scene per net success, the
target reduces their Dexterity and Intelligence dice pools by one. This ability is resisted with a
Stamina roll (Diff 6).

Level Two
Omophagy: You must make eye contact with the target. If you score even one net success, for
the remainder of the night, mortals eat until they are physically unable to. Kindred will attempt to
drain vessels completely dry, and may even attempt to eat their bodies (though they will likely
vomit up the flesh). This ability is resisted with Stamina (Diff 6)

Level Three
Hamartia: You must make eye contact with the target. The target of this ability is affected for
ime scene per net success, resisted with Stamina (Diff 7). Targets lower all dice pools by two,
except for Strength-based pools, which increase by two. Subjects of this ability revert to a
drunken-version of their nature, behaving as appropriate.

Level Four
Enthousiasmós: Everyone within 10 feet are affected by this. All targets lose two dice from all
Dexterity and Intelligence dice pools for one scene. All targets must also spend a Willpower
point if they wish to perform any action other than standing about in a drunken stupor.

Level Five
Oinos Aimatos: Anyone who drinks so much as a drop of your blood for the rest of the scene is
affected as though by Enthousiasmós.

Weather Control
The number of successes on the casting roll determines how long it takes to summon the
desired weather. One success summons it in a day, and five summons it almost instantly.
Current weather conditions modify the difficulty of the roll. Summoning a light drizzle on an
overcast day might be a -1 or -2 difficulty, though summoning the same in the Sahara might be
at +2 difficulty.
Effects target the largest area allowed unless you specifically attempt to target a smaller area.

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All rolls to control weather indoors are made at +2 difficulty, and some applications may just
straight up fail.
Multiple powers are listed for each level, but other applications are possible, so long as they
maintain the general power level.

Level One
Fog: All Perception rolls involving sight and hearing are made at +1 Difficulty, and the range of
ranged weapons is halved.
Light Breeze: All Perception rolls involving smell at made at +1 difficulty.
Minor Temperature Change: The temperature raises or lowers 10°F or 5°C

Level Two
Rain or Snow: All Perception checks involving sight or sound are made at +2 difficulty, as are
all drive and ride checks. The range of ranged weapons is quartered.

Level Three
High Winds: The wind speed raises to 30MPH, with gusts twice that. Firearm attacks are made
at +1 Difficulty, and Thrown and Archery attacks are made at +2 Difficulty. Dexterity rolls (Diff 6)
may be required to remain standing.
Moderate Temperature Change: The temperature raises or lowers by 20°F or 10°C.

Level Four
Storm: This combines the effects of Rain and High Winds.

Level Five
Lightning Strike: This calls down a lightning strike, which can be aimed with a Perception +
Occult roll, (variable difficulty, 6 for a target in the open, 8 for one with cover, 10 for one indoors,
but near a window.)

Rituals
The default casting time for any ritual is 5 minutes per ritual level, unless otherwise stated.

Level One
Attune Ward: Not actually its own ritual, but allows for you to exempt specific individuals from
the ward. Doing so requires the presence of all those you wish to exempt, or one blood point per
absent person. The difficulty of the casting increases by one (max 9), and you may only have a
number of exempt targets equal to your Thaumaturgy.
Bind the Accusing Tongue (GttC): For this ritual, you must a picture or effigy of the target, a
lock of their hair, and a length of black thread. To perform the ritual, you wind the thread around
the hair and image while intoning the vocal component of the ritual. Until the target succeeds at
a Willpower (Diff your Thaumaturgy rating + 3), scoring more successes than you did to cast

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this ritual, or the thread is unwound, the target cannot speak ill of you. When this ritual is
broken, the material components turn to dust.
Blood Into Water (RotB): You pour a cup of purified water through the fingers of your
outstretched hand. This ritual transmutes all spilled blood within a radius of five feet per
success. Blood in containers and in living (or undead) things is unaffected. Blood used for rituals
and disciplines is also unaffected.
Blood Mastery (RotB): You mix a tiny amount of your own blood with a bit of your target’s, then
burn or boil it while chanting words of symmetry. Until the next dawn, the next test you make
against the target is automatically successful.
If the action requires a roll, you automatically gain a success, or if the target makes targets you
with an effect that allows a roll to resist, you automatically gain a success on that.
This ritual must be discharged before it can be invoked again against a given target, and expires
if not used by sunrise.
Blood Rush (GttS): *This ritual requires you to consume a mixture of blood from five people,
totalling at least one point. For one hour per success* you feel as though you are drinking blood,
and need not check for feeding frenzy.
Brand (RotB): After reciting the incantations, you must pour an ounce of molten silver (inflicting
one aggravated damage) onto a tattoo less than an hour old. The subject may need to make a
Self-Control roll to hold still due to the pain of the procedure. Once the damage has healed, that
tattoo is no longer considered ink, but rather, part of their body.
Brand of the Paramour (SoT): You and a ghoul must each consume a point of blood from a
set of twins. Thereafter, whenever your ghoul takes damage (whether from a bullet wound or a
skinned knee), you experience sympathetic pain in the same location. This bond only remains
active so long as the ghoul is alive and also a ghoul.
Chime of the Unseen Spirits (HoT): To perform this ritual, you must melt down three wedding
rings from dead women, and mold it into a chime while chanting their names over the molten
metal one per hour for an entire night. The end result is a chime that will make a small noise
whenever a spirit, ghost, or demon within 30 feet.
Cloak of Blood (BHDB): Your target must fast for seven nights, drinking no blood, inscribing a
rune on their chest in your blood at the end. After this, you must take blood from an innocent
mortal. However, the blood must be freely given. Once the target drinks the blood, any hints of
diablerie in their aura are hidden for as long as those blood points remain in their body.
Communicate with Sire (DA): You must spend 30 minutes in meditation while holding an
object your sire once held. Assuming your ritual is successful and your sire is willing, you and
they may communicate telepathically for 10 minutes per success.
Dedicate the Chantry (CB:TreRev): To perform this ritual, you must walk a counterclockwise
circle around a building, sprinkling stagnant water as you go. One the ring is complete, you must
go to the center of the property, where you anoint your hands with stale water, before spilling it
out on the lowest floor of the building.
Defense of the Sacred Haven: Performing this ritual takes one hour. When the ritual is cast
within an enclosed space, such as a single room or a cave, it filters any sunlight entering the
enclose into moonling, preventing harm or Rotschreck.This spell lasts until you leave the area,

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or, if you are in your dedicated haven, permanent.
Deflection of Wooden Doom: To perform this ritual, you must surround yourself with an
unbroken circle of wood for one hour. At the end of the hour, you must place a wooden splinter
under your tongue. *Until the next sunrise* the first stake that would pierce your heart instantly
disintegrates.
Devil’s Touch: To perform this ritual, the target must be present, and you must place a penny
somewhere on their person. Only mortals can be affected by this ritual which lasts until the next
sunrise. For the rest of the night, people go out of their way to make the person miserable.
Dominoe of Life (GttS): To maintain this ritual, you must keep a vial of human blood on your
person.. For one full night, you may take on a single aspect of mortality- the ability to eat, drink
or breathe, the flesh tone of a mortal, human body temperature, or even a heartbeat, adding
one die to your dice pools made to pass for human.
Encrypt/Decrypt Missive (V20DA): You write a letter in blood over the course of a night, and
speak the name of the person or group you wish to read it. Only the write and target(s) to which
it is addressed can read it. To any others, the writing appears as gibberish, even if scanned or
photographs.
Alternately, you may spill a drop of blood on a coded missive, and meditate for ten minutes. You
then receive extra dice equal to your successes to decode the missive. The difficulty to decode
a paper encrypted with this ritual is 6 + the encoder’s successes (max 9).
Engaging the Vessel of Transference (GttC): This ritual takes three hours to complete (minus
fifteen minutes per success), and requires a sealable container the size of a small cup to a
gallon jug. To enact the ritual, you put a blood point into the container, marking the seal with the
Hermetic Seal, and seal the vessel. Anyone who touches this seal with bare hands switches a
point if their blood for the blood in the vessel. This can establish blood bonds.
Anyone with Occult 4 or Mage Lore 3 can identify the Hermetic Seal with an Intelligence +
(ability) Roll (Diff 8 or 7)
Expedient Paperwork (SoT): This ritual requires the hairs of a dog known for protection and
loyalty. Successfully casting this ritual allows for a single document (or set of documents) to be
handled in ⅓ the normal time, and ensures that it will not be lost.
Flatline (GttA): To cast this ritual, you must place a small dead insect or animal in the target’s
home. Until the next sunrise, the target mortal (supernaturals cannot be affected) seems dead
to all outside observers, even those who use a device to detect a pulse. The dead insect/animal
must be placed in the target’s true home- a hotel room or temporary abode doesn’t count,
though a longterm tent for an otherwise homeless target may.
Illuminate the Trail of Prey (GttS): To employ this ritual, you must burn a length of white satin
ribbon that has been on your person for 24 hours. The tracks of the target glow in a way only
you can see. All manner of tracks- tire treads, hoofprints, or airplane paths are visible. This ritual
is nullified if the target wades through or immerses themselves in water, or if they arrive at their
destination. The track’s brightness depends on how fresh they are.
Impressive Visage (RotB): To work this ritual, you must wash your face with virgin blood and
place a sprig of mint in your shoe. For a number of hours equal to your successes, you add two
dice to your Appearance dice pools.

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Incantation of the Shepherd (GttC): To perform this ritual, you intome the vocal component
while spinning a glass object in your field of vision. This ritual reveals the location of all your
Herd members within (10*Herd) miles, or reveals the three closest mortals from whom you’ve
fed on at least three times if you don’t have the Herd background, within 5 miles.
Learning the Mind Enslumbered: To enact this ritual, you must place a penny on the forehead
of a torpid vampire or the ashes of a slain one. At the end of the ritual, you receive a ghostly
message of who the target believes put them into torpor or slew them. If the culprit was
disguised or hidden, the spirit attempts to answer to the best of their ability. This ritual only
works on kindred.
Luminous Vitae (NYBN): To perform this ritual, you must cast it while looking through the eye
of a needle. For one scene, any blood, no matter how old, faint or small, glows an iridescent
purple. Only blood outside of creatures or containers glows.
Now Its Sight is Ours (HoT): This complicated ritual requires a gold pin, a length of wire, a
small golden claw shaped like a rooster’s foot, your own vitae, and a human with at least one
good eye. The victim starts on their knees, bound, gagged, and blindfolded. You then remove
their blindfold, shine a bright light into their face, and pull out their eye. You then incant as you
pierce the eye with the pin, which you attach to the wire, and the wire to the claw. At this point,
you draw the eye through the smoke of several censers, then dip it into a pool of your own vitae
(at least three points) contained in a bowl inscribed with the image of Thoth. The vitae is then
retained in a solution of salts and alcohol. This potion has a number of doses equal to the blood
spent.
To activate this ritual, a vampire (though not necessarily you) must consume this potion. Any
vampire who does so sees through the eye for ten minutes per dose of potion consumed. This
potion does not provide nourishment.
The eye remains effective, but is useless without the correct potion. You can create more of the
potion, but you must retrieve the eye, and each time you do so, the ritual’s difficulty rises by two.
Preserve Corpse: You create an elixir using decaying organic materials and rare herbs. When
you spread this onto a dead, organic surface, it is protected from decay indefinitely.
Protect the Tomb (AWoD): To perform this ritual, you must inscribe geomantic sigils on a
mortal’s gravesite. Any difficulties on roll made to affect the mortal’s spirit are made at +5
difficulty. If the grave is altered or defaced, this penalty is reduced according to the extent of the
damage.
Purge the Inner Demon (SoT): To begin this ritual, you must put a pin through your own hand.
When the ritual is cast, it lasts a number of nights equal to the number of successes you roll on
a Manipulation + Empathy roll (Diff 10 - Target’s Humanity). During this time, the target cannot
frenzy. You cannot target yourself with this.
Purify Blood (CB:TreRev): You decant a point of blood and mix ash and crushed ginger into it.
If the ritual is successful, the blood lightens in color and poison, disease, and fouled blood is
removed, and foreign substances float to the top where they can be skimmed off. Purified blood
will still cause blood bonds and Vaulderie, and this ritual will not render caustic blood (such as
that made so by Quietus or Vicissitude) safe.
Purity of Flesh (GttC): To perform this ritual, you meditate on stone or earth surrounded by a

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circle of 13 sharp stones. Over the course of the ritual, all physical items are purged from your
body- dirt, alcohol, drugs, poison, tattoos, and bullets are all equally removed. Clothing, jewelry,
and other worn items flake away to gray dust.
Rebirth of Mortal Vanity (SoT): To activate this ritual, you must pluck one hair from a mortal
child’s head for each inch of hair you wish to grow. You place these hairs on a mirror while
mutely inscribing glyph into the air. As your hair begins to grow, the hairs are absorbed by the
mirror. The ritual may be used on another kindred, but the target must pluck the hairs
themselves.
Rite of Introduction (SoT): To perform this ritual, you must boil a handful of ground tamarisk
root in a pot of rainwater, and chant into the forming vapor, at which point you add a drop of
galangal oil. At this point, you may speak a brief message which is communicated first to the
regent of the city, and then to other members of the primogen. The ritual also allows the city’s
regent to telepathically communicate with you for five minutes.
Sanguineous Phial (RotB): To enact this ritual, you must bury a sealed earthenware container
for two nights. At the end of those nights, you unearth it, crumble a dried ash leaf into it, and
begin your incantation. At the end of the ritual, you may fill it with blood, then seal the container
with wax from a tallow container. Until the seal is broken, the blood remains preserved. If the
container is broken, the blood continues to age as though it was never preserved. The
earthenware container can be reused, but the ritual must be enacted again or the blood will
spoil.
Scent of the Lupine’s Passing (CB:TreRev): To perform this ritual, you prepare a mixture of
milkweed, wolfsbane, sage, and a handful of grass, then sniff it. For one scene, you can identify
Garou by scent alone. Sniffing someone up close likely doesn’t require a scent, but beyond that,
a Perception + Alertness (base Diff 6) is required.
Sense the Mystical (SoT): You take a mystically prepared candle and chant over it for an hour.
The candles lasts for a number of hours equal to your successes. Any source of blood magic in
the candlelight glitters with a slight aura. This reveals Thaumaturgy, Necromancy, and other
blood magic, but doesn’t distinguish between them, nor does it reveal regular Disciplines.
Serenading the Kami (SoT): This ritual requires a half hour of invocations, and the burning of
incense. Until the sun rises, you can choose to reduce the difficulty of a single physical action by
two. This may be an extended action, such as digging a ditch or guiding a deadly blow.
Sigil of Authority (RotB): You carve a design at least three inches in diameter into the target’s
flesh with a silver tipped blade. This symbol must be indicative of the power you are investing
them with- for example, deputizing a target for the domain’s Sheriff would require a star shaped
badge or a police shield. Both the investor (the sheriff, in the above instance) and the bearer
(the deputy) must be present for the ritual, which takes a full night, after which the bearer has
the full gravity of that office.
To activate the sigil, the bearer must expose it, and spend a Willpower. Any vampire in their
presence must make a Self-Control roll (diff 8) or lose three dice from all Social pools against
the bearer for fifteen minutes. The sigil lasts a number of years equal to your successes, though
it may be revoked if the investor spends a Willpower to do so, which burns an aggravated
damage into the bearer’s flesh.

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Tame the Maddening Flame (V20DAC): To enact this ritual, you pollute a jug of water with a
small amount of your own blood, then wet the perimeter of a room or outdoor area (outdoors
maxed to a 150 ft. radius.) New or existing flames take on a greenish hue and smell sweet.
They no longer provoke Rotschreck, and do one less damage. This ability lasts until you leave
the area, or, if used in your dedicated haven, permanent.
The Carrion Fly Delayed (HoT): To perform this ritual, you must spend five minutes making a
series of incantations before vivisecting a live victim, passing the body parts you wish to
preserve through the smoke of a censer burning alchemical salts. Success preserves five blood
points or 100 pounds of meat for one week. Additional success may be split as desired between
duration (1 week/success) or quantity (five blood points or 100 pounds of flesh/success)
The Imp’s Affliction (SoT): This ritual merely requires you to write the target’s name on a
scrap of paper. For one scene, the target becomes windered after five minus their Stamina
turns. At this point, the target takes one point of temporary (but unsoakable) bashing damage.
The difficulties of all Social rolls increases by one. This power has no effect on Kindred.
The Scribe (SoT): To enact this ritual, you must crush the beak of a bird or the tongue of a
lizard between your thumb and forefinger. For one scene, any words spoken by you are
transcribed onto any surface you wish. While this power automatically fits your thoughts onto
said surface, it has no regard for legibility. Copying a textbook onto a notecard can be done, but
you’ll likely need a microscope to read it. Furthermore, your ideas are written down EXACTLY
as you say them.
This power may be used on another person, and you may voluntarily end this effect before the
end of the scene.
True Sight (BHDB): The specifics of this ritual are not included in the source, except that it
takes five minutes to perform. If successful, for the rest of the night, you double your Perception
(or other Attribute) for the purposes of determining if another creature is lying.
Wake with Evening’s Freshness: You perform this ritual by spreading burnt feathers over the
area you wish to sleep in immediately before bedding down. Until the next sunset, if danger
arises, you automatically awaken, and ignore the Humanity/Dice Pool limit for two turns.
Widow’s Spite (GttS): You must create a wax or cloth doll of the target to perform this ritual.
You may choose anywhere on the target’s body any given physical sensation appears. This can
be an itch, pain, or any other significant but nonlethal stimuli in their body.

Level Two
Ascension of the Blood (LotC): You specially prepare a cup, and pour as much of your own
blood as you require. With at least one success, the blood within the cup can no longer create
blood bonds.
Black Water (DSBH): You create a special pitch black oil which will completely blacken a pool
of water. This water cannot be seen through, and thus provides an excellent hiding place for
underwater guardians, or, in a pinch, a place to hide from the sun. A single dose of the elixir
blackens an amount of water roughly equal to a swimming pool
Blood Mead (SoT): You mingle two points of blood with mead. After imbibing this concoction
(which does not return the blood points to you), you can add extra Bruised health level.

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However, you are considered intoxicated, losing one die from all Dexterity and Intelligence dice
pools. This effect lasts a number of hours equal to your successes on the casting.
Blood Walk: You must have the blood of another vampire to use this ritual. Each success
allows you to determine the clan or bloodline one generation back, and gives a mental image of
that vampire. Spending three successes reveals similar information about any vampires the
target is blood bound to, either as regnant or thrall.
Bureaucratic Condemnation (SoT): To cast this ritual, you must sketch the target with squid
ink. The time required for any single bureaucratic action takes triple the normal time, including
mailing, applying for licenses, and the like. Individuals with sufficient influence will likely still be
able to push things through, but they will likely experience additional difficulty.
Burning Blade: To perform this ritual, you must open your own palm (taking one point of
unsoakable lethal damage) and bleed three blood points onto the weapon. The weapon absorbs
this blood, and for a number of attacks equal to the successes you scored on the casting, deals
aggravated damage. While this ritual is in effect, the weapon glows with a green flame.
Calling the Restless Spirit (CBN2e): This ritual allows you to speak with a lingering spirit (in
which case you must be within 10 feet of the target’s corpse), or a ghost (in which case you
must be in the area the ghost haunts). In addition to the Willpower roll made to cast any
thaumaturgy, you must also make an Intelligence + Occult roll (Diff target’s Willpower), and
score two successes. This spell does not affect vampires unless they have been destroyed.
Communicate with Kindred Bond Mate (DNRL): You must spend 30 minutes in meditation
while concentrating on a kindred with who they’ve shared blood with within the last year.
Assuming your ritual is successful and your bond mate is willing, you and they may
communicate telepathically for 10 minutes per success.
Craft Bloodstone (RotB): To enact this ritual, you must soak a small pebble in three points of
blood from any source (it need not even be human) in a sealed container. Each night for three
nights, the pebble absorbs a point of blood and the liquid becomes clearer, until it becomes
water on the third night.
You may maintain a number of bloodstones equal to your permanent Willpower, and you always
know the direction and distance of such stones distance from you.
If a bloodstone is destroyed, it causes painful backlash (not damaging, but certainly distracting.)
Deny the Intruder (CB:TreRev): You may send a piece of paper with mystic characters written
on it in charcoal into “the system.” When the paper makes it into the system, whether by mail or
by email or what have you, it disappears. Attempts to investigate a structure (only one such
structure can be guarded with this ritual), increase by one per casting success. This doesn’t
hinder the chantry's normal functions
Donning the Mask of Shadows: You may affect a number of individuals up to your Occult
rating. The ritual takes 15 minutes plus five minutes per additional person affected. Individuals
benefiting from this cannot be detected except by a Perception + Awareness (Diff of your Wits +
Occult) or by someone with Auspex sufficient to penetrate level three Obfuscate. This ritual lasts
a number of hours equal to the successes on the casting roll, or until you voluntarily lift it.
Dust of Remembrance (HoT): To perform this ritual, you must sever your own finger, and
regrow it (costing 5 blood points as normal). As you regrow your finger, the severed one

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crumbles to dust, which you mix with myrrh, wine dregs, silver powders, and salt from the tears
of a child. You may then sprinkle this dust on an object of interest. If this object is interfered with
when you are not present, you feel a sharp pain in the regrown figer. You may sprinkle the dust
on up to twenty objects, though you must make an Intelligence + Occult roll (Diff 6) to determine
which object is being interfered with. This ritual lasts one month per success scored on its
casting.
Enhance the Curse (SoT): You must make physical contact with a ghoul to enact this ritual. So
long as ghoul has vampiric vitae in their system, they take one level of aggravated damage from
direct exposure to sunlight. This ritual lasts for one month.
Extinguish (RotB): Casting this ritual requires you to recite an incantation and then pinch out a
candle while spitting on the floor. Once completed, until sunrise, you may speak a single
magical syllable to extinguish a single fire up to the size of a bonfire. This power may be used a
number of times equal to the number of successes on the casting roll.
Eyes of Babel (RotB): To perform this ritual, you must pluck both an eye and the tongue from a
sentient victim who knows the language you wish to speak, and consume them. Once the ritual
is complete, you vomit this flesh up. For one week per success, you may speak, read, and write
the language in question. Odds are, with this horrific ritual, you will need to make a
degeneration roll.
Eyes of the Night Hawk: To perform this ritual, you must capture a predatory bird and touch it
while chanting. Until sunrise, you may see through this bird, and command its direction (though
you cannot command it to fight or anything else). At the end of the duration, the bird returns to
you. If you do not put out the bird’s eyes, you suffer blindness for three nights.
Hidden Haven (RotB): To enact this ritual, you must mark all corners, doorways, and
windowsills, as well as the perimeter of a structure (no larger than a large house) with chalk
made from owl feather ash, and requires the expenditure of a permanent Willpower. Once
enacted, the building becomes unnoticeable, even to individuals who know it’s location (which
they forget when asked). During the ritual, you specify a physical “key” (such as spinning twice
in a circle, tapping one heel on the ground three times, and then saying “Vitae Incorpora”)
Anyone who performs the key within 100 yards of the structure becomes able to find and enter
it. Anyone who doesn't know the key must approach to within 100 yards of the structure, and
make an Intelligence + Occult roll (Diff 9) each time they wish to penetrate the defense. This
power lasts for one year.
Illusion of Peaceful Death (RotB): To enact this ritual, you need a white feather soaked in the
blood of a good man who died a peaceful death. You dust a corpse with this feather, while
chanting “It must have been Frank’s time to go. At least he died peacefully in his sleep.” This
ritual heals any obvious wounds on the corpse, which must possess half of its original blood,
and makes it appear as though it died a natural death.
Impassable Trail (SoT): To enact this ritual, you must keep an owl’s feather steeped in Kindred
vitae, or the ashes of burnt toad’s legs. For one night, you leave to trail, safe for a faint scent,
noticeable with a Perception + Alertness roll (Diff 8),which your tracker must score three
successes on.
Inscription (CB:TreRev): To enact this power, you spend two blood points, and inscribe the

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workings of another second or first level ritual onto a piece of paper. This sheet of paper can be
used by another (using Intelligence + Occult) to perform the ritual, even if they have no
knowledge of Thaumaturgy. While this paper exists, your maximum blood pool is decreases by
one.
Iron Body (GttA): To maintain this ritual, the target must carry a spent shell casing on your
person. For one hour per point of your Stamina, the target may soak aggravated damage with
their Stamina and Fortitude.
It Steals Your Whispers (HoT): To perform this ritual, you must hack off a human’s ear with a
small silver saw bearing the visage of Hades. The ear is then dipped into your vitae, which you
draw off into an elixir of at least three blood points, coating a copper horn with the vapor.
Any sound the ear can hear (within normal human earshot) is stored in the horn, which can be
heard through by drinking a point of the elixir. Doing so allows you to hear through the horn for
ten minutes per success
The ear remains effective, but is useless without the correct potion. You can create more of the
potion, but you must retrieve the ear, and each time you do so, the ritual’s difficulty rises by two
Jinx (RotB): To enact this ritual, you require a body part (a bit of hair will do) or a prized
possession of the target, which you burn while chanting. For a number of rolls equal to your
successes, the target cannot score any successes.
Machine Blitz: To perform this ritual, you must have a scrap of rusted metal on your person.
Any single machine more complex than a rope-and-pulley that you concentrate on (spending
the ritual) dies for as long as you concentrate on it. This will kill a car engine, erase a flash drive,
drain the battery of a cell phone, and any other number of possibly catastrophic effects.
Membranous Appropriation (HoT): You must obtain a sample of skin from a Cainite attacked
by skin eaters, and knead the skin like dough before heating it in an oven heated by the distillate
of vis. Partway through the cooking process, you must sculpt it into a right hand or a mask-like
visage. Throughout the rest of the cooking, you must return to the oven, basting the flesh with
alum, pine resin, and powdered serpent scales.
A hand is mounted on the end of a series of copper rods constructed to mimic an arm, showing
what the target’s hand and arm are doing at the time, even producing a perfect copy of writings
made by the target if provide with pencil and paper.
A mask is placed in a rounded metal frame, and mimics the target’s facial expression, and is
even capable of reproducing the target’s speech (a tap with an agate tipped wand silences it,
two taps gets it talking again.)
Skin so sculpted must be “fed” a mixture of water and three blood points each week.
You may end this ritual whenever you wish. If done on a face, the face remains alive so long as
it’s fed, and can be worn to disguise oneself as the target. The face mimics any facial
expressions you make, but does not provide knowledge the target has, or any of their signature
expressions.
Mourning Life Curse (SoT): To perform this ritual, you must drink an elixir made of thrice-
distilled crocodile blood, and make a paste of copal oil, ground eyebright, and dates. When you
find a suitable mortal target, you dab this paste into your own eyes and whisper an invocation
into the mortal’s ear. At this point, the mortal begins weeping uncontrollably, crying out one

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blood point every five minutes for as long as you stare at them. The only lingering effects of this
ritual are the bloodloss, and slight swelling of the capillaries of the victim’s eyes. Note that this
power does affect sleeping targets.
Oinos of Dionysus: You must mix a point of your own blood with winde and spices. Any mortal
who consumes this wine must make a Willpower roll (Diff 8) to take any action, though they may
resist it initially with a Stamina roll (Diff 8), which they must secure three successes on. Mortals
so affected will have only vague memories of the night.
Vampires who feed from such mortals experience feelings of happiness and nostalgia, but not
so much that is overpowers or impairs them.
Power of the Invisible Flame (PGS): You must cast this ritual around a fire at least the size of
a torch. For a single night, the flames created from your uses of The Lure of Flames are
invisible, but still very much real.
Preserve (RotB): Over the course of a night, you spill a point of your blood over an item made
from worked natural materials (plastics and the like cannot benefit from this ritual). Each
success on the casting roll preserves the item for one decade.
Principal Focus of Vitae Infusion: You infuse a single blood point into an object (no larger
than can be carried in two hands, no smaller than a dime.) After the ritual, the item takes on a
red hue and becomes slick. At a mental command, you can cause the item to break down into a
pool of blood.
Recure of the Homeland: You must mix earth from the city of your mortal birth with two points
of blood. One handful of the resulting paste rubbed against an aggravated wound will have one
point of aggravated damage. You may only do this once per night, and only you can benefit
from it.
Ritual’s Recognition (CB:TreRev): You must sever the last eighth of an inch of your nose or
earlobe, dealing one point of unsoakable bashing damage. You then begin a second ritual. You
are aware if that second ritual succeeds or fails.
Seal Egress (RotB): To cast this ritual, you spread a point of blood across the four walls of a
room over the course of an hour. At the completion of the ritual, the walls close around any
entrances or exits to the room, creating an air-tight seal. Trespassers using magic to become
incorporeal find the room mystically warded, though the walls can still be broken as normal, and
creatures that are naturally incorporeal (such as ghosts) can still enter the room. You may also
set a passcode when casting this ritual that, when spoken aloud near the original entrance of
the room, causes the door to appear.
Spite of Harridan (SotB): To perform this ritual, you must crush a snake’s egg in the presence
of a pregnant woman. Successfully casting this ritual terminates the pregnancy is a messy,
obvious, and often painful fashion.
Steps of the Terrified (SoT): To perform this ritual, you must cast a handful of poplar buds at
the target, then douse your hands in oil while repeating the ritual’s incantation seven times. You
then wring the oil from your hands. Until the following sunrise, the target moves at half speed,
and each time they attempt to speed up, their speed is halved again.
The Open Passage (CB:TreRev): Over the course of an hour, you use snake or vermin
excrement to mark a solid surface. Once finished, you become insubstantial with respect to that

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surface for a single turn, meaning you must be quick to step through.
The Veils of Kirophet (DC): This ritual causes dark, roiling mists to coat the area for one hour
per success. The effects of this mist are determined by an Intelligence + Intimidation roll (Diff 7).
This mist is completely invisible to you, and those with Auspex may resist this power with a
Perception + Alertness roll (Diff 7), lowering the severity of the mists by one step.

Successes Effects
1 Shapes are dark and fuzzy, and targets can only see clearly two feet away.
2 Targets can see only what is right in front of their noses.
3 The targets cannot see at all.
4 The target cannot see and is disoriented (-1 die to Wits and rolls made to
orient themselves.)
5 The target cannot see and is disoriented (-3 dice to Wits and rolls made to
orient themselves.)

Transubstantiation of Humors (PGLC): You prepare and drink a concoction of clotted blood
and snake venom. Success means that your blood turns into black bile whenever it leaves your
body until the next sunset, and any trying to ingest this blood must make a Stamina roll (Diff 7 +
blood points consumed) Failure indicates that the drinker spends a round retching. Vampires
who botch this roll also vomit a number of their own blood points equal to the 1’s rolled. While
under the effect of this ritual, you can only use blood points for internal purposes, such as
healing or powering disciplines, and you increase all social difficulties by 1.
Warding Circle Versus Ghouls: This ritual requires three points of mortal blood. You
determine the radius of the circle, every 10 feet increases the casting difficulty by one (max of 9,
each additional 10 feet increases the successes required by one) and increases the personal
blood expenditure by one.
A ghoul attempting to cross the circle meets resistance. An Intelligence + Occult roll (Diff 8)
identifies this as an effect of a warding circle. Attempting to press on requires that they score
more successes on a Willpower roll (Diff of your Thaumaturgy + 3) than you made on the
casting roll. Failure indicates that the ghoul take three dice of bashing damage and suffers +1
Difficulty on further attempts to breach the circle. If the ghoul leaves the circle and attempts to
re-enter, they must make this check again.
This ritual lasts for one night if you spend an hour enacting it, or a year and a day if you spend
the whole night doing so.
Ward Versus Ghouls: You pour a blood point over the object you wish to ward and spent 10
minutes chanting the verbal component. Any ghoul touching this object takes three dice of lethal
damage per turn, and must spend a Willpower point to consciously touch it.
Whispers of the Ghost (RotB): You must have the Astral Projection power from Auspex to
learn and use this ritual. You must meditate for 15 minutes in complete silence, then sever the
ear of a living creature, which you then hold in your left hand before using Astral Projection. You
may speak to the physical world in a ghostly whisper. If you wish to be seen, you must still
spend a Willpower point as normal. Should the “donor” of the ear die, the ritual immediately
ends. Loss of Morality may occur if the donation was not voluntary.

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Writ of Protected Passage (SFBN): You must take the blood of the subject Kuei-Jin who
wishes to use the Writ. You spend 10 minutes drawing protective sigils and diagrams on a piece
of paper, which keeps its efficacy for 24 hours or until the paper is exposed to sunlight. The tag
only words for those whose blood was used to draw it, and provides immunity to the effects of
any Ward Versus Cathayans spell. Presumably, other versions of this ritual can be made.
Your Fate Shall Be Known (HoT): To perform this ritual, you exchange blood with a Cainite or
Ghoul participant. You then use a golden needle to penetrate one of the target’s eyes (dealing
one unsoakable lethal damage to the target and withdraw a small amount of the fluid inside,
rubbing that onto a semi-precious stone. Over the course of the next week, you draw the stone
though various alchemical vapors, during which time a human-like skin forms over the stone.
When it is complete, so long as the subject is avoids Final Death, and is not in torpor, the eye is
open. When the target is in torpor, the eye closes, and when the target meets Final Death, the
eye crumbles to dust.

Level Three
A Touch of Nightshade (RotB): You anoint your hands with the extract of nightshade, and
conduct the ritual. The next person you touch (which may require a Dexterity or Manipulation
roll) is affected. For a number of nights equal to your ritual successes, your target sweats, has
blurred vision, and convulsions, raising all difficulties by one. (Kindred sweat blood. Which is
problematic to the Masquerade.) The victim may resist with Stamina + Fortitude (Diff 8) and
score three successes, which negates the effects for the night.
If the poison is not used by the end of the night, its effects are lost.
Amulet of Mnemosyne (RotB): To perform this ritual, you must create a brass amulet and
soak it in your own blood. Then you must recite incantations while the amulet rests on an object
symbolizing truth. Finally, the subject (who need not be you) must prick their lips, kiss the
amulet and whisper a secret. The secret leaves your mind and is stored in the amulet until you
kiss it once more or it is destroyed. Your memories are rewritten to account for the missing
secret.
Another thaumaturge can attempt to learn the secret by holding the amulet to their ear, and
engaging you in a contested Willpower roll (Diff 6). If they succeed in this roll, they learn the
secret, and you will feel uneasy, though you won’t know the root cause.
Of course, you have no idea the secret exists, and so, have no knowledge that you stored it in
an amulet.
Animated Assistants (V20DA): You perform this ritual by slicing open your arm and flicking
one blood point while incanting for every ten feet of space. This ritual lasts for one night per
success, animated whatever items happen to be lying around. These animated objects are
linked to your subconscious allowing them to come to hand as you need them, or even
completing minor tasks. If cast in a dedicated haven, this ritual is permanent.
Awakening the Verdant Thorn (PGLC): To enact this ritual, you must harden a rosewood
stake’s point in a fire, and spend an hour chanting, at the end of which you plunge it into your
own heart, which drains one blood point for you per turn it stays in your heart. You have your full
range of movement, and may remove it at any point.

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The completed stake has a ruddy hue, and is sticky, like a fresh cut sapling. If the stake does
one level of lethal damage to a vampire, it immediately begins to grow as it drains one blood
point from them per turn. A vampire may pull the stake from their body with an opposed
Strength check (Diff 6) against the stake, which has an effective Strength rating equal to the
total number of blood points it has consumed (Max 8). The stake only paralyzes the foe if it is
put through their heart.
Beacon of the Self (NYBN): This ritual requires the burning of part of your target’s body (a
simple hair will suffice), and the inhaling of the resulting fumes.Success means you receive an
image of the target’s location, assuming that the target is within eight hours of travel, by foot.
Binding the Familiar (PGLC):To perform this ritual, you begin at dusk, paining a circle of sigils
in fresh human blood, finishing the last sigil at midnight. You then drain a beast of blood and
feed it a bit of vitae, as though embracing it. This beast is immune to the Blood Bond, mental or
social compulsion, or that of a supernatural nature (such as Animalism) and may not be turned
into a ghoul, it gains an additional dot of Intelligence, and may verbally speak your native
language, as well as communicate with you telepathically. Both you and your familiar feel each
other’s pain, and you may spend one blood point to adopt their senses at the expense of your
own. All familiars are loyal as though bound by the Blood Bond.
Bladed Hands (MBN): You spend ten minutes and two blood points to sharpen your hands,
which causes them to do aggravated damage and gives you an extra die for damage.
Blood Allergy (SoT): This ritual requires 10 minutes, and a point of blood, which you mingle
with dead rose petals while concentrating on the target. For one night per success, the victim
vomits up any blood in their system, except for the last three points. This power does not work
on Kindred who are older or of lower generation than you.
Bottled Voice (RotB): You must immobilize the target, and place a crystal vial over their heart,
which you then chant over for fifteen minutes per the victim’s Willpower. At the end of the ritual,
you draw their voice out, and seal the vial with wax. The victim may not utter any verbal sounds
until the seal or vial is broken, rendering some disciplines and rituals unusable to them.
Brotherhood of the Cup (LotC): You, and at least four other vampires put your blood into a
chalice. For one hour per success on the casting roll, all who drink from the cup become blood
bound, but to the group’s cause.
Cleansing of the Flesh (SoT): You lie in a vessel of purified water as you bleed out all but one
of your blood points over the course of a full night. At the end of the ritual, all addictions to
drugs, and all mundane diseases are removed from you.
Clinging of the Insect: During the ritual, you must put a live spider under your tongue. For one
scene, you may climb across walls or ceilings at half your normal speed, or until you spit out the
spider.
Craft Dream Catcher (SoT): You craft a dreamcatcher, incorporating blood, spit and hair for
the intended owner (which may be yourself). While in possession of the dreamcatcher,
difficulties for spirits to affect the owner in any way increase by two, and Oneiromancy powers
cast against the owner have their difficulties increased or decreased by one (owner’s choice). A
dreamcatcher only functions for whose blood, hair, and spit are used in its construction.
Crucible of Sympathetic Agony (HoT): Two victims are placed together on an iron shod bed,

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and the soles of their feet sewn together. Then, both of them are brought to simultaneous
orgasm. At this point, you begin torturing one of the subjects, while the other feels their pain.
If you use this as a simple aid to torture, you add your ritual successes to any other torture rolls
made.
If used to create obedience, the target may make a Willpower roll (diff 7) to resist. If the subject
scores fewer successes, the victim agrees to carry out whatever instructions you give them. If
the victim scores fewer than two successes fewer than you, you may re-evoke the pain they felt
during the ritual. If your orders place the victim in immediate danger, they may roll Willpower
(Diff 8) to resist the command until the danger passes.
Curse of the Outcast (AWoD): Every day for 10 days, you must take a scrap of paper touched
by the target, which you then write on for one hour and then burn. On the 11th day, you perform
a 12 hour ritual, and make the casting check, which the victim may resist with a Willpower roll of
their own. For each net success you scored, the victim’s difficulties on all Social rolls increases
by one. This curse is visible in the target’s aura, and fades at the rate of one point per month.
Dante’s Urban Legend (RotB): To perform this ritual, you must recreate an urban legend (such
as by roofieing a mortal and stealing their kidneys, or killing a group of teenagers with a hook
hand). You must then sacrifice a point of blood at each entrance of a structure. For one decade
plus one year per success, mortals will associate that structure with the urban legend. While
mortals logically disbelieve the association, they must still make a Willpower roll (Diff 8) to even
approach the house.
Eyes of the Past (CbN2): You perform this ritual with fifteen minutes of chanting. Each success
lets you see the events of the past, up to one year per success (maximum of 5 years).
Father’s Freedom (RotB): This ritual takes an hour to cast, which you must do in a ritual circle
no bigger than 100 square feet, and you must spend 10 blood points over the course of the
casting. At the end of the ritual, you may summon forth any diablerized vampire’s soul that you
or the target contains, which may be spoken to. The spirit is under no compulsion to be co-
operative.
If successful, this ritual removes all effects of that diablerie.
Flesh of Fiery Touch: This ritual takes two hours to cast (minus 10 minutes per success). It
requires burning a small piece of wood, coal, or other fuel source. At the end, you swallow the
ember, taking one point of aggravated damage (diff 6 to soak with Fortitude).. Until the next
sunset, anyone who voluntarily touches you takes one point of aggravated damage (diff 6 to
soak with Fortitude).
This ritual also darkens your skin to a deep bronze. The tone is slightly metallic, and noticeable
as artificial with a Perception + Medicine roll (Diff 8)
Gentle Mind (CbN2): You cannot benefit from the ritual yourself. You feed the target one blood
point, granting them four extra Willpower points which can only be used to resist Frenzy
Hell’s Calling (GttA): To enact this ritual, you burn a personal possession of the target over the
course of thirty minutes, causing them to immediately check for Rotschreck (Diff 6). If the target
is affected, they immediately flee from terror. However, since there is no obvious source, the
Rotschreck lasts only until the target asks themselves what exactly they’re afraid of.
Illusion of Perfection (MBN): This ritual takes one hour, at the end of which you place a white

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mask over your face. You take the apparent form of someone in their 20s, average build and
average height, with no defining characteristics. This power is defeated by Auspex as though it
were Obfuscate, and automatically by Garou and other shifters.
Incorporeal Passage: Enacting this ritual requires that you break a mirror and keep a shard of
it on your person for the duration. After performing the ritual, you roll Wits + Survival (Diff 6),
with each success granting an hour of duration, during which time you are incorporeal, able to
move through solid objects, though you must do so in a straight line. Furthermore, you cannot
move backwards, nor can you enter any object too thick for you to traverse in the duration of
this power. You can end the ritual by dropping the mirror shard at any time.
Inherited Affinity (CB:TreRev): To use this ritual, you must have access to the target for one
night. You feed them a mixture of rendered fat, herbs, and powdered garnet steeped in blood,
after which you pierce them with six heated gold plated needles, draining the target of all but
one point of vitae over the next three days, and inflicting five unsoakable Lethal damage to
them. After the ritual is complete, the target finds themselves more able to learn Thaumaturgy,
with effects decided by the Storyteller.
Major Creation (SoT): To cast this ritual, you must sever your own thumb, which requires
spending a Willpower and rolling Willpower (Diff 6) (taking one unsoakable aggravated
damage), expending three blood points, rolling activation as normal. The number of successes
on the activation acts as a multiplier when using a Path of Conjuration power. You are still
limited by the Path of Conjuration power in use, aside from size limitations, and you must still
pay blood for the Path of Conjuration Ritual in use.
Mirror of Second Sight: You spill a point of blood on a mirror no less than four inches wide and
and no longer than 18 inches. Thereafter, the mirror shows the true nature of any being
reflected in it. Mages glow with a powerful aura, Garou have a spectral man-wolf form, those
with True Faith possess a golden halo, and even ghosts are visible in the glass.
Moonlight Dancers (DSBH): Enacting this ritual creates figments of dancers and phantom
music for them to dance to.
Pavis of Foul Presence: This ritual requires a blue silken cord, which is tied around your neck
for the duration. The ritual reverses a number of Presence effects that directly target you equal
to your successes when activating it. This power ends when the sun rises.
Populate the Night’s Garden (HoT): This ritual is incredibly complex and takes place in
stages. While you may leave any amount of time between each stage, each stage must be
completed in order. The end goal of this ritual is to create a hybrid of three creatures.
Stage One: The first step of the ritual is to vivisect a sample of the three creatures you wish to
hybridize, drawing up a diagram of the creature’s workings, requiring two nights and a Dexterity
+ Medicine roll (Diff 5)
Stage Two: You must then preserve the animals, and determine what parts you wish to merge,
consulting biological texts and alchemically testing them. This process takes another two nights
and requires an Intelligence + Occult roll (Diff 6)
Stage Three: In this step, you take additional live subjects, vivisecting them again, retaining the
parts you wish to graft together, which you place into the uterus of a cow, sheep, or other large
animal, which you then put into a birthing barrel filled with alchemical uterine fluid. This takes a

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few hours of work and a Dexterity + Medicine roll (Diff 6).
Stage Four: In this step, you must determine the creature’s gestational length using astrology.
When this period is over, you must cut the beast out of the womb, and blow smoke of burned
blood salts, the quantity of which depends on the creature’s desired statistics (HoT 114). The
gestational period is ST’s discretion. This step requires an Intelligence + Occult (Diff 7, 5 if using
a living womb)
Power of the Pyramid (CB:TreRev): To use this ritual, you and any number of others who
know this ritual form an unbroken circle and chant. All members of this circle must fast for 24
hours and one must wear a bone pin which pierces their flesh. Once performed, a single
member of the circle can break from it, though the rest must remain there. Whoever broke from
the circle may act normally, and has access to the Willpower of everyone in the circle.
Quicksilver Eel (HoT): Using this ritual requires the mixing of alchemical substances in a
laboratory, creating a fist sized glob of mercurial fluid, which is stored in a non-porous container.
When broken, the fluid forms into an eel-like visage, seeking out a Mage, Hedge Wizard, or
mortal Numina wielder within 100 feet (taking off in a random direction if no such individual is
nearby), and burrowing through their clothes into their flesh. While this causes no injury to the
target, they certainly feel it. The eel attaches to the subject’s brain, draining one Willpower every
day, as well as one point of any Numina, Hedge Path, Sphere, or other mortal supernatural trait
equal to or higher than their Willpower. The eel lives a number of days equal to twice your
successes on the initial activation roll.
If the victim reaches zero Willpower before the eel dies, they may roll Stamina (Diff 6). Failure
results in instantaneous death, while one or more successes allows them to remain a drooling
husk, unable to regain Willpower on their own.
Ritual of Darkness (MBN): To enact this ritual, you rub coal fire soot along the windows and
doors of a structure, taking a full hour to perform. If successful, this ritual cloaks the entirety of
the structure’s interior with an inky blackness that only you can see through. This ritual lasts
until sunlight hits the structure.
Ritual of the Bitter Rose (SotB): To use this ritual, you must drain your to-be Diablerie victim
to a single blood point (likely requiring a Self Control (Diff 7) check). The victim’s heart must
then be cut out and ground with red wine in a marble mortar and pestle. After this, a small
amount of ash from a burnt alder stake is added to the mixture, as well as a pint of purified
water. Each vampire participating in the ritual imbibes a portion of this concoction. If the
activation roll fails, each imbiber takes three unsoakable Aggravated damage. If successful,
each participant gains the benefits and drawbacks of a successful diablerie.
A number of vampires equal to the difference of generation from the victim and the lowest
generation participant may benefit from this ritual.
Rutor’s Hands (RotB): To perform this ritual you must chop your hand off and pluck out your
own eye, (causing five unsoakable aggravated damage) placing it on the hand’s stump.
Completing this ritual may require a Willpower roll. Completion if this ritual indicates the hand
springs to life, using the plucked out eye to see and hear. It has a single health level, and two
dots in each physical attribute as well as Perception. You can mentally control it, and see and
hear what it does, though it must be fed a blood point every week or it crumbles to ash.

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Likewise, if exposed to sunlight or fire, it is destroyed.
Samirah’s Kihanah (ToS): To enact this ritual, you take a small (no larger than a forearm),
hand-crafted metal object, smearing it with three points of blood over six hours, under the full
moon, at which point it takes on a reddish hue, summoning a djinn. The holder of this object
may ask up to three questions, and the djinn will answer (albeit in an unhelpful manner) if and
only of the answer to this question is unknown to any living or undead being on earth.
Sanguine Assistant: You spend five blood points for this ritual, which you spill into a bowl. The
blood sucks up assorted odds and ends around the casting location.It lasts for a number of
nights equal to your successes. At the end of the last night, it crawls into the bowl and falls
apart, though this assistant can be reanimated with another casting.
A sanguine assistant has Strength and Stamina of 1, and Dexterity and Mental attributes equal
to your own. It begins with no social attributes to speak of, but gains one dot per night of
Charisma and Manipulation until its ratings are equal to your own. It also has all of your Abilities
one dot lower than your own.
The assistant only has four health levels, and flees combat unless it is defending you. It has no
disciplines, but it does understand your thaumaturgy and can even instruct others in it. It is also
immune to mind-controlling effects.
Sanguine Trail (LotC): This ritual is a simple matter of touching the target, and if successful,
connects the target to anyone they share a bloodbond with with a thin red line. Each success on
the activation roll allows you to see one such connection (starting with the strongest), with five
successes allowing you to see all such connections, as well as the direction they go in.
Shaft of Belated Quiescence: This ritual takes five hours to enact (minus 30 minutes per
success), during which time you take a rowan wood stake, coat it in three points of your own
blood, and blackened in an oak wood fire.
When you make a successful attack (one doing at least one point of damage after soak), which
deals a base damage of Strength + 1, with the enchanted stake, the tip breaks off and begins
burrowing towards the heart.
Every hour of game time, you may roll Thaumaturgy (Diff 9), added to the initial “extra”
successes of the initial attack. A botch indicates that the stake has become lodged in a bone,
and all successes are lost, though the tip continues burrowing. When the shaft accumulates 15
successes, it reaches the target’s heart, paralyzing vampires, and killing mortals and ghouls.
Attempting to remove the tip is an extended Dexterity + Medicine roll (Diff 7). Scoring fewer than
three successes on this roll deals one unsoakable lethal damage to the target. The surgeon
must score more successes than the stake tip currently has, though they may only roll once per
hour. During such surgery attempts, the stake attempts to burrow further every thirty minutes
instead of once per hour.
Any wooden weapon can be enchanted, provided it’s made of Rowan wood. However, wooden
bullets may not be created, as they simply don’t have enough volume to absorb your blood.
Telecommunication (SoT): When performing this ritual, you target a television set you’ve
touched in the last week. For five minutes per success on the activation roll, you may both
watch through the television set, and choose what appears on it.
The Unseen Change (CbN2): You draw a line using wolf’s blood poured from a silver jug. Any

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Garou that crosses this line must roll Willpower (Diff 9) or instantly shift to Lupus. It may be
possible to create versions of this ritual to affect other shifters.
The Watcher (MBN): This ritual requires twenty minutes, during which time you feed a rat small
amounts of alcohol. Until sunrise, the rat will go where you tell it, and look for people or things.
The rat will even steal small objects, though you must be very explicit about what you want the
rat to steal. Furthermore, you can press the rat’s forehead against yours, transferring its
observations to you. This ritual does not afford any special protections to the rat.
Track Transgressor (SoT): You must conduct this ritual at a site where Thaumaturgy has been
used in the last 24 hours. You spend one blood point to activate this ritual. Success allows you
to flawlessly track the caster of the Thaumaturgy for the rest of the night, instinctively guiding
you through the exact route the tracked took. This ritual only functions on Thaumaturgy, and not
other forms of blood magic.
Translocation of the Vessel (RotB): To perform this ritual, you must soak an item that can be
held in one hand in a blood point for an evening. You must then place it completely in a circle of
purified salt and another point of blood. The object can be called to your hand or banished back
to the circle at any time by incanting the object’s name. This bond can be severed at any time
by spending a Willpower point.
Transubstantiation of Seven (RotB): You must sacrifice a point of your own blood, which you
bleed into a chalice, then chant to perform the ritual. The blood in the chalice remains your
blood until it is consumed and spread through the subject’s system, at which point the blood
takes on the properties of the Council of Seven, counting as one draught of blood to establish
the blood bond.
Warding Circle Versus Cathayans (SFBN): This ritual requires three points of mortal blood,
and a pint and a half of Cathayan blood. You determine the radius of the circle, every 10 feet
increases the casting difficulty by one (max of 9, each additional 10 feet increases the
successes required by one) and increases the personal blood expenditure and silver required
by one.
A Kuei-Jin attempting to cross the circle meets resistance. An Intelligence + Occult roll (Diff 8)
identifies this as an effect of a warding circle. Attempting to press on requires that they score
more successes on a Willpower roll (Diff of your Thaumaturgy + 3) than you made on the
casting roll. Failure indicates that the Kuei-Jin takes three dice of bashing damage and suffers
+1 Difficulty on further attempts to breach the circle. If the Kuei-Jin leaves the circle and
attempts to re-enter, they must make this check again.
This ritual lasts for one night if you spend an hour enacting it, or a year and a day if you spend
the whole night doing so.
Warding Circle Versus Fae (SoT):This ritual requires three points of mortal blood, and three
pouches of powdered cold iron. You determine the radius of the circle, every 10 feet increases
the casting difficulty by one (max of 9, each additional 10 feet increases the successes required
by one) and increases the personal blood expenditure and cold iron required by one.
A Changeling attempting to cross the circle meets resistance. An Intelligence + Occult roll (Diff
8) identifies this as an effect of a warding circle. Attempting to press on requires that they score
more successes on a Willpower roll (Diff of your Thaumaturgy + 3) than you made on the

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casting roll. Failure indicates that the Changeling takes three dice of bashing damage and
suffers +1 Difficulty on further attempts to breach the circle. If the Garou leaves the circle and
attempts to re-enter, they must make this check again.
This ritual lasts for one night if you spend an hour enacting it, or a year and a day if you spend
the whole night doing so.
Warding Circle Versus Lupines: This ritual requires three points of mortal blood, and three
pouches of powdered silver. You determine the radius of the circle, every 10 feet increases the
casting difficulty by one (max of 9, each additional 10 feet increases the successes required by
one) and increases the personal blood expenditure and silver required by one.
A Garou attempting to cross the circle meets resistance. An Intelligence + Occult roll (Diff 8)
identifies this as an effect of a warding circle. Attempting to press on requires that they score
more successes on a Willpower roll (Diff of your Thaumaturgy + 3) than you made on the
casting roll. Failure indicates that the Garou takes three dice of bashing damage and suffers +1
Difficulty on further attempts to breach the circle. If the Garou leaves the circle and attempts to
re-enter, they must make this check again.
This ritual lasts for one night if you spend an hour enacting it, or a year and a day if you spend
the whole night doing so.
This ritual does not ward against any changing breed other than Garou, though similar rituals
may be researched to affect other changing breeds.
Ward Versus Cathayans (SFBN): You pour a blood point and a half-pint of Kuei-Jin blood over
the object you wish to ward and spend 10 minutes chanting the verbal component. Any Kuei-Jin
touching this object takes three dice of lethal damage per turn, and must spend a Willpower
point to consciously touch it.
Ward Versus Fae (SoT):You pour a blood point and a small bag of powdered cold iron over the
object you wish to ward and spend 10 minutes chanting the verbal component. Any changeling
touching this object takes three dice of lethal damage per turn, and must spend a Willpower
point to consciously touch it.
Ward Versus Lupines: You pour a blood point and a small bag of powdered silver over the
object you wish to ward and spend 10 minutes chanting the verbal component. Any werewolf
touching this object takes three dice of lethal damage per turn, and must spend a Willpower
point to consciously touch it. This ritual does not ward against any changing breed other than
Garou, though similar rituals may be researched to affect other changing breeds.
Wielding the Spear of Damnation (V20DAC): To enact this ritual, you write Genesis 4:10 on
an edged weapon in (what is purported to be) angelic script, which takes an hour. If successful,
the weapon drains an amount of blood equal to half the Lethal damage it inflicts, which is added
to your blood pool. This lasts until it has drained an amount of blood equal to your Thaumaturgy
+ (activation successes) points. This blood drain does no additional damage to the target, even
a mortal one. This blood retains all its normal properties- lupine and elder blood are still extra
potent, and the blood of other creatures has whatever extra effects it normally would.

Level Four
Animated Weapon (V20DA): To use this ritual, you must acquire the skin of a scavenger that

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feeds on the dead, binding it around the weapon with a wax sealed nightshade twine, requiring
(12 -1/activation success) hours to cast. When the wax seal is torn off, the weapon animates,
following your commands.
The weapon has a lifespan of (5/activation success) rounds, has an attack pool equal to your
Wits + Occult, a base damage equal to your Thaumaturgy, and a movement speed of 30
yards/turn. The weapon always goes for the target’s heart (Diff 9). If the weapon is wooden, use
staking rules. Removing the weapon requires a Dexterity + Medicine (Thresh 3, Diff 8) to avoid
leaving splinters behind in the heart. The weapon has three health levels and all attacks made
against it are at +3 Diff.
Blood Certámen (CB:TreRev): This ritual requires that you formally declare a challenge to the
target. If accepted, you then draw a circle ten paces across, and a second circle five paces
across within the first. Finally, the you (this entry assumes you are the challenger) state what
you will gain if victorious, and the defender posits three limits upon the forms of combat allowed
within the circle. Finally, both you and the defender intone the rite of Certámen, and when
complete, the combat begins, to end only in death, submission, or at the behest of the third
party arbiter.
The ritual combat allows for a second, who is allowed to handle such things as ritual
accoutrements, while an ostensibly neutral third party arbitrates. The Certámen allows
participants to transform their magic into symbolic aspects, such as Lure of the Flames
manifesting as a burning greatsword. Stepping from the inner circle results in immediate loss of
the challenge, as does Frenzying (and your second must restrain you). During the challenge,
each participant may spend up to two blood points per round, regardless of generation, and
each may roll Intelligence + Occult (Diff 8 - the power’s level). Each participant may spend one
blood to roll Willpower (Diff target’s Thaumaturgy), with each success cancelling one of the
opposing caster’s.
Bone of Lies: You must soak a bone that is at least 200 years old in 10 blood points. Any time
anyone holding the bone attempts to lie, a blood point is spent, the bone blackens, and the
target is compelled to tell the truth. Once all ten blood points are expended, the bone becomes
pitch black and useless.
Candle of Haunting (V20DA): On a Friday night, you create a black candle using the brains
and bones of a dead man, as well as nine pinches of grave dirt. By burning the candle for 20
minutes each night while clutching an item that once belonged to your intended target, you
hound them with poltergeist like occurrences. The candle can be used (activation successes)
times, each use costing an additional blood point and requiring another activation roll. A single
success on this roll sets the Poltergeist against the target for 24 hours. will set the poltergeist
against the victim for 24 hours. The poltergeist has an Intimidation and a Fright rating of 4 each
(each Fright point adds one die to attempts to scare), Strength 2, and a dice pool of 4 for its
pranks and attacks. In order to scare the target, the poltergeist must make a contested roll using
its Fright rating + Intimidation against the victim’s Self-Control or Instinct + Courage. With five or
more successes, the target’s hair turns white and if mortal, she may very well have a heart
attack. The poltergeist tries to cause serious harm at least once every night that it harasses the
target, using whatever props it finds on hand.

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Consecration of the Sanctum (PGLC): You paint the borders of a workspace (no more than
10 yards in any dimension) with a mixture of your vitae, gold dust, and rare herbs. Success
means that the difficulty of all Thaumaturgy rituals by one, and increases the difficulty of all non
Thaumaturgy magic by one.
Firewalker: You must spend a Willpower and chop off a finger tip (which does no damage). For
one hour, the target can soak fire with their Stamina + Fortitude.
Furtive Integument (HoT): To use this ritual, you seek the blessings of a flesh elemental to
consecrate a set of specially prepared glasswork. After this is complete, you must send a swarm
of skin eaters (the text offers no help in procuring or creating such creatures, but supplies stats
in HoT 127) to feed on a victim, which supplies you with flesh. You must then flatten the flesh
with a hot iron (taking care not to burn it), and form it around a wire frame shaped like a human
(requiring a Dexterity + Occult (Diff 6) roll.) You must then lure an illusion spirit called a
phantasm into the flesh to animate it (requiring a Charisma + Occult (Diff 6) roll). The end result
is a Velluma (also HoT 127) which lives for six months per success on the Charisma + Occult
roll. Because the victim supplies a large amount of blood, none of yours is needed for this ritual.
Heart of Stone: This ritual takes nine hours (minus one per success), during which you
meditate on your back with a bare candle over your heart. At the end of the ritual, the candle
singes your flesh for one aggravated damage (Diff 5 to soak with Fortitude). At the end, you
heart becomes stone, adding twice your Thaumaturgy score in additional soak dice to attacks
targeting your heart, and renders you immune to Shaft of Belated Quiescence. Furthermore,
difficulties to use any Presence power against you are increased by three. However, your
Conscience and Empathy ratings drop to 1, or 0 if they were already at 1, all dice pools
involving Social attributes except intimidation are halved, and any “positive” social merits (or
flaws) are neutralized. This ritual lasts until you end it.
Infirm Inert (RotB): To enact this ritual, you must drink a small quantity of blood laced with
laudanum, then expel a drop of blood into your palm. You must then touch the intended victim
(possibly requiring a roll). A victim so envenomed is incapable of spending blood to heal their
wounds for one night per casting success, though they may spend a Willpower to cancel this
effect for one turn.
Infernal Compact (PGLC): To cast this ritual, you must trace a circle of glyphs and astrological
sigils using paste made from an innocent child’s heart (a likely hit to humanity) on a heretic's
grave, while intoning a complex invocation lasting from sunset to midnight. If successful, you
may bargain with the demon in return for tutelage (disciplines, attributes, abilities, thaumaturgy,
and the like), or backgrounds. Payment will likely be services (likely requiring degeneration
checks), or your soul. Assuming the demon wants nothing else, you may bargain your soul,
permanently reducing your maximum Path rating by one for each dot of trait gained from the
demon. Disciplines gained in this way likely have some sort of infernal bent, and backgrounds
arrive at one dot per week, in a series of happenstances that injure others in some way.
Even casting this ritual requires a degeneration check for all roads except the Path of Screams.
Pledging a single dot of Path to a demon forever locks you from Golconda.
Innocence of a Child’s Heart (RotB): This ritual requires the ritual sacrifice of a mortal child,
and the harvesting of their heart, at which point you dip a beloved toy that belonged to their child

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in the heart’s blood. So long as you carry this toy, your aura will be pure white, untainted by
vampirism. This toy lasts for one week, plus one week per success. This ritual almost certainly
will impose an extreme cost to your Humanity.
Invisible Chains of Binding (V20DA): You may perform this ritual instantaneously by simply
making directing hand gestures. If successful, the target(s) cannot move unless they break free,
requiring two successes on a Strength + Potence roll (Diff 8). A number of targets equal to your
Occult rating may be affected by a single casting.
Mark of Amaranth (CB:TreRev): To use this ritual, you must slay another vampire while
holding something of the intended target’s, then place the object on the slain vampire before
they become ash. Until the next sunrise, the target’s aura reads as though they have commited
diablerie.
Mirror Walk (RotB): You must create two identical mirrors large enough to see your entire body
in. You must then soak each mirror in two points of your own blood for three nights, chanting
over them for six hours per night to create a sympathetic bond. Once complete, you may stand
before either mirror to open a magical gate between each of them so long as they are within one
mile of each other. You may take a passenger, but must enter the portal within two rounds (after
which it closes).
Preservation of the Sanguine Heart (RotB): To perform this ritual, you anoint a willing target’s
forehead with a point of blood, and pass them a chalice with a drop of mercury, which they then
drink. The target then takes one point of aggravated damage (no soak) as the metal coats their
insides and renders them immune to the effects of blood bonds and vaulderie. However, the
target gains no sustenance from drinking blood until they choose to dismiss the ritual.
Protean Curse (CbN2): The target of this ritual must drink a vial of the blood of a rabid vampire
bat, transforming them as though Protean 4. This transformation is indefinite, lasting until this
ritual is cast again.
Puissant Shield (ADM): To enact this ritual, you blow on a strip of cowhide while concentrating
for one minute. If successful, you create a “bubble” that extends one foot around you. Projectiles
bounce off this shield, doing no damage to you. It has no effect on melee attacks, thaumaturgy,
air, fire, or sunlight.
Rend the Mind (SoT): This ritual takes one hour to perform and allows you to psychically
assault a target, rolling Intelligence + Empathy (Diff target’s Willpower). Each success deals one
point of Unsoakable Bashing damage to the target, though Kindred (and similarly undead
targets) take half damage.
Rending Sweeting Earth (CbN2): You work this ritual above where a kindred is Earth Melded,
striking the ground with a whip. A ten foot by ten foot chasm opens, revealing the vampire and
awakening them if they are sleeping. They do not awaken if in Torpor.
Return the Heart (SoT): To invoke this ritual, you must know the target’s true name or possess
a quantity of their blood. For one hour per success on the activation roll, the target treats their
Path as Humanity with a rating of nine for the purpose of what causes a degeneration check.
Note that their actual Path, nor its rating changes, just what causes degeneration.
Scry (RotB): You must prepare a bowl with purified spring water with a single drop of owl’s
blood. You must then concentrate for a minute on the intended target (person, item, place). This

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ritual lasts for a number of hours equal to your successes, during which time you must only
concentrate to view scenes through the water. You may not use Auspex, Thaumaturgy, or
similar powers through the Scry.
If you are attempting to scry an item or place, you must be familiar with it. If you intend to scry
upon a person, you must have a piece of them or an item they value.
Shadowgate (DSBH): To enact this ritual, you must draw X’s across your eyelids with coal and
human ashes, and step into an area of deep shadow. Success indicates that you step into the
Shadowlands.
Soul of the Homunculus (CB:TreRev): You create a homunculus from your own blood and
tissue over the course of six hours. The homunculus has two health levels, and two dots in each
physical attribute. It only acts under direction from you. Homunculi are damaged by sunlight and
fire as you are, though they do have Fortitude equal to your own.
Splinter Servant: This ritual requires wood from a tree that has been nourished by the dead,
wrapped in wax sealed nightshade twine.
The ritual itself takes 12 hours to perform (minus one per success). Activating a Splinter Servant
is as simple as breaking the seal, pointing out a target, and commanding it to attack, at which
point it springs into being as a small humanoid bundle of splinters and attempts to stake your
target.
The Splinter Servant attacks with a dice pool of your Wits + Occult, and has a movement speed
of 30 yards. It may only take a single action per turn, which must be to move to the target or
attack.
The servant always attempts to stake the target (Diff 9) which is resolved as normal. The
servants has three health levels and attacks made against it are at +3 Difficulty.
Stolen Kisses (RotB): You must first make a small incision on your body where you intend to
make physical contact with your prey. For one full night during which you must carry a thistle
steeped in the blood of a vampire, you can feed through this incision, which knits shut and
opens when pressed against a target. The orifice will drink one blood point every other turn.
After the second point is consumed, the vessel will likely feel woozy, while taking five will cause
them to black out. Note that Stolen Kisses doesn’t cause ecstasy or rapture, *but rather isn’t felt
at all* save through blood loss.
Summon the Blood Imp (RotB): To perform this ritual, you stitch together fresh animal and
human corpses into a grotesque humanoid shape, which you must then simmer in six points of
Tremere blood for three nights. At the end, you have created an utterly devoted blood imp (RotB
108), which must regularly be fed vitae and flesh.
Suspension of Incantation (PGLC): To activate this ritual, you chant binding wards and
activation clauses, rolling Wits + Occult (Diff 6 + 1/each active casting of this ritual you have,
max 10). Immediately after, you invoke a Thaumaturgy Path ability, making the relevant rolls
and expenditures for such a casting, and state a trigger condition, which can be as simple or
complex as you desire, though it must occur within eye- or ear- shot of the ritual’s focus. When
this condition is met, the spell is actually cast. A suspended spell lasts until discharged, or a
number of months equal to the successes rolled on the initial Wits + Occult roll.
The Bronze Head Speaks (HoT): In order to enact this ritual, you must have a master crafted

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hollow bronze head with tubing leading from it, and a jaw articulated for speech, with ivory eyes
suspended in liquid filled spheres. The target of this ritual must be restrained, their head rubbed
with an alchemical salve that saps their will, and their hair removed. Then, a sharpened tube
must be driven through their right temple, which is connected to a pump, forcing the pulped
brain matter into the bronze head. At this point, you must roll to activate the ritual, which is
opposed by the victim’s Stamina + Fortitude (Diff 9). Each net success gives you the ability to
ask the head a single question, which the bronze head answers to the best of the victim’s
knowledge.
This ritual is obviously lethal to mortals and ghouls without Fortitude. However, Ghouls with
Fortitude and Vampires may roll Stamina + Fortitude (Diff 9). Three successes sends a vampire
into Torpor at the end of the ritual (a Ghoul still dies), and five successes leaves a vampire or
ghoul Incapacitated with Lethal.
The Curse Belated (RotB): You must first prepare a brand with your own personal mark. Then,
you must feed one of your ghouls a point of blood while chanting the incantation, and seal the
covenant by branding the sigil onto the body of the thrall. You lose access to one point from
your maximum blood pool. The moment the ghoul’s heart stops beating, the ghoul resurrects as
a full fledged vampire.
Unweave Ritual (RotB): You must first identify the ritual in affecting you. This is automatic if
you know the ritual in question, but requires an Intelligence + Occult roll (Diff 4 + Ritual Level).
You must then secure a component that would be used in the ritual in question. You then make
your casting roll with each success of yours cancelling one of the caster who initially performed
the ritual. If you cancel all of theirs, their ritual immediately ends.This can only target rituals with
durations, and only on rituals affecting you. Multiple unweavings can be accumulated, so long
as you spend the time and materials
Warding Circle Versus Kindred: This ritual requires three points of mortal blood. You
determine the radius of the circle, every 10 feet increases the casting difficulty by one (max of 9,
each additional 10 feet increases the successes required by one) and increases the personal
blood expenditure required by one.
A Kindred attempting to cross the circle meets resistance. An Intelligence + Occult roll (Diff 8)
identifies this as an effect of a warding circle. Attempting to press on requires that they score
more successes on a Willpower roll (Diff of your Thaumaturgy + 3) than you made on the
casting roll. Failure indicates that the Kindred takes three dice of bashing damage and suffers
+1 Difficulty on further attempts to breach the circle. If the Kindred leaves the circle and
attempts to re-enter, they must make this check again.
This ritual lasts for one night if you spend an hour enacting it, or a year and a day if you spend
the whole night doing so.
This ward is not effective against Kuei-Jin, though a similar ward could be developed.
Warding Circle Versus Vitae (GttA): This ritual requires three points of your own blood. You
determine the radius of the circle, every 10 feet increases the casting difficulty by one (max of 9,
each additional 10 feet increases the successes required by one) and increases the personal
blood expenditure required by one.
A Kindred of lower generation than you attempting to cross the circle meets resistance. An

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Intelligence + Occult roll (Diff 8) identifies this as an effect of a warding circle. Attempting to
press on requires that they score more successes on a Willpower roll (Diff of your Thaumaturgy
+ 3) than you made on the casting roll. Failure indicates that the Kindred takes three dice of
bashing damage and suffers +1 Difficulty on further attempts to breach the circle. If the Kindred
leaves the circle and attempts to re-enter, they must make this check again.
This ritual lasts for one night if you spend an hour enacting it, or a year and a day if you spend
the whole night doing so.
Ward Versus Kindred: You pour a blood point over the object you wish to ward and spent 10
minutes chanting the verbal component. Any Kindred touching this object takes three dice of
lethal damage per turn, and must spend a Willpower point to consciously touch it. This ward is
not effective against Kuei-Jin, though a similar ward could be developed.
Ward Versus Vitae (GttA): You pour a blood point over the object you wish to ward and spent
10 minutes chanting the verbal component. Any Kindred of lower generation than you touching
this object takes three dice of lethal damage per turn, and must spend a Willpower point to
consciously touch it.

Level Five
Abandon the Fetters (CB:TreRev): You must have one point of blood from yourself, your
target, and their regnant. You must cause considerable damage to the target. Casting this ritual
causes three points of unsoakable aggravated damage as their flesh is flayed, and then both
you and the target takes an additional unsoakable aggravated damage as their blood boils into
steam. The subject of this ritual loses one permanent point of Willpower, but if the ritual
succeeds, the blood bond is immediately broken.
Asymmetrical Reproduction (RotB): Over the course of three nights, you use genetic material
of someone, creating a perfect clone of that individual, including merits, abilities, attributes, and
merits, though it lacks all but the most rudimentary memories of its source material. However,
over the course of seven days it becomes less and less stable, culminating in a murder spree,
preferably ending in the death of the original.
A clone of a vampire is a living creature (with the requisite biological needs), but appears as a
vampire to all means of detection.
At Our Command It Breathes (RotB): This ritual requires at least two vampires of the Gangrel,
Nosferatu, or Tzimisce clans (or their bloodlines), which are fed tiny amounts of your own
cursed and defiled blood (a total of five points per victim) and tortured and starved within an inch
of Wassail for a full month. After this, they are each staked,and dismembered. Over the course
of several nights, these body parts are stitched together into a single, roughly humanoid shape,
and wrapped in a sheep or horse uterus. Over the course of three months, you chant over them
nightly. At the end of the three months, you roll Intelligence + Occult (Diff 9), removing one die
for each night of chanting.
A single success on this check results in a Gargoyle being created (with standard character
creation rules, with a generation equal to the lowest “donor” generation.) Gargoyles created
through this ritual are sterile, and use of this ritual is definitely an evil act, requiring a
degeneration roll for all but the most jaded Paths.

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Blood Contract: This ritual is essentially just a contract written in your blood, and signed in the
blood of those to be bound to it. If one of the signees attempts to renege, circumstances (up to
and including demons) conspire to enforce the contract. The contract can only be rescinded by
its completion or by the burning of the physical contract. Attempts to prohibit burning the
contract in the contract result in the contract spontaneously combusting.
Cobra’s Favor (RotB): To perform this ritual, you must mix cobra’s venom, your blood, and an
herbal tincture together, while chanting. You then drink this concoction. For one week per
success, anything that drinks your blood takes one point of aggravated damage per point
consumed.
Corrupt Soul (GC3): This ritual takes from sunset to midnight to cast, and targets any number
of characters in a single building. At the stroke of midnight (assuming the ritual is successfully
cast), you may roll 10 dice against each target (Diff target’s *current* Willpower + 1). Even a
single success changes a given target’s Nature after an incubation period. This change should
be dramatically opposed to the target’s original nature, but is up to the ST’s discretion

Successes Duration Incubation


1 1 Hour None
2 1 Night 1 Hour
3 2 Nights 1 Night
4 5 Nights 2 Nights
5 Permanent 3 Months

Court of Hallowed Truth (RotB): To enact this ritual, you must place a skull and crossbones
above each entryway to a room, spend a blood point at each. For one week per success, no
deliberate lies can be spoken in the room, and any direct questions asked by an authority must
be answered directly and without omission.
Curse of Clytaemnestra (MBN): This ritual only targets men. You must have a personal
possession of the target as well as their blood. You spend a variable amount of blood while
enacting the ritual, which takes a full night. The target then resists with Stamina + Fortitude (Diff
equal to the amount of blood spent on the ritual.) This ritual inflicts what is effectively nine
aggravated damage, minus the target’s successes as their physical forms (even for vampires)
age rapidly, though this damage is healed at a rate of one per night, and may be sped along
with blood point expenditure.
Dedicate the Haven (V20DA): To cast this ritual, you walk counterclockwise around a building
or similar, well defined demesne while burning a mixture of blood, frankincense, and myrrh over
the course of an hour, after which, you must return to the center of your haven and douse
yourself with the remainder of this mixture. Successfully casting this ritual creates a dedicated
haven, which makes other rituals (noted in their descriptions) permanent when cast within them.
Enchant Talisman: This ritual requires six hours of work per night for one full lunar cycle. Once
per week, you roll Intelligence + Occult (Diff 8), during which time you carve Hermetic sigils into
it, and spend a blood point each night. If a night’s work is missed or if the four rolls do not
achieve 20 total successes, the ritual is ruined.
When holding the completed talisman, you gain two extra dice when rolling a casting roll for a

265
path, and one extra dice for rituals. If the talisman is used as a weapon, it grands one extra dice
on your hit rolls. If you are separated from your talisman, you can roll Perception + Occult (Diff
7) gives you its location.
If the talisman is in the possession of another person, they gane three extra dice to use any sort
of magic against you.
You can only have one talisman at a time, and ownership cannot be transferred.
Escape to a True Friend: This ritual takes six hours a night for six nights (minus one night per
two successes), during which time you char a circle into the bare ground or floor. Each night you
spend three blood points. Once the circle is complete, you can step into it while saying the True
Name of your truest friend. Doing so transports you to within walking distance of your friend,
and has you appear somewhere out of sight of any observer. You can take a single ally, or a
maximum amount of cargo equal to your own weight
Escape to a True Haven (V20DA): This ritual takes six hours a night for six nights (minus one
night per two successes), during which time you char a circle into the bare ground or floor. Each
night you spend three blood points. These nights need not be consecutive, and cannot be
reduced by taking extra time on a given night. At any time after the circle is complete, you may
spend one Willpower to teleport back to it from any location, along with cargo up to your
maximum carrying capacity, and passengers up to your Occult rating (who must be in physical
contact with you).
Ghost in the System (SoT): To use this ritual, you must melt some sand and encase an ant in
the cooling glass, and requires a full week to invoke, stopping only to sleep. Success indicates
that all records of you are deleted from computers, and a new digital identity arises. Failure
indicates that your files are deleted, but not replaced, while a botch causes your files to be
corrupted, likely leading to government scrutiny.
Harmonize Building (AWoD): While a building is being constructed, you must ensure that it is
built using geomantic principles (the given example is Feng Shui), which increases the time and
cost to build by 50%. You select a single Ability that reflects the building’s purpose (the given
example is a Stock Exchange and Finance). Rolls using that ability enjoy a -1 Difficulty inside
the building.
Mirror of Blood (RotB): To enact this ritual, you must have 10 children under the age of seven,
all of the same blood type and free of genetic defects, all ghouled to a single vampire. Over the
course of three months, the children must be alternately pampered by the domitor and tortured
by you. Assuming the initial casting is successful, at the end of the three months, you must roll
Intelligence + Occult (Diff 9) for each child. Scoring a single success against a child kills them
and turns them as a bonded Blood Brother vampire, though a failure kills them. Should you fail
to turn fewer than three children, all of them perish.
Even attempting this ritual automatically results in a loss of Humanity (or similar Path).
Mirror Prison (RotB): This ritual requires you to polish a silver mirror with a point of your blood
and the tears of an innocent child. You must also expend a Willpower which is permanently
absorbed into the mirror. At any time after you create this mirror, you may open it by touching a
point of blood to it. Anyone placed through this portal (willingly or not) finds themselves in a
comfortable, but bare room that can fit up to three people. Those within cannot be scried for or

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targeted by Clairvoyance or similar powers. Prisoners need neither sleep or sustenance,
remaining untouched by time. You may touch a point of blood to the mirror, allowing it to
become transparent (or opaque again) in order to communicate with those within.
To escape, a prisoner can roll Willpower opposed by your own Willpower (Diff 8 for both) once
every 30 days. Alternately, you can simply choose to cancel the ritual, or someone outside the
prison can break the mirror, instantly freeing those within, and allowing you regain the invested
Willpower normally.
Night of the Red Heart (CB:TreRev): To enact this ritual, you must have a point of the target’s
blood. Ten minutes after you begin the ritual, the target is alerted to their impending destruction,
as well as the name of the caster. If the target is within 35 miles of you at Sunrise (when the
ritual ends), and the ritual is not interrupted, they immediately crumble to ash. Should the target
leave the range, they instantly know they are out of range, and also know if they re-enter the
ritual’s range. However, you gain no knowledge of if the target has left range, and indeed, have
no special knowledge of if the target is in range when you begin casting.
Obliterate the Battlements (SFBN): This ritual is an ST-ex-Machina without any hard
mechanical effects. Please consult SFBN 131 for more info.
Paper Flesh: To enact this ritual, you must write the target’s true name on a piece of paper,
which you then use to cut yourself, followed by burning it. For one night, that target’s Stamina
and Fortitude both drop to one. For every generation below 8th that they are, they keep one
additional dot.
Ravening Walls of Ceoris (V20DAC): Enacting this ritual requires you paint a wall with your
own blood (1 point/50 feet) while invoking earth spirits. For the rest of the night, anyone (except
for you) touching or climbing a given section of the wall has one point of blood drained from
them. Each section of the wall may hold one point of blood per dot of Thaumaturgy you
possess, which you may harvest by touching the wall. The walls continue to drain blood even
while full, but ooze this out as sterile black ichor. For every dot of Thaumaturgy above five you
possess, you may designate an additional vampire as immune to the walls’ effects, allowing
them to harvest blood from it as well. This ritual is permanent if cast in your dedicated haven.
Sanctuary (RotB): To enact this ritual, you must acquire a building in which no violence has
occured for at least fifty years, or for as long as it has stood (if younger than fifty years), and
build a shrine within it. This shrine need not be religious, but must be of significance to you.
Over the course of three nights, you must consecrate this building, permanently investing a
Willpower into it. If successful, no soul, living or otherwise, may enter the building without your
permission, and all within it are immune to Animalism, Auspex, Dominate, Dementation,
Presence, and similar powers.
Any act of violence in the sanctuary immediately breaks it, which alerts you and instantly returns
the invested Willpower. Barring this, the ritual lasts a number of years equal to your activation
successes, at which point you must choose to reinvest your Willpower and make another
activation roll.
Sculpting the Perfect Servant (SoT): To cast this ritual, you must rend a stillborn baby in half,
allowing its blood to wash over a pregnant woman’s belly. After the initial casting, if you wish to
improve on the developing baby, you must spend five hours each week with the growing infant

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until it comes to term. Doing so ensures that the child will have extraordinary attributes (threes
and fours where a normal mortal would have only twos) and an exceptional lifespan (100+
years). However, such tampering also ensures the child will never have a Humanity higher than
a six.
You may also visit any number of deformities on the fetus, though this requires no special
attention after the initial casting.
Severed Hand (RotB): You spend an entire night, during which you sever the target’s hand and
treat the wound with various alchemical compounds. Although the health levels can heal
normally, the severed body part is unable to be restored without magical healing (such a
Obeah).
Stone of the True Form (RotB): Over the course of one night, cast soak a small perfectly
round stone in a mixture of blood and eldritch compounds. With this stone, you may focus on a
target and engage in a contested Willpower roll (Diff the other’s Stamina). If you win by even
one success, the subject immediately returns to its natural form, which it must maintain for one
round per net success scored on the Willpower roll. If the stone is shattered, the victim is then
free to change shape.
Stone Slumber (SoT): To use this ritual, you must begin one hour before sunrise , smearing
your body with blood from a 12 hour old corpse, standing completely still in an open area while
facing East. Assuming success, as the first rays of sun touch you, you turn to stone until 10
minutes after the sun sets. In this form, you are completely immune to physical damage,
including sunlight and heat (unless the heat would be able to melt the stone), as well as effects
such as telepathy.
The Verdant Blade (A&T): To enact this ritual, you place an object large enough to pierce a
person’s heart into a tub or vat along with a freshly cut branch, several ounce of tree sap, and a
gallon of water, as well as an additional blood point (above and beyond the one needed to cast
a ritual in the first place.) You chant for 25 minutes, activating the ritual. If successful, the item
may be used to stake a vampire, paralyzing them as normal. A botch on the activation roll
seems successful, but the item shatters when used to stake a target. If the item is removed from
the target, it must be re-enchanted.
Vires Acquirit Eundo (SoT): You perform this ritual immediately after another by reciting an
incantation, breaking a small hourglass, and casting the sand into a green flame. Each success
on the activation roll acts as a multiplier for another ritual’s duration.
Warding Circle Versus Magi (PGLC): This ritual requires three points of mortal blood and
three small pouches of Tass taken from a place of power. You determine the radius of the circle,
every 10 feet increases the casting difficulty by one (max of 9, each additional 10 feet increases
the successes required by one) and increases the personal blood expenditure and amount of
Tass required by one.
A Mage (Awoken or Hedge) attempting to cross the circle meets resistance. An Intelligence +
Occult roll (Diff 8) identifies this as an effect of a warding circle. Attempting to press on requires
that they score more successes on a Willpower roll (Diff of your Thaumaturgy + 3) than you
made on the casting roll. Failure indicates that the Mage takes three dice of bashing damage
and suffers +1 Difficulty on further attempts to breach the circle. If the Mage leaves the circle

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and attempts to re-enter, they must make this check again.
This ritual lasts for one night if you spend an hour enacting it, or a year and a day if you spend
the whole night doing so.
Warding Circle Versus Spirits: This ritual requires three points of mortal blood and three small
pouches of pure sea salt. You determine the radius of the circle, every 10 feet increases the
casting difficulty by one (max of 9, each additional 10 feet increases the successes required by
one) and increases the personal blood expenditure and amount of sea salt required by one.
A Spirit attempting to cross the circle meets resistance. An Intelligence + Occult roll (Diff 8)
identifies this as an effect of a warding circle. Attempting to press on requires that they score
more successes on a Willpower roll (Diff of your Thaumaturgy + 3) than you made on the
casting roll. Failure indicates that the Spirit takes three dice of bashing damage and suffers +1
Difficulty on further attempts to breach the circle. If the Spirit leaves the circle and attempts to
re-enter, they must make this check again.
This ritual lasts for one night if you spend an hour enacting it, or a year and a day if you spend
the whole night doing so.
This ward is not effective against Demons or Ghosts, but there are versions of this Ward that
apply to Demons (using holy water instead of salt), and Ghosts (using powdered marble from a
gravestone)
Warding Circle Versus Technology (RotB): This ritual requires three points of mortal blood
from a mortal with at least 3 Intelligence. You determine the radius of the circle, every 10 feet
increases the casting difficulty by one (max of 9, each additional 10 feet increases the
successes required by one) and increases the personal blood expenditure and amount of mortal
blood required by one.
Once made, the circle glows with a coppery light noticeable in dim lighting. A successful
Intelligence + Occult (Diff 8) roll identifies this as a warding circle.
If technology crosses the circle, the possessor must roll Willpower (Diff your Thaumaturgy + 3)
and score more successes than you did on your activation roll. If this roll fails, the technology is
destroyed- data becomes irretrievable, and mechanisms are shattered.
Ward Versus Magi (PGLC): You pour a blood point and a handful of Tass over the object you
wish to ward and spend 10 minutes chanting the verbal component. Any Mage (Awoken or
Hedge) touching this object takes three dice of lethal damage per turn, and must spend a
Willpower point to consciously touch it.
Ward Versus Spirits: You pour a blood point and a handful of pure sea salt over the object you
wish to ward and spend 10 minutes chanting the verbal component. Any Spirit touching this
object takes three dice of lethal damage per turn, and must spend a Willpower point to
consciously touch it. This ward is not effective against Demons or Ghosts, but there are
versions of this Ward that apply to Demons (using holy water instead of salt), and Ghosts (using
powdered marble from a gravestone)
Way of the Wendigo (RotB): This ritual requires that you take a victim who embodies a trait
you admire, spending an hour anointing them with with oil, sage, and ash, at the end of which,
you murder them with the thigh bone of a hanged man, consuminng their flesh. For the next
hour, your dice pools are all at -1, butt for every ten minutes you rest, you regain a Willpower

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and a Health Level.
This ritual should automatically result in a loss of Humanity (or similarly humane path, minimum
to 2), and a Degeneration roll for all paths (including Humanity) as the Beast grows stronger.
Using this ritual requires a Self-Control (Diff 8) roll. Failing this roll gives the flaw Addiction
(Human Flesh) permanently.

Level Six
Bone of Contention (CB:TreRev): This functions as a bone of lies, except it blackens when
you wish it too instead of when the holder lies. In your absence, it functions normally as a bone
of lies.
Greater Scrying (LotH): This ritual requires a pool, mirror, or lens, and ritual tools appropriate
for your tradition (the examples include an Egyptian priest’s staff, a consecrated statue of
Apollo, and astrological symbols). If successful, you must also roll Perception + Occult (Diff
varies) to target a given person or location.

Difficulty Familiarity with Target


6 Very Familiar, or strong sympathetic link (Own haven, know target’s True
Name)
7 Familiar or moderate sympathy (Favorite library, photo or fingerprint of
target)
8 Not very familiar or weak sympathy (National landmark you visited,
target’s signature or documentation)
9 Unfamiliar (spot on a map, name and description of target.
If successful, you gain the benefits of Lesser Scrying, but may use purely mental disciplines and
powers through the scrying.
Mass Grave (DSBH): This behaves as Shadowgate (Level Four ritual), except it affects a
number of individuals equal to your activation roll.
Quenching the Lambent Flame (SotB): This ritual takes an hour, requiring that you draw a
circle with a mixture of your own blood and that of the target. The subject must then lie
motionless in the circle for an additional hour (requiring the victim to be staked if they’re an
unwilling participant) for the ritual to take effect. If the subject is willing, the activation roll is
made at (Diff 7) instead of 9. Success of the ritual permanently increases the target’s generation
to 13, though this can be decreased normally. This ritual has no effect on vampires of higher
than 13th generation.
Refined Digestion (SoT): To enact this ritual, which takes three nights, you must possess five
points of the target’s blood. Success indicates that non-kindred blood is worth ⅓ of what it would
normally be worth to them. The effects of this ritual are permanent, but may be reversed with an
incantation, five additional blood points from the target, and a sacrificial mortal.
Ritual of Demesne (MS): You spend one blood point drawing sigils at each entrance of an area
you wish to ward. If successful, each time an unknown vampire crosses this threshold, you are
alerted and receive a mental image of the vampire in question.
Sands of Time (CbN2): This ritual takes five hours to cast, requiring you to enchant a marble
bowl full of white sand, rolling Dexterity + Occult (Diff 7). If you sprinkle someone with the sand,

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it takes them (Successes) actions to perform a single action. Celerity or Rage can thus
potentially allow a creature to take actions normally, or a character can take “multiple” actions,
thus reducing their dice pools, or can take multiple turns to perform their action. A target
sprinkled with the sand is slowed for a scene. A bowl has five doses of sand.
The Eternal Mask (DNRL): To enact this ritual, you must study a target’s aura for an hour, and
then ritually diablerize them. For a number of years equal to your successes, any time someone
reads your aura, it displays the victim’s instead.

Level Seven
Bone of Eternal Thirst (SoT): To enact this ritual, you must carve a weapon from bone or
ivory, and bathe it in the lifeblood of a year-old fledgeling vampire every night for a month,
culminating in the death of your own childe. The created weapon deals Aggravated damage as
a weapon of its type normally would, and for each level of damage it deals, it drinks a point of
the target’s blood. The weapon can only be destroyed if it drinks 20 points of blood from a single
target and is then cast into flames.
Eyes of the Ever Vigilant (SoT): Casting this ritual requires five nights and three
thaumaturges, and lasts a decade, though recasting the ritual only requires one of the original
casters. This ritual protects one building, and for its duration, effects such as Obfuscate,
Chimerstry, and some applications of Dominate do not function within the structure’s walls.
Impede the Gifts of Caine (A&T): To enact this ritual, you bathe an item as small as a baseball
but no larger than a suitcase in six points from at least two different thaumaturges, and spend
an hour chanting. After the hour, you light the item aflame, then extinguish it with your bare
hand (dealing one Aggravated damage, soakable as normal, and requiring you to check for
Rotschreck). If successful, the item is undamaged by the flame, and Difficulties to activate
Disciplines within 100 feet of the item are increased by one (Max. 10). Disciplines that require
no roll and those activated by vampires of lower generation than you are unaffected, though
your own are. The item remains potent until you choose to deactivate it or until dawn.
Regardless, when deactivated, the item must be re-enchanted to be effective.
Platonic Split (LotH): Enacting this ritual requires your target be physically present, or else that
you possess a piece of them (a lock of hair will suffice). This ritual can target yourself. If
successful, you split the target into Man and Beast.
The Man has all of the original target’s traits, including Disciplines, and is immune to Frenzy, but
can spend blood only to wake. Drinking blood is still necessary for the target, but loses all
pleasure.
The Beast has all of the original target’s physical traits, Disciplines, and blood pool, but their
Social Attributes are set to 0, and their Mental Attributes are set to 1. The Beast is also set into
a permanent Frenzy. When the split occurs, the Beast is assumed to be in a Berserker Frenzy,
targeting the Man as the expense of all other threats, but responds to stimuli (such as fire or
sunlight) as normal.
This ritual lasts for a number of nights equal to the successes on the casting roll, or until the
Beast is slain (which returns The Beast to the target). If The Man is slain, the ritual becomes
permanent, The Beast being unleashed. The Man can also attempt to regain their Beast once

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per night by rolling Willpower (Diff 9).
Ritual of the Severed Hand (A&T): The target of this ritual must remain motionless (whether
voluntarily or by restraint) and anointed with a mixture of herbs, powdered human bone, as well
as the ashes of a vampire slain by fire or sunlight, mixed into two points of your blood. Then, the
subject’s hand must be chopped off (dealing three unsoakable Aggravated damage, healable as
normal). Success on the ritual severs all the subject’s viniculi.
Whip of the Erinyes (LotH): The text is unclear on how to enact this ritual. If successful, each
night the target must roll Conscience/Conviction. If successful, they must roll against the next
night. If the Virtue roll fails, the target loses a dot of Path. This continues until the target loses
Path equal to your successes on the activation roll. This curse can also be lifted by the subject
going into torpor for a year, with countermagic, or by receiving the Obeah power Mens Sana (or
higher)

Level Eight
Blade of the Forbidden Flower (SoT): To enact this ritual, you must completely drain the
blood of a vampire skilled with weapons, leaving aside a point of the blood and keeping the
corpse. You must then forge and cast a blade seven times. Finally, you must drink the final point
of blood, and thrust the forged blade into the corpse’s chest, causing the corpse to disintegrate
into ash. The resulting weapon deals Aggravated damage, and may only be wielded by you or
by someone you’ve freely given the blade to. Anyone else who attempts to wield it takes one
health level of Aggravated damage each round they attempt to do so. The sword retains the
disciplines and abilities of the vampire slain in its forging, which the wielder may use as though
they knew them.
The Name Forgotten (TC3): To enact this ritual, you write your name on a sheet of paper.
Each year for 100 years, you must invest a point of permanent Willpower into it. Thereafter,
once you meet Final Death, memory of your name is wiped from the memories of all who knew
you. This doesn’t blank your name from texts or erase you from videos- those who knew you
simply don’t.
Soul Disjunction (LotH): To enact this ritual, you must chant and invoke the power of gods of
magic and death (the examples included are Hecate and Hades). If successful, at any point
during the night, you may point at a target and finish the spell, automatically affecting them as
though by the Astral Projection Auspex power, but sending them into Torpor, and sending them
to a random location on the Astral Plane and severing their Silver Cord. They may end this by
locating their torporous body, assuming it hasn’t been destroyed.

Abyss Mysticism
A blood magic path derived from the Lasombra’s Obtenebration discipline. You cannot have
more dots in Abyss Mysticism than you do in Obtenebration.

Ritual Roll: Wits + Occult (Diff 4 + Ritual level, max 9)

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Rituals
Level One
Light within Shadow (LotC): Upon casting this ritual, you summon a sphere of inky shadow
that you then stare into, rolling Perception + Occult (Diff 8). If successful, you permanently gain
the Controllable Night Sight Merit. If you botch, you gain the Uncontrollable Night Sight Flaw. If
you simply fail, you may try again the next night.
Drawback: Whenever your Night Sight is active (even if it’s uncontrollable), your eyes become
orbs of blackness.
The Shadow Hands That Serve (PGHC): To enact this ritual, you light a candle and extinguish
it with your bare hands, dealing one point of aggravated damage to you (soakable as normal)
and prompting a check for Rotschreck (Diff 4). You must then roll Intelligence + Occult (Diff 6).
Botching this roll causes one point of unsoakable aggravated damage. If successful, however, a
small orb of shadow is summoned, lasting for one night per success on the initial casting. It is
not strong enough to attack, but can act as an assistant of sorts, obeying your verbal commands
and manipulating objects with inky tendrils. It can communicate with creatures through crude
images and emotional empathy while in physical contact with them. Full stats for this orb, called
the Eyes of Ahriman, are found in PGHC 177.
Weight of Shadows (RotB): If successful, you gain the ability to control naturally occurring
shadows. You may only control a single shadow at a time, and, while you can shape them as
you please, they must remain “anchored” to what is casting them, and they must retain roughly
the same mass. This ritual lasts the rest of the night.
Drawback: Shadows that you are not actively controlling attempt to move towards you, even
bending against the light casting them. You gain the Flaw Eerie Presence for the duration.

Level Two
Comforting Darkness (LotC): Once you cast this ritual, you spend an additional Willpower and
roll Stamina + Occult (Diff 8). If successful, you may spend any number of blood points
(regardless of generational limit), healing two points of lethal or bashing damage. If you botch
the Stamina roll, you take one point of unsoakable Aggravated damage. However, until you
consume twice as much blood as you spent, you gain no sustenance from Vitae. You may only
use this ritual once per night.
Drawback: Upon casting this ritual the first time, your blood turns almost black forever.
Feed the Darkness (RotB): To enact this ritual, you spend fifteen minutes meditating on the
nature of the Abyss. If successful, you are able to feed from your Arms of the Abyss power for
the rest of the night,, leaving behind leech like marking on the feeding area. Any Flaws or Merits
you may have in relation to feeding still apply.
Drawback: While this ritual is active, your blood turns a dark black, and is visible through your
skin in places where veins and arteries are near the surface.
The Heart that Beats in Silence (PGHC): To enact this ritual, you light a candle and extinguish
it with your bare hands, dealing one point of aggravated damage to you (soakable as normal)
and prompting a check for Rotschreck (Diff 4). You must then roll Intelligence + Occult (Diff 7).

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Botching this roll causes one point of unsoakable aggravated damage. If successful, you
summon an orb of shadow about the size of a basketball, which acts in all ways as the orb
summoned by The Shadow Hands that Serve, except it can attack as though using Arms of the
Abyss.
Full stats for this orb, called the Heart of Silence, are found in PGHC 177.

Level Three
Abyssal Threads (RotB): When enacting this ritual, you mix a point of blood with Abyssal
shadows, forming an invisible thread, and then attach it to a person or object. If attached to a
person, either party can tug this thread, causing a similar tug on the other end. If attached to an
object, you feel a tug if the object is moved. This power lasts until sunrise.
Drawback: While this ritual is active, Abyssal winds fly around you. You gain the Cold Breeze
flaw for the duration.
Calling the Hungry Shade (PGHC): A mystic may initiate this ritual any time between dusk and
midnight. To begin, the vampire stands at the center of the intended summoning area and slits
his left palm. He then turns counterclockwise in silence with bloody hand outstretched to drip a
circle of blood. Next he steps out of the circle, taking care to drip no more blood outside its
edge. He then begins a whispered chant of invocation as he prowls around the circle in a spiral
that winds slowly inward. Multiple Abyss mystics who know this ritual may assist and usually do,
circling equilaterally apart from one another in synchronous steps. The total number of
participating mystics cannot exceed the highest Occult rating in the group. Make an extended
Intelligence + Occult check (difficulty 6) for every mystic involved, rolling once per hour of chant
without looking at the dice. The Story- teller should privately keep track of the total number of
successes amassed and permit players of the participant mystics to continue as long as they
like until an hour before dawn. A botch from any mystic reduces the number of accumulated
successes by five. When the mystics choose to resolve their processional litany, they stop and
turn to face the center of the circle. Each speaks a syllable of summons in perfect unison and
their players spend one point of Willpower. It is at this moment that the air tears asunder and a
Hungry Shade rises in the blood circle.
The statistics of each summoned Hungry Shade vary. Each success in casting generates three
bonus points that may be used to generate its statistics according to the costs listed on p. 129 of
Dark Ages: Vampire... The shade begins with a rating of zero in all traits except Obtenebration
and may not have Backgrounds, Virtues or a Road (as it has no need of such Traits). Health
levels cost two bonus points each and the creature never suffers wound penalties. It can also
store more Willpower than its permanent rating for a cost of one bonus point per additional point
of capacity and begins with a full pool. None of the shade’s traits may exceed the rating of the
highest Obtenebration score among the participating mystics. The only exceptions are
Obtenebration (begins at five dots; cannot exceed a rating of eight), permanent Willpower (can
equal double the highest caster’s Obtenebration), total health levels (up to twice the shade’s
permanent Willpower) and temporary Willpower capacity (no upper limit). The shade may
possess only the following Disciplines, or rather analogous pow- ers: Celerity, Fortitude,
Obtenebration and Potence. The shade’s default state is immaterial as per Tenebrous Avatar,

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so its version of that power allows it to solidify for a turn at the cost of one Willpower point. The
shade can see in all darkness, natural or otherwise. It regains one point of Willpower for every
blood point consumed or health level of damage inflicted, and all its attacks (including Arms of
Ahriman) inflict aggravated damage. It has no blood pool and does not need to spend blood to
activate Obtenebration powers but substitutes Willpower to augment shadow effects or use
Celerity. The shade suffers aggravated damage from sunlight and fire and soaks like a vampire
when materialized. It cannot speak but may telepathically communicate at will in images and
emotions with any sentient being it can see.
Once the Hungry Shade is built according to the number of successes rolled, the player of the
lead mystic makes an opposed roll of Willpower against the sum of the shade’s two highest
permanent traits other than Willpower (both rolls at difficulty 4). The vampire receives one extra
die per assisting mystic. If the vampire wins, the shade must serve him faithfully in all endeavors
for a number of nights equal to his Willpower. This duration may be extended by one night per
point of fresh human or vampire blood immediately fed to the monster. It is not possible to
increase the duration of servitude after the ritual ends, though it is believed that more powerful
summoning rituals may exist for such purposes.
If the shade wins the contest of wills, it may freely attack the mystics and usually does, though
some have been known to flee the area and wreak havoc elsewhere or even return to the Abyss
without incident. A freed shade may remain in the physical world as long as it desires, although
it loses points of Willpower equal to its Obtenebration rating each dawn. If it runs out of Will-
power, it can no longer bear separation from the Abyss and returns home through the closest
shadow.
(This power is copy-pasted because holy shit wall of text.)
Claiming the Dark (LotC): While casting this ritual, you are at a -2 die penalty for all other
actions as you draw the shadows into your body. After casting it, you must roll Manipulation +
Occult (Diff 8). If you fail, the shadows simply leave. If you botch, the shadows leave, taking
blood points with them equal to the number of 1s rolled. If successful, however, your skin turns
black, and your Physical attributes increase to match your Obtenebration rating (if they are
lower. Furthermore, all Obtenbration powers are rolled at -2 Difficulty and the cost for Arms of
the Abyss is halved. However, each night you rise in this form, you must pay blood points equal
to your Obtenebration rating or the power ends, and all damage you take from sunlight is tripled.
Drawback: If you spend more nights in this form that your highest Virtue rating, your skin begins
to permanently blacken, like an elder Assamite’s.
The Third Eye of Rickard Argentis (V20DA): This ritual takes ten minutes to cast, and you
may spend any amount of blood to do so. Upon successfully fasting this ritually, a shadowy third
eye grows from your forehead. Any time you would be ambushed or surprised, the eye spends
one of the blood points used to create it, summoning an Arm of the Abyss against the attacker,
which acts immediately. This power lasts indefinitely until all the blood spent on the casting is
expended.
Drawback: This power is incredibly visible. While there is no mistaking you for a Salubri, you are
treated as having the Odd Eye and Visible Eye flaws.

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Level Four
Maw of Ahriman (RotB): When you enact this ritual, your mouth becomes a horrific portal to
the void. You may make bite attacks, that in addition to its normal damage, also drains a point of
permanent Willpower from the target. Willpower lost in this way is regained after a month. You
can also consume anything you can fit through your lips, which is consumed by the Abyss. This
ritual lasts until sunrise or until you choose to end it.
Drawback: While active, you cannot speak or otherwise use your mouth, vocal cords, tongue, or
fanns.
Vision of Shadow (LotC): While casting this ritual, you focus on a place or person. If
successful, you gain a vision of that person or place as they currently appear, complete with
sound, from a nearby shadow. This vision can come from anywhere within a (Obtenebration)
mile radius. Botching the casting roll results in a -2 die penalty for the rest of the scene.
If the target has the ability to sense scrying, they may roll Perception + Occult (Diff 8) to know
they are being watched.
Drawback: For the rest of the night, you take a -2 die penalty on any *Perception* checks you
make.

Level Five
Ahriman’s Wight (RotB): After enacting this ritual, you gain a number of “Wounded” health
levels equal to your Obtenebration rating. However, when one of these levels are damaged, you
lose a dot if Obtenebration, which returns after a week.
Drawback: While under the effects of the ritual, all failures on Conscience/Conviction rolls are
considered botches.
Commune with the Abyss (LotC): To enact this ritual, you draw the shadows around you, and
fall into a torpor like sleep. You then ask one question, which the ST assigns a value, typically 1-
10. Each night after the first, you roll Intelligence + Occult, accumulating successes. Once
you’ve accumulated successes equal to or greater than the question’s value, you awaken with
the answer in your mind. This answer is clear and honest.
Any night you accumulate no successes, the interval for each check increases- nights become
weeks, become months become years become decades, and so on. Worse still, a botch
removes successes equal to the 1s rolled, and can reduce your successes below zero.
Drawback: The first time you use this ritual, you permanently gain the Nightmares flaw.
Furthermore, each time you use this ritual, you reduce the difficulties of all Intimidation rolls by
one, and increase the difficulties of other Social rolls by one against non Abyss Mystics. This
effect is cumulative.

Level Six
Into the Chasm (PGHC): You spend an hour drawing sigils on a smooth, unbroken surface with
three points of vitae. You must then roll Intelligence + Occult (Diff 7). On a failure, the sigils
simply burn out. On a botch, a portal opens, disgorging a number of Nightshades equal to the
number of 1s rolled (stats on PGHC 179). On a success, the portal remains open for a number
of rounds equal to the successes rolled on the casting. Without the ability to see in darkness,

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one becomes hopelessly lost, and the cold of the abyss causes a die of Lethal damage. If
multiple characters join toy, it is wise for them to maintain bodily contact with you.
You may also use the Abyss as a form of transport, rolling Wits + Obtenebration (Diff 8, Diff 6 if
you have the Abyss Mysticism specialty). If successful, you appear at your destination (albeit
with the sensation of falling). Failing on this roll increases the difficulty of you next roll by one,
which you cannot make for another minute. Botching this roll increases the difficulty and attracts
the attention of Nightshades as above. You may take additional passengers with you, but each
passenger must pay a point of Willpower and maintain bodily contact with you when you use
this shadowy teleportation.
Drawback: After every trip to the Abyss, you must roll Willpower (Diff 1/minute spent in the
Abyss, max 9). Failure permanently gives you the Animate Shadow flaw, while a botch gives
you the Harbinger of the Abyss flaw. Passengers must also make this check, though their flaws
fade by the end of the night.

Level Seven
Evocation of the Oubliette (PGHC): You spend a full turn in concentration, during which time if
you are disturbed, you must make a Wits + Occult (Diff 8) or else you are swallowed by the
Abyss for a number of hours equal to your Obtenebration, and, if your Willpower is lower than
your Obtenebration, gain a permanent Derangement (which may be cured normally), and when
you return, you automatically enter Rotschreck. On the turn following the preparation, you
gesture forcefully at your target, spending 3 blood points. You roll the attack with Perception +
Occult (Diff 6), which may be dodged but not blocked or parried. If you score a single net
success, the target is enveloped in shadow for a number of nights equal to your Occult rating, or
until you choose to recall them. If their Willpower is lower than your Obtenebration, they gain a
permanent Derangement (which may be cured normally). When this imprisonment ends, the
target is disgorged from the shadows, immediately entering Rotschreck.
Drawback: Immediately upon learning this ritual, you gain the Grip of the Damned fflaw.

Level Eight
Ahriman’s Beckoning (PGHC): You spend a full turn in concentration, during which time if you
are disturbed, you must make a Wits + Occult (Diff 8) or else you are swallowed by the Abyss
for a number of hours equal to your Obtenebration, and, if your Willpower is lower than your
Obtenebration, gain a permanent Derangement (which may be cured normally), and when you
return, you automatically enter Rotschreck. On the turn following the preparation, you speak the
target’s name, spending 3 blood points. If the subject is within (Obtenebration + Occult) miles,
you roll the attack with Perception + Occult (Diff 6), which may be dodged but not blocked or
parried. If you score a single net success, the target is enveloped in shadow for a number of
nights equal to your Occult rating, or until you choose to recall them. If their Willpower is lower
than your Obtenebration, they gain a permanent Derangement (which may be cured normally).
When this imprisonment ends, the target is disgorged from the shadows, immediately entering
Rotschreck
Cry that Slays Light (PGHC): To enact this ritual, you must spend a full week in absolute

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silence, meditating on your hate for the sun, moon, and the creator of Light. Once the ritual is
cast, you must also roll Intelligence + Occult (Diff 8). Botching this roll results in your
banishment to the Abyss for one century per 1 rolled, during which time, you gain at least one
derangement, your blood pool is empty (though you don’t enter Torpor), and when you return,
you enter a Frenzy that may last weeks or longer. If successful, however, you learn a syllable
that is anathema to the Sun itself. This syllable cannot be telepathically extracted or removed
from your memory by any means short of divine intervention. At any time in your unlife, you may
shriek this syllable, turning day into night for one hour.
Drawback: Upon uttering this syllable, you must roll Path (Diff 4). If this causes you to enter
Wassail, you rampage under the cover of darkness, killing everything you can find. When the
darkness ends, it returns to the Abyss, and if reduced to this Abyssal Wassail, takes you with it.

Akhu (Setite Sorcery)


The secret Setite blood magic used in the service of their god.

Standard Roll: Intelligence + Occult (Diff power level + 3)


Ritual Roll: Intelligence + Occult (Diff 4 + Ritual level, max 9)

Alchemy (Alchemy)
Use of this power requires some sort of controlled setting- it has little combat capability. You
must be familiar with the elements in question (i.e. you cannot change iron to radon without
being familiar with BOTH iron or radon.). Only one success is required to activate this ability, but
additional successes allow a greater amount of material to be modified.

Level One
Simple Changes in Form: Solid to liquid, liquid to gas, etc.

Level Two
Complex Changes to Form: Liquid to specific form of solid, water to separate Hydrogen and
Oxygen clouds, etc.

Level Three
Complicated Changes to Form: Water to breathable O2, and loose Hydrogen, compounds
into separate elements.

Level Four
Minor Shifts in Composition: Moving an element’s atomic number up or down five.

Level Five
Miraculous Shifts in Composition: Turning lead into gold, or nitrogen into radium.

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Divine Hand
Divine Hand requires you to create a model of the target- material doesn’t matter, but should
resemble the target, requiring a Perception + Crafts (Diff 6-8, STs discretion). An especially
good model (five successes) may lower the difficulty to cast the spell by one. Conversely,
putting little effort into crafting the model (such as being rushed) increases the difficulty.
Regardless, each spell takes five minutes to cast, and lasts 24 hours. Whatever happens to the
model also happens to the target, within the limitations of the spell. Unlike most blood magic,
using Divine Hand doesn’t require the use of Vitae (unless otherwise noted). Some of these
powers affect spirits. If using Essence rules instead of Health boxes, these applications deal ten
times as much Essence damage.

Level One
Hand of Ptah: At this level, you can affect only objects weighing up to 200 pounds, dealing or
repairing two points of damage, or exert a Strength rating of 3. During the casting of this spell,
you call upon the deity Ptah, the builder.

Level Two
Hand of Khnum: At this level, you can affect mortal beings- humans or animals. To do so, your
model must be a waxen doll incorporating bits of the actual target. Knowing the target’s True
Name removes the requirement for physical bits of them. When affecting a mortal, you may
inflict one Lethal *or Bashing* damage on them per success on the casting roll, and exert a
Strength rating of 2 on them.
Objects you affect may weigh up to 1,000 pounds, and you may inflict or repair four levels of
damage, and exert Strength 6. When casting this spell, you invoke the name of Khnum, the
shaper of life.

Level Three
Hand of Anubis: At this level, you can affect corporeal supernatural creatures (such as
vampires, shifters, and changelings), calling upon Anubis, the Mediator. As with Hand of
Khnum, you must have a piece of the target’s body or their True Name. Affecting such a
supernatural creature also requires you to spend two additional points of Vitae and two points of
Willpower. Each success on the casting roll allows you to inflict one health level of lethal
damage to the target, and allows you to exert a Strength of 2.
*When affecting mortals, you may deal two points of Lethal or Bashing damage for each
success on the casting roll, and exert a Strength of 4.*
When affecting inanimate objects (which does not cost extra resources), you may affect an
object up to 5,000 pounds, and can inflict or repair six levels of damage, and exert a Strength of
9.

Level Four
Hand of Thoth: At this level, you can affect spirits and ghosts, calling upon Thoth, the Mystic.

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To do so, you must know the spirit’s True Name, or else bear a piece of the spirit’s corporeal
body, or a relic important to them in life. *If you can somehow corporealize the spirit and gain a
sample of that ectoplasm, that would also suffice.* You may also freely affect a spirit you can
see directly. However, you can only affect spirits that are manifested on Earth, or else are
currently in a near-realm (such as the Penumbra or the Shroud). As with Hand of Anubis, you
must expend two Willpower and two blood to affect a spirit. Each success allows you to inflict up
to one lethal damage to the spirit. Spirits, being immune to bashing and being incorporeal,
cannot be dealt that damage or have strength exerted on them.
*When using this level of Divine Hand on a corporeal supernatural, each success allows you to
deal up to two Bashing or Lethal damage, and exert a Strength of 4.
When used on a mortal, each success allows you to deal of to three Bashing or Lethal damage,
and exert a Strength of 6*
When affecting objects, you may affect objects up to 20,000 pounds, inflicting or repairing up to
eight levels of damage, and exerting a Strength of 12.

Level Five
Hand of Heka: At this level, you may exert purely magic effects on your target, such as
Presence. To do so, you make the requisite expenditures to affect a spirit or supernatural (if
applicable), and the casting roll as normal, calling upon Heka, the personification of magic. Then
you may simply use the ability you wish to affect them with on the item.
*When using this level of Divine Hand on a spirit, each success allows you to deal up to two
Lethal damage.
When using this level of Divine Hand on a corporeal supernatural, each success allows you to
deal up to three Bashing or Lethal damage per success, and exert a Strength of 6.
When used on a mortal, each success allows you to deal up to four Bashing or Lethal damage,
and exert a Strength of 8*
When affecting objects, you may affect objects up to 100,000 pounds, inflicting or repairing up
to 10 levels of damage, and exerting a Strength of 15.

Immanence of Set
Immanence of Set does not always require blood expenditure or a Willpower roll, and it should
be assumed that a given power doesn’t require either unless stated.

Level One
Whisper of the Sands: This power only requires a blood expenditure. To activate this power,
you roll Manipulation + Leadership (Diff 6). You may send a number of your progeny or ghouls
equal to your successes a single message that’s about two sentences long. You may spend a
Willpower to keep communication open for another round.

Level Two
Tongue of the Tempter: You must invoke this power at sunset, spending two points of blood

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and rolling an Manipulation + Empathy (Diff target’s current Willpower). You must then track the
target down and have a half-hour conversation with them during the night. If your invocation was
successful, the target lets slip a single secret without remembering they have done so. The
greater your successes in the invocation, the more important, valuable, or dangerous the secret
revealed is.

Level Three
Voice of the Prophet: To enact this power,you must be in the presence of your victim,
spending two blood points, a Willpower point, and rolling Perception + Empathy (Diff target’s
Current Willpower). If successful, you speak a cryptic message to the target, which drives them
towards their deepest ambitions, regardless of risks.

Level Four
Lord of Storms: To invoke this power, you simply spend three blood and one Willpower point,
blanketing a one mile radius in a torrential storm (or sandstorm, if appropriate) strong enough to
blot out the sun and send any sane people scurrying for shelter. You may spend additional
Willpower, increasing the radius by ten miles per point spent. You and those with you may travel
through the storm completely unaffected by it. The storm lasts at least one scene, but may last
longer.

Level Five
Dark Invocation: In order to use this power, you must know the target’s name, and in the case
of vampires, you must have a drop of their blood. You must devise a specific curse with a
duration (no longer than a Lunar month), and effect. The text’s example is a curse of weakness.
You must spend four blood points and a Willpower point and roll Manipulation + Occult (Diff
target’s current Willpower). The text suggests the effects be a difficulty penalty to the target on
relevant dice pools equal to the successes rolled, though other curses could be applied.
The Dark Invocation can be used to ward an area, in which case the curse must be inscribed on
the area, along with a triggering condition.

Path of Anubis (Spirit Manipulation)


Level One
Hermetic Sight: You can perceive the spirit world for one hour, plus 30 minutes per “extra”
success.

Level Two
Spirit Cant: You can speak to spirits for 15 minutes per success.

Level Three
Voice of Command: You make the normal casting roll which attempts to command said spirit.

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The spirit resists with a Willpower roll (Diff of your Manipulation + Occult). The Net Successes
you score determine the complexity of the order the spirit will follow.

Successes Result
Botch The spirit is immune to your commands, and is likely hostile
Failure The command fails and further attempts to command it are made at +1
Difficulty (cumulative)
1 The spirit obeys one simple command that is of no great inconvenience to it.
2 The spirit performs a straightforward command that it is not innately opposed
to.
3 The spirit follows one relatively complex command that it is ethically opposed
to.
4 The spirit consents to an extended or intricate task that does not place it in
immediate danger
5 The spirit accepts one lengthy or nigh-impossible task, or one that ensures its
destruction

Level Four
Entrap Ephemera: You bind a spirit to an item with a your casting roll, which the spirit opposes
with its own Willpower roll (Diff of your Manipulation + Occult).
Should you succeed, you create a fetish with a level equal to your net successes (max level of
five). You cannot create a specific fetish unless you know the specifics of it, but a fetish does
grant a bonus commensurate to its power level to an appropriate ability. A fetish is activated
with a Willpower roll (Diff 3 + Fetish level). A botch on this roll destroys the physical component
of the item, and frees the spirit.
You can create and maintain a number of fetishes equal to your permanent Willpower, including
those not in your possession.

Level Five
Duality: This ability can only be enacted in the physical world. You exist in both the real world
and the spirit world for 15 minutes per success. While in this state, you are susceptible to
attacks from both worlds, and Perception checks are made at +1 Difficulty.
A botch on casting this ability throws you wholly into the spirit world.

Path of Duat
To use any ability from the path of Duat, you must possess a black onyx talisman of a
mummified man. Each of the powers require your concentration while they are maintained,
meaning you cannot engage in violent physical activity or use other disciplines or magic. In
addition to the activation roll, each power also requires a Charisma + Occult roll, which is made
at +1 difficulty if the target does not see the talisman and you when you cast it. Furthermore,
you can only affect targets you can see, and should they leave your eyesight before you end the
power, it automatically ends. Unlike most blood magic, the Path of Duat requires no blood

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expenditure.

Level One
A Sending of Serpents: You roll Charisma + Occult (Diff 4, or 5 if the target cannot see you
and your talisman), and if successful, they are set upon and attacked by illusory snakes. While
this has no strict mechanical effect, and the snakes do no real harm, people other than the
target cannot see them, which depending on their reaction, could be awkward.

Level Two
Darkness of Duat: You roll Charisma + Occult (Diff 5 or 6), and if successful, the target sees
nothing for as long as you concentrate. The target takes a +2 Difficulty penalty on all dice pools
using Dexterity or using sight, and attackers gain +2 dice.

Level Three
Suffocation of the Tomb: You roll Charisma + Occult (Diff 6 or 7), and if successful, the target
becomes unable to breathe or speak. This is a minor inconvenience for vampires, but mortals
immediately drop to injured with Bashing damage. Each round of strenuous physical activity
they take requires them to roll Stamina + Athletics (Diff 6) or take another box of Bashing
damage. If they drop to Incapacitated, the can survive for a number of minutes equal to their
Stamina rating before dying.

Level Four
The Narrow House: You roll Charisma + Occult (Diff 7 or 8), and if successful, the target is
completely paralyzed. They may, however, spend a Willpower point to act for a single turn at a
die penalty equal to the success rolled on the Charisma + Occult roll. This power affects
vampires, other corporeal supernaturals, and wraiths, but not other spirits.

Level Five
Consignment to Duat: You must spend a Willpower point and roll Charisma + Occult (Diff 8 or
9). If successful, you kill the target or send them into Torpor, if they’re a vampire. The target
may expend a Willpower to stave this effect off and remain active for a round, acting with a -2
penalty to all dice pools, and they may do this each round until out of Willpower. In order to
survive this, the target must kill you, break your concentration, or escape your line of sight.

Path of the Dry Nile


To enact this path, you must place a blue earthenware amulet called a faience among the
personal effects or within the home of the intended target, unless otherwise stated. Likewise,
powers are permanent unless otherwise stated, until the amulet is destroyed or otherwise
removed from the target’s life.

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Level One
Beauty Fades: You target a single work of art within sight and roll Wits + Manipulation (Diff
varies; a sitcom episode would be Diff 3, the Mona Lisa Diff 9). Success indicates that the work
of art becomes abhorrent to those who view it. This power only affects the work in your
presence (so, while you could affect a sitcom episode you can see, people watching the same
episode in another house would be unaffected.) This power lasts for as long as it takes to view
the art or for a full scene, whichever is longer. This power does not require a faience.

Level Two
Trust Withers: You must use a faience for this power. You spend a blood point and roll Wits +
Manipulation (Diff Target’s Willpower). Over the course of nine weeks (minus one per “extra”
success scores), the target begins to believe that those closest to them intend them harm,
beginning with mild unease and escalating into full blown paranoia. If the target has reason to
suspect they’re being influenced by an outside source, they may roll Willpower (Diff 6) to resist,
requiring a number of successes equal to the number of weeks they’ve been affected.

Level Three
Love Dies: You must be in your primary target’s presence to activate this power, and must
plant a faience. You spend two blood points and roll Wits + Manipulation (Diff target’s
Willpower) and specify a secondary target the primary loves (romantically, platonically,
familially, doesn’t matter. Any love). Over the course of a few nights, the primary target’s love for
the secondary withers and fades. It doesn’t become hate or any negative feeling, it just
becomes not-love. This power has no effects on blood bonds, and lasts for a number of months
equal to your Willpower at the time of casting.

Level Four
Hope Dissolves: You must be in your target’s presence and must plant a faience. To activate
this power, you spend three blood points and roll Wits + Manipulation (Diff target’s Willpower). If
successful, over the course of a night, the target falls into a deep depression. Mechanically, this
limits all of their dice pools to their Self-Control/Instinct rating unless they spend a Willpower
point. This depression is unlikely to drive the target to suicide, but may push an already suicidal
target over the edge. This power has a duration dependent on your successes on the Wits +
Manipulation roll, though it may be ended earlier through medical intervention such as therapy
or anti-depressants.

Successes Duration
1 One Night
2 One Week
3 One Month
4 One Year
5 Permanent

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Level Five
Thrones Crumble: You must be able to see your target. You spend three blood points and roll
Wits + Manipulation (Diff target’s Willpower). If successful, the target begins to feel hate for an
authority figure in their life, such as a priest, parent, president, etc., and they will begin to act
against them according to their own Nature.

Path of Ptah (Path of Conjuring)


Level One
Summon the Simple Form: You are able to create simple objects, such as a steel baton, a
lead pipe, a wooden stake, or a rock. The object cannot have any moving parts and must be
made of a uniform material. Each turn you wish to keep the object in existence, you must spend
a Willpower or the object vanishes. A single success on this roll summons forth a shoddy
version of the object, while five successes summon a nearly perfect version of it.

Level Two
Permanency: When summoning an object, you may invest three blood points into it to make it
permanent. *If this would take you more than one round, you must still pay the Willpower cost
until you complete the investment.*

Level Three
Magic of the Smith: You may spend five blood points (*over the course of multiple rounds if
need be*) to create more complex items (such as guns, bicycles, chainsaws, or cellphones).
Such items are automatically permanent. Particularly complex items may require a knowledge
roll of some kind in addition to the casting roll.

Level Four
Reverse Conjuration: As an extended action, you must accumulate as many successes as the
original caster made when they summoned an item with this path. You must spend one blood
point per round until you give up or are successful. This power also enables you to automatically
banish any item you created with this path.

Level Five
Power Over Life: You spend 10 blood points (almost certainly over multiple rounds), and create
a complex, living creature. Such creatures (including humans) lack free will and mindlessly
follow the simple instructions you give them. Such creatures fade into sludge within a week.

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Path of Thoth (Focused Mind)
Level One
Readiness: For every success you got on the casting roll, you get a special pool of dice. You
may spend these dice on any Wits related roll (including Initiative) to add an equal number of
dice on that roll. This power lasts until your bonus dice are expended.

Level Two
Centering: This power is useable on any one subject within earshot and lasts a number of turns
equal to the successes scored on the initial roll. For the duration of this power, the subject is not
affected by any reduction of dice pools, short of Elder disciplines. This includes wound
penalties, situational modifiers, and Disciplines. In addition, the subject receives two additional
dice in all attempts to avoid or break frenzy.

Level Three
One-Tracked Mind: You may target anyone within earshot. Successful invocation makes the
target unable to split dice pools for multiple actions, and unable to change tactics after actions
have been declared. Any extra actions granted by Celerity must be used to follow up on the first
action. If the target wishes to attempt a different course of action, they must spend a point of
Willpower per scene (or per turn in combat).

Level Four
Dual Thought: *As a reflexive action,* successful use of this power allows you to make two
actions this turn without penalty. One of these actions must be purely mental, such as using a
purely mental discipline, or the contemplation of some problem. These two actions happen at
the same time. You may not use either of these actions to re-cast Dual Thought.

Level Five
Perfect Clarity: This power lasts for one scene (or one turn plus one for every success on the
activation roll). For this period, difficulties for all rolls are reduced by 2, you are immune to frenzy
and Rotschreck from all sources, and any rolls to control or influence you are made at +2
difficulty.

The Breath of Set (Weather Control)


The number of successes on the casting roll determines how long it takes to summon the
desired weather. One success summons it in a day, and five summons it almost instantly.
Current weather conditions modify the difficulty of the roll. Summoning a light drizzle on an
overcast day might be a -1 or -2 difficulty, though summoning the same in the Sahara might be
at +2 difficulty.
Effects target the largest area allowed unless you specifically attempt to target a smaller area.
All rolls to control weather indoors are made at +2 difficulty, and some applications may just

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straight up fail.
Multiple powers are listed for each level, but other applications are possible, so long as they
maintain the general power level.

Level One
Fog: All Perception rolls involving sight and hearing are made at +1 Difficulty, and the range of
ranged weapons is halved.
Light Breeze: All Perception rolls involving smell at made at +1 difficulty.
Minor Temperature Change: The temperature raises or lowers 10°F or 5°C

Level Two
Rain or Snow: All Perception checks involving sight or sound are made at +2 difficulty, as are
all drive and ride checks. The range of ranged weapons is quartered.

Level Three
High Winds: The wind speed raises to 30MPH, with gusts twice that. Firearm attacks are made
at +1 Difficulty, and Thrown and Archery attacks are made at +2 Difficulty. Dexterity rolls (Diff 6)
may be required to remain standing.
Moderate Temperature Change: The temperature raises or lowers by 20°F or 10°C.

Level Four
Storm: This combines the effects of Rain and High Winds.

Level Five
Lightning Strike: This calls down a lightning strike, which can be aimed with a Perception +
Occult roll, (variable difficulty, 6 for a target in the open, 8 for one with cover, 10 for one indoors,
but near a window.)

The False Heart (Path of Corruption)


You may not have a higher rating in this path than your Subterfuge rating.

Level One
Contradict: This power targets a subject within eyesight. This power causes a target to reverse
their current course of action, such that an archon may execute a prisoner they were about to
release, a mortal lover might switch from gentle and caring to sadistic and demanding. The
target rolls Perception + Subterfuge (Diff equal to your successes on the casting roll + 2). Two
successes allows the victim to realise they’re being influenced by an outside force, three allows
them to pinpoint the source, four causes them to pause, taking neither the original action nor its
inverse, and five allows them to carry out their original action.
This power cannot be

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Level Two
Subvert: You must make eye-contact with your target, who may resist this ability with a
Perception + Subterfuge roll (Diff Manipulation + Subterfuge). If you score more net successes,
the victim becomes inclined to follow a repressed, shameful desire (dictated by a psychological
flaw or their Nature) for an amount of time determined by your net successes.

Successes Result
1 Five minutes
2 One hour
3 One night
4 Three nights
5 One week
The target of this ability can resist the compulsion to follow their urge by spending a Willpower
point.

Level Three
Dissociation: You must touch your victim to cast the effect, which is resisted by a Willpower roll
(Diff of your Manipulation + Subterfuge). For the duration of this power, a victim’s viniculum
ratings (if applicable) are reduced by three, and they lose three dice from all Social dice pools
as they become withdrawn, suspicious and paranoid.

Successes Result
1 Five minutes
2 One hour
3 One night
4 Three nights
5 One week

Level Four
Addiction: The target must be exposed to the substance, sensation, or experience you wish to
addict them to. You must touch the target of this effect, which is resisted with a Self-
Control/Instinct roll (Diff 3 + your successes on the initial roll.) Failure indicates that the target
becomes hopelessly addicted for a number of weeks equal to your Manipulation rating. Each
night the target doesn’t feed their vice, all of their dice pools lose one die. Each time the target
has an opportunity to feed their addiction, they must roll Self-Control/Instinct (Diff 8) to avoid
indulging it.
A target may attempt to break the addiction by making an extended Self-Control/Instinct roll (Diff
your Manipulation+Subterfuge), with one roll allowed per night, with the goal to accumulate
three times the successes you made on the initial roll. During this time, the target may not
indulge their addiction, or all progress and accumulated successes are lost. Note that their Self-
Control/Instinct dice pool takes a one die penalty every night they do not engage in their vice.

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Level Five
Dependance: You engage the target in a conversation to use this power, which is resisted with
a Self-Control/Instinct roll (Diff of 3 + your successes on the initial roll). Failure indicates that the
victim’s psyche is subtly bonded to yours for one night per net success you rolled. A bonded
victim doesn’t overtly feel different about you, but does suffer a one die penalty to all rolls when
they are not around you or performing tasks for you.
Additionally, they are much less resistant to your compulsions, and their dice pools are halved
to resist your Dominate, Presence, or similar powers, as well as your mundane Social skills.
Finally, they are unable to regain Willpower when they are not in your presence.

The Snake Inside


All Snake Inside powers use the Seduction Secondary Ability. Subterfuge may be used in its
place, increasing the Difficulty of all associated rolls by one. Any roll which would have a
Difficulty greater than 11 is impossible and automatically fails.

Level One
First Taste: You choose a single, minor repetitive action, and roll Manipulation + Seduction (Diff
target’s Willpower), with successes determining the strength of the compulsion instilled in the
target. If the target has the opportunity to engage in the behaviour, they must roll Willpower (Diff
your Willpower) or engage in it. If the target ever scores five or more successes to resist, the
compulsion is broken.

Level Two
Cross-Addiction: Your target must already have an addiction or similar psychological affliction.
You choose a different addiction and roll Manipulation + Seduction (Diff Target’s Willpower). If
successful, the target’s addiction changes to the one you chose for a number of scenes equal to
your successes. You may double this duration by spending a blood point.

Level Three
The Jones: Your target must already have an addiction or similar psychological affliction. You
spend any number of blood points (up to generational maximum) and roll Manipulation +
Seduction (Diff Target’s Willpower). If successful, for a number of scenes per blood point spent,
the target cannot spend Willpower to resist their addiction.

Level Four
Fatal Compulsion: Your target must already have an addiction or similar psychological
affliction. You spend three blood points, and roll Manipulation + Seduction (Diff target’s
Willpower). If successful, for every three nights the target doesn’t engage in their addiction, they
take one point of unsoakable Lethal damage. Once the subject engages in their addiction, this
damage is healed and the power ends.

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Level Five
Temperance (BSTC): Your target must already have an addiction or similar psychological
affliction. You spend one blood point and roll Manipulation + Seduction (Diff target’s Willpower).
Success causes the target to take one level of unsoakable Bashing damage when they engage
in their vice. The duration of this power depends on the number of successes scored. This
inability to enjoy their vice may cause withdrawal symptoms.

Successes Duration
1 Scene
2 Night
3 Week
4 Month
5 Year

Revelations of Duat
Level One
Sight of the Jackal: You roll standard Ahku. If successful, your sight pierces the veil, allowing
you to see ghosts for a scene. You may spend extra successes to learn a given ghost’s
strength, shape, or some of its history. A Botch, in addition to the normal effects, causes the
ghost to notice you, and they may attack you.

Level Two
Weigh the Virtues: You roll standard Ahku, targeting a corpse, vampire, or ghost. Each
success shows you a deed from the target’s life, good or evil. In addition to the normal effects, a
Botch results in one of your own sins being revealed to your closest companions.

Level Three
Pharoah’s Sentry: Standard Roll. You target a ghost you have used Weigh the Virtues on, and
a body dead for no more than (successes) nights. If successful, you animate the body with a
fragment of the ghost. You may give the Sentry a single, one sentence command, which it
follows to the letter, so be careful with it. In addition to the normal effects, a Botch results in the
Sentry immediately attacking you. Stats for a sentry on ToS 63.

Level Four
Imbue with the Grace of Anubis: This behaves as Pharoah’s Sentry, except you must have
used Weigh the Virtues on the ghost used. Furthermore, the animate body can take more
complex actions, but left to its own devices, It follows the memories of the ghost used, which it
follows as a sort of guideline, though it attempts to find the most murderous path. Stats on ToS
p. 63

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Level Five
The Sorcery of Life: This behaves as Imbue above, except extra successes also allow you to
increase a Trait (max of your own equivalent) by one per success. Base stats on ToS. 63

Revelations of Eden
This Path does not have separate powers, but is instead a variable power, as the Path of
Flames. Creatures with the Iron Will Merit are completely immune to this Path. All powers use
the standard Ahku roll, and the target may resist with a Willpower (Diff 6). Permanent changes
can be undone by the target going into Torpor, or by your Final Death.

Level One: You reduce the target’s Permanent Willpower by one, and their Temporary
Willpower by one per success.
Level Two: You remove one dot from the Target’s Path, and reduce their Temporary Willpower
by one per success.
Level Three: You remove one dot from the Target’s Self-Control/Instinct and reduce their
Temporary Willpower by one per success.
Level Four: You select a new Demeanor for the target, and reduce their Temporary Willpower
by one per success.
Level Five: You select a new Nature for the target, and reduce their Temporary Willpower by
one per success.

Revelations of Midgard
The effects from this Path are permanent unless somehow dispelled unless otherwise noted,
and need not be cast on willing creatures, potentially leading to interesting uses.

Level One
Bestowment of Scales: Standard Ahku. You may only cast this magic on a creature you have
fed from. Any time that creature would take damage, you may choose to take it for them,
soaking normally. A botch on the casting roll allows you to choose to take this damage, but does
not allow you to soak, in addition to the botch’s regular effects

Level Two
Suffer for Jormungandr: You may only cast this magic on a creature who you have fed from
and who has consumed your blood. Any time you would take damage, you may choose to force
it on a creature who has been affected by this magic, soaked normally. Damage taken from
multiple sources in a turn can only be taken by one such creature, and any damage exceeding
their health track is returned to you as normal. A botch on the attack casting roll still grants the
effect, but all damage taken by them is aggravated, in addition to the botch’s normal effects.

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Level Three
Swallow the Tail: You may use this power only at the end of your turn, but it is not an action.
For each success scored, a blood points worth of blood crawls towards you, flowing into your
mouth and replenishing your own blood pool. You may not steal blood from a living or undead
vessel. A Botch on this roll forces you to vomit up ten points of blood, in addition to a botch’s
normal effects.

Level Four
Cycle of the Midgard Serpent: You may use this power on a ghoul with your blood. For each
success scored on the casting roll, you may bestow one dot of any Discipline to the ghoul. The
ghoul may use these disciplines as normal, using its blood pool. This power lasts until the next
sunset. Many Disciplines are harmful to ghouls when they use them. A botch on the casting roll
breaks the ghoul’s blood bond to you, in addition to giving the ghoul the chosen disciplines,
though you are not aware of this broken bond. Unlike similar powers, you do not lose access to
Disciplines granted.

Level Five
Apep’s Transformation: You may use this power only on a Ghoul who has your blood.
Success indicates that, over (10 - successes) turns, the ghoul transforms into a serpent the size
of a large horse. It is bound to you as any other ghoul is. On a botch, in addition to the normal
effects, the serpent immediately attacks you. Stats are in ToS, p 67

Sebau’s Touch (Path of Curses)


To use any ability of this path, you must have some essence of the target- their hair, blood,
flesh, or any other part of them. All of these powers can be resisted with a Willpower roll (Diff 7)
and can be ended by you at any time.

Level One
Stigma: Until next sunset, the victim makes all Social rolls at +1 Difficulty.

Level Two
Malady: For a number of nights equal to your Willpower, the victim reduces their physical dice
pools equal to your successes on the activation roll (maximum reduction of 3). The victim may
attempt to resist this curse nightly, though successes do not accumulate.

Level Three
Pariah: For one night per success, people mistake the target for a bitter rival. This won’t
necessarily cause fights, but they will treat them as though they were hated.

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Level Four
Corrupt Body: Assuming this power is effective, the victim transforms over the course of three
turns, and takes a three die penalty to all dice pools. Otherwise, for the duration of this power,
the target takes a one die penalty to all dice pools.
Further, the victim’s Strength, Dexterity, Stamina, OR Appearance drop to 1 for the duration of
this power, as determined by the net successes.

Successes Duration
1 One night
2 One week
3 One month
4 One season
5 One year

Level Five
Fall From Grace: The victim may contest the effects of this power with a Willpower roll (Diff 8).
If the victim botches this roll, the effects of the curse may be permanent.
For the duration of this power, the victim cannot automatically succeed in even the most trivial of
tasks. All actions have an automatic botch die, and the target can only ever score two
successes on any given action. The duration of this power is determined by your net successes.

Successes Duration
1 One night
2 One week
3 One month
4 One season
5 One year

Soul of the Serpent (Soul of the Serpent)


Level One
Serpentine Sense: This power allows you to effectively see in complete darkness, and, to a
lesser degree, unnatural darkness, reducing such difficulty increases by one. Hearing based
perception checks have their difficulty increased by two. Power lasts one scene.

Level Two
Scaleskin: Your Dexterity score increases by one (even if this is greater than your generational
maximum), and you are able to fit through any opening you can fit your head through.
Furthermore, you can swim through water at your normal land speed. Power lasts one scene.

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Level Three
Venom Curse: You can spit the point of vitae into the eyes of a target up to (Strength +
Potence) yards away by rolling Dexterity + Athletics (Diff 7), which the target may attempt to
dodge. If the attack is successful, you and the target enter at Stamina + Occult roll (Diff 6). The
target is blinded for one hour equal to your net successes on the Stamina + Occult roll. Mortals
stricken by this are permanently blinded.

Level Four
Touch of Typhon: You transform your arm into a deadly snake, which deals Strength + 1
Aggravated damage one a brawling strike. Mortals bitten must make a Stamina roll (Diff 7) or
perish in Stamina + 5 minutes.
Mortals so slain have their blood and venom ooze out of their bodies which coagulates into a
small asp under your control.

Level Five
Form of the Hydra: You spend two blood points, and transform over the course of three
rounds. Alternately, you may instantly transform by spending five blood points. During this time,
you cannot take any of actions, and do not visibly transform until the end of the last round, at
which point, you explode into a number of serpents equal to your maximum blood pool.
In order to kill you, all of the serpents must be slain. To resume your natural form, you must
spend another three turns.

Ushbati
In order to use any of these powers, you must roll Intelligence + Crafts (Diff same as the
activation roll) to create a figurine that you wish to animate from clay or wax. You must wash the
figurine in a point of vitae, carve its name into it in hieroglyphics, and then bathe it in milk and
honey before fumigating it with smoke from rare herbs. If the casting roll is successful, the
figurine grows to life size and animates.
Your successes on the Crafts roll determines how lifelike the animated figurine is. However, the
number of successes cannot ever exceed the level of the power used.
An Ushbati’s abilities are limited by your own- they cannot possess any abilities you do not
have. They have health levels equal to a vampire, soak bashing and lethal damage with their full
Stamina, and can possess intrinsic abilities of an animal (such as claws or wings) but no
magical abilities.
Ushbati only follows orders and cannot think for themselves. An Ushbati lasts one month, until
destroyed, or until it comes into contact with a mortal outside of your haven, at which point it
rapidly decays.
Typically, only you can use an Ushbati you make, but my spending a Willpower in addition to
the other costs, you can set a command word for the figurine to activate by, thus allowing
another to use it.

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Successes Quality
1 Obviously clay or wax, crudely formed
2 A fairly realistic mannequin, waxworks or a china doll
3 Moderately lifelike (Perception + Alertness Diff 6 to detect as false)
4 Incredibly lifelike (Diff 8 to detect)
5 Totally lifelike

Level One
Laborer: These Ushbati have two dots in each Physical Attribute, one dot in each Mental
Attribute and zero dots in all Social attributes. They have no abilities.

Level Two
Servitor: Using the basic Laborer, add three dots of Attributes to Physical and/or Mental
Attributes (no Mental Attribute above a 2). Add two dots to any two non-combat abilities.

Level Three
Guard: To the basic Laborer, add six dots of Attributes and four dots of Abilities. No Social or
Mental Attributes can be higher than a two, nor can any Ability.

Level Four
Overseer: To the basic Laborer, add none dots of Attributes and six dots of Abilities. No Social
or Mental Attributes can be higher than a three, nor can any Ability.

Level Five
Gift of Khnum: Using the Gift of Khnum cost two Willpower points in addition to the vitae. To
the basic Laborer, add 12 dots of Attributes and eight points of Abilities. It also has the Virtues,
Willpower, and Humanity (or Path) of a starting Vampire.
*Alternately, you can choose to distribute eight points of Attributes between Physical and
Appearance* and allow a willing spirit (such as a Wraith, demon, or elemental) to inhabit it, in
which case it has the Mental and other Social Attributes, as well as Virtues, Path, Willpower,
and other Traits of the inhabiting spirit.
You may choose to spend additional Willpower when crafting this body, with each Willpower
spent adding an automatic success on your Crafts roll.
An Ushbati created with this power lasts indefinitely, even in the presence of mortals. However,
an Ushbati who discovers their true identity and nature decays like a normal one in the
presence of mortals. Ushbati inhabited by a spirit do not crumble as they already know their
nature.

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Valor of Sutekh (Path of Mars)
Level One
War Cry: For the duration of the scene, your Courage increases by one. Further, your
Willpower increases by one for the purpose of hostile effects (though only the total, not the dice
pool.)

Level Two
Strike True: Your next melee or brawl attack is considered a one-success hit. This attack can
be defended against normally.

Level Three
Wind Dance: For the rest of the scene, you may dodge any number of attacks in a given turn at
your full dice pool.

Level Four
Fearless Heart: For the rest of the scene, each of your physical attributes increases by one (up
to your generational maximum). After the scene is over, you must rest for two hours or spend a
blood point every 15 minutes until you do.

Level Five
Comrades at Arms: You spend two blood points, touch an ally, and bestow another lower level
effect from this path on them.

Vengeance of Khnum (Mastery of the Mortal Shell)


All powers of this path require bodily contact and last for a number of turns equal to your
successes on the casting unless otherwise stated. A foe can only be affected by a single ability
from this path at a time.

Level One
Vertigo: This power causes the target to make all physical rolls at +1 Difficulty as they are
beset with vertigo. This power stacks duration but not intensity.

Level Two
Contortion: You cause a limb or the victim’s head to become useless as it is wracked with
muscle spasms. If used on an arm or leg, that limb becomes useless (increasing Difficulties for
actions that require both limba by 1 to 3.) If used on a head, speech becomes impossible and
Social difficulties are increased by 1.

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Level Three
Seizure: The target is wracked with seizures throughout their body. All physical actions are
made at +2 difficulty and the target takes one point of Bashing damage per round, soakable
only with Stamina (plus Fortitude, as normal.)

Level Four
Body Failure: You do not need to make physical contact with your target but must maintain
visual contact for the duration of this power. All actions made by the target are made at +2
difficulty, and are dealt one lethal damage a round (which cannot be soaked by mortals).
This power may be resisted with a Stamina + Fortitude roll (Diff of your Willpower.) Successes
reduce the duration by one round per success.

Level Five
Marionette: You may use this power simply by maintaining visual contact with the target. A
target may resist this power with a Stamina + Fortitude roll (Diff of your Willpower), though only
foes with Fortitude (or other supernatural toughness) may make this roll. Each success reduces
the duration of this power by one round.
While a target is under your control, you may force them to perform physical actions using their
attributes and abilities, albeit at +2 Difficulty. You may take other actions while using this power,
also at +2 difficulty.
The target of this ability still controls their thoughts and are aware that they are being controlled
by something else. They may spend a Willpower to attempt a purely mental action (such as
activating a discipline or speaking)

Whisper of Quiet Stone (Elemental Mastery)


Level One
Elemental Strength: You gain three temporary bonus dots to divide amongst your Strength and
Stamina. This power lasts for a number of rounds equal to number of successes equal to the
initial roll. You may spend one Willpower point to increase this duration by one turn. This power
cannot be stacked.

Level Two
Wooden Tongues: You may “talk” to an inanimate object, with successes dictating the details
of the information. One success might yield a boulder’s memory of a forest fire, three may
indicate that it remembers a shadowy figure ran past, and five will cause it relate the precise
description of a local Gangrel.

Level Three
Animate the Unmoving: You may animate an object up to the size of a man. Should you roll
fewer than four successes on the initial roll, you must spend a Willpower for it to succeed. You

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may simultaneously control a number of animate objects equal to your intelligence rating.
Objects so animated remain so for as long as they are within the caster’s line of sight, or up to
an hour, though you may take other actions during this time.

Level Four
Elemental Form: You may take the form of an inanimate object with roughly the same mass as
your own.The number of successes determines how complete the transformation is, and three
successes is required to use your senses or Disciplines in this form. This power lasts until
sunrise, or until you choose to end it.

Level Five
Summon Elemental: You may summon an elemental of the traditional elements (though more
exoteric options may potentially be available). You must be near some quantity of the element
to work this power. The elemental has three dots in all physical and mental attributes. One dot
may be added to one of the elemental’s physical attributes per success scored on the initial
Willpower roll. Once you’ve summoned this elemental, you must make a Manipulation + Occult
roll (Diff 4 + successes on Casting roll) to control it, as detailed below.
Successes Effects
Botch The elemental immediately attacks you.
Failure The elemental does free and may attack anyone or simply leave the scene.
1 The elemental does not attack you.
2 The elemental behaves favorably, and may perform a service in exchange
for a payment.
3 The elemental performs one service, within reason/
4 The elemental performs any one task that does not jeopardize
5 The elemental performs any task you put to it, even one that takes multiple
days, or one the jeopardizes its existence.

Rituals
Level One
Inscribe the Book of Set (BSTC): You pen an entire book (typically, but not necessarily the
Unholy Text of Set) in vampiric blood. This process usually takes years. If successful, you
create a magic book that burns in sunlight. If it is the Unholy Text of Set, having the book merely
in your presence decreases the Difficulty of any other Ahku Rituals by one.
Milk of Set (BMST): This Ritual is actually a number of rituals designed to worsen or alter
objects to make them more favorable to you. Each Milk of Set usage must be learned
separately, and all require the use of snake venom to make a salve which is applied to the
object in question. Each dose of salve requires one week per level of the desired effect, and
lasts a number of weeks equal to the casting successes. Examples of Milk of Set at this level
include: altering a lock to fit a key in you possession, making a drug more addictive, making a

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hollow replica of a small object, corrupting or maliciously altering a hard drive’s contents, or
burning flesh for two levels of Aggravated damage. Other uses are possible, but must be
learned separately, and keep to the theme of corruption. The Ritual level for new rituals is the
ST’s discretion.
Seal the Gates of Blood (BSTC): You create an amulet out of a point of your own vitae, which
lasts for one month per success on the casting. While worn by a woman, she will not miscarry if
pregnant, and her menstruation is decreased. You gain one blood point from the wearer of the
amulet each month.
Typhon’s Brew (BSTC): To enact this ritual, you brew beer over the course of a month,
pouring in one point of Vitae per gallon brewed. Ghouls (or not yet ghouled mortals) drinking this
beer gain one blood point per quart consumed. Vampires gain only one point of blood per gallon
consumed, however, they may drink it as though they had the Eat Food Merit, and may in fact
become drunk off it as though mortal. This beer does not create blood bonds, nor can it
Embrace a mortal.

Level Two
Milk of Set (BMST): This Ritual is actually a number of rituals designed to worsen or alter
objects to make them more favorable to you. Each Milk of Set usage must be learned
separately, and all require the use of snake venom to make a salve which is applied to the
object in question. Each dose of salve requires one week per level of the desired effect, and
lasts a number of weeks equal to the casting successes. Examples of Milk of Set at this level
include: burning through steel or concrete, making a hollow replica of a medium sized object, or
trailing a creature while leaving a snail-like trail, or burning flesh for four levels of Aggravated
damage. Other uses are possible, but must be learned separately, and keep to the theme of
corruption. The Ritual level for new rituals is the ST’s discretion.
Opening the Gate (BMST): To enact this ritual, you must either possess a dessicated corpse,
or else mummify one yourself. First, you recite your victory over the corpse, and gloat over
Osiris’ helplessness. You then enact a parody of Osirian death rituals, placing the organs in
canopic jars, and reversing their arrangement, and so on. You then break open the corpse’s
ribcage, sever its spine, and drill hooks into it through which you thread catcut, and attach to a
metal frame. You then draw the strings taut, posing the corpse as though it were in agony.
You must split your successes between power and duration. Each success spent on power
allows you to draw an equal amount of blood or Willpower from the corpse (at any distance) one
per night (even exceeding your maximum), which last until spent or for a number of hours equal
the successes spent.
If the corpse is destroyed or pulled from the frame, you lose blood and Willpower equal to the
corpse’s power.
Opening the Mouth (BSTC): This ritual requires you to sprinkle a cadaver with an intact head
and mouth with natron salt, while placing three amulets around it. At the end, you touch the
corpse’s forehead with a rod and command it to speak. For one minute, the soul of the
deceased’s body can hear and speak through it. The spirit knows only what it knew in life and is
not compelled to tell the truth, and cannot answer questions about death or the Afterlife.

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Level Three
Displacement of the Pneuma (V20DA): To enact this ritual, you must restrain a mortal victim
upright on a flat surface, and tether some kind of animal nearby. Over the course of twenty
minutes, you ritually chant, finishing by opening your own wrist, and ritually “slitting” the victim’s
throat (doing no actual damage), and splashing your own blood across their chest. The victim
must legitimately believe their throat has been slit. If successful, the victim’s soul is shunted into
the animal’s body, leaving their own body a soulless husk that obeys your commands, albeit
uncreatively. Indeed, the husk requires food, water, and sleep, but will not seek them out unless
ordered.
Linked Soul Elixir (BSTC): To enact this ritual, you must make Typhon’s Brew, steeped in
seven herbs, including hashish, opium, and mandrake, after which it can be stored indefinitely.
Before administering it, you must pour it over a stela bearing a prayer to Anubis. Once
consumed by any number of creatures (within reason), all who drink are linked, mind and soul,,
sharing sensation, emotions, and thoughts. Any wound penalties to one apply to all, and if any
must check for Frenzy, all must as well. Any attempts to Dominate or use Presence on
someone linked with this magic always score one automatic success and never botch (though
1s cancel successes except for the automatic one), all members for this bond are affected by
such powers if any of them are, and none can spend Willpower to resist. However, any
members of the link use the highest Mental Attributes amongst all of them, and may use the
highest Ability Traits amongst them. They also enjoy any Mental or Psychological Merits (or
flaws) amongst them. Every hour, the linked creatures may attempt a Stamina (Diff 6) roll to end
the effect.
Milk of Set (BMST): This Ritual is actually a number of rituals designed to worsen or alter
objects to make them more favorable to you. Each Milk of Set usage must be learned
separately, and all require the use of snake venom to make a salve which is applied to the
object in question. Each dose of salve requires one week per level of the desired effect, and
lasts a number of weeks equal to the casting successes. Examples of Milk of Set at this level
include: adding to a gas tank to cause a car to go to a location you desire rather than where the
driver steers it, making a hollow replica of a fairly large object, or burning flesh for six levels of
Aggravated damage. Other uses are possible, but must be learned separately, and keep to the
theme of corruption. The Ritual level for new rituals is the ST’s discretion.
Prepare Canopic Jars (BMST): To enact this ritual, you must somehow acquire a tissue
sample of the intended victim’s stomach/large intestines, small intestines, heart/lungs, and
liver/gallbladder. Other types of tissue can be used, but each inappropriate tissue removes one
success from the casting roll. Over the course of four hours, you preserve each sample in a
canopic jar, and placing the jars around an idol of the target (a crude wax doll will suffice) as
though they were a mummy. A number of times per night equal to your casting successes, you
may interfere with the victim in indirect ways, such as making them miss a bus or plane, causing
them to lose their wallet, or other, similarly subtle inconveniences. You can even cause more
specific effects, if you’re aware of the subject's actions. It’s also possible to give them minor
blessings (all green lights, find their missing keys), but you’re probably a Setite. Why would you
want to do that?

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The jars themselves are potent until destroyed or the ritual site interfered with.
Scorpion Sending (BSTC): To enact this ritual, you sculpt a scorpion from wax, incorporating
pieces of the intended victim’s body (such as hair or fingernails). You then write the subject’s
name in green ink, and recite the mythological story of Set sending a scorpion to sting Horus. If
successful, the statuette becomes a real scorpion and sets off after its target.
The victim may attempt to notice the scorpion with a Perception + Alertness (Diff 9, Diff 7 if
looking for something amiss). If this fails, assume the victim is stung. The venom causes one
automatic, unsoakable level of Lethal damage every fifteen minutes, after which the target may
attempt a Stamina check (Diff 7) to end the effect. Vampires may spend blood to heal and boost
their Stamina, and Shifters heal normally. If the scorpion is slain before it can sting, it reverts to
a wax statuette, but remains a scorpion if slain after stinging.

Level Four
Dismemberment of Osiris (BMST): To enact this ritual, you must kidnap an organization's
leader, and over the course of six hours, dismembering their limbs, and finally, severing their
penis before dropping it into a tank of carnivorous fish (who must eat it). Assuming success, the
organization the victim (probably used to) head suffers a serious calamity.
Severing Sands (BSTC): To perform this ritual, you must clean a handful of Egyptian river
sand, and dry it in the sun before sprinkling it with natron, perfumes, and your own vitae.
Severing Sands may be stored indefinitely. To use severing sands, you toss the handful of sand
over a supernatural (usually a spirit) while invoking a proper god (Anubis for ghosts, Heka for
Mages, or the like). In the case of spirits, they are banished from Earth for a full day.
In the case of supernaturals, magical healing is suppressed for a minute- vampires cannot
spend blood to heal, Shifters cannot regenerate, and Mages can cast no healing spells.
Summon Sebau (BSTC): To summon a Sebau- a Duat demon, you must sculpt a body for it
from clay mixed with a point of your own Vitae. If successful in your casting, a Sebau inhabits
the body and will perform a single task that can be accomplished by it in one night. If you wish
for it to attack a specific person, you must have that person’s True Name or a piece of their
body. A botch on the casting roll results in the Sebau immediately attacking you, in addition to
the normal Botch consequences. No stats are given for Sebau.

Level Five
Cheat the Scale of Hades (V20DA): This ritual has two uses, both of which must be performed
under a full moon, and the first of which is the removal of a Kindred’s heart. Doing so requires
that you make an extended Dexterity + Medicine (Diff 7) roll, requiring a total of five successes,
with each roll taking an hour’s work. If successful, you place the heart into a canopic jar and roll
to cast. If this is successful, the now-heartless Kindred becomes immune to staking and
diablerie, and enjoys a -2 Diff to resist Frenzy. However, anyone possessing the heart rolls to
cast sympathetic magic at -2 Diff, and driving a stake through the heart effectively stakes the
vampire. Furthermore, any exposure to sun or fire destroys the heart and its former owner.
Finally, a diablerist need only drink two points of blood before beginning to drink the
heartsblood. The more extreme usage of this ritual is to remove all of a vampire’s internal

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organs (requiring 12 successes), placing them in jars. If successful, their vitae forms a hard
shellac around their body, rendering then immune to all but the most traumatic injury (including
fire and sunlight). However, this shell encases their entire body, leaving only a small hole for
their mouth. While they do remain conscious, they are effectively blind, deaf, numb, and
scentless. The only sense you retain is the knowledge of where your heart is. Consuming their
own organs returns then to their normal state. The heart is especially vulnerable, as above, but
destroying any organs causes one automatic Aggravated damage to them. After ingesting their
organs, the shell crumbles away in a minute, and they rise after an hour.
If any part of this ritual fails, or not enough successes are accrued before the sun rises, the
vampire dies. Anyone witnessing the ritual must check for Rotscheck (Diff 6)
Dismembering the God (BMST): In order to enact this ritual, you must acquire a tissue sample
of the target, and prepare it canopically (though any sample will suffice), and then soaking it in a
scavenger’s urine for 24 hours. You must then prepare an unguent with the sample, papyrus,
and vitae, which you spread on your genitals. To finish the ritual, you must make skin contact
with the victim (rolling casting at this time.) The victim may resist with a Willpower roll (Diff 9).
Each success on the casting roll causes the subject to lose two Willpower and two blood points
(with accompanying Lethal damage to mortals), and prevents them from regaining either until
next sunset.
Portrait Link (LotH): To enact this ritual, you scratch a rendering of the target into a stone
tablet [Dexterity + Crafts (Diff 6)] while chanting to cast. You must then spend two Willpower
and one blood, and roll to cast (standard). If successful, you may use this portrait for any spell
targeting the subject that requires a sympathetic link simply by spending one additional blood
point when casting that spell.
Warding Cippus (BSTC): To create a Cippus, you must pray for several hours over an object
that holds personal, mystical importance to you (A Setite may pray over an idol of Set, a
Tremere over a carved depiction of Hermetic principles, and so on), before purifying it with sand
and water, and bathing it in beer, honey, crushed scorpions, the blood of a crocodile and the
venom of an asp. At sunrise, you must burn your hand to ash in the sunlight (burning a
permanent Willpower to do so, and taking an automatic Aggravated damage). From then on,
spirits of the Duat (lower Umbra/Shadowlands) cannot approach closer than 100 feet. Other
Cippi could potentially be made for other types of spirits.

Level Six
Hybrid Mummy (BSTC): To create a Hybrid mummy, you must stitch together body parts of
humans and animals, mummifying them over the course of 40 nights. While the roll is standard,
you may spend any number of Willpower points in the final Rites. A Hybrid Mummy starts with
one dot each in all Physical and Mental Attributes, and no Social Attributes, Abilities, or
Disciplines. For every Willpower you spend on the final rite, you gain 3 points you may spend on
Disciplines. You cannot raise Dexterity higher than 3, Mental Attributes to 2, and Abilities or
Disciplines higher than your own. Hybrid Mummies have no blood pool, and thus, cannot use
Disciplines that require blood. They also take damage as a vampire (including fire and sunlight).
Hybrid Mummies may increase their Charisma, Manipulation, Mental Attributes, Abilities, and

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Disciplines (albeit at Out of Clan costs) for four times as much experience as a Vampire. While
you’ve created the mummy, you have no special control over it.
Servitor Sending (LotH): To enact this ritual, you must draw a circle which making the rite’s
incantations, spending three blood points and one Willpower. You must include a sympathetic
link to the destination (such as a bit of soil, a plant, or other natural relic for a place, or a True
name or body relic for a person). You may send a servitor (a spirit or your ghoul) through this
circle to the destination. By spending an additional Willpower, you give the servitor an option to
make the journey round trip, allowing the servitor to return at will, though they must do so within
a hour of their departure.

Level Seven
A Surfeit of Serpents (LotH): To enact this ritual, you invoke the serpent demons of the Duat
over a sympathetic link to the target. The ritual has ever increasing effects, and lasts for two
hours per success. For the first two hours, the subject vomits the demon serpents, causing one
unsoakable Bashing damage each hour, though this damage can be healed normally, should a
supernatural have the resources.After the first two hours, the damage becomes Aggravated as
serpents chew their way through the subject’s flesh. Kindred (and ghouls) can soak this damage
with Fortitude for (Fortitude) hours, after which time it becomes unsoakable. Likewise, a Shifter
may soak this damage with their Stamina (as they would Lethal) for (Stamina) hours. This
Aggravated damage is healable, assuming the subject has a method and the resources to heal
Aggravated damge.

Anarch Sorcery
Magic stolen primarily from the Tremere by the Anarchs. This variety of blood sorcery has no
unique paths, so the paths available are listed by their practitioner’s general style (though a
Hacktivist Thaumaturge can learn Old Skool magic without penalty, or vice versa). Note that
Anarch Sorcery does possess unique rituals.

Standard Roll: Willpower (Diff power level + 3)


Ritual Roll: Intelligence + Occult (Diff 4 + Ritual level, max 9)

Standard Roll: Willpower

Old Skool
Elemental Mastery (Thaumaturgy)
Green Path (Thaumaturgy)
Path of the Evil Eye (Dur-An-Ki)
Path of Mars (Thaumaturgy)
Voudoun Necromancy (Voudoun Necromancy)
Weather Control (Thaumaturgy)

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New Age
Lure of Flames (Thaumaturgy)
Focused Mind (Thaumaturgy)
Green Path (Thaumaturgy)
Movement of the Mind (Thaumaturgy)
Path of Blood (Thaumaturgy)
Path of Corruption (Thaumaturgy)
Path of Mercury (Thaumaturgy)

Punk Magic
Hands of Destruction (Thaumaturgy)
Lure of Flames (Thaumaturgy)
Path of Blood (Thaumaturgy)
Path of Mars (Thaumaturgy)
Path of the Evil Eye (Dur-An-Ki)
Path of the Levinbolt (Thaumaturgy)
Voudoun Necromancy (Voudoun Necromancy)

Hacktivist Thaumaturgy
Movement of the Mind (Thaumaturgy)
Path of Blood (Thaumaturgy)
Path of Conjuring (Thaumaturgy)
Path of the Levinbolt (Thaumaturgy)
Path of Technomancy (Thaumaturgy)
Thaumaturgical Countermagic (Thaumaturgical Countermagic)

Elemental Mastery
Level One
Elemental Strength: You gain three temporary bonus dots to divide amongst your Strength and
Stamina. This power lasts for a number of rounds equal to number of successes equal to the
initial roll. You may spend one Willpower point to increase this duration by one turn. This power
cannot be stacked.

Level Two
Wooden Tongues: You may “talk” to an inanimate object, with successes dictating the details
of the information. One success might yield a boulder’s memory of a forest fire, three may
indicate that it remembers a shadowy figure ran past, and five will cause it relate the precise
description of a local Gangrel.

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Level Three
Animate the Unmoving: You may animate an object up to the size of a man. Should you roll
fewer than four successes on the initial roll, you must spend a Willpower for it to succeed. You
may simultaneously control a number of animate objects equal to your intelligence rating.
Objects so animated remain so for as long as they are within the caster’s line of sight, or up to
an hour, though you may take other actions during this time.

Level Four
Elemental Form: You may take the form of an inanimate object with roughly the same mass as
your own.The number of successes determines how complete the transformation is, and three
successes is required to use your senses or Disciplines in this form. This power lasts until
sunrise, or until you choose to end it.

Level Five
Summon Elemental: You may summon an elemental of the traditional elements (though more
esoteric options may potentially be available). You must be near some quantity of the element
to work this power. The elemental has three dots in all physical and mental attributes. One dot
may be added to one of the elemental’s physical attributes per success scored on the initial
Willpower roll. Once you’ve summoned this elemental, you must make a Manipulation + Occult
roll (Diff 4 + successes on Casting roll) to control it, as detailed below.
Successes Effects
Botch The elemental immediately attacks you.
Failure The elemental does free and may attack anyone or simply leave the scene.
1 The elemental does not attack you.
2 The elemental behaves favorably, and may perform a service in exchange
for a payment.
3 The elemental performs one service, within reason/
4 The elemental performs any one task that does not jeopardize
5 The elemental performs any task you put to it, even one that takes multiple
days, or one the jeopardizes its existence.

Focused Mind
Level One
Readiness: For every success you got on the casting roll, you get a special pool of dice. You
may spend these dice on any Wits related roll (including Initiative) to add an equal number of
dice on that roll. This power lasts until your bonus dice are expended.

Level Two
Centering: This power is useable on any one subject within earshot and lasts a number of turns
equal to the successes scored on the initial roll. For the duration of this power, the subject is not
affected by any reduction of dice pools, short of Elder disciplines. This includes wound

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penalties, situational modifiers, and Disciplines. In addition, the subject receives two additional
dice in all attempts to avoid or break frenzy.

Level Three
One-Tracked Mind: You may target anyone within earshot. Successful invocation makes the
target unable to split dice pools for multiple actions, and unable to change tactics after actions
have been declared. Any extra actions granted by Celerity must be used to follow up on the first
action. If the target wishes to attempt a different course of action, they must spend a point of
Willpower per scene (or per turn in combat).

Level Four
Dual Thought: *As a reflexive action,* successful use of this power allows you to make two
actions this turn without penalty. One of these actions must be purely mental, such as using a
purely mental discipline, or the contemplation of some problem. These two actions happen at
the same time. You may not use either of these actions to re-cast Dual Thought.

Level Five
Perfect Clarity: This power lasts for one scene (or one turn plus one for every success on the
activation roll if activated in a tense moment). For this period, difficulties for all rolls are reduced
by 2, you are immune to frenzy and Rotschreck from all sources, and any rolls to control or
influence you are made at +2 difficulty.

Green Path
Level One
Herbal Wisdom: With this power, you can converse with the spirit of a plant. The number of
successes dictates how detailed of information you get. You may be required to make an
Intelligence + Occult roll to interpret the information you gather.

Successes Effect
1 Fleeting cryptic impressions
2 One or two clear images
3 A concise answer to a simple question
4 A detailed answer to one or more complex questions
5 The sum total of the plant’s knowledge om a given subject.

Level Two
Speed the Season’s Passing: This power allows you to cause plants and vegetable matter to
grow or decay. One success will cause a plant to feel the effects of harsh weather or cause a
brief growth spurt. Three successes noticeably enlarge or wither it. With five, a seed grows to

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full size, or a full size plant decays almost instantly. If used in combat, three successes are
needed to render a wooden weapon useless. Two successes weaken it, while five cause it to
disintegrate.

Level Three
Dance of Vines: You animate an amount of plants up to your own mass. These plants remain
animated for a number of rounds equal to your successes, have a Strength and Dexterity equal
to half your Willpower (rounded down) and a Brawl one less than your own. Note that the plants
cannot uproot themselves.

Level Four
Verdant Haven: You create a 6ft. Hemisphere of vegetation. To use this, you must be in a
heavily vegetated area, and takes three rounds to create. Anyone wishing to enter it without
your permission must make a Wits + Survival (Diff equal to your Willpower). If you score four or
more successes, the haven is impregnable to sunlight unless physically breached. The haven
lasts until next sunset.

Level Five
Awaken the Forest Giants: You touch a tree, and make your casting roll. If the roll succeeds,
you may spend one blood up to the number of the successes. For every blood so spent, the tree
remains animated for one round. The tree has Strength and Stamina equal to your Thaumaturgy
rating, Dexterity 2, and a brawl rating equal to your own. It is immune to bashing damage, and
all lethal damage dice pools are halved against it.
When the duration of animation expires, the tree plants its roots wherever it may be, even
punching through concrete and the like.

Hands of Destruction
Level One
Decay: If the casting roll is successful, you may age an inanimate object (dead organic matter
counts) 10 years for every minute you touch it.

Level Two
Gnarl Wood: You may spend any number of blood points on this power (up to your
generational maximum). Assuming you successfully cast this, fifty pounds of wood per blood
point spent may be warped into uselessness. This wood must be in eyesight when you cast this
power, though multiple objects may be affected so long as they follow the weight limit.

Level Three
Acidic Touch: Assuming the casting is successful, you create enough acid to burn through a
quarter-inch of steel, or three inches of wood. Brawling attacks augmented with this power deal

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aggravated damage and cost one blood point per round to maintain.

Level Four
Atrophy: Make physical contact with a victims’ limbs. A victim can resist this ability by rolling
three successes on a Stamina + Athletics + Fortitude roll (Diff 8). Failure means that the limb
becomes useless. Partial resistance is possible. If one success is rolled, any roll involving the
use of the limb is made at +2 difficulty. Two successes means that the difficulty is increased by
+1. A vampire may spend five blood points to rejuvenate the limb. Mortals are permanently
crippled. This power affects only limbs or extremities; it does not work on heads, torsos, etc.

Level Five
Turn to Dust: Make physical contact with the target. Each success on the casting roll ages the
target 10 years. The victim may resist with a Stamina + Courage roll (Diff 8), but must score
more successes than the initial casting roll- either they resist ALL of it, or NONE of it. This
power has little detrimental effect on Vampires. Worst case scenario, they grow paler and wither
slightly (-1 to Appearance) for one night.

Lure of Flames
This path doesn’t have any seperate powers, but rather differing intensities of a single power.
Flames under your control do not harm you or threaten Rotschreck, but fires resulting from
careless use of this power do. Other vampires witnessing these flames are harmed and are
threatened by Rotschreck. Each success on the casting allows you to launch the fire from your
hand accurately, up to 10 yards per success. Foes may attempt to dodge this attack normally.
Remember that this is fire, and vampires must have fortitude to soak it.
Level One: Candle (Diff 3 Soak, one Agg/turn)
Level Two: Palm of flame (Diff 4 soak, one Agg/turn)
Level Three: Campfire (Diff 5 soak, two agg/turn)
Level Four: Bonfire (Diff 7 soak, two agg/turn)
Level Five: Inferno (Diff 9 soak, three agg/turn)

Movement of the Mind


This path doesn’t have separate powers, and instead becomes more effective as you level it up.
This path allows you to manipulate objects as you would with your hands, from a distance. Each
use of this power lasts one round per success on the casting roll, though at the end of this
duration, you may make another Willpower roll to extend it without any further blood
expenditure. If this power is used against an unwilling, victim it may be resisted with a Willpower
roll (Diff equal to the casting roll.)
Level One: One pound
Level Two: 20 pounds.
Level Three: 200 pounds (at this level, you may use this power to fly, even if you weigh more
than 200 pounds, though any objects carried you are subject to the weight limitation.)

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Level Four: 500 pounds (at this level, you may throw objects with an effective Strength rating of
your rating in this path.)
Level Five: 1000 pounds.

Path of Blood
Level One
A Taste for Blood: You touch the target’s blood. With even a single success, you determine
how much blood is left in target, and, assuming they are a vampire, how recently they fed, and
their approximate generation. With three or more successes. You discover if they have ever
committed diablerie.

Level Two
Blood Rage: You must make physical contact with your target. Each success you make on the
roll causes the target to spend one blood point in any way you desire (which must be a logical
expenditure such as boosting physical attributes, powering disciplines, or the like.) Each
success also increases the difficulty to resist Frenzy by one. This power can circumvent the
generational maximum of a target. You cannot use this power on yourself.

Level Three
Blood of Potency: A single success on this power lowers your effective generation for the
purposes of blood pool and generational maximum by one for one hour. Each additional
success allows you to lower your generation one step further or extend the duration for an
additional hour. Should you have “extra” blood when this power expires, it burns off and you
simply have your normal maximum.

Level Four
Theft of Vitae: Each success causes one point of vitae to stream forth from a visible target
within 50 feet. Blood so consumed does not contribute to forming a blood bond.

Level Five
Cauldron of Blood: You must make physical contact with your target. Each success causes
one blood point to boil off, *causing the target to lose it,* and dealing an equal amount of
aggravated damage, which can only be soaked with Fortitude. Even a single point of damage
caused in the fashion kills a mortal (though Ghouls can survive if they soak all the damage.)

Path of Conjuring
Level One
Summon the Simple Form: You are able to create simple objects, such as a steel baton, a
lead pipe, a wooden stake, or a rock. The object cannot have any moving parts and must be

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made of a uniform material. Each turn you wish to keep the object in existence, you must spend
a Willpower or the object vanishes. A single success on this roll summons forth a shoddy
version of the object, while five successes summon a nearly perfect version of it.

Level Two
Permanency: When summoning an object, you may invest three blood points into it to make it
permanent. *If this would take you more than one round, you must still pay the Willpower cost
until you complete the investment.*

Level Three
Magic of the Smith: You may spend five blood points (*over the course of multiple rounds if
need be*) to create more complex items (such as guns, bicycles, chainsaws, or cellphones).
Such items are automatically permanent. Particularly complex items may require a knowledge
roll of some kind in addition to the casting roll.

Level Four
Reverse Conjuration: As an extended action, you must accumulate as many successes as the
original caster made when they summoned an item with this path. You must spend one blood
point per round until you give up or are successful. This power also enables you to automatically
banish any item you created with this path.

Level Five
Power Over Life: You spend 10 blood points (almost certainly over multiple rounds), and create
a complex, living creature. Such creatures (including humans) lack free will and mindlessly
follow the simple instructions you give them. Such creatures fade into sludge within a week.

Path of Corruption
You may not have a higher rating in this path than your Subterfuge rating.

Level One
Contradict: This power targets a subject within eyesight. This power causes a target to reverse
their current course of action, such that an archon may execute a prisoner they were about to
release, a mortal lover might switch from gentle and caring to sadistic and demanding. The
target rolls Perception + Subterfuge (Diff equal to your successes on the casting roll + 2). Two
successes allows the victim to realise they’re being influenced by an outside force, three allows
them to pinpoint the source, four causes them to pause, taking neither the original action nor its
inverse, and five allows them to carry out their original action.
This power cannot be

Level Two
Subvert: You must make eye-contact with your target, who may resist this ability with a

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Perception + Subterfuge roll (Diff Manipulation + Subterfuge). If you score more net successes,
the victim becomes inclined to follow a repressed, shameful desire (dictated by a psychological
flaw or their Nature) for an amount of time determined by your net successes.

Successes Result
1 Five minutes
2 One hour
3 One night
4 Three nights
5 One week
The target of this ability can resist the compulsion to follow their urge by spending a Willpower
point.

Level Three
Dissociation: You must touch your victim to cast the effect, which is resisted by a Willpower roll
(Diff of your Manipulation + Subterfuge). For the duration of this power, a victim’s viniculum
ratings (if applicable) are reduced by three, and they lose three dice from all Social dice pools
as they become withdrawn, suspicious and paranoid.

Successes Result
1 Five minutes
2 One hour
3 One night
4 Three nights
5 One week

Level Four
Addiction: The target must be exposed to the substance, sensation, or experience you wish to
addict them to. You must touch the target of this effect, which is resisted with a Self-
Control/Instinct roll (Diff 3 + your successes on the initial roll.) Failure indicates that the target
becomes hopelessly addicted for a number of weeks equal to your Manipulation rating. Each
night the target doesn’t feed their vice, all of their dice pools lose one die. Each time the target
has an opportunity to feed their addiction, they must roll Self-Control/Instinct (Diff 8) to avoid
indulging it.
A target may attempt to break the addiction by making an extended Self-Control/Instinct roll (Diff
your Manipulation+Subterfuge), with one roll allowed per night, with the goal to accumulate
three times the successes you made on the initial roll. During this time, the target may not
indulge their addiction, or all progress and accumulated successes are lost. Note that their Self-
Control/Instinct dice pool takes a one die penalty every night they do not engage in their vice.

Level Five
Dependance: You engage the target in a conversation to use this power, which is resisted with

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a Self-Control/Instinct roll (Diff of 3 + your successes on the initial roll). Failure indicates that the
victim’s psyche is subtly bonded to yours for one night per net success you rolled. A bonded
victim doesn’t overtly feel different about you, but does suffer a one die penalty to all rolls when
they are not around you or performing tasks for you.
Additionally, they are much less resistant to your compulsions, and their dice pools are halved
to resist your Dominate, Presence, or similar powers, as well as your mundane Social skills.
Finally, they are unable to regain Willpower when they are not in your presence.

Path of the Evil Eye (Path of the Evil Eye, Dur-An-Ki)


To activate any power from this path, you must either look the target in the eye and curse them,
or else use an effigy of them.
A target can realize they’ve been cursed by rolling Intelligence + Occult (Diff 6, or Diff 9 from
afar). A character observing the cursed who has either Aura Perception or at least one dot in
this path can roll Wits + Occult to identify the curse.
Powers from this path can be dispelled or dismissed.

Level One
Humiliation: Once per night, the curse manifests on a single Social roll the target makes,
cancelling successes equal to your rating in this path. While this never reduces someone's
successes below zero, it is applied by actual 1s. Furthermore, it also ensures that some minor,
embarrassing incident befalls the character, such as a waiter spilling water or a car splashing
mud on them.

Level Two
Loss: This effect only takes place once. If successfully cast, within a week, the target will lose
some of their material wealth, losing a dot of Resources, Haven, or even Herd. If the target has
no appropriate backgrounds, the curse instead attacks items of emotional significance. This
asset cannot be regained without first dispelling the curse.

Level Three
Peril: This power lasts for a number of nights equal to your casting successes. Each night, the
ST rolls a die to determine what level of danger the target will be in.

Result Danger
1-3 No danger. The duration of the curse does not decrease.
4-6 Minor. A mortal tries to mug the target, or holds up a gas station while
they’re there, or they piss off a barfly who takes a swing.
7-8 Moderate. The target is involved in a car accident, or struck by a
driver, or stairs collapse while they’re climbing them.
9 Severe. The target pisses off a small Coterie of vampires, a building
collapses with them in it, or a fire breaks out.
10 Catastrophic. The target finds themself locked out of their haven as

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the sun rises, or else pisses off a pack of werewolves. Yikes.
During a dangerous encounter, the target may roll Intelligence + Occult (Diff 9) to realise they
are cursed. Having either this path or Auspex reduces this difficulty to 8, or to 6 if they have
both.

Level Four
Enemy: Within a week, the target loses one dot of Allies, Contacts, Influence, or Retainers per
casting success, as those close to the target either turn on them, or else find themselves injured
or dead by ill fortune. Alternately, you may choose to spend some or all of your successes to
grant them the Enemy Flaw with an intensity equal to the successes spent. These Backgrounds
cannot be regained, nor can the Enemy Flaw be lost while the curse is active.

Level Five
The Eye That Wounds: Casting this power requires you note a specific feature of the target
(such as a possession, friend, pet, or actual physical feature, such as their eyes or honeyed
words). This power immediately causes one point of Aggravated damage for every two
successes (rounded up) on the casting. Generally, this is enough to slay an animal or destroy
an object. If targeting a human or Kindred, the damage is specifically focused on the feature
noted- their eyes burn out, rendering them blind, or their tongue is destroyed, leaving them
unable to speak. While the damage can be healed normally, the feature does not return until the
curse is lifted.

Path of the Levinbolt


Level One
Flicker: You look at an electrically run target, and a bolt of electricity jumps from it to you,
disabling the device for 10 minutes per success. The source of this effect is very obvious.

Level Two
Spark: You touch the target and discharge a jolt of electricity, dealing four dice of lethal damage
(soak difficulty 7) and short circuiting any unprotected electronics.

Level Three
Illuminate: Each success generates enough electricity to power several lights or small electrical
device for a round. Alternately, you can touch a target and discharge the power, dealing eight
dice of lethal damage (soak diff 8). Finally, you get let the electricity discharge around you,
forming a corona of electricity, lowering the difficulty of Intimidation rolls by two.

Level Four
Thor’s Fury: You summon electricity and hurl it as a bolt with a Perception + Science roll (Diff 6
plus every yard of distance the target is, max of four yards.). This lightning bolt deals lethal

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damage (soak diff 8) equal to the successes you score on the initial roll.

Level Five
Eye of the Storm: You spend a Willpower in addition to the normal blood point to invoke this
power. For the duration, you are immune to ranged attacks as lightning strikes them from the
air, and those who strike you in melee with metal weapons find their weapons melted to slag
(albeit after dealing damage to you) and take a point of lethal damage. Those who make bodily
contact with you take two points of aggravated damage.
This power lasts a number of rounds equal to your successes on the activation roll.

Path of Mars
Level One
War Cry: For the duration of the scene, your Courage increases by one. Further, your
Willpower increases by one for the purpose of hostile effects (though only the total, not the dice
pool.)

Level Two
Strike True: Your next melee or brawl attack is considered a one-success hit. This attack can
be defended against normally.

Level Three
Wind Dance: For the rest of the scene, you may dodge any number of attacks in a given turn at
your full dice pool.

Level Four
Fearless Heart: For the rest of the scene, each of your physical attributes increases by one (up
to your generational maximum). After the scene is over, you must rest for two hours or spend a
blood point every 15 minutes until you do.

Level Five
Comrades at Arms: You spend two blood points, touch an ally, and bestow another lower level
effect from this path on them.

Path of Mercury
This path doesn’t have separate powers, but instead is a teleportation effect that grows in power
as detailed below. Furthermore, the difficulty is modified by your familiarity with the location
you’re teleporting to. 1s on the dice effect this power even on a successful roll- each 1 throws of
the end location by 10%. Needless to say, botching this effect is bad.
Level One: 10 yards

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Level Two: 50 yards
Level Three: 500 yards
Level Four: 5 miles.
Level Five: 500 miles.

Familiarity Difficulty
Modifier
Very familiar (Your own haven) -1
Visited regularly +0
Unfamiliar but understood (the +0
other side of a wall)
Unfamiliar (Visited a few times) +1
Very unfamiliar (Know about the +2
place)

Path of Technomancy
Level One
Analyze: You touch a device. The number of successes determine how well you understand
the device. One success tells you on/off and other basic functions, three grants basic
competence in handling the device, and five shows you the device’s full potential. This
knowledge lasts for a number of minutes equal to your Intelligence.
This power can also be used to understand non-physical technology (such as software) by
interacting with a computer it is installed on, albeit at a +2 difficulty.

Level Two
Burnout: This power may be used (Willpower*10) yards from the target, though not touching
the device grants +1 difficulty on the roll. Successes indicate the extent of the damage

Successes Effect
1 Momentary disruption for one turn
2 Significant loss of function; +1 Difficulty to use for the rest of scene
3 Device is broken until repaired
4 Even after repairs, the device has +1 difficulty to use, permanently
5 The equipment is completely fried out.
Particularly large systems may have a higher difficulty roll, and particularly secure systems may
have one to five dice to resist this effect (Diff 6).
Burnout can also destroy electronic data- three successes destroys the data, and five erases it
beyond non-magical recovery.

Level Three
Encrypt/Decrypt: Use of a technological device that you touch has its difficulty increased by

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the number of successes, unless you aid the user. This ability can be dispelled by touching it
and spending a Willpower point.
You may also use this power to counter another thaumaturgist’s encryption, with on success
removing one of theirs.
This power lasts for a number of weeks equal to your permanent Willpower.

Level Four
Remote Access: You may manipulate technology at a distance with a dice pool of (Attribute +
Successes on this roll, Maximum of your Technology rating) for a number of rounds equal to
your successes on the casting.
You may only manipulate one object at a time, and if it is destroyed while you are doing so, you
take five dice of bashing damage.

Level Five
Telecommute: You touch a communication device, and spend a Willpower (in addition to the
normal blood point). Telecommute lasts for five minutes per success, and you may spend a
Willpower point at the end of this to extend the duration by 10 minutes. Successes on the initial
roll also dictate how far you may project your consciousness.

Successes Distance
1 25 miles
2 250 miles
3 1000 miles
4 5000 miles
5 Anywhere in the world
You may use any other Path of Technomancy powers on any device to transfer your
consciousness through. A loss of connection, regardless of the cause, hurls you back to your
body dealing eight dice of bashing damage.

Weather Control
The number of successes on the casting roll determines how long it takes to summon the
desired weather. One success summons it in a day, and five summons it almost instantly.
Current weather conditions modify the difficulty of the roll. Summoning a light drizzle on an
overcast day might be a -1 or -2 difficulty, though summoning the same in the Sahara might be
at +2 difficulty.
Effects target the largest area allowed unless you specifically attempt to target a smaller area.
All rolls to control weather indoors are made at +2 difficulty, and some applications may just
straight up fail.
Multiple powers are listed for each level, but other applications are possible, so long as they
maintain the general power level.

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Level One
Fog: All Perception rolls involving sight and hearing are made at +1 Difficulty, and the range of
ranged weapons is halved.
Light Breeze: All Perception rolls involving smell at made at +1 difficulty.
Minor Temperature Change: The temperature raises or lowers 10°F or 5°C

Level Two
Rain or Snow: All Perception checks involving sight or sound are made at +2 difficulty, as are
all drive and ride checks. The range of ranged weapons is quartered.

Level Three
High Winds: The wind speed raises to 30MPH, with gusts twice that. Firearm attacks are made
at +1 Difficulty, and Thrown and Archery attacks are made at +2 Difficulty. Dexterity rolls (Diff 6)
may be required to remain standing.
Moderate Temperature Change: The temperature raises or lowers by 20°F or 10°C.

Level Four
Storm: This combines the effects of Rain and High Winds.

Level Five
Lightning Strike: This calls down a lightning strike, which can be aimed with a Perception +
Occult roll, (variable difficulty, 6 for a target in the open, 8 for one with cover, 10 for one indoors,
but near a window.)

Rituals
Level One
Calling Card (Punk): To enact this ritual, you graffiti a message with a specific person or group
of persons in mind (such as Vampires, Anarchs, police officers) which you sign your name (an
alias works), and vandalize the surrounding area. If there’s a hidden message in the graffiti, only
the intended target(s) can perceive it. The graffiti is potent until removed. However, for one hour
per success, all difficulties to any casting rolls (not just for Anarch Sorcery) are reduced by one
if you signed the vandalism with an alias, or by two if you signed it with a name the intended
target knows you by.
CCTV (Hacktivist): To enact this ritual, you must disassemble a camera, carve mystical and
mathematical symbols onto every square inch and reassemble it, requiring an Intelligence +
Technology (Diff 8) roll. You must then prick your thumb and hold it to the camera’s lens, which
absorbs one point of your blood. If successful, the camera is enchanted for one night per
success (though you can renew the ritual by soaking another blood point onto the lens.) While
active, you can view anything the camera lens can see simply by focusing, and you may enact
any (not just Anarch) other rituals or Path magic as though you were physically in the room with

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those the camera sees.
Flatline (GttA): To cast this ritual, you must place a small dead insect or animal in the target’s
home. Until the next sunrise, the target mortal (supernaturals cannot be affected) seems dead
to all outside observers, even those who use a device to detect a pulse. The dead insect/animal
must be placed in the target’s true home- a hotel room or temporary abode doesn’t count,
though a longterm tent for an otherwise homeless target may.
Sanctify the Temple (Old Skool): By chanting and spreading vitae around an area, you
sanctify it, thus making blood magic easier within. A single success on the casting roll indicates
that a five by five area can be so sanctified, three allows for a 20x20, and five allows for
100x100. For one lunar month, all Anarch Sorcery Paths and Rituals are rolled at -1 difficulty in
this area.
Water Walking (New Age): To enact this ritual, you simply repeat a personal mantra of mind of
matter. If successful, this power lasts a number of combat turns equal to your successes, or for
as long as you remain in motion out of combat. In either case, the ritual allows you to walk over
water or across thin treetops.

Level Two
Beat Your Way to Glory (Punk): To enact this ritual, you spend a blood point and cast, then
say to a mortal “I like your look- I’m taking it.” You then lose access to your Disciplines, and the
ability to spend blood. All Discipline or Thaumaturgy active on you (except this one) end. You
must then beat the mortal unconscious. If successful, each success on the casting roll allows
you to “take” an appearance-based aspect of your victim, though after they are unconscious,
you must damage this aspect in some way- if you want their eye color, you blacken their eye, if
you want a tattoo, you deface it, if you want a piercing, you tear it out and swallow it, for clothes,
you shred them.
The next night you awaken, you find you have this aspect (in the case of clothes, you awaken
with them on and perfectly sized, and tattoos and piercing adjust to any differences in build you
have to the original wearer.) You’re still identifiable as yourself. Clothes last until destroyed, but
other changes are permanent.
You may use this ritual on another (even a mortal), by rubbing their shoulders as you cast and
telling them what to say.
Blood Crystal (New Age): To enact this ritual, you place a piece of clear quartz into an
earthenware bowl of pure water before adding a point of your vitae and meditating over the bowl
for an hour. Over the course of this hour, the crystal absorbs the blood, turning pink. The
number of successes determines how many blood points the crystal can hold, which you may
add after the ritual. At any time later, you may simply hold the crystal and focus for a moment,
causing the blood to return to you. Furthermore, another creature holding the crystal may focus
on the crystal, rolling Willpower (Diff 7), which causes the blood to flow into them. Vampires
benefit from this blood normally, while living creatures automatically “spend” the blood to heal
injuries as though they were ghouls. While “charged,” the crystal has a sympathetic link to you.
Haruspicy (Old Skool): By sacrificing a living creature, and reading its entrails, you can
perform a reading for a target, who you must either possess a link to, or be physically present.

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This ritual only functions in a Sanctified space. The creature must be at least the size of a
chicken, though larger animals reduce the difficulty of casting, albeit at the cost of more blood.
An animal roughly the size of a sheep reduces the difficulty by one and costs one extra blood
point. A cow reduces the difficulty by two and costs two extra blood. A human sacrifice reduces
the difficulty by three and costs three extra blood, and likely prompts a Degeneration check.
Each success on the casting allows you to answer one question about the subject’s past or
present, and by spending two successes, you can answer a question about their future.
Iron Body (GttA): To maintain this ritual, the target must carry a spent shell casing on your
person. For one hour per point of your Stamina, the target may soak aggravated damage with
their Stamina and Fortitude.
Self-Executing File (Hacktivist): To enact this ritual, you write a file using a mixture of defunct
coding languages and dead written languages, feeding blood into your computer as you do so.
If successful, you create a program usable only by kindred. You then put it into a .zip file and
email it to the recipient. The recipient then downloads and runs it, at which point a pop-up
appears, telling them that they have 60 seconds to place vitae on the screen. If they do so, the
blood is absorbed and the program is installed, leaving an icon only kindred can see, and the
files of which cannot be detected except with technomancy or similar abilities. Each success
beyond the first allows an additional recipient.
Examples of programs include “FangBook,” which allows mortals viewing Social Media posts
made with it to see innocuous things like birthday messages instead of, say, Masquerade
breaching statements, “BloodSpot,” which allows a vampire to create a website that appears as
“server not found” to mortals, and “FangChat,” which allows someone to find any Kindred who is
online, opening a chat box to whatever Node they’re using.

Level Three
BFU (Punk): To enact this ritual, you must first use Calling Card, graffiting a message with
letters at least ten feet tall, which fade into invisibility except for the intended target(s). The
letters only last one night per success on the casting. If the intended target sees the message,
they must immediately check for Frenzy at +2 Difficult, and for a number of nights equal to your
initial successes, they roll all Frenzy checks at +1 Difficulty.
Craft Dream-Catcher (Old Skool): By crafting a dreamcatcher, incorporating tiny bits of hair,
blood (less than a blood point) and spittle from the intended recipient, you can ward them from
harm. You may craft a dreamcatcher for yourself. Assuming success, while the recipient is
within five feet of their dreamcatcher, attacks against them by spirits, and attempts to influence
their mind or dreams are rolled at +2 Difficulty, and, if the recipient is a vampire, rolls to waken
during the day because of danger are rolled at -2 Difficulty.
Enfolding the Believers (New Age): To enact this ritual, you simply add one point of
vitae/gallon of liquid, and then lead those who would drink it in a mediation that lasts one hour
after drinking the sacrament. If successful, in addition to renewing their blood bond to you, they
also gain a sort of secondary blood bond to each other, ensuring loyalty and dissolving jealousy
between them. Furthermore, when performing rituals or Thaumaturgical paths of any kind (not
just Anarch), every five followers in your presence grants a bonus die. This ritual has no effect

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on vampires.
Hell’s Calling (GttA): To enact this ritual, you burn a personal possession of the target over the
course of thirty minutes, causing them to immediately check for Rotschreck (Diff 6). If the target
is affected, they immediately flee from terror. However, since there is no obvious source, the
Rotschreck lasts only until the target asks themselves what exactly they’re afraid of.
Telecommunication (Hacktivist): To enact this ritual, you simply smear a sigil on a television
or computer screen. Each success gives you a die pool which you can roll for the next seven
nights. You may choose to see and hear through the affected screen by rolling this pool (Diff 4),
or control what the screen plays by rolling at (Diff 7).

Level Four
Baron Zaraguin’s Sting (Punk): To enact this ritual, you fill a coffin with at least 10 scorpions,
and drink a point of blood laced with LSD immediately before sunrise, where you sleep in the
coffin. For each two successes (rounded up) you roll, you take one point of unsoakable Lethal
damage, which you can heal normally. For one night per success, you enjoy Baron Zaraguin’s
blessings, which increases the difficulty of all attempts to use Dominate, Presence, or similar
powers to 9. Furthermore, anyone who attempts such a power takes unsoakable Bashing
damage equal to the 1s rolled on the attempt. If their attempt botches, this damage is lethal (in
addition to whatever other bad stuff happens to them.)
Houngan’s Dol (Old Skool)l: In order to create a Houngan’s Doll, you must craft [Dexterity +
Crafts (Diff 8)] a waxen doll of the target while ritually chanting, which must be bathed in your
blood, and dressed in cloth from a piece of the target’s clothing. If successful, you can use this
doll to see and hear through the target, whisper things into their ear that only they can hear, or
inflict physical sensations on the target. While a Houngan’s Doll cannot actually inflict damage
to a target, sticking it with pins causes pain, tickling it with a feather tickles the target, and
holding a lit candle near its head may cause it to check for Rotschreck. You may cast the ritual
once per week on a given doll, to use it, requiring you to set a light candle afloat in a point of
your blood. If successful, anything you do to the doll affects the target. The doll is potent until
destroyed (which again, has no ill effect on the target).
Non-Disclosure Clause (Hacktivist): Performing this ritual requires you to prepare a text file,
feeding blood into your computer as you do so. You then encrypt and email it to another
vampire, who gets an offer for secret information, if they agree to sign an NDA by spreading
their blood on the screen. Doing so instantly downloads this information into their mind.
Furthermore, if the recipient of this information believes this information is in danger of being
revealed, the information is deleted from their mind, though you may choose any or all of the
information to be exempt from this. If you score three or more successes, you may also upload
misinformation that, instead of the recipient forgetting, they believe to be true.
Transcending Barriers Through Love (New Age): You can only target those under the effects
of Enfolding the Believers (though at any distance). Each success allows you to target one
additional member to grant yourself a little extra power. Each member targeted loses two blood
points, causing you to gain one blood point for each target. Alternately, you may spend three
successes to cause a single target to lose two Willpower, giving you one. Both uses have a

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downside, however. Draining blood in this way still causes the accompanying damage to the
target(s), and draining Willpower break the effects of Enfolding the Believers, as well as the
original blood bond. A given cast can only target a given follower once, and this ritual can only
be cast once a week, or until you use Enfolding the Believers again.
Warding Circle Versus Vitae (GttA): This ritual requires three points of your own blood. You
determine the radius of the circle, every 10 feet increases the casting difficulty by one (max of 9,
each additional 10 feet increases the successes required by one) and increases the personal
blood expenditure required by one.
A Kindred of lower generation than you attempting to cross the circle meets resistance. An
Intelligence + Occult roll (Diff 8) identifies this as an effect of a warding circle. Attempting to
press on requires that they score more successes on a Willpower roll (Diff of your Thaumaturgy
+ 3) than you made on the casting roll. Failure indicates that the Kindred takes three dice of
bashing damage and suffers +1 Difficulty on further attempts to breach the circle. If the Kindred
leaves the circle and attempts to re-enter, they must make this check again.
This ritual lasts for one night if you spend an hour enacting it, or a year and a day if you spend
the whole night doing so.
Ward Versus Vitae (GttA): You pour a blood point over the object you wish to ward and spent
10 minutes chanting the verbal component. Any Kindred of lower generation than you touching
this object takes three dice of lethal damage per turn, and must spend a Willpower point to
consciously touch it.

Level Five
Bloody Mary (Punk): To enact this ritual, you must convince a mortal to go to a mirror and say
“Bloody Mary” three times while you flick the lights on and off in a particular pattern, while
making an incantation to Mary, offering the mortal’s soul to her. If successful, Mary appears in
the mirror, at which point you turn the lights back off and leave them off until the screaming
stops.
If successful, Mary will serve you, riding the mortal’s body, for one lunar month. Successes
determine Mary’s loyalty to you. One success means she will grudgingly carry out your
commands (causing the most carnage she can while she’s at it) and not harm you directly. With
five successes, Mary legitimately has your best interests at heart, and will try to refrain from
harming your goals. If there is a conflict between Mary’s desires and your orders, you must roll
(Casting successes) dice (Diff 6). If successful, she resists her murderous urges.
Mary knows everything her mortal host does, and can imitate them perfectly. However, animals
are instinctively afraid of Mary, and anyone who succeeds at a Perception + Empathy (Diff 7,
Diff 5 for children) roll finds her somehow scary and off-putting. Statements from anyone close
to the mortal host expressing love or affection require you roll (Casting Successes) dice (Diff 7).
Failure causes Mary to Frenzy, attacking the speaker.
The host is treated as having Fortitude 2 and Potence 2 (which are always auto-successes).
After the month is up, Mary leaves the host, almost certainly leaving them insane. Performing
this ritual requires a Degeneration roll for followers of Humanity.
Ghost in the System (Hactivist): To enact this ritual, you spend several nights changing

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“internet fact” after feeding a blood point to your computer as you do so. This requires an
extended Intelligence + Occult roll (Diff 6) after casting the ritual, with each roll indicating a full
night’s work, with only an hour or two each night for feeding. The number of successes required
depends on how much change has to be done- one or two successes may be required to
change a mortal’s medical records or reporting their credit cards stolen, while creating a totally
new identity for someone might require five to 10, depending on the complexity and importance
of the ID. Particularly successful uses of this ritual might grant dots to Alternate Identity.
The Pursuit of Apotheosis (New Age): This ritual begins just like Enfolding the Believers,
except you also add a quantity of poison. If successful, you roll one die per follower killed by this
ritual (Diff 7). For each success you gain a single experience point which may be used to
increase Attributes, Abilities, and Disciplines. These points must be immediately spent, and any
not spent are lost. Rumors say that, with enough followers, one might decrease their generation.
Even attempting this ritual automatically costs one Humanity.
Skinwalker’s Belt (Old Skool): This ritual only functions in a Sanctified area. To enact this
ritual, you must kill an animal, skin it, and then soak the hide in a mixture of brine and vitae for
three nights. A smaller-than-human animal requires one blood, a roughly human sized animal
requires three, and a larger animal requires five. This pelt lasts for a number of weeks equal to
your casting successes, though you may preserve it for longer by smearing it with the same
amount of blood you used to make it in the first place.
Before you can use this pelt, you must fashion it into a piece of wearable clothing by rolling
Dexterity + Crafts (Diff 6). To actually use the hide, you must remove all other clothing and
jewelry, and don the hide clothing and mutter an incantation, which transforms you into a perfect
copy of the original animal. In this form, you cannot use any disciplines at all and are still subject
to Frenzy, but retain your intelligence. This transformation lasts until you will it or until sunrise,
which may be inconvenient if you are out in the open, or in a smaller-than-human space.
The blood treated hide counts as your own body part for sympathetic magic, and burns in
sunlight.

Dark Thaumaturgy
An infernalist sorcery that has unambiguous ties to Hell.
An infernalist sorcery that has unambiguous ties to Hell. Learning Dark Thaumaturgy requires
either a demon or another dark Thaumaturgist to teach you. However, Dark Thaumaturgy is
always learned as though it were an in-clan Discipline, and all paths cost Primary Path
experience. After all, damnation is cheap. All paths also come with a bane, which is an effect
that simply having the knowledge of a path inflicts.

Standard Roll: Willpower (Diff power level + 3)


Ritual Roll: Intelligence + Occult (Diff 4 + Ritual level, max 9)

Fires of the Inferno


Bane: Anyone with this path has their aura permanently streaked with green balefire, marking

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them as an obvious infernalist. This is immediately obvious to someone using Auspex, and
reveals the level you have in this oath, and doesn’t count against the information gained.

This path doesn’t have any seperate powers, but rather differing intensities of a single power.
Flames under your control do not harm you or threaten Rotschreck, but fires resulting from
careless use of this power do. Other vampires witnessing these flames are harmed and are
threatened by Rotschreck. Each success on the casting allows you to launch the fire from your
hand accurately, up to 10 yards per success. Foes may attempt to dodge this attack normally.
Remember that this is fire, and vampires must have fortitude to soak it. If a target somehow has
some kind of immunity to radiation (such as some shifters), each success scored on soak
counts as two.
Level One: Candle (Diff 3 Soak, one Agg/turn)
Level Two: Palm of flame (Diff 4 soak, one Agg/turn)
Level Three: Campfire (Diff 5 soak, two agg/turn)
Level Four: Bonfire (Diff 7 soak, two agg/turn)
Level Five: Inferno (Diff 9 soak, three agg/turn)

Path of the Defiler


This path does not function against those with an Iron Will.
Bane: Jealousy. Any time a vampire or even a mortal attempts to harm, seduce, use a
Discipline against, or even help someone you are currently affecting with a power of this Path,
you must roll Self-Control/Instinct (Diff 4 + your rating in this path) or fly into a jealous, protective
Frenzy).

Level One
Call the Weakness: You must engage the subject in conversation, spending your blood point
and rolling Willpower as normal. For each success, you may ask the Storyteller one question
about the subject relating to their morality, personality, or the like- questions such as Nature and
Demeanor, Willpower ratings, Blood Bonds, outside influences (Dominate or Presence), or
virtue rating are all appropriate. Furthermore, for the rest of the scene, you enjoy one bonus die
per casting success against your target.

Level Two
Taint: In order to use this power, you must first discover the target’s favorite quality of themself,
such as their painting ability, their faith, or their appearance. The target may resist your casting
with a Willpower roll (Diff your Manipulation + Subterfuge). Assuming success on your part, the
target must spend one Willpower to acknowledge the trait or quality; a painter will cease
painting, a priest will commit sins, and a vain person might cover their mirrors. The duration of
this power varies depending on your net successes.

Successes Duration

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1 One Scene
2 One Night
3 One Week
4 One Month
5 One Year

Level Three
Degradation: In order to use this power, you must first discover the target’s Nature. The target
may resist your casting with a Willpower roll (Diff your Manipulation + Subterfuge). Assuming
success on your part, you may choose to change the target’s Nature. In the case of Natures
diametrically opposed to their original one, while they behave accordingly, they know that this
isn’t them, and probably feel bad about their behaviour. Alternately, you may choose to afflict
them with a derangement of your choosing. Your net successes decide the duration of this
power.

Successes Duration
1 One Scene
2 One Night
3 One Week
4 One Month
5 One Year

Level Four
Poisoned Soul: In order to use this power, you must first discover the target’s Path. The target
may resist your casting with a Willpower roll (Diff your Manipulation + Subterfuge). Assuming
success on your part, you cause them to lose one Path rating per night of Poisoned Soul’s
duration, and compel them to commit a sin according to their new rating. A target reduced to
zero Path in this way enters Wassail for the remaining duration, and when the effect ends, any
lost Path returns at a rate of one per night.
Your net successes decide the duration of this power.

Successes Duration
1 One Night
2 Three Nights
3 One Week
4 One Month
5 One Year

Level Five
Cancerous Blossom: In order to use this power, you must catch the target in a depraved act

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(according to their Path and rating), casting as normal. Each success causes one point of
Aggravated damage to the target and causes them to lose one point of Appearance. This
damage cannot be healed for a number of nights equal to your successes.

Path of Pain
Bane: Addiction to pain. Any practitioner of this path who takes damage after soak must roll
Willpower (Diff 4 + this Path’s Rating) to defend against the source of that damage on future
attacks. You need only roll once for a given source. Spending a Willpower also allows you to act
normally. Furthermore, you must roll this when invoking a power (if any kind, not just this path)
that requires to harm yourself to avoid being compelled to harm yourself again on your next
turn.

Level One
The Numbing: Successfully casting this power allows you to ignore the dice pool and
movement penalties caused by injury, except for those caused by Aggravated injury. This does
not allow you to ignore this path’s bane. This effect lasts for a scene.

Level Two
Anguish: You must touch your intended target (possibly requiring a Brawl roll) before making
your casting. If successful, the target takes “damage” equal to the casting successes. This
damage is in no way real, but does cause wound modifiers as if it were. A vampire (or similarly
supernaturally hardy creature) can heal this damage as bashing. Otherwise, it lasts a full scene.

Level Three
Shattering: To invoke this power, you must cause one box of Lethal damage to yourself (such
as by breaking a finger) while the target watches. For every success you roll on casting, the
target takes one point of Lethal damage, which is soaked with Willpower, not Stamina,
Fortitude, or armor. This damage can be healed normally.

Level Four
Agony Within: To invoke this power, you must open your own veins, taking any amount of
unsoakable Basing damage as you will your blood into the shape of barbed chains. For every
level of bashing damage you choose to take, you convert one die of your casting roll to an
automatic success. For every success you score, the opponent takes one point of Lethal
damage, soakable only with Fortitude (though supernaturally sturdy creatures, such as shifters,
may be able to soak normally). However, the target may roll Willpower (Diff 6 + damage you
chose to take), with every two successes removing one of yours.

Level Five
Hundred Deaths: To cast this spell, you must inflict one level of Aggravated damage to
yourself, requiring a Willpower (Diff 6) to do so. Each success on the casting roll inflicts one

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level of Aggravated damage to the target as countless cuts open, heal, and reopen, soakable
only with Fortitude (supernaturally sturdy, shifters, blah blah). The pain is so debilitating that the
target must spend a Willpower to take any action, even healing themself. If the victim doesn’t
receive medical attention or magical healing of some kind, they suffer an additional level of
Lethal damage for every unhealed level of Aggravated damage that remains, every night.

Path of Pestilence
Bane: The Rot. Upon learning the first level of this path, you gain the Infectious Bite Flaw (which
gains you no points). At level three, you gain the Disease Carrier flaw. Every week, the ST rolls
a number of dice equal to your rating in this path (Diff 6). If there are any successes, you
spontaneously develop the symptoms of a disease (though suffer no ill effects), the details of
which are at the ST’s discretion, and which are impossible to conceal, unless you spend an
amount of blood points equal to your rating in this path every night to “heal” the symptoms.

Level One
Illness: You must touch your target (possibly requiring a Brawl roll) before casting. The target
may resist with Stamina + Survival (Diff 3 + this path’s rating). For each net success, you deal
one point of damage to one of the target’s Physical Attributes or Appearance as they are set
upon by fever, chills, or even open sores. Vampires can heal this damage by spending one
blood per point. In mortals, this damage heals at a rate of one point per attribute per four hours.
Fast healing creatures (such as shifters) may heal faster.

Level Two
Infection: You must target a victim who has taken at least one wound (though it doesn't matter
what type). If successful, you can infect one of their wounds (ST discretion on how many
wounds a creatures has), dealing one level of Aggravated damage. Mortals cannot soak this,
and vampires can soak it only with Fortitude. (Shifter caveat, blah blah blah.)

Level Three
Miasma: You exhale a gout of noxious gas that lasts a number of turns equal to your Stamina,
expanding at a rate of five feet per turn. Anyone caught in the gas must roll Stamina (Diff 6). If
successful, they may act normally, but must roll again if they are still in the cloud next turn. If
they fail, they take a penalty to all dice pools equal to your casting successes. Furthermore, for
every two successes you rolled (rounded down) on the casting, anyone in the cloud takes one
point of Bashing damage each turn, soaked only with Stamina. Vampires, and other creatures
who do not breathe never take damage from this, but still must roll to act normally.

Level Four
Parasitic Possession: This power allows you to control disease and vermin inside a victim’s
body. Each success allows you to force a target to perform a single action of your choosing.
While there is no roll to resist, the victim may spend a Willpower to cancel out one action.

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Alternately, you may use this power to control a swarm of vermin, though they only obey simple
commands, such as “attack,” “eat all food,” or “bite.” A single success on the casting roll controls
a few insects (not enough to be more than an annoyance), while five allows you to control a
veritable plague. This use lasts until sunrise.
Finally, you may use this power to puppet a corpse, controlling it via the pestilence within,
though it too can only follow simple commands. The duration of this usage depends on the
casting successes.

Successes Duration
1 One turn
2 Five minutes
3 One hour
4 Three hours
5 Until sunrise

Level Five
Vector: If successful, you may infect the target with a disease of your choosing that you also
suffer from (at this level of mastery, I’m sure you have plenty). The target may attempt to resist
with a Stamina + Fortitude roll (Diff 8), though the effect is only successfully resisted if all of it is.
Should the target fail to resist, they take unsoakable Bashing damage equal to your casting
successes, in addition to the normal effects of the disease. Vampires suffer no ill effects of
disease, and take no Bashing, but to lose an amount of blood equal to your successes. The
duration of this disease is also determined by your successes.

Successes Duration
1 One Night
2 One Month
3 One Year
4 Seven Years
5 Permanent
This supernaturally inflicted disease cannot be cured by medicine, though some of the effects
may be mitigated. This disease can only be cured by Obeah, and only then in the practitioner
has level six or higher.
Finally, anyone passing within 10 feet of the infected must roll Stamina (Diff 6) or contract the
disease, though such infections are resolved and treated normally.

Path of Phobos
Bane: Nightmares. Every day, as you sleep, you are plagued by nightmares. You must roll
Willpower (Diff 4 + this path rating), or else fail to find rest, and recovering no Willpower.
Regardless of this roll’s results, you spend an additional blood point as you rise, sweat out
during the nightmares.

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Level One
Induce Fear: You must have line of sight to use this power. If successful, the victim becomes
aware, with absolute certainty, that they are being stalked. In order to act normally for a scene,
the victim must roll Courage (Diff 4 + your casting successes), and even then acts at a -1
penalty on all die pools, as they look over their shoulder for a stalker that isn’t there. The
duration of this power depends on the casting successes.

Successes Duration
1 One turn
2 Five turns
3 One hour
4 One night
5 Two nights

Level Two
Spook: You must see your target to use this power. If successful, the target is filled with the
knowledge that they are in immediate and dire danger. Mortals must make a Courage (Diff 7)
roll or immediately flee the area. Vampires must make the same check to avoid Rotschrek.

Level Three
Terrorize: You concentrate for a turn then make a gesture at the target. If successful, the
target’s greatest fear assaults them. In order to act at all, the subject must roll Courage (Diff 7)
or simply cower in fear. This roll must be made any time the target wishes to act in a turn. The
duration is dependent on successes.

Successes Duration
1 One turn
2 Five turns
3 30 minutes
4 One hour
5 One night

Level Four
Fear Plague: If successful, the subject is constantly beset by a mild stimulus that pricks their
deepest phobia. While certainly not a dramatic as the other effects, it’s just as potent- for a full
week, the subject’s permanent Willpower is treated as three lower for the purpose of Willpower
rolls and difficulties.

Level Five
Leech of Fear: In order to use this power, your target must already be afraid, which cannot be

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caused by other powers of this path. If successful, you gain an amount of “fear points,” which
may be spent just like blood, even exceeding your generational limit for blood pool. These
points must be spent before sunrise or they are lost. A given target can only be affected by this
power once per night.

Path of Pleasure
Bane: Upon learning this path, your difficulties to resist Frenzy increase by one. They increase
again at level three and five.

Side Effects: Each time a target recovers from a use of this power, they must roll Self-Control
(Diff 6), or else gain the Addiction flaw, related to the sensation you induce in them for a number
of weeks equal to the level of the path you used on them. If you instill more than one addiction
into a target, only the newest one applies.

Level One
Ecstasy: This power does not require a roll if the target is willing. You must touch the target
(possibly requiring a Brawl roll). If successful, the target must make a Wits + Self-Control roll
(Diff 7), scoring more successes than your casting roll. If the target fails to resist, they can do
nothing but enjoy the sensation. Once physical contact stops, the subject comes down from this
high over (10 - their Willpower) turns, during which time, they suffer a +1 Difficulty on all rolls.

Level Two
Intrusion: This power must be used on a target within eyesight. If successful, you fill the target
with an overwhelming, positive sensation, with each success causing one level of Bashing
damage, which the subject can soak with Willpower (Diff 7). Furthermore, the target must make
a Wits + Self-Control roll (Diff 7), scoring more successes than your casting roll. If the target
fails to resist, they can do nothing but enjoy the sensation. This part of the power lasts for (10 -
their Willpower) turns.

Level Three
Daisy Chain: This functions exactly as Ecstasy, byt requires a roll, even against willing targets.
Furthermore, you can effect (casting successes) targets at a rate of one per round. Finally, each
target can affect another through touch (who can resist normally). This power functions for as
long as you have line of sight, though an individual who resists “kills” that particular Daisy Chain.

Level Four
Deadening: You must touch your target, who may resist the effect with a Willpower roll (Diff
your Manipulation + Empathy). Assuming you are successful, the target’s emotions are
suppressed- they become unable to spend Willpower, and all Virtue rolls are made at +2 Diff,
except for rolls to resist Frenzy, which are made at -2 Diff. The duration is dependent on your
net successes.

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Successes Duration
1 One turn
2 One hour
3 One day
4 One week
5 One month
This power never causes addiction.

Level Five
The Garden of Earthly Delights: In order to enact this power, the target must already be
affected by Ecstasy, Intrusion, or Daisy Chain, and have failed any rolls to resist it. If you
successfully cast this power, the target may resist with a Willpower (Diff 8) roll. If the target fails
to resist entirely, they fall comatose from pleasure, entering a dream-like state. Unless the victim
is hospitalized, they take one level of Bashing damage each night, which can only be soaked as
though it were Lethal. The duration of this power depends on your net successes.

Successes Duration
1 One night
2 Three nights
3 One week
4 One month
5 One year

Path of the Unspoken


Bane: Memory Lapse. For every level you have in this path, all Knowledge (and associated
Secondaries) difficulties increase by one. If your rating in this path ever exceeds or matches
your temporary Willpower, you suffer from the flaw, Absentminded, and every point it exceeds
your temporary Willpower removes one die from the Wits roll.

Level One
Whispers of the Unknown: Upon casting this power, you gain a number of points equal to your
casting successes. Each point can be spent in one of two ways, as voices fill your mind.
You can ask the voices a single question, which they answer honestly, but usually vaguely, in
three to five words (give or take). The voices seem to be omniscient.
Alternately, you can spend a point to reduce the difficulty of a single roll by one. Only one point
can be spent on a single roll in this way. Whispers of the Unborn lasts a full scene or until all
points are expended.

Level Two
Scribing the Unknown: You must know what piece of data you wish to transcribe, and it must

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still exist in some hard format, such as by knowing the name of a book, author of a letter, or an
electronic file’s name), though you need not have a copy on hand, or even knowledge of what it
contains. Unless you have some skill in forgery, your copy won’t look anything like the original,
though the data will be (more or less intact). If successful, you transcribe a copy of the data,
with the integrity of it depending on your successes. Using this power takes as long as writing
the data would normally.

Successes Integrity
1 Largely corrupted, 20% intact
2 Vaguely complete, 40% intact
3 Partially complete, 60% intact
4 Mostly complete, 80% intact
5 More or less complete, 95% intact

Level Three
Shadow Thoughts: To use this power, you must be standing in the shadow of your intended
target. If your casting is successful, you are able to see into their past, with how far back being
dependent on your successes.

Successes Range
1 One night
2 Three nights
3 One week
4 One month
5 One year

Level Four
Fragments of the Forgotten: This behaves as Scribing the Unknown, except it allows you to
recreate knowledge that has no physical copy- whether because it has all been destroyed, or
was simply never written down, such as The Book of Nod, Shakespeare’s original copies of his
work, or the oral history off the Garou. However, this power is also less precise, and leaves
many gaps. Gaps, unfortunately, that the infernal sources of this information fill with nonsense
and falsehoods. The ST will typically make the roll for this power in secret.

Successes Integrity
1 Occasionally sensible garble, 5% intact
2 Vaguely intelligible, 10%
3 There’s even a few sentences! 15%
4 Rambling, but frequently cogent, 25%
5 A clever reader can spot the lies. 50%

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Level Five
Forsaken: To enact this power, you must spend a permanent Willpower, and a permanent
Health Level. If successful, anyone wishing to interact with the target must roll Perception +
Occult (Diff 5 + your casting successes). Each success allows them to interact with the target
normally for one night.
When used against an object, they become virtually impossible to find, and are simply
overlooked.
When used against a person, that person is affected as though by Obfuscate, with people
overlooking them, just simply not noticing them. While this has certain benefits, such as being
ignored by an angry Prince, it also has the drawback of being unnoticed by, say, a bus driver as
you cross the street.
This power is permanent until your Final Death, you choose to end it, or you use it on another
target. If you end the effect, you awaken the next night with your original Health Levels, but the
permanent Willpower is lost forever.

Rego Manes
This path has two separate abilities. It may be used to damage any spirit (demonic or otherwise)
by casting it, which the spirit soaks with a Willpower roll.
The second use is to summon demons.

Bane: Possession. When you first gain this path, your Willpower is treated as one lower for any
power a demon uses on you. It decreases by another one point at third and fifth level.
Furthermore, if you possess Iron Will or a similar Merit, it become ineffective against demons at
level one of this path.

Level One: Insignificant (Attributes 4/3/2, Abilities 3/2/1, no Disciplines or Investments)


Level Two: Least (Att 5/4/3. Abi 4/3/2, two points of Disciplines or Investments)
Level Three: Lesser (Att 6/5/4, Abi 5/4/3, Four points of Disciplines, or Investments)
Level Four: Minor (Att 7/6/5, Abi 6/5/4. Six points of Disciplines, or Investments)
Level Five: *Greater (Att 9/8/7, Abi 8/7/6, ten points of Disciplines, or Investments) Such spirits
likely demand additional sacrifices, and serve only if it is in their interest.

Successes determine how much control you have over the summoned spirit.

Successes Control
Botch The demon is summoned, and attacks you. Oops.
Failure The summoning fails, and cannot be attempted again for that night.
1 The demon attends you, but only obeys if it benefits, and may leave at any
time
2 The demon listens to requests, and answers simple questions
3 The demon is well-disposed toward you, and answers questions with
accuracy

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4 The demon will serve you on simple tasks
5 The demon is pleased with the summoning and serves faithfully for a night.

Taking of the Spirit


This path doesn’t actually have separate powers, but each level makes the power stronger. This
power requires physical contact (possibly requiring a Brawling attack). Each time you use this
power, both you and your victim roll Willpower (equal to the Casting difficulty). Whoever loses
this contest loses Willpower equal to the path level used. If you lose all your Willpower first, you
fall unconscious, left at the tender mercies of the person whose will you just tried to subsume. If
your victim loses all Willpower, they become essentially a zombie. Both states last until a
Willpower is regained. The time it takes Willpower lost by this power is dependent on your total
rating in this path- not the level of the path used. This power does not have a bane- its use is
risky in and of itself.

Level One: Willpower returns at a rate of 3/day


Level Two: Willpower returns at a rate of 2/day
Level Three: Willpower returns at a rate of 1/day
Level Four: Willpower returns at a rate of 1/week
Level Five: Willpower returns at a rate of 1/two weeks

Tyranny of the Wyrm


Bane: Tyranny of the Wyrm has two banes.
Biteback. Anyone who becomes aware that you are going to use, or have used a power of this
path against them, they may roll Wits + Occult (Diff your Willpower), requiring as many
successes as you achieved on your casting roll. If they succeed, the power is automatically
reflected back on you.
Wyrmridden. Shapeshifters reduce any Perception difficulties against you by one per your rating
in the path, and treat your Obfuscate as lower by an equal amount.

Powers from this path last their full duration unless reflected (as above), or are removed by a
blessing by someone with True Faith. Naturally, Infernal or Wyrmish True Faith cannot remove
these. Not even your death ends these effects. Furthermore, any botch on a casting roll causes
you to be affected, in addition to the normal effects of a botch.

Level One
Malfean Infection: This power can only be used against those with True Faith. You must know
the target’s name and pain an eye on your palm. If you cast this successfully, the victim loses
access to their True Faith for the duration, dependant on your successes.

Successes Range
1 One night

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2 Three nights
3 One week
4 One month
5 One year
6+ Permanent
If this power is reflected on you, you lose access to all Dark Thaumaturgy for the duration. Of
course, you could always bargain with a demon to regain it...

Level Two
Bane to the Soul: To cast this, you must drip your blood onto an item the target has touched. If
successful, the difficulty of the target’s virtue rolls increases by 2 (max 9) for the duration, as a
bane attaches itself to them.

Successes Range
1 One night
2 Three nights
3 One week
4 One month
5 One year
6+ Permanent

Level Three
Dissonant Miserere: To cast this, you must have a piece of the victim’s body (such as skin,
hair, or a nail). If you successfully cast, the victim’s mind is filled with the screaming of Wyrmish
spirits, increasing the difficulty of all Willpower rolls and any roll requiring concentration by one
per casting success, and causes the target to lose one Willpower per day. This power is always
permanent, though a madness demon may visit them, and offer them a way out.

Level Four
Feed the Wyrm: You cast this power by mixing the blood of your target (at least a point) and
your own, and drinking it. The target takes one point of Aggravated damage per success,
soakable only with Fortitude (other supernaturally durable blah blah). If the target takes any
damage from this power, their Appearance decreases by two (which stacks with multiple uses of
this power). This power is permanent, though if one agrees to serve the Wyrm, a Vanity Bane
will appear to the victim, demanding a sacrifice to repair the damage to their beauty.

Level Five
House the Maelijin: To use this power, you must murder someone close to you, diablerizing
them as you do. If you successfully cast this, you allow a Maeljin (or a portion of one) to inhabit
your body, which grants you six dots to use to increase Attributes (no more than two in a single
trait, but can exceed generational maximum), six among Abilities and.or secondaries, and six

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amongst Disciplines (no more than two in a single trait, but can exceed generational maximum).
The Maeljin allows you to use these powers freely, but it may attempt to exert control over you
once per night (though rarely does so that often, unless you attempt to work against its goal),
which you can resist with an Instinct/Self-Control roll (Diff 8). The duration of this power is
dependent on your successes.

Successes Range
1 One scene
2 One night
3 Two nights
4 Four nights
5 One week
6+ Permanent
However, at the end of the Maeljin’s possession (unless it is banished with True Faith), you are
overcome with a compulsion to self-destruct. Whether this means self-immolation, walking into
the rising sun, or what have you, it can only be resisted with a Courage roll (Diff 9), or by having
your friends restrain you (which automatically sends you into a Frenzy). The Maeljin only makes
this attempt once.

Video Nefas
Level One
See the Unseen: Unlike most thaumaturgies, no roll is necessary, though you must state that
this power is active. You can see all nearby demons, ghosts, and wraiths, though Perception
checks are made at +1 Difficulty.

Level Two
Learn the Heart’s Pain: You learn the secrets of a target. One success reveals if the target
feels guilty or not, and five successes reveals details of sins, enemies and failings.

Level Three
Seize the Moment: Each success reveals one of a target’s specific memories.

Level Four
Casting the Bones: You must carve symbols into a set of sentient humanoid bones. You ask
them one question about the future then throw the bones. The number of successes is how far
into the future you can seek the answer from.

Successes Effect
1 Immediate future
2 A week
3 A month

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4 A season
5 A year.

Level Five
Recall the Bloody Deed: You summon a minor demon to pursue vengeance for someone
who’s been murdered. This demon has the ability to pursue the murderer across land and sea,
which it does for one night per success.

Rituals
All rituals are found in (DAC). As usual, rituals take five minutes per level unless otherwise
stated.u

Level One
The Knotted Cord: To enact this ritual, you simply speak the name of the target while knotting
a cord soaked in your blood. The target may roll Willpower (Diff 4) to resist, requiring a greater
number of successes. If they fail to do so, they cannot speak for a night.
Bind the Familiar: This ritual takes a full hour to complete. If successful, it summons an imp
that possesses an animal, which serves as your familiar. This familiar is fully sapient and can
perform tasks that its body allows. It must be fed blood weekly or else it withers and dies.

Level Two
Bring Forth the Hell Beast: To enact this ritual, which takes mere moments, you simply lie
your hands on an animal, infusing it with the ritual’s blood point. If successful, you send the
animal into what is essentially a Berserker Frenzy and grant it Potence 1. It does not attack you.
Warding Circle: This ritual has two possible creations: temporary or permanent. Enacting either
requires that you draw a complicated circle with astrological symbols. A temporary circle only
takes 30 minutes to make, and a permanent one takes two nights.
If successful, you need only stand inside the circle and speak an activation phrase. So long as
you are within the circle, demons cannot touch you or use powers on you unless they can beat
you in a opposed Willpower roll (Diff 6 for both).

Level Three
Blood Imp: You may spend any amount of blood during this ritual. If successful, you create an
imp made of blood. It has a Strength rating equal to the blood you spent on its creation and
health levels equal to the successes rolled on the casting. This imp is roughly humanoid and
serves you faithfully for a night.
Bloody Bones: To enact this ritual, you must mystically prepare bones, and bury them in a
small (no bigger than a village), well defined area. If successful, the bones curse the area,
causing crops to wither, stillbirths to become common, and tempers to flare (All rolls to resist
Frenzy are at +1 Difficulty). A vampire with any level of Auspex can sense the bones.

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The Leaden Heart: This ritual takes ten minutes, and requires you to possess a sympathetic
link to the target, who may oppose the spell with a Willpower roll (Diff 6). If they fail to resist, the
victim cannot leave their immediate area, such as the house they are in when you cast it, or, if
they’re outside, the block they’re one. This ritual ends only at sunrise or if the victim’s name is
called out by a true love.

Level Four
Vile Swarm: If this ritual is successfully cast, you summons a horde of verminous creatures,
numbering in the hundreds, if not thousands, and goes on a rampage. As long as you
concentrate, the swarm is also disguised as though by Cloak the Gathering, though this
concentration costs one Willpower per hour.
Lethean Chains: This ritual takes only five minutes, mixing a potion of demon tears and
Underworld river water (both rare and hard to obtain.) You create a number of doses equal to
your casting successes.
If this potion is imbibed, the drinker forgets a whole night, sunset to sunrise.

Level Five
Hand of Glory: To enact this ritual, you must prepare the right hand of a hanged man. You may
then light the fingers, and use the hand as a torch. Those within the same structure as you (or
your immediate vicinity, in large buildings) fall asleep. The fingers ignite, but do not burn away,
allowing a hand of glory to be used indefinitely.
Warding Circle Versus Demons: This ritual requires three points of mortal blood and three
points of virgin blood. You determine the radius of the circle, every 10 feet increases the casting
difficulty by one (max of 9, each additional 10 feet increases the successes required by one)
and increases the personal blood expenditure and amount of virgin blood required by one.
A demon attempting to cross the circle meets resistance. An Intelligence + Occult roll (Diff 8)
identifies this as an effect of a warding circle. Attempting to press on requires that they score
more successes on a Willpower roll (Diff of your Thaumaturgy + 3) than you made on the
casting roll. Failure indicates that the Spirit takes three dice of bashing damage and suffers +1
Difficulty on further attempts to breach the circle. If the Spirit leaves the circle and attempts to
re-enter, they must make this check again.
This ritual lasts for one night if you spend an hour enacting it, or a year and a day if you spend
the whole night doing so.
Ward Versus Demons: You pour a blood point and an additional point of virgin’s blood over the
object you wish to ward and spend 10 minutes chanting the verbal component. Any demon
touching this object takes three dice of lethal damage per turn, and must spend a Willpower
point to consciously touch it.

Rego Dolores, Rego Venalis, and Rego Calatio have been replaced with the Path of Pain, Path
of the Defiler, and Rego Manes respectively. They are essentially the same with minor
differences. I felt no need to include both versions here.

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Dur-An-Ki (Assamite Sorcery)
The ancient blood magic of the Assamite Sorcerers.

Activation Roll: Wits + Occult (Diff 3 + Path level)


Ritual Roll: Intelligence + Occult (Diff 4 + Ritual Level, max 9)

Alchemy (Alchemy)
Use of this power requires some sort of controlled setting- it has little combat capability. You
must be familiar with the elements in question (i.e. you cannot change iron to radon without
being familiar with BOTH iron or radon.). Only one success is required to activate this ability, but
additional successes allow a greater amount of material to be modified.

Level One
Simple Changes in Form: Solid to liquid, liquid to gas, etc.

Level Two
Complex Changes to Form: Liquid to specific form of solid, water to separate Hydrogen and
Oxygen clouds, etc.

Level Three
Complicated Changes to Form: Water to breathable O2, and loose Hydrogen, compounds
into separate elements.

Level Four
Minor Shifts in Composition: Moving an element’s atomic number up or down five.

Level Five
Miraculous Shifts in Composition: Turning lead into gold, or nitrogen into radium.

Awakening the Steel


Powers from this path can only be used on edged weapons, though any that isn’t a sword or
knife is roll at +1 Difficulty.

Level One
Confer with the Blade: If successful, you gain a knowledge of the blade, as below. Scoring
three successes or more reduces the difficulty of applying other powers of this path and other
blood magic to the weapon by one.

Successes Effect

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1 Physical Information: the precise length and weight of the weapon (down to the
micrometer and milligram), chemical composition, and the base damage dice
and the damage type (Lethal or Aggravated)
2 Historical Info: when and where the blade was forged, the smith’s name and
face, and glimpses of significant events of the blade’s existence.
3 Sorcerous Knowledge: The type and power of any enchantments, and the
name and face of who laid them.
4 Subliminal Synthesis: Comprehensive knowledge of the weapon’s history.
Furthermore, you recognise the taste of any blood the blade has ever tasted for
seven nights.
5 Total communion: The blade “talks” to you after a fashion, effectively granting
you any knowledge of its history or any aspect of its current condition.

Level Two
Grasp of the Mountain: For the rest of the scene, you add your successes on this casting as
automatic successes to resist being disarmed, nor can you accidentally drop the weapon. If you
are somehow disarmed, you can simply spend an action to recall the blade to your hand, so
long as you have line of sight on it.

Level Three
Pierce Steel’s Skin: For a number of turns equal to your casting successes, you only deal half
damage against living targets, but every time you strike a foe, you roll the weapons damage
bonus in dice (Diff 7). Each success on this roll reduces the armor’s soak value by one, which, if
this loss reduces it to zero, the armor is completely and irrevocably destroyed.
This power also allows the blade to damage other inanimate objects without causing damage to
itself.

Level Four
Razor’s Shield: You gain a number of parry attempts equal to the successes rolled that do not
count as actions. You still must be aware of an attack to attempt to parry it, and the difficulties to
parry are standard.

Level Five
Strike at the True Flesh: For a number of turns equal to your casting successes, or until your
next strike, your weapon loses all supernatural enhancements. You strike with only the
weapon’s normal attributes (though Potence and Celerity still apply.) However, the target soaks
with only their Stamina (if able to soak Lethal or Aggravated with Stamina). Their Fortitude,
armor, and any other augmentations they have to their soak do not apply.

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Blessings of the Great Dark Mother
Level One
Cradlesong: If casting is successful, you roll Perception + Occult (Diff equal to the highest
current Willpower of all listeners) as you sing a song of knowing. If this roll is successful, all
supernatural pacts (infernal, spiritual or otherwise), and supernatural bonds (such as blood
bonds) become visible in some way to you.

Level Two
Kessep: If you successfully cast this power, you may sever a single spiritual bond of servitude
between master and regent that you are aware of, such as a spirit binding or contract.

Level Three
Sotheq: If your casting is successful, you roll Manipulation + Occult (Diff target’s current
Willpower). If successful, the target becomes unable to communicate with anyone they’re
supernatural bonded to through spiritual pacts. With four or more successes, this also applies to
blood bonds.

Level Four
Allah: If you successfully cast this power, you roll Manipulation + Occult (Diff target’s current
Willpower) for EACH of the target’s spirit or infernal bonds. Success severs an individual tie.

Level Five
Memo: If you successfully cast this, you roll Perception + Occult (Diff target’s current Willpower)
against a target who has a bond with a spirit (infernal or otherwise) which has their soul as the
price. Success gives you information about what would impel the target to enter into such a
bargain, with additional successes giving more information about the target, the pact, and any
infernal investments or gifts the target receives from the pact. Five successes yields the
Patron’s True Name, and allows you to roll a contested Manipulation + Occult (Diff the Patron’s
permanent Willpower). If successful, you sever the contract in its entirety.

Covenant of Enki (Neptune's Might)


Level One
Eyes of the Sea: You commune with a body of standing water (lakes, ponds, and puddles, but
not sewers, rivers, oceans or glasses). Communing grants you images of what the water has
seen, going back an amount of time based on your successes.

Successes Result
1 One day
2 One week

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3 One month
4 One year
5 10 years
You may be required to make a Perception + Occult roll (Diff varies) to notice small details.

Level Two
Prison of Water: Unless you have a bathtub’s worth of water, this power is rolled at one higher
difficulty.
The trapped target cannot move until they *accumulate a number of successes on an extended
Strength roll (Diff 8)* equal to your successes on the activation roll.
Air-breathers must hold their breaths unless you have less than a bathtub of water, or if you
specifically allow them to breathe.

Level Three
Blood to Water: To attack a foe with this power, you must make physical contact with them.
Each success converts one of the victim’s blood points to water. Even a single success kills a
mortal in minutes. Vampires lose these blood points, and suffer dice pool penalties as if they
had received an equal number of health levels of injury. The water left in the target evaporates
at one blood point’s worth an hour. These “water points” occupy one blood point slot.

Level Four
Flowing Wall: You touch the surface of a standing body of water, spend the normal one blood
point and THREE Willpower points and make your casting roll. Each success buys 10 feet in
either width or height of the wall. The wall may be placed anywhere within your line of sight, and
must be a single straight line. Any supernatural creature trying to pass through the wall
(including things like ghosts) must score at least three successes on a single Willpower roll (Diff
9) to do so.

Level Five
Dehydrate: You may use this power against any target within line of sight. The victim may resist
with a Stamina + Fortitude (Diff 9). For every net success you score, living creatures take one
point of lethal damage, and vampires lose an equal number of blood points (or take Lethal
damage if they have no blood points.) The victim must also make a Courage roll (Diff of 3 + your
met successes in order to act on their next turn.

Covenant of Nergal
You cannot affect someone with a higher rating in this path than you, though most powers in
this path do not allow for resistance. Any attack that reduces a target’s Strength or Dexterity to
zero paralyzes them, and dropping Stamina to zero kills or Torpors the target.

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Level One
Maskim’s Touch: You must be in arm’s reach of your target, but need not touch them. If the
casting is successful, you reduce your target’s Physical Attributes by one each for the rest of the
scene, as they experience flu-like symptoms. This power does not stack with itself or other
powers of this path, but does stack with other powers.

Level Two
Breath of Ereshkigal: You can attack anyone out to a range of about 50 feet. If successful, you
reduce each of their Physical Attributes by one. The duration of this power depends on your
casting successes. This power does stack with itself, but only if you score more successes on
subsequent castings that you did before.

Successes Duration
1 One Scene
2 One night
3 Two nights
4 Four nights
5 One week
A vampire or ghoul can cure the effects of this power by spending blood to increase their
Attributes to their original level.

Level Three
Nergal’s Blessing: Using this power completely cures weaker abilities from this path, and
reduces the duration of greater powers by one hour per casting success. It also cures other
pathogenic diseases. Furthermore, while it cannot cure ailments such as allergies, deficiency
diseases, genetic conditions, cancer, or the like, it does suppress them for 24 hours and ensure
the target’s survival for that time.
While mundane diseases such as the flu require only one use of this power, severe and chronic
diseases like hepatitis require two to cure, and nasty shit like ebola or AIDS requires three.

Level Four
Nergal’s Wrath: You must touch your target. Iff successful, the victim is afflicted with a
supernatural disease for five hours per casting success. Each hour the target is afflicted, they
must roll Stamina + Survival (Diff 8). If a doctor or other medic is helping, they may roll Stamina
+ doctor’s Medicine at the same difficulty. On a failure, the victim suffers one point of
unsoakable Lethal damage and loses one point from each Physical Attribute. If the victim
manages to succeed on the roll five times, the effects of this power end.
Vampires and ghouls may spend blood as normal, but a sleeping vampire is affected normally.
Botching on this power sucks. In addition to the normal penalties, you find yourself afflicted for
five hours per 1 rolled.

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Level Five
Ill Wind: Casting this power requires you spend one Willpower in addition to any blood spent.
You affect a number of people in the same general area (such as a restaurant, or an
auditorium), starting with those with the lowest Stamina.

Successes Number Affected


1 Four People
2 Eight People
3 12 People
4 20 People
5 Everyone in the area
This power has a delayed effect, only functioning after (individual victim’s Stamina) days. Once
this comes to pass, the victim loses three dots from each of their Physical attributes. Each day
that a victim rests, they may roll Stamina + Survival (Diff 7). As will Nergal’s Wrath, a medical
expert may use their Medicine instead of the victim’s Survival. Success restores a single dot of
each Physical Attribute, while a failure causes an additional loss. The curse lasts until all dots
are recovered.

Echoes of Allah’s Wrath


The duration of this path’s powers depends on your moral Path rating. Furthermore, you must
be able to see your target to affect them, though there is no outward gesture.

Path Rating Duration


1-3 Hour/success
4-6 Day/success
7-9 Three days/success
10 Week/success

Level One
Curse of Lifeless Mien: If successful, you roll Path (Diff target’s Willpower). If this roll is
successful, mortals take on a sinister aura, and find the living uncomfortable around them.
Vampires lose one dot from their highest social attribute, and suffer a +1 difficulty per success
on the Path roll on all creative endeavors.

Level Two
Curse of Heavenly Dolor: If successful, you roll Path (Diff target’s Willpower). If this roll is
successful, mortals find themselves affected by True Faith as though they were a vampire.
Vampires increase the difficulties to resist True Faith by 2, and find its effects doubled against
them.

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Level Three
Curse of Unfettered Rage: If successful, you roll Path (Diff target’s Willpower). If successful,
mortals must check against Frenzy (though, of course, sunlight holds no fear for them, and
blood has no appeal as a food). Creatures already capable of Frenzy roll to resist at +2
Difficulty. Any creature cursed finds themselves with the Flaw Repulsive to Animals.

Level Four
Curse of Boundless Thirst: If successful, you roll Path (Diff target’s Willpower). Mortals
afflicted by this curse must drink at least one blood point per day, from any source (and animal
blood holds twice as much nourishment as it does for Kindred), which mystically nourishes them
in place of food. They also react to actual food in much the same way a vampire does.
Vampires afflicted with this curse must spend an additional blood point each time they would
spend blood for any reason.

Level Five
Curse of Forbidden Sol: If successful, you roll Path (Diff target’s Willpower). If successful,
mortals find themselves just as vulnerable to sunlight as a vampire, and finds themselves
nocturnal.
Vampires so cursed gain the Flaw Light Sensitive for the duration

Echo of Nirvana
Level One
Readiness: For every success you got on the casting roll, you get a special pool of dice. You
may spend these dice on any Wits related roll (including Initiative) to add an equal number of
dice on that roll. This power lasts until your bonus dice are expended.

Level Two
Centering: This power is usable on any one subject within earshot and lasts a number of turns
equal to the successes scored on the initial roll. For the duration of this power, the subject is not
affected by any reduction of dice pools, short of Elder disciplines. This includes wound
penalties, situational modifiers, and Disciplines. In addition, the subject receives two additional
dice in all attempts to avoid or break frenzy.

Level Three
One-Tracked Mind: You may target anyone within earshot. Successful invocation makes the
target unable to split dice pools for multiple actions, and unable to change tactics after actions
have been declared. Any extra actions granted by Celerity must be used to follow up on the first
action. If the target wishes to attempt a different course of action, they must spend a point of
Willpower per scene (or per turn in combat).

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Level Four
Dual Thought: *As a reflexive action,* successful use of this power allows you to make two
actions this turn without penalty. One of these actions must be purely mental, such as using a
purely mental discipline, or the contemplation of some problem. These two actions happen at
the same time. You may not use either of these actions to re-cast Dual Thought.

Level Five
Perfect Clarity: This power lasts for one scene (or one turn plus one for every success on the
activation roll). For this period, difficulties for all rolls are reduced by 2, you are immune to frenzy
and Rotschreck from all sources, and any rolls to control or influence you are made at +2
difficulty.

Elemental Mastery (Elemental Mastery)


Level One
Elemental Strength: You gain three temporary bonus dots to divide amongst your Strength and
Stamina. This power lasts for a number of rounds equal to number of successes equal to the
initial roll. You may spend one Willpower point to increase this duration by one turn. This power
cannot be stacked.

Level Two
Wooden Tongues: You may “talk” to an inanimate object, with successes dictating the details
of the information. One success might yield a boulder’s memory of a forest fire, three may
indicate that it remembers a shadowy figure ran past, and five will cause it relate the precise
description of a local Gangrel.

Level Three
Animate the Unmoving: You may animate an object up to the size of a man. Should you roll
fewer than four successes on the initial roll, you must spend a Willpower for it to succeed. You
may simultaneously control a number of animate objects equal to your intelligence rating.
Objects so animated remain so for as long as they are within the caster’s line of sight, or up to
an hour, though you may take other actions during this time.

Level Four
Elemental Form: You may take the form of an inanimate object with roughly the same mass as
your own.The number of successes determines how complete the transformation is, and three
successes is required to use your senses or Disciplines in this form. This power lasts until
sunrise, or until you choose to end it.

Level Five
Summon Elemental: You may summon an elemental of the traditional elements (though more

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exoteric options may potentially be available). You must be near some quantity of the element
to work this power. The elemental has three dots in all physical and mental attributes. One dot
may be added to one of the elemental’s physical attributes per success scored on the initial
Willpower roll. Once you’ve summoned this elemental, you must make a Manipulation + Occult
roll (Diff 4 + successes on Casting roll) to control it, as detailed below.
Successes Effects
Botch The elemental immediately attacks you.
Failure The elemental does free and may attack anyone or simply leave the scene.
1 The elemental does not attack you.
2 The elemental behaves favorably, and may perform a service in exchange
for a payment.
3 The elemental performs one service, within reason/
4 The elemental performs any one task that does not jeopardize
5 The elemental performs any task you put to it, even one that takes multiple
days, or one the jeopardizes its existence.

Path of the Evil Eye


To activate any power from this path, you must either look the target in the eye and curse them,
or else use an effigy of them.
A target can realize they’ve been cursed by rolling Intelligence + Occult (Diff 6, or Diff 9 from
afar). A character observing the cursed who has either Aura Perception or at least one dot in
this path can roll Wits + Occult to identify the curse.
Powers from this path can be dispelled or dismissed.

Level One
Humiliation: Once per night, the curse manifests on a single Social roll the target makes,
cancelling successes equal to your rating in this path. While this never reduces someone's
successes below zero, it is applied by actual 1s. Furthermore, it also ensures that some minor,
embarrassing incident befalls the character, such as a waiter spilling water or a car splashing
mud on them.

Level Two
Loss: This effect only takes place once. If successfully cast, within a week, the target will lose
some of their material wealth, losing a dot of Resources, Haven, or even Herd. If the target has
no appropriate backgrounds, the curse instead attacks items of emotional significance. This
asset cannot be regained without first dispelling the curse.

Level Three
Peril: This power lasts for a number of nights equal to your casting successes. Each night, the
ST rolls a die to determine what level of danger the target will be in.

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Result Danger
1-3 No danger. The duration of the curse does not decrease.
4-6 Minor. A mortal tries to mug the target, or holds up a gas station while
they’re there, or they piss off a barfly who takes a swing.
7-8 Moderate. The target is involved in a car accident, or struck by a
driver, or stairs collapse while they’re climbing them.
9 Severe. The target pisses off a small Coterie of vampires, a building
collapses with them in it, or a fire breaks out.
10 Catastrophic. The target finds themself locked out of their haven as
the sun rises, or else pisses off a pack of werewolves. Yikes.
During a dangerous encounter, the target may roll Intelligence + Occult (Diff 9) to realise they
are cursed. Having either this path or Auspex reduces this difficulty to 8, or to 6 if they have
both.

Level Four
Enemy: Within a week, the target loses one dot of Allies, Contacts, Influence, or Retainers per
casting success, as those close to the target either turn on them, or else find themselves injured
or dead by ill fortune. Alternately, you may choose to spend some or all of your successes to
grant them the Enemy Flaw with an intensity equal to the successes spent. These Backgrounds
cannot be regained, nor can the Enemy Flaw be lost while the curse is active.

Level Five
The Eye That Wounds: Casting this power requires you note a specific feature of the target
(such as a possession, friend, pet, or actual physical feature, such as their eyes or honeyed
words). This power immediately causes one point of Aggravated damage for every two
successes (rounded up) on the casting. Generally, this is enough to slay an animal or destroy
an object. If targeting a human or Kindred, the damage is specifically focused on the feature
noted- their eyes burn out, rendering them blind, or their tongue is destroyed, leaving them
unable to speak. While the damage can be healed normally, the feature does not return until the
curse is lifted.

Gifts of Faith
Level One
Voice of God: You may spend any amount of time praying or meditating before casting. If
successful, you roll Charisma + Leadership (Diff 7 - 1/hour praying). If successful, you may
grant one temporary Willpower per success to a creature under your leadership (though only
one to each follower). On a botch, all creatures under your leadership lose one temporary
Willpower, in addition to the other botch penalties. If not used, the Willpower disappears at
dawn.

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Level Two
Prescience of God: You must make eye contact with the target to use this power. If casting is
successful, you roll Willpower again (Diff target’s Willpower). If this roll is successful, the target
can do nothing but keep eye contact with you. They may spend a Willpower to break eye
contact, but you immediately roll Manipulation + Intimidation (Diff 6) to reestablish it. If you botch
on the casting, you must immediately roll Instinct/Self-Control (Diff 4) or Frenzy, in addition to
the normal Botch penalties. If you are forced to break eye contact, you must immediately roll
Willpower again or lose the contact.

Level Three
Spirit of God: Your target must be Frenzying to use this power. If casting is successful, you roll
Charisma + Leadership (Diff target’s Willpower) each round. Once you accumulate (10 -
Target’s Path Rating) successes, the target snaps out of Frenzy. If you are interrupted, you lose
all successes, and must recast the magic.

Level Four
Wrath of God: This power has two functions. You may reflexively cast it any time someone
attacks you (assuming you can spend the blood to do so). If casting is successful, you roll
Willpower again (Diff target’s Willpower). If this roll is successful, the target is forced to stay their
hand.
Secondly, you may invoke this power by making a call for peace. If casting is successful, you
roll Charisma + Expression (Diff 6). For one hour per success, the difficulties to resist Frenzy by
all who hear the call are reduced by one.

Level Five
Fist of God: You must establish eye contact with the target. If casting is successful, you roll
Willpower (Diff target’s Willpower). If successful, the target has two options- submit or resist. If
they submit, they may not attack you until next sunset. If they resist, they immediately take two
unsoakable Bashing damage, and you may roll again next turn.

Gifts of the Heart


Level One
Wisdom From God: More a ritual than a power, you must spend at least two hours in prayer or
meditation before activating it. If casting is successful, you roll Willpower (Diff 6). If successful,
you may spend blood to increase Mental Attributes as though they were Physical for the rest of
the night.

Level Two
Insight from God: If casting is successful, you may roll Perception + Alertness (Diff target’s
Willpower). For every two successes (rounded up) you may ask one question about your target,

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who you must be able to see, or otherwise be able to unambiguously identify. Appropriate
questions include: Clan, Generation, current blood pool, or highest Attribute, Ability, or
Discipline. Answers, however, are vague- a Malkavian would likely be identified as “a childe of
madness,” or someone with a six Strength as “inhumanly strong.”

Level Three
Authority of the Prophet: If successful on casting, you may roll Manipulation + Intimidation
(Diff target’s Willpower). If this is successful, you may implant a single command in the target’s
mind. The target then goes to efficiently, quickly, and literally fulfill the command. Target’s
cannot be made to act self-destructively, nor can they be made to act against their Nature.

Level Four
Voice of the Prophet: You must be able to identify your target unambiguously. If you
successfully cast, you must roll Perception + Empathy (Diff 5 + 1/100 miles away from you the
target is, rounded up). If successful, you may have a short conversation with the target. Both of
you must speak aloud, but only a whisper is needed. With one success, only a few words can
be spoken, though with five or more, the link lasts as long as you concentrate.

Level Five
Fire of Faith: You may pray or meditate for any amount of time as part of casting. If
successfully cast, you may roll Charisma + Theology (Diff target’s Path rating; +1 if they are on
a different Path from you, -1 if you spend three or more turns casting).

Hands of Destruction (Hands of Destruction)


Level One
Decay: If the casting roll is successful, you may age an inanimate object (dead organic matter
counts) 10 years for every minute you touch it.

Level Two
Gnarl Wood: You may spend any number of blood points on this power (up to your
generational maximum). Assuming you successfully cast this, fifty pounds of wood per blood
point spent may be warped into uselessness. This wood must be in eyesight when you cast this
power, though multiple objects may be affected so long as they follow the weight limit.

Level Three
Acidic Touch: Assuming the casting is successful, you create enough acid to burn through a
quarter-inch of steel, or three inches of wood. Brawling attacks augmented with this power deal
aggravated damage and cost one blood point per round to maintain.

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Level Four
Atrophy: Make physical contact with a victims’ limbs. A victim can resist this ability by rolling
three successes on a Stamina + Athletics + Fortitude roll (Diff 8). Failure means that the limb
becomes useless. Partial resistance is possible. If one success is rolled, any roll involving the
use of the limb is made at +2 difficulty. Two successes means that the difficulty is increased by
+1. A vampire may spend five blood points to rejuvenate the limb. Mortals are permanently
crippled. This power affects only limbs or extremities; it does not work on heads, torsos, etc.

Level Five
Turn to Dust: Make physical contact with the target. Each success on the casting roll ages the
target 10 years. The victim may resist with a Stamina + Courage roll (Diff 8), but must score
more successes than the initial casting roll- either they resist ALL of it, or NONE of it. This
power has little detrimental effect on Vampires. Worst case scenario, they grow paler and wither
slightly (-1 to Appearance) for one night.

Hand of the Magi (Lure of Flames)


This path doesn’t have any seperate powers, but rather differing intensities of a single power.
Flames under your control do not harm you or threaten Rotschreck, but fires resulting from
careless use of this power do. Other vampires witnessing these flames are harmed and are
threatened by Rotschreck. Each success on the casting allows you to launch the fire from your
hand accurately, up to 10 yards per success. Foes may attempt to dodge this attack normally.
Remember that this is fire, and vampires must have fortitude to soak it.
Level One: Candle (Diff 3 Soak, one Agg/turn)
Level Two: Palm of flame (Diff 4 soak, one Agg/turn)
Level Three: Campfire (Diff 5 soak, two agg/turn)
Level Four: Bonfire (Diff 7 soak, two agg/turn)
Level Five: Inferno (Diff 9 soak, three agg/turn)

Hunter’s Winds
The powers of this path may be overcome by Auspex, only if the Auspex user succeeds at a
Perception + Alertness roll (Diff of the caster’s Wits + Stealth).

Level One
Scent of Deception: If successful, you may choose to leave no scent, or another scent known
to you for the rest of the night.

Level Two
Chameleon’s Skin: If successful, all difficulties to notice you visually increase by +4 while
stationary. Should you move, you may make a free Perception + Stealth (Diff 6; 9 if actively
observed) to change the camouflage. This lasts for the rest of the night.

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Level Three
Unassuming Pose: If successful, for the rest of the night or until you draw attention to yourself
(such as by killing someone), people observing you simply believe you to be a part of the crowd,
or else that you simply belong where you are. This power does not function through technology,
and people will still notice you on security cameras.

Level Four
Whiff of Khaliff: If successful, anyone directly observing you (so, no CCTV) must roll Wits +
Alertness (Diff 7) or immediately succumb to a narcotic effect for a number of hours equal to
your casting successes, during which time they may do little more than giggle or stare at visions
only they can see. Any immediate threat ends the intoxication. This effect lasts for an entire
night.

Level Five
Ghost Body: If successful, you become wholly immaterial for the rest of the night or until you
intentionally try to manipulate the physical plane. You are not a true ghost and cannot see or
interact with any kind of spirit, nor can you use any Discipline or Thaumaturgy.

Jinn’s Gift (Path of Conjuring)


Level One
Summon the Simple Form: You are able to create simple objects, such as a steel baton, a
lead pipe, a wooden stake, or a rock. The object cannot have any moving parts and must be
made of a uniform material. Each turn you wish to keep the object in existence, you must spend
a Willpower or the object vanishes. A single success on this roll summons forth a shoddy
version of the object, while five successes summon a nearly perfect version of it.

Level Two
Permanency: When summoning an object, you may invest three blood points into it to make it
permanent. *If this would take you more than one round, you must still pay the Willpower cost
until you complete the investment.*

Level Three
Magic of the Smith: You may spend five blood points (*over the course of multiple rounds if
need be*) to create more complex items (such as guns, bicycles, chainsaws, or cellphones).
Such items are automatically permanent. Particularly complex items may require a knowledge
roll of some kind in addition to the casting roll.

Level Four
Reverse Conjuration: As an extended action, you must accumulate as many successes as the
original caster made when they summoned an item with this path. You must spend one blood

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point per round until you give up or are successful. This power also enables you to automatically
banish any item you created with this path.

Level Five
Power Over Life: You spend 10 blood points (almost certainly over multiple rounds), and create
a complex, living creature. Such creatures (including humans) lack free will and mindlessly
follow the simple instructions you give them. Such creatures fade into sludge within a week.

Keeper’s Way
Level One
Sense the Ripples: Upon learning this power, you are automatically connected to the Great
Pool. Upon a significant event connected to the pool, such as the death or Torpor of an Elder
connected to the pool, a dramatic treachery of a member, or worse, you may roll Perception +
Awareness (Diff 8) to immediately become aware of it. You may then choose to spend a blood
point and cast, with each success allowing you to ask a single yes or no question related to the
event.

Level Two
The Distant Crimson: You must drink a point of blood from the Great Pool to use this power. If
casting is successful, you gain one blood per success per hour, which comes directly from the
pool, regardless of distance.

Level Three
The Distant Crimson: Upon using this power, you gain a level of awareness of anyone
connected to the Great Pool within 100km of you. You gain knowledge of their general locations
and emotional states, a vague feel for their blood pool (sated, moderate, hungry, starving), and
whether or not they’ve been in combat in the last 24 hours (or currently are). You may also
choose to see through the eyes of one of them, though they immediately become aware of it.
Further successes on the casting roll allow you to filter the sensory input to members the fulfill
specific, measurable criteria, such as Caste/Clan, Age, Generation, etc.

Level Four
Know the Fate of One: If you successfully cast, you may ask one yes or no question about any
one vampire per success on the casting roll.

Level Five
Cast Into the Pool of Blood: You must cast this with three other sorcerers. You must decide a
goal amongst all casters. All casters permanently increase their Generation by one. All casters
of this spell roll, adding their successes together, which may be spent in the following ways:
● Those helping to achieve the goal receive a -1 Difficulty on relevant actions (to a

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minimum Difficulty of 3).
● Those helping to achieve the goal receive +1 bonus die to relevant rolls (max of +5)
● Those obstructing the goal receive a +1 Difficulty on relevant actions (max 9)
● Those obstructing the goal lose one die on relevant rolls (minimum dice pool of 1).
The bonuses and penalties of these powers stack with each other and themselves.
For example, if werewolves were sieging the Prince’s tower, you and three other willing
sorcerers band together to aid in the defense, and score a total of seven successes, you could
grant all of the defenders (not just you and the other sorcerers) a -3 difficulty to rolls relevant to
the defense, two bonus dice on the same, as well as penalizing the attacks dice pools by two.

Life’s Water (Path of Blood)


Level One
A Taste for Blood: You touch the target’s blood. With even a single success, you determine
how much blood is left in target, and, assuming they are a vampire, how recently they fed, and
their approximate generation. With three or more successes. You discover if they have ever
committed diablerie.

Level Two
Blood Rage: You must make physical contact with your target. Each success you make on the
roll causes the target to spend one blood point in any way you desire (which must be a logical
expenditure such as boosting physical attributes, powering disciplines, or the like.) Each
success also increases the difficulty to resist Frenzy by one. This power can circumvent the
generational maximum of a target. You cannot use this power on yourself.

Level Three
Blood of Potency: A single success on this power lowers your effective generation for the
purposes of blood pool and generational maximum by one for one hour. Each additional
success allows you to lower your generation one step further or extend the duration for an
additional hour. Should you have “extra” blood when this power expires, it burns off and you
simply have your normal maximum.

Level Four
Theft of Vitae: Each success causes one point of vitae to stream forth from a visible target
within 50 feet. Blood so consumed does not contribute to forming a blood bond.

Level Five
Cauldron of Blood: You must make physical contact with your target. Each success causes
one blood point to boil off, *causing the target to lose it,* and dealing an equal amount of
aggravated damage, which can only be soaked with Fortitude. Even a single point of damage
caused in the fashion kills a mortal (though Ghouls can survive if they soak all the damage.)

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Movement of the Mind (Movement of the Mind)
This path doesn’t have separate powers, and instead becomes more effective as you level it up.
This path allows you to manipulate objects as you would with your hands, from a distance. Each
use of this power lasts one round per success on the casting roll, though at the end of this
duration, you may make another Willpower roll to extend it without any further blood
expenditure. If this power is used against an unwilling, victim it may be resisted with a Willpower
roll (Diff equal to the casting roll.)
Level One: One pound
Level Two: 20 pounds.
Level Three: 200 pounds (at this level, you may use this power to fly, even if you weigh more
than 200 pounds, though any objects carried you are subject to the weight limitation.)
Level Four: 500 pounds (at this level, you may throw objects with an effective Strength rating of
your rating in this path.)
Level Five: 1000 pounds.

Music of the Spheres


In order to use this oath, you must have a Performance rating of four or higher and a specialty in
Singing or an instrument, or a musical Secondary with a rating of two or higher. You may
choose to use this power by simply performing it, though its mystical power is immediately
obvious to all who hear it. Alternately, you may weave it into a piece of mundane mundane
music at least one minute long, in which case, listeners must roll Perception + Occult (Diff 5 +
your casting successes) to notice the mystic power. The effects of this path are not transmitted
by electronic means, nor can listeners notice their power.
This power affects a number of listeners depending on your successes, starting with those of
the lowest Willpower first.

Successes Number Affected


1 One person
2 Two people
3 Six people
4 20 people
5 Everyone listening
In the case of two conflicting users of this power, the caster who scored more casting successes
takes precedence.

Level One
Song of Mercury: If casting is successful, Song of Mercury counters the effects of all other
Music of the Spheres and Melpominee powers for as long as you continue your performance.
This does not snap Kindred out of Frenzy or Rotschrek. But does end any other current effects.

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Level Two
Song of Venus: While casting, you choose a secondary target (which can be yourself). If
successful, those affected find themselves generally positively predisposed towards the
secondary target, tending to give their opinions more weight, and the like. Those wishing to
resist this power can spend a Willpower to resist for a round, completely snapping out of it when
they spend an amount of Willpower equal to your successes. The effects of this power last for a
scene.

Level Three
Song of Mars: While casting, you choose a secondary target (which can, but probably won’t be
yourself). If successful, those affected find themselves angry towards the secondary target,
looking for a reason to smash their teeth in. Those wishing to resist this power can spend a
Willpower to resist for a round, completely snapping out of it when they spend an amount of
Willpower equal to your successes. Furthermore, if you choose to spend a Willpower as part of
the casting, you can force the listeners (even mortals) to check for Frenzy, resisted with Self-
Control (Diff 7; 5 for mortals). The effects of this power last a scene.

Level Four
Song of Jupiter: The effects of this song last only while the music continues. If successful,
those affected are immune to Presence (though existing enchantments are not removed), and
powers such as Dominate suffer a +2 Difficulty penalty against them.
Those affected also enjoy a -2 Difficulty to resist Frenzy.

Level Five
Song of Saturn: Those affected by this song must immediately roll Courage (Diff 7) or enter
Rotschreck. Even mortals are affected by fear, but flee in a fashion appropriate to their Nature,
rather than the blind panic of the Beast.

Path of the Ailing Jackal (Path of the Father's Vengeance)


To utilize these powers, you must be able to see the target, and you must verbally offer the
condemnation to them.

Level One
Zillah’s Litany: If the target has any blood bonds or Vinculi to other vampires, this power
reveals them to you. While you may not know the vampires in question, this power does tell you
their names and give you a psychic impression of them.

Level Two
The Crone’s Pride: The target’s appearance score drops to zero, and all Social rolls generally
fail unless they utilize intimidation. This power lasts one night.

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Level Three
Feast of Ashes: For one week, the target can no longer consume blood. Instead, they may only
eat ashes. The “blood points” they gain from consuming ashes can only be used to awaken
each night and for nothing else, though blood points in the vampire’s body when they are cursed
by this can be used for such. One “blood point” of ash is about a pint, and any ash will do.

Level Four
Uriel’s Disfavor: For one week, any light makes the victim uncomfortable, and bright light of
any kind causes one point of Aggravated damage per round.

Level Five
Velediction: Casting this power takes three rounds. For one week after this power takes effect,
the target reverts to their original generation, which could entail losing points in certain traits for
the duration of this power.

Path of Blood Nectar (Path of Blood Nectar, Sadhana)


Each level of this path requires one minute to perform, during which time you create a potion,
and at the end of which, you add a point of vitae and make your Willpower roll.
This path lacks discreet powers, but instead allows the user to create a potion that bestows their
knowledge of a Discipline or blood magic path (other than this one) to the drinker. You can
never bestow a higher rating in a Discipline than you possess, nor do you bestow any of your
Abilities to the drinker. In the case of you possessing more than one power at a given level for a
Discipline, the drinker gains all of the powers. A person can only benefit from one Blood Nectar
potion at a time, with a higher level potion taking precedence. Drinking two potions of the same
level cancels both out. You do not lose the Discipline granted, which last (in the drinker) for a
scene. The blood contained in a potion is still virile for the purposes of creating ghouls, blood
bonds, and even childer, as well as sustaining a vampire. In the case of the drinker already
possessing the Discipline granted, the potion has no effect other than granting them a blood
point.
Level One: Level one Discipline or path
Level Two Level two Discipline or path
Level Three: Level three Discipline or path
Level Four: Level four Discipline or path
Level Five: Level five Discipline or path

Path of Duat (Path of Duat, Akhu)


To use any ability from the path of Duat, you must possess a black onyx talisman of a
mummified man. Each of the powers require your concentration while they are maintained,
meaning you cannot engage in violent physical activity or use other disciplines or magic. In
addition to the activation roll, each power also requires a Charisma + Occult roll, which is made
at +1 difficulty if the target does not see the talisman and you when you cast it. Furthermore,

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you can only affect targets you can see, and should they leave your eyesight before you end the
power, it automatically ends. Unlike most blood magic, the Path of Duat requires no blood
expenditure.

Level One
A Sending of Serpents: You roll Charisma + Occult (Diff 4, or 5 if the target cannot see you
and your talisman), and if successful, they are set upon and attacked by illusory snakes. While
this has no strict mechanical effect, and the snakes do no real harm, people other than the
target cannot see them, which depending on their reaction, could be awkward.

Level Two
Darkness of Duat: You roll Charisma + Occult (Diff 5 or 6), and if successful, the target sees
nothing for as long as you concentrate. The target takes a +2 Difficulty penalty on all dice pools
using Dexterity or using sight, and attackers gain +2 dice.

Level Three
Suffocation of the Tomb: You roll Charisma + Occult (Diff 6 or 7), and if successful, the target
becomes unable to breathe or speak. This is a minor inconvenience for vampires, but mortals
immediately drop to Injured with Bashing damage. Each round of strenuous physical activity
they take requires them to roll Stamina + Athletics (Diff 6) or take another box of Bashing
damage. If they drop to Incapacitated, the can survive for a number of minutes equal to their
Stamina rating before dying.

Level Four
The Narrow House: You roll Charisma + Occult (Diff 7 or 8), and if successful, the target is
completely paralyzed. They may, however, spend a Willpower point to act for a single turn at a
die penalty equal to the success rolled on the Charisma + Occult roll. This power affects
vampires, other corporeal supernaturals, and wraiths, but not other spirits.

Level Five
Consignment to Duat: You must spend a Willpower point and roll Charisma + Occult (Diff 8 or
9). If successful, you kill the target or send them into Torpor, if they’re a vampire. The target
may expend a Willpower to stave this effect off and remain active for a round, acting with a -2
penalty to all dice pools, and they may do this each round until out of Willpower. In order to
survive this, the target must kill you, break your concentration, or escape your line of sight.

Path of the Levinbolt (Path of the Levinbolt)


Level One
Flicker: You look at an electrically run target, and a bolt of electricity jumps from it to you,
disabling the device for 10 minutes per success. The source of this effect is very obvious.

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Level Two
Spark: You touch the target and discharge a jolt of electricity, dealing four dice of lethal damage
(soak difficulty 7) and short circuiting any unprotected electronics.

Level Three
Illuminate: Each success generates enough electricity to power several lights or small electrical
device for a round. Alternately, you can touch a target and discharge the power, dealing eight
dice of lethal damage (soak diff 8). Finally, you let the electricity discharge around you, forming
a corona of electricity, lowering the difficulty of Intimidation rolls by two.

Level Four
Thor’s Fury: You summon electricity and hurl it as a bolt with a Perception + Science roll (Diff 6
plus every yard of distance the target is, max of four yards.). This lightning bolt deals lethal
damage (soak diff 8) equal to the successes you score on the initial roll.

Level Five
Eye of the Storm: You spend a Willpower in addition to the normal blood point to invoke this
power. For the duration, you are immune to ranged attacks as lightning strikes them from the
air, and those who strike you in melee with metal weapons find their weapons melted to slag
(albeit after dealing damage to you) and take a point of lethal damage. Those who make melee
contact with you take two points of aggravated damage.
This power lasts a number of rounds equal to your successes on the activation roll.

Path of Warding (Path of Warding)


This path requires you draw a sigil in blood on the target. The ward can also be defeated by
destroying said sigil, which exposure to sunlight or fire does so instantly.

Level One
Bar the Common Passage: This ward is painted on a door, strengthening it. Opening or
shattering the door requires a Strength roll (Diff 6) to open, requiring twice as many successes
as you scored on your casting roll. If the door is opened, you receive a mental alarm.

Level Two
Glyph of Scrying: This glyph lasts for a number of days per success. You can view hear the
area around the ward as though you were in the room. While you may act normally while doing
so, all actions are at +2 Difficulty. When you focus on the ward, the blood gleams as if liquid.

Level Three
Runes of Power: Anyone other than you attempting to use the warded object takes aggravated
damage equal to the successes scored on the casting roll (soakable with Fortitude as usual).

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Level Four
Glyph of Enlightenment: This behaves as a Glyph of Scrying, except that you can also speak
through it. Furthermore, you can also use other Thaumaturgical powers through it, assuming
that physical contact isn’t required to activate the power, though each use of Thaumaturgy
reduces the duration of the glyph by one day.

Level Five
Secure the Sacred Domain: You must paint the ward at the exact center of the building. All
doors are sealed, *as though by Seal the Common Passage,* and existing breaches in the wall
become impassable.

Suleiman’s Laws (Spirit Manipulation)


Level One
Hermetic Sight: You can perceive the spirit world for one hour, plus 30 minutes per “extra”
success.

Level Two
Spirit Cant: You can speak to spirits for 15 minutes per success.

Level Three
Voice of Command: You make the normal casting roll which attempts to command said spirit.
The spirit resists with a Willpower roll (Diff of your Manipulation + Occult). The Net Successes
you score determine the complexity of the order the spirit will follow.

Successes Result
Botch The spirit is immune to your commands, and is likely hostile
Failure The command fails and further attempts to command it are made at +1
Difficulty (cumulative)
1 The spirit obeys one simple command that is of no great convenience to it.
2 The spirit performs a straightforward command that it is not innately opposed
to.
3 The spirit follows one relatively complex command that it is ethically opposed
to.
4 The spirit consents to an extended or intricate task that does not place it in
immediate danger
5 The spirit accepts one lengthy or nigh-impossible task, or one that ensures its
destruction

Level Four
Entrap Ephemera: You bind a spirit to an item with a your casting roll, which the spirit opposes

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with its own Willpower roll (Diff of your Manipulation + Occult).
Should you succeed, you create a fetish with a level equal to your net successes (max level of
five). You cannot create a specific fetish unless you know the specifics of it, but a fetish does
grant a bonus commensurate to its power level to an appropriate ability. A fetish is activated
with a Willpower roll (Diff 3 + Fetish level). A botch on this roll destroys the physical component
of the item, and frees the spirit.
You can create and maintain a number of fetishes equal to your permanent Willpower, including
those not in your possession.

Level Five
Duality: This ability can only be enacted in the physical world. You exist in both the real world
and the spirit world for 15 minutes per success. While in this state, you are susceptible to
attacks from both worlds, and Perception checks are made at +1 Difficulty.
A botch on casting this ability throws you wholly into the spirit world.

Weather Control (Weather Control)


The number of successes on the casting roll determines how long it takes to summon the
desired weather. One success summons it in a day, and five summons it almost instantly.
Current weather conditions modify the difficulty of the roll. Summoning a light drizzle on an
overcast day might be a -1 or -2 difficulty, though summoning the same in the Sahara might be
at +2 difficulty.
Effects target the largest area allowed unless you specifically attempt to target a smaller area.
All rolls to control weather indoors are made at +2 difficulty, and some applications may just
straight up fail.
Multiple powers are listed for each level, but other applications are possible, so long as they
maintain the general power level.

Level One
Fog: All Perception rolls involving sight and hearing are made at +1 Difficulty, and the range of
ranged weapons is halved.
Light Breeze: All Perception rolls involving smell at made at +1 difficulty.
Minor Temperature Change: The temperature raises or lowers 10°F or 5°C

Level Two
Rain or Snow: All Perception checks involving sight or sound are made at +2 difficulty, as are
all drive and ride checks. The range of ranged weapons is quartered.

Level Three
High Winds: The wind speed raises to 30MPH, with gusts twice that. Firearm attacks are made
at +1 Difficulty, and Thrown and Archery attacks are made at +2 Difficulty. Dexterity rolls (Diff 6)
may be required to remain standing.

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Moderate Temperature Change: The temperature raises or lowers by 20°F or 10°C.

Level Four
Storm: This combines the effects of Rain and High Winds.

Level Five
Lightning Strike: This calls down a lightning strike, which can be aimed with a Perception +
Occult roll, (variable difficulty, 6 for a target in the open, 8 for one with cover, 10 for one indoors,
but near a window.)

Whispers of the Heavens


Because of this path’s reliance on the stars, all casting rolls suffer a +1 Difficulty if the night is
overcast, and +2 if the night is stormy or the sorcerer is inside.

Level One
Map the Skies: Successfully casting this power gives you a general overview of the area, with
varying resolution, depending on successes. However, this is not a map- it is entirely based on
landmarks.

Successes Map Accuracy


1 Accurate within 100 miles
2 Within 10 miles
3 Within one mile
4 Within 250 yards
5 Within 10 miles

Level Two
Read Heaven’s Plans: This power requires you to touch the target or stand upon the ground
you wish to investigate. Success on the casting allows you to read some of the target’s future,
albeit in a vague, symbolic way. Successes on the casting roll give you a longer range of
prophecy.

Successes Time Scale


1 One month
2 One season
3 One year
4 One decade
5 One century

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Level Three
Call Down the Hunter’s Moon: To cast this power, you must smear your tongue with the ash
of a freshly doused fire, and say aloud a course of action you intend to undertake. Success in
the casting returns to you a specific hour of that night or a night within three lunar months that is
auspicious for that action. If you undertake that action at the proscribed time, you receive a pool
of Willpower points equal to your successes that can be spent on that undertaking.
You may also link a group of people, up to your Leadership rating, with this power. Each
individual must knowingly donate a blood point to you. Each of these individuals gain access to
the Willpower pool.

Level Four
Trace the Soul’s Favor: This power is made at +1 Difficulty if you do not know the target’s real
name or date of birth (or Embrace for Kindred), or +3 Diff if you know neither. For each success
you score on the casting, you learn one piece of information about the subject. Such information
as prominent Disciplines or Abilities, their Nature, their strongest or weakest Virtue, their
approximate Willpower rating, or their Path (and approximate rating) are all appropriate.
This information is not presented in values or even ranges, but as prophecy, such as a target
who has a rating of 7 in the Path of Chivalry would grant a vision of a knight with a burnished
crown and plate armor in need of polish.

Level Five
Ripples on the Sea of Stars: You must know the target’s name to use this power. If the subject
is under an overcast or stormy sky, or inside, you take penalties as though you were casting in
such conditions.
If successful, you are able to see and possibly hear what the target can, and possibly affecting
those they can see, depending on successes.

Successes Effectiveness
1 Fuzzy quality, no sound
2 Picture with sound
3 Use Auspex 1, 2 and 4
4 Use any Auspex or path (but no Rituals)
to observe the scene.
5 Any Dur-An-Ki path or Ritual that
doesn't require your physical presence.
While using this power, all rolls are your physical location are made at +2 Difficulty.

Rituals
Level One
Corporal Reservoir (CCBH): To enact this ritual, the target must have a mystical tattoo of
some kind. You pour a blood point (in addition to the one required for casting) over the tattoo,

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which absorbs it. At any time, the tattoo bearer may spend this blood point in any way a blood
point could normally be spent, except it does not count towards their per-round maximum.
Exorcise Fever (BSTC): Enacting this ritual requires the use of chanting over the target and a
minor relic of an Abrahamic faith, such as a crucifix. If successful, the ritual cleanses the target
of a fever causing disease such as the flu. Cleansing particularly nasty diseases such as scarlet
fever or typhoid may require two or three successes.
Horoscope (BSTC): By creating a star chart for the time and date of someone’s birth (or
Embrace) and studying it, you can discern information about them. Each success on the casting
reveals a bit of information about the target, such as Nature, great aptitudes (Traits with a rating
of five or higher), and (in broad strokes) major events in their life.
Pebble From the Mountain (BMST): To enact this ritual, you must place a stone from the
Mountain Alamut and meditate for an hour, then soak the stone in your own blood and then the
blood of another vampire (taking an hour and a half total). You then name yourself and the other
vampire as successors to Tiamat, Ahriman, and other shaitans. At any point after that, the other
vampire may place the stone in their mouth, initiating contact with you, basically allowing them
to speak over a mystic walkie-talkie.
Touch the Earth (BMST): To enact this ritual, you must take a stylus, and write the name of a
higher generation vampire on a still wet clay tablet in ancient Mesopotamian script. You must
then draw a stylized image of an eye on the floor large enough to contain a rodent, cat or dog.
You must then slit the animal’s throat, and wait until it’s blood crosses the outer border of the
eye sketch. Assuming the casting is successful, you may talk into the animal’s ear, allowing the
target to hear your voice. You may also pass an object small enough to fit into your hair through
the creature’s ear.
Truth in Ink (CCBH): This ritual takes mere moments to cast. You must be able to see or touch
a mystic tattoo. If the casting is successful, you learn the tattoo’s magical origin. With three
successes, you determine its purpose, and with five, you get what is essentially a short clip of
how and why the bearer has it.
Warding Baptism (BSTC): In order to enact this ritual, you must add a point of blood (it need
not be your own) to a metal bowl with 40 keys bound to it and filled with water. You then baptise
the target. If successful, you the target becomes immune to a single blood magic path of your
choosing for one night.

Level Two
Astral Portent (BSTC): Like Horoscope above, you draw up star charts for the target’s birth or
Embrace. For each success, you gain one significant, but vague clue about the subject’s
general future, or in relation to a specific question.There is a level three version that allows you
to read the portents of a small organization, such as a coterie or a small business. A level four
version allows for a large business or a city’s horoscope, and a level five version that can read
(in incredibly broad strokes) the portents of an entire nation.
Bind the Heavens (BSTC): To enact this ritual, you must paint a donkey’s skull in gaudy colors
and wedge paper bearing the target’s name and curses before casting it down a well. If this well
isn’t on the victim’s property, the casting difficulty is two higher. If the ritual succeeds, however,

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no land owned by the victim receives any rain for one month per casting success.
Earth’s Blood Cry (BSTC): To enact this ritual, you mold a clay tablet, incorporating a point of
the blood of a murder victim, collected after their death. If casting is successful, the tablet
remains enchanted for one month or until the victim’s murderer touches it, at which point it
screams out. It only does so once.
Gift of Mithra’s Bull (BMST): To enact this ritual, you simply put a small, sharp blade into a
wine skin or plasma bag, remove it, and pass it to the subject, who cuts a small incision into
their flesh. Blood bubbles out, and mystically appears in the bag. The ritual takes one turn per
blood point donated.
Kiss of the Asp (CCBH): This ritual requires the target to receive a mystical tattoo. If the
casting is successful, the bearer of the tattoo can, at any time, choose to activate the ritual
(even if they possess an Intelligence of one, and no Dur-An-Ki or even Occult). The bearer must
do so intentionally, and cannot be coerced through physical or mystical means to do so. Upon
activation of the Asp’s Kiss, the blood in the vampire’s heart (even if removed through some
mystic power) explosively boils away, killing them instantly.

Level Three
Approach the Veil (BMST): Enacting this ritual takes eight hours, during which time you must
ingest Kalif-laden blood, bathe in the blood of a freshly butchered bull, and meditate. For each
success you score on the roll, you reduce the difficulty for the next blood sorcery roll you make
(even non-Dur-An-Ki).
Bull of Heaven (BSTC): To enact this ritual, you must feed an animal a point of your blood
(above and beyond the one required to cast) and bite it as you do so. If successful, the animal
becomes a normal ghoul with a dot of Potence and a dot in another Discipline (which can be
Fortitude, or any Discipline of your choosing, though an animal won’t be smart enough to use
the more cerebral Disciplines). Furthermore, for the rest of the night, you can perceive through
the animal’s senses, and direct its actions, though you have no direct control over them.
Kafir’s Bane (SotB): To enact this ritual, you must ritually ingest khalif smoke. If the ritual is
successful, should you Frenzy at any point in the night, you automatically Ride the Wave.
Portrait of Passion (BSTC): To enact this ritual, you must have a Crafts rating of four or higher
with a Specialty in Painting, or else a Painting Secondary rated at two or higher. To enact this
ritual, you paint a portrait of the secondary target using a mixture of the primary target’s blood
and normal paint. If successful, the primary target begins to seek the secondary target out at the
expense of all other things in their life, falling completely in love. This ritual lasts a week, after
which you have no control over events- the targets may be baffled or revolted, or may
legitimately fall in love.
You may choose to pain an imaginary person, though the magic is far less reliable. It may
simply fail, it may drive the primary target mad, or they may find the person in the painting.
Magic is mysterious, man.

Level Four
Directing Ahriman’s Lance (BMST): This ritual takes two hours to perform, during which time

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you swallow a small object belonging to the target. After waiting an hour you ritually cut it out of
your stomach. Until the next inauspicious night (the ST rolls a single die each night until it rolls a
1), anyone possessing this object reduces the difficulties of any action taken to kill, or bring
them closer to killing the target by your casting successes (minimum 3).
Kudurru (BSTC): To enact this ritual, you must procure or create five matching stelae
representing yourself (though they can be entirely symbolic, but must have personal meaning).
You then hide four of the stones along the border of your domain, and the fifth within a temple or
church or something of that nature. You then perform the actual ritual over the fourth stone,
surrounding it with at least three sacred relics (though they need not be significant to you, or
even of the same religion). The ritual itself costs a permanent Willpower to perform. This ritual
can ward an area roughly the size of several city blocks.
Within the warded area, you suffer no penalties from the environment. For example, in a fight in
an alleyway covered in refuse, you take no penalty from the uneven footing, though the foe still
does.
The ward lasts until one of the stones is found and destroyed.
Rite of Marduk Triumphant (BMST): Enacting this ritual takes one hour, plus 20 minutes per
participant, during which time, you dress in the regalia of Marduk, and any number of higher-
generation Kindred dress as Mesopotamian deities, kneeling before you and proclaiming that
they are but one of the 50 aspects of your divinity. Then, all participants open a vein and bleed
into a bronze bowl. If successful, any action taken by a vampire of higher generation that
threatens your life takes a difficulty penalty equal to the number of participants (max Diff 9). This
ritual lasts until the next inauspicious night (the ST rolls a single die each night until it rolls a 1).
The Sire Impotent (SotB): The target of this ritual must be your descendant, or you must bear
either their fang or their tongue. To enact this ritual, you must ingest khalif laden blood. If
successful, the target becomes unable to sire childer for one year and one day, or until your
death.
Tanimah (BSTC): To enact this ritual, you must ritually commit diablerie, gaining no benefit
from doing so. You must then select a single Discipline (but not blood sorcery) they possessed
and imbue it into carved stone amulet. You may only imbue powers up to level (your Dur-An-Ki
rating - 2), with any rating above that wasted. If successful, any Kindred or ghoul wearing that
amulet may use the imbued Discipline as though they themselves possessed it.

Level Five
Apsu Portal (BSTC): To enact this ritual, you must have an apsu, a clay tank, containing at
least 100 gallons of pure, blessed (doesn’t matter what religion) water. You enact the ritual itself
by chanting, and pouring a point of blood into it, along with a vial of rosewater and a vial of pure
water from any other body in the world. Thereafter, you (or another) may jump into the apsu,
reappearing in the other body of water.
Lilith’s Vengeance (BSTC): To enact this ritual, you must have a sympathetic link with your
target, such as their true name, or a small amount of their body, or else the astral charts for both
their mortal birth and Embrace, and you must consume five separate holy relics (the religion
doesn’t matter), which inflicts one unsoakable Aggravated damage to you (all told, not each),

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requiring you to spend a Willpower and check for Rotschreck.If successful, you may then state a
Discipline. For every success on the casting, the target loses one dot of that Discipline for a
month. You may only have one person cursed in such a fashion.
Rite of Marduk Slain and Risen (BMST): The beneficiary of this ritual must name a target they
intend to diablerize. You must then, along with at least three other participants, all of whom must
know the ritual, perform a reenactment of the death of Marduk. You play Marduk, and the other
participants take the roles of Ea, Sarptanitu, and Tiamat. Tiamat must then “slay” Marduk,
before he resurrects and “slays” her, and makes her body into the world. One the reenactment
is complete, you must suffer three hard blows to the face without flinching. If the ritual is
successful, you will cry blood.
If successful, and if the beneficiary successfully diablerizes their victim before sunrise, the
victim’s sire, their sire’s childer, the victim’s childer, and any vampire who had a blood bond to
the victim all feel the victim’s final moments, causing them to lose one blood and three
Willpower each, which go to the beneficiary, up to their maximums, with any overflow going to
you, then “Ea,” then “Sarpanitu,” then “Tiamat.”
Furthermore, until 13 inauspicious nights pass (the ST rolls a single die each night until it rolls a
1), any of the affected vampires in the beneficiary's or your own presence loses one Willpower
every 10 minutes as they suffer flashbacks of the victim’s demise.
Seeing With the Sky’s Eyes (BMST): This ritual requires you to have an image of the target, or
an item they once owned. If successful, you locate the target’s precise location at the moment of
casting, no matter where on Earth they may be.

Level Six
From Marduk’s Throat (BMST): This ritual takes eight hours to enact. You must mix a point of
vampiric vitae (not necessarily your own) with mercury, molten gold, a range of plant and animal
proteins, and other exotic ingredients. Each successful casting of this ritual creates ¼ a point of
special alchemical vitae. You must perform this ritual at least once per week or all of the
previously prepared vitae spoils. Furthermore, all vitae intended to be used in the second part of
this ritual must be prepared by you, in the same lab.
To enact the second part of this ritual, you must have prepared a total amount of blood equal to
the blood pool maximum of a vampire one generation below the intended drinker. For example,
if the drinker is an eighth gen vampire seeking to drop to seventh, you must have prepared
twenty points worth of the alchemical blood.
The second part of the ritual is fairly simple. The drinker simply consumes all of the prepared
blood, and enters an extended Stamina roll (Diff 9), requiring successes equal to the blood
consumed. A failure on this roll doesn’t reset progress, but does inflict six points of Lethal
damage, soaked normally. A botch turns this to Aggravated, which still may be soaked normally
(albeit only with Fortitude). During this time, attacks made against the drinker are made at
Difficulty 2. Once the drinker accumulates the successes required, their Generation drops by
one.
Jacob’s Kiss (BSTC): To enact this ritual, you enter a trance over a dying person, which may
last up to an hour, but no longer. You must wait for this person to die, kissing them on their last

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breath. If the casting is successful, you gain a special, temporary pool of Willpower equal to the
now-deceased’s permanent Willpower rating. This pool never replenishes, and all Willpower
expenditures come from this pool first. You also gain access to the subject’s Abilities for as long
as the Willpower lasts.

Level Seven
Turn Back the Skies (BSTC): To enact this ritual, you must slaughter a ram over all of your
intended targets, spending a permanent Willpower as you do so. If successful, you send the
target’s souls back in time, into the body of a mortal undergoing Mithrain initiation (typically back
to between 68BC-5th century AD.
Those sent back have full knowledge of who they are, but have no Disciplines or other
supernatural Abilities. They do, however, retain the Abilities, and can use one dot of any Ability
the host-body possesses that they do not. This allows them to speak the host’s native language.
The time travellers spend one lunar month in these bodies before returning to their time. If the
traveler dies, they never return.
Any attempts to grossly change time (such as murdering a historical figure or teaching the
Maccabees about gunpowder) results in the character’s soul instantly returning to their body,
which then explodes and burns to ash.

Koldunic Sorcery
The elemental blood magic of the Old Clan Tzimisce. Many of the old Krainas are still more
powerful in the historical territories of the Tzimisce. Unlike most sorcery, Koldunism requires no
expenditure of blood except when noted.

When you first learn Koldunic Sorcery, you choose a primary Kraina, which is the first Kraina
you learn. All activation rolls on the Kraina are made at -2 Difficulty.

Activation Roll: (Attribute) + Occult (Diff level + 4). Koldunism is a little bit different from most
Thaumaturgy, in that each individual power requires a different attribute. This Attribute is noted
at the beginning of the description. You do not gain Potence, Celerity, or Fortitude for these
rolls, nor do you benefit from Auspex.

Białowieza Kraina
The Bialowieza Kraina is historically the purview of the Koldums of the Bialowieza Forest, which
was spread between medieval Poland and Russia.

Level One
Domain Breach: Perception. In order to enact this power, you spend any amount of blood and
roll to activate. If successful, you create a radius of one kilometer per blood spent on the initial
casting around your location at the time of casting. If anyone passes through this border, you
are informed, though you receive no information about the intruder, simply that there is one, and

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their general direction. This power lasts for one night.
If this power is activated in the Bialowieza Forest, the first Kilometer requires no blood, but does
require a roll. This power cannot be used in a predominantly urban area.

Level Two
Fingers of Bialowieza: Dexterity. You expend any amount of blood to activate this power.
Doing so animates a single plant that grasps at any (save you) who pass within two yards of it,
attempting to grapple them. For the purpose of grappling, the plant rolls six dice, but gains one
extra each round it maintains the grapple (to a max of 16 total dice.) The plant’s base grapple
damage is one Bashing. Small plants such as bushes have two Health levels, two Stamina, and
can soak Bashing. Tree limbs have up to six Health levels (depending on size), a matching
amount of Stamina, and can soak Lethal. This power lasts one night per blood spent on the
casting.
If activated in the Bialowieza Forest, animated plants double their Health levels (and thus
Stamina) as well as their damage.

Level Three
Grondrska’s Impasse: Perception. You may spend any amount of blood while casting this
power. If successful, you create a one kilometer radius around yourself at the time of casting.
For the remainder of the night, any intruders sensed with Domain Breach (you may choose to
leave such a creature unaffected) increase all their difficulties to track, escape, or navigate the
region by three, and should they fail such a roll, you may choose to move them closer, further,
or in the direction of a well placed trap.
If activated in the Bialowieza Forest, in addition to the difficulty increase, visitors lose two dots of
Perception as the forest itself dulls their senses.

Level Four
The Mouth of Diabelek: Strength. You may spend any amount of blood on this power, spilling it
onto the earth you wish to effect. Should a creature step within 10 meters of where this power
was cast, a hole two meters in diameter and three meters deep opens beneath them. Each
blood spent holds the creature immobile for one turn. Escape requires an extended Strength roll
(Diff 8), accumulating five successes. Each round spent trapped in this way causes two Lethal
damage, soaked normally. You may choose to exempt certain creatures from this trap.
Casting this in the Bialowieza forest doubles its duration.

Level Five
The White Tower: Stamina. You spill a point of blood on the earth and spend a Willpower. If
successful, you summon a cocoon of earth and bones five meters tall per casting success that
enshrouds you. The tower builds itself at five meters per turn, starting with the bottom floor, has
no exits or windows, and any possessions left in it on previous uses remain there. The tower
has 20 health levels and is completely immune to all but Aggravated damage. You may will an
entrance open to allow yourself to exit the tower.

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At this point, you may spend an additional blood and Willpower to cause the tower to sink five
meters below the surface. You may cause the tower to ascend at location simply by willing it.
Finally, while buried, you may spend an additional Willpower and blood, requiring an additional
activation roll. If successful, the tower reemerges somewhere else within 20km of where you
originally summoned it.
If any vampire falls into Torpor (but not sleep) or a mortal falls asleep within The White Tower, it
consumes them, adding their bones to its walls.
If used in the Bialowieza Forest, the Tower doubles its Health Levels.

Black Sea Kraina


Level One
Danubian Voices: Charisma. To cast this power, you must drip a point of blood into flowing
water of some kind. If successful, a spirit of that water appears for a number of days equal to
your casting successes (though you may expend an additional blood point to extend this
duration by one day, at any time during the duration). This spirit isn’t terribly strong, but is happy
to assist. A spirit summoned in this way can answer questions concerning its waterway (a river
spirit can answer questions about its river and banks, a spirit from a tap can answer questions
about the sewers and plumbing of a region). The spirit can also deliver messages along its
waterway, but only to those along it (tap spirits are incredibly useful to communicate within a
city), though delivering a message upstream takes a bit more time. The spirit can also be asked
to keep watch over a section of water way, and report back to you.
If cast in the Black Sea Region, each success on the initial casting counts for two.

Level Two
Grave of the Marea Neagra: Wits. Upon learning this power, you may go to the depths of the
Black Sea without suffering any ill effects from the murky water or pressure. To activate this
power, you splash a blood point into a body of water large enough to contain your body. If
successful, while submerged in the water, sunlight does not harm you, your body is perfectly
preserved, and even spotting you requires a Perception + Alertness roll (Diff 8), requiring as
many successes as you scored on the casting. Anyone who attempts to engage you take two
points of Lethal damage each round from the frigid cold of the water around you, soaked
normally.
If used in the Black Sea Region, no blood expenditure is required.

Level Three
Pontos Euxeinos: Stamina. To use this power, you must drip a point of blood into a body of
water large enough to submerge yourself in. Each success on the casting roll may be spent as a
blood point for the purposes of healing damage (one success for Bashing or Lethal, or five for
Aggravated). To heal Aggravated damage, you must still rest for a day.
If used in the Black Sea Region, no blood expenditure is needed, nor do you need to rest to
heal Aggravated damage.

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Level Four
Minions of Deep Marmora: Manipulation. You may spend any amount of blood to cast this
power, casting it into a body of water. If successful, one Minion appears per success (max of
blood spent.). Each minion will perform a single task for you before they return to the deep.
Stats for Minions can be found in V20DA 278
When cast in the Black Sea Region, the minions use the augmented stats found on the same
page.

Level Five
Pontos Axenos: Intelligence. To cast this power, you must spill a point of blood into a body of
water. You may spend each success on the casting to increase the waterborne hazards within.
Examples include creating a whirlpool or current with an effective Strength rating of your
Koldunism rating, increase the effective Strength of an existing current or whirlpool by your
Koldunism rating, reveal jagged rocks that deal your Current’s Strength rating + 3 Lethal
damage when a creature is dashed upon them, creating fog that increases all Perception
difficulties by two, dropping the water’s temperature to near freezing and so on.

Kraina of Enoch
The Kraina of the Old Clan Tzimisce who dwell in the Underworld.

Level One
Shroud of Oblivion: Stamina. As you cast this, your flesh turns to ash, exposing your
musculature to the elements. If successful, you create a two meter/success radius of whirling
shadows that mute color and sound to those within that lasts a number of turns equal to your
casting successes. While affected by this power, you lose one blood per turn, but damage from
the sun is reduced to Bashing. You can end this power at any time by spending a blood point to
regrow your skin.
In the Underworld, you do not spend blood, the power lasts indefinitely, and you take no
damage from the faint sunlight.

Level Two
Spectral Cloak: Perception. As you cast this, you pluck out your own eyes (which does no
damage but blinds you), which crumble to dust and take flight, causing shadows to envelop you
within a radius of three meters per success and causing you to become invisible (though
Auspex may defeat this). Within this radius, you can see and act normally. Those within the
radius must roll Willpower (Diff your rating in this path + activation successes, max 9) or gain
the Deathsight flaw, and flee for (casting successes) turns. This power lasts a number of turns
equal to the activation successes, or until you spend blood to heal the damage.
In the Underworld, this power lasts indefinitely.

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Level Three
Pond of Malevolent Dread: Stamina. As you cast this, you eviscerate yourself, spilling your
intestines on to the ground (but doing no actual damage to yourself), where they burrow into the
ground, causing a ghostly pool to form around you.
This pool has a radius of five yards per success. Those in the pool reduce their speed to ¼ of
the norm, and must roll Willpower (Diff your rating in this path + casting successes, max 9) each
turn or lose on permanent Willpower. This power lasts one turn per casting success during
which time you cannot move, though you may end the power at any time by severing your own
intestines (see below). At the end of the power, you must sever your intestines, which does deal
two unsoakable Lethal damage to you, which can only be healed by spending blood.
Furthermore, you must spend one blood point per two rounds of duration (rounded up).
Using this power in the Underworld requires no blood expenditure (except to heal your
intestines) at the end of the power.

Level Four
Wrath of the Tempest: Strength. This power costs a Willpower. While casting, you stand
frozen, your mouth open to the sky, as you lift ten meters into the air and exhale a gout of what
seem to be souls, forming a tempest with a radius of seven meters per casting success. Any
creature inside the storm must roll Willpower (Diff 8) or gain a derangement, as well as
essentially cause them to enter a fugue state, forgetting the scene. Each turn you remain in the
eye of the storm, you take one unsoakable Bashing damage, and you are unaware of your
surroundings. This power lasts one turn per casting success, though you may end it at any time
by healing any of the damage taken.
If cast in the Underworld, you soak the Bashing damage normally, and you may end the power
at any time simply by choosing to.

Level Five
Hunger of the Void: Strength. When casting this, you spend a Willpower, reaching into your
throat and pulling out your own soul, which begins to widen into a black sphere. This sphere has
a radius of eight meters per casting success and lasts an equal number of rounds. All those
within the sphere have their movement speeds halved for every two meters they are from the
edge, and find themselves pulled towards the center at a rate of three meters per turn. If
consumed by the maw, they disappear. Supernatural creatures may roll Willpower (Diff 9) at this
point. At the end of this power, the sphere explodes, leaving you in a crater underneath those
the maw has consumed. Those who succeeded on their Willpower roll enter a blank fugue state
for a scene and gain a Derangement. Those who failed have all sense of morality, virtue, and
sentience torn from them. Mortals have their souls consumed and enter a coma.
At the end of this power, you take two unsoakable Aggravated damage.

Kraina of the Well


To use this path, you must first construct a Well of Sacrifice. To do so, you must spend six blood

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points and make an extended Manipulation + Occult roll (Diff 7), with each roll taking six hours
of work, with one roll allowed per night. The construction process takes a full week. If you miss a
night’s work or fail to accumulate 25 successes, the Well goes inert and all progress is lost. To
maintain a Well, you must donate six blood points, and sacrifice a mortal, rolling Manipulation +
Occult (Diff 7, requiring three successes).

Level One
Call the Children: Wits. Using this power requires a full hour of focus, in which you spread a
blood around your Well and chant, making an extended activation roll, with each roll counting as
a half hour of work (though you make the first roll after an hour.) Unlike most path powers, Call
the Children has options, based on your mastery of the Kraina. However, this power always
requires multiple successes. If a given use of this power is successful, you summon a demon.
Stats for the demons are found starting on 386 of V20. This power can be used in concert with
other Kolduns, though they do not contribute successes, but do lower the difficulty of the casting
roll by one each (minimum Diff 4). You may always choose to cast this power at a lower level.

Kraina Level Successes Required Demon Summoned/Additional Freebie Points


1 5 Fallen Tempter
2 6 Fallen Tempter/30
3 7 Fallen Tempter/55
4 8 Earthbound Defiler in Darkness
5 9 Earthbound Defiler in Darkness/30
Demons summoned in this way are stuck in their Apocalyptic Form, and cannot exit the
summoning circle. They remain for a number of turns equal to the casting successes before
being dragged back to Hell.
Demons must typically be bargained with in order to obtain services or information. You may
choose to summon the same demon multiple times if a bargain is struck but unfulfilled in the
course of the summoning.

Level Two
Heed the Hell-Bound Heart: This power has no casting roll associated with it. By sipping a
blood point from your Well, you add your rating in this Kraina to all Awareness rolls to notice
demonic influence in a place or person, or the presence of demons in general. This benefit lasts
until that blood point is spent. Remember that blood is spent in the order it was consumed.

Level Three
Aegis Alighieri: Charisma. To activate this power, you must have a talisma dipped in your well,
which you must coat with an additional blood point. If successful, for the rest of the scene, any
powers used against you that are demonic in origin increase their difficulty by one per casting
success (max 9), and you gain one bonus die per success to resist such powers. Only you gain
these benefits, and only so long as the talisman is on your person.

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Level Four
Heave the Host of Hell: Manipulation. To activate this power, you must prepare the power by
diggin a small bowl shaped impression into the ground, and fill it with a point of blood. You may
then use the blood to exorcise an area or person of infernal corruption.
An affected area has a rating between one and four (1-2 is a minor blemish, 3 is a noticeable
infection, and 4 is a palpable corruption). You must score a number of successes on the casting
equal to the area’s corruption rating.
When exorcising an individual, only one success is needed, but this power can be resisted if
they spend a Willpower and roll Willpower (Diff your Willpower) and score more successes than
you. If successful, demons are banished to Hell, Infernalists lose access to their demonic gifts,
and the innocent have their souls cleansed.
This power can be used in concert with other Kolduns, though they do not contribute successes,
but do lower the difficulty of the casting roll by one each (minimum Diff 4).

Level Fivel
Reap the Well: Strength. To enact this power, you must open your wrists, allowing a blood
point to pool into your cupped palms, and spend a Willpower. If successful, you cast the blood
towards a demon, where it forms hooked chains and binds the demon (regardless of if it has a
physical form.) The demon may attempt to escape once per turn by spending a Willpower and
rolling Willpower (Diff your Willpower.)
Once per turn, you may demand the demon’s True Name by rolling Intelligence + Intimidation
(Diff demon’s current Willpower.) If successful, the demon cries out its True Name. At this point,
you may choose to dismiss the demon or absorb it.
If you dismiss the demon, you may later call it through Call the Children at -2 Difficulty and bind
it with its True Name. When doing so, it may be commanded to serve you for a number of tasks
or a number of days (whichever comes first) equal to your casting successes when using Call
the Children, and will answer any number of questions, all without you having to provide
payment for it.
If absorbed, you may call the demon out by spending a blood point, at which point it serves in
whatever capacity you deem fit, though it must remain within 30 meters of you. You may have
up to six demons serving you in this fashion, and each such demon increases the difficulty of
tormenting further demons with this power by one.
If used on a living host to violently exorcise the demon, when it reveals its True Name, the host
must roll Stamina (Diff the amount of turns it took to get the demon to reveal their True Name)
with a failure resulting in the host dying of shock.
This power can be used in concert with other Kolduns, though they do not contribute successes,
but do lower the difficulty of the torment roll by one each (minimum Diff 4). All Kolduns hear the
demon call out its True Name, and if dismissed, they may summon it themselves. A demon
absorbed by you cannot be summoned until you free it or you die.

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Transylvanian Kraina
Level One
Burebista’s Throne: Perception. By spending a blood point and rolling to cast, you give
yourself a top-down view of your surroundings, centered on yourself. The “resolution” of this
picture is dependent on your successes. This effect lasts a scene, though you may end it early
simply by choosing to do so.
If cast in Transylvania, this power requires no blood expenditure.

Successes Resolution
1 50 meters
2 100 meters
3 500 meters
4 1.5 kilometers
5 10 kilometers

Level Two
Pietrosu’s Hospitality: Dexterity. Casting this costs one blood point. If casting is successful,
bitterly cold winds blow around you for a number of turns equal to your casting successes.
Anyone nearby except for you (roughly 100 meters) halves their speed, reduces all Dexterity
pools by two dots, and takes one level of Bashing damage each round, soaked normally. The
round after this power ends, those affected reduce their speed to ¾ and reduce their Dexterity
dice pools by one. This power also has the added benefit of rendering you immune to cold and
wind for the duration.
This power requires no blood expenditure if cast in Transylvania.

Level Three
The Banks of the Basca: Strength. To cast this, you must spill a point of blood into a stream of
water, such as a river or stream, though even a tiny rivulet, or in theory, a tap suffices. If
successful, the flow surges to life, becoming a flash flood. Anyone and any unsecured objects in
the flood’s path are swept towards the lowest elevation at a rate of 100 meters per turn and
must soak five dice of Bashing damage each turn. A subject prevented from moving with the
flow in any way must soak ten dice of Bashing damage. Mortals (or any creatures that breathes)
must also roll Stamina + Athletics (Diff 8) as a swimming check to avoid swallowing water, with
failure dealing one point of unsoakable Lethal damage. This flood lasts a number of turns equal
to your casting successes.
If cast in Transylvania, the duration of this power is doubled.

Level Four
Kupala’s Exhalation: Stamina. You must expend any amount of blood to cast this power. If
successful, once per turn for a number of turns equal to your successes (max turns of your

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blood spent), you may cause the ground to erupt with a gout of frigid gas, which halves the
speed anyone within three meters of the gout’s epicenter, reduces all Dexterity pools by two
dots, and takes one level of Bashing damage each round, soaked normally. This gas is highly
flammable, and any flame ignites it, dealing five dice of Lethal damage (Aggravated to most
supernaturals) to any within the radius.
If cast in Transylvania, each blood point spent on this power counts for two.

Level Five
Restless Medias: Strength. You must spend a blood point and a Wilpower to cast this. You
must split your successes between area affected and duration, with each success spent on
duration giving it one round, and those spent on area are detailed below. Those within the
earthquake’s area are subject to ten dice of Lethal damage (soaked normally), and must roll
Dexterity + Athletics (Diff 8) to remain on their feet. Most structures collapse after a mere turn or
two of shaking, though especially sturdy structures may only fall apart after four or five turns.
While you are immune to the Lethal damage and knock down effect, you are not immune to,
say, a building falling on you. If cast in Transylvania, no blood expenditure is required.

Successes Spent Area


1 One home or small building
2 About five buildings
3 An entire block
4 A large structure
5 A small town, or district of a city.

Way of Earth
All Way of Earth powers use Stamina, and require one blood point be expended.

Level One
Grasping Soil: This power has two uses. First, you may use it to trap a creature up to their
waist for a number of turns equal to your casting successes. A creature may attempt to escape
by rolling Strength + Survival (Diff 6) as an extended roll, requiring five successes. Alternatively,
you may cause the earth to violently crush the foe’s legs or feet, dealing one point of Lethal
damage per success. This power has a range of 30 meters.

Level Two
Endurance of Stone: Activating this power increases your Stamina by two dots (even above
your Generational maximum) for the rest of the scene.

Level Three
Hungry Earth: With this power, you trap a creature up to their waist in churning earth for a

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number of turns equal to your casting successes. Escape requires a Strength + Survival roll
(Diff 8), requiring five successes. This roll is repeatable, but not extended. Each round the victim
remains in the churning earth, they take one level of Lethal damage, soakable at Difficulty 7.
This power has a range of 30 meters.

Level Four
Root of Vitality: You may spend any number of blood points on this power (possibly requiring
multiple rounds). If casting is successful, a target (including yourself) within 30 meters is
completely buried. However, living targets find that the earth brings air to them, and they do not
suffocate. You may only score successes up to the blood spent to activate this power, which
may be spent to heal damage. Bashing and Lethal each require one success, and Aggravated
require two. One turn heals a Bashing, one minute heals a Lethal, and one hour heals an
Aggravated. After this power’s duration has run its course, the target is expelled from the earth.

Level Five
Kupala’s Fury: You must spend a blood point and a Wilpower to cast this. You must split your
successes between area affected and duration, with each success spent on duration giving it
one round, and those spent on area are detailed below. Those within the earthquake’s area are
subject to ten dice of Lethal damage (soaked normally), and must roll Dexterity + Athletics (Diff
8) to remain on their feet. Most structures collapse after a mere turn or two of shaking, though
especially sturdy structures may only fall apart after four or five turns. While you are immune to
the Lethal damage and knock down effect, you are not immune to, say, a building falling on you.
If cast in Transylvania, no blood expenditure is required.

Successes Spent Area


1 One home or small building
2 About five buildings
3 An entire block
4 A large structure
5 A small town, or district of a city.

Way of Fire
All Way of Fire powers use Manipulation, and require a blood point expenditure.

Level One
Fiery Courage: This power is always active. You reduce the difficulty to resist Rotschreck
caused by fire by your rating in this path. If this reduces the difficulty to resist below two, you do
not need to make the check.

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Level Two
Combust: Each success on this power causes a target one point of Aggravated damage. This
attack may only be dodged, not blocked. Creatures who can soak fire damage do so at Difficulty
6.

Level Three
Wall of Magma: You create a three meter high wall of magma. You may choose to create a
three meter radius circular wall around you, or the wall of a different shape one meter long per
casting success. Creatures wishing to approach within three meters must make a Courage roll
(Diff 8), and take one point of Aggravated damage from the intense heat (soaked as fire, Diff 7).
Those who actually touch the wall take three points of Aggravated damage, soaked at Difficulty
9. You take no damage from being near the wall and need not check for Rotschrek, but are
affected normally if you touch the wall.

Level Four
Heat Wave: A successful casting roll causes five points of Lethal damage (soaked normally),
and removes five blood points from Kindred and ghouls.

Level Five
Volcanic Blast: You must spend a Willpower point to cast this power. If successful, you cause
a gout of lava to erupt anywhere within sight for one turn per casting success. The lava then
sluggish flows for twice its initial duration. Anything in contact with the lava takes a minimum of
three Aggravated damage, soaked at Difficulty 9, though perhaps more, were the gout to
originate under them, and merely being within three meters of the lava causes one Aggravated
damage (soaked at Diff 7). While you are immune to the damage and Rotschrek caused by
being near the lava, actually touching damages you as normal.

Way of Sorrow
All powers of this path require line of sight, but may be used through powers such as the Way of
the Spirit or the Auspex power Scry. All Way of Sorrow powers use Manipulation to cast, and
cost one Willpower (but no blood) to use.

Level One
The Frustrations of Nestrecha: For one turn per casting success, your target cannot spend
Willpower for any purpose.

Level Two
The Insults of Krivda: The target must immediately attempt to resist Frenzy, rolling Self-
Control/Instinct (Diff 5 + Casting Successes, max 9)

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Level Three
The Weeping of Kruchina: For one turn per success, the target weeps uncontrollably, and are
unable to perform any task requiring concentration. Kindred and ghouls lose one point of blood
each turn so affected.

Level Four
The Misfortune of Chernoglov: For a number of rolls equal to your casting successes, the
target removes two successes from any rolls they make, including reflexive rolls.

Level Five
The Starvation of Marena: For each success, the target takes two points of Bashing damage,
soaked normally, and Kindred lose one point of blood per success.

Way of Spirit
Unlike most paths, the Way of Spirit has no discreet powers of its own, but one power that
increases its efficacy as your rating increases. Unlike any other path, the Way of Spirit can
exceed a rating of five, though it’s still limited by your total Koldunism rating. As with all
Koldunism paths, the difficulty of the roll is capped at 9, barring extenuating circumstances.
Regardless, all levels of this path use Perception and cost one blood point to use, and last one
scene per success, though you may choose to end it early. You may use this power to monitor
your territory during the day without penalty.
If using this power, you gain a complete perception of the area denoted, centered on your
position, and can “filter” the results by various criteria. While this power is active, you may target
anyone you can perceive with this power with any other Koldunism path or ritual, centering it on
the target.

Level One: 20 meter radius


Level Two: 100 meter radius
Level Three: 500 meter radius
Level Four: 1.5 kilometer radius
Level Five: 8 kilometer radius
Level Six: 24 kilometer radius
Level Seven: 40km radius
Level Eight: 56km radius
Level Nine: 72km radius

Way of Water
All Way of Water powers use Wits and require on blood point.

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Level One
Pool of Lies: You spill a blood point into the water, creating a three dimensional illusion which
may appear, speak, and act as you wish. The illusion lasts one turn per casting success, though
you may extend this by casting again. Extending the duration requires no additional blood point,
but is rolled at +1 Difficulty.

Level Two
Watery Haven: This power requires no blood, but does require a pool of water large enough to
contain your bulk. If successful, you merge with the water as though using the Protean power
Earth Meld. Noticing you in this pool requires a searcher to roll Perception + Alertness (Diff 8).

Level Three
Fog Over Sea: For every success on the casting roll, you may walk over water for one hour or
until you end the power.

Level Four
Minions of the Deep: You may expend any number of blood to cast this power. For each
success (max blood spent), you summon an infallibly loyal minion mande of water. These
minions have your Wits for all their Traits, but act as though they had a 1 in all Mental and
Social Attributes except in defensive or reflexive uses. These minions also lack any Knowledges
or Skills, except for Stealth. These minions take damage as Vampires do from sunlight, but only
suffer Bashing from fire. A minion who leaves the water suffers one unsoakable Aggravated
damage every hour, but regenerates any kind of damage at a rate of one per turn while in
contact with a body of water.
Minions last until sunrise or until destroyed.

Level Five
Doom Tide: Using the power requires a Willpower in addition to the blood cost. If successful,
you create a 1.5 meter/success radius whirlpool in a body of water you can see. The whirlpool
pulls all creatures in with an effective Strength rating of 10 + 5/casting success. Victims may roll
Strength + Athletics (Diff 8) to attempt to break free of the whirlpool, being trapped otherwise,
and drowning normally. This whirlpool lasts a scene.

Way of Wind
All Way of Wind powers use Perception to cast and require one blood point.

Level One
Breath of Whispers: If successful, this power lasts a scene. Each success on the casting roll
allows you to send a message one turn long to a creature within 1.5 kilometer (so long as they
are not). The creature receives the message within a minute and can choose to reply. You may
send additional messages simply by making the casting roll again, though no further blood is

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required.

Level Two
Biting Gale: If you successfully cast this power, you summon a low-powered but bitingly cold
whirlwind with a radius of 100 meters. All within (except you) take one die of Bashing damage,
lose two dice from any Dexterity based pools, and half their speed. This power lasts for as long
as you concentrate and take no actions other than maintaining it.

Level Three
Breeze of Lethargy: For ten minutes per success, you create a sweet smelling, lightly narcotic
breeze with a radius of 60 meters. Those within must immediately roll Stamina + Survival (Diff
8) or fall intoxicated, halving all dice pools for the power’s duration, and halve their movement
speed for the round. This check must be repeated for every ten minutes of exposure, and must
be repeated even by those who have already failed it (though additional failures do not impose
additional penalties), as botching causes the target to fall asleep (or into a light Torpor) for the
rest of the scene or until bodily roused. You are immune to the effects of your own casting.

Level Four
Ride the Tempest: With a successful casting, you fade into the wind and fly to a spoken
destination at a rate of 400kph. This power cannot navigate inside buildings, caves, or similarly
cramped environs, but otherwise navigates any obstacle. This travel lasts until you arrive at your
destination or at ten minutes until sunrise.

Level Five
Tempest: This power requires the expenditure of a Willpower point in addition to blood. If
successful, you summon a storm that arrives in 6 - (casting successes) hours. Once tge storm
reaches its peak, chilling rain comes down in sheets, possibly causing flooding, and dealing one
die of Bashing damage every five minutes (unsoakable to mortals). Lightning strikes more
regularly, and you may spend a Willpower once per round to make an attack with lightning,
rolling Perception + Occult (Diff 6) which deals 10 dice of Lethal damage, soaked normally.
The storm lasts one hour per casting success, and dissipates over the course of an hour after
the duration has expires.

Rituals
Casting Roll: Intelligence + Occult (Diff 4 + Ritual level, max 9)

As usual, rituals require at the expenditure of one point of blood, though this blood need not be
your own. Also as usual, rituals take five minutes per level to cast, unless otherwise noted.

Level One
Communicate with Sire (DA): You must spend 30 minutes in meditation while holding an

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object your sire once held. Assuming your ritual is successful and your sire is willing, you and
they may communicate telepathically for 10 minutes per success.
Defense of the Sacred Haven: Performing this ritual takes one hour. When the ritual is cast
within an enclosed space, such as a single room or a cave, it filters any sunlight entering the
enclose into moonling, preventing harm or Rotschreck.This spell lasts until you leave the area,
or, if you are in your dedicated haven, permanent.
Deflection of Wooden Doom: To perform this ritual, you must surround yourself with an
unbroken circle of wood for one hour. At the end of the hour, you must place a wooden splinter
under your tongue. *Until the next sunrise* the first stake that would pierce your heart instantly
disintegrates.
Enlightenment (SotB): If this ritual is successful, you gain a sense of nature spirits around you.
This can take the form of breezes feeling more alive, the earth seeming to breathe, or healthy
trees having a sort of green glow about them. The duration of this power depends on your
casting successes.

Successes Duration
1 One hour
2 One night
3 One week
4 One month
5 One year

Hospitality (PGHC): If successful, you awaken the spirits of the objects in your haven, granting
the limited sentience. You may converse with such objects, and they may even speak when not
directly spoken to. You may silence an object by ordering it, though this is the only order
animated objects are compelled to follow you.
Mephistophelean Minx (SotB): To enact this ritual, you feed a cat at least one point of your
blood, ghouling it as normal. The cat then seeks out the nearest sleeping child and mystically
draws out some of their essence before returning to you. This essence may be spent as a point
of Willpower would, though it disappears at sunrise if unspent. Each blood point fed to the cat
causes it to seek out another victim. A child who has its essence drained three consecutive
nights dies before they wake the next day.
Reawakening the Dead Water (BMST): To enact this ritual, you simply pour a point of blood
into some water and drink a pint of it (which you may do even with Eat Food), regaining one
Willpower (up to your maximum).
Reflections (BSTC): To enact this ritual, you must take something primarily made of natural
materials from an area you wish to later investigate. If the ritual is successful, you mentally
return to the room as it was when you took the item from it for a number of turns equal to your
casting successes. You may then investigate the room, looking behind objects and in
containers. A given object can only be used for this ritual once.
Rite of Death’s Embrace (PGHC): To enact this ritual, you drink a goblet of wine, ashes, and
your own vitae. Each night, you then drain one to three points of blood from your target, and
feed them an equal number of your own. This does not ghoul them, but instead, slowly kills

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them with deepening anemia. Once you transfer 10 points of blood to the target, they die and
rise the next night as a vampire. Cremation or dismemberment halts the rising, and your Final
Death before the completion of the ritual returns the victim to health within a day. By its nature,
this ritual causes the created vampire to be fully blood bound to you.

Level Two
Blood of Flame (PGHC): If the ritual succeeds, your blood becomes a muddy sludge for the
rest of the night. All blood costs to heal are double, but any point of blood consumed causes
one point of unsoakable Aggravated damage on supernatural, and just outright kills mortals.
Craft Weirding Stone (CCBH): To enact this ritual, you must have a specially prepared,
magically sensitive stone, over which you chant for two hours. At the end of the ritual, you invest
any amount of blood and Willpower into the stone.
Blood invested in the stone gives you a general idea of it’s direction and distance from you.
Three points tells you instantly if the stone is destroyed and five tells you whenever it changes
hands.
Willpower can be spent by the holder (not necessarily you) in two ways. The first is to spend a
Willpower in the stone to ask the Fates a question with a directional nature. “Where has my
quarry run off to” would be answered, but “how well armed are they” would not. Second, the
holder of the stone can spend Willpower invested in it to send a brief telepathic message to you.
You (and only you) may recharge a stone with Willpower by invoking this ritual again. You may
only have a number of Weirding Stones in creation equal to your Willpower.
Invoke the Lesser Sign of Power (PGHC): This ritual requires a single turn and requires no
blood. If successful, your eyes glow with a color representative of your highest rated Way, such
as a fiery glow or a shining azure. For the rest of the night, all Intimidation and Leadership rolls
against mortals (and likely many supernaturals) are at -2 Difficulty.
Service for Souls (SotB): After enacting this ritual, during which you catch the attention of the
spirits, you must spend at least one more point of your own blood. Each blood point allows you
to bind a single spirit for you for a duration you must bargain with the spirit for. While these
spirits are bound to you, you cannot regain these blood points in any way.
Spirits cannot interact with the physical world, but are useful as spies or as witnesses to a
bargain with a greater spirit. The power lasts for the duration of the bargain, or may be dissolved
sooner if you wish.
Warding Circle Versus Ghouls: This ritual requires three points of mortal blood. You
determine the radius of the circle, every 10 feet increases the casting difficulty by one (max of 9,
each additional 10 feet increases the successes required by one) and increases the personal
blood expenditure by one.
A ghoul attempting to cross the circle meets resistance. An Intelligence + Occult roll (Diff 8)
identifies this as an effect of a warding circle. Attempting to press on requires that they score
more successes on a Willpower roll (Diff of your Thaumaturgy + 3) than you made on the
casting roll. Failure indicates that the ghoul take three dice of bashing damage and suffers +1
Difficulty on further attempts to breach the circle. If the ghoul leaves the circle and attempts to
re-enter, they must make this check again.

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This ritual lasts for one night if you spend an hour enacting it, or a year and a day if you spend
the whole night doing so.
Ward Versus Ghouls: You pour a blood point over the object you wish to ward and spent 10
minutes chanting the verbal component. Any ghoul touching this object takes three dice of lethal
damage per turn, and must spend a Willpower point to consciously touch it.
Withering Agony (SotB): To enact this ritual, you must draw a glyph in blood on both the
intended target and a sick tree (totaling one blood point). If casting is successful, you draw the
sick tree spirit into the host, reducing their Strength and Stamina dice pools (including soak) by
two and immediately dealing one point of unsoakable Bashing damage to them. The ritual lasts
one week.

Level Three
Conjure Spirit (PGHC): You lay out a bowl of blood as part of this ritual. If this ritual is
successful, you call a reasonably powerful nature spirit, which will listen to a bargain of favors
with you, offering its services in return for another. However, such spirits often have a set price
in mind, and do not budge on it. If the spirit accepts the bargain, it will drink the blood from the
bowl and perform its service. This ritual does not compel either you or the spirit to comply with
any promises, but spirits tend to keep their bargains, and also tend to get pissed if you don’t.
Cowing the Servant (RotB): To enact this ritual, you must mixt a sheep’s brain with a point of
your blood and soil from your domain while chanting a Slavic incantation. You then force a
blood bound servant to consume the mixture. For one week per success, any roll to manipulate,
intimidate, or otherwise compel the servant is made at -1 Difficulty.
Invoke the Greater Sign of Power (PGHC): If the casting is successful, you gain a palpable
aura of your highest Way- Earth gains stony skin, air appear to blur as they move, water has a
wet sheen to their skin, fire has a constant heat mirage around them, and spirit causes vague
visions of spirits around you. Regardless, you become more attuned to the land and spirits at
the cost of becoming detached and unfocused on other matters. Until sunrise, all Koldunic
Sorcery path powers and Rituals are rolled at -2 Difficulty, but all other actions are rolled at +1
Difficulty, except for Intimidation or Leadership against mortals, which are rolled at -1 Difficulty.
Raze the Lelek (SotB): You may spend any number of blood points on this ritual. If successful,
you draw a spirit out of an inanimate object and destroy it, causing the object to become brittle
and easily destroyed. You may only score as many successes as you spent blood. Successes
indicate the maximum size of the object you can destroy.

Successes Maximum Size


1 Fountain pen
2 Cellphone
3 Television
4 Sofa
5 Small Car
More powerful uses of this ritual are possible, but require commensurately more successes and
blood.
Sentinels of the Haven (PGHC): If successful, you awaken the spirits of the objects in your

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haven, granting the limited sentience. You may converse with such objects, and they may even
speak when not directly spoken to. You may silence an object by ordering it, though this is the
only order animated objects are compelled to follow you. Furthermore, at any given time, for the
ritual’s duration, a single object can move- chairs can arrange themselves, suits of armor can
(clumsily) fight, and doors can open and close.
Warding Circle Versus Cathayans (SFBN): This ritual requires three points of mortal blood,
and a pint and a half of Cathayan blood. You determine the radius of the circle, every 10 feet
increases the casting difficulty by one (max of 9, each additional 10 feet increases the
successes required by one) and increases the personal blood expenditure and silver required
by one.
A Kuei-Jin attempting to cross the circle meets resistance. An Intelligence + Occult roll (Diff 8)
identifies this as an effect of a warding circle. Attempting to press on requires that they score
more successes on a Willpower roll (Diff of your Thaumaturgy + 3) than you made on the
casting roll. Failure indicates that the Kuei-Jin takes three dice of bashing damage and suffers
+1 Difficulty on further attempts to breach the circle. If the Kuei-Jin leaves the circle and
attempts to re-enter, they must make this check again.
This ritual lasts for one night if you spend an hour enacting it, or a year and a day if you spend
the whole night doing so.
Warding Circle Versus Fae (SoT):This ritual requires three points of mortal blood, and three
pouches of powdered cold iron. You determine the radius of the circle, every 10 feet increases
the casting difficulty by one (max of 9, each additional 10 feet increases the successes required
by one) and increases the personal blood expenditure and cold iron required by one.
A Changeling attempting to cross the circle meets resistance. An Intelligence + Occult roll (Diff
8) identifies this as an effect of a warding circle. Attempting to press on requires that they score
more successes on a Willpower roll (Diff of your Thaumaturgy + 3) than you made on the
casting roll. Failure indicates that the Changeling takes three dice of bashing damage and
suffers +1 Difficulty on further attempts to breach the circle. If the Garou leaves the circle and
attempts to re-enter, they must make this check again.
This ritual lasts for one night if you spend an hour enacting it, or a year and a day if you spend
the whole night doing so.
Warding Circle Versus Lupines: This ritual requires three points of mortal blood, and three
pouches of powdered silver. You determine the radius of the circle, every 10 feet increases the
casting difficulty by one (max of 9, each additional 10 feet increases the successes required by
one) and increases the personal blood expenditure and silver required by one.
A Garou attempting to cross the circle meets resistance. An Intelligence + Occult roll (Diff 8)
identifies this as an effect of a warding circle. Attempting to press on requires that they score
more successes on a Willpower roll (Diff of your Thaumaturgy + 3) than you made on the
casting roll. Failure indicates that the Garou takes three dice of bashing damage and suffers +1
Difficulty on further attempts to breach the circle. If the Garou leaves the circle and attempts to
re-enter, they must make this check again.
This ritual lasts for one night if you spend an hour enacting it, or a year and a day if you spend
the whole night doing so.

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This ritual does not ward against any changing breed other than Garou, though similar rituals
may be researched to affect other changing breeds.
Ward Versus Cathayans (SFBN): You pour a blood point and a half-pint of Kuei-Jin blood over
the object you wish to ward and spend 10 minutes chanting the verbal component. Any Kuei-Jin
touching this object takes three dice of lethal damage per turn, and must spend a Willpower
point to consciously touch it.
Ward Versus Fae (SoT):You pour a blood point and a small bag of powdered cold iron over the
object you wish to ward and spend 10 minutes chanting the verbal component. Any changeling
touching this object takes three dice of lethal damage per turn, and must spend a Willpower
point to consciously touch it.
Ward Versus Lupines: You pour a blood point and a small bag of powdered silver over the
object you wish to ward and spend 10 minutes chanting the verbal component. Any werewolf
touching this object takes three dice of lethal damage per turn, and must spend a Willpower
point to consciously touch it. This ritual does not ward against any changing breed other than
Garou, though similar rituals may be researched to affect other changing breeds.

Level Four
Beyond the Wall of Death (SotB): To enact this ritual, you need a freshly killed Koldun, over
whose body you chant. If successful, you summon the Koldun’s spirit which will mentor you in
one Kraina or Way for one level (assuming you have the Experience), and will grant enough
knowledge of the path that you no longer require a mentor. It can also be compelled to teach
you a ritual it knew in life.
The spirit cannot teach other Disciplines or grant any other kind of knowledge, nor does this
power work on those who have been diablerized.
Earth’s Embrace (BSTC): To perform this ritual, you must soak the earth around you with two
blood points and spend a Willpower. If successful, the soil you spilled the blood onto counts as
“home” for the purpose of other rituals, as well as the Tzimisce clan weakness. You may only
enact this ritual once per week, and it is suggested that the ST rolls this secretly.
Incubus Visage (SotB): This ritual requires you to ingest and spend one point of boar’s blood
as well as a bit of the target’s flesh, and to perform it on the night of a half moon. If successful,
you imbue the target with a nature spirit that warps their appearance into a hideous visage,
reducing their Social Attributes to zero, and giving them the flaw Eerie Presence until the next
half moon.
Merging of the Souls (SotB): To enact this ritual, you mark a ghoul with your blood while
chanting over them. For each success, you convince a nature spirit to meld with them, with each
increasing a Physical Attribute by one, up to six. Each spirit beyond the first causes the ghoul to
gain a derangement or a loss of one Appearance. This ritual lasts a number of nights equal to
your successes.
Pool of Secrets (PGHC): To enact this ritual, you wave your hand over a pool of brackish water
without touching it. For one hour per success, you can view a location you have previously
visited or a person you’ve spoken to.
Ties That Bind (BMST): To enact this ritual, you spill four points of blood over the soil and

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ingest it. If successful, you enjoy a -1 Difficulty on any other Koldunism rolls for three nights.
Warding Circle Versus Kindred: This ritual requires three points of mortal blood. You
determine the radius of the circle, every 10 feet increases the casting difficulty by one (max of 9,
each additional 10 feet increases the successes required by one) and increases the personal
blood expenditure required by one.
A Kindred attempting to cross the circle meets resistance. An Intelligence + Occult roll (Diff 8)
identifies this as an effect of a warding circle. Attempting to press on requires that they score
more successes on a Willpower roll (Diff of your Thaumaturgy + 3) than you made on the
casting roll. Failure indicates that the Kindred takes three dice of bashing damage and suffers
+1 Difficulty on further attempts to breach the circle. If the Kindred leaves the circle and
attempts to re-enter, they must make this check again.
This ritual lasts for one night if you spend an hour enacting it, or a year and a day if you spend
the whole night doing so.
This ward is not effective against Kuei-Jin, though a similar ward could be developed.
Warding Circle Versus Vitae (GttA): This ritual requires three points of your own blood. You
determine the radius of the circle, every 10 feet increases the casting difficulty by one (max of 9,
each additional 10 feet increases the successes required by one) and increases the personal
blood expenditure required by one.
A Kindred of lower generation than you attempting to cross the circle meets resistance. An
Intelligence + Occult roll (Diff 8) identifies this as an effect of a warding circle. Attempting to
press on requires that they score more successes on a Willpower roll (Diff of your Thaumaturgy
+ 3) than you made on the casting roll. Failure indicates that the Kindred takes three dice of
bashing damage and suffers +1 Difficulty on further attempts to breach the circle. If the Kindred
leaves the circle and attempts to re-enter, they must make this check again.
This ritual lasts for one night if you spend an hour enacting it, or a year and a day if you spend
the whole night doing so.
Ward Versus Kindred: You pour a blood point over the object you wish to ward and spent 10
minutes chanting the verbal component. Any Kindred touching this object takes three dice of
lethal damage per turn, and must spend a Willpower point to consciously touch it. This ward is
not effective against Kuei-Jin, though a similar ward could be developed.
Ward Versus Vitae (GttA): You pour a blood point over the object you wish to ward and spent
10 minutes chanting the verbal component. Any Kindred of lower generation than you touching
this object takes three dice of lethal damage per turn, and must spend a Willpower point to
consciously touch it.

Level Five
Conjure Demon (PGHC): You lay out a bowl of blood as part of this ritual. If this ritual is
successful, you call a fairly powerful demon. Like Conjure Spirit, you may then bargain with the
demon for a service. Unlike Conjure Spirit, demons summoned with this are more open to
haggling, and indeed, many are willing to trade for “a service at a later date.”
Elemental Servitor (SotB): You spread four points of vitae over an object. If the ritual is
successful, a nature spirit possesses the object for one night. Stats are on SotB 100.

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Gorgon’s Gaze (BSTC): To enact this ritual, your target must be present during the entire hour-
long casting, during which time you chant, splashing the target with two points of blood and
feeding them one of your own. A Supernatural target may resist with a Willpower roll (Diff 8),
with each success removing one of your own. If successful, a mortal target permanently
becomes stone, while a supernatural becomes stone for one year per net success.
Supernaturals coming out of this stone slumber must roll Self-Control (Diff 9) to avoid Frenzying.
The Inmost Tug (PGHC): This ritual requires a single action to cast and requires no blood. If
successful, you must roll Manipulation + Empathy (Diff target’s Willpower) against a target fully
blood bonded to you. If successful, you can twist the love and devotion of the bond to friendship,
lust, or something else.
Mirror of Blood (RotB): To enact this ritual, you must have 10 children under the age of seven,
all of the same blood type and free of genetic defects, all ghouled to a single vampire. Over the
course of three months, the children must be alternately pampered by the domitor and tortured
by you. Assuming the initial casting is successful, at the end of the three months, you must roll
Intelligence + Occult (Diff 9) for each child. Scoring a single success against a child kills them
and turns them as a bonded Blood Brother vampire, though a failure kills them. Should you fail
to turn fewer than three children, all of them perish.
Even attempting this ritual automatically results in a loss of Humanity (or similar Path).
Nemesis of Living Earth (PGHC): To enact this ritual, you must begin chanting at midnight,
until sunrise, spilling a point of blood onto the bare earth. If successful, the target of the ritual
becomes an enemy to the natural world. Flames bend toward them to singe them, the earth
riddles itself with potholes and muddy pits in their path, branches reach out to snag them, water
sucks them down, and cold winds seem to target them. The manifestations begin subtle and
inconvenient, but slowly become more overt and downright lethal.
Warding Circle Versus Magi (PGLC): This ritual requires three points of mortal blood and
three small pouches of Tass taken from a place of power. You determine the radius of the circle,
every 10 feet increases the casting difficulty by one (max of 9, each additional 10 feet increases
the successes required by one) and increases the personal blood expenditure and amount of
Tass required by one.
A Mage (Awoken or Hedge) attempting to cross the circle meets resistance. An Intelligence +
Occult roll (Diff 8) identifies this as an effect of a warding circle. Attempting to press on requires
that they score more successes on a Willpower roll (Diff of your Thaumaturgy + 3) than you
made on the casting roll. Failure indicates that the Mage takes three dice of bashing damage
and suffers +1 Difficulty on further attempts to breach the circle. If the Mage leaves the circle
and attempts to re-enter, they must make this check again.
This ritual lasts for one night if you spend an hour enacting it, or a year and a day if you spend
the whole night doing so.
Warding Circle Versus Spirits: This ritual requires three points of mortal blood and three small
pouches of pure sea salt. You determine the radius of the circle, every 10 feet increases the
casting difficulty by one (max of 9, each additional 10 feet increases the successes required by
one) and increases the personal blood expenditure and amount of sea salt required by one.
A Spirit attempting to cross the circle meets resistance. An Intelligence + Occult roll (Diff 8)

387
identifies this as an effect of a warding circle. Attempting to press on requires that they score
more successes on a Willpower roll (Diff of your Thaumaturgy + 3) than you made on the
casting roll. Failure indicates that the Spirit takes three dice of bashing damage and suffers +1
Difficulty on further attempts to breach the circle. If the Spirit leaves the circle and attempts to
re-enter, they must make this check again.
This ritual lasts for one night if you spend an hour enacting it, or a year and a day if you spend
the whole night doing so.
This ward is not effective against Demons or Ghosts, but there are versions of this Ward that
apply to Demons (using holy water instead of salt), and Ghosts (using powdered marble from a
gravestone)
Warding Circle Versus Technology (RotB): This ritual requires three points of mortal blood
from a mortal with at least 3 Intelligence. You determine the radius of the circle, every 10 feet
increases the casting difficulty by one (max of 9, each additional 10 feet increases the
successes required by one) and increases the personal blood expenditure and amount of mortal
blood required by one.
Once made, the circle glows with a coppery light noticeable in dim lighting. A successful
Intelligence + Occult (Diff 8) roll identifies this as a warding circle.
If technology crosses the circle, the possessor must roll Willpower (Diff your Thaumaturgy + 3)
and score more successes than you did on your activation roll. If this roll fails, the technology is
destroyed- data becomes irretrievable, and mechanisms are shattered.
Ward Versus Magi (PGLC): You pour a blood point and a handful of Tass over the object you
wish to ward and spend 10 minutes chanting the verbal component. Any Mage (Awoken or
Hedge) touching this object takes three dice of lethal damage per turn, and must spend a
Willpower point to consciously touch it.
Ward Versus Spirits: You pour a blood point and a handful of pure sea salt over the object you
wish to ward and spend 10 minutes chanting the verbal component. Any Spirit touching this
object takes three dice of lethal damage per turn, and must spend a Willpower point to
consciously touch it. This ward is not effective against Demons or Ghosts, but there are
versions of this Ward that apply to Demons (using holy water instead of salt), and Ghosts (using
powdered marble from a gravestone)

Level Six
Create Vohzd (PGHC): To enact this ritual, you must have at least 15 ghouls fed on your own
blood. At the beginning of the ritual, each ghoul must drink from a mixture of each of their blood.
The ritual requires a number of hours equal to the ghouls used, minus seven, which means you
may have to continue casting after the sun has risen. Throughout the ritual, you (or an assistant)
must use Vicissitude to fleshcraft the ghouls into one being. If successful, you create a Vohzd,
as detailed in V20 503, though more ghouls means a more powerful Vohzd.
Drowning in Earth (LotH): You must be able to name your target. If successful, the target finds
earthen materials (including concrete and other artificial earth) acting as though they were
quicksand. The victim finds themselves sinking into such surfaces at a rate of one inch per turn.
A creature who keeps their wits about them can “swim” in this quicksand at a rate of one foot

388
per turn, though they can take no other actions, and Celerity offers no aid.
The Protean power Earth Meld offers some relief from this, allowing a victim who uses it to walk
on the surface of such materials for the power’s duration. Indeed, a victim under the effects of
this curse and Earth Meld enjoys the ability to swim through artificial earth.
This curse lasts for a number of days and nights equal to the casting successes.
Embracing the Demon (SotC): To enact this ritual, you must have a freshly killed vampire that
was a Kindred for no longer 20 years who was also blood bound to you. If casting is successful,
you bind a demon to the corpse, animating it. The demon possesses all of the physical
characteristics (Physical Attributes, Appearance, and Talents) of the host body, and the
supernatural and mental characteristics (Disciplines, Mental Attributes, Charisma, Manipulation,
Knowledges, and similar.) For the first few nights, the demon “grows into” its new body, gaining
a demonic visage. A month after summoning, the demon’s body falls apart and the demon is
banished.
The demon is considered blood bound to you, and even though it likely resents you for binding it
in such a way, it will not attempt to harm you. While bound, it will perform any number of tasks,
such as teaching you Disciplines and blood sorcery, or acting as a bodyguard.
Technically, it is possible to use a non-blood bound vampire for this ritual. However, each night,
you must roll Willpower (Diff 6), or else your control over the demon slips, which is likely to lead
to a messy confrontation.
Storm Hound (LotH): To invoke this ritual, you must build a fire with wood from a lightning
struck tree, burning herbs, a puppy, a point of your own vitae, as well as something personally
identifying to the intended victim, such as a hair, a thread from clothing, or similar artifacts. If
successful, a storm appears over the victim within 24 hours.
The storm can launch two lightning bolts per casting success at the target, always rolling with a
dice pool of six. This attack does 10 dice of Lethal damage, ignoring armor, and is impossible to
effectively defend against with a parry, and nearly impossible to dodge. The cloud itself has a
limited sentience, and may wait for the target to leave cover before assaulting them, or it may
choose to spend some of its bolts to shatter the target’s cover.

Level Seven
Drowning in Earth [Permanent] (LotH): You must be able to name your target. If successful,
the target finds earthen materials (including concrete and other artificial earth) acting as though
they were quicksand. The victim finds themselves sinking into such surfaces at a rate of one
inch per turn. A creature who keeps their wits about them can “swim” in this quicksand at a rate
of one foot per turn, though they can take no other actions, and Celerity offers no aid.
The Protean power Earth Meld offers some relief from this, allowing a victim who uses it to walk
on the surface of such materials for the power’s duration. Indeed, a victim under the effects of
this curse and Earth Meld enjoys the ability to swim through artificial earth.
This version of the ritual is permanent.

Level Nine
This is not a mistake. There are no level eight rituals.

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Dracul (LS1): You must also possess Vicissitude 6 or higher to use this ritual. If successful, you
turn into a massive dragon, tripling your Strength and doubling your Stamina, as well as adding
four Armor to your soak. You may also eat corpses, gaining blood equal to their health levels (or
half that for animals- double for shifters), as well as any blood points they contain (in the case of
vampires). You may spend up to six blood points to exhale a gout of fire, which deals one level
of Aggravated damage per blood spent.
Your massive form grants your foes a -1 Difficulty to hit you in combat.

Kraina Rites
Kraina rites are a specific type of ritual unique to Koldunism. Each ritual requires you to have an
equivalent rating in a Kraina or Way. Each ritual also has an associated Attribute, which is rolled
with Occult. However, Kraina Rites are cooperative magic, requiring large costs (which may be
paid by any participant) and many casting successes. Participants must either be willing or else
restrained. Each participant adds their Occult rating to the casting dice pool, though only you
add the associated Attribute. Furthermore, you may offer living (or undead) creatures as
sacrifice to lower the difficulty. Humans lower the difficulty by one per sacrifice, large beasts
such as cattle reduce the difficulty by one per two such sacrifices, and smaller creatures require
commensurately more. Sacrifices never reduce the Difficulty of a rite below 3. Finally, you may
sacrifice two dice from the full casting dice pull to enjoy one automatic success one the casting.
Tome of Secrets offers a wildly, and in my opinion, needlessly complicated system for learning
Kraina Rites. I think that’s wildly stupid, and say that, as long as you meet the prerequisites,
Kraina Rites can be learned as any other Ritual. If you are curious for the asinine way Kraina
Rites are learned, refer to ToS 49.

Rite Level Blood Cost Willpower Required Successes


Cost
1 3 2 5
2 6 4 10
3 9 6 15
4 12 8 20
5 15 10 25

Level One
Master of the Domain: Transylvanian, Appearance. If successful, you gain an aura of
fearsomeness, seeming larger, more powerful, and always on the edge of Frenzy. You enjoy
two bonus dice on all Intimidation rolls. Furthermore, while in your Domain, Willpower cannot be
spent to resist your Intimidation. This rite is permanent until you are witnessed being defeated in
a contest of some kind.
Servitor’s Perception: Spirit, Perception. If this rite is successful, you imbue an animal with
your level of Way of the Spirit. You must have some way of sharing senses with the beast, and

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probably a method of controlling them to benefit from this. This rite lasts until the beast is slain.
Treasured Ornaments: Transylvanian, Manipulation. If casting is successful, the objects of
importance (such as a favored weapon, or a beloved artifact from mortal life) within your Haven
gain limited sentience, allowing you to converse with them. This rite is permanent, but is
dismissed on an object if it is touched by an uninvited guest.
Truth in Water: Black Sea, Appearance. If this rite is successful, you enchant a barrel (or
similarly contained quantity) of water which remains so until it touches the ground. Anyone
submerged or who has consumed this water takes one unsoakable level of damage (Bashing
for vampires and supernaturals, Lethal for mortals) if they tell a lie, as it begins boiling.

Level Two
Autumn’s Armor: Bialowieza, Stamina. If successful, roots studded with pebbles grow from
your flesh, granting you an armor bonus of two, but decreasing your Social dice pools by two
(except for Intimidation). This rite ends if you are struck by a stone weapon.
Borne By Wind: Transylvanian, Dexterity. If successful, you may travel by wind. You simply
concentrate on a breeze, disappearing into it, and travelling to a destination you could see.
While this cannot be used while being attacked, it’s an excellent power to launch surprise
attacks. This rite ends if used to make an attack that misses.
Concentrated Vitae: Black Sea, Stamina. If successful, you enchant a barrel (or similar
quantity of water). You may add this water on a 1:1 basis to mortal blood, doubling that blood’s
potency. This water’s enchantment lasts until it befouled with another substance.
Eyes of the Dead: Spirit, Perception. If this rite is successful, you imbue a spirit with your level
of Way of the Spirit. You must have some way of sharing senses with the spirit, and probably a
method of controlling or directing them to benefit from this, though a friendly spirit may be willing
to share what they see. This rite lasts until the spirit is slain.

Level Three
Animate Curios: Transylvanian, Manipulation. If casting is successful, the objects of
importance (such as a favored weapon, or a beloved artifact from mortal life) within your Haven
gain limited sentience, allowing you to converse with them. Furthermore, they also animate, and
become capable of defending themselves or frightening intruders. Most items have an
Intimidation dice pool of 3 and combat dice pools of 4, while things such as weapons have
Intimidation pools of 5 and combat pools of 7. This rite lasts until a given item is destroyed or
the Haven is put to the torch.
The Floating Dead: Black Sea, Dexterity. If successful, you gain the ability to walk across water
of any kind, still, running, or otherwise. This rite ends if you are ever submerged in water,
willingly or otherwise.
One with the Forest: Bialowieza, Stamina. If this rite is successful, you gain the ability to step
into any tree wider than you are, stepping out of another tree in the same forest of similar size,
though you may not remain in a tree. This rite lasts until a tree you have stepped into or out of in
the last 24 hours is felled.

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Level Four
Evoke the Storm: Transylvanian, Wits. If successful, you gain the ability to summon gales and
storms at will when standing upon an elevated position where the horizon can be seen without
obstruction. The power of this rite stops just short of hurricanes, and ends if you are ever awake
past dawn.
Scrying Pool: Black Sea, Stamina. If successful, you enchant a vessel of water large enough to
reflect your face, allowing you to surveil an individual whose name is known to you. This vessel
remains enchanted until a target you’ve surveilled in the last 24 hours is informed they’re being
spied upon, regardless of whether or not they are informed that it’s you specifically spying on
them.

Level Five
There are no fifth level Kraina rites that I could find.

Mortis
The Cappadocian discipline concerning the recently dead. As with Thaumaturgy, you must
spend one blood point to cast Mortis magic unless explicitly stated otherwise.

Standard Roll: Varies


Ritual Roll: Intelligence + Occult (Diff 4 + Ritual Level, max 9)

Cadaverous Animation (DAV)


Level One
Trace of Life: This power can be used on any corpse within 10 meters, rolling Manipulation +
Occult (Diff 6). Each success allows you to cause the corpse to make a single simple movement
roughly equivalent to those of a sleeping mortal- a twitch, a sigh, a pulse. Four or more
successes allows you to create a simple pattern of such movements that lasts for a scene.
This power can also be used to make a torporous vampire of equal or higher generation act in
such a way, though you do not count the first two successes.

Level Two
Call the Homuncular Servant: To use this power, you pour a blood point over part of a corpse,
such as a hand or an eye, rolling Dexterity + Occult (Diff 7). If successful, you animate the body
part, which detaches from the corpse, and serves as a sort of homunculus (DAV 314), for one
scene per success. This homunculus is completely loyal to you, possesses mystical sight and
hearing, and can communicate with you telepathically as long as it is within a quarter mile of
you.
At the end of the homunculus’ animation, youu may choose to spend another blood point and
roll Dexterity + Occult again to keep it animated.

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Level Three
Raise the Corpse to Service: To use this power, you drip a point of blood into a corpse’s
mouth over three turns, rolling Manipulation + Occult (Diff 6). Each success animates the corpse
for a full day, during which time it can perform simple tasks, such as tidying up a haven, cooking
meals for mortal guests, or taking guest’s coats and the like, though it is not an effective
combatant. Stats for such a servant are found in DAV 313.

Level Four
Call the Athanatos: To use this power, you spend five minutes dripping two blood points into a
corpse’s mouth, rolling Stamina + Occult (Diff 8). If successful, the corpse animates into a
warrior corpse (DAV 312), but uses the corpse’s Brawl, Dodge, Archery (or Firearms), and
Melee abilities if they are better, as well as their associated Secondaries. Additionally, you may
spend casting successes beyond the first to increase one of these Abilities on a 1:1 basis, to a
maximum of five.
These animated corpses have little ability outside of combat, failing at all but the simplest tasks.
Furthermore, such zombies are difficult to control. Immediately upon raising one, you must roll
Willpower (Diff 7) to assert control. Should this fail, the corpse attacks the nearest creature-
almost certainly you. Furthermore, you automatically lose control of it if you are ever further than
100 feet from the zombie, though you can reassert control by coming within a few meters and
rolling Willpower. Should the warrior enter combat, you must roll Willpower whenever there are
no enemies nearby, or likewise lose control.
Corpses animated with this power last one night.

Level Five
Muster the Corpse Army: This power requires you to spend ten minutes, sprinkling three
points of your blood across any number of corpses rolling Stamina + Occult (Diff 8). Each
success raises two of these corpses, which have the statistics of a corpse warrior as with Call
the Athanatos, save that no extra successes can be spent to increase their Traits.
As with that power, you must keep a tight leash on them, rolling Willpower at Difficulty 9. Also
like Athanatoi, these corpses last for one night.
This power can also be used to raise servants as with Raise the Corpse to Service, though
these servants never need to be specially controlled.

Corpse in the Monster (DAV)


Level One
Masque of Death: You may choose to use this power on yourself or another undead creature.
If using this power on yourself, you need only spend the blood point, taking on a true deathlike
visage, and losing two points of Appearance and Dexterity (to a minimum of 0 Appearance, and
1 Dexterity), but gaining two dice on Intimidation rolls (the penalty to Appearance does not apply
to Intimidation rolls). Furthermore, if you hold absolutely still, a Perception + Medicine check is

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required to note that you aren’t just a regular corpse.
If used on another undead creature, you must spend the blood point, touch the target (possibly
requiring a Brawling attack), and roll Stamina + Medicine (Diff target’s Stamina + 3) to afflict
them as above.
Regardless, this power lasts a full night and day, or until you choose to end it.

Level Two
Cold of the Grave: To activate this power, you need only spend a blood point and a Willpower.
For the rest of the scene, you take no wound penalties, and attempts to emotionally manipulate
you through mundane (such as Empathy or Intimidate) or magical (such as Presence) are made
at +1 Difficulty. However, any Social rolls made by you are also made at +1 Difficulty, as you are
emotionally distant.

Level Three
Curse of Life: Your target must be undead, in sight and within 20 meters. You must spend a
Willpower in addition to the blood point, rolling Intelligence + Medicine (Diff 8). If successful, the
target feels the sensations of mortal life, though doesn’t find themselves immune to sunlight or
holy relics. They do, however, find themselves unable to spend blood to increase their Physical
Attributes, and suffer a +2 Difficulty to all rolls as they are distracted by the mortal sensations.
The effects of this power last until next sunset.

Level Four
Gift of the Corpse: This power costs a Willpower in addition to the blood point. You roll
Stamina + Occult (Diff 8). Each success allows you to behave more akin to a corpse for one
turn, with holy relics and the like having no effect, immunity to Frenzy, resistance to fire and
sunlight, with fire being merely Lethal damage, and full sunlight on a clear day dealing merely
Bashing damage, and being staked through the heart being no more dangerous than the same
through the spleen.
However, for the duration of the power, you still have your vampiric abilities, including your
Disciplines, ability to spend blood, and soak Lethal damage.
When this power ends, you immediately resume your vampiric weaknesses- if wood is in your
heart, you fall immobile, and if in the sun or a fire, you start eating damage and check for
Rotschreck.

Level Five
Gift of Life: This power requires you to spend 12 blood points as quickly as possible, rolling
Stamina + Occult (Diff 6). If successful, you enjoy a number of benefits:
•Difficulties to soak direct sunlight are halved, rounded up. Sunlight less intense than direct does
no damage.
•Fire deals only Lethal damage.
•Difficulties to resist any kind of Frenzy are halved, rounding up.
•You may remain active during the day with no roll, and no Path limitations on your dice pools.

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•You still soak Bashing, Lethal and Aggravated as a vampire.
However, while in this half-living state, there are a few drawbacks:
•You lose access to all Disciplines except for Celerity, Potence, Fortitude, and Auspex, though
you may not spend blood on them.
•You are still vulnerable to staking, human faith, and holy relics.
•You cannot spend blood to heal or increase physical attributes.

This power lasts until the next sunset. After this power expires, the Beast is pissed, increasing
all difficulties to resist Frenzy by 3 for six days.

Grave’s Decay (DAV)


Level One
Destroy the Husk: You must touch your target. You roll Intelligence + Medicine (Diff 6). If
successful, you turn a corpse to dust in (5 - casting successes) turns, rendering it unidentifiable
to mundane means.

Level Two
Rigor Mortis: You must be able to see your target, who must also be within about 25 meters
by. You spend a Willpower and roll Manipulation + Medicine (Diff 7). Each success freezes the
target in place as though they were staked. The target may attempt to roll Willpower (Diff 7),
requiring two successes. Failure indicates that they remain paralyzed and take a level of
unsoakable Bashing damage.

Level Three
Wither: You must spend a Willpower and touch the body part of the target you wish to effect.
Though no casting roll is required, you may need to roll Dexterity + Brawl to land the hit. If you
touch the target, they take two levels of Aggravated damage. Unless this damage is soaked, the
touched body part becomes useless, and, while mortals heal this damage as Lethal, the
secondary effects are permanent unless magically healed.
A withered arm has an effective Strength of 0 and can hold no more than a half pound. A leg
inflicts the Lame flaw, while an eye or ear imposes a +1 Difficulty on appropriate Perception
rolls. Likewise, losing both inflicts the Blind or Deaf flaw. Finally, a withered tongue inflicts the
Mute flaw, while a withered face loses one dot of Appearance for each Aggravated wound
unsoaked.

Level Four
Corrupt the Undead Flesh: Your target must be visible and within 20 meters. You must spend
a Willpower and roll Manipulation + Medicine (Diff 6). This power may be resisted with Stamina
+ Fortitude (Diff your Willpower), though all must be resisted or none of it is. If the victim fails,
they suffer a supernatural disease with the following effects:

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•Their Strength and Wits are halved (rounding down)
•They lose on point of Dexterity
•Vampires must spend an additional blood to waken. Mortals take one unsoakable Lethal
damage.
•Any time the victim ingests sustenance, they must roll Self-Control/Instinct or vomit it up,
whether it be blood or food.
Any who come into contact with an infected victim’s blood (whether it be ingested, or skin
contact) must immediately roll Stamina + Fortitude (Diff 8) or be immediately afflicted.
Each sunset, an infected victim may roll Stamina + Fortitude (Diff 11 - 1 for each sunset that has
passed.) A single success brings them on the road to recovery, allowing them to consume food
as normal, with Attribute loss recovering at a rate of one per hour.

Level Five
Dissolve the Flesh: To cast this, you channel two points of blood into your palm, with which
you touch the target (possibly requiring a Brawling attack roll), rolling Willpower (Diff target’s
Stamina + 3). Each success causes one level of Aggravated damage as the victim’s flesh
dissolves into dust. Only undead can be affected by this power, and they may soak the damage
normally (assuming they can soak Aggravated damage at all.)

Nigrimancy (PGHC)
Compulsion effects from this path are essentially Dominate, and thus defenses that protect
against that function normally.

Level One
Witness of Death: You roll Perception + Occult (Diff 5). Success allows you to perceive ghosts
for the rest of the scene (or until you decide to end this power). While perceiving across the
shroud, you are blind to the material world, taking a +3 Difficulty penalty to sight based
Perception rolls and most attacks. Furthermore, your eyes glow in the spirit world, noticeable by
ghosts with a Perception + Alertness roll (Diff 7)

Level Two
Summon Ghost: This power requires you speak the name of the target aloud or else have a
piece of their corpse, rolling Manipulation + Occult (Diff target’s Willpower, minimum 7).
Provided the target has died and become a ghost, you summon them to you, and are able to
see and even speak with them. This power grants you no control over their actions, but allows
you to treat with them. You may dismiss the ghost at any time by spending a Willpower.

Level Three
Compel the Shade: You roll Manipulation + Occult (Diff 6) opposed by the target ghost’s
Willpower (also Diff 6), rolling until one side wins. If you lose, you mose Willpower equal to the
ghost’s net successes. The degree to which you compel the shade to obey you depends on

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your level of success.
One: The ghost will perform a single simple task that doesn’t place it in danger, though it may
spend a Willpower to delay the compulsion for a scene. Alternately, it will answer a single
question to the best of its ability.
Two: You can compel the ghost to perform two tasks or answer two questions as above, or
command them to perform a single simple task which might place them in danger, as long as
the danger isn’t certain. The ghost may spend Willpower to delay the compulsion.
Three: You can compel to perform three tasks or answer three questions, or compel it to
perform a single task where the danger is obvious, or the task itself is long (up to a month’s
work). The ghost cannot resist simple tasks with Willpower, but may resist more dangerous
ones normally.
Four: You may demand four tasks or four answers, or two tasks of uncertain danger.
Alternately, you may command it to perform a single task that places it in extreme danger or
enslave it for any number of non-threatening tasks for a month. The ghost may resist extremely
dangerous tasks with Willpower.
Five: With this degree of success, you can command the ghost to perform a single task that it is
capable of performing in one month, placing it in immediate peril of destruction or forcing it to
betray or assault loved ones. This compulsion cannot be resisted.

Level Four
Fetter the Dead: With is power, you bind a ghost to a place, object, or corpse. You must touch
the intended vessel, rolling Manipulation + Occult (Diff 4 or target’s Willpower if they resist, + 1 if
the vessel is an object, + 2 if a corpse). Each success binds the spirit to that vessel for one
night.
A ghost in a mostly intact corpse can spend one Willpower and roll Willpower (Diff 7 for vocal
control, Diff 9 for total animation), with eacc success giving the control over the corpse for one
night.

Level Five
Usurer’s Scales: You may choose to either empower or drain a spirit with this power. If
empowering, you roll Manipulation + Occult (Diff 5), with each success allowing you to feed the
ghost Willpower or blood, restoring their Essence on a 1:1 basis.
If using it to drain a ghost, you still roll Manipulation + Occult (Diff their Willpower, or 5 if they are
willing), with each success allowing you to drain one Essence from it, gaining it as Willpower.
You cannot exceed your normal maximum Willpower, but can choose to drain excess Essence,
allowing it to burn off. A ghost drained to zero Essence with this power is permanently
destroyed, dragged screaming into Oblivion.

Path of Haunting (PGHC)


Level One
Morbid Fascination: You must speak to your target, rolling Manipulation + Occult (Diff target’s

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Willpower). For a number of nights equal to your successes, the target becomes depressed and
fixated on their own death, inflicting a +2 Difficulty penalty on all Social rolls (except for
Intimidation), and +1 Difficulty on all other nonreflexive rolls. If this depressive bout lasts longer
than their Willpower rating, they lose one point of Permanent Willpower, with this cycle
continuing for the power’s duration or until the target runs out of Willpower. One the power ends,
their Willpower returns at a rate of one per week.
If a target is reduced to zero in their Willpower, mortals are driven to suicide unless restrained,
and vampires fall into Torpor. Vampires have their normal Willpower, but suicidal mortals have
to ride it out. Similar effects may be appropriate for other supernaturals.

Level Two
Summon Wisp: You roll Charisma + Occult (Diff 5). If successful, you summon a ball of light
into your hand. It is any color of your choosing, and can fly at the same speed as you can run. It
otherwise obeys your orders and illuminates an area as a dim lightbulb.
Mortals who see the light must roll Willpower (Diff 4) or be entranced by it, suffering a +1
Difficulty to all actions. Should they score fewer than half the successes you scored on casting,
they are compelled to follow it at a walking pace, though they will not endanger themselves to
do so.

Level Three
Harrowing: You must make eye contact with your victim, rolling Manipulation + Occult (Diff
target’s Willpower). If successful, the next time the target sleeps, they suffer horrific nightmares,
preventing them from regaining Willpower. In addition, the combination of poor sleep and
paranoia afflicts the victim with the Eerie Presence flaw until they next sleep.

Level Four
Phantasms: You enact this by envisioning a horrific image you wish the environs to take, rolling
Manipulation + Occult (Diff 7). Each success allows you to create a simple feature or add a
simple condition to another. For example, you could spend one success to make the shadows
of the room seem to writhe, or two successes to create gore that drips from the ceiling when
someone approaches (one success for the gore, one for the condition). Ultimately, the ST
determines how these illusions affect the viewer. Anyone with Auspex higher than you Mortis
who suspects an illusion automatically defeats it, as though it were Chimerstry.

Level Five
Torment: You must see your target, rolling Manipulation + Occult (Diff 8). Each success on this
roll reduces the difficulties for ghosts to affect the target by one (to a minimum of Diff 4), and
causes them to act as a beacon for malicious spirits. This reduction in difficulty fades at a rate of
one per day

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Path of the Four Humors (DASC)
Lamia must take this as their starting path, and are unlikely to teach anyone else. All Four
Humors powers use Intelligence + Occult to activate (Diff 3 + Power Level)

Level One
Whispers to the Soul: You must whisper the target’s name as you know it (an alias suffices
just fine). If successful, the target must roll Willpower (Diff 8), requiring only one success. If they
fail, they experience nightmares while awake for a number of days equal to your Manipulation,
suffering a +1 Difficulty on all actions, as well as to resist Rotschreck.

Level Two
Kiss of the Dark Mother: Casting this is not an action, as you mix black bile and blood in your
mouth. If successful, your next bite attack doubles its Aggravated damage before soak is
calculated. This power lasts until your next successful bite attack or until you spend one turn to
clear the mixture from your mouth.

Level Three
Dark Humors: This power costs two blood points, which appear in your palm as a small dark
blotch, about the size of a quarter. The intended target must either ingest (such as in a drink) or
be touched (possibly requiring a Brawling attack) by the blood points, at which point they must
roll Stamina + Fortitude (Diff 8) to resist, though one success suffices. You must select which
effect a given use of this power has when you cast it. All effects except for Black Bile last for a
scene.
Phlegm: The target becomes lethargic, reducing all dice pools by two.
Blood: The target becomes prone to bleeding. Any time they take any Lethal or Aggravated,
they take one additional, unsoakable point of Lethal the next round, as, in the case of vampires
and ghouls, lose a blood point.
Black Bile: The subject takes Lethal damage equal to your Stamina, soaked normally, though
armor doesn’t apply.
Yellow Bile: The victim becomes depressed, and cannot spend Willpower for the rest of the
scene, and all Willpower rolls are made at +2 Difficulty.

Level Four
Clutching the Shroud: To enact this power, you must drink, and then spend five points of
blood from a corpse no younger than 24 hours, but no older than three days. If successful, you
gain a number of benefits- first, you gain soak dice which can soak any form of damage,
including sun or fire. Second, you gain an idea of how close those around you are to death-
whether they’re wounded, ill, actively dying. That sort of thing. Finally, you can roll Perception +
Occult (Diff varies by how close to death your locale is; a cemetery would be Diff 5, a warm
homestead Diff 7), with success allowing you to see into the Underworld, and speak with the
dead freely. However, ghosts enjoy a -1 Difficulty penalty to affect you.

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Level Five
Black Breath: This power requires the expenditure of a Willpower in addition to the blood, and
a Stamina + Athletics (Diff 7). If successful, you exhale a dark cloud of vapor with a diameter of
five meters per success. Those caught in the mists can roll Dexterity + Dodge (Diff 6 + 1 per five
meters they are from the edge they are) to escape, if they have an action to defend. Those who
fail to escape must roll Willpower (Diff 8 for mortals, Diff 7 for supernaturals). Any living creature
who fails this check is driven to suicide, attempting to do so with all haste unless otherwise
restrained for the rest of the scene. Vampires (and other sentient undead creatures) sink into
Torpor, as though they had been incapacitated by Lethal wounds, with the duration. Those who
succeed on their Willpower roll become preoccupied with thoughts of their own death, reducing
their active dice pools by two for the rest of the scene.

Rituals
Level One
Casting of Bones (PGHC): To enact this ritual, you simply cast a set of knucklebones, taking
mere moments. Roll a single die. On a result of six or higher, you reduce the difficulty of your
next roll by one- on a five or lower, you increase the difficulty by one. Each time you cast this on
a given night, subtract one from the number rolled on the die. A 10 is always good luck.
Eldritch Beacon (PGHC): This ritual requires you to have a Nigrimancy rating of one or higher.
This ritual takes 15 minutes to perform, during which time you melt a green candle and form the
wax into a sphere. If successful, the bearer of the sphere emits a soft green glow which is only
noticeable by ghosts, and furthermore, ghosts enjoy a -1 Difficulty reduction to affect the bearer.
The sphere remains enchanted for one zxdfhour per success.
Final Sight (DAV): This ritual requires you to chant over a corpse. If successful, you see the
last image the deceased did. The ritual provides no context- simply the final image before they
closed their eyes one last time.
Howl from Beyond (PGHC): This ritual requires you to have a Nigrimancy rating of one or
higher. Casting this ritual takes ten minutes and requires you to burn a small part of your
intended victim’s body (such as some hair) over a candle. For one hour per casting success, the
victim hears the din of the dead in their ears, increasing the difficulties of all hearing based
Perception rolls by two. Mortal victims with a Willpower of four or lower also gain a
derangement, which lasts beyond the ritual and must be cured normally.
The din of the dead may provide useful information, at the ST’s discretion.
Knell of Doom (PGHC): To enact this ritual, you ring a bell of any size before thrusting a knife
into your left palm (inflicting one level of unsoakable Lethal damage to yourself.) For the rest of
the night, you know anytime someone dies within (Occult rating) miles of you, and may roll Wits
+ Perception (Diff 6) to discern the approximate distance and location of the death. You hear a
sound as a great iron bell ringing with each death.
Revivify Cold Vitae (DAV): This ritual requires you to possess a mostly intact corpse, with a
good deal of flesh (no matter how putrid) on its bones, and takes a half hour to perform. Each
casting success restores potence to a point of the corpse’s blood, which may be consumed as

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though it were mortal blood. This blood remains virile for one scene.

Level Two
Eyes of the Grave (DAV): To enact this ritual, you must have a sympathetic link to the intended
target. If successful, the target experiences a vision of their own death each day (or night) for a
week, almost certainly at an inopportune moment. This requires a Courage roll (Diff 7) or be
incapacitated for three turns from the terror. A botch in this roll results in incapacitation for the
full scene and a +1 Difficulty on all actions for the rest of the week.
Eyes of Despondent Revelation (PGHC): To enact this ritual, you merely cover your eyes with
your hands and chant in a soft whisper. If successful, objects and buildings seem to age, the
living appear pallid and gaunt, and those nearing death bear spectral manifestations of their
demise. Perhaps most useful, vampires seem perfectly healthy with their stolen vitality. This
power lasts until you next sleep.
Much of this power’s utility relies on ST discretion.
Hungry Mold (PGHC): To enact this ritual, you simply scrape some mold from a tombstone and
boil it in an iron kettle with vitae and animal fat. Each casting yields a cup of hungry mold.
Anyone splashed with the foul mixture takes a number of dice equal to the cups that come in
contact with them, which continues each turn, losing one die each turn until there are no dice.
Hungry mold can be stored for up to a month before losing its potency.
Kiss of Ages (PGHC):To enact this ritual, you take ashes from a human corpse, making a
potion. You then imbibe the potion, imbuing your bite with an entropic force until the full moon.
Any time you bite an intact corpse, it crumbles to dust. This potion lasts for a number of bites
equal to your casting successes. The potion need not be imbibed immediately, but loses
potency at the next full moon.
Skull of Warning (PGHC): To enact this ritual, you paint a skull’s eye sockets and mouth with
your own vitae before impaling it on an iron spike at a threshold of some kind. If successful, the
next time someone other than yourself or an undead or ghouled minion of your crosses the
threshold, the skull’s jaw drops and emits an unearthly scream. This scream rouses you
instantly from sleep, though you must still contend with the difficulties of being awake in the day
time. A skull only functions once, but may be recharged.
Unearth the Hidden Corpse (PGHC): This ritual requires you possess Nigrimancy of one or
higher. To enact this ritual, you tie a human finger bone to a vitae soaked leather thong,
speaking the name of a dead human. If successful, the finger bone pulls towards the greatest
quantity of the mortal remains. If the human is not dead, the bime shatters, as it does on a failed
casting.

Level Three
Fettered Minion (PGHC): This ritual requires you to have Cadaverous Animation of three or
higher. To enact this ritual, you mix any amount of your vitae with the ashes of a destroyed
Athanatos created with Cavernous Animation. Each success allows you to transmute a point of
your blood into a potion which may be fed to a ghoul. While this blood is in the ghoul’s system,
they gain the Visage of Death flaw, but suffer one few wound penalties. Should the ghoul perish,

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they immediately rise as an Athanatos, albeit one blood bound to you. Each night, one point of
the tainted blood leaves the Athanatos’ system, deanimating it when it runs out.
Graveyard Mists (PGHC): This ritual requires a Nigirmancy rating of three or higher. To enact
this ritual, you chant a prayer to the dead before biting your own tongue and spitting the blood
onto the ground. If successful, mist rises from the spot, spreading across a radius of two meters
per success. In addition to mist’s normal obscuring properties, ghosts within appear as
translucent specters, and may speak to the living for a minute by spending one Willpower. Each
minute after the ritual is cast, the mists retreat one meter.
Implacable Vigor (PGHC): To enact this ritual, you must consume the ashes of an Athanatos
mixed with your own vitae. Each success on the casting can be spent to increase one of your
Physical Attributes by one (up to your generational maximum), or reduce your wound penalties
by one. However, the difficulty to resist Frenzy increases by two. This ritual lasts for the rest of
the night.
Malediction of Fetid Veins (PGHC): This ritual takes a single turn to cast, during which time
you chant and spit blood at your enemy as a directing gesture. The casting roll is treated as an
attack, which can be dodged (Diff 7) but not blocked. If the attack is successful, roll your Mortis
rating (Diff 7), with each success rotting a point of the victim’s blood in their veins. Vampires
merely lose this blood, but ghouls also take a point of unsoakable Lethal damage per point of
blood lost. This power cannot be used on humans or other supernaturals.

Level Four
Mark of Despair (PGHC): This ritual requires a Nigrimancy rating of four or higher. To enact
this ritual, you mix equal parts of blood from an innocent mortal and a vampire (though it need
not be your own) before spattering it in a circle. If successful, the area within the circle is warded
from ghosts. Ghosts approaching the circle feel that it is “off” in some way, with the feeling
growing stronger. If a ghost actually enters the circle, they are filled with anguish, draining one
Willpower from them each round until they leave the circle. A ghost drained to one Willpower
flees immediately and cannot even approach the circle until their Willpower completely
replenishes.
There is no upper limit to the size of the circle, so long as you have enough blood to sketch it.
The circle remains potent for one week per success, or, if you expend one permanent
Willpower, a full year.
Peek Past the Shroud (PGHC): This ritual requires a Nigrimancy rating of one or higher. To
enact this ritual, you mix a handful of ergot with your vitae. Each success creates three doses of
enchanted mold. If consumed, the imbiber gains the effects of the Nigrimancy power Witness of
Death for a number of hours equal to their Stamina rating.
Resurrection of Stirred Blood (PGHC): This power has two uses- giving yourself what is
effectively an alarm clock before entering Torpor, or else waking another vampire from their
sleep.
To create an alarm clock for yourself, you paint sigils on yourself in blood before falling into
Torpor, setting a duration after which you can awaken. When the duration arrives, you spend a
Willpower and roll Willpower (Diff 10 - your Path rating), which replaces the standard awakening

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roll. Success rouses you instantly, while a botch ends the ritual, requiring you to rely on the
standard method of waking. A failure means you may continue spending Willpower to attempt to
awaken. Willpower lost to failed attempts returns at a rate of one per decade, after you awaken.
To rouse another vampire from Torpor, you paint the glyphs on them as they slumber. If the
casting is successful, you place your fingers over their eyes, spending an additional blood point
and a Willpower, rolling Willpower (Diff 10 - their Path rating). If successful, the vampire
awakens but must immediately roll to resist Frenzy with Self-Control/Instinct (Diff 5). Failure
means you may try again, albeit at +1 difficulty for each failure. Botching sends you into Torpor.
Veil that Bars Eternity (PGHC): To enact this ritual, you soak a burial shroud in three points of
your own vitae and place it over a corpse. If successful, the corpse is perfectly preserved until
the shroud is removed, with all decay suspended and their blood remaining sustaining long after
it would normally.

Level Five
Draught of Dust and Ashes (PGHC): To enact this ritual, you kneel in a place built for the
dead (such as a mausoleum or even an unmarked pauper’s grace), mediating for an hour. If
successful, you roll Courage (Diff 4). Each success returns to you as a point of Willpower, even
in excess of your normal rating. This Willpower can also be used in place of blood to power
Disciplines and blood magic. Any Willpower in excess of your normal maximum evaporates at
sunrise. A given location cannot be used for this ritual again for a number of nights equal to your
casting successes.
Sanctuary of Living Decay (PGHC): This ritual requires a Cadaverous Animation rating of five.
To enact this ritual, you sow a number of murderer’s teeth around a perimeter of any size,
though each tooth can be no further than 30cm from its neighbors. You must then drip blood
along this perimeter, with each point of blood aufficing for 4.5 meters. Should you have
insufficient blood, you may leave, feed, and come back later. Finally, you must stand in the
center of the area surrounded by the teeth and chant a litany to the dead. If the ritual is
successful, the land animates a number of corpses equal to the number of casting successes.
Should one of the corpses be brought over the perimeter, it deanimates, and, assuming there
are any inanimate corpses left, another rises to take its place, which also occurs if one is
destroyed. Each corpse so raised drains the magic from a tooth. Corpses brought onto the land
are just as vulnerable to raising as those on it when the ritual is cast.
Corpses so raised have the stats of an animated servant (DAV 313), save that they do attempt
to defend themselves as best as they are able.
Walk Through the Shroud (DAV): This ritual must begin at dusk and takes until midnight to
perform. If successful, you travel psychically to the Underworld, as though using the Auspex
power Astral Projection, save that they wind up in the Lower Umbra. This power lasts for one
hour per success, during which time your body is helpless. You may not bring anything from the
underworld back with you.

Level Six
Orpheus Descent (PGHC): This ritual requires a Nigrimancy rating of five. To enact this ritual,

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you must chant from dusk to midnight. If successful, you may bodily enter the Underworld in
search of a ghost or an object, find them, and then return to the world of the living. If you did not
once look back, the object of your quest returns with you. Ghosts resurrected in this fashion
have until the following dusk to experience flesh, at which point, they move on from the world of
the living, and even the Underworld, moving on to whatever is beyond. If an object was
retrieved, it is permanent.

Nahuallotl
A family of blood magic practiced only by the Tlacique bloodline of the Setites.

Standard Roll: Intelligence + Occult (Diff power level + 3)


Ritual Roll: Intelligence + Occult (Diff 4 + Ritual level, max 9)

Flower of the Divine Liquor


Level One
A Taste for Blood: You touch the target’s blood. With even a single success, you determine
how much blood is left in target, and, assuming they are a vampire, how recently they fed, and
their approximate generation. With three or more successes. You discover if they have ever
committed diablerie.

Level Two
Blood Rage: You must make physical contact with your target. Each success you make on the
roll causes the target to spend one blood point in any way you desire (which must be a logical
expenditure such as boosting physical attributes, powering disciplines, or the like.) Each
success also increases the difficulty to resist Frenzy by one. This power can circumvent the
generational maximum of a target. You cannot use this power on yourself.

Level Three
Blood of Potency: A single success on this power lowers your effective generation for the
purposes of blood pool and generational maximum by one for one hour. Each additional
success allows you to lower your generation one step further or extend the duration for an
additional hour. Should you have “extra” blood when this power expires, it burns off and you
simply have your normal maximum.

Level Four
Theft of Vitae: Each success causes one point of vitae to stream forth from a visible target
within 50 feet. Blood so consumed does not contribute to forming a blood bond.

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Level Five
Cauldron of Blood: You must make physical contact with your target. Each success causes
one blood point to boil off, *causing the target to lose it,* and dealing an equal amount of
aggravated damage, which can only be soaked with Fortitude. Even a single point of damage
caused in the fashion kills a mortal (though Ghouls can survive if they soak all the damage.)

Huchueteotl’s Glory
This path doesn’t have any seperate powers, but rather differing intensities of a single power.
Flames under your control do not harm you or threaten Rotschreck, but fires resulting from
careless use of this power do. Other vampires witnessing these flames are harmed and are
threatened by Rotschreck. Each success on the casting allows you to launch the fire from your
hand accurately, up to 10 yards per success (five successes will send the flame anywhere
within your line of sight). Foes may attempt to dodge this attack normally. Remember that this is
fire, and vampires must have fortitude to soak it.
Level One: Candle (Diff 3 Soak, one Agg/turn)
Level Two: Palm of flame (Diff 4 soak, one Agg/turn)
Level Three: Campfire (Diff 5 soak, two agg/turn)
Level Four: Bonfire (Diff 7 soak, two agg/turn)
Level Five: Inferno (Diff 9 soak, three agg/turn)

Lash of Xipe Totec


Level One
Another’s Burden: You must touch your patient to use this power. Each success on the
casting allows you to transfer an equal number of the target’s wound penalties to yourself
(though you need not use all your successes). You only take the wound penalties from the
target, not the associated damage. These wound penalties stack with your own. This power
lasts for a scene or until you will it to end. Should the subject wish to resist, they may do so,
rolling Willpower (Diff 5), with each success removing one of yours.

Level Two
Obsidian Shattered: You ignore wound penalties equal to your successes for the rest of the
scene.

Level Three
Burden Another: You must touch your target, possibly requiring a Brawling attack. The target
may resist, rolling Willpower (Diff 8), with each success subtracting for your. Each net success
allows you to transfer one die of wound penalty you are suffering to the target for the rest of the
scene or until you choose to end the effect. You lose these penalties and the target gains them.
You may not inflict more penalties than what you are suffering.

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Level Four
Obsidian’s Edge: You attack your target with invisible, immaterial obsidian blades, dealing
Intelligence + (Casting Successes) dice of Lethal damage, which may be soaked normally. Your
target must be visible to you.

Level Five
Flay: This behaves as Obsidian’s Edge, except for its higher casting Difficulty, and that it affects
up to (Intelligence) opponents.

Rites of Quetzalcoatl
The number of successes on the casting roll determines how long it takes to summon the
desired weather. One success summons it in a day, and five summons it almost instantly.
Current weather conditions modify the difficulty of the roll. Summoning a light drizzle on an
overcast day might be a -1 or -2 difficulty, though summoning the same in the Sahara might be
at +2 difficulty.
Effects target the largest area allowed unless you specifically attempt to target a smaller area.
All rolls to control weather indoors are made at +2 difficulty, and some applications may just
straight up fail.
Multiple powers are listed for each level, but other applications are possible, so long as they
maintain the general power level.

Level One
Fog: All Perception rolls involving sight and hearing are made at +1 Difficulty, and the range of
ranged weapons is halved.
Light Breeze: All Perception rolls involving smell at made at +1 difficulty.
Minor Temperature Change: The temperature raises or lowers 10°F or 5°C

Level Two
Rain or Snow: All Perception checks involving sight or sound are made at +2 difficulty, as are
all drive and ride checks. The range of ranged weapons is quartered.

Level Three
High Winds: The wind speed raises to 30MPH, with gusts twice that. Firearm attacks are made
at +1 Difficulty, and Thrown and Archery attacks are made at +2 Difficulty. Dexterity rolls (Diff 6)
may be required to remain standing.
Moderate Temperature Change: The temperature raises or lowers by 20°F or 10°C.

Level Four
Storm: This combines the effects of Rain and High Winds.

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Level Five
Lightning Strike: This calls down a lightning strike, which can be aimed with a Perception +
Occult roll, (variable difficulty, 6 for a target in the open, 8 for one with cover, 10 for one indoors,
but near a window.)

Secret Ways of Tezcatlipoca


You may not have a higher rating in this path than your Subterfuge rating.

Level One
Contradict: This power targets a subject within eyesight. This power causes a target to reverse
their current course of action, such that an archon may execute a prisoner they were about to
release, a mortal lover might switch from gentle and caring to sadistic and demanding. The
target rolls Perception + Subterfuge (Diff equal to your successes on the casting roll + 2). Two
successes allows the victim to realise they’re being influenced by an outside force, three allows
them to pinpoint the source, four causes them to pause, taking neither the original action nor its
inverse, and five allows them to carry out their original action.
This power cannot be

Level Two
Subvert: You must make eye-contact with your target, who may resist this ability with a
Perception + Subterfuge roll (Diff Manipulation + Subterfuge). If you score more net successes,
the victim becomes inclined to follow a repressed, shameful desire (dictated by a psychological
flaw or their Nature) for an amount of time determined by your net successes.

Successes Result
1 Five minutes
2 One hour
3 One night
4 Three nights
5 One week
The target of this ability can resist the compulsion to follow their urge by spending a Willpower
point.

Level Three
Dissociation: You must touch your victim to cast the effect, which is resisted by a Willpower roll
(Diff of your Manipulation + Subterfuge). For the duration of this power, a victim’s viniculum
ratings (if applicable) are reduced by three, and they lose three dice from all Social dice pools
as they become withdrawn, suspicious and paranoid.

Successes Result
1 Five minutes

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2 One hour
3 One night
4 Three nights
5 One week

Level Four
Addiction: The target must be exposed to the substance, sensation, or experience you wish to
addict them to. You must touch the target of this effect, which is resisted with a Self-
Control/Instinct roll (Diff 3 + your successes on the initial roll.) Failure indicates that the target
becomes hopelessly addicted for a number of weeks equal to your Manipulation rating. Each
night the target doesn’t feed their vice, all of their dice pools lose one die. Each time the target
has an opportunity to feed their addiction, they must roll Self-Control/Instinct (Diff 8) to avoid
indulging it.
A target may attempt to break the addiction by making an extended Self-Control/Instinct roll (Diff
your Manipulation+Subterfuge), with one roll allowed per night, with the goal to accumulate
three times the successes you made on the initial roll. During this time, the target may not
indulge their addiction, or all progress and accumulated successes are lost. Note that their Self-
Control/Instinct dice pool takes a one die penalty every night they do not engage in their vice.

Level Five
Dependance: You engage the target in a conversation to use this power, which is resisted with
a Self-Control/Instinct roll (Diff of 3 + your successes on the initial roll). Failure indicates that the
victim’s psyche is subtly bonded to yours for one night per net success you rolled. A bonded
victim doesn’t overtly feel different about you, but does suffer a one die penalty to all rolls when
they are not around you or performing tasks for you.
Additionally, they are much less resistant to your compulsions, and their dice pools are halved
to resist your Dominate, Presence, or similar powers, as well as your mundane Social skills.
Finally, they are unable to regain Willpower when they are not in your presence.

Rituals
Level One
Mirror of the Gods: To enact this ritual, you must smear a mixture of your blood and that of a
sacrificial animal (one roughly the size of a cat will suffice). For one hour per success, items or
people under the effects of any other blood sorcery of any kind glow faintly green when viewed
with the mirror. An obsidian mirror causes this ritual to last one additional hour.

Level Two
Shroud of Day: To enact this ritual, you must soak a stake in a mixture of your blood, and that
of two small sacrificial animals, one nocturnal, one diurnal. When used to stake a vampire, in
addition, they are put to sleep instead of merely paralyzed, preventing them from seeing or
hearing the world around them.

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Level Three
Brother’s Eyes: To enact this ritual against a mortal, you must possess the heart of someone
close to them (whether by blood or by friendship), and against a vampire, you must possess
their heart, obtained in a manner that doesn’t kill them. If successful, you enchant the heart and
may switch between the target's senses and your own at will for so long as you hold the heart,
or even channel some of their senses while retaining the rest. A heart remains potent until it
decays, so some means of preservation is recommended. Vampire hearts, of course, do not
decay.

Level Four
Strength of the Vanquished: To enact this ritual, you must start with a living (or undead)
target, from which you cut out the organs you wish to consume. To enact this ritual, you must
spend a Willpower, as well as one blood for each organ consumed. A specific organ grants you
the owner’s rating in a given Attribute (or increases yours by one if yours is already equal or
higher, up to a maximum of your generational maximum + 1). This ritual lasts for one scene per
casting success. A vampire who is old enough that their bodies decay rapidly after death cannot
be consumed in this way. This ritual almost certainly costs you a point of Path if on a more
humane one.
Heart: Strength
Soles of the Feet: Dexterity
Lungs: Stamina
Lips: Charisma
Tongue: Manipulation
Face: Appearance
Eyes: Perception
Brain: Intelligence
Spinal Cord: Wits

Level Five
Severance: To enact this ritual, you must use an obsidian knife, a specially consecrated urn,
various talismans, and a human sacrifice. With this ritual, you may remove any body part from a
vampire (including yourself) with little ill effect. It is most commonly used to remove a vampire’s
heart, but may be used to remove limbs, or even the head, while leaving the entirety of the
vampire animate. Removing a body part with this ritual deals a point of unsoakable Aggravated
damage to the subject, and if removing your own body part, requires the expenditure of two
Willpower. Limbs and organs cannot be regrown while this power is active, though the damage
can healed normally. Likewise, you may reattach severed members by holding them to the stub
(reopening the wound if need be) and spending a blood point.
A vampire with their heart removed in this way enjoys a -2 Difficulty to resist Frenzy, and
immunity to conventional staking. However, anyone holding your heart may use it to target you
with Disciplines and blood sorcery as though you were present, driving a stake through the
heart subjects you to paralysis, and destroying your heart kills you.

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Necromancy
The Giovanni blood sorcery concerning the dead.

Standard Roll: Varies.


Ritual Roll: Intelligence + Occult (Diff 4 + Level)

Ash Path
No power of this path requires blood unless otherwise noted.

Level One
Shroudsight: To activate this power, you roll Perception + Occult (Diff 7). If successful, you see
into the Shadowlands, which appear as a ghostly overlay of the real world. The effect lasts a
scene, and has no obvious appearance.

Level Two
Lifeless Tongues: To activate the power, you spend a Willpower point and roll Perception +
Occult (Diff 6). If successful, you may speak with the spirits of the dead regardless of language
barriers that would otherwise exist.

Level Three
Dead Hand: To activate this power, you spend a Willpower and roll Wits + Occult (Diff 7). If
successful, you may physically interact with the Shadowlands for a scene. You may extend the
duration by one scene by spending a blood point.

Level Four
Ex Nihilo: To use this power, you sketch a doorway with chalk or blood (this doorway may be
sketched ahead of time), spending two points each of blood and Willpower, rolling Stamina +
Occult (Diff 8). If successful, the doorway opens, transporting you bodily into the Shadowlands.
To return to the real world, you spend another Willpower, rolling Stamina + Occult (Diff 6).
However, you must still be near the living world to do so.
Note that, without another power, you cannot feed on ghosts.

Level Five
Shroud Mastery: To use this power, you spend two Willpower and roll Willpower (Diff 9). Each
success allows you to reduce or increase the thickness of the Shroud, making it easier or harder

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for ghosts to cross over. You can reduce the Shroud to a minimum of 3, and increase to a
maximum of 10.

Bone Path
All zombies animated with this power have statistics found in V20 164.

Level One
Tremens: To activate this power, you must roll Dexterity + Occult (Diff 6). A single success
allows you to cause a corpse to make a single, small movement, such as a gasp or a twitch,
while five allows you to create conditions for complex movements, such as causing the corpse
to shoot up and open its eyes the next time someone enters a room. While this action cannot
cause direct harm, it could, in theory, set off some kind of trap.

Level Two
Apprentice’s Brooms: To activate this power, you must spend a Willpower point in addition to
the blood expenditure, rolling Wits + Occult (Diff 7). Each success allows you to raise one
corpse and give it a fairly simple, non-combat command, such as “sweep the floors every day
until they are free of dust,” or “transcribe this book.) The zombies perform this task until
complete (at which point they collapse but stay animate), or are destroyed. Corpses so
animated continue to decay, albeit at a rate seven times slower than normal.

Level Three
Shambling Hordes: To enact this power, you must spend one Willpower, rolling Wits + Occult
(Diff 8). Each success allows you to animate one corpse, spending one blood per corpse so
animated, though you may choose to animate fewer. Each zombie so animated can perform a
single simple command, such as “stay here and kill anyone other than me who enters.” Corpses
so animated continue to decay, albeit at a rate seven times slower than normal. However, they
stay animated even if their flesh rots away, and last until destroyed.

Level Four
Soul Stealing: This power cannot be used on supernaturals, except for ghouls. You spend a
Willpower and roll Willpower (Diff 6) contested by the target’s Willpower (also Diff 6). For a
number of hours equal to your net successes, the target’s soul is knocked out of their body,
leaving behind a living husk.

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Level Five
Daemonic Possession: In order to use this power, you must have a body dead no longer than
30 minutes (or even still alive, but soulless), as well as a willing soul (such as a wraith, ghost, or
psychically projecting vampire) to inhabit it. You spend a Willpower and roll Manipulation +
Occult (Diff 8). If successful, the spirit inhabits the body until it rots to uselessness. Should you
wish to shunt the spirit into the corpse of another vampire or supernatural, you must also score
five net successes on an opposed Willpower roll against the body’s original Willpower (both Diff
6)
A spirit inhabiting a body in this way gains all the Physical traits (Attributes, Appearance,
Physical Disciplines), and keeps their Social and Mental traits, as well as mental Disciplines.

Cenotaph Path
Level One
A Touch of Death: To use the power, you must touch a person or object you believe to have
come into contact with a ghost, rolling Perception + Awareness (Diff 6). The duration and
intensity you can detect this contact depends on the successes scored.

Successes Duration/Intensity

1 Last turn/Use of ghostly powers

2 Last three turns/Use of ghostly powers

3 Last hour/Simple contact with ghost

4 Last day/Contact

5 Last week/Nearby presence of a ghost

Level Two
Finding the Cantene: You spend three turns physically examining an object or person in detail,
rolling Perception + Occult (Diff 7). One success tells you if that object or person is a ghostly
Fetter. Three successes grants you the identity of the ghost, allowing you to potentially summon
them with other powers.

Level Three
Tread Upon the Grave: To use this power, you simply roll Willpower (Diff 8), with success

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revealing to you the rough strength of the Shroud where you are in vague terms, while two
reveals a specific number, and three reveals if the Shroud has been artificially altered.

Level Four
Death Knell: This power is always on unless you choose otherwise. You automatically sense
the rising of a ghost within a kilometer of you. You may attempt to pinpoint this death and rising
by spending a Willpower and a blood and rolling Perception + Occult (Diff 7). One success gives
you a vague direction, three gives you a specific direction and rough distance, while five grants
you a perfect pinpoint.

Level Five
Ephemeral Binding: To enact this power, you must either know a ghost’s name, or else a
strong psychic impression of it, and bathe an object in blood or else feed it to the target, as well
as spend a Willpower and rolling Manipulation + Occult (Diff 8). If successful, the object or
person becomes a fetter for the targeted ghost.
A fetter created in this way acts in all ways as a normal fetter for that ghost, and lasts for one
night per casting success. The expenditure of an additional Willpower extended the duration to
one week per success, and spending a permanent Willpower extends it to one year and one
day.

Nightshade Path
Level One
Tend the Body Garden: You drip a blood point onto a corpse, choosing whether to accelerate
or delay rot, rolling Wits + Occult (Diff 6). Successes indicates how much rot you cause or how
long you delay it.

Successes Time delayed/accelerated

1 Up to a day

2 Up to a week

3 Up to a month

4 Up to a year

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5 Up to five years, plus five for every success over five.
Corpses with rot acceleration decay according to their environment.

Level Two
Witch’s Fruit: You simply spend a blood point while touching a piece of edible plant matter.
The first living creature to earth this falls into a waking ambulatory trance for a scene, during
which time they can see into the Shadowlands, hear its denizens, and even touch and be
touched by ghosts and Shadowlands reflections. However, mortals who consume the fruit suffer
a +2 Difficulty penalty on all actions for the duration.

Level Three
Raise the Green One: This power costs a Willpower in addition to the blood expenditure, rolling
Wits + Occult (Diff 8) while pouring the blood onto a corpse that rests on verdant soil. If
successful the corpse is wrapped in foliage before rising as a Green One. A Green One has
Strength 4, Dexterity 4, Stamina 4, Athletics 2, Brawl 3, and effectively 2 dots of Fortitude.
Bashing damage inflicts half damage before soak, and gunfire deals Bashing to them, as it
would a vampire. Unlike ordinary Zombies, Green Ones act normally in initiative.

Level Four
Wails and Whispers: This power has two uses, both of which cost a Willpower in addition to
the blood, and both requiring a Wits + Occult roll (Diff 8). If using the harmful version of this
power, you wail at the target, with each success adding one point of Lethal damage the target
next takes. If using the helpful version, each success effectively removes one level of any type
of damage from the target. However, the damage still exists and can be healed normally, and
returns at the end of the scene unless it is somehow actually healed.

Level Five
Cthonic Womb: You must drink one point of a mortal victim’s blood before killing them in a way
that brings you into physical contact at the moment of death. At this point, you spend one blood,
one Willpower, and roll Wits + Occult (Diff 8). If successful, the soul enters your body in a
dormant state for one month per casting success. You may contain any number of souls in this
way, but each beyond the first requires you to spend an additional blood point to awaken each
night.
At any point before the soul leaves your body, you may command it to manifest with the traits of
a new ghost (V20 385), or those it possessed in live, along with a new ghost’s supernatural

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abilities. It will perform up to three tasks for you before moving on to its ultimate fate. You may
dismiss a ghost at any time.

Path of Skulls
Level One
Calvaria Emisscius: To use this power, you must have a skull from something you have
personally slain, rolling Perception + Occult (Diff 5). If successful, you may, at any time, enter a
meditative state, allowing you to view what the skull “sees” through its eye sockets. A given skull
can be entered a number of times equal to your casting successes before it must be recharged.

Level Two
Consilium Mortuus: To use this power, you must possess the decapitated, but otherwise
mostly intact head of someone who knew a language you do, spending any amount of blood
points, and rolling Manipulation + Empathy (Diff 6). If successful, the head is compelled to
answer a number of questions equal to the blood spent, though its knowledge is limited by what
the owner knew in life.

Level Three
Ammorsus Vicarius: To use this power, you must have a human or vampire skull with all of the
teeth removed. You spend one Willpower and any amount of blood, causing the skull to grow
fangs which, when it attaches to a target, drain blood equal to the blood spent in its creation
before the fangs fall out.
The skull jumps at living creatures with a range of 1.5 meters, rolling six dice (Diff 6) to hit,
which allows the skull attach. The skull can also be compelled to bite vampires by spending an
additional Willpiwer in its creation. Regardless, the skull deals three points of Aggravated
damage to the target each round it is affixed and drains one point of blood per turn which is
mystically transferred to you. This blood can make a blood bond.
The skull may also be affixed to a weapon, adding three dice of Aggravated damage to the
attack, and draining one blood point as above. The skull detaches from the target.
The skull can be destroyed, requiring one turn of focused attack, and soaks with a total pool of 2
+ your Necromancy rating, though it can soak only Bashing damage. Note that attempts to
batter the skull may damage the person it’s attached to.

Level Four
Exedo Animus: To use this power, you must have a skull from a human-form creature. You

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spend two blood, pouring it into the skull) and two Willpower points, rolling Intelligence + Occult
(Diff 7), upending the skull and drinking the blood from it (which does not return the blood to
you). Each success on the casting grants you an hour duration, granting you the memories of
the target, and granting you three bonus dice to use Subterfuge or Performance to emulate the
target. Of course, you do not take on the visage of the target, so you’d best have a way to do
so, or else just convince people you’re channeling them.

Level Five
Degulo: To enact this power, you must have the skull of a human of vampire. You spend two
Willpower as you distend your maw and consume the skull, choosing one trait from the original
owner and rolling Willpower (Diff 9). The process of this power works a little differently
depending on what trait is chosen.
Attribute: You sacrifice the same Attribute for that of the skull’s owner.
Ability/Secondary: You sacrifice your rating in any Ability or Secondary to gain any one of the
donor’s Abilities or Secondaries.
Discipline: You sacrifice any number of dots in a Discipline to gain an equal number of one of
the Donor’s.
In-Clan Discipline: You sacrifice all dots from an In-Clan Discipline to gain all of the donor’s dots
in one of their In-Clan Disciplines, losing the sacrificed Discipline as an In-Clan and gaining the
donor’s as In-Clan.
Others: Other traits might be sacrificable at the ST’s discretion.

This power gives no knowledge of the donor’s Traits, and so is a gamble unless you have some
way of knowing them.
Failing on the Willpower roll has no consequences, but Botching, in addition to the normal
penalties for botching a casting roll, loses you your sacrifice- an especially nasty proposition if
sacrificing an Attribute.

Path of Woe
Level One
Finding the Locus: You rub vitae into your eyes, rolling Perception + Awareness (Diff 5). If
successful, Fetters have a faint ghostly glow around them that you can see. This power lasts
one scene.

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Level Two
Expurgate the Damned: To use this power, you must be in an enclosed space, a circle of
human bones, or a vitae circle. You roll Wits + Occult (Diff 7, -1 if you’ve identified a Fetter, -2 if
you harm it, -3 if you destroy it.) if successful, and if there is a ghost in the area, it is thrust out of
the Underworld and forced to materialize before you. A ghost made material in this way can
soak Bashing and Lethal with their Stamina.

Level Three
Blood Scourge: You spend any amount of blood to cast this power, lashing it out like a whip.
No activation roll is required, but you must roll Dexterity + Melee (Diff 6) to actually hit a ghost,
who may dodge if able. If you hit, the ghost takes Aggravated damage equal to the blood spent.
This only works on materialized ghosts.

Level Four
Cursed Eucharist: You must successfully grapple and bite a materialized ghost, draining
Passion as you would blood, then roll Stamina + Occult (Diff 6). If successful, you convert the
drained Passion into Willpower at a rate of 2:1.

Level Five
Purge the Apostate’s Soul: This power must be used in the presence of a ghost. You spend
three Willpower, but no blood, rolling Intelligence + Occult (Diff 8). Each success deals one level
of Aggravated damage to the ghost and to all within a 10 meter radius of you. Each point of
damage dealt to a ghost in this way causes a pool of ectoplasm to form beneath them, each of
which can be drunk to receive one Willpower.
Using this power creates a 10 meter radius dead zone where life will never bloom and ghosts
cannot enter.

Sepulchre Path
Compulsion effects from this path are essentially Dominate, and thus defenses that protect
against that function normally.

Level One
Witness of Death: You roll Perception + Occult (Diff 5). Success allows you to perceive ghosts
for the rest of the scene (or until you decide to end this power). While perceiving across the
shroud, you are blind to the material world, taking a +3 Difficulty penalty to sight based
Perception rolls and most attacks. Furthermore, your eyes glow in the spirit world, noticeable by

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ghosts with a Perception + Alertness roll (Diff 7). This does not allow you to see into the
Shadowlands- merely ghosts in the real world.

Level Two
Summon Ghost: This power requires you speak the name of the target aloud or else have a
piece of their corpse, rolling Manipulation + Occult (Diff target’s Willpower, minimum 7).
Provided the target has died and become a ghost, you summon them to you, and are able to
see and even speak with them. This power grants you no control over their actions, but allows
you to treat with them. You may dismiss the ghost at any time by spending a Willpower.

Level Three
Compel the Shade: You roll Manipulation + Occult (Diff 6) opposed by the target ghost’s
Willpower (also Diff 6), rolling until one side wins. If you lose, you mose Willpower equal to the
ghost’s net successes. The degree to which you compel the shade to obey you depends on
your level of success.
One: The ghost will perform a single simple task that doesn’t place it in danger, though it may
spend a Willpower to delay the compulsion for a scene. Alternately, it will answer a single
question to the best of its ability.
Two: You can compel the ghost to perform two tasks or answer two questions as above, or
command them to perform a single simple task which might place them in danger, as long as
the danger isn’t certain. The ghost may spend Willpower to delay the compulsion.
Three: You can compel to perform three tasks or answer three questions, or compel it to
perform a single task where the danger is obvious, or the task itself is long (up to a month’s
work). The ghost cannot resist simple tasks with Willpower, but may resist more dangerous
ones normally.
Four: You may demand four tasks or four answers, or two tasks of uncertain danger.
Alternately, you may command it to perform a single task that places it in extreme danger or
enslave it for any number of non-threatening tasks for a month. The ghost may resist extremely
dangerous tasks with Willpower.
Five: With this degree of success, you can command the ghost to perform a single task that it is
capable of performing in one month, placing it in immediate peril of destruction or forcing it to
betray or assault loved ones. This compulsion cannot be resisted.

Level Four
Fetter the Dead: With is power, you bind a ghost to a place, object, or corpse. You must touch
the intended vessel, rolling Manipulation + Occult (Diff 4 or target’s Willpower if they resist, + 1 if

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the vessel is an object, + 2 if a corpse). Each success binds the spirit to that vessel for one
night. You may extend the duration of this power to a week by spending a Willpower, or a year if
you spend a dot of permanent Willpower.
A ghost in a mostly intact corpse can spend one Willpower and roll Willpower (Diff 7 for vocal
control, Diff 9 for total animation), with each success giving the control over the corpse for one
night.

Level Five
Usurer’s Scales: You may choose to either empower or drain a spirit with this power. If
empowering, you roll Manipulation + Occult (Diff 5), with each success allowing you to feed the
ghost Willpower or blood, restoring their Essence on a 1:1 basis.
If using it to drain a ghost, you still roll Manipulation + Occult (Diff their Willpower, or 5 if they are
willing), with each success allowing you to drain one Essence from it, gaining it as Willpower.
You cannot exceed your normal maximum Willpower, but can choose to drain excess Essence,
allowing it to burn off. A ghost drained to zero Essence with this power is permanently
destroyed, dragged screaming into Oblivion.

Vitreous Path
Level One
Eyes of the Dead: You merely spend a blood point to activate this power, which lasts a scene.
To actually use it, you must study a creature, rolling Perception + Occult (Diff 6). One success
reveals how wounded the subject is, as well as if any diseases, poisons, or curses are afflicting
them, though not specifics on them. Three successes reveal roughly how long the subject has
to live, within a few weeks, assuming natural causes, poison, existing wounds, or curses. Three
successes hints at the target’s final cause of death- a diseases target might be exhaling black
smoke, or a poisoning might have a pulsating black heart on their soul. Five successes gives
you deeper insight, giving a fairly exact when and where of the person’s demise. This power
does notice flaws like Dark Fate, but simply registers them as a curse.
(This power is fairly changed from the default. I assume that no one is fated for anything, barring
specific Merits or Flaws. This power simply shows how someone is most likely to die from
natural/currently existing causes.)

Level Two
Aura of Decay: This power has no roll, simply requiring any amount of blood to be expending.
The object you target experiences natural entropy at a rate (1 + Blood Expenditure) times faster
than normal.

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Level Three
Soul Feast: This power can be used in places close to death (such as morgues, cemeteries,
battlefields) or directly on ghosts, gaining corpus points from
When used on a place, the power merely requires the expenditure of a Willpower. A given place
has a power level between one and four corpus points, though draining an area increases the
difficulty to perform Necromancy and Mortis there by an amount equal to the power drained for
an equivalent number of nights.
In the case of ghosts, this power allows you to attack and drain ghosts of corpus points as
though they were material. Ghosts being drained in this manner are considered immobilized
unless it can successfully win a contested Willpower roll (Diff 6 for both). A ghost has 10 corpus
points, with each drained rendering it less and less substantial.
You may hold a number of corpus points equal to your maximum blood pool. Corpus may be
spent in any way blood can, except to wake in the evening. Corpus and blood may be spent on
the same round, but use if either counts against your Generational Maximum.

Level Four
Breath of Thanatos: You may spend any amount of blood when using this power, rolling
Willpower (Diff 8). If successful, you create an invisible necrotic energy field that has a 400
meter radius per blood point spent. In this area, the Shroud is reduced to 3, and ghosts and
similar Shadowlands denizens and scenery become visible, even to the non-magical eye, as
ghostly images. You may then use other powers on them normally. This use of the power lasts
one scene.
Alternatively, after summoning the necrotic energy, you may focus it on a single target, rolling
Dexterity + Occult (Diff 7) to hit. This attack cannot be defended against or typically soaked, but
deals only one point of Aggravated damage, manifesting as a sudden decay. Shifters may
“parry” this attack by rolling Gnosis, and similarly spiritually potent creatures might be able to do
the same. Creatures who take this point of damage suffer a +2 Difficulty on all Social rolls made
against those who are unfamiliar with the touch of entropy- so, most non-necromancers.

Level Five
Night Cry: You may spend any amount of blood on this power, as well as a Willpower, selecting
a number of targets within (Necromancy) meters equal to the blood spent, on either side of the
Shroud, rolling Manipulation + Occult (Diff 6) as you scream.
You may choose to aid these targets, giving them a -2 Difficulty on all actions for a number of
turns equal to your casting successes. You may otherwise choose to harm them, dealing one
point of Aggravated damage per success, which is soaked normally. You may choose only one

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or the other and cannot mix and match.
Regardless of the usage and targets, this power is heard on both sides of the Shroud as an
unearthly scream.

Rituals
A number of rituals are marked as Eastern or Aztec. Practitioners of another type of
Necromancy can learn these rituals normally but suffer a +1 Difficulty. Alternatively, they can
spend double the experience (or “buy” them again) to adapt them to their Necromancy. Rituals
that aren’t a specified school are from Western Necromancy, but I encourage STs to consider
making them universal.

Eastern Necromancy is known by almost exclusively by the Tal’Mahe’Ra.


Aztec Necromancy is known by the Tlacique bloodline of the Setites, as well as other South
American Necromancers.

Level One
Call of the Hungry Dead (V20): This ritual requires 10 minutes to cast, during which time you
burn the victim’s hair in a black candle. If successful, the victim is able to hear across the
Shroud for the rest of the night. An unprepared victim is in for a rough time and may even go
mad.
Circle of Cerberus (BMST): To enact this ritual, you must bathe, fast, and abstain from
pleasure for one full night before drawing a circle in blood on the floor. While within the circle,
you reduce the difficulty to resist ghost powers by two per success on the casting roll, and treat
botches as simple failures.
Death’s Communion (LotC): To enact this ritual, you perform a communion ceremony, using
vitae instead of wine. If successful, the target gains +2 dice on all Necromancy rolls. If you are
the target of your own ritual, the casting is made at +1 Difficulty.
Eldritch Beacon (PGHC): This ritual takes 15 minutes to perform, during which time you melt a
green candle and form the wax into a sphere. If successful, the bearer of the sphere emits a soft
green glow which is only noticeable by ghosts, and furthermore, ghosts enjoy a -1 Difficulty
reduction to affect the bearer. The sphere remains enchanted for one hour per success.
Insight: This ritual takes five minutes to cast, during which time you stare into a corpse’s eyes.
Successes show you the events leading up the the deceased’s expiration as follows:

Successes Detail

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1 A basic emotional sense around the subject’s death

2 A clear image of the subject’s death and the seconds preceding it

3 A clear image, with sound, of the minutes preceding their death.

4 A clear image with sound, of the half-hour leading to their death

5 Full sensory input of the hour leading to their death.


This ritual cannot be used on the corpses of vampires in Golconda, or bodies with no eyes.
Minestra di Morte (V20): To enact this ritual, you take a portion of a corpse’s flesh, putting it
into a pot with a half liter of vampiric vitae (though not necessarily your own), and cook a stew
from it, adding rosemary, basil, and salt. You then eat it, learning whether or not the corpse
whose flesh was used rose as a Wraith of ghost after their demise.
Blood used in this ritual loses its potency, and does not sustain or bond you when consuming it.
If you lack the Eat Food Merit, you cannot keep the stew down, but can use it to glean
information.
Preserve Corpse (Eastern, RotB): To enact this ritual, you mix an elixir of grave dirt, defiled
holy water, and dried herbs, spreading it across a body. If successful, the corpse is preserved
indefinitely.
Rape of Persephone (BMST): To enact this ritual, you use the flesh of a corpse to add seven
new sets of genitals, which you then engage in intercourse with. If successful, you reduce the
difficulties of all Necromancy powers- except those dealing with ghosts- by two for the rest of
the night.
You and up to six others can participate in this ritual, allowing you to freely share Willpower
pools for the rest of the night.
Ritual of the Smoking Mirror (Aztec, V20): This ritual has two uses, which you must decide
upon when casting it. To enact this ritual, you spill a point of blood onto an obsidian mirror
before burning the blood off over an open flame. If successful, the mirror is enchanted with
Deathsight or Lifesight. Lifesight allows you to view reflections in the mirror as through Auspex 2
- Aura Perception. Deathsight allows you to see into the Shadowlands, as well as see the
general unwellness of mortals- wounds, disease, poisons, curses- that sort of thing. You can
also study objects with the mirror, which glow if they have a strong connection to life or death
(as appropriate for a given mirror.)
A mirror remains enchanted for one night per success
Word of Insight: To enact this ritual, you must travel to a haunted place, laying out three items
that represent your own past, present, and desired future, and placing an incense burner. You

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then state a general goal you wish to achieve as ghostly images appear in the incense smoke,
rolling the casting. If successful, you may re-roll one roll that night, as long as the roll was made
to further your goal.

Level Two
Draining the Well of Life: To enact this ritual, you must gather your ghostly servitors around a
sacrificial victim that you feed from, killing them. You gain this blood normally, and the ghosts
around you gain an equal amount of Passion.
This is flat out murder, prompting a degeneration check for those following Humanity or a
similarly humane path.
Eyes of the Grave: To enact this ritual, you must have a sympathetic link to the intended target.
If successful, the target experiences a vision of their own death each day (or night) for a week,
almost certainly at an inopportune moment. This requires a Courage roll (Diff 7) or be
incapacitated for three turns from the terror. A botch in this roll results in incapacitation for the
full scene and a +1 Difficulty on all actions for the rest of the week.
Generating the Acheron Vortex (LotB): To enact this ritual, you mix the blood of a Lasombra
and a Harbinger, pouring any amount into a body of water (even a puddle suffices) while
listening across the Shroud. If successful, a vortex opens, granting passage to the Shadowlands
echo of that pool, lasting a number of turns equal to the blood spent. A single creature can go
through the portal each turn.
This ritual also works in the Shadowlands, but only on the full moon, and requires anyone
following you expend two blood (or two Lethal health levels) to do so.
Hand of Glory: To enact this ritual, you must prepare the right hand of a hanged man. You may
then light the fingers, and use the hand as a torch. Mortals within the same structure as you (or
your immediate vicinity, in large buildings) fall asleep. The fingers ignite, but do not burn away,
allowing a hand of glory to be used indefinitely.
Judgement of Rhadamanthus (BMST): To enact this ritual, you burn pages from a law book
and a religious text matching the faith of the intended target in a bronze brazier. You then use
the ashes from the fire to draw a Circle of Cerberus before summoning a Wraith within it. If the
ritual is successful, the wraith is convinced you can send them to Heaven or Hell, granting you
near complete power over them. This ritual only works on a given Wraith once and always fails
on Wraiths who were atheists in life.
Haunting Breeze (Eastern, RotB): If successful, this ritual fills an area no larger than 15
meters in radius with a chill breeze filled with ghostly whispers until sunrise. Those within suffer
a +2 Difficulty to Perception rolls and a +1 Difficulty to all others. Mortals in the area must also
roll Courage (Diff 4) or be spooked into leaving the area, refusing to enter for at least an hour.

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Occhio d’Uomo Morte: To enact this ritual, you require the corpse of someone who has
become a ghost, over which you burn incense during a new moon, before plucking out one of
your own eyes and replacing it with one of the corpse’s.
You permanently gain the benefits of The Ash Path’s Shroudsight, and can hear whispers from
past the Shroud, though discerning any detail requires a Perception + Occult (Difff 6) roll to
discern any detail. Furthermore, uses of Disciplines employing eye contact against you suffer a
+1 Difficulty penalty.
However, there are some drawbacks. Unless you conceal your eyes or the donor corpse is very
fresh, you suffer a loss of one point of Appearance and a +1 difficulty penalty on mundane sight
based Perception rolls (on top of whatever eyesight penalties the donor had). Most importantly,
the ghost whose corpse you desecrated knows you did, is likely pissed, and enjoys a -1
Difficulty to use any power against you.
Parting the Veil: To enact this ritual, you must light a fire in the Shadowlands reflection of a
threshold, then allow it to burn through your wrist, dousing it in at least two points of blood,
which deals two levels of unsoakable Aggravated damage to you and forces you to resist
Rotschrek (Diff 7). If successful, you weaken the Shroud in the living world by an amount equal
to the blood spent for a number of hours equal to your Necromancy rating. A number of mortals
passing through the doorway equal to the blood points spent find themselves in the
Underworld.
Puppet: This ritual takes one hour to cast, during which time, you smear grave dirt across a
willing or restrained creature’s eyes, mouth, and forehead. For the rest of the night, any
attempts made by spirits to possess the target gain two automatic successes.
Ritual of Pochtli (Aztec): To enact this ritual, you and at least one other Necromancer with this
ritual must restrain a mortal, cutting into their flesh necromantic symbols. Each participant
makes one symbol, which they must drink from. You then make the casting roll. If successful,
you and the participants may perform another ritual or Necromantic path power together, with
each of you rolling for it, adding your successes together. The downside of this is that, should a
single participant botch, the entire casting is ruined, and all are exposed to the nasty effects.
Thanatos’ Caress: To enact this ritual, you lie across a rotting corpse, breaking it open and
covering yourself in filth, before consuming the heart of the cadaver. If successful, you may
make one use of Thanatosis 1 - Putrefaction before sunrise.

Level Three
Death’s Head (Eastern): To enact this ritual, you decorate a plain porcelain mask with the hair,
flesh, and ash of an enemy, enchanting it over the course of a night. When you put the mask on,
your aura takes on that of a Wraith as it crumbles, leaving bone white streaks on your face. This

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effect lasts until sunrise, and you may only have one Death’s Head in existence at a time.
Din of the Damned This ritual requires thirty minutes, during which time you use crematorium
ash to draw an unbroken line of ash along the walls of a room. Anyone trying to listen into the
room by any means must roll Perception + Occult (Diff 7) scoring more successes than you did
on the casting roll or hear nothing but ghostly keening.
Divine Sign (Aztec): You may activate this ritual instantly upon learning someone’s birthday,
death day, or embrace-day. If successful, you gain a good idea of the target’s next course of
action, or if the subject is a ghost, gain an intimate knowledge of their spirit, effectively acting as
though you hold a Fetter for them.
Drink of Styx’s Waters (BMST): To enact this ritual, you must saw the top off of a skull, which
you cover in clay before firing it in a kiln, a process taking four hours. If the ritual is successful,
you enchant the skull-bowl. If a blood relative of the skull’s original owner eats from the bowl
and makes you a promise or bargain, and then later breaks the promise, they are hounded by a
Spectre until they make good on the promise or otherwise give recompense. A bowl remains
potent until broken.
Ritual of the Unearthed Fetter: To enact this ritual, which takes three hours, you must have a
finger bone from a skeleton belonging to a ghost, as well as their name, and a chip from a
gravemarker (though not necessarily the ghost’s) and a thread to tie the bone to. If successful,
the fingerbone acts as a compass, leading to the ghost’s nearest Fetter.
Tempesta Scudo: This ritual requires a single turn to perform. You perform a dance, requiring
a Dexterity + Performance (Diff 7 in combat, 6 outside) before casting, biting your own lips and
spitting a blood point in a circle. If successful, and ghosts in the circle suffer a +2 Difficulty on all
actions.
Tempest Prison (RotB): To enact this ritual, you must take a sealed glass jar and bury it in a
grave of someone who died prematurely. If the ritual is successful, the ground shakes a bit, and
you dig up the jar, which is now filled with miniature lightning and black and purple mist. Any
wraith within sight of the jar must make a Strength roll (Diff 6 + Casting successes) to resist
being sucked into the jar. This check is repeated each turn a Wraith remains in line of sight.
The jar can hold up to (5 x casting successes) Wraiths, and lasts a number of nights equal to
the casting successes. At the end of the duration, or attempting to cram more ghost into the jar,
it shatters, releasing those imprisoned.

Level Four
Bastone Diabolico: To enact this ritual, you remove the leg bone from a living “donor,” who
must survive the procedure. You then submerge the bone in molten lead, before beating the
donor to death while chanting in Greek.

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Anyone holding this club can activate it for a scene by spending a Willpower. Any ghosts struck
by it lose a point of Passion, and the walking dead (though not vampires) take an additional die
of damage, which is Aggravated.
Ghosts can sense that the club is bad news and tend to avoid it, inflicting a +1 Difficulty penalty
on the holder for all powers that summon or attract ghosts.
Cadaver’s Touch: This ritual takes three hours to enact, during which time you melt a wax doll
that is the shape of the target. If successful, the target becomes cold and clammy, their pulse
weak and thready, and their flesh pale and chalky, inflicting a +2 Difficulty on all Social rolls,
until the wax the doll was made up of solidifies or boils off.
Drink of Lethe’s Waters (BMST): To enact this ritual, you take an object that was valuable to a
ghost in life, and soak it in water, periodically spitting into the water. If successful, the Wraith
loses its memories of life for a number of nights equal to your casting successes, and loses an
equal amount of Willpower. During this time, it cannot spend Pathos to resist any of your effects
and cannot regain Willpower.
Impregnable Soul (Eastern, RotB): If successful, you guard your against powers that affect
your soul, such as those that remove your soul from your body or possess you. However, you
become incapable of removing your soul from your body through means such as Astral
Projection, Subsume the Spirit, or similar powers. You may also use this ritual on others, though
if they are unwilling, you must spend a Willpower and roll Wits + Occult resisted by their
Willpower (Diff 7). This power lasts until sunrise.
Peek Past the Shroud: This ritual requires a Nigrimancy rating of one or higher. To enact this
ritual, you mix a handful of ergot with your vitae. Each success creates three doses of
enchanted mold. If consumed, the imbiber gains the effects of the Nigrimancy power Witness of
Death for a number of hours equal to their Stamina rating.
Ritual of Xipe Totec (Aztec): To enact this ritual, you remove the victim’s top layer of skin with
an obsidian knife, damaging it as little as possible, before draining their blood into a large gold
bowl, which you mist with octli, amaranth flower, and other ingredients. You then drink the
mixture, sweating out one blood point before donning the skin. If successful, you take on the
appearance of the victim, perfectly emulating them. However, this ritual imparts no knowledge of
the target.
To preserve the skin, you must bathe it in a blood point nightly. This ritual lasts until you remove
the skin with the same ritual knife, which inflicts one point of unsoakable Lethal damage, which
ruins the skin. This ritual cannot use a donor skin from a supernatural creature, except for
ghouls.
Summon Ethereal Horde: To enact this ritual, you must draw a circle with a mixture of corpse

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ash, the coffin it was buried in, and its ground up headstone. If successful, you summon a
number of mindless ghosts equal to your casting successes. While such ghosts cannot
manifest, they can use their poltergeist like powers to guard you and frighten intruders. These
ghosts last until sunrise.

Level Five
Chair of Hades (BMST): To enact this ritual, you must take a corps’s tibia and femur bones,
wrapping them in cloth and encasing them in wood to make it into a chair, a process which
takes eight hours. If the ritual is successful, any blood descendant who sits in the chair loses all
desire to do anything but sit in the chair if you succeed in an Intelligence + Occult roll (Diff their
Willpower).
If a subject is bound in this way, they leave the chair only to attend to their basic needs, and do
so as quickly as possible.
The difficulty for casting this ritual decreases by one if you obtain the bones by robbing a grave
yourself.
Chill of Oblivion: This ritual requires 12 hours (minus one per casting success) to perform,
during which time you place a half meter cube of ice on the subject’s (even your own) chest,
dealing three boxes of Bashing damage to mortals). If successful, the ritual lasts for a number of
nights equal to your Occult rating.
While under the effects of this ritual, the subject treats fire damage as Lethal, and may attempt
to snuff fire by rolling Willpower (Diff 9), with each success reducing the soak difficulty of the fire
by one, snuffing the fire entirely if the difficulty is reduce to one.
The ritual has some drawbacks, however. The subject’s aura is laces with a cracked-glass like
lattice of black veins, which some may mistake as the signs of Diablerie, and the subject also
gains the Touch of Frost and Eerie Presence Flaws, and attracts the attention of ghosts for the
duration.
Enochian Passage (Eastern, RotB): To enact this ritual, you must symbolically kill yourself,
thrusting a silver dagger into your own heart (which deals two unsoable Lethal damage to you)
before plunging into water deep enough to submerge you. If successful, you emerge in the
Shadowlands outside of Enoch.
Esilio: This ritual takes a single turn to perform, during which time you spend a Willpower and
chant five words of power, rumored to be the words Adam said to Caine as he exiled him. If
successful, a black vortex opens on your chest, though this is invisible without Auspex, Witness
of Death, Shroudsight, or similar powers. Any ghost attached to your chest is instantly
destroyed, though this requires a clinch or tackle maneuver. Destroyed spirits don’t return for at
least a month, if at all, and wraiths torn apart usually come back as Spectres. You may destroy

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a number of spirits equal to your casting successes.
However, simply casting this ritual causes the loss of one point of Humanity or similarly humane
paths, and each success on the casting roll inflicts one point of unsoakable Lethal damage to
you.
The Ferryman’s Recall (LotC): This ritual takes eight hours (minus one per casting success),
and requires you to have obtained what would be a Fetter for that corpse’s ghost (though they
need not actually have risen.) During the ritual, you drain the corpse completely of embalming
fluid and draw sigils in blood on the corpse itself. If successful, you Embrace the corpse with a
point of vitae (not necessarily your own), allowing it to rise as a vampire. The new childe rises
with the Mortuario Merit. The amount of time that has passed since the corpse has died affects
the blood potency required to raise it.

Generation Time Deceased

13 12 hours

12 One day

11 Two days

10 Three days

9 Four days

8 Five days

7 One week

6 Two weeks

Garb of Hades: To enact this ritual, you must dress in the clothes of a corpse dead no longer
than 30 minutes, spend two blood points, and “breathe” them into the corpse’s mouth. If
successful, you possess the corpse for a number of scenes equal to your casting successes.
During this time, you have access to the corpse’s memories, though only for a few days leading
up to their death. You use the subject’s Physical and Appearance Attributes, and may use one
dot in any Ability they possessed unless your own rating is greater than 1. You do not gain any
of the corpse’s supernatural abilities.
Grasp the Ghostly: This ritual requires six hours of chanting over an object. If successful, the

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object disappears and is replaced by an object of your choosing of roughly the same mass.
Objects taken from the Underworld only last about a year, and only the echoes of objects from
the real world can be grabbed in this manner- Artifacts created by Wraiths cannot exist in the
living world.
Orphic Sojourn: To enact this ritual, you must dress in funerary garb, lie down, and mediate
from dusk until midnight. If successful, your soul leaves your body and awakens in the
Underworld, which you may explore and interact with as a ghost. This power lasts until sunrise,
at which point you return to your body.

Sadhana (Spirit Manipulation)


The Hindu path of the blood Brahmins. Sadhana has very few rituals of its own, but it would be
worth considering allowing a Sadhanu to learn some rituals from Akhu or Dur-An-Ki.

Standard Roll: Wits + Occult (Diff 3 + Power Level)

Asura-Raja
Level One
Hermetic Sight: You can perceive the spirit world for one hour, plus 30 minutes per “extra”
success.

Level Two
Spirit Cant: You can speak to spirits for 15 minutes per success.

Level Three
Voice of Command: You make the normal casting roll which attempts to command said spirit.
The spirit resists with a Willpower roll (Diff of your Manipulation + Occult). The Net Successes
you score determine the complexity of the order the spirit will follow.

Successes Result

Botch The spirit is immune to your commands, and is likely hostile

The command fails and further attempts to command it are made at +1


Failure
Difficulty (cumulative)

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1 The spirit obeys one simple command that is of no great convenience to it.

The spirit performs a straightforward command that it is not innately


2
opposed to.

The spirit follows one relatively complex command that it is ethically


3
opposed to.

The spirit consents to an extended or intricate task that does not place it in
4
immediate danger

The spirit accepts one lengthy or nigh-impossible task, or one that ensures
5
its destruction

Level Four
Entrap Ephemera: You bind a spirit to an item with a your casting roll, which the spirit opposes
with its own Willpower roll (Diff of your Manipulation + Occult).
Should you succeed, you create a fetish with a level equal to your net successes (max level of
five). You cannot create a specific fetish unless you know the specifics of it, but a fetish does
grant a bonus commensurate to its power level to an appropriate ability. A fetish is activated
with a Willpower roll (Diff 3 + Fetish level). A botch on this roll destroys the physical component
of the item, and frees the spirit.
You can create and maintain a number of fetishes equal to your permanent Willpower, including
those not in your possession.

Level Five
Duality: This ability can only be enacted in the physical world. You exist in both the real world
and the spirit world for 15 minutes per success. While in this state, you are susceptible to
attacks from both worlds, and Perception checks are made at +1 Difficulty.
A botch on casting this ability throws you wholly into the spirit world.

Brahma-Vidya (Path of Conjuring)


Level One
Summon the Simple Form: You are able to create simple objects, such as a steel baton, a
lead pipe, a wooden stake, or a rock. The object cannot have any moving parts and must be
made of a uniform material. Each turn you wish to keep the object in existence, you must spend

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a Willpower or the object vanishes. A single success on this roll summons forth a shoddy
version of the object, while five successes summon a nearly perfect version of it.

Level Two
Permanency: When summoning an object, you may invest three blood points into it to make it
permanent. *If this would take you more than one round, you must still pay the Willpower cost
until you complete the investment.*

Level Three
Magic of the Smith: You may spend five blood points (*over the course of multiple rounds if
need be*) to create more complex items (such as guns, bicycles, chainsaws, or cellphones).
Such items are automatically permanent. Particularly complex items may require a knowledge
roll of some kind in addition to the casting roll.

Level Four
Reverse Conjuration: As an extended action, you must accumulate as many successes as the
original caster made when they summoned an item with this path. You must spend one blood
point per round until you give up or are successful. This power also enables you to automatically
banish any item you created with this path.

Level Five
Power Over Life: You spend 10 blood points (almost certainly over multiple rounds), and create
a complex, living creature. Such creatures (including humans) lack free will and mindlessly
follow the simple instructions you give them. Such creatures fade into sludge within a week.

Echo of Nirvana (Path of the Focused Mind)


Level One
Readiness: For every success you got on the casting roll, you get a special pool of dice. You
may spend these dice on any Wits related roll (including Initiative) to add an equal number of
dice on that roll. This power lasts until your bonus dice are expended.

Level Two
Centering: This power is useable on any one subject within earshot and lasts a number of turns
equal to the successes scored on the initial roll. For the duration of this power, the subject is not
affected by any reduction of dice pools, short of Elder disciplines. This includes wound

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penalties, situational modifiers, and Disciplines. In addition, the subject receives two additional
dice in all attempts to avoid or break frenzy.

Level Three
One-Tracked Mind: You may target anyone within earshot. Successful invocation makes the
target unable to split dice pools for multiple actions, and unable to change tactics after actions
have been declared. Any extra actions granted by Celerity must be used to follow up on the first
action. If the target wishes to attempt a different course of action, they must spend a point of
Willpower per scene (or per turn in combat).

Level Four
Dual Thought: *As a reflexive action,* successful use of this power allows you to make two
actions this turn without penalty. One of these actions must be purely mental, such as using a
purely mental discipline, or the contemplation of some problem. These two actions happen at
the same time. You may not use either of these actions to re-cast Dual Thought.

Level Five
Perfect Clarity: This power lasts for one scene (or one turn plus one for every success on the
activation roll). For this period, difficulties for all rolls are reduced by 2, you are immune to frenzy
and Rotschreck from all sources, and any rolls to control or influence you are made at +2
difficulty.

Hand of Mahkala (Hands of Destruction)


Level One
Decay: If the casting roll is successful, you may age an inanimate object (dead organic matter
counts) 10 years for every minute you touch it.

Level Two
Gnarl Wood: You may spend any number of blood points on this power (up to your
generational maximum). Assuming you successfully cast this, fifty pounds of wood per blood
point spent may be warped into uselessness. This wood must be in eyesight when you cast this
power, though multiple objects may be affected so long as they follow the weight limit.

Level Three
Acidic Touch: Assuming the casting is successful, you create enough acid to burn through a

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quarter-inch of steel, or three inches of wood. Brawling attacks augmented with this power deal
aggravated damage and cost one blood point per round to maintain.

Level Four
Atrophy: Make physical contact with a victims’ limbs. A victim can resist this ability by rolling
three successes on a Stamina + Athletics + Fortitude roll (Diff 8). Failure means that the limb
becomes useless. Partial resistance is possible. If one success is rolled, any roll involving the
use of the limb is made at +2 difficulty. Two successes means that the difficulty is increased by
+1. A vampire may spend five blood points to rejuvenate the limb. Mortals are permanently
crippled. This power affects only limbs or extremities; it does not work on heads, torsos, etc.

Level Five
Turn to Dust: Make physical contact with the target. Each success on the casting roll ages the
target 10 years. The victim may resist with a Stamina + Courage roll (Diff 8), but must score
more successes than the initial casting roll- either they resist ALL of it, or NONE of it. This
power has little detrimental effect on Vampires. Worst case scenario, they grow paler and wither
slightly (-1 to Appearance) for one night.

Lakshmi’s Wishes
Each of these powers requires five minutes of work, during which time you are in a trance. You
have a limited awareness of your surroundings, and can wake from it at any time, though you
suffer the same penalties as if waking during the day for three full turns.

Level One
Portents: You must use this power immediately after awakening. With a successful casting, you
are given disjoined dream images allegorically or literally concerning one forthcoming event.
These portents are almost always fragmented and cryptic, though additional successes may
give more information.

Level Two
Forsee: This ability behaves similarly to Portents, though it targets another sleeping individual.
Additionally, if this ability targets a Kindred, you must spend one Willpower point in addition to
the standard Blood Point cost.

Level Three
Dreamspeak: You may send anyone you know a dream lasting one turn per success on the

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initial roll. If the subject is not asleep, Dreamspeak has no effect.

Level Four
Augury: This functions much like Portents, except it gives more detailed information.

Level Five
Reveal the Heart’s Dreams: This power requires the expenditure of a Willpower (two if the
target is Kindred) and can only target a subject within eyesight. If any successes are scored on
the casting roll, you learn the target’s innermost desire. Further, if you score more successes
than the target has Willpower, you also learn the target’s greatest fear.

Path of the Blood Nectar


Each level of this path requires one minute to perform, during which time you create a potion,
and at the end of which, you add a point of vitae and make your Willpower roll.
This path lacks discreet powers, but instead allows the user to create a potion that bestows their
knowledge of a Discipline or blood magic path (other than this one) to the drinker. You can
never bestow a higher rating in a Discipline than you possess, nor do you bestow any of your
Abilities to the drinker. In the case of you possessing more than one power at a given level for a
Discipline, the drinker gains all of the powers. A person can only benefit from one Blood Nectar
potion at a time, with a higher level potion taking precedence. Drinking two potions of the same
level cancels both out. You do not lose the Discipline granted, which last (in the drinker) for a
scene. The blood contained in a potion is still virile for the purposes of creating ghouls, blood
bonds, and even childer, as well as sustaining a vampire. In the case of the drinker already
possessing the Discipline granted, the potion has no effect other than granting them a blood
point.
Level One: Level one Discipline or path
Level Two Level two Discipline or path
Level Three: Level three Discipline or path
Level Four: Level four Discipline or path
Level Five: Level five Discipline or path

Path of Karma (BSTC)


Level One
Threads of the Past: You must use this on a person in sight. Each success reveals a
significant moment in their past.

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Level Two
Weave of the Future: You must use this one a person in sight or yourself. Each success
reveals a significant moment of their future, assuming they continue on their current path. You
may only use this power on yourself if all the events from previous uses have come to pass or
been avoided.

Level Three
Certain Fate: You must use this on a person in sight. If successful, you discover the single
most significant thing in the target’s Destiny, though typically in a vague way that reveals
nothing of if that Destiny is for weal or woe. Three or more successes gives you an idea of the
subject’s destined death, and whether or not they will become undead.

Level Four
Past Lives: You must use this on a person in sight or yourself. If successful, you gain a brief
overview of one of the subject’s past lives. If used upon yourself, each casting success allows
you to increase one of your Abilities or Secondaries by one, to a maximum of three, for the
scene. This knowledge comes from your past lives and must make sense- if you are 1,000
years old, none of your past lives have Computer.

Level Five
Master of Samsara: You must perform this power on a person in sight or yourself, and must
spend a permanent Willpower to do so. Success gives you a brief overview of the subject’s next
life and allows you to do one of the following:
•Determine one significant event of the next life, roughly equivalent to the Dark Fate Flaw
(though it could be a good thing).
•Preordain whether or not the person’s current life winds up rising as a Vampire or other
undead.
•Transform a living creature into one of their past lives entirely for one scene.
•Transform a living creature into their next life for one scene.
•Set the general overview of your next incarnation.

Path of Praabti (Path of Mercury)


This path doesn’t have separate powers, but instead is a teleportation effect that grows in power
as detailed below. Furthermore, the difficulty is modified by your familiarity with the location
you’re teleporting to. 1s on the dice effect this power even on a successful roll- each 1 throws of
the end location by 10%. Needless to say, botching this effect is bad.

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Level One: 10 yards
Level Two: 50 yards
Level Three: 500 yards
Level Four: 5 miles.
Level Five: 500 miles.

Difficulty
Familiarity
Modifier

Very familiar (Your own haven) -1

Visited regularly +0

Unfamiliar but understood (the


+0
other side of a wall)

Unfamiliar (Visited a few times) +1

Very unfamiliar (Know about the


+2
place)

Path of Yama (Path of Duat, Akhu)


To use any ability from the Path of Yama, you must possess a black onyx talisman of a demon.
Each of the powers require your concentration while they are maintained, meaning you cannot
engage in violent physical activity or use other disciplines or magic. In addition to the activation
roll, each power also requires a Charisma + Occult roll, which is made at +1 difficulty if the
target does not see the talisman and you when you cast it. Furthermore, you can only affect
targets you can see, and should they leave your eyesight before you end the power, it
automatically ends. Unlike most blood magic, the Path of Yama requires no blood expenditure.

Level One
A Sending of Serpents: You roll Charisma + Occult (Diff 4, or 5 if the target cannot see you
and your talisman), and if successful, they are set upon and attacked by illusory snakes. While
this has no strict mechanical effect, and the snakes do no real harm, people other than the
target cannot see them, which depending on their reaction, could be awkward.

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Level Two
Darkness of Duat: You roll Charisma + Occult (Diff 5 or 6), and if successful, the target sees
nothing for as long as you concentrate. The target takes a +2 Difficulty penalty on all dice pools
using Dexterity or using sight, and attackers gain +2 dice.

Level Three
Suffocation of the Tomb: You roll Charisma + Occult (Diff 6 or 7), and if successful, the target
becomes unable to breathe or speak. This is a minor inconvenience for vampires, but mortals
immediately drop to injured with Bashing damage. Each round of strenuous physical activity
they take requires them to roll Stamina + Athletics (Diff 6) or take another box of Bashing
damage. If they drop to Incapacitated, the can survive for a number of minutes equal to their
Stamina rating before dying.

Level Four
The Narrow House: You roll Charisma + Occult (Diff 7 or 8), and if successful, the target is
completely paralyzed. They may, however, spend a Willpower point to act for a single turn at a
die penalty equal to the success rolled on the Charisma + Occult roll. This power affects
vampires, other corporeal supernaturals, and wraiths, but not other spirits.

Level Five
Consignment to Duat: You must spend a Willpower point and roll Charisma + Occult (Diff 8 or
9). If successful, you kill the target or send them into Torpor, if they’re a vampire. The target
may expend a Willpower to stave this effect off and remain active for a round, acting with a -2
penalty to all dice pools, and they may do this each round until out of Willpower. In order to
survive this, the target must kill you, break your concentration, or escape your line of sight.

Rasayana (Alchemy)
Use of this power requires some sort of controlled setting- it has little combat capability. You
must be familiar with the elements in question (i.e. you cannot change iron to radon without
being familiar with BOTH iron or radon.). Only one success is required to activate this ability, but
additional successes allow greater number of material to be modified.

Level One
Simple Changes in Form: Solid to liquid, liquid to gas, etc.

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Level Two
Complex Changes to Form: Liquid to specific form of solid, water to separate Hydrogen and
Oxygen clouds, etc.

Level Three
Complicated Changes to Form: Water to breathable O2, and loose Hydrogen, compounds
into separate elements.

Level Four
Minor Shifts in Composition: Moving an element’s atomic number up or down five.

Level Five
Miraculous Shifts in Composition: Turning lead into gold, or nitrogen into radium.

Rishi’s Hand (Movement of the Mind)


This path doesn’t have separate powers, and instead becomes more effective as you level it up.
This path allows you to manipulate objects as you would with your hands, from a distance. Each
use of this power lasts one round per success on the casting roll, though at the end of this
duration, you may make another Willpower roll to extend it without any further blood
expenditure. If this power is used against an unwilling, victim it may be resisted with a Willpower
roll (Diff equal to the casting roll.)
Level One: One pound
Level Two: 20 pounds.
Level Three: 200 pounds (at this level, you may use this power to fly, even if you weigh more
than 200 pounds, though any objects carried you are subject to the weight limitation.)
Level Four: 500 pounds (at this level, you may throw objects with an effective Strength rating of
your rating in this path.)
Level Five: 1000 pounds.

Temptations of Mara (The Snake Inside, Ahku)


All Temptations powers use the Seduction Secondary Ability. Subterfuge may be used in its
place, increasing the Difficulty of all associated rolls by one. Any roll which would have a
Difficulty greater than 11 is impossible and automatically fails.

Level One
First Taste: You choose a single, minor repetitive action, and roll Manipulation + Seduction (Diff

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target’s Willpower), with successes determining the strength of the compulsion instilled in the
target. If the target has the opportunity to engage in the behaviour, they must roll Willpower (Diff
your Willpower) or engage in it. If the target ever scores five or more successes to resist, the
compulsion is broken.

Level Two
Cross-Addiction: Your target must already have an addiction or similar psychological affliction.
You choose a different addiction and roll Manipulation + Seduction (Diff Target’s Willpower). If
successful, the target’s addiction changes to the one you chose for a number of scenes equal to
your successes. You may double this duration by spending a blood point.

Level Three
The Jones: Your target must already have an addiction or similar psychological affliction. You
spend any number of blood points (up to generational maximum) and roll Manipulation +
Seduction (Diff Target’s Willpower). If successful, for a number of scenes per blood point spent,
the target cannot spend Willpower to resist their addiction.

Level Four
Fatal Compulsion: Your target must already have an addiction or similar psychological
affliction. You spend three blood points, and roll Manipulation + Seduction (Diff target’s
Willpower). If successful, for every three nights the target doesn’t engage in their addiction, they
take one point of unsoakable Lethal damage. Once the subject engages in their addiction, this
damage is healed and the power ends.

Level Five
Temperance (BSTC): Your target must already have an addiction or similar psychological
affliction. You spend one blood point and roll Manipulation + Seduction (Diff target’s Willpower).
Success causes the target to take one level of unsoakable Bashing damage when they engage
in their vice. The duration of this power depends on the number of successes scored. This
inability to enjoy their vice may cause withdrawal symptoms.

Successes Duration

1 Scene

2 Night

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3 Week

4 Month

5 Year

Yaksha-Vidya (Elemental Mastery)


Level One
Elemental Strength: You gain three temporary bonus dots to divide amongst your Strength and
Stamina. This power lasts for a number of rounds equal to number of successes equal to the
initial roll. You may spend one Willpower point to increase this duration by one turn. This power
cannot be stacked.

Level Two
Wooden Tongues: You may “talk” to an inanimate object, with successes dictating the details
of the information. One success might yield a boulder’s memory of a forest fire, three may
indicate that it remembers a shadowy figure ran past, and five will cause it relate the precise
description of a local Gangrel.

Level Three
Animate the Unmoving: You may animate an object up to the size of a man. Should you roll
fewer than four successes on the initial roll, you must spend a Willpower for it to succeed. You
may simultaneously control a number of animate objects equal to your intelligence rating.
Objects so animated remain so for as long as they are within the caster’s line of sight, or up to
an hour, though you may take other actions during this time.

Level Four
Elemental Form: You may take the form of an inanimate object with roughly the same mass as
your own.The number of successes determines how complete the transformation is, and three
successes is required to use your senses or Disciplines in this form. This power lasts until
sunrise, or until you choose to end it.

Level Five
Summon Elemental: You may summon an elemental of the traditional elements (though more
exoteric options may potentially be available). You must be near some quantity of the element

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to work this power. The elemental has three dots in all physical and mental attributes. One dot
may be added to one of the elemental’s physical attributes per success scored on the initial
Willpower roll. Once you’ve summoned this elemental, you must make a Manipulation + Occult
roll (Diff 4 + successes on Casting roll) to control it, as detailed below.

Successes Effects

Botch The elemental immediately attacks you.

The elemental does free and may attack anyone or simply leave the
Failure
scene.

1 The elemental does not attack you.

The elemental behaves favorably, and may perform a service in exchange


2
for a payment.

3 The elemental performs one service, within reason/

4 The elemental performs any one task that does not jeopardize

The elemental performs any task you put to it, even one that takes
5
multiple days, or one the jeopardizes its existence.

Rituals
Unless otherwise noted, Sadhana rituals merely require meditation.

Level One
Armor of Diamond Serenity (BSTC): If successful, you enjoy immunity to Frenzy and
Rotschreck, as well as a -2 difficulty to Willpower rolls. Effects that set their Difficulty by your
Willpower suffer a +2 Difficulty penalty. However, you are unable to spend blood to increase
your Physical Attributes or to power Potence, Celerity, or Fortitude (though you gain them as
dice normally). This ritual lasts a night.
Rakta-Maya Rituals (BSTC): Actually a number of rituals, each produces a minor illusory effect
and requires you to scratch a circle into the ground. Illusory effects include the Indian Rope
Trick, levitation, or a “clown car” effect. Regardless, these rituals require a Charisma +
Performance roll (Diff 5) instead of the standard casting roll.
Water Walking (BSTC): This ritual requires a sacrifice of porridge and blood to Varuna, god of
water, poured into the water. If successful, you gain the ability to walk on water for one night.

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However, if you are knocked off your feet, the ritual ends early, and you splash into the water.

Level Two
Animaa: If successful, you may magnify your vision by up to 10x per success simply by closing
your eyes and focusing for a turn. This ritual lasts for the rest of the night.
Ash of Agni’s Curse: This ritual requires a burnt offering to Agni, god of fire. Each success
enchants a dose of the resulting ashes, causing each handful of them to snuff 100 square feet
of mundane fire when you (and no one else) throws them upon it. These ashes retain their
potency indefinitely.
Garimaa: If successful, you treat your Strength as though it were an 8, though only for the
purpose of resisting being moved against your will.

Level Three
Destiny’s Call: You set a condition of a person, such as “a blonde,” “an old man with green
eyes,” or “a skilled mathematician.” This cannot be a supernatural condition such as “a
methuselah,” or “a werewolf.” If successful, the nearest person matching that description begins
to make their way to you as through the Summon Presence power. The effect ends once they
reach you, or at sunrise, if the distance is too great.
Leper’s Curse: If successful, the target of your casting contracts leprosy within the week. This
is mundane leprosy, moving at the same pace and treatable as any form of leprosy.
Milk of Putanaa: To enact this ritual, you must know the name of the victim as well as thise of
their parents. If successful, the next milk the target drinks is poisoned, killing them. This curse
does not work on those who have grown their first adult tooth.

Level Four
Aurava: To enact this ritual, you must draw an elaborate mandala on a tray, placing an offering
onto it, while offering a prayer to Agni. If successful, the offering bursts into golden flame. This
flame burns even underwater, and its presence does not inflict Rotschrek, though it ignites other
things and does damage as fire, and does inflict Rotscreck to those dumb enough to touch it.
Warded Womb: To enact this ritual, you mix milk, and blood, giving it to a pregnant woman to
drink along with a lead amulet to wear. If successful, this ritual ensures the birth of a healthy
human child. The birth and pregnancy will be relatively easy, and the child we be completely
mundane- they will never turn into a were creature, or a mage, or be born a revenant. Indeed,
they lose all supernatural abilities, except for True Faith.

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Level Five
Transcendentally Satisfying Body-Filling: To enact this ritual, you must have a drum made
from a human skull, and ritually sacrifice a horse before drinking its blood mixed with a small
piece of the target’s body, such as a hair. If successful, you possess the target completely. You
need not sleep during the day during this possession, and have access to their Abilities and
memories. However, you have no access to your Disciplines. You may also choose to simply
“ride along” with the target, allowing them to remain in control while you share their
experiences.
This power lasts until the next sunset, though you may choose to end it earlier. This power may
only be used on perfectly mortal humans.

Level Six
Loom of Vishnu: To enact this ritual, you must draw a special mandala with a mixture of milk
and blood while focusing on an illusion you wish to create before lighting the mandala on fire. If
successful, the illusion is made and seems completely, entirely real. It is, however, limited in a
few ways.
• The illusion is limited to a 20 meter radius, though it may seem larger on the inside.
• The illusion can never inflict actual harm. It may, however, trick people into harming
themselves.
• The illusion must include a fire somewhere within. If that fire is ever put out, the illusion is
broken.
If the illusion is viewed under Auspex, it is not revealed as an illusion automatically, but it does
seem weirdly perfect. Likewise, objects within the illusion have no psychic impressions, both
clues that something is amiss.

Level Nine
There are no level Seven or Eight rituals that I could find.
Eye of Makhala: This ritual requires you draw a mandala and fast within it. Just as you reach
the Incapacitated health level, you spend one permanent Willpower, allowing you to unmake
anything or anyone, up to the size of a skyscraper. (up to but not including gods or
Antediluvians). You need only score one success on the casting to do so. A person being
unmade by this may roll their two highest social backgrounds (such as Allies, Contacts,
Resources, that sort of thing) at Difficulty 9, with each success removing one of yours.

Sielanic Thaumaturgy
The unique Thaumaturgy of the Telyavelic Tremere.

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As written, Sielanic Thaumaturgy is 100% compatible with Thaumaturgy. I disagree with this
and have made it its own thing. So. Have fun with that. It is worth considering allowing Telyavs
to learn at least some Thaumaturgical rituals normally, as Sielanic lacks any for itself.

Standard Roll: Willpower (Diff 3 + Level)

Path of the World’s Blood


Level One
Eyes of the Earth: To use this power, you must drink a mixture of your blood and the soil,
grass, and leaves around your haven as well as hair, feathers, or blood of the animals that dwell
nearby. If successful, you “see” all that occurs within ten miles around your Haven through the
eyes of the local spirits (though typically only significant events stand out to you.) Successes on
the casting determines this power’s duration.

Successes Duration

1 One turn

2 One hour

3 One night

4 One week

5 One hour

Level Two
Roots of Power: To enact this power, you must cut open your feet, spilling one blood from
them onto the ground. Each success allows you to increase a Physical Attribute by one point
(up to your Generational Maximum). You only benefit from this power while within 15 meters of
where you cast it. This power lasts a scene.

Level Three
Arbor of Protection: To enact this power, you must drink a mixture of tree sap and blood
before casting, allowing you to step into a tree. A single success allows you to remain in the tree
for one turn, while three allows you to stay within for 24 hours. While within, you can see around
the tree and can use powers that do not require eye contact. Should the tree be cut down or set

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afire, you suffer five points of Lethal or Aggravated damage respectively. While within, you are
unaffected by sunlight, though you still suffer the Daysleep. You may leave the tree at any time.

Level Four
Course of the Beast: You drink a mixture of your own blood and animal blood before spending
three blood points. Over the course of the night, you may transform into an animal of your
choosing a number of times equal to your casting successes. In these forms, you may use
mental Disciplines and Fortitude, and are still vulnerable to sun and fire, but otherwise take on
all aspects of the animal in question.

Level Five
Way of the Stone: You drip three points of your blood onto a boulder, taking on the rough
shape and consistency of it. While your face is barely discernible in this form, all of your sensory
organs function normally, but you move at ¼ the normal rate and all physical actions have their
Difficulty increased by two. Furthermore, in this form you are immune to sunlight (but not the
normal penalties for acting during the day) and fire, and all your soak dice are considered
successes against all other damage. The number of casting successes determines the duration
of this power, though you may choose to end it earlier.

Successes Duration

1 One turn

2 One scene

3 One hour

4 One night

5 One week

6+ One month

Path of the Shadow World


Level One
See the Dead: If successful, you gain the ability to see ghosts and wraiths through the Shroud

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as spectral figures. With three or more successes, you learn about them as though using
Auspex 2 - Aura Perception. This power lasts for one scene.

Level Two
Repel the Angry Dead: To use this power, you must see a ghost or wraith. If successful, the
ghost is repelled from the immediate area for one hour per casting success.

Level Three
Command the Freshly Dead: This power requires two blood points. You roll Willpower (Diff 6)
contested by the target, which must be a ghost or wraith (who you must be able to perceive).
Each net success allows you to ask the ghost a single question or compel it to perform a single
simple task that places it in no danger.

Level Four
Army of Souls: This power costs two blood points. You summon a number of mindless ghosts
to you equal to your casting successes. While they cannot manifest, they can use their
poltergeist like powers to attack and frighten intruders. They remain near you for a night.

Level Five
Walk the Road of Shadows: This power costs three blood points, dripped into a shadow. If
successful, you step sideways into the Underworld. Every two successes after the first allows
you to transport a mortal with you.

Way of Earth (Way of Earth, Koldunism)


Level One
Grasping Soil: This power has two uses. First, you may use it to trap a creature up to their
waist for a number of turns equal to your casting successes. A creature may attempt to escape
by rolling Strength + Survival (Diff 6) as an extended roll, requiring five successes. Alternatively,
you may cause the earth to violently crush the foe’s legs or feet, dealing one point of Lethal
damage per success. This power has a range of 30 meters.

Level Two
Endurance of Stone: Activating this power increases your Stamina by two dots (even above
your Generational maximum) for the rest of the scene.

Level Three
Hungry Earth: With this power, you trap a creature up to their waist in churning earth for a

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number of turns equal to your casting successes. Escape requires a Strength + Survival roll
(Diff 8), requiring five successes. This roll is repeatable, but not extended. Each round the victim
remains in the churning earth, they take one level of Lethal damage, soakable at Difficulty 7.
This power has a range of 30 meters.

Level Four
Root of Vitality: You may spend any number of blood points on this power (possibly requiring
multiple rounds). If casting is successful, a target (including yourself) within 30 meters is
completely buried. However, living targets find that the earth brings air to them, and they do not
suffocate. You may only score successes up to the blood spent to activate this power, which
may be spent to heal damage. Bashing and Lethal each require one success, and Aggravated
require two. One turn heals a Bashing, one minute heals a Lethal, and one hour heals an
Aggravated. After this power’s duration has run its course, the target is expelled from the earth.

Level Five
Kupala’s Fury: You must spend a blood point and a Wilpower to cast this. You must split your
successes between area affected and duration, with each success spent on duration giving it
one round, and those spent on area are detailed below. Those within the earthquake’s area are
subject to ten dice of Lethal damage (soaked normally), and must roll Dexterity + Athletics (Diff
8) to remain on their feet. Most structures collapse after a mere turn or two of shaking, though
especially sturdy structures may only fall apart after four or five turns. While you are immune to
the Lethal damage and knock down effect, you are not immune to, say, a building falling on you.
If cast in Transylvania, no blood expenditure is required.

Successes Spent Area


1 One home or small building
2 About five buildings
3 An entire block
4 A large structure
5 A small town, or district of a city.

Way of Fire (Way of Fire, Koldunism)


Level One
Fiery Courage: This power is always active. You reduce the difficulty to resist Rotschreck
caused by fire by your rating in this path. If this reduces the difficulty to resist below two, you do
not need to make the check.

Level Two
Combust: Each success on this power causes a target one point of Aggravated damage. This
attack may only be dodged, not blocked. Creatures who can soak fire damage do so at Difficulty

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6.

Level Three
Wall of Magma: You create a three meter high wall of magma. You may choose to create a
three meter radius circular wall around you, or the wall of a different shape one meter long per
casting success. Creatures wishing to approach within three meters must make a Courage roll
(Diff 8), and take one point of Aggravated damage from the intense heat (soaked as fire, Diff 7).
Those who actually touch the wall take three points of Aggravated damage, soaked at Difficulty
9. You take no damage from being near the wall and need not check for Rotschrek, but are
affected normally if you touch the wall.

Level Four
Heat Wave: A successful casting roll causes five points of Lethal damage (soaked normally),
and removes five blood points from Kindred and ghouls.

Level Five
Volcanic Blast: You must spend a Willpower point to cast this power. If successful, you cause
a gout of lava to erupt anywhere within sight for one turn per casting success. The lava then
sluggish flows for twice its initial duration. Anything in contact with the lava takes a minimum of
three Aggravated damage, soaked at Difficulty 9, though perhaps more, were the gout to
originate under them, and merely being within three meters of the lava causes one Aggravated
damage (soaked at Diff 7). While you are immune to the damage and Rotschrek caused by
being near the lava, actually touching damages you as normal.

Way of Sorrow (Way of Sorrow, Koldunism)


All powers of this path require line of sight, but may be used through powers such as the Way of
the Spirit or the Auspex power Scry. All Way of Sorrow powers use Manipulation to cast, and
cost one Willpower (but no blood) to use.

Level One
The Frustrations of Nestrecha: For one turn per casting success, your target cannot spend
Willpower for any purpose.

Level Two
The Insults of Krivda: The target must immediately attempt to resist Frenzy, rolling Self-
Control/Instinct (Diff 5 + Casting Successes, max 9)

Level Three
The Weeping of Kruchina: For one turn per success, the target weeps uncontrollably, and are
unable to perform any task requiring concentration. Kindred and ghouls lose one point of blood
each turn so affected.

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Level Four
The Misfortune of Chernoglov: For a number of rolls equal to your casting successes, the
target removes two successes from any rolls they make, including reflexive rolls.

Level Five
The Starvation of Marena: For each success, the target takes two points of Bashing damage,
soaked normally, and Kindred lose one point of blood per success.

Way of Spirit (Way of Spirit, Koldunism)


Unlike most paths, the Way of Spirit has no discreet powers of its own, but one power that
increases its efficacy as your rating increases. Unlike any other path, the Way of Spirit can
exceed a rating of five, though it’s still limited by your total Koldunism rating. As with all
Koldunism paths, the difficulty of the roll is capped at 9, barring extenuating circumstances.
Regardless, all levels of this path use the standard casting roll and cost one blood point to use,
and last one scene per success, though you may choose to end it early. You may use this
power to monitor your territory during the day without penalty.
If using this power, you gain a complete perception of the area denoted, centered on your
position, and can “filter” the results by various criteria. While this power is active, you may target
anyone you can perceive with this power with any other Sielanic path or ritual, centering it on
the target.

Level One: 20 meter radius


Level Two: 100 meter radius
Level Three: 500 meter radius
Level Four: 1.5 kilometer radius
Level Five: 8 kilometer radius
Level Six: 24 kilometer radius
Level Seven: 40km radius
Level Eight: 56km radius
Level Nine: 72km radius

Way of Water (Way of Water, Koldunism)


Level One
Pool of Lies: You spill a blood point into the water, creating a three dimensional illusion which
may appear, speak, and act as you wish. The illusion lasts one turn per casting success, though
you may extend this by casting again. Extending the duration requires no additional blood point,
but is rolled at +1 Difficulty.

Level Two
Watery Haven: This power requires no blood, but does require a pool of water large enough to

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contain your bulk. If successful, you merge with the water as though using the Protean power
Earth Meld. Noticing you in this pool requires a searcher to roll Perception + Alertness (Diff 8).

Level Three
Fog Over Sea: For every success on the casting roll, you may walk over water for one hour or
until you end the power.

Level Four
Minions of the Deep: You may expend any number of blood to cast this power. For each
success (max blood spent), you summon an infallibly loyal minion mande of water. These
minions have your Wits for all their Traits, but act as though they had a 1 in all Mental and
Social Attributes except in defensive or reflexive uses. These minions also lack any Knowledges
or Skills, except for Stealth. These minions take damage as Vampires do from sunlight, but only
suffer Bashing from fire. A minion who leaves the water suffers one unsoakable Aggravated
damage every hour, but regenerates any kind of damage at a rate of one per turn while in
contact with a body of water.
Minions last until sunrise or until destroyed.

Level Five
Doom Tide: Using the power requires a Willpower in addition to the blood cost. If successful,
you create a 1.5 meter/success radius whirlpool in a body of water you can see. The whirlpool
pulls all creatures in with an effective Strength rating of 10 + 5/casting success. Victims may roll
Strength + Athletics (Diff 8) to attempt to break free of the whirlpool, being trapped otherwise,
and drowning normally. This whirlpool lasts a scene.

Way of Wind (Way of Wind, Koldunism)


Level One
Breath of Whispers: If successful, this power lasts a scene. Each success on the casting roll
allows you to send a message one turn long to a creature within 1.5 kilometer (so long as they
are not). The creature receives the message within a minute and can choose to reply. You may
send additional messages simply by making the casting roll again, though no further blood is
required.

Level Two
Biting Gale: If you successfully cast this power, you summon a low-powered but bitingly cold
whirlwind with a radius of 100 meters. All within (except you) take one die of Bashing damage,
lose two dice from any Dexterity based pools, and half their speed. This power lasts for as long
as you concentrate and take no actions other than maintaining it.

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Level Three
Breeze of Lethargy: For ten minutes per success, you create a sweet smelling, lightly narcotic
breeze with a radius of 60 meters. Those within must immediately roll Stamina + Survival (Diff
8) or fall intoxicated, halving all dice pools for the power’s duration, and halve their movement
speed for the round. This check must be repeated for every ten minutes of exposure, and must
be repeated even by those who have already failed it (though additional failures do not impose
additional penalties), as botching causes the target to fall asleep (or into a light Torpor) for the
rest of the scene or until bodily roused. You are immune to the effects of your own casting.

Level Four
Ride the Tempest: With a successful casting, you fade into the wind and fly to a spoken
destination at a rate of 400kph. This power cannot navigate inside buildings, caves, or similarly
cramped environs, but otherwise navigates any obstacle. This travel lasts until you arrive at your
destination or at ten minutes until sunrise.

Level Five
Tempest: This power requires the expenditure of a Willpower point in addition to blood. If
successful, you summon a storm that arrives in 6 - (casting successes) hours. Once tge storm
reaches its peak, chilling rain comes down in sheets, possibly causing flooding, and dealing one
die of Bashing damage every five minutes (unsoakable to mortals). Lightning strikes more
regularly, and you may spend a Willpower once per round to make an attack with lightning,
rolling Perception + Occult (Diff 6) which deals 10 dice of Lethal damage, soaked normally.
The storm lasts one hour per casting success, and dissipates over the course of an hour after
the duration has expires.

Thaumaturgical Countermagic
The sorcererous path of undoing other blood magic. Thaumaturgical Countermagic can be
learned at In-Clan costs by any vampire who has any form of Blood Magic as an In-Clan
Discipline.
Using Countermagic requires you have Countermagic of equal or greater level than the power
or ritual you wish to counterspell. Counterspelling has a difficulty equal to the power or ritual’s
normal difficulty. Actually having knowledge of the magic in use decreases the difficulty of
counterspelling by one- indeed, having knowledge of a given path from multiple sources (such
as Lure of Flames from Thaumaturgy and Hand of the Magi from Dur-An-Ki) reduces the
difficulty further. Using Countermagic is not an action- you simply spend one blood point (if you
haven’t exceeded your generational maximum this turn) and roll if you desire to. Each success
removes one from the caster’s casting.

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Countermagic has no distinct paths, but instead simply increases in power.

Level One: Two Countermagic dice. Can only Counterspell blood magic affecting you or your
clothing.
Level Two: Four dice.
Level Three: Six dice. Can Counterspell blood magic affecting anything you are physically
touching.
Level Four: Eight dice.
Level Five: Ten dice. Can Counterspell castings and effects within (Willpower) meters of you.
Level Six: 12 dice.
Level Seven: 14 dice. Can Counterspell at a range of (2 x Willpower) meters.
Level Eight: 16 dice.
Level Nine: 18 dice. Can Counterspell at a range of (4 x Willpower) meters.

Wanga
A cobbled together form of blood sorcery tied to Voudoun, but wielded frequently only by the
Serpents of Light. Given that Wanga has few rituals of its own, it is worth considering adding
some from other lists. Koldunism, Dur-An-Ki, Ahku, Necromancy, and Thaumaturgy all have
appropriate rituals, though they should be kept in theme for Wanga. Wards and rituals involving
bones are specifically called out as appropriate.

Standard Roll: Wits + Occult (Diff 3 + Power Level)


Ritual Roll: Intelligence + Occult (Diff 4 + Ritual Level, Max 9)

Blinding Chango (Path of the Dry Nile, Akhu)


To enact this path, you must place a blue earthenware amulet called a faience among the
personal effects or within the home of the intended target, unless otherwise stated. Likewise,
powers are permanent unless otherwise stated, until the amulet is destroyed or otherwise
removed from the target’s life.

Level One
Beauty Fades: You target a single work of art within sight and roll Wits + Manipulation (Diff
varies; a sitcom episode would be Diff 3, the Mona Lisa Diff 9). Success indicates that the work
of art becomes abhorrent to those who view it. This power only affects the work in your
presence (so, while you could affect a sitcom episode you can see, people watching the same
episode in another house would be unaffected.) This power lasts for as long as it takes to view
the art or for a full scene, whichever is longer. This power does not require a faience.

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Level Two
Trust Withers: You must use a faience for this power. You spend a blood point and roll Wits +
Manipulation (Diff Target’s Willpower). Over the course of nine weeks (minus one per “extra”
success scores), the target begins to believe that those closest to them intend them harm,
beginning with mild unease and escalating into full blown paranoia. If the target has reason to
suspect they’re being influenced by an outside source, they may roll Willpower (Diff 6) to resist,
requiring a number of successes equal to the number of weeks they’ve been affected.

Level Three
Love Dies: You must be in your primary target’s presence to activate this power, and must
plant a faience. You spend two blood points and roll Wits + Manipulation (Diff target’s
Willpower) and specify a secondary target the primary loves (romantically, platonically,
familially, doesn’t matter. Any love). Over the course of a few nights, the primary target’s love for
the secondary withers and fades. It doesn’t become hate or any negative feeling, it just
becomes not-love. This power has no effects on blood bonds, and lasts for a number of months
equal to your Willpower at the time of casting.

Level Four
Hope Dissolves: You must be in your target’s presence and must plant a faience. To activate
this power, you spend three blood points and roll Wits + Manipulation (Diff target’s Willpower). If
successful, over the course of a night, the target falls into a deep depression. Mechanically, this
limits all of their dice pools to their Self-Control/Instinct rating unless they spend a Willpower
point. This depression is unlikely to drive the target to suicide, but may push an already suicidal
target over the edge. This power has a duration dependent on your successes on the Wits +
Manipulation roll, though it may be ended earlier through medical intervention such as therapy
or anti-depressants.

Successes Duration
1 One Night
2 One Week
3 One Month
4 One Year
5 Permanent

Level Five
Thrones Crumble: You must be able to see your target. You spend three blood points and roll
Wits + Manipulation (Diff target’s Willpower). If successful, the target begins to feel hate for an
authority figure in their life, such as a priest, parent, president, etc., and they will begin to act
against them according to their own Nature.

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Bone Path (Necromancy)
All zombies animated with this power have statistics found in V20 164.

Level One
Tremens: To activate this power, you must roll Dexterity + Occult (Diff 6). A single success
allows you to cause a corpse to make a single, small movement, such as a gasp or a twitch,
while five allows you to create conditions for complex movements, such as causing the corpse
to shoot up and open its eyes the next time someone enters a room. While this action cannot
cause direct harm, it could, in theory, set off some kind of trap.

Level Two
Apprentice’s Brooms: To activate this power, you must spend a Willpower point in addition to
the blood expenditure, rolling Wits + Occult (Diff 7). Each success allows you to raise one
corpse and give it a fairly simple, non-combat command, such as “sweep the floors every day
until they are free of dust,” or “transcribe this book.) The zombies perform this task until
complete (at which point they collapse but stay animate), or are destroyed. Corpses so
animated continue to decay, albeit at a rate seven times slower than normal.

Level Three
Shambling Hordes: To enact this power, you must spend one Willpower, rolling Wits + Occult
(Diff 8). Each success allows you to animate one corpse, spending one blood per corpse so
animated, though you may choose to animate fewer. Each zombie so animated can perform a
single simple command, such as “stay here and kill anyone other than me who enters.” Corpses
so animated continue to decay, albeit at a rate seven times slower than normal. However, they
stay animated even if their flesh rots away, and last until destroyed.

Level Four
Soul Stealing: This power cannot be used on supernaturals, except for ghouls. You spend a
Willpower and roll Willpower (Diff 6) contested by the target’s Willpower (also Diff 6). For a
number of hours equal to your net successes, the target’s soul is knocked out of their body,
leaving behind a living husk.

Level Five
Daemonic Possession: In order to use this power, you must have a body dead no longer than
30 minutes (or even still alive, but soulless), as well as a willing soul (such as a wraith, ghost, or
psychically projecting vampire) to inhabit it. You spend a Willpower and roll Manipulation +

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Occult (Diff 8). If successful, the spirit inhabits the body until it rots to uselessness. Should you
wish to shunt the spirit into the corpse of another vampire or supernatural, you must also score
five net successes on an opposed Willpower roll against the body’s original Willpower (both Diff
6)
A spirit inhabiting a body in this way gains all the Physical traits (Attributes, Appearance,
Physical Disciplines), and keeps their Social and Mental traits, as well as mental Disciplines.

Flow of Ashe
Unlike most blood magic, the Flow of Ashe does not require the expenditure of blood. However,
should you ever botch a casting roll, you immediately lose two blood points in addition to the
normal penalties for botching a casting. However, the powers here consume herbs- you must
have them on your person to use this magic.

Level One
Touch of Life: This power requires two handfuls of powdered minerals and herbs, including
aroroeia (an herb for skin ailments) and copper shavings. If successful, you may enact one
feature of life, such as a heartbeat or flushed skin, for one scene.

Level Two
Strength of Root and Stone: This power requires jurubeba (an herb for stomach and liver
ailments as well as weakness) and iron filings. If successful, you increase one Physical Attribute
as though you’d spent one blood point. This lasts for a scene.

Level Three
Breath of Life: To use this power, you must have a paste made of cambara (a healing herb),
powdered human bone, and blood (this need not be your own, and can even be animal blood).
If successful, you heal one point of Bashing or Lethal damage as though you’d spent blood.

Level Four
Favor of the Orishas: To use this power, you must have several leaves of tobacco and a
handful powdered ivory mixed with blood (again, animal will suffice and need not be a point’s
worth.) Successful casting gives you one phantom blood point that you can use to power
Disciplines and other Thaumaturgical Paths (but not rituals). This phantom blood point lasts a
scene or until spent, and you may only ever have one at a time.

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Level Five
Gift of Ashe: This power allows you to create what are effectively portable and sustainable
versions of the Level 1-4 powers of this path. Indeed, these vials of stored Ashe can even be
used by others. You may have a number of prepared vials equal to your Intelligence.

Orisha’s Fortune
To enact Orisha’s Fortune, you must physically spill the blood required by opening a vein. The
wound need not be big enough to actually cause damage. You may target anyone within sight
with these powers.

Level One
Sheltering Hand: If successful, you remove a number of 1s on the target’s next roll equal to
your casting successes.

Level Two
Fortune’s Blessing: A specific task must be stated, such as driving, hacking, or shooting. For
the rest of the scene, such tasks performed by the target are rolled at -1 Difficulty (Minimum of
4). The effects of this power are not cumulative, though this power may be used multiple times
for multiple tasks.

Level Three
Fortune’s Curse: A specific task must be stated, such as driving, hacking, or shooting. For the
rest of the scene, such tasks by the target are performed at +1 difficulty. The effects of the
power are not cumulative, though this power may be used multiple times for multiple tasks.

Level Four
Fortune’s Favor: For a number of turns equal to your casting successes, the target enjoys a -1
Difficulty on all rolls and all rolls made against them suffer a +1 Difficulty penalty. These
bonuses and penalties do not stack with either Fortune’s Blessing or Fortune’s Curse.

Level Five
Smithing Hand: Your target suffers a number of 1s on their next roll, removing successes, and
possibly causing a botch as normal.

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Path of Abombo (Cenotaph Path, Necromancy)
Level One
A Touch of Death: To use the power, you must touch a person or object you believe to have
come into contact with a ghost, rolling Perception + Awareness (Diff 6). The duration and
intensity you can detect this contact depends on the successes scored.

Successes Duration/Intensity

1 Last turn/Use of ghostly powers

2 Last three turns/Use of ghostly powers

3 Last hour/Simple contact with ghost

4 Last day/Contact

5 Last week/Nearby presence of a ghost

Level Two
Finding the Cantene: You spend three turns physically examining an object or person in detail,
rolling Perception + Occult (Diff 7). One success tells you if that object or person is a ghostly
Fetter. Three successes grants you the identity of the ghost, allowing you to potentially summon
them with other powers.

Level Three
Tread Upon the Grave: To use this power, you simply roll Willpower (Diff 8), with success
revealing to you the rough strength of the Shroud where you are in vague terms, while two
reveals a specific number, and three reveals if the Shroud has been artificially altered.

Level Four
Death Knell: This power is always on unless you choose otherwise. You automatically sense
the rising of a ghost within a kilometer of you. You may attempt to pinpoint this death and rising
by spending a Willpower and a blood and rolling Perception + Occult (Diff 7). One success gives
you a vague direction, three gives you a specific direction and rough distance, while five grants
you a perfect pinpoint.

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Level Five
Ephemeral Binding: To enact this power, you must either know a ghost’s name, or else a
strong psychic impression of it, and bathe an object in blood or else feed it to the target, as well
as spend a Willpower and rolling Manipulation + Occult (Diff 8). If successful, the object or
person becomes a fetter for the targeted ghost.
A fetter created in this way acts in all ways as a normal fetter for that ghost, and lasts for one
night per casting success. The expenditure of an additional Willpower extended the duration to
one week per success, and spending a permanent Willpower extends it to one year and one
day.

Path of Blood
Level One
A Taste for Blood: You touch the target’s blood. With even a single success, you determine
how much blood is left in the target, and, assuming they are a vampire, how recently they fed,
and their approximate generation. With three or more successes. You discover if they have ever
committed diablerie.

Level Two
Blood Rage: You must make physical contact with your target. Each success you make on the
roll causes the target to spend one blood point in any way you desire (which must be a logical
expenditure such as boosting physical attributes, powering disciplines, or the like.) Each
success also increases the difficulty to resist Frenzy by one. This power can circumvent the
generational maximum of a target. You cannot use this power on yourself.

Level Three
Blood of Potency: A single success on this power lowers your effective generation for the
purposes of blood pool and generational maximum by one for one hour. Each additional
success allows you to lower your generation one step further or extend the duration for an
additional hour. Should you have “extra” blood when this power expires, it burns off and you
simply have your normal maximum.

Level Four
Theft of Vitae: Each success causes one point of vitae to stream forth from a visible target
within 50 feet. Blood so consumed does not contribute to forming a blood bond.

Level Five
Cauldron of Blood: You must make physical contact with your target. Each success causes
one blood point to boil off, *causing the target to lose it,* and dealing an equal amount of

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aggravated damage, which can only be soaked with Fortitude. Even a single point of damage
caused in the fashion kills a mortal (though Ghouls can survive if they soak all the damage.)

Path of Corruption
You may not have a higher rating in this path than your Subterfuge rating.

Level One
Contradict: This power targets a subject within eyesight. This power causes a target to reverse
their current course of action, such that an archon may execute a prisoner they were about to
release, a mortal lover might switch from gentle and caring to sadistic and demanding. The
target rolls Perception + Subterfuge (Diff equal to your successes on the casting roll + 2). Two
successes allows the victim to realise they’re being influenced by an outside force, three allows
them to pinpoint the source, four causes them to pause, taking neither the original action nor its
inverse, and five allows them to carry out their original action.
This power cannot be

Level Two
Subvert: You must make eye-contact with your target, who may resist this ability with a
Perception + Subterfuge roll (Diff Manipulation + Subterfuge). If you score more net successes,
the victim becomes inclined to follow a repressed, shameful desire (dictated by a psychological
flaw or their Nature) for an amount of time determined by your net successes.

Successes Result
1 Five minutes
2 One hour
3 One night
4 Three nights
5 One week
The target of this ability can resist the compulsion to follow their urge by spending a Willpower
point.

Level Three
Dissociation: You must touch your victim to cast the effect, which is resisted by a Willpower roll
(Diff of your Manipulation + Subterfuge). For the duration of this power, a victim’s viniculum
ratings (if applicable) are reduced by three, and they lose three dice from all Social dice pools
as they become withdrawn, suspicious and paranoid.

Successes Result
1 Five minutes
2 One hour
3 One night
4 Three nights

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5 One week

Level Four
Addiction: The target must be exposed to the substance, sensation, or experience you wish to
addict them to. You must touch the target of this effect, which is resisted with a Self-
Control/Instinct roll (Diff 3 + your successes on the initial roll.) Failure indicates that the target
becomes hopelessly addicted for a number of weeks equal to your Manipulation rating. Each
night the target doesn’t feed their vice, all of their dice pools lose one die. Each time the target
has an opportunity to feed their addiction, they must roll Self-Control/Instinct (Diff 8) to avoid
indulging it.
A target may attempt to break the addiction by making an extended Self-Control/Instinct roll (Diff
your Manipulation+Subterfuge), with one roll allowed per night, with the goal to accumulate
three times the successes you made on the initial roll. During this time, the target may not
indulge their addiction, or all progress and accumulated successes are lost. Note that their Self-
Control/Instinct dice pool takes a one die penalty every night they do not engage in their vice.

Level Five
Dependance: You engage the target in a conversation to use this power, which is resisted with
a Self-Control/Instinct roll (Diff of 3 + your successes on the initial roll). Failure indicates that the
victim’s psyche is subtly bonded to yours for one night per net success you rolled. A bonded
victim doesn’t overtly feel different about you, but does suffer a one die penalty to all rolls when
they are not around you or performing tasks for you.
Additionally, they are much less resistant to your compulsions, and their dice pools are halved
to resist your Dominate, Presence, or similar powers, as well as your mundane Social skills.
Finally, they are unable to regain Willpower when they are not in your presence.

Path of Curses
To use any ability of this path, you must have some essence of them- their hair, blood, flesh, or
any other part of them. All of these powers can be resisted with a Willpower roll (Diff 7) and can
be ended by you at any time.

Level One
Stigma: Until next sunset, the victim makes all Social rolls at +1 Difficulty.

Level Two
Malady: For a number of nights equal to your Willpower, the victim reduces their physical dice
pools equal to your successes on the activation roll (maximum reduction of 3). The victim may
attempt to resist this curse nightly, though successes do not accumulate.

Level Three
Pariah: For one night per success, people mistake the target for a bitter rival. This won’t

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necessarily cause fights, but they will treat them as though they were hated.

Level Four
Corrupt Body: Assuming this power is effective, the victim transforms over the course of three
turns, and takes a three die penalty to all dice pools. Otherwise, for the duration of this power,
the target takes a one die penalty to all dice pools.
Further, the victim’s Strength, Dexterity, Stamina, OR Appearance drop to 1 for the duration of
this power, as determined by the net successes.

Successes Duration
1 One night
2 One week
3 One month
4 One season
5 One year

Level Five
Fall From Grace: The victim may contest the effects of this power with a Willpower roll (Diff 8).
If the victim botches this roll, the effects of the curse may be permanent.
For the duration of this power, the victim cannot automatically succeed in even the most trivial of
tasks. All actions have an automatic botch die, and the target can only ever score two
successes on any given action. The duration of this power is determined by your net successes.

Successes Duration
1 One night
2 One week
3 One month
4 One season
5 One year

Sepulchre Path
Compulsion effects from this path are essentially Dominate, and thus defenses that protect
against that function normally.

Level One
Witness of Death: You roll Perception + Occult (Diff 5). Success allows you to perceive ghosts
for the rest of the scene (or until you decide to end this power). While perceiving across the
shroud, you are blind to the material world, taking a +3 Difficulty penalty to sight based

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Perception rolls and most attacks. Furthermore, your eyes glow in the spirit world, noticeable by
ghosts with a Perception + Alertness roll (Diff 7). This does not allow you to see into the
Shadowlands- merely ghosts in the real world.

Level Two
Summon Ghost: This power requires you speak the name of the target aloud or else have a
piece of their corpse, rolling Manipulation + Occult (Diff target’s Willpower, minimum 7).
Provided the target has died and become a ghost, you summon them to you, and are able to
see and even speak with them. This power grants you no control over their actions, but allows
you to treat with them. You may dismiss the ghost at any time by spending a Willpower.

Level Three
Compel the Shade: You roll Manipulation + Occult (Diff 6) opposed by the target ghost’s
Willpower (also Diff 6), rolling until one side wins. If you lose, you mose Willpower equal to the
ghost’s net successes. The degree to which you compel the shade to obey you depends on
your level of success.
One: The ghost will perform a single simple task that doesn’t place it in danger, though it may
spend a Willpower to delay the compulsion for a scene. Alternately, it will answer a single
question to the best of its ability.
Two: You can compel the ghost to perform two tasks or answer two questions as above, or
command them to perform a single simple task which might place them in danger, as long as
the danger isn’t certain. The ghost may spend Willpower to delay the compulsion.
Three: You can compel to perform three tasks or answer three questions, or compel it to
perform a single task where the danger is obvious, or the task itself is long (up to a month’s
work). The ghost cannot resist simple tasks with Willpower, but may resist more dangerous
ones normally.
Four: You may demand four tasks or four answers, or two tasks of uncertain danger.
Alternately, you may command it to perform a single task that places it in extreme danger or
enslave it for any number of non-threatening tasks for a month. The ghost may resist extremely
dangerous tasks with Willpower.
Five: With this degree of success, you can command the ghost to perform a single task that it is
capable of performing in one month, placing it in immediate peril of destruction or forcing it to
betray or assault loved ones. This compulsion cannot be resisted.

Level Four
Fetter the Dead: With is power, you bind a ghost to a place, object, or corpse. You must touch

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the intended vessel, rolling Manipulation + Occult (Diff 4 or target’s Willpower if they resist, + 1 if
the vessel is an object, + 2 if a corpse). Each success binds the spirit to that vessel for one
night. You may extend the duration of this power to a week by spending a Willpower, or a year if
you spend a dot of permanent Willpower.
A ghost in a mostly intact corpse can spend one Willpower and roll Willpower (Diff 7 for vocal
control, Diff 9 for total animation), with each success giving the control over the corpse for one
night.

Level Five
Usurer’s Scales: You may choose to either empower or drain a spirit with this power. If
empowering, you roll Manipulation + Occult (Diff 5), with each success allowing you to feed the
ghost Willpower or blood, restoring their Essence on a 1:1 basis.
If using it to drain a ghost, you still roll Manipulation + Occult (Diff their Willpower, or 5 if they are
willing), with each success allowing you to drain one Essence from it, gaining it as Willpower.
You cannot exceed your normal maximum Willpower, but can choose to drain excess Essence,
allowing it to burn off. A ghost drained to zero Essence with this power is permanently
destroyed, dragged screaming into Oblivion.

Spirit Manipulation
Level One
Hermetic Sight: You can perceive the spirit world for one hour, plus 30 minutes per “extra”
success.

Level Two
Spirit Cant: You can speak to spirits for 15 minutes per success.

Level Three
Voice of Command: You make the normal casting roll which attempts to command said spirit.
The spirit resists with a Willpower roll (Diff of your Manipulation + Occult). The Net Successes
you score determine the complexity of the order the spirit will follow.

Successes Result
Botch The spirit is immune to your commands, and is likely hostile
Failure The command fails and further attempts to command it are made at +1
Difficulty (cumulative)
1 The spirit obeys one simple command that is of no great convenience to it.
2 The spirit performs a straightforward command that it is not innately opposed
to.
3 The spirit follows one relatively complex command that it is ethically opposed

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to.
4 The spirit consents to an extended or intricate task that does not place it in
immediate danger
5 The spirit accepts one lengthy or nigh-impossible task, or one that ensures its
destruction

Level Four
Entrap Ephemera: You bind a spirit to an item with a casting roll, which the spirit opposes with
its own Willpower roll (Diff of your Manipulation + Occult).
Should you succeed, you create a fetish with a level equal to your net successes (max level of
five). You cannot create a specific fetish unless you know the specifics of it, but a fetish does
grant a bonus commensurate to its power level to an appropriate ability. A fetish is activated
with a Willpower roll (Diff 3 + Fetish level). A botch on this roll destroys the physical component
of the item, and frees the spirit.
You can create and maintain a number of fetishes equal to your permanent Willpower, including
those not in your possession.

Level Five
Duality: This ability can only be enacted in the physical world. You exist in both the real world
and the spirit world for 15 minutes per success. While in this state, you are susceptible to
attacks from both worlds, and Perception checks are made at +1 Difficulty.
A botch on casting this ability throws you wholly into the spirit world.

Voice of the Wild


In addition to Vitae, powers from Voice of the Wild require you to have reagents on your person
which are consumed in casting. Voice of the Wild can be used on animals who have been
affected by Animalism, but only if your rating in Wanga is greater than that of the Animalism
user’s rating in that Discipline.

Level One
Scent of the Beast: This power requires you to have a piece of the animal you wish to smell
like. One success allows you to smell like the animal, three allows you to project a scent in a
particular emotional state and convince animals to approach you as though you were not a
vampire, and five allows you to fool even shapeshifters and Auspex users, though they may
make an opposed Perception + Alertness (Diff 6). You must also score three successes to
create a scent powerful enough to affect those without heightened senses, such as a skunk’s
spray.

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Level Two
Hide from Hunter’s Eyes: This power requires you to have a piece of the kind of animal you
wish to hide from, and some kind of strong smelling substance, such as a pinch of pepper or
perfume. If successful, mundane animals of that kind will not notice you with any of their senses.
Ghouled animals of that kind may make a Perception + Alertness (Diff 7) opposed by
your.casting roll, and should you score five or more successes, you even hide from supernatural
versions of that animal (such as a werewolf in Lupus or a Gangrel in wolf form), though they
may roll Perception + Alertness (Diff 6) to notice you, likewise opposed by your casting roll.

Level Three
Marking the Prey: This power requires a piece of the kind of animal you wish to influence, as
well as something they would find appealing (catnip for cats, a bit of rodent fur for snakes). You
must also designate a secondary target who must be visible to you. If successful, all animals of
the type influenced focus their attention on the target as appropriate- friendly animals try to play
with them, and hostile animals attempt to attack.

Level Four
Guiding Spirit: To use this power, you must have a piece of the type of animal to be
influenced, and must make eye or physical contact with your target. For one scene per success,
you control that animal’s emotional core. While not as specific control as Animalism, you can
still guide their actions, though they may attempt to resist actions that go against their instinct or
training (such as getting a loyal dog to attack its master or a prey animal to approach its
predator) by rolling Willpower (Diff 7). If successful, while they still feel the emotion, they
respond according to their instinct or training. The dog will raise its hackles and snarl, while the
prey will approach but leave itself enough room to flee.

Level Five
Mantle of the Beast: You must have a sample of the animal whose feature you wish to
replicate. Of successful, you gain a single physical feature of the animal in question, such as the
compressible ribcage of a mouse to squeeze through small space, or the claws of a mountain
lion. Claws created with this power deal Strength + 1 Aggravated damage. Wings allows you to
glide, but not fly 100 yards per success on a Strength + Athletics roll (Diff 7), and can be used to
break a fall of nearly any distance. A protective covering such as a turtle shell adds two soak
dice which can be used to soak Aggravated damage (but not fire or sunlight). Other advantages
granted by transformations are at ST’s discretion.

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Zarabada’s Malice (The Snake Inside, (Akhu)
All Malice powers use the Seduction Secondary Ability. Subterfuge may be used in its place,
increasing the Difficulty of all associated rolls by one. Any roll which would have a Difficulty
greater than 11 is impossible and automatically fails.

Level One
First Taste: You choose a single, minor repetitive action, and roll Manipulation + Seduction (Diff
target’s Willpower), with successes determining the strength of the compulsion instilled in the
target. If the target has the opportunity to engage in the behaviour, they must roll Willpower (Diff
your Willpower) or engage in it. If the target ever scores five or more successes to resist, the
compulsion is broken.

Level Two
Cross-Addiction: Your target must already have an addiction or similar psychological affliction.
You choose a different addiction and roll Manipulation + Seduction (Diff Target’s Willpower). If
successful, the target’s addiction changes to the one you chose for a number of scenes equal to
your successes. You may double this duration by spending a blood point.

Level Three
The Jones: Your target must already have an addiction or similar psychological affliction. You
spend any number of blood points (up to generational maximum) and roll Manipulation +
Seduction (Diff Target’s Willpower). If successful, for a number of scenes per blood point spent,
the target cannot spend Willpower to resist their addiction.

Level Four
Fatal Compulsion: Your target must already have an addiction or similar psychological
affliction. You spend three blood points, and roll Manipulation + Seduction (Diff target’s
Willpower). If successful, for every three nights the target doesn’t engage in their addiction, they
take one point of unsoakable Lethal damage. Once the subject engages in their addiction, this
damage is healed and the power ends.

Level Five
Temperance (BSTC): Your target must already have an addiction or similar psychological
affliction. You spend one blood point and roll Manipulation + Seduction (Diff target’s Willpower).
Success causes the target to take one level of unsoakable Bashing damage when they engage
in their vice. The duration of this power depends on the number of successes scored. This
inability to enjoy their vice may cause withdrawal symptoms.

Successes Duration
1 Scene
2 Night

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3 Week
4 Month
5 Year

Rituals

Level One
Knowing Stone: To enact this ritual, you simply bind a piece of the target to a small stone,
writing their name on it in vitae. Thereafter, you may learn the whereabouts of the target simply
by dancing around the stone until a ghost whispers the information to you. The stone loses its
power on All Saints Day unless you spend a blood point.
Singing Charm: This ritual must be cast on a Sunday night, during which time you cut off an
earlobe, placing it into a pot along with a point of blood and the tongue of a bird. You then burn
this mixture, and mix the resulting ashes with those of a cremated corpse, placing them into a
leather pouch which is then sewn shut. If successful, you create a charm that emits a faint hum,
hearable only by you so long as you remain within 100 miles of it. The charm sings for a number
of nights equal to three times your casting successes, during which time you may focus on the
hum to determine the direction and distance the charm is from you.

Level Two
Craft Garde: This ritual cannot be used to create a charm for yourself. To enact this ritual, you
must create a talisman incorporating two points of your blood, healing herbs, nine drops of rum,
and a piece of the intended recipient (such as a few hairs). If successful, while the recipient
carries the talisman on their person, the Difficulty of other rituals (but not path powers) cast
upon them is increased by two (maximum of 10). The garde functions for a number of nights
equal to twice your casting successes.
Craft Gris-Gris: To enact this ritual, you must mix together two points of your own blood, an
infant’s fingerbone, nine pinches of grave dirt, and a sample from the intended victim, added to
a leather pouch and sewn shut before being buried outside the victim's home. If successful, the
victim suffers headaches and muscle pain, inflicting a -1 die penalty to all actions. Against
Supernaturals, a gris-gris functions one night per casting success or until the pouch is unburied.
Against a mortal, the gris-gris is permanent until it is unearthed.
Grandfather’s Gift: To enact this ritual, you must mix one handful of grave dirt with an offering
to your ancestors, such as fruit, cigarettes, rum, or pennies. If successful, you may split your
successes between dots in Abilities and turns of duration. These Abilities must be something
your ancestors (Kindred or mortal) could conceivably have possessed.

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Two Centimes: To enact this ritual, you draw your fingers across the throat of a mortal,
symbolically killing them, before laying them out on a wooden pallet and placing pennies over
their eyes. If successful, the subject awakens in the underworld. However, they are completely
immaterial, even in the underworld, and cannot be seen by ghosts. They are free to explore the
underworld until sunrise, at which point they return to their body.
Part the Veil: To enact this ritual, you simply chant over a piece of the intended target and a
fresh human eye. A supernatural subject may resist by rolling Willpower (Diff 6). For a number
of nights equal to your net successes, the target gains the ability to see into the Shadowlands,
seeing the spectral world as a ghostly overlay. This experience can be unsettling for
supernaturals who are not expecting it, and downright maddening for mortals.

Level Three
Blood Dance: To enact this ritual, you must dance for two hours while calling out to a spirit,
drawing a circle in ocean salt and colored sand around a mortal. If successful, the spirit appears
and can converse with the mortal for one hour before returning to death.
Curse Candle: To enact this ritual you must create a black candle on a Friday night,
incorporating the brains and bones of a dead man, nine pinches of grave dirt, pepper, leaves
from an itching plant, and a piece of the intended victim. Creating the candle costs no vitae, but
for every 20 minutes you burn it, you must spend one point. Burning the candle for 20 minutes
while focusing on the victim causes a poltergeist like entity to plague them for 24 hours, as long
as the candle was burnt within (your Willpower) miles of them, mostly performing harmless
pranks such as moving furniture around or throwing objects at the target. However, once per
night, the poltergeist attempts to seriously harm the target, such as by shoving the victim down
stairs, or distracting them while they drive. The poltergeist has an effective Strength rating of
two and a total dice pool of four for its pranks, and only acts when nobody but the target is
looking. The curse candle can be burnt for a number of 20 minute intervals equal to your casting
successes.
Eyes of the Dead: To enact this ritual, you merely soak a corpse’s clothing in one point of blood
while focusing on their eyes or ears (or two points of blood for both). This power lasts one night
per casting success, during which time you may freely swap between your hearing and sight
and that of the corpse’s. This ritual may also be used on animated corpses, though the duration
is reduced to one scene per casting success.
This power requires only a head, and indeed, you can see through the empty sockets of a skull,
though the inner organs of the ear must be more or less intact to hear through them.
Nightmare Drums: To enact this ritual, you must light aflame a personal possession of the
target soaked in your blood, and beat a human-skin drum while it burns. These drums make no

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noise in the material world, but are deafening in the Underworld, causing spirits to haunt the
intended victim with nightmares. This effectively afflicts the target with the Nightmares flaw for a
number of nights equal to your casting successes.
Ori Sight: To enact this ritual, you must burn out one of your own eyes and ears, requiring a
Willpower roll (Diff 8) and causing three unsoakable Aggravated damage, placing the resultant
ashes in a human skull, and mixing them with a splash of rum and tobacco, as well as the blood
or eyelashes of a number of targets up to your Wanga rating. If successful, you may switch
between your own senses and those of your targets, even mixing and matching senses. This
ritual lasts until you heal the damage from burning out your eye and ear.

Level Four
Baleful Doll: To enact this ritual, you must craft a wax doll, requiring a Stamina + Crafts roll
(Diff 8), which you then pain with your own blood and dress in a piece of clothing belonging to
the victim. If successful, you may injure the doll, which causes six dice of Bashing damage, or
destroy the doll, which deals six dice of Lethal damage to the target, both of which are soakable
as normal
Candle of Rage: To enact this ritual you must create a black candle on a Friday night,
incorporating the brains and bones of a dead man who died a violent death, nine pinches of
grave dirt, nightshade, leaves from an itching plant, and a piece of the intended victim. Creating
the candle costs no vitae, but for every 20 minutes you burn it, you must spend one point.
Burning the candle for 20 minutes while focusing on the victim causes the victim to feel a strong
emotion (though not necessarily rage as the name suggests, increasing the Difficulty of
appropriate Virtue rolls by 2 for 24 hours. The victim may roll Willpower (Diff 8), requiring as
many successes as you got on the initial creation of the candle to resist the effects. A Candle of
Rage can be burnt a number of 20 minute intervals equal to your casting successes.
Point of the Needle: To enact this ritual, you soak a needle used to inflict damage to a Baleful
doll in a point of blood for a full night. If successful, the blood boils away, and the needle may be
used to inflict a single usage of the Thanatosis power Withering.

Level Five
Dead Man’s Hand: To enact this ritual, you must take a rag soaked in the blood, sweat, and
tears of the target and close a freshly severed hand (whether from a living donor or a corpse,
doesn’t matter) around it. You then spend two points of blood for each point of Stamina (and
Fortitude) the target has. You always spend blood for shifters as though they were in the form
with the highest Stamina. If successful, the target begins to decay with the hand, losing health
levels as below. This process can only be stopped by removing the rag from the hand, in which

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case the health levels return at the same rate. Note that the victim’s brain remains completely
untouched by this process, allowing them to “enjoy” their body decaying.

Health Level Time Until Next Loss

Bruised 12 hours

Hurt 12 hours

Injured Six hours

Wounded Three hours

Mauled One hour

Crippled 30 minutes

Imcapacitated 12 hours

A mortal who spends 12 hours Incapacitated perishes, while a vampire enters Torpor.
Shackles of Blood: To enact this ritual, you must mix three points of your own blood with
healing and hallucinogenic effects, various peppers, tobacco, and the heart of a recently
deceased person (male if the victim is female, and vice versa), all of which is ground and stirred
with an iron rod. When drunk by the victim, the elixir creates what is essentially a full blood bond
to you that lasts a number of nights equal to your casting successes. Furthermore, a vampire
who drinks from the original imbiber is also affected as though they had drunk the elixir
themselves.

Combination Disciplines
Regardless of what the book claims for experience cost, we are going to assume that
Combination Disciplines cost 3 times their total rating, which is to say, a discipline that requires
Celerity 4/Fortitude 2 (Total rating 6) would cost 18 experience.

Level Six
The Flaying: Auspex 6/Vicissitude 1
Vrykolas (LS1): Animalism 6/Vicissitude 3
You drain an animal of blood and spend two blood points, and, over the next three turns,
transform into a hybrid of that beast. Typically, this takes the form of +1 Soak, and Claws and a

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bite that inflict Strength + 2 Aggravated Damage, though this may differ from creature to
creature

Special Traits
Special Secondaries
Fleshcrafting
Fleshcrafting costs 5 x current rating experience to increase, and 7 to learn. Fleshcrafting may
be used in place of Medicine for Vicissitude powers, reducing the difficulties of such powers by
one.

Grave Thaumaturgy
The Necromantic Thaumaturgy Secondary always costs 10 x current rating experience to
increase, and 13 to learn. Necromantic Thaumaturgy may be used in place of any Ability when
making rolls for Mortis, Necromancy, or Voudoun, reducing the difficulties of such rolls by one.
Appropriate specialties are specific paths, but not classes of included blood magic.

Koldunism
The Koldunism Secondary always costs 7 x current rating experience to increase, and 10 to
learn. Koldunism may be used in place of Occult when making rolls for Koldunic Sorcery,
reducing the Difficulties for such rolls by one. It may also be added to rolls made for Sielanic
Thaumaturgy, though it does not reduce the difficulties for such rolls. Appropriate specialties are
specific paths, but not classes of included blood magic.

Religious Thaumaturgy
The Religious Thaumaturgy Secondary always costs 12 x current rating experience to increase,
and 15 to learn. Religious Thaumaturgy may be used in place of any Ability when making rolls
for Abyss Mysticism, Ahku, Dur-An-Ki, Nahuallotl, Sadhana, Sihr, and Wanga, reducing the
Difficulties for such rolls by one. Appropriate specialties are specific paths, but not classes of
included blood magic (except Abyss Mysticism, which is valid).

Thaumaturgy
The Thaumaturgy Secondary always costs 7 x current rating experience to increase, and 10 to
learn. You may add your rating in Thaumaturgy to any Willpower rolls made for Thaumaturgy
blood magic, Anarch Thaumaturgy, or Dark Thaumaturgy, though this never reduces the
Difficulty of such rolls. Thaumaturgy may also be used in place of Occult for Rituals, reducing
the difficulty for such rolls by one. Appropriate specialties are specific paths, but not classes of

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included blood magic.

Backgrounds
Age (Limited by Chronicle)
1 Dot: Annuated: 200 years or less active. +30 freebies, -1 Humanity
2 Dots: Elder: 200-350 years active. +55 freebies, -2 Humanity
3 Dots: Hoary: 350 to 500 years active. +75 freebies, -3 Humanity
4 Dots: Venerable: 500 to 750 years active. +90 freebies, -4 Humanity
5 Dots: Ancient: 750+ years active. +100 freebies, -5 Humanity

Allies
1 Dot: One ally of little power or influence
2 Dots: Two allies of little power or influence, or two allies of moderate power and influence
3 Dots: Three allies of moderate power and influence, or one one ally with great power and
influence.
4 Dots: Two allies of great power and influence or one ally of extreme power and influence.
5 Dots: Two allies of great power and influence or one ally of ungodly power and influence.

Alternate Identity
1 Dot: You are new at this identity game. Sometimes you slip and forget you other persona/
2 Dots: You are well grounded and convincing enough to play the part of your alternate identity.
3 Dots: You have a fair reputation as your alternate persona, and have name recognition.
4 Dots: Your alternate identity has respect and trust in your area of recognition
5 Dots: You command respect in your area of infiltration, and may even have accumulated
status. Many powerful individuals trust, or at least recognise you.

Arcane
You cannot take this background if you have Status, Clan Prestige, or Fame, and vice versa,
though, because you can turn Arcane on or off, you could have an alternate identity with those
backgrounds.
People attempting to track you down, or find out information about you do so at a dice penalty
equal to your arcane.

1 Dot: Easily overlooked


2 Dots: Hard to follow
3 Dots: It takes a detective to shadow you
4 Dots: Maybe he passed through here a couple years ago
5 Dots: Never heard of the guy

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Black Hand Membership (Sabbat only)
You may add this rating to social rolls against other Sabbat if you reveal your membership.

1 Dot: You’re a grunt. You can call on one Black Hand once per story.
2 Dots: You are known and respected in The Hand. You can call upon two members once per
story.
3 Dots: You are held in esteem by The Black Hand. You can call upon five members once per
story.
4 Dots: You are a hero amongst the Hand. You may call upon seven members twice per story,
though you should do so sparingly. You may also be called upon to lead a large number of the
Hand.
5 Dots: You are the stuff of Black Hand Legend. You may call upon 12 members of The Hand
twice per story. You may also be called upon to lead an army of The Hand.

Clan Prestige
Typically, you can only gain Prestige with your own clan, but that is not always the case.
Prestige cannot be bought with experience, but is a role-playing reward. Most of the time
Prestige is rated 1-5, but it can go as high as 10. You may add your Prestige for a given Clan to
Social rolls dealing with that clan.

Contacts
You have a number of major contacts equal to your Contacts rating.
To represent minor contacts, you may roll your Contacts (Diff 7). Of course, getting them to
agree to your request is another matter.

Domain
Where Haven (below) is your own private residence, Domain is your territory.
You may also spend Background points to increase your domain’s security instead of its size.
Each dot in Domain Security increases difficulties to intrude on the Domain uninvited by 1, and
decreases the difficulty to track such intruders. Intruders also suffer a +1/Security to hunting
checks in your domain.
1 Dot: A single small building.
2 Dots: A large building.
3 Dots: A high rise, an entire block.
4 Dots: A sewer subsection, a gated community.
5 Dots: An ethnic enclave, a whole suburb.

Additional dots can be purchased or pooled within a coterie to control a larger area. Six to nine
dots would control a small town, while ten to fifteen would secure an important but not huge city
sector. A large city would require 100 points of Domain, and huge cities, such as New York or

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London would require many hundreds.

Fame
You reduce the Difficulty of your hunting rolls in populated areas by one for each dot of Fame
you have
1 Dot: You’re known to a select subculture.
2 Dots: A majority of the local populace recognises your face
3 Dots: You have statewide renown
4 Dots: You’re nationally famous
5 Dots: You’re an internationally famous media icon

Generation (Limited by Chronicle)


Unless you take this background, you start at 13th generation.
1 Dot: 12th Gen: 11 Blood pool, 1/round
2 Dots: 11th Gen: 12 Blood pool, 1/round
3 Dots: 10th Gen: 13 blood pool, 1/round
4 Dots: 9th Gen: 14 Bloop pool, 2/round
5 Dots: 8th Gen: 15 blood pool, 3/round

Haven
This background is an abstraction of your home. Each time you buy a point in this background,
you must decide whether that point goes to Size, Security, or Quality. The first dot in each is
free when you purchase your first dot of Haven.

Size
1 Dot: Little more than a shack, a hole in a rock, or shit-hole apartment
2 Dots: A decent apartment, a small house, or a fairly cozy cave.
3 Dots: A decent sized house, a primo hotel suite, or a cave and its surrounding environs.
4 Dots: A very large house, or a large cave system.
5 Dots: A large manor, or the inside of a mountain.

Security
1 Dot: What door?
2 Dots: Well, you have a lock. If a wilderness haven, you’ve got a bit of privacy, and a few
pitfalls.
3 Dots: A solid door and a good lock. Wilderness have privacy, some nice natural terrain, and
some dangerous predators nearby.
4 Dots: You have a decent security system, and a very good door. Wilderness havens are
difficult to access for those who don’t know the way.
5 Dots: You live in a bunker with a top of the line security system, a security force on speed
dial, and some other handy measures. In the wilderness, you leave the lupines alone, and they

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leave you alone. But they keep the mortals away.

Quality
Each point costs twice as much in the Wilderness.

1 Dot: You have a some milk crates.


2 Dots: The power runs (most of the time), and you’ve got water.
3 Dots: You have some nice furnishings, and you have power and water in all but the worst of
weather.
4 Dots: Your furnishings are superior in make and quality, and, short of a nuke going off, you’re
not going to be roughing it anytime soon.
5 Dots: Your furnishings are worth as much as a small house, and you’re utilities are completely
self-sufficient and off the grid.

Herd
You add your Herd rating as bonus dice to your hunting rolls. Your herd can also perform some
minor tasks for you.
1 Dot: 3 vessels
2 Dots: 7 vessels
3 Dots: 15 vessels
4 Dots: 30 vessels
5 Dots: 60 vessels

Influence
You add your Influence rating as bonus dice to social rolls dealing with politically inclined
mortals.
1 Dot: A factor in city politics
2 Dots: A force in state politics
3 Dots: A factor in regional politics
4 Dots: A force in national politics
5 Dots: A player in global politics

Mentor
A mentor is an older vampire who has taken an interest in your wellbeing, typically your sire.
1 Dot: An ancilla of little influence
2 Dots: A respected elder
3 Dots: Heavily influential, such as a primogen
4 Dots: A great deal of power, an Archbishop or Prince
5 Dots: Extraordinarily powerful, a justicar or an Inconnu.

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Resources
1 Dot: 500$ a month/1000$ if liquidated
2 Dots: 1200$/8000$
3 Dots: 3000$/50,000$
4 Dots: 9000$/500,000$
5 Dots: 30,000$/5,000,000$

Retainers
Each dot of Retainers grants a single servant who is at least somewhat skilled.

Rituals (Sabbat)
1 Dot: You know a few Auctoritas Ritae
2 Dots: You know some Auctoritas Ritae, and a few Ignoblis Ritae
3 Dots: You know all Auctoritas Ritae and some Ignoblis Ritae
4 Dots: You know all Auctoritas Ritae and many Ignoblis Ritae.
5 Dots: You know all Auctoritas Ritae and dozen of Ignoblis Ritae.

Status
1 Dot: Known; a neonate
2 Dots: Respected; an ancilla
3 Dots: Influential; an elder
4 Dots: Powerful; a member of the primogen
5 Dots: Luminary; a prince

Merits and Flaws


Merits and flaws are marked as either A, I, or both, meaning Acquired or Inherited. Inherited
traits are typically gained because of how you were as a mortal, or something that occured
when you were turned. These traits cannot be gained or lost after character creation, except
under the most unusual circumstances. Acquired traits are something you can learn or
otherwise have applied to you if something goes very right or very wrong.

Physical Merits
Acute Sense (1 Pt. I): You select one sense. Difficulties to Perception checks oriented around
that sense are made at -2 difficulty.
Ambidextrous (1 Pt. A or I): You take no penalty for using your offhand.
Catlike Balance (1 Pt. A or I): Checks made to maintain balance are at -2 Difficulty.
Early Riser (1 Pt. I): You treat your Humanity or Path score as 10 for the purposes of waking
up.
Eat Food (1 Pt. I): You are capable of eating food like a normal human being. You still can’t

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digest it, so you have to purge it later.
Friendly Face (1 Pt. I): You enjoy a -1 Difficulty on “friendly” social rolls.
Blush of Health (2 Pt. I): You retain the skin color of an ordinary mortal, and are only slightly
cold to the touch.
Enchanting Voice (2 Pt. A or I): Checks involving using your voice to convince, command,
cajole or other influence are made at -2 Difficulty.
Daredevil (3 Pt. A or I): You may add three dice and ignore a single 1 on any roll made while
taking a risk. Typically, this must be a roll of Difficulty 8, and must threaten at least a maiming if
it fails.
Efficient Digestion (3 Pt. I): For every two points of blood you consume, you gain a third. This
does not allow you to exceed your maximum blood pool.
Huge Size (4 Pt. I): You are easily 6’10” and 300 pounds. You enjoy an extra bruised health
level, and may receive bonuses to some checks.

Physical Flaws
Hard of Hearing (1 Pt. A or I): All difficulties related to hearing are increased by 2.
Short (1 Pt. I): You are four and a half feet tall on a good day. You have difficulties working with
normal-scale environments, and your running speed is half normal.

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Changelog
Update 1.x.x Vampire the Masquerade
Update 1.0.x was Basic information, including a rough overview of chargen and
Attributes and abilities, as well as clans and bloodlines.
Update 1.1.x Disciplines and Thaumaturgy
Update 1.1.2: Potence completed. Animalism up to Level Nine completed
Update 1.1.3 Animalism completed. Work begun on Auspex.
Update 1.1.4 Special Secondaries added and begun. Auspex finished!
Update 1.1.5 Dominate Complete. Obfuscate Level Six started.
Update 1.1.6 Obfuscate Complete. Presence started.
Update 1.1.7 Presence Completed Common Disciplines Completed
Uncommon Disciplines started Dementation Started.
Update 1.1.8 Dementation Completed. Obtenebration Completed Protean
Completed. Uncommon Disciplines Completed. Rare Disciplines Started
Update 1.1.9 Abombwe, Bardo, Chimerstry, Daimonion, Flight Completed,
Melpominee started
Update 1.1.10 All rare disciplines and extinct disciplines finished. Forgotten
Disciplines (3pp) finished. Elder Discipline Compilation (3pp) started.
Update 1.1.11 EDC finished up to Potence, Ogham moved to Rare
Disciplines and finished.
Update 1.1.12 All basic Disciplines finished, including 3pp disciplines. Started
work on Thaumaturgy. Source tags added to paths and existing rituals. Listed
missing rituals. Began finishing rituals. Chicago by Night (2e), Guide to the
Anarchs, Milwaukee by Night, Core complete, Clanbook:Tremere started
Update 1.1.13 Clanbook: Tremere Revised Complete
Update 1.1.14 Blood Magic: Secrets of Thaumaturgy Complete
Update 1.1.15 All Tremere Thaumaturgy Rituals complete. Abyss Mysticism
started and finished. Ahku Paths and Rituals finished. Anarch Sorcery
started.
Update 1.1.16 Anarch Sorcery finished, Dark Thaumaturgy finished. Abyss
Mysticism *actually* finished. Dur-An-Ki finished. Koldunic Sorcery started.
Update 1.1.17 Thaumaturgy Secondaries added under Special Secondaries,
Fleshcrafting moved to Vampire specific Special Secondaries. Koldunism
finished. Mortis finished. Nahuallotl finished. Necromancy started.
Update 1.1.18 Voudoun Necromancy removed, and rolled into Wanga.
Moved Path of Abombo to Wanga. Rules for Aztec and Eastern Necromancy
added. Sihr removed entirely (it’s not In-Clan for anyone, and all its powers
are available as Dur-An-Ki). Impundulu modified to use Wanga instead of

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Necromancy, and Samedi added, because I somehow forgot them?
Document moved to .docx format because I made Google straight up
surrender, so formatting might be fucky for a bit. Necromancy added.
Sadhana added. Sielanic Thaumaturgy added. Countermagic added. Wanga
added. All blood magic complete. Combination Discipline formatting begun.
2. Begin- and finish Combination Disciplines
3. Third Party Combination Disciplines.
4. Thaumaturgy
5. Third Party Thaumaturgy
Update 1.2.x: Virtues and Paths, Backgrounds
Update 1.3.x: Merits, Flaws, and Derangements
Update 1.4.x Vampire "children" information.
Update 1.5.x Equipment and Items of Power
Update 1.6.x Vicissitude Augmentations, Infernal Investments, and Sabbat Ritae
Update 1.7.x: Final Checks
1. Make sure to add Gargoyle variants
Update 2.x.x: Werewolf the Apocalypse
Update 3.x.x: Mage the Ascension
Update 4.x.x Wraith the Oblivion
Update 5.x.x Changeling the Dreaming
Update 6.x.x Hunter the Reckoning
Update 7.x.x Demon the Fallen
Update 8.x.x Orpheus
Update 9.x.x Kindred of the East
Update 10.x.x Mummy the Resurrection
Update 11.x.x Other WoD content
Update 12.x.x Exalted 1st Edition (perhaps with homebrew?)
Update 13.x.x Scion 1st Edition
Update 14.x.x Trinity

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