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V5: Advanced
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Discipline Powers
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Written and formatted by Vesper Burjoski.
Art from the V5 Storytellers Vault Art Packs.

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ADVANCED
DISCIPLINES
Discipline powers in Vampire: The Masquerade
5th Edition normally range between levels 1 to 5, Advanced Animalism

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and these powers adequately represent most of the
Children of Caine's supernatural abilities. At Level 6: BLOOD ECHO
times, however, a Storyteller feels the need to Prerequisite: Blood Potency 5
bestow especially powerful and ancient Kindred in The user extends their senses through the minds
their Chronicles with abilities beyond the ken of and bodies of the creatures that bear their blood.

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ancilla or even elders that have not yet touched This power can allow the user to observe at
their first millennium. For these Kindred, I present incredible distances using the senses of their
Advanced Discpline Powers for V5. Some of these ghouled animals.
powers are inspired by those from previous • Dice Pools: Composure + Animalism
editions of Vampire and others are entirely new. • Cost: One Rouse Check
• System: Merely possessing this power
These advanced powers are intended for use with greatly magnifies the range of the user's Feral
Storyteller NPCs, but if the player characters in Whispers, allowing them to communicate with
animals they are familiar with who are up to 10

General Rules
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your Chronicle are especially old or powerful, these
powers may be appropriate for their use as well. miles away. Additionally, the user can make a Rouse
Check to attune their senses to the whispering
echoes of their Blood as it beats through the
bodies of animals they have ghouled, no matter
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Advanced Discipline powers work a little where they are in the world. The user makes a
differently than normal Discipline powers. Instead Composure + Animalism test against a Difficulty
of purchasing additional dots in a Discipline above set by the storyteller (generally, a difficulty of 4
5 and gaining one power for each of those dots, for a separation less than 50 miles, 5 for 50­500
you instead purchase these powers directly. You miles, 7 for 500­1000 miles, 10 for 1000 or more)
can only purchase Advanced Powers if you have 5 to connect with an individual creature that has
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dots in the Discipline and meet the blood potency tasted their vitae.
prerequisite for the power. Advanced Powers are If they succeed, they can communicate
purchased at an experience rate of 10 times the with that animal using their Feral Whispers and
dot­rating of the power. may target it with Subsume the Spirit. While this
power lasts, the user can contact as many animals
Advanced Discipline powers otherwise follow the that have tasted their vitae as they wish, but must
normal rules for Disciplines, including the make a new test for each one.
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Amalgam rules. • Duration: One scene

Level 7: CONQUER THE BEAST


Prerequisite: Blood Potency 6
Kindred with this power have achieved a
remarkable mastery over their Beast, allowing
them to enter or leave a Frenzy at will.
• Cost: One Rouse Check
• System: When you activate this ability,
you can choose to either enter a Frenzy of a type
of your choice, or to end a current Frenzy. If you
fail the Rouse Check while in a Hunger Frenzy at 5
Hunger, you immediately fall into torpor.
Additionally, you may activate this ability their natural senses (for instance, a worm or a
to negate the effects of Bestial Failures and Messy spider cannot eavesdrop on a conversation for you),
Criticals for a scene. and by the distribution of the animals in the area.
• Duration: One scene Additionally, while you are in your Haven,
creatures moving through the territory
Level 8: TAUNT THE CAGED BEAST immediately around your Haven and not shielded
Prerequisite: Blood Potency 7 by Obfuscate must succeed on a Difficulty 4
This power allows Kindred to stoke the rage and Dexterity + Stealth test or cause you to be
hunger of the Beast in the blood of other Kindred, automatically alerted to their movements. This
provoking them to frenzy without ordinary effect functions passively, active at all times after

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provocation. your purchase this power.
• Dice Pools: Manipulation + Animalism • Duration: One scene
vs. Composure + Resolve
• Cost: Two Rouse Checks

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• System: You can use this ability on a
Kindred that you can see, making a Manipulation Advanced Auspex
+ Animalism test against the target's Composure
+ Resolve. If you win this contest, you force the Level 6: THE DREAMING
target to enter a Frenzy of a type you choose. Prerequisite: Blood Potency 5
• Duration: Until the Frenzy ends Kindred with this power transcend some of the
normal limitations of torpor and day­sleep. Their
Level 9: FREE THE BEAST WITHIN bodies become unresponsive like those of other
Prerequisite: Blood Potency 8

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Kindred with this power are able to exert a
measure of control over themselves while in a
Frenzy, capitalizing on their Beast's natural
ferocity.
Kindred, but their minds remain vibrant and alert.
• Cost: None
• System: Once you have this power, you no
longer fall completely unconscious while you are in
torpor or day­sleep. Your body is unresponsive, but
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• Cost: One Rouse Check your mind may reach out and touch those of the
• System: You may activate this power only creatures around you, granting you glimpses of
while in a Frenzy. While it is active, you do not insight into their thoughts, feelings, and activities.
suffer the normal restrictions against spending The shape that this takes depends on your
Willpower or mental Disciplines while in a Frenzy, particular specialization within the Auspex
and if you take Willpower damage to control Discipline.
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yourself during that Frenzy, you heal that damage If you have Clairvoyance, consider yourself
when the Frenzy ends. to be in constant use of the ability while in day­
• Duration: Until the end of the current sleep or torpor. If you have Telepathy, you may
Frenzy telepathically converse with those near your body
(within a city block or two) without restriction, but
Level 10: EYES OF THE FOREST may not use the Telepathy power's more invasive
Prerequisite: Blood Potency 9 features. If you have Possession, you may take a
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At this level of Animalism, the user is able to make point of Superficial Willpower damage in order to
their mind one with the minds of all animals use the power to possess a mortal near your body.
within several miles, seeing through their eyes and When used in this way, none of these powers
hearing with their ears. require line of sight.
• Dice Pools: Composure + Animalism • Duration: Passive
• Cost: Two Rouse Checks
• System: While this power is active, you Level 7: SPIRIT LINK
may make a Composure + Animalism test to detect Prerequisite: Telepathy, Blood Potency 6
creatures, search for objects or locations, or This power allows the user to communicate
otherwise perceive goings­on within 10 miles of telepathically at great distances, and with multiple
you. The information you can gain from this ability targets simultaneously.
is restricted to that which you could gain from the • Dice Pools: Resolve + Auspex
senses of the animals in the area; it is limited by • Cost: One Rouse Check (in addition to
one for Telepathy) is active, you are unaware of all sensations from
• System: While this power is active, you your physical body except sudden pain.
may use Telepathy without line of sight and on Users of Auspex powers can detect your
multiple targets simultaneously, even allowing projected presence, but you may conceal it with
your targets to converse telepathically with each Obfuscate powers if you possess them.
other using your mind as the medium. If you seek • Duration: One scene
to use Telepathy on truly distant targets (more
than a mile away), the Storyteller may require you Level 10: PULSE OF THE CANAILLE
to do a Resolve + Auspex test against a Difficulty Prerequisite: Blood Potency 9
they set based on the target's distance from you. Kindred with this power are able to tap into the

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The maximum distance this power can allow you collective subconscious of the mortals in an area,
to use Telepathy is 50 miles. learning their attitudes, concerns, trends,
• Duration: One scene perspectives, and sensing the presence of any
blood bonds or other supernatural chains that may

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Level 8: PSYCHIC ASSAULT be binding them.
Prerequisite: Blood Potency 7 • Dice Pools: Composure + Auspex
The Kindred unleashes a blast of mental energy • Cost: Two Rouse Checks
on a target, searing their mind and will. • System: Make a Composure + Auspex
• Dice Pools: Resolve + Auspex vs. test when you activate this power, the result
Composure + Resolve (or Auspex if the target has determining your success at synthesizing the
dots in it) massive influx of mental information you receive
• Cost: One Rouse Check from the mortals around you. This power can

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• System: When you activate this power,
you choose one target you can see and attempt to
blast their mind with psychic energy. Make a
Resolve + Auspex roll contested by their
Composure + Resolve (or Auspex if the target
grant understanding of social movements, modern
perspectives, even new technologies to the Kindred
who uses it.
Additionally, if you pass a hidden Difficulty
set by the Storyteller, you gain an intuitive sense
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possesses dots in Auspex). If you win, you deal for the blood bonds and other supernatural
Superficial damage to the target's Willpower equal dominations that exist within the mortal
to the margin. population in your area. If you gain enough
If this damage fills up the target's successes, you might immediately learn the exact
Willpower tracker with Aggravated damage, they identities of one or more thrall and regnant pairs
die (if mortal), or enter torpor (if a vampire). or the content of a submerged directive still lying
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• Duration: One attack dormant in a mortal's mind.


Repeated use of this power can allow elder
Level 9: THE MIND'S EYE vampires to adapt to modern perspectives and
Prerequisite: Blood Potency 8 technology, potentially allowing them to remove
This power allows the user to scry on events the Archaic flaw.
transpiring at great distances from them. • Duration: One scene
• Dice Pools: Intelligence + Auspex
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• Cost: Two Rouse Checks


• System: When you activate this power,
make an Intelligence + Auspex test against a
Difficulty set by the Storyteller to attempt to
project your consciousness out of your body and
to another part of the world. The Difficulty
should depend on the location's distance from you
and any wards against magical intrusion that may
be present.
If successful, you may experience the
target location as though you were present,
although you cannot affect anything and you give
no sign that your mind is there. While this power
Advanced Celerity vehicles (50­60 mph). On a critical win, this power
lasts for the rest of the night.
• Duration: Variable
Level 6: QUICKNESS OF PULSE
Prerequisite: Blood Potency 5 Level 10: BETWEEN THE SECONDS
Users of advanced Celerity are simply able to do Prerequisite: Blood Potency 9
more, more quickly. At this level of Celerity, the user is almost
• Cost: One Rouse Check impossible to contend with by anyone who does
• System: When you activate this power, not possess a comparable rating in the Discipline.
you can immediately take another turn in addition • Cost: Two Rouse Checks

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to your current one (activating Quickness does not • System: While this power is active, all
count as your action for the current turn). You may attacks against you automatically fail, except those
only take one extra turn per round with this made using Unerring Aim or Lightning Strike ­
power, and it takes place in the same amount of against which you defend (or counter attack)

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time as the rest of the round. normally.
• Duration: One turn • Duration: One scene
Level 7: FLOWER OF DEATH
Prerequisite: Blood Potency 6
This power allows you to invest your attacks with
Advanced Dominate
supernatural speed, bypassing defenses before they Level 6: IMPLANT OPINION
can even be brought to bear. Prerequisite: Blood Potency 5
• Cost: One Rouse Check

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• System: While this power is active, you
add your Celerity rating to Dexterity­based
attacks (such as with archery, guns, rapiers,
throwing daggers, etc.).
This power allows the user to embed core beliefs,
opinions, or personality traits into a victim, leaving
them profoundly altered and without any
awareness that the change is more than natural.
• Dice Pools: Manipulation + Dominate
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• Duration: One scene • Cost: One Rouse Check
• System: You describe to the victim the
Level 8: STUTTER­STEP nature of the change you wish to implant within
Prerequisite: Blood Potency 7 them when you use this power. Against a mortal
Kindred with this power simply seem to flicker in victim, the Storyteller will set a Difficulty based on
and out of existence for a moment, avoiding how contrary to the victim's nature the trait to be
attacks faster than the eye can see.
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implanted is; a vampire may resist using


• Cost: One Rouse Check Intelligence + Resolve against your test of
• System: While this power is active, you Manipulation + Dominate. On a win, your
gain 3 automatic successes on dodge tests, and you described trait is incorporated into the victim's
do not suffer a penalty for dodging multiple times core being.
on your turn. You can also use this ability to remove
• Duration: One scene traits from the victim using the same rules.
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However, when you succeed on such a check, the


Level 9: TIRELESS TREAD victim takes Aggravated Willpower damage equal
Prerequisite: Fleetness, Blood Potency 8 to 4 ­ the margin on the test to a minimum of 1.
Users of this power are able to match the speed of • Duration: Permanent
modern vehicles for hours at a time.
• Dice Pools: Stamina + Celerity Level 7: STRINGS OF THE MARIONETTE
• Cost: Two Rouse Checks Prerequisite: Blood Potency 6
• System: When you activate this power, Vampires with this power display the uncanny
you gain the ability to run at incredible speeds for ability to puppeteer staked or torpid vampires.
a time. Make a Stamina + Celerity test to • Dice Pools: Manipulation + Dominate
determine how long you can keep up this speed; • Cost: One Rouse Check
each success grants you half an hour of sprinting • System: Activating this power allows you
at speeds that compete with slower highway to extend your use of Mesmerize to a single staked
or torpid vampire, manipulating them like a example, if you chose to grant them the command
puppet. Make a Manipulation + Dominate test "Defend me," you could instruct them to use it
against a Difficulty of 4. On a win, you can use only when in mortal danger. When they do use it,
Mesmerize on the target for the rest of the scene; they use your results for the test and any
on a critical win, you do not need to re­use this augmentations to Dominate you activated when
power to continue to use Mesmerize on the staked you used this power (such as Mass Manipulation),
or torpid vampire in the future, provided they have but are otherwise considered to be the one
not been un­staked or awakened from torpor since activating the power.
the critical win. You may embed multiple Dominate
The vampire victim automatically fails commands within a single thrall with this power.

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their test against your use of Mesmerize and • Duration: Until used
carries out your commands automatically and
explicitly, without giving any true signs of Level 10: TYRANT'S GLANCE
consciousness or moving more than is absolutely Prerequisite: Blood Potency 9

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required for the task. When the command has been This power allows the user to supernaturally rend
carried out, they return to the absolute stillness a victim's confidence in their own abilities.
imposed by their torpidity or stake. • Dice Pools: Resolve + Dominate vs.
• Duration: One scene (indefinite on a Composure + Resolve
critical win) • Cost: Two Rouse Checks
• System: Make a Resolve + Dominate test
Level 8: FAR MASTERY against the victim's Composure + Resolve and
Prerequisite: Blood Potency 7 choose Physical, Social, or Mental attributes. On a

having eye contact. e


This power allows a vampire to command victims
without even being in the same room, much less

• Dice Pools: Resolve + Dominate


• Cost: One Rouse Check (plus the cost for
win, the victim's attributes of the chosen category
are reduced by a number equal to the margin on
the contest (to a minimum of 1).
On a critical win, this effect lasts
indefinitely. The victim may restore their attributes
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the power augmented) by one dot per night by succeeding on a
• System: Activate this power when you Composure + Resolve test of Difficulty 3. The
use another Dominate ability, such as Mesmerize. victim may only make one such attempt per night.
You ignore the normal limitations of Dominate, • Duration: One scene (indefinite on a
including the requirement for eye contact; indeed, critical win)
it is not even necessary for the victim to hear you.
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At most, this power can allow you to command


victims in the same city ­ not beyond that limit. Advanced Fortitude
• Duration: One scene
Level 6: ARMOR OF KINGS
Level 9: CARRY THE MASTER'S VOICE Prerequisite: Blood Potency 5
Prerequisite: Submerged Directive, Blood Potency 8 This power grants supernatural inflexibility to the
This power allows the user to imbue a thrall with user's flesh, causing blows to bounce off and
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the intensity of their commands. Such thralls may weapons to shatter on impact.
issue commands with the power of their master's • Cost: One Rouse Check
Dominate behind them. • System: While active, you may roll
• Cost: As the power embedded Stamina + Athletics + Fortitude when dodging. If
• System: When you use Submerged an attack with a weapon fails to do damage to you
Directive, you can choose to embed the power of while this power is active, the weapon is destroyed
one of your own commands into your thrall for unless supernaturally preserved against
later use. Decide what command and power you destruction; swords shatter on your iron flesh,
will embed within your thrall; pay the cost and roll bullets ricochet back to explode the gun they
any test required for the power immediately emerged from, clenched fists crunch as their bones
(record the results). crumble against your immovable jaw, etc. The only
Next, specify the conditions under which exception to this is damage dealt with fire.
your thrall should activate the command. For • Duration: One scene
Level 7: INDOMITABLE MIND Level 10: ETERNAL VIGILANCE
Prerequisite: Unswayable Mind, Blood Potency 6 Prerequisite: Blood Potency 9
The user's mind automatically rebels against being This nearly­mythical ability permits the user to
dominated, throwing off the shackles of remain awake during daylight hours, suffering only
supernatural control with relish. minor penalties for doing so ­ provided they stay
• Dice Pools: Resolve + Fortitude out of sunlight, of course.
• Cost: None • Cost: Two Rouse Checks
• System: When you are subject to powers • System: Activate this power when you are
that influence your mind in any way, you about to enter day­sleep; it allows you to remain
automatically make a Resolve + Fortitude test each awake for the duration of that day rather than

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turn to attempt to throw off their influence. You entering slumber. Additionally, the cap on your
make this test against a Difficulty set by the dice pools imposed by acting during daylight hours
Storyteller or versus the user's test, as appropriate is increased by your Resolve rating, as long as you
for the ability. are in dim light or darkness.

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This means that even if memories are • Duration: One day
removed or rewritten from your mind, or if
directives are implanted in your subconscious, your
mind will naturally force itself back into its Advanced Obfuscate
unaltered state.
Finally, you cannot experience the mind­ Level 6: BLITHE ACCEPTANCE
altering effects of drugs of any kind, supernatural Prerequisite: Blood Potency 5
or otherwise. This power allows the user to interact with objects
• Duration: Passive

Level 8: REPAIR THE UNDEAD FLESH


Prerequisite: Blood Potency 7
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This power allows the vampire to mend their
while Obfuscated without attracting attention.
• Cost: One Rouse Check
• System: You may activate this power
while concealed by an Obfuscate power such as
Unseen Passage. While this power is active, you
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damaged flesh far more quickly than any other can interact with objects freely without breaking
Kindred, provided they have access to sufficient your Obfuscation, provided you do not take any
blood. violent actions, such as attacking a creature or
• Cost: None destroying an object. You can, however, open
• System: Instead of being limited to doors, pick locks, rifle through drawers, steal
healing only one point of Aggravated Health jewelry, and take other actions that do not involve
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damage per night, you may mend any amount of violence without attracting attention.
Aggravated damage in a single night. Each point • Duration: One scene
still requires three Rouse Checks to mend,
however. Level 7: GEMINI'S MIRROR
• Duration: None Prerequisite: Vanish, Blood Potency 6
This power causes observers to believe that the
Level 9: ARM OF PROMETHEUS user is engaged in mundane activities at the place
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Prerequisite: Blood Potency 8 they last observed them before its activation.
The Kindred concentrates the power of their vitae • Dice Pools: Wits + Obfuscate vs. Wits +
into a single limb, protecting it against all damage Awareness
for a short time. • Cost: One Rouse Check
• Cost: Two Rouse Checks • System: You may activate this power
• System: No test is required to use this when you activate another Obfuscate ability, such
ability. While it is active, one limb of your choice as Unseen Passage, paying the additional cost to
is completely immune to damage. This can even augment that ability. Observers perceive you to
allow you to reach into fire or sunlight and emerge have remained where you were when you activated
unharmed ­ assuming only the affected limb is this ability, performing some mundane action such
exposed, of course. as reading a paper, scrolling through your phone,
• Duration: One scene or listening to music on your earbuds. The power
discourages observers from attempting to interact
with you; make a Wits + Obfuscate vs. the Wits + causing them to read or hear words to the effect of,
Awareness test of all vampires observing you "no one will hear you scream," or something
when you activate the power; mortals similar. The vampire must be present for the power
automatically fail. If an observing vampire wins to take effect. If the vampire is successful on the
this contest, they notice that you have disappeared test, the victim cannot be perceived by creatures
from your previous location, although they still other than the vampire or a creature with at least
may not be able to detect you (they must make a Auspex 4 and Sense the Unseen.
separate test against you for Vanish, if you choose The victim is considered Obfuscated with
to apply that augmentation as well). the benefits of Blithe Acceptance, but cannot truly
• Duration: As per power augmented break their Obfuscation. If they take violent

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actions, those nearby do notice them and react
Level 8: FORTRESS OF SILENCE accordingly, but they cannot recognize the victim
Prerequisite: Blood Potency 7 no matter the intimacy of their connection, and
This power eliminates all sound in the user's once the violence is concluded they immediately

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vicinity, blanketing the area in pristine silence and become unaware of the victim once more.
smothering the noise of gunshots or teeth ripping Those with Auspex (as described above)
into mortal throats. may pierce this mesmerism for themselves if their
• Dice Pools: Resolve + Obfuscate vs. Wits roll beats the user's original test of Intelligence +
+ Awareness Obfuscate. If such an individual uses Scry the Soul
• Cost: One Rouse Check on the victim and obtains a critical win, the victim
• System: When you activate this power, all is released from the cursed mesmerism that binds
sound in your immediate vicinity (i.e., a 5­meter them.

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radius, a single room, an alleyway, etc.) is
suppressed. Even gunshots or explosions can be
silenced with this power. Mortals cannot hear any
noise coming from within the affected area, but
vampires with Heightened Senses may make a
• Duration: One night (permanent on a
critical win)

Level 10: MEMORY'S FADING GLIMPSE


Prerequisite: Blood Potency 9
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Wits + Awareness test (adding their Auspex for Kindred with a true mastery of Obfuscate need not
Heightened Senses only if they currently have it concern themselves with breaching the
active) to attempt to hear sounds from within the Masquerade by their feeding, for when they drain a
area. They are contested by your Resolve + mortal's last drop, they also consume the memory
Obfuscate; if you win, they are unable to hear of the victim from the minds of those who knew
anything at all. If they win, they can make out them.
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some of the sound from the affected area, although • Dice Pools: Manipulation + Obfuscate
it is still extremely muffled. The Storyteller might • Cost: None, or Two Rouse Checks
choose to allow vampires with Heightened Senses • System: When you take the last drop
to make a passive Wits + Awareness test against from a mortal victim, killing them, the power of
this ability. your Obfuscate infuses their blood as it pulses in
• Duration: One scene (or until ended your veins and spreads supernaturally to the minds
early) of those who knew the victim in life. The victim
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slowly vanishes from the memories of mortals


Level 9: VEIL OF WRATHFUL IGNORANCE until nothing is left but an inexplicable sense of
Prerequisite: Mental Maze, Blood Potency 8 absence. Even hard evidence of the victim's
Amalgam: Dominate 4 existence, such as birth records and video
This power traps a victim in their own personal recordings, only trigger a momentary recall that
hell of nonexistence, unable to make themselves quickly recedes into blissful forgetfulness. The
heard or seen by those around them no matter initial fade occurs over the course of one week
what they do. after the victim's death.
• Dice Pools: Intelligence + Obfuscate vs. The user can also attempt to extend this
Wits + Resolve power to affect vampires. To do so, you must make
• Cost: Two Rouse Checks two Rouse Checks and a Manipulation + Obfuscate
• System: The vampire must be able to roll. The result of this roll sets the Difficulty for a
communicate with their victim in some way, vampire's Intelligence + Resolve test to recall
information about the victim, which they may only against your will.
do after being reminded of the victim's existence Only a creature that also has access to at
by hard evidence. On a critical win on one of these least one Advanced Potence power has a chance of
tests, the vampire regains their memories of the breaking your grip. In such a case, make a
victim and is not further affected by memory loss contested roll of Strength + Potence to determine
for that victim. A vampire that has Fortify the the outcome.
Inner Façade or Indomitable Mind remains • Duration: One scene
unaffected by this power unless the user makes a
critical win on the initial Manipulation + Level 8: IMMOVABLE OBJECT
Obfuscate test. Prerequisite: Flesh of Marble, Blood Potency 7

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• Duration: Passive, Permanent Amalgam: Fortitude 5
This power allows the Kindred to stand against
any force that tries to move them from where they
stand.
Advanced Potence

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• Cost: One Rouse Check
• System: Kindred who have this power
Level 6: UNSTOPPABLE MOMENTUM cannot be moved against their will. They stand
Prerequisite: Blink, Blood Potency 5 firm against all attempts to do so; even an impact
Amalgam: Celerity 4 by a semi­truck traveling at highway speeds could
This power combines the benefits of both Potence not budge them unless they wished to be moved,
and Celerity, allowing the vampire to move at although it might deal damage.
impossible speeds and force their body through Most Kindred with this power activate

powers available to Kindred.


• Cost: One Rouse Check
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obstacles with their incredible momentum. It is
one of the single­most Masquerade­breaching

• System: While this power remains active,


Flesh of Marble as well, allowing them to emerge
unharmed from such crashes.
Like Unbreakable Grasp, however, a
creature with access to at least one Advanced
Potence power may make a contested roll of
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when you move on your turn you may force your Strength + Potence to attempt to move the user of
way through solid objects that are less thick than this power.
your Potence rating in meters. This power can • Duration: Passive
allow you to run through walls, tear through steel
bunker doors, or dig at blurring speeds to your
destination, leaving a trail of absolute destruction
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in your wake. Level 9: JUGGERNAUT


If you attempt to force your way through Prerequisite: Prowess from Pain, Blood Potency 8
material that is too thick to be penetrated by this Amalgam: Fortitude 5
power (more thick than your Potence rating in Kindred with this power are nearly impossible to
meters), then you are brought to a halt having kill. When they enter torpor, instead of falling
made your way only that far through the material, unconscious and lying immobile their Beast takes
a roughly­vampire shaped tunnel behind you. If over for their higher brain functions and defends
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this occurs, the power's effects fade. itself on pure instinct, destroying mindlessly until
• Duration: One scene all threats lie defeated.
• Cost: None
Level 7: UNBREAKABLE GRASP • System: When your Health tracker is full
Prerequisite: Uncanny Grip, Blood Potency 6 of Aggravated damage and the last points of
This power allows the user to maintain their hold damage were not caused by fire, beheading, or
on a creature or object against almost any force. sunlight, you immediately enter a Fury Frenzy
• Dice Pools: Strength + Potence vs. without making a test. While this Frenzy lasts, you
Strength + Potence cannot take control by spending Willpower; your
• Cost: One Rouse Check conscious mind is in torpor, and your Beast is fully
• System: While this power is active, unleashed.
objects you are holding and creatures you have While this Frenzy lasts, additional
grappled cannot be removed from your grasp Aggravated damage has no effect on you unless it
is caused by beheading, fire, or sunlight, in which Level 7: APHRODITE'S AMUSEMENT
case it brings about your Final Death. Your Prerequisite: Blood Potency 6
Strength increases by 3 until the Frenzy ends, and This power allows the user to directly manipulate
your Beast uses any of your physical Discipline blood bonds, stealing thralls from other Kindred at
powers that it can to protect itself against damage will.
and eliminate threats. • Dice Pools: Manipulation + Presence vs.
Your Beast destroys every possible threat Bond Strength + Blood Potency of the Regnant
in the area, operating on pure instinct. Even allies, • Cost: One Rouse Check
unless they flee from you, become targets for your • System: When you use this power, you
Beast's destruction. When no more enemies are may transfer one blood bond to or from yourself

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apparent, your Beast takes you somewhere safe and one other individual. This could be stealing
from the sun and then ends the Frenzy. When it the position of regnant over another vampire's
ends, you fall into true torpor. thrall, or it could be transferring your own
• Duration: Passive position as regnant to one of your inferiors,

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allowing them to manage your blood bonds for
Level 10: PUISSANCE you. Both the thrall and the regnant in question
Prerequisite: Blood Potency 9 must be present when you activate this power.
At this level of Potence, the vampire's strength is Make a test of Manipulation + Presence vs.
of mythic proportions ­ they can lift planes, throw Bond Strength + Blood Potency of the Regnant;
tanks, pull trees out of the ground, and certainly the Regnant of the bond in question makes this
rip Kindred to pieces with ease. contesting roll. If the Regnant is a willing
• Cost: Two Rouse Checks participant they may choose to fail. On a win, you

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• System: While this power is active, you
gain 5 automatic successes on every test that
involves Strength or Potence, in addition to those
you garner from your dice pool. For many non­
combat feats of strength, this means that you do
succeed in your manipulation of the bond.
You cannot transfer bonds directly between
other Kindred; you must first take on the bond
yourself, then use this power again to hand it off
to a third party.
pl
not even need to roll. • Duration: Permanent
• Duration: One scene
Level 8: UNHOLY PENANCE
Prerequisite: Dread Gaze, Blood Potency 7
Advanced Presence This power forces the victim to feel guilt and
remorse for whatever the user commands them to
m

Level 6: SPARK LOVE regret.


Prerequisite: Entrancement, Blood Potency 5 • Dice Pools: Manipulation + Presence vs.
Vampires with this power are able to enflame the Intelligence + Resolve
hearts of their victims, inciting the most • Cost: One Rouse Check
passionate love or deepest devotion as they see fit. • System: Activate this power as you
This intensity of emotion is almost command a victim to feel sorry for something they
indistinguishable from the blood bond. have done. Make a test of Manipulation +
Sa

• Dice Pools: Charisma + Presence vs. Presence vs. Intelligence + Wits. On a win, they
Wits + Composure are overcome by guilt, grief, and remorse,
• Cost: Two Rouse Checks collapsing helplessly where they stand as their
• System: Make a test of Charisma + negative emotions overwhelm them.
Presence vs. your victim's Wits + Composure. On The victim is unable to act save in their
a win, you create a blood bond between the two of own defense for a number of turns equal to 1 +
you ­ with yourself as the regnant and the victim the margin on the roll, and they take Aggravated
as the thrall, of course. The bond begins with a Willpower damage equal to the margin.
bond strength of 3. On a critical win, the bond Afterwards, they remove all Stains.
strength begins at 6. On a critical win, the victim is unable to act
You decide whether this bond manifests as save in their own defense for the rest of the scene.
love, passion, or simply devoted loyalty. • Duration: Up to one scene
• Duration: Permanent
Level 9: SUPPRESS THE ILLICIT
THOUGHT Advanced Protean
Prerequisite: Blood Potency 8
Amalgam: Auspex 4 Level 6: LOKI'S GIFT
This power causes the victim's mind to tie a Prerequisite: Blood Potency 5
certain memory or thought of the vampire's choice Kindred with this ability have learned to master a
to the thought of this power's user, thereby multitude of shapes with their Protean. They can
preventing the victim from accessing that concept. transform into any creature whose blood they have
• Dice Pools: Intelligence + Presence vs. tasted.
Intelligence + Composure • Dice Pools: Wits + Protean

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• Cost: One Rouse Check • Cost: None
• System: When you use this power, you • System: You gain the ability to learn a
tell the victim that you would like them to think creature's form as you drink its blood. Make a Wits
about you instead of a single memory or thought + Protean test against a Difficulty set by the

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that you describe at the time of activation. For Storyteller based on the necessity for individual
example, you could say, "Don't think about how specificity (ex: to master a new type of animal
much you miss your dead wife ­ think about how without replicating an individual's exact
much you love me instead," or, "Don't think about appearance, Difficulty 3; to exactly simulate an
planning to kill me ­ think about planning to kiss individual mortal, Difficulty 6).
me." When you transform using Shapechange or
Make a test of Intelligence + Presence vs. Metamorphosis, you can assume any form you have
Intelligence + Composure. Mortal victims learned using this ability.
• Duration: As per power augmented

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automatically fail. On a win, the victim's mind is
filled of thoughts of you every time they would
otherwise engage with the content that you have
suppressed, preventing them from actually
thinking about it.
Level 7: INVERT THE FLESH
Prerequisite: Quell the Beast, Blood Potency 6
Amalgam: Animalism 3
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This effect lasts for one night, or This power allows the user to force a shapechanger
indefinitely on a critical win. back into their true form through their mastery of
• Duration: One night (permanent on a Protean and the Beast.
critical win) • Dice Pools: Resolve + Protean vs.
Composure + Resolve
Level 10: UNDYING LOYALTY • Cost: Two Rouse Checks
• System: When you activate this power,
m

Prerequisite: Blood Potency 9


Vampires at this level of Presence have an target a creature that is currently in a form other
inextricable hold over the minds of those they than their own (i.e., transformed via a Protean
affect. Few forces, magical or mundane, are capable power or a lupine's innate shift) and engage in a
of breaking their grip or withstanding the contest of Resolve + Protean vs. Composure +
influence of their presence. Resolve. On a win, you force the target to spend
• Cost: None their next turn transforming back into their true
Sa

• System: Your Presence powers override form.


all other mind­altering effects that might be For the duration, the victim cannot leave
afflicting a victim ­ even blood bonds. As long as their true form. On a critical win, this effect lasts
someone is affected by one of your Presence until the end of the night.
powers, all mind­altering effects originating from • Duration: One scene (one night on a
someone other than you are suppressed. critical win)
This effect also extends to those Blood
Bonded to you ­ as long as their Bond lasts, they Level 8: BLISSFUL SLUMBER
are utterly immune to the Presence and Dominate Prerequisite: Mist Form, Blood Potency 7
of other creatures. They have but one master. Vampires with this ability have learned to slumber
• Duration: Passive during the day in the form of mist, immune to all
but fire and direct sunlight.
• Cost: One Rouse Check
• System: Activate only while you are in terrifying beast of a design unique to their own
your mist form; this power extends your mist form nature. Kindred so­transformed are capable of
to last until you next awaken from day­sleep. incredible destruction.
While this power is active, you only take damage • Cost: Two Rouse Checks
from direct sunlight, fire, and immaterial • System: No test is required, but the
supernatural attacks. For example, you could transformation requires an entire round to
slumber as mist beneath the boughs of trees in a complete. Once transformed, you assume the shape
dense forest without being harmed, despite the of a bestial monstrosity with terrifying and deadly
small amount of sunlight filtering down through natural weapons. Similarly to lupines, all your
the branches. Physical attributes increase by 3 while

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When you awaken from day­sleep for any transformed, and you heal 1 point of Superficial
reason, you return to your true form. This power Health damage per turn.
obeys the rules for Mist Form in all other respects. While transformed, your Feral Weapons
• Duration: Until you next awaken from are automatically active and are treated as light

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day­sleep piercing weapons with a +4 damage rating. You
also suffer a ­2 dice penalty to all Frenzy tests.
Level 9: DEATH'S HIDDEN CRAWL • Duration: One scene
Prerequisite: Earth Meld, Blood Potency 8

Adv. Blood Sorcery


This ability expands on Earth Meld by allowing
the user to slowly move through the earth while
melded.
• Cost: None Level 6: ABATED TOOTH

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• System: While using Earth Meld, you are
able to move at a walking pace through solid earth.
Even in day­sleep or torpor, your mind is able to
propel you forward to a desired destination
through pure instinct.
Prerequisite: Blood Potency 5
This power allows the sorcerer to force a Kindred's
fangs back into their gums, preventing them from
feeding with bite attacks.
• Dice Pools: Resolve + Blood Sorcery vs.
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When you choose to use this power, decide Composure + Resolve
on a destination you are familiar with and could • Cost: One Rouse Check
reasonably navigate yourself to if traveling above • System: If you win on the contest, the
ground. Provided the destination is connected to victim's fangs are forced back into their gums for
your current location by a continuous band of the rest of the scene (for the rest of the night on a
natural earth (not concrete or other artificial critical win).
m

materials) large enough to allow your body While their fangs are sheathed, the victim
passage, you move through the earth toward it at a cannot make vampiric bite attacks, and if they feed
walking pace. When you arrive, you remain they must do so without biting. This effect is
motionless at the destination until you emerge maintained even if the victim enters a frenzy.
from Earth Meld. You may voluntarily end your • Duration: One scene (or one night on a
usage of Earth Meld early when you have this critical win)
power.
Sa

This power can be used to emerge below Level 7: BLOOD PUPPETRY


floors or foundations, but it does not aid you in Prerequisite: Blood Potency 6
breaking through such barriers. Thus, you could Amalgam: Dominate 4
travel below the foundation of a building to gain The blood sorcerer reaches out to directly control
covert access, but you would have to make a test to the blood of a victim with their mind, turning
break through the concrete in order to actually them into a jerky marionette that acts according to
gain entry. the sorcerer's will.
• Duration: Passive • Dice Pools: Manipulation + Blood
Sorcery vs. Stamina + Resolve + Fortitude (if the
Level 10: SHAPE OF THE INNER BEAST victim has it)
Prerequisite: Feral Weapons, Blood Potency 9 • Cost: One Rouse Check
Reminiscent of the hybrid Crinos war­form of • System: If you win on the contest, you
Lupines, this power transforms the user into a are able to control all of the victim's movements
for a number of turns equal to 1 + the margin on • Duration: Up to one scene
the win. On a critical win, you control the target's
movements for the rest of the scene. Mortals lose Level 10: CURDLE BOND
automatically. Prerequisite: Blood Potency 9
Each turn that you control their This power corrupts the devotion of the blood
movements, you decide what they will do, but can bond into hatred, turning loyal servants into
only force them to take purely physical actions ­ no deadly enemies.
forced use of Disciplines, speech, etc. If their • Dice Pools: Manipulation + Blood
action requires a dice pool, use the victim's Sorcery
statistics to build it, but it cannot exceed a number • Cost: One Rouse Check

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of dice equal to your result on the original • System: Make a test of Manipulation +
Manipulation + Blood Sorcery test to seize control Blood Sorcery against a Difficulty equal to the
of their body. bond strength + Composure of the target (the
Manipulating a victim's body counts as a target must be a blood slave). On a win, the

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minor action, imposing a ­2 dice penalty to other target's devotion to their regnant transforms into
rolls on that turn unless you possess Rapid absolute hatred. A vampire victim must make a
Reflexes. fury Frenzy test against a Difficulty equal to the
• Duration: Up to one scene bond strength each time they see their regnant for
as long as the effect lasts.
Level 8: CORRUPT BODY On a critical win, the inversion of the blood
Prerequisite: Blood Potency 7 bond is permanent, lasting until the bond strength
This power allows the vampire to interfere with dissipates to 0 (according to normal rules for

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another vampire's vitae, causing it to corrupt their
flesh instead of preserve it.
• Dice Pools: Wits + Blood Sorcery vs.
Stamina + Fortitude
• Cost: One Rouse Check
waning blood bonds). When it reaches 0, the bond
is broken, and the thrall has whatever emotions
toward their former regnant are natural to them
and their situation.
• Duration: One scene (or until the bond is
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• System: You can only target other broken, on a critical win)
vampires with this power. If you win the contest,
you can reduce one of their Physical attributes of
your choice by a number equal to 1 + your margin Advanced Oblivion
on the test, to a minimum of 1.
On a critical win, this lasts for the rest of Level 6: SHADOW HAVEN
m

the night. Prerequisite: Shadow Step, Blood Potency 5


• Duration: One scene (one night on a This power allows the user to maintain a shadowy
critical win) echo of their own haven in the Labyrinth. The
vampire can spend the day here, safe from the sun.
Level 9: VALEDICTION • Cost: One Rouse Check
Prerequisite: Blood Potency 8 • System: You must be in absolute darkness
This power temporarily saps a victim of the to activate this power. When you do, you step into
Sa

benefits of their age and potency, forcing them to the darkness itself and emerge into the Labyrinth,
temporarily feel the weakness and vulnerability of where you have cultivated a shadowy echo of one
the higher generations. of your havens in the real world. Everything that
• Dice Pools: Resolve + Blood Sorcery vs. is actually in that haven in the normal world (other
Stamina + Fortitude + Blood Potency than living creatures) is present as a shadowy
• Cost: Two Rouse Checks replica, although it cannot be brought out of the
• System: If you win the contest, the Labyrinth or provide any sustenance or magical
victim's generation is raised to 13 for a number of effect. Functions that require outside interaction,
turns equal to 1 + the margin on the test (one such as the internet or phone calls, do not work in
scene on a critical win). This means that the your shadow haven.
victim's blood potency is capped at 3 while the While in your shadow haven, you do not
effect lasts, potentially lowering it if it was greater enter day­sleep even if it is day in the real world.
than 3 to begin with. You do, however, need to make a Rouse Check each
night to see if you become more hungry. • Cost: One Rouse Check
You can make a Rouse Check to re­enter • System: Activate this power when you
the real world where you left it. drain a creature's last drop. Make a test of
• Duration: Up to 24 hours Intelligence + Oblivion against a Difficulty of 4.
On a win, you acquire a number of memories from
Level 6: DEATH KNELL the victim equal to 1 + the margin. Each memory
Prerequisite: Blood Potency 5 serves as the victim's most direct answer to a
The necromancer's senses are so in tune with the question that you pose to the Storyteller when you
Shadowlands that they can sense the passage of use this power. The Storyteller may decide that
souls from life to death around them. more than one memory is required to fully answer

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• Dice Pools: Wits + Oblivion your first question, but if you are able to devour
• Cost: None enough memories you may be able to ask 2 or even
• System: You are aware of all deaths that more questions.
take place around you (roughly a city block). You The memories you receive are incorporated

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constantly feel the passage of souls from the into your own mind and can be reviewed like any
tiniest insects to the mortals you drain and leave other memory.
behind. For each individual death, you can If you get a messy critical on this test, you
distinguish the type of creature that died, whether accidentally attempt to diablerize the victim (if
it was an insect, a small animal, large animal, or Kindred).
human. • Duration: Permanent
When you sense a human's death, you can
also make a test of Wits + Oblivion against a Level 8: THE DARKNESS WITHIN

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Difficulty of 4 to learn the mortal's name.
Thereafter, when you sense a fetter that belongs to
that mortal's spirit, you automatically recognize its
ownership.
• Duration: Passive
Prerequisite: Tenebrous Avatar, Blood Potency 7
Amalgam: Dominate 4
This power causes multiple shades to extend from
the user's shadow, splitting off to serve them as
darkness incarnate.
pl
• Dice Pools: Manipulation + Oblivion
Level 7: DARKSIGHT • Cost: One Rouse Check
Prerequisite: Shadow Perspective, Blood Potency 6 • System: Make a Manipulation + Oblivion
This power expands on Shadow Perspective to test at Difficulty 5 when you activate this power.
allow you to send your senses from shadow to On a win, a number of shadows split off from your
shadow, traveling through the darkness in your own equal to 1 + the margin on the test.
m

realm. These shadows have the game statistics of


• Dice Pools: Wits + Oblivion Spectres save that they take Aggravated damage
• Cost: None from extremely bright light (5000 lumens or more;
• System: While using Shadow Perspective, for reference, a typical LED flashlight puts out
you gain the ability to send your senses from the about 100 lumens). They serve you implicitly, and
shadow you are perceiving from to any other you can command them telepathically.
shadow that you can see from that point. This On a critical win, these shades remain for
Sa

allows you to hop from patch of darkness to patch an entire night instead of a single scene.
of darkness, traveling far from your body's actual • Duration: One scene (one night on a
location while remaining almost totally critical win)
undetectable.
• Duration: Passive Level 8: TRUE DEATH
Prerequisite: Blood Potency 7
Level 7: CONSILIUM MORTUUS The necromancer causes their blood to go
Prerequisite: Blood Potency 6 temporarily silent, allowing their undead body to
This power allows the vampire to devour become simply dead ­ without suffering the rapid
memories from the mind of creatures they drain. decay that accompanies Final Death.
It is a powerful method of interrogation, despite • Cost: One Rouse Check
leaving the informant unfortunately deceased. • System: When you activate this power,
• Dice Pools: Intelligence + Oblivion your body goes limp and you fall unconscious as
though in day­sleep. You cannot awaken from this rather than any test of physical merits. If they
form of day­sleep early; it ends only when the win, they emerge out of the shadows where they
next night falls. entered; the same happens when the power ends,
While active, your body is indistinguishable potentially jettisoning the victim into direct
from a normal, fresh human corpse. It does not sunlight.
take damage from sunlight, and although it can While in the oubliette, the victim does not
take damage from fire, it does not have a vampire's age or require sleep or sustenance, but may suffer
especial vulnerability to it. If the corpse takes mental trauma (Storyteller discretion).
enough damage from fire to fully destroy it, or if • Duration: One night (permanent on a
the head is severed, you suffer the Final Death critical win)

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immediately.
The corpse does not seem remarkable at Level 9: RESUME THIS UNDEAD COIL
any level of inspection, provided you do not suffer Prerequisite: Blood Potency 8
Masquerade­breaching banes such as the Vampires with this power wield mastery over their

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Nosferatu's appearance or a Gangrel's post­frenzy own undead condition, allowing them to rise from
bestial features. Even on dissection, the corpse torpor and resurrect others from torpor freely.
seems to be a mundane human body unless such • Dice Pools: Resolve + Oblivion
banes are present. • Cost: 1 point of Aggravated Willpower
• Duration: Until the next night damage if used on yourself; One Rouse Check if
used on another
Level 9: OUBLIETTE • System: While you are in torpor, you gain
Prerequisite: Blood Potency 8 an opportunity each night to voluntarily awaken

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This ominous ability permits the user to pull a
victim into their own personal prison in the
Labyrinth, to remain trapped in shadow until the
vampire releases them.
• Dice Pools: Manipulation + Oblivion vs.
yourself before your time. This occurs at sundown,
when you would awaken from day­sleep if not in
torpor. If you choose to avail yourself of this
opportunity, you take 1 point of Aggravated
Willpower damage and immediately awaken from
pl
Wits + Resolve torpor.
• Cost: Two Rouse Checks You can also activate this power to awaken
• System: The vampire makes a another vampire from torpor prematurely. When
Manipulation + Oblivion test vs. the victim's Wits you do, spend one Rouse Check. Make a Resolve +
+ Resolve. On a win, shadows snake out from the Oblivion test against a Difficulty equal to the
user and pursue the victim, eventually dragging target's Blood Potency. On a win, you pull the
m

them down into darkness. The pursuit takes a target out of torpor ­ although you should be
number of turns equal to 4 ­ the vampire's margin cautious of their likely hunger frenzy.
on the win; at the end, the shadows wrap around • Duration: Instantaneous
the victim and pull them down into the vampire's
own little pocket of the Labyrinth. The shadows Level 10: TCHERNABOG
defy all but the brightest light; if used at night, Prerequisite: Blood Potency 9
there is very little hope of escape once the vampire This power is among the most unholy, eerie, and
Sa

has won the contest. impressive of all Discipline abilities. It allows the
Once pulled into the Labyrinth, the victim vampire to blot out the very sun for a limited time,
finds themselves in a small, utterly black room, of letting themselves and other Kindred roam as
a design unique to the vampire who used this though under the veil of night.
ability but always with no ceiling and a single, tiny • Dice Pools: Resolve + Oblivion
pinprick of light indicating the oubliette's egress • Cost: Two Rouse Checks
far above. Kindred with Oblivion's Sight, • System: Make a Resolve + Oblivion test
Heightened Senses, or Eyes of the Beast may against a Difficulty of 8 when you activate this
activate that ability to allow themselves to see power, which can only be done when the sun is in
while in the oubliette. The victim can attempt to the sky. On a win, shadows snake across the face of
escape by climbing the walls of the oubliette, the sun, darkening the skies and cloaking the area
although this requires a Resolve + Occult (or around you in the gloom of night for a time. This
Oblivion, or Blood Sorcery) test at Difficulty 8 area might be a single building, a city block, or just
a 50­meter radius around you; the Storyteller Level 10: INUREMENT
decides the scope of this power depending on what Prerequisite: Blood Potency 9
is narratively appropriate. The pinnacle of necromancy is the assurance of
Within the affected area, Kindred awake both one's own death and one's return to unlife.
from day­sleep and suffer no ill effects from being This power allows the necromancer to immediately
awake during daylight hours, nor do they take arise as a specter following their Final Death.
damage from sunlight (as there is none). If they • Cost: None
leave the area, they follow the normal rules for • System: When you suffer the Final
operating in daylight. Death, make a test of Resolve + Oblivion against a
The affected area does not move with you. Difficulty equal to 15 ­ your Blood Potency. On a

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However, on a critical win, the area not only moves win, you immediately arise from your body as a
with you (remaining centered on you), but also specter. You have the same game statistics as a
lasts for the rest of the day. specter, but you are immaterial (although you can
• Duration: One scene, one day on a critical telekinetically manipulate objects as though you

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win were moving them with your body), you are
invisible except to those using Sense the Unseen or
equivalent, you can only use mental Disciplines,
and you gain the specter's special strengths and
abilities (see p. 377).
You can remain in the Skinlands as a
specter a number of days equal to 1 + your margin
on the original test. If you possess the Passion

e Feast power, you can use it to feed on other


specters in this form, extending your time in the
Skinlands by 1 day for each point of "hunger" you
slake.
This ability offers you a slim chance to
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return to your undead existence. If, while
possessing a mortal, you are able to cause them to
consume all of the ashes left behind by your Final
Death and blood sufficient to slake 10 Hunger, you
may supplant their spirit from their body and
infuse the blood they consumed with your essence,
m

transforming the host into a vampire with your


spirit, your mind, and all your vampiric abilities. If
successful, you return to the world as you were,
merely housed in a new physical shell.
• Duration: Permanent
Sa

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