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Vampire the Masquerade Disciplines

Requiem Discipline Information
   Disciplines
   Using Disciplines
   Supernatural Conflict
Animalism
Auspex
   Clash of Wills
Celerity
Dominate
Majesty
Nightmare
Obfuscate
Protean
Resilience
Vigor
Crúac
Theban Sorcery
The Coils of the Dragon
Devotions
Disciplines Disciplines
Much debate occurs over the nature of Disciplines among the Kindred community. Many young vampires, as yet unfamiliar with the price that the Embrace demands of their souls, see only the upside of Disciplines, thinking of them as powers they can wield over lesser creatures such as mortals. Penitent vampires, as well as those of traditional or theological bent, often see Disciplines as edges granted by whoever created vampires so that the terrible race of the Damned can more effectively fulfill that individual's plan. Still others consider Disciplines their own ends, as with the Ordo Dracul and its pro-scribed but powerful Coils of the Dragon. The truth, of course, remains as unknown as any of the answers to the Kindred condition. What leaves no doubt, however, is the terrible efficacy of vampires' Dowers.
Disiplines Using Disciplines
You'll note from character creation and the clan write-ups, presented previously in this chapter, that among each clan's three "Clan Disciplines" is one that is listed for no other clan. These individual powers are presented in italics in the five clan descriptions. For example, the Daeva is the only group with Majesty listed as a clan Discipline. Meanwhile, Ventrue is the only one with Dominate listed as a clan Discipline. Such special Disciplines allow members of each clan immediate access to a particular vampiric power. That Discipline is one of the things that makes each clan unique. These capabilities are not wholly exclusive to their respective clans, however. Characters of other clans can learn them through the expenditure of experience points, but these specialized Disciplines are considered "nut of clan" and are expensive to acquire (as explained on p. 230-231). Adopting a bloodline may allow access to another clan's signature capability, as explained on p. 259. And of course, there's the option of acquiring the capabilities of another clan's Disciplines by committing diablerie on vampires of that lineage. Gaining these powers by such horrific means is explained on p. 159. The basic system for using a Discipline is a bit different from the standard dice-pool mechanic. The Attribute that governs a certain power's use is included in the system subsection of the capability's description. In conjunction with that Attribute is a specific Skill that lends finesse or emphasis to the power. Remember that characters who have no dots in required Skills will suffer penalties to their dice pools to activate certain Disciplines. Additionally, the character's mastery of the Discipline as a whole adds dice to the pool. The result is a dice pool composed of three traits instead of the usual two for mundane Skill or Attribute tasks. For example, the first Discipline power in this chapter is Feral Whispers, under Animalism. The power lists Manipulation as its requisite Attribute and Animal Ken as its requisite Skill. If a character has Manipulation 2, Animal Ken 3 and Animalism 4, his player rolls nine dice to determine the margin of success of using Feral Whispers. The fact that Feral Whispers is a level-one power isn't important; the character's ultimate potential with Animalism as a whole is what's key. Other information contained in the system subsection includes the following:
  • Trait costs, if any, such as Vitae or Willpower expenditures.
  • Bonuses or penalties to dice pools based on circumstance. These lists are not exhaustive, just a few commonly encountered situations that a character using the Discipline might experience. As always, the Storyteller is free to modify these circumstances in any additional ways he sees fit.
  • Other specific details that need to be described in game terms. A character may use only those Discipline powers that are available at her level of mastery of a given Discipline, and below. Thus, a character with Dominate 3 can use the Discipline's level-one, -two and -three powers. Elders speak of mighty powers becoming available once a Kindred's Blood Potency reaches a certain degree. Levels one through five of a given Discipline always produce the listed effects, but some elders insist that once a vampire's potential with a Discipline reaches a certain point, she may break from the static incarnations of a given Discipline and manifest powers with her own personality invested in them. That is, mystic wisdom suggests that there is no hard-and-fast level-six power for Auspex, for example, and that a Kindred who masters Auspex at such a high level creates her own unique application. Tales of such powers are unreliable, though. The nature of Blood Potency is fluid enough that what a Kindred masters one night might vanish if he sinks into torpor and forgets what he once knew.
    Disciplines SUPERNATURAL CONFLICT
    It's inevitable that the undead come in contact with the other terrifying and bizarre denizens of the World of Darkness. Vampires might clash with werewolves, mages or stranger things. When such contact can't be resolved peacefully, supernatural powers and capabilities can be brought to bear to decide which creature prevails. In this book, Disciplines are applied against mortal human beings and other vampires. In those cases, the rules operate as written. There's little question as to what protection a target might have. A mortal probably has little protection other than his relevant Resistance Attribute, and another vampire has the protection described for the power in question. For example, a vampire who's made the target of Dominate has a contested dice pool composed of Resolve+ Blood Potency. Meanwhile, a mortal target of Dominate has only his Resolve to apply in a contested roll against a vampire's Intelligence + Intimidation + Dominate. (After all, a mortal has no Blood Potency.) So what happens when a vampire encounters a supernatural being and is subjected to the powers that creature wields? How do the vampire's inherent nature or capabilities protect him? In cases where a contested roll is made to determine the power's effects, the vampire's relevant Resistance Attribute + Blood Potency is rolled. The Resistance Attribute is any one of the vampire's Stamina, Resolve or Composure. Stamina is used against powers that have a physical effect, Resolve is used against powers that have a mental effect, and Composure is used against powers that have an emotional effect. For example, if a mortal mage seeks to transform your vampire's body, roll Stamina + Blood Potency in a contested action to resist. If a werewolf tries to use spirit magic to alter your character's mind, roll Resolve + Blood Potency to resist. If a mysterious creature seeks to strike terror into your vampire, roll Composure + Blood Potency to resist. Otherwise, follow all the other rules that apply to the power used. The main difference here is that vampires benefit from their Blood Potency in resisting supernatural phenomena. The Storyteller can invoke this general rule whenever he confronts your character with monsters of his own creation - weird beings that might have never been seen before. Or he can allow you this kind of contested roll when your Vampire chronicle overlaps with Werewolf: The Forsaken, Mage: The Awakening or any other Storytelling game. When the Gifts, spells or other powers from those games are turned upon your character, you know that his inherent potency as a creature of the night may afford him some protection. Note, however, that such protection doesn't apply when no contested roll is allowed against the power in question. Say the Storyteller rolls a dice pool to determine the effects of a witch's spell cast on your vampire, and the rules say your character's Resolve is simply subtracted from that pool. In that case, your vampire's Blood Potency is not subtracted from the pool. Since no contested roll is involved to fight off the power, your character's Resistance Attribute alone applies as a dice-pool penalty. Be prepared! Just as vampires get special defenses against the powers of other supernatural entities, so too do those beings get extra benefits against vampire Disciplines. When Disciplines are combated with contested rolls, creatures such as werewolves and mages get special dice pools based on their own otherworldly nature. Their extra protection is addressed in Werewolf: The Forsaken, Mage: The Awakening and other Storytelling games.
    Disciplines Animalism
    Feral Whispers
    Obedience
    Call of the Wild
    Subsume the Lesser Spirit
    Leashing the Beast
    Although most look human, all the Kindred conceal within them a feral predator, a Beast that divides all others into only two categories: threat or prey. Some Kindred feel their affinity with the animals of the world, and their connection with their own animalistic nature to a greater degree than others. These Kindred often develop the Discipline of Animalism, which allows them to bond with the beasts - and the Beasts around them. They can not only commune with lower creatures, but project their will upon them, forcing them to obey. As the Kindred gain power, some develop the ability to join with animals, or to influence the Beast lurking with their own souls or the souls of other vampires. Most Kindred are repellent to animals. Lesser creatures grow agitated in the presence of the undead and normally flee the scene (or, in some cases, attack the vampire in question). Kindred who possess Animalism are a very different story. Animals are often attracted to such Kindred, and their presence is soothing even to restless beasts. Other sentient, supernatural beings such as shape changers who have animal form or who can assume animal form are not affected by Animalism. Their intelligence makes them the purview of the Dominate Discipline. Therefore, a Ventrue can try to ply his will on a werewolf even a werewolf in wolf form by using Dominate. Similarly, Animalism is useless on another vampire who assumes wolf or another bestial form. Animalism is of no avail to the vampire in regard to such intelligent beings. Note that any Animalism power that requires eye contact is made more difficult if the subject does not stand still or is not otherwise immobilized. If the animal in question moves about, the roll to initiate the relevant power suffers a -1 penalty in addition to all others listed. Disciplines Animalism * Feral Whispers The Kindred with this ability has learned to understand the lesser creatures that surround her, and to speak with them and make herself understood. It is the foundation upon which all other Animalism abilities are built, for without understanding there can be no obedience. The vampire must initiate eye contact with the animal in question; doing so forges a strong empathic bond between Kindred and beast, allowing communication. This contact is at least partially mental. The vampire may either whisper to the animal in her own language (or any language she knows), or she may hiss, bark, chirp or make whatever sounds the animal might use to express itself. (Some Kindred prefer the latter, feeling that it joins them more closely with the animal in question, though many others deride them for it and consider the practice vulgar.) The animal, in turn, might make some sort of noise while responding. It might be a growl, a low chirp or anything else. The precise nature of the sound is irrelevant, as the meaning is conveyed mostly via the empathic link. Most animals instinctively respond quietly when answering Feral Whispers, unless the situation is a tense or violent one. The Kindred must maintain either eye contact or a constant dialogue with the animal. If she fails to do so for even a single turn, the link is broken and she must reinitiate contact if she wishes to speak further. Because Feral Whispers requires initial eye contact, animals that cannot see cannot be affected. Additionally, the simpler or less intelligent the animal is, the more difficult it is to link with its Beast or its emotions. Mammals, raptors and certain large reptiles are relatively easy to communicate with; insects, invertebrates and most fish are very nearly impossible. Note that while Feral Whispers makes sure that the animal communicates with the vampire, it does not compel the creature to obey commands or perform tasks. Further, the nature of the information conveyed by the animal depends largely on its intelligence and awareness. A cat might be able to explain that a large number of humans scared it out of a nearby building, but it's unlikely to understand questions such as, "Was one of them wearing a green baseball cap?" or to have any real concept of numbers. Cost: - Dice Pool: Manipulation + Animal Ken + Animalism Action: Instant Roll Results Dramatic Failure: A dramatic failure indicates that the character misreads the animal, gaining false information. Additionally, the animal is immune to any further uses of Animalism by that character until the next sunset. Failure: Failure indicates that the character cannot communicate with the animal. Success:Success indicates that the character can fully communicate with the animal, to whatever degree it is capable. Exceptional Success: Exceptional success indicates that the animal is not only communicative but actively helpful, even volunteering information unasked if it considers that information important (so far as its intelligence allows).
    Suggested Modifiers
    Modifier Situation
    +1
    The animal is a predatory mammal (wolf, cat, insectivorous bat).
    +1
    The character is able to assume the same animal form via the Protean Discipline as the creature with which he tries to communicate (though he need not actually make the transformation).
    +1
    The character attempts to communicate with an animal in its "native tongue" by hissing, squeaking or what have you (assuming the player is willing to attempt to roleplay such actions).
    __
    The animal is another sort of mammal, a predatory bird ora large reptile (rat, owl, alligator).
    -1
    The animal is another sort of bird or a small reptile (pigeon, snake).
    -3
    The animal is an insect or fish.
    Disciplines Animalism * * Obedience Having mastered the ability to commune with beasts, the Kindred's connection with his own feral nature now allows him to command them as well. No longer need he beg, threaten or cajole animals into doing his will. He demands, and they obey as best they can. The vampire must make eye contact, as with Feral Whispers, and convey to an animal precisely what he wants it to do. The animal obeys to the best of its ability, but its nature and intelligence might cause it to interpret its orders in unusual ways. Once it has received an order, the animal carries it out, assuming it can be completed before the following sun-rise. At dawn, the compulsion ceases, regardless of whether the task is complete or not. It is extremely difficult to order an animal to do anything blatantly against its nature (such as ordering a sparrow to attack someone) or obviously self-destructive (such as forcing a guard dog to lie down in front of a moving truck). A vampire can give single orders to only one animal at a time, but he may have as many animals currently under his control as circumstances allow, as long as he can give each one its orders individually. Cost: __ Dice Pool: Presence + Animal Ken + Animalism - animal's Composure Action: Instant Obedience also requires a contested roll if the animal is already under the control of another Kindred with this power (in which case Obedience successes achieved must exceed those rolled for the original vampire). Roll Results Dramatic Failure: Dramatic failure indicates that the animal either attacks the character or does the exact opposite of what he commands it to do. In addition, that animal is immune to any further use of Animalism by that character until the next sunset. Failure: Failure indicates that the character cannot command or communicate with the animal. Success: Success indicates that the animal obeys the character's orders to the best of its abilities. Exceptional Success: Exceptional success indicates that the animal develops a strong, if temporary, affection for the character. It attempts to please and to anticipate orders, even when not actively following a specific command.
    Suggested Modifiers
    Modifier Situation
    +1
    The animal is a predatory mammal (wolf, cat, insectivorous bat).
    +1
    The character has already successfully used Feral Whispers on the animal he now attempts to command with Obedience.
    __
    The animal is another sort of mammal, a predatory bird or a large reptile (rat, owl, alligator).
    -1
    The animal is another sort of bird or a small reptile (pigeon, snake).
    -1
    The order is contradictory to the animal's nature or set of inherent abilities.
    -1
    The animal is a ghoul.
    -3
    The animal is an insect or fish.
    -3
    The order is blatantly suicidal.
    Disciplines Animalism * * * Call of the Wild The Kindred is so fully in tune with her own Beast that she can call out in a feral voice - howling, hissing, cawing or the like - that beckons all creatures of a specific type. Any animal of that sort within a given area is compelled to respond, immediately moving toward the Kindred at its fastest possible speed, via the most direct route it can find. Only animals that can hear the call are summoned, so creatures that have been deafened or that are insulated from the sound by thick walls or other barriers do not respond. Additionally, only natural animals respond to this call no hell hounds or gargoyles (see p. 225-256), for example, answer it. Animals that respond to the Kindred's call are not automatically under her control, but they are more easily subjected to other Animalism powers. Cost: 1 Vitae Dice Pool: Presence + Animal Ken + Animalism Action: Instant Roll Results Dramatic Failure: All animals of the type called within 100 yards immediately turn hostile toward the character and are immune to any further uses of Animalism by that character until the next sunset. Failure: On a failure, no animals appear. Success: The area of the call is 100 yards for every success rolled. That is, a single success when summoning rats calls all rats within 100 yards. The Storyteller determines how many animals respond based on the environment. Hundreds or thou-sands of rats might appear in an inner city, while no hawks or coyotes would. Exceptional Success: As per a normal success. In the previous example of the rat summoner, if the player achieved seven successes, all rats within 700 yards would heed the call. Suggested Modifiers The Storyteller may impose bonuses or penalties to the call based on weather, barriers or other ambient noise, as he feels is appropriate. A heavy wind might cut down the distance the sound can travel, for instance, imposing a -2 penalty. Animals responding to Call of the Wild are easier for the beckoning character to influence with other uses of Animalism. Any further use of Animalism on these specific creatures receives a bonus equal to the number of successes on the roll to invoke this power. This bonus lasts for the remainder of the scene. Sample animal traits are provided in the World of Darkness Rulebook, p. 202-203. Disciplines Animalism * * * * Subsume the Lesser Spirit By locking eyes with an animal, a vampire may psychically enter the creature's body and possess it as though it were his own. Some Kindred believe that doing so actually transfers the vampire's soul into the beast, though other, less mystically minded Kindred disagree. Regardless, the animal's own mind and instincts are completely subsumed, allowing the Kindred free reign to take whatever actions he chooses in the creature's body. The vampire's own body falls into a torpor-like state and appears for all intents and purposes to be a corpse. Until the character returns, his body cannot be awakened by any means (though Kindred urban legends tell of ghosts possessing such bodies and wreaking havoc). Also, it is whispered among certain circles that some vampires, addicted to the sensations of life they experience while riding an animal, remain too long in that form and forget their true nature. Cost: 1 Vitae Dice Pool: Manipulation + Animal Ken + Animalism versus animal's Composure Action: Contested Roll Results Dramatic Failure: The character fails to bond with the animal; the animal grows hostile and is immune to any further uses of Animalism by that character until the next sunset. Failure: The character loses or ties the contested action and fails to bond with the animal. Success: The character wins the contested action and occupies the animal's body. He can use Animalism but no other Disciplines while doing so. Exceptional Success: The character wins the contested action with five or more successes and occupies the animal's body, and can alsouse Auspex and Majesty while doing so. If the roll made for the character wins the contested roll and gets successes in excess of the animal's Composure dots, the character is in total control and his mind remains clear. If his roll succeeds but garners a number of successes equal to or lower than the animal's Composure dots, a Willpower point must be spent for the character to take any actions contrary to the animal's instincts. Otherwise, bestial urges and impulses cloud the vampire's mind. Additionally, if the player wins the contested roll but gets a number of successes equal to or lower than the animal's Composure, his character's consciousness is so closely intertwined with the beast's that he maintains some bestial behaviors even after returning to his own form. Until the player spends a total of three Willpower points specifically to overcome this effect the points can't, say, be spent to gain three extra dice in unrelated rolls the character continues to think and feel in an animalistic manner. (This effect has no "hard" mechanical applications, but it should be roleplayed. If the character doesn't indulge in animalistic activity, the Storyteller should feel free to either dock the character future experience points or spend Willpower automatically for the character when a particularly bestial response is appropriate but not displayed.) While possessing an animal, a character can travel as far from his own body as he wishes and is unharmed by daylight, but he must still force himself to stay awake during the day (see Humanity on p. 184). The vampire may choose to end the possession and return to his body at any time, regardless of distance. This occurs automatically if the vampire fails to remain awake. Any injuries inflicted on the animal also affect the vampire's body. If the animal dies while the vampire is still present, the Kindred falls into torpor immediately. (Some believe that the soul attempts to find its way back to its own body during this time.) If the Kindred's physical form is destroyed, his psyche remains trapped in the animal until he finally fails to remain awake, at which point his spirit is lost to oblivion and is unrecoverable. It is possible, though uncommon, for a vampire to neglect his physical body long enough for it to starve into torpor while he's "out." If a vampire's dormant body slips or is forced into torpor, the vampire's spirit automatically returns to its body.
    Suggested Modifiers
    Modifier Situation
    +1
    The animal is a predatory mammal (wolf, cat, insectivorous bat).
    +1
    The character has already successfully used Feral Whispers on the animal he now attempts to possess.
    +1
    The character is able to assume the same animal form via theProtean Discipline as the creature he tries to possess.
    __
    The animal is another sort of mammal, a predatory bird or a large reptile (rat, owl, alligator).
    -1
    The animal is another sort of bird or a small reptile (pigeon, snake).
    -1
    The animal is a ghoul.
    -3
    The animal is an insect or fish.
    Disciplines Animalism * * * * * Leashing the Beast The vampire's connection with the Beast is so powerful that she can manipulate not only the lesser creatures around her, but her own Beast and that of other Kindred. This is not overt control, as with Obedience or the Dominate Discipline. Rather, the Kindred learns to rouse the Beast's instincts, inspiring it - and thus the vampire within whom it lurks - to behave in a certain manner. Of course, communing with the Beast is dangerous even under the best of circumstances, and a few unfortunate Kindred have been destroyed by their own failed attempts to manipulate others' Beasts. The subject must be a vampire and must be within the character's line of sight. (If the character makes herself the subject, she need not be able to see, so she can do so even in complete darkness or when otherwise blinded.) The player must decide to invoke a rage frenzy or Rötschreck, or to alleviate either of them. Cost: 1 Vitae Dice Pool: Manipulation + Empathy + Animalism versus Composure + Blood Potency (to affect another); Manipulation + Empathy + Animalism (to affect oneself) Action: Instant (to affect oneself) or Contested; resistance is reflexive (to affect another) Roll Results Dramatic Failure: Used on another, the character's power rebounds and a Willpower point must be spent or she enters either frenzy or Rötschreck, whichever she attempted to influence. Additionally, the subject is immune to any further Leashing the Beast attempts by the character until the next sunset. When the power is used on the character's self, the opposite kind of frenzy sought is invoked (Rötschreck when rage frenzy was intended).Failure: The character fails the instant action, or loses or ties the contested action and the power fails. Success: The instant action inspires or calms rage frenzy or Rötschreck in the character herself. Or, the character gets the most successes and manipulates another's Beast. Frenzy or Rötschreck rules apply as normal for the remainder of the scene if either is induced. Exceptional Success: The character fulfills the instant action or wins the contested roll with five or more successes, and the subject is immediately forced into (or out of) frenzy or Rötschreck. If the subject is forced into frenzy or Rötschreck, he or she remains in that state for the remainder of the scene, regardless of surrounding events or circumstances. Additionally, Willpower cannot be spent to end the frenzy prematurely. If the subject is brought out of frenzy or Rötschreck, he or she is not subject to frenzy or Rötschreck for the remainder of the scene, regardless of surrounding events or circumstances. Suggested Modifiers If the character knows another's Virtue and/or Vice, such knowledge grants a +1 bonus, though she must cajole the Beast by specifically focusing on those aspects of the subject's personality. These bonuses are not cumulative. Knowing a character's Virtue and Vice nets only a +1 bonus, not a +2. If this power is turned on a vampire with whom the user has a blood tie (see p. 162), a +2 bonus is gained. If the character is already in frenzy and uses this power to calm herself, a -2 penalty applies.
    Disciplines Auspex
    Heightened Senses
    Clash of Wills
    Aura Perception
        Aura Signifiers
    The Spirit's Touch
    Telepathy
    Twilight Projection
    This potent Discipline grants a character superlative sensory capabilities. At the lowest levels, it sharpens a Kindred's mundane senses. As one progresses in mastery, entirely new avenues of insight open up before the user. Ultimately, this is the Discipline of gleaning information, whether that data comes from sights and smells, from auras and patterns of energy or directly from the mind of another creature. In addition, Auspex can be used to pierce the veil of powers that cloud, dissemble and deceive (see the "Clash of Wills" sidebar). Indeed, precious little can be kept secret from a true master of Auspex. Once in a while, this uncanny Discipline provides extra-sensory and even precognitive visitations. Such premonitions might come as quick flashes of imagery, overwhelming feelings of empathy or even as an ominous sense of foreboding. The Kindred has absolutely no control over these insights, but he can learn to interpret their significance given time and experience. Such potent sensitivity can have its drawbacks, however. When a vampire actively uses any level of Auspex save the fifth (Twilight Projection), he runs the risk of his delicate senses being overwhelmed by excessive stimuli. Sudden or severe occurrences such as a gun report or flash bulb in the eyes can distract the character unless the player succeeds on a Resolve roll. Failure disorients the character, making him effectively unaware of his surroundings until the end of the following turn.
    Disciplines Auspex CLASH OF WILLS Although Auspex is a potent Discipline, especially at high levels of mastery, a given Kindred's execution of it is not always flawless. Other supernatural powers and abilities can cloud or contest the power of Auspex, the most common of these being Obfuscate - the direct opposite of Auspex, in many ways. The heart of any Auspex-versus-Obfuscate contest is a clash of mighty wills, for both powers stem from and rely upon the power of the Kindred mind. When a character with Auspex uses his acute senses to see through another's Obfuscate, make a contested roll of Wits + Investigation + Auspex versus Resolve + Stealth + Obfuscate. Whoever accumulates the most successes wins the battle of wills. Ties go to the defender. Most of the time, ties result in the Obfuscated character remaining hidden (as the Auspex-user is the initiator), but not always. In the event that a vampire uses Obfuscate right in front of a Kindred with Auspex, the hiding character is the challenger, as it is he who tries to hide in plain sight. Obfuscate is not the only supernatural ability with the potential to foil the clarity of Auspex. For example, a character using the Twilight Projection power might be seen by a character using the Heightened Senses power. The general rule of thumb is to apply the same system, but in regard to whatever mechanic is used: Wits + Investigation + Auspex is still rolled for the perceiving character, and Resolve + an appropriate Skill + the Discipline in question is rolled for the defender.
    Disciplines Auspex * Heightened Senses When this power is activated, all of the vampire's senses sharpen to a razor's edge, effectively doubling both the range and clarity of all stimuli received. Heightened eyesight allows the vampire to perceive the most minute details of objects at great distances, while a heightened sense of smell might alert a character to the presence of trace amounts of alcohol on a mortal's breath. Kindred with this power also have the option of magnifying a single sense, as opposed to all five, in order to better block out unwanted stimuli from other sources. Note, however, that the risk of sudden distraction remains, regardless of how many or how few senses are currently heightened. (Note that vampires do not breathe. As such, the Kindred do not smell unless they actively will themselves to do so, and thus cannot be overwhelmed suddenly by smells unless they are actively smelling at the time.) Cost: - Dice Pool: This power typically involves no roll. The player simply activates the power and explains to the Storyteller what his character is doing and with which sense(s). The Storyteller responds by relating whatever information can be gleaned. The only time a roll comes into play for Heightened Senses is when the Storyteller wishes to permit the character a chance to perceive an imminent threat. In this case, the Storyteller may allow the player to add her character's Auspex dots to a surprise roll (Wits + Composure -- see the World of Darkness Rulebook, p. 151). This power allows a vampire to see in pitch-black darkness. Action: Instant Disciplines Auspex * * Aura Perception With this mystic power, a vampire can open his perceptions to the psychic auras that surround all sentient creatures. Numerous and often shifting hues and patterns compose these auras, and it can take many years before a vampire becomes truly proficient at reading them correctly with any degree of regularity. Although the strongest emotions predominate, almost every individual has more than one color to his aura at any given time, and an observer can see any number of streaks or flashes of these other colors. "Psychic colors" change with the subject's mental or emotional state, creating an ever-moving pattern that is as unique to each person as a fingerprint. As a rule, the more powerful the emotions, the more intense the colors, but even this guideline is betrayed by any number of mitigating factors, depending on circumstance. All the same, practice makes perfect; a true master aura-perceiver learns to understand the significance of each whorl and eddy. Due to the peculiar nature of such creatures' auras, this power can be used as a means of detecting other supernatural entities. Vampire auras, for example, tend to be extremely pale, regardless of the colors. Werewolf auras are quite the contrary, nearly frantic in their intensity. Mage auras sparkle with power. Ghostly auras flicker like guttering candles. Cost: - Dice Pool: Intelligence + Empathy + Auspex - subject's Composure Action: Instant (Note that though this is an instant action, it takes more than just a fleeting glance to see the detail in an aura. A character must scrutinize her subject's aura for two full turns to glean information from it, though only the single, immediate roll is necessary to determine if she can read it successfully.) Roll Results Dramatic Failure: The character gleans utterly misleading and wholly inaccurate information. Failure: The character can distinguish no information at all. Success: The character perceives a number of colors in the subject's aura equal to the number of successes obtained on the roll. Exceptional Success: As per a normal success, with one additional color or degree of emotional intensity discernible to the character. Note that a failure indicates that no useful information is perceived, while a dramatic failure indicates a false or misleading reading. The Storyteller may therefore wish to make the roll for the player, to keep the true results secret. An Auspex user who observes someone in the act of lying may recognize that the subject speaks falsely. Intelligence + Empathy + Auspex is rolled versus the subject's Composure in a contested action. The Auspex user recognizes the lie if the most successes are rolled for him. Applied toward reading the mood of potential combat-ants, this power also grants its user a bonus to Initiative equal to the number of successes rolled in activating the effect. Doing so requires that the vampire speaks to or is in the proximity of intended combatants for at least one turn before a fight breaks out. That period of interaction allows the reading vampire to recognize that events are about to turn violent, so he can react with advanced knowledge. Disciplines Auspex
    AURA SIGNIFIERS
    Condition Color
    Afraid
    Aggressive
    Angry
    Bitter
    Calm
    Compassionate
    Conservative
    Depressed
    Desirous/Lustful.
    Distrustful
    Envious
    Excited
    Generous
    Happy
    Hateful
    Idealistic
    Innocent
    Lovestruck
    Obsessed
    Sad
    Spiritual
    Suspicious
    Confused
    Daydreaming
    Diablerist
    Dominated/Controlled
    Frenzied
    Psychotic
    Vampire
    ShapeShifter
    Ghost
    Magic Use
    Orange
    Purple
    Bright Red
    Brown
    Light Blue
    Pink
    Lavender
    Gray
    Deep Red
    Light Green
    Dark Green
    Violet
    Rose
    Vermilion
    Black
    Yellow
    White
    Bright Blue
    Bright Green
    Silver
    Gold
    Dark Blue
    Mottled, shifting colors
    Sharp, flickering colors
    Black veins in aura
    Weak, muted aura
    Rapidly rippling colors
    Hypnotic, swirling colors
    Aura colors are pale
    Intensely vibrant aura
    Splotchy, intermittent aura
    Myriad sparkles in aura
    Suggested Modifiers
    The number of dice added to or removed from the dice pool is determined by the amount of information the character wishes to discern.
    Modifier Situation
    +2
    Power is turned on a vampire with whom the user has a blood tie (see p. 162)
    __
    The shade (such as pale, bright or weak), but not the color of the aura.
    -1
    The primary shade and color.
    -2
    Color patterns, including information revealing the nature of the creature.
    -3
    Subtle shifts in the mixtures of color and pattern.
    Thus, if a reader wants to study the subtle shifts in the mixtures of color and pattern in a subject's aura, the player suffers a -3 penalty. Each success rolled thereafter offers one piece of information in that regard. Two successes might indicate that a ghoul swings from love to hate toward his mistress (bright blue to black), and is envious of a fellow ghoul (dark green). Disciplines Auspex * * * The Spirits Touch The Kindred's powers of perception have progressed to the point that he can pick up psychic impressions from objects simply by handling them for a moment or two. Such impressions can tell the vampire who last held the object, when it was last held and even what was done with it in the past. These psychic impressions typically come in the form of quick and cryptic images, and as with other Auspex powers, learning how to decipher the information gleaned can be a task all its own. Most impressions (and therefore, most visuals stemming from them) pertain to the last person who handled the object in question, but two circumstances usually preclude such a reading. First, a long-time owner or handler of the object leaves stronger impressions than someone who handled it briefly, if more recently. Second, experiences associated with great emotion - be it hate, passion or fear often linger in the form of intense psychic impressions on objects. It is these impressions that likely come to the fore over anything more recent or, in all likelihood, far less emotionally significant. All that is required in order to glean information from an object by using this power is that the vampire turn the item over in his hands (or otherwise handle it) for a few moments, during which he enters a shallow trance. This trance is the gateway through which psychic snapshots arrive, and anything that prematurely disrupts the trance likely prevents any useful information from being received. Cost: - Dice Pool: Wits + Occult + Auspex Action: Instant Roll Results Dramatic Failure: A dramatic failure indicates the psychic equivalent of a "mixed message" or a very believable but entirely false impression. Failure: Failure indicates that no impressions come through. Success: Success yields a sense of the previous handler or owner's identity, as well as a reliable vision or sense of the memory in question. Exceptional Success: An exceptional success provides a comprehensive or extended chronological understanding of the event and its participants, such as an entire slideshow of images pertaining to the object and its past. This power can also be used to glimpse the past of another. The subject must be touched, which could require a roll if the subject is resistant (see the World of Darkness Rulebook, p. 157). A contested roll of Wits + Occult + Auspex versus the subject's Resolve + Blood Potency is made. The subject's roll is reflexive, and he does not know that past events in his existence are perceived. If the reader gets the most successes, a vision is received of the subject's past, all from the subject's perspective. With no tim?frame or criteria for the event witness, the last dramatic, tense or passionate act performed or experienced by the subject is glimpsed. If a specific tim?frame or event is focused on, the Auspex user's roll suffers a -1 penalty for each night that has passed since the event. Therefore, witnessing a feeding that the subject performed three nights before imposes a -3 penalty to the contested roll made for the reading vampire. Roll Results Dramatic Failure: Events witnessed from the subject's eyes are misinterpreted. He seems to have been attacked rather than to have initiated an attack, for example. Failure: The contested roll is lost or tied. No impressions come through. Success: The most successes are rolled for the reading character. A distorted and blurred glimpse of the event or situation in question passes through his mind. He is left with an intuitive, general understanding of what transpired. Exceptional Success: The reading character wins the contested roll with five or more successes. An instantaneous glimpse of the event or situation in question passes through his mind. He implicitly understands every aspect of what happened, essentially as if he were there in the subject's stead. The reader doesn't acquire any new traits or capabilities say, if the subject committed diablerie. The reader simply knows what transpired.
    Suggested Modifiers
    Modifier Situation
    +2
    Power is turned on a vampire with whom the user has a blood tie (see p. 162)
    +1
    The character has drawn a psychic impression from the object or person before.
    __
    Recent and intense (a murder weapon used four hours ago, or a murder was committed).
    -1
    Recent but mild, or old and intense (a dusty family heirloom in a chest).
    -2
    Emotionally shallow or long forgotten (a leisure suit found at a secondhand clothing store).
    -3
    Disconnected or spiritually muted (a set of keys found several weeks ago).
    -3
    Object or person read amid a fight or other stressful circumstance.
    Disciplines Auspex * * * Telepathy At this level of advancement of one's extrasensory perceptions, a vampire may project his consciousness into a nearby individual's mind. Doing so creates a mental link whereby the Kindred can communicate silently or even scan the surface of the target's subconscious. The user senses any thought picked up as a voice inside his own mind, and the data can hardly be considered unobtrusive. Nevertheless, this power has the potential to be one of the most potent of the abilities in any vampire's mystical arsenal. With enough practice, a vampiric telepath can uncover nearly any secret from any sentient being around him. Telepathy is most effective on the mortal mind. When used on ordinary people, the character can maintain a link as long as he keeps concentrating, and as long as the mortal target does not leave his line of sight for more than moment or two. Trying to breach the supernatural mind, however, is a more difficult prospect. A given link is good only for the moment and must be reestablished each time the character wishes to send or dig for thoughts. Cost: None for a mortal; 1 Willpower for a supernatural subject unless the supernatural subject is willing. Dice Pool: Intelligence + Socialize + Auspex - subject's Resolve Action: Instant Roll Results Dramatic Failure: Dramatic failure on a Telepathy attempt can be disastrous, as the user instantly adopts any derangements present in the target for the rest of the night. Failure: Failure results in no link being established, and the character cannot try again for the remainder of the scene. Success: Success allows a character to read from or add a thought to the subject's mind. See the suggested modifiers list that follows for specific applications of the Telepathy power. Exceptional Success: Exceptional success at Telepathy allows the character to gain an additional piece of information (or an additional aspect to the original insight). Note that the player of any subject who is aware that he is being probed or "ridden" may spend a Willpower point to eject the telepath. Each time the telepath sends a message, the subject instantly becomes aware that the thought didn't originate from his own mind. Each time the telepath digs out a piece of data, Intelligence + Composure is rolled for the subject to detect the intruder.
    Suggested Modifiers
    Modifier Situation
    +2
    Power is turned on a vampire with whom the user has a blood tie (see p. 162)
    -
    Attempting to project a single thought/message into the subject's mind.
    -1
    Trying to probe the subject's surface thoughts for whatever idea is there at the time.
    -1
    Each derangement the subject possesses.
    -2
    Digging for one piece of data about which the subject isn't currently thinking.
    -3
    Searching for a specific memory or event buried deep in the subconscious.
    Disciplines Auspex * * * * * Twilight Projection Commonly seen as the pinnacle of Auspex achievement, this power allows a vampire to project her perceptions out of her physical body. Her senses take on an existence their own, traveling the material world like a spectre. Such a form, called a "ghost body," is immune to fatigue and physical harm, and it can fly at great speeds. Ghost bodies can even go underground at will - anywhere within and below the limit of the lunar sphere. Cost: 1 Willpower Dice Pool: Intelligence + Occult + Auspex Action: Instant Roll Results Dramatic Failure: Dramatic failures can be disastrous. They usually result in the character projecting successfully but being flung to an undesired destination (around the world or deep into an unknown place, for example). Failure: The character cannot separate her consciousness from her body, but may try again at her next opportunity. Success: The Kindred separates her ghost body from her physical body and may venture throughout the world. Exceptional Success: As with a normal success, but the separation occurs with ease and the character regains the Willpower point spent. Interacting with the physical world or sprit world while using Twilight Projection is impossible. The character has no substance at all, not even spiritual substance - she is merely a projected consciousness. This state can be both a benefit and a drawback, in that the character is unimpeded by obstacles, but is also unable to affect any threats she en-counters. It might come to pass that two vampires' ghost bodies or a projected vampire and a genuine ghost encounter one another. They can communicate as if they were in the real world, but no sorts of physical or mystical exchanges can occur between them. A projected vampire's psyche is invisible to most physical beings. A child or animal might intuitively sense the vampire's presence, or even see him. Another Kindred using Heightened Senses or Aura Perception might spot the projected being by getting the most successes in a Wits + Investigation + Auspex (spotter) versus Resolve + ???ult + Auspex (projector) contested roll. Both rolls are made reflexively. A projecting vampire's other Disciplines do not work. Her spirit can certainly observe things, but its temporal connection to the body that serves as the conduit for the Kindred's mystic curse is too tenuous for other mystical powers to manifest. While her consciousness roams, a vampire's body lies in a torpor-like state on the spot where she left it. As long as her ghost body is active, the character remains ignorant of what goes on around her physical body. If the body is subjected to either torpor or Final Death, the projected psyche is pulled back immediately. A vampire's body continues to expend Vitae nightly for the purposes of sustaining itself. The player must succeed on a standard Humanity roll for the ghost body to remain awake during the daytime (see p. 184). The consciousness of a vampire who falls asleep returns to her body and she rises the next night as normal, entirely within the physical world. A ghost body appears naked and with no possessions. Artifacts that are composed entirely of spirit matter might be employed in this form, but no physical objects transfer over. Like-wise, any objects found during the wraithly endeavor cannot be manipulated or return with the character when she finally rejoins her physical body. A projecting vampire can potentially be barred mystically from returning to her body, or she might become lost and in-capable of finding her body again. Rumors also speak of other spirits that can enter a vampire's vacant body, stranding the Kindred as a ghost body. Denied her own body (or perhaps another one to possess), each night that passes for the ghost body removes a dot of Blood Potency from its essence. When those dots are reduced to zero, the ghost-Kindred suffers Final Death and fades into oblivion. Suggested Modifiers Typically, no modifiers are necessary, but the Storyteller may penalize the activation roll up to two dice in the event of a hastened projection, such as when a vampire abandons her body at the moment of Final Death (after all, a ghost body is better than no body at all).
    Disciplines Celerity
    Tales and legends of vampires ascribe to them inhuman speed, the ability to move faster than the eye can see, and even to appear in two places at once. While some of those accounts are exaggerated, Kindred with the Discipline of Celerity can indeed move far faster than any mortal. Th?y appear to blur into nothingness, all others moving as if in slow motion in comparison. Note that Celerity is obviously superhuman in use. Few Princes smile upon uses of Celerity that leave too many curious mortal witnesses unaccounted for. Cost: 1 Vitae per turn Dice Pool: Celerity is unlike many other Disciplines in that it is not actively rolled. Rather, it provides a group of benefits, many of which affect other rolls. Celerity cannot be invoked more than once per turn. That is, you may not spend a second Vitae and double the benefits of Celerity in a given turn, though you may spend Vitae across multiple turns to enjoy the benefits over those turns. In turns when a character activates her Celerity, her dots in the Discipline are subtracted from any and all attacking characters' dice pools, as the vampire moves much more quickly than normal and is harder to hit. This penalty to attackers' pools applies in addition to any armor the Celerity-using character may have, as well as to Defense (though note-like armor, Celerity's benefits do not diminish based on how many attacks the character faces). Celerity's protection even applies against firearms. For example, if a character has Celerity 3 and activates the Discipline, three dice are subtracted from any assailants' dice pools. Celerity also adds to a character's Initiative during the turn in which it is active. The aforementioned character with Celerity 3 and Initiative 5 would have a basic Initiative modifier of 8 during turns in which his Celerity is active. Finally, Celerity acts as a modifier to a character's Speed while it is active. His Speed increases by itself again for each dot of Celerity he possesses. (Simply add one to the value of the character's Celerity and multiply that number by his Speed.) Characters running while Celerity is active double this figure, as well. Assuming the sample character with Celerity 3 has a Speed of 12, he has an effective Speed of 48 - [(1 +3) x 12] during turns in which he activates Celerity. If he runs while his Celerity is active, his Speed is 96 - almost 65 miles per hour! Action: Reflexive. A character may "pre-empt" her own action in a turn to activate Celerity if an opponent acts be-fore her and the vampire wishes to call upon Celerity before the rival's action is performed. The vampire therefore gets Celerity's protection bonus early in the turn. Celerity's Initiative bonus is also added immediately in the turn, potentially moving the vampire's action before her attacker's in the Initiative roster. The vampire also gains the benefit of additional Speed for the turn. If one Vitae is spent to keep Celerity active into the next turn, all of these benefits carry over. Example: Virginia's Initiative total for a fight is 10. Her opponent's is 13. Virginia wants to activate Celerity in order to avoid her opponent's attacks and react more quickly. The Discipline can be activated on 13 in the Initiative roster as a reflexive action. Virginia has Celerity 2, so attacks staged against her automatically suffer a -2 penalty throughout the turn, in addition to penalties from her Defense and any armor she wears. Her Initiative for the turn also increases by two, to 12. That doesn't allow her to act before her opponent, but she is right on his heels. If a vampire doesn't activate Celerity until his stage of the Initiative roster in a turn, previous actions taken by others that turn aren't invalidated. (They aren't re-done because the vampire suddenly has a higher standing in the roster.) By activating Celerity "late" in the turn, the vampire forfeits his Initiative bonus that turn. The vampire also gains Celerity's protection only against attacks that come after his place in the Initiative roster for the turn. If Celerity is kept active into the next turn, the vampire's Initiative bonus and full protection applies throughout.
    Disciplines Dominate
    Command
    Mesmerize
    The Forgetful Mind
    Conditioning
    Possession
    Some Kindred are capable of overwhelming the minds of others with their own force of will, influencing actions and even thoughts. Use of Dominate requires a character to capture a victim's gaze. The Discipline can therefore be used on only one subject at a time, and is useless if eye contact is not possible. Dominate does not grant the ability to make oneself understood or to communicate mentally. Commands must be issued verbally, though certain simple commands (such as "Go over there!" indicated with a pointed finger and a forceful expression) may be conveyed by signs at the Storyteller's discretion. No matter how powerful a vampire is, she can-not force her victim to obey if she cannot make herself understood if, for example, the victim doesn't speak the same language, she cannot hear or the orders simply make no sense. Note that victims of Dominate might realize what's been done to them. That is, they do not automatically sense that they are being controlled, but they might subsequently wonder why they suddenly acted as they did. Wise Kindred, especially those familiar with Dominate, are likely to figure it out in the moment, and few vampires take kindly to being manipulated in such a fashion. Most Kindred who develop Dominate are forceful, controlling personalities, and they can make a reputation for themselves if they use this Discipline wantonly. In all cases, a dramatic failure while attempting to Dominate a victim renders the would-be victim immune to the character's Dominate until the next sunset. Dominate is far more effective against mortals than it is against other Kindred. Most Dominate abilities described here allow the victim to struggle against the effects; that is, a con-tested roll is made against the Dominator's player. As no mortal has Blood Potency, the vast majority of humans are at a disadvantage when dealing with the Discipline. Dominate is also more effective against those whom the user has subjected to a Vinculum. A regnant may use Dominate powers (with the exception of Conditioning) on a thrall without the need for eye contact; the thrall merely has to hear the regnant's voice. Other sentient, supernatural beings such as shapechangers who have animal form or who can assume animal form are affected by Dominate rather than by Animalism. A vampire can therefore try to ply his will on a werewolf even a werewolf in wolf form by using Dominate. Similarly, Animalism is useless against another vampire who assumes wolf or another bestial form. Animalism is of no avail to the vampire in regard to such intelligent beings. Note that any Dominate power requiring eye contact is made more difficult if the subject is not standing still or otherwise immobilized. If the target moves about, the roll to initiate the relevant power suffers a -1 penalty in addition to all others listed. Disciplines Dominate * Command Once he has established eye contact, the vampire issues a single, one- word command that must be obeyed instantly. The order must be clear and straight forward freeze, jump, run, stop, fall, cough, blink and so forth. If the command is ambiguous or confusing, the subject might respond slowly or perform the task poorly. Further, commands are always interpreted (within reason) in the subject's best interests. For example, if the victim stands on the edge of a roof and the character commands "Jump!" the victim might jump up and down, rather than leap off the roof. Of course, the victim would probably not leap off the roof even if the character could find a way to order it. Subjects of Command cannot be made to directly harm themselves, so an obviously suicidal order such as "Die!" is ineffective. "Sleep" and the like causes the subject to follow the order only if she does not believe herself to be in any mortal danger. A character seduced by a Kindred might sleep if so instructed, but one in the middle of a combat or interrogation certainly does not. In such situations, the character merely falls senseless, but only for a turn. The vampire may include the command word in a sentence, in order to conceal her use of the power from others. The command itself must be stressed, and the character must make eye contact precisely when that word is spoken. Observers may notice the unusual emphasis, but only the most alert and those familiar with the Discipline - are likely to realize what has occurred. Cost: - Dice Pool: Intelligence + Intimidation + Dominate versus Resolve + Blood Potency Action: Contested; resistance is reflexive Roll Results Dramatic Failure: The subject does not obey and is immune to the character's Dominate until the next sunset. Failure: The character loses or ties the contested roll and the subject does not obey. Success: The character wins the contested roll by getting the most successes, and the victim obeys literally and with appreciable self preservation. Exceptional Success: The character wins the contested roll with five or more successes, and the victim not only obeys but rationalizes what she does as her own decision until and unless someone questions her about it in depth. Assuming the commanded action is one that can carried out for some time, such as "wait" or "sleep," the subject obeys for a number of turns equal to the successes obtained on the Command roll. If this power is turned on a vampire with whom the user has a blood tie (see p. 162), a +2 bonus applies to the user's roll. Disciplines Dominate * * Mesmerize The source of many legends of the vampire's hypnotic gaze, Mesmerize allows the Kindred to implant a false thought or suggestion into the subject's subconscious mind. The power requires not only eye contact but intense concentration and precise wording, so both the character and the subject must be free from distraction. The Kindred may activate the imposed thought or command immediately "Walk over here and open the door" - or he may establish a stimulus that activates the suggestion at a later date "When you see a man in a blue suit with a red rose in his lapel, you will spill your drink on him." The victim must be able to understand the vampire. The Kindred must maintain eye contact only as long as it takes to implant the suggestion or idea. Mesmerize can deliver truly complex and long-term commands, such as following someone, taking notes on her activities and reporting back on the first of the next month. A subject can have only one suggestion implanted at any given time. Cost: - Dice Pool: Intelligence + Expression + Dominate versus Resolve + Blood Potency Action: Contested; resistance is reflexive If this power is turned on a vampire with whom the user has a blood tie (see p. 162), a +2 bonus applies. Roll Results Dramatic Failure: The subject does not obey and is immune to the character's Dominate until the next sunset. Failure: The character loses or ties the contested roll and the subject does not obey. Success: The character wins the contested roll by getting the most successes, and the victim obeys to the best of his ability. Exceptional Success: The character wins the contested roll with five or more successes. The victim not only obeys, but rationalizes what she does as her own decision until and unless someone questions her about it in depth. This power lasts for as long as it takes the subject to carry out the required task, or until the character is destroyed or enters torpor. Impossible actions such as, "Count every grain of sand on this beach," automatically fail to take root in the subject's mind. If, during the course of carrying out the implanted suggestion, the victim realizes he puts himself in danger or acts completely contrary to his normal moral code, a Resolve roll may be made to shake off the compulsion. This is a contested roll. Successes rolled must exceed the number of successes obtained for the dominating character when the individual was first mesmerized. Dramatic Failure: Not only must the subject continue to carry out the command, no more Resolve rolls may be made to shake the dominator's control, no matter what the subject is forced to do. Failure: The victim must continue to carry out the command as ordered. Success: The victim escapes the suggestion. Exceptional Success: The victim defies the suggestion, and the dominator incurs a -1 penalty to future attempts to Dominate him until the next night. No matter how strong the dominator's will is or how many successes he obtains, he cannot make a subject harm himself directly. Any command to commit suicide is therefore ignored, although commands that are likely to lead to harm - such as, "Walk into that crack house and shoot the man in the red shirt" are enforceable, subject to the Resolve rolls discussed above. If a vampire attempts to Mesmerize a subject who is alr?ady under the influence of a previously implanted directive, compare the successes rolled in the attempt against the successes gained during the implantation of the first suggestion. If the character obtains more successes than the previous Kindred, the new command may supplant the old one. If he does not, the original command remains active and the new one fails to take root. In case of a tie, the original command takes precedent over the new one. A vampire seeking to supplant an old suggestion with a new one must also acquire successes in excess of those rolled for the subject in his contested Resolve + Blood Potency roll. Disciplines Dominate * * * The Forgetful Mind A vampire with this power can literally delve into a subject's mind, stealing or reshaping memories at whim. The power, as with all uses of Dominate, requires eye con-tact. The Forgetful Mind does not allow for telepathic contact. Instead, the vampire acts much like a hypnotist, asking direct questions to draw answers from the subject, and then describing in detail any new memories she wishes to impose on the victim. Simple alterations, such as blur-ring brief and recent memories, are easy enough (and very effective for eliminating evidence of feeding or other Masquerade breaches). More comprehensive alterations, up to and including a complete reconstruction of the victim's past and even identity, are possible albeit substantially more difficult. The victim's subconscious struggles to resist false memories implanted from without, so the degree to which th? vampire details new memories has direct bearing on how fully the subject assimilates them. An incomplete or simplistic false memory shatters much more swiftly and easily than does one with more attention to detail. For instance, "You drove home after work and had a very bad evening" is not likely to hold up. Far more effective would be an ac-count such as, "You left work late, due to a last-minute change ordered by the client. You still managed to get stuck in rush hour for an extra 25 minutes, and you were seriously frustrated by the time you pulled off the freeway. There weren't even any good songs on the radio. Three blocks from home, a cop pulled you over for coasting through a stop sign. At least he only gave you a warning, but it was still just one more hassle. The frozen dinner you microwaved was awful, the TV movie starred some has-been you didn't like, and the news was depressing. You finally turned off the TV in disgust and went to bed." Truly effective use of The Forgetful Mind, then, requires substantial finesse and patience, as well as the ability to carefully and thoroughly think things through ahead of time. It's fairly simple to sift through a victim's memories and strip out recent events without even knowing precisely what happened, but doing so leaves a gap in the memory that can lead to further problems. Most people aren't comfortable realizing they've lost a few hours or a night's worth of memories, and they're likely to try to find out what happened. Even new memories that the character imposes rarely have the same strength as the originals, and they can be broken or at least contradicted through investigation. For instance, a victim might not recall that she was attacked by a vampire, but she might remember being bitten, chalking it up to an animal attack or a spider. More vivid memories can re-turn as snippets in dreams or be triggered by an unusual olfactory stimulus or spoken phrase. The process might take weeks or even years before the victim can begin to make sense of these flashes, but even the most effective memory manipulation is far from perfect or truly permanent. A vampire may also use The Forgetful Mind to sense whether someone has had her memories altered in this fashion, and he can sometimes use his own power to draw forth and restore the original thoughts. No Kindred may use The Forgetful Mind to restore his own lost or altered memories, however. Cost: __ Dice Pool: Wits + P?rsu?s??n + Dominate - Resolve Action: Extended (1-100+ successes, based on the detail and complexity of memory; each roll represents five minutes of mental manipulation) Roll Results Dramatic Failure: The attempt fails, and the subject is immune to the character's Dominate until the next sunset. All accumulated successes are lost and the subject continues to remember what happened. Failure: The attempt fails. Success: The character makes headway toward altering a block of memories. Exceptional Success: The character makes considerable headway toward altering a block of memories. Even a single success pacifies the victim for the length of time it takes to complete the proc ess. Both vampire and subject must be safe and relatively composed when this power is used; it cannot be used to calm someone already in combat, for example. To restore stolen or false memories, or to sense when memories have been altered, a character must possess Dominate at a level equal to or greater than that of the vampire who first tampered with the subject's mind. If such is the case, the player then makes a contested roll in each stage of the extended action, to be compared against the initial user's attempt, and must score more successes than the predecessor did.
    Suggested Modifiers
    Modifier Situation
    +2
    Power is turned on a vampire with whom the user has a blood tie (see p. 162).
    -1 to -3
    The character's description of the new memories is lacking in detail.
    Disciplines Dominate * * * Conditioning Through constant veiled whispers, subtle hints and frequent sustained manipulation, a vampire can slowly render a particular victim substantially more suggestible. Conditioning is normally used only on favored or valuable servants and, over sufficient time, makes the character's efforts to Dominate a subject far easier while making it harder for any other Kindred to do so. Acquiring such complete control over even the weakest mind is no easy task, however, and it normally takes weeks or even months to accomplish. While they are undeniably loyal, servants subject to Conditioning lose much of their ability to think for themselves, their own personalities blotted out by the will imposed on them. They follow their orders literally and to the letter, rarely showing any imagination or judgment, or taking the initiative to act on their own. Some Kindred have remarked that, after a sufficiently lengthy period of Conditioning, their servants actually resemble the walking dead more so than their masters. Mortals, thralls, other vampires and other supernatural creatures are all subject to Conditioning, if it can be performed on them over the required period of time. Cost: 1 Willpower per roll Dice Pool: Wits + Subterfuge + Dominate versus Resolve + Blood Potency Action: Contested and Extended (6-15+ successes; each roll represents one week of mental manipulation); resistance is reflexive Roll Results Dramatic Failure: All of the user's successes to date are negated and the subject is immune to the character's Dominate until the next sunset. Failure: The character loses or ties a contested roll and the attempt fails. Success: The character wins a contested roll and makes progress in his efforts to suborn the subject's will. Exceptional Success: The character wins a contested roll with five or more successes and makes substantial progress in his efforts to suborn the subject's will. Conditioning does not have any mechanical effect until five more successes are accumulated in excess of the victim's Willpower dots. (If the subject has Willpower 6, Conditioning begins to take effect once 11 successes are achieved.) Once this benchmark has been reached, all future attempts by the character to use any Dominate ability (including further uses of Conditioning) on the victim receive a +1 bonus, and all attempts by other Kindred to Dominate the subject suffer a -1 penalty. For every additional five successes that are accumulated, the bonus and penalty each increase by one, to a maximum of +5 and -5. The Storyteller, not the player, should keep track of the number of successes accumulated. Once the character's bonus reaches +3, he no longer needs to make eye contact with the Conditioning subject to use any Dominate abilities, though giving orders through artificial or impersonal means (such as by phone) imposes a -5 penalty to that particular attempt. Subjects of Conditioning are oblivious to the process being inflicted upon them unless they also possess the power. The Storyteller may allow a victim or someone close to him a Wits + Occult roll to recognize that something wrong. If the roll fails, the process may continue unaffected. If the roll succeeds, an effort may be made to interrupt the process. If the Conditioning vampire is particularly careful about how suggestions and messages are conveyed, the Wits + Occult roll might suffer a -1 penalty. Interrupting the process could mean fleeing the vampire or restraining the subject from meeting the vampire before all the required successes are accumulated. It is possible, albeit extremely difficult, to break a subject's Conditioning after the required successes are gathered. If the victim is isolated from her master for a number of weeks equal to twice the master's current Conditioning-granted bonus, the bonus drops by one. For example, a subject has been Conditioned for a long time, and her master has achieved a bonus of +4 to Dominate her. If she is kept completely isolated from her master for eight weeks, the bonus drops to +3. Six more weeks, and it drops to +2, and so forth. The subject's own personality and creativity slowly reawakens during this period, though she still experiences periods of listlessness, depression and desperation. For at least the first few weeks, the subject most likely makes every attempt to return to her master. Until the subject is completely free, it is horrifyingly easy for the vampire to reassert his dominance, as he likely has at least some bonus to Dominate the individual for a long while. If the subject of Conditioning is also the thrall of the vampire, all successes on a Conditioning roll are doubled. So, if a vampire seeks to Condition his own ghoul, and he gets three successes to her two in one roll to program the subject, he actually accumulates six successes in that Conditioning session. If this power is turned on a vampire with whom the user has a blood tie (see p. 162), a +2 bonus applies. Disciplines Dominate * * * * Possession By this point, the Kindred need not rely on spoken commands and limited understanding. With the mere locking of th? victim's gaze, the vampire can utterly supplant the subject's own psyche with her own, possessing the subject like a malevolent spirit. Once the Kindred has crushed the victim's will, she liter-ally takes over the body, inhabiting it and controlling it as easily as she does her own. The mortal enters something of a fugue state while possessed, and he is aware of events only in a dreamlike, distorted fashion. The Kindred suffers the opposite effect. Her mind now resides within the victim, and her own body falls into a torpor-like state, becoming indistinguishable from a true corpse. The vampire may choose to break the possession and return to her body at any time, over any distance, but until and unless she does so, her true physical form is utterly helpless. Kindred cannot possess other Kindred in this fashion, regardless of force of will or differences in Blood Potency. Mortals alone are subject to possession, although whispers of possessed Lupines and mages sometimes circulate. Cost: 1 Willpower Dice Pool: Intelligence + Intimidation + Dominate versus Resolve Action: Contested and Extended (see below); resistance is reflexive Roll Results The vampire locks eyes with the victim and begins the process of utterly stripping away the subject's Willpower. The vampire must obtain a number of successes in excess of the victim's Willpower. The victim is held, trapped in this psychic struggle, as long as the vampire's player continues to win each con-tested roll. Each roll occupies a turn's time. Dramatic Failure: The attempt is over and the victim is immune to that vampire's Dominate until the next sunset. All previously accumulated successes are lost. Failure: In any turn in which the vampire loses or ties a contested roll, the victim may attempt to escape. If the vampire succeeds in restarting the process during the same scene, the contest picks up from where it left off. Success: The character wins a contested roll and accumulates successes in her attempt to exert ultimate control over her subject. Exceptional Success: The character wins a contested roll with five or more successes in her attempt to exert ultimate control over her subject. Once the character has exceeded the victim's Willpower in number of successes, she may take control of his body. The character may take any a ctions she chooses, travel as far from her own body as she wishes, and is unharmed by daylight while possessing the subject, but she must still force herself to stay awake during the day (see Humanity on p. 184). The vampire may choose to end the possession and return to her body at any time, regardless of distance. This occurs automatically if the vampire fails to remain awake. Any injuries inflicted on the subject also affect the vampire's body. If the subject dies while the vampire is still present, the Kindred falls into torpor immediately. (Some believe the soul attempts to find its way back to its own body during this time.) If the Kindred's physical form is destroyed, she remains trapped in the mortal body until she finally fails to remain awake, at which point her psyche is lost to oblivion and is unrecoverable. Any at-tempt to "re-Embrace" a vampire's spirit trapped in a host body results only in Final Death. When finally freed of vampiric possession, some mortals recover immediately, while others lie comatose or suffer trauma-induced psychoses for days or even weeks before recovering. Because a vampire experiences everything her physical body does - tasting food, soaking up the sun - many become addicted to the sensations and spend more time possessing mortals than inhabiting their own bodies. It is possible, though uncommon, for a vampire to neglect her physical body long enough for it to starve into torpor while she's "out." If a vampire's dormant body slips or is forced into torpor, the vampire's spirit automatically returns to its body. If this power is turned on a vampire with whom the user has a blo?d tie (see p. 162), a +2 bonus applies. Disciplines Majesty
    Awe
    Revelation
    Entrancement
    Summoning
    Sovereignty
    One of the most legendary powers of the undead is the ability to attract, sway and control the emotions of others, especially those of mortals. Majesty is perhaps the most versatile of Disciplines, for its potential uses and applications are both varied and multitudinous. The more savvy the practitioner, the more use he can get out of each of the Discipline's levels. Unlike some other Disciplines, Majesty can be used on entire crowds of targets simultaneously, making it even more potent in the right hands. The only requirement for use of most Majesty powers is that any potential targets see the character. Eye contact is not required, nor is the ability to hear the character (though it certainly doesn't hurt). The downside to Majesty, such as is it is, is that its subjects retain their free will. Unlike victims of Dominate, who follow the commands of the Kindred nearly mindlessly, those acting under Majesty are simply emotionally predisposed to do whatever the power (or its user) suggests. While retention of personality makes victims more useful in the long run, it also means they require more care in handling than targets of Dominate. An abused victim of Majesty certainly subverts or represses what his emotions suggest in order to behave in the most appropriate manner. Mean-while, subjects treated well might be persuaded to act against even their own interests. Any mortal can resist Majesty for one turn if a Willpower point is spent and a successful Composure roll is made (though the Willpower point does not add three dice to the roll). This roll is reflexive. If the roll fails, the Willpower point is lost and the target remains under the effects of the power(s). If the roll is successful, the mortal probably spends his turn of "freedom" fleeing the vampire's proximity, lest he continue to be affected. Refusing to pay attention to the vampire, rather than fleeing, can allow a mortal to resist the spell for a turn, but the power resumes effect if the mortal remains in the Kindred's vicinity. Vampires resist Majesty in much the same way (by spending a Willpower point), but Blood Potency is added to Composure rolls made for them. In addition, vampires of higher Blood Potency than the character invoking Majesty are able to resist his power for the entire scene with the expenditure of one Willpower point and a successful Composure + Blood Potency roll. By and large, the Kindred who choose to develop their Majesty abilities are those who recognize that one achieves more with honey than with vinegar. Those who swear by Majesty often find Dominate, seen as "the flip side of Majesty," to be both boorish and crass, and they would swear to calling upon it only in times of dire need. Disciplines Majesty * Awe This power makes the user seem exponentially more charismatic and magnetic than he normally is. The force of his personality issues forth in waves, drawing people to him like moths to a flame. Perhaps the greatest use for Awe is its ability to facilitate public speaking or debate. Whatever the vampire says, people are likely to lend serious credence to his position and views, and even the staunchest opponents gladly hear him out. Awe can often turn the tide in a tense negotiation, tipping the scales from "potentially" to "definitely." As with other Majesty powers, Awe ceases to be useful when more pressing matters come to the fore. Personal safety always takes precedence, and any commotion pulls even the most rapt listener from his reverie of attention. Those subjected to the character's stature likely remember how good they felt around him, and tailor future reactions accordingly. Cost: - Dice Pool: Presence + Expression + Majesty Action: Instant Roll Results Dramatic Failure: A dramatic failure indicates that the character actually makes himself more unappealing, and people actively seek to avoid him until he leaves. Failure: Failure indicates that the power simply does not activate. The character knows this immediately and may try again next turn. Success: The character succeeds in dazzling his intended audience with his overwhelming charisma. Exceptional Success: An exceptional success indicates that the subjects' Composures are considered one less than normal for the purposes of determining who is affected. The number of successes the player acquires is compared to the Composure of each intended subject. If the number of successes exceeds a given target's Composure, that subject is affected by the character's powerful personality. If a subject's Composure is equal to or higher than the number of successes earned, that subject goes unaffected. A character may Awe whomever is present (see the suggested modifiers below), and comparisons are made from lowest Composure to highest among potential subjects. Effectively, a character may not single out an individual subject in a crowd to Awe. He simply "turns on the charm" and lets it work its magic. Those individuals affected by Awe raptly fawn over the user. Any social rolls he engages in with them gains a number of bonus dice equal to the number of successes rolled to activate the power. This effect lasts for one scene, and people may well expect to thrill to the character's presence the next time they see him.
    Suggested Modifiers
    Modifier Situation
    __
    Character attempts to Awe one person
    -1
    -2
    Character attempts to Awe six people
    -3
    Character attempts to Awe 20 people
    -4
    Character attempts to Awe a vast number of people in the vampire's immediate vicinity (an auditorium, a mob)
    Disciplines Majesty * * Revelation The allure and reassurance of a Kindred with this power is enough to make others forego caution and share their innermost feelings and secrets. A few complimentary or compassionate words or a heartfelt look from the vampire can break down a person's prudence and fear, inspiring a desire to share deep feelings or dark secrets in an upweling of affection or release. Cost: 1 Vitae Dice Pool: Manipulation + Persuasion + Majesty versus subject's Composure + Blood Potency Action: Contested; resistance is reflexive Roll Results Dramatic Failure: The vampire's manipulative efforts are obvious for the intended subject to see. No more of the vampire's attempts at Revelation on the same subject work for the remainder of the night. Failure: The character loses or ties the contested roll. He may try again. Success: The vampire wins the contested roll by getting the most successes, and the subject bares his soul. Exceptional Success: The vampire wins the contested roll with five or more successes. The subject bares his soul until every sin or crime he can think of is revealed. No Willpower can be spent to make a Composure roll to stop. While a vampire can gain the information he seeks by use of this power, he must be prepared for a litany of confessions from a particularly guilty or tormented subject. A longtime criminal might have many sins to confess, for example, only one of which is important to th? character using Revelation. A successful Manipulation + Socialize roll may be required for the vampire to steer th? confession to a matter of interest. If the roll fails, the vampire must endure everything that the subject has to say. Should the confession go on for more than a single turn, and the subject turns to particularly deep, dark or dangerous secrets, a Willpower point may be spent and a Composure roll made for the subject to break the spell for a turn (seep. 129). The subject remembers what he confessed after the effects of the power have passed. He undoubtedly can't explain his lack of discretion, and he might do anything in his power to compensate for his "error in judgment."
    Suggested Modifiers
    Modifier Situation
    +3
    The subject is a thrall to the Kindred, under a full Vinculum to her.
    +3
    The subject is already under the influence of Entrancement.
    +2
    The subject is already under the influence of Awe.
    +2
    The subject is under the second stage of a partial Vinculum to the Kindred.
    +2 Power is turned on a vampire with whom the user has a blo?d tie (see p. 162)
    +1
    The subject is affected by the first stage of a partial Vinculum to the Kindred.
    -1
    The subject is an enemy.
    -2
    The Revelation user has inflicted violence upon the subject in the Scene.
    Disciplines Majesty * * * Entrancement This power is perhaps the closest thing that Majesty gets to serious command over the thoughts of another. Its power warps the emotional state of the subject, making him a willing servant of the vampire. Subjects retain their sense of identity and free will, believing that every instinct to serve and admire comes of their own volition. When the duration of an Entrancement ends, however, confusion and displacement arise, often leading to mixed feelings. Similar to falling out of love, re-entrancing a former "lover" is difficult at best. Cost: - Dice Pool: Manipulation + Empathy + Majesty versus subject's Composure + Blood Potency Action: Contested; resistance is reflexive Roll Results Dramatic Failure: A dramatic failure offends the subject, making him immune to the vampire's "advances" for the rest of the night. Failure: The character loses or ties the contested roll. The Entrancement fails and the subject reacts to the vampire normally. Success: The character wins the contested roll by getting the most successes, and brings the subject under his sway for an hour or so - long enough to complete a single task or set of tasks. Exceptional Success: The character wins the contested roll with five or more successes. An exceptional success indentures the target for at least at least a week, and potentially a month or more. When a period of effect wears off, the subject does not necessarily bear the vampire any ill will. After all, he has no idea that something unnatural has taken place. He merely comes to the conclusion that he no longer feels the way he once did for the character (even if "once" was an hour ago). At this time, he likely returns to going about his own life, content with never seeing the vampire again. Typically, a vampire who wishes to retain the attention of an affected subject calls upon more reliable (or stringent) methods of indenturing, such as the Vinculum.
    Suggested Modifiers
    Modifier Situation
    +2 Power is turned on a vampire with whom the user has a blood tie (see p. 162)
    -3 The Kindred has already successfully Entranced the subject within a week.
    Disciplines Majesty * * * * Summoning This rather potent power allows the vampire to call any individual he knows personally to his side. In short, the vampire reaches out with the force of his personality and makes a colleague, acquaintance, rival or outright enemy know without a doubt that he wishes that person to attend him at once. There is no limit on the distance or range of this power, but summoning someone halfway around the world takes time, even under the best of circumstances. The subject of Summoning takes the most direct possible routes to the vampire's location and intuitively knows when the vampire moves, though doesn't necessarily know the final destination until he gets there (it's like a sort of direction sense). The summoned individual knows to whose presence he travels, and he may pause to make arrangements before departure, if necessary. In other words, the compulsion is strong and the subject doesn't dilly-dally unnecessarily, but he is hardly a single-minded drone in his desire to reach the vampire. The subject does, however, use any resources at his disposal to see that he arrives both safely and punctually. The call of a summoning fades with the first rays of the sun at dawn. Therefore, if a subject is truly far away or a sufficiently fast means of transportation is not available to him, he can deny the compulsion to attend the summoner at dawn. Indeed, he could return home and go about his business. If the subject is predisposed toward the summoner, however, he may continue the quest of his own accord. During the day, he is under his own power to find the vampire and loses his "direction sense." Another vampire is not compelled to seek the summoner to the very light of day, causing his Final Death. The seeker finds shelter be-forehand. Unless the subject already knows where and how to reach the summoning vampire, the call must be repeated each night until the subject arrives. If, as in the preceding case with the resistant subject, the distance is too far or available transportation is too slow, the subject might never arrive. He falls into a cycle of being drawn to and fleeing from the summoner. If a Willpower point is spent and a Composure + Blood Potency roll is made for a subject to resist this power, as explained on p. 129, any success defies a summons for a whole night, not just a turn or a scene. Cost: 1 Vitae Dice Pool: Manipulation + Persuasion + Majesty versus subject's Composure + Blood Potency Action: Contested; resistance is reflexive Roll Results Dramatic Failure: The target is aware that the vampire tried to summon him, and is immune to that vampire's Summoning attempts for the rest of the story. Failure: The character loses or ties the contested roll. The subject remains unaware of the Summoning, and nothing happens. Success: The character wins the contested roll by getting the most successes. Complete success brings the subject as quickly as possible within the space of one night, without questioning the motivations or origins of the summons. Exceptional Success: The character wins the contested roll with five or more successes. An exceptional success draws th? subject to the vampire with all deliberate haste, no matter how long the journey takes. The compulsion to arrive prevails even during daylight, and the subject's sense of the summoner's location persists throughout.
    Suggested Modifiers
    Modifier Situation
    +3 The subject is dedicated or loyal to the summoner.
    +2 Power is turned on a vampire with whom the user has a blood tie (see p. 162).
    +1 The subject is predisposed toward or friendly with the summoner.
    +1 The summoner knows exactly where the subject is.
    __ The summoner doesn't know specifically where the subject is, but knows that he is in the same domain.
    -1 The summoner has no idea where the subject is.
    -1 The subject resents being summoned or dislikes the summoner.
    -3 The summoner has no idea where the subject is and he's more than 500 miles away.
    -3 The subject has urgent business elsewhere or reviles the summoner.
    -5 The summoner has no idea where the subject is and he's on the other side of the world.
    Disciplines Majesty * * * * * Sovereignty One of the most potent of all Kindred abilities, Sovereignty augments the power of a vampire's personal deportment to incredible levels. The newly empowered mien in-spires devotion, respect and fear in those who stand in the vampire's proximity. The weak-willed (and cunning) sup-plicate themselves for the chance to serve, and the stout of heart find themselves at a loss to do anything but acquiesce. Sovereignty's power influences decisions, breaks hearts, cripples confidence and shakes the ambitious to the foundations of their determination. The vibe the vampire gives off makes others quick to surrender, and the thought of risking his displeasure quails even the heartiest souls. Raising one's voice to a sovereign Kindred seems unthinkable; aggressing upon him seems impossible. The power of this level of Majesty is a terrifying thing to behold, and a difficult thing to rein in once it's let loose. Elders are wise not to abuse it or use it too flippantly, as its power is most effective when used both sparingly and exactingly. Despite its mighty prowess, Sovereignty is a finely honed tool - a scalpel, rather than a sword. Cost: 1 Willpower per scene Dice Pool: Presence + Intimidation + Majesty versus subject's Composure + Blood Potency Action: Instant; contested and reflexive Sovereignty is considered "always active" during scenes in which it is invoked, though it may be turned off at the Kindred's discretion. Activating the power requires an instant action. Its capacity is tested whenever challenged. When the power is at its "normal" level, people can speak freely around the vampire as long as they don't try to defy or criticize him, though their demeanor is marked by an obvious obeisance to the Kindred invoking Sovereignty. Anyone wishing to attack the vampire, however, whether physically, mystically or socially, calls the user's Sovereignty into question. A reflexive and contested roll is made for presiding vampire and would-be attacker. Note also that, unlike other uses of Majesty, Sovereignty may not be overcome with the expenditure of a Willpower point and success on a Composure + Blood Potency roll (see p. 129). The power is defensive and overwhelming, and it must be countered by a determined foe as described here. Roll Results Dramatic Failure: A dramatic failure is rolled for the sovereign vampire. The assailant may attack, use Disciplines or criticize for the rest of the scene without having to make challenges to the character's Sovereignty. Failure: The sovereign character loses or ties the contested roll; attacks, Discipline uses or criticisms proceed without penalty, but the attacker feels the weight of his action in every movement. Success: The sovereign character wins the contested roll by getting the most successes, and the assault cannot be carried ?ut this turn. A subsequent attempt calls for another con-tested roll. Exceptional Success: The sovereign character wins the con-tested roll with five or more successes, and the would-be assailant cannot attack or disparage the vampire for the duration of the night. Note that a contested roll must be made every time some-one wishes to make a new attack, use a Discipline or criticize the vampire who uses Sovereignty (with the obvious exception of dramatic failures and exceptional successes). The power applies against physical attacks as well as in-tended uses of Disciplines that could harm or affect the reigning vampire negatively. Intentions to speak an ill word about or at the sovereign vampire invoke the same contested roll. If the effort fails, the would-be critic cannot bring himself to say what he wishes to. If the presiding vampire responds to aggression by physically attacking back, he breaks his Sovereignty with respect to that subject alone. Use of a Discipline in a damaging or negative way against a would-be aggressor also breaks the spell against that individual alone. All other would-be combatants, Discipline users or naysayers must continue to overcome the reigning vampire's power if they wish to turn aggressor. The sovereign vampire does not break his spell over a subject by disparaging him publicly. Situation
    Suggested Modifiers
    Modifier
    +3 The challenger is a thrall to the sovereign Kindred, under a full Vinculum to her.
    <+2/TD> Power affects a vampire with whom the user has a blood tie (see p. 162).
    +2 The challenger is under the second stage of a partial Vinculum to the sovereign Kindred.
    +1 The challenger is affected by the first stage of a partial Vinculum to the sovereign Kindred.
    +1 The challenger has already attempted one attack in the scene, which was denied by the Discipline.
    __ The challenger seeks to attack the sovereign Kindred.
    Disciplines Nightmare
    Monstrous Countenance
    Dread
    Eye of the Beast
    Shatter the Mind
    Mortal Fear
    There's no question that one of the foremost powers of legendary vampires is the ability t? strike fear in the hearts of mortal men. Also born of mortal existence, other now supernatural beings are susceptible. Fear is a fact of existence that transcends any origins. Vampires who delve into the dark side of their being often exploring the Beast or what it means to be monstrous invest in the Discipline of Nightmare. They learn to bear that which is terrifying or unholy about their spirits, manifesting their inhumanity in their appearance or letting unfortunate onlookers peer deep into the creatures' depraved souls. The results can take a jaded individual aback or subject an unsuspecting victim to a fatal physiological reaction (to literally be frightened to death). Practitioners of Nightmare explore this route to power for different reasons. One vampire might exult in his inhuman nature and enjoy lording over lessers. The Discipline offers immediate gratification, and these Kindred display what is hideous about themselves to everyone, hiding it only insofar as they must in order to observe the secrecy of the Traditions. Other undead recognize the wisdom or even benevolence that fear affords. What better way to deal with a problem or avoid a confrontation than by frightening away an opponent? How better to protect some-one from harm than by scaring her off? And if one seeks solitude, striking fear is certainly more effective than issuing threats, trying to reason with would-be intruders or orchestrating ever more elaborate means by which to hide. Note: All uses of Nightmare gain a +2 bonus if the individual power is turned on a vampire with whom the user has a blood tie (see p. 162). Naturally, this bonus does not apply to the subject's resistance. Disciplines Nightmare * Monstrous Countenance The true face of a vampire is a frightening thing, indeed made all the more terrifying by the assistance of this entirely unsubtle Nightmare power. When a Kindred activates Monstrous Countenance, he does so in conjunction with a ferocious baring of fangs and a raspy, malevolent hiss. The result is a visage most foul, one that can make stalwart foes cower at the vampire's feet. Cost: - Dice Pool: Presence + Intimidation + Nightmare versus subject's Composure + Blood Potency (The Nosferatu clan weakness does not apply to the Discipline user's roll.) Action: Contested An activation roll is made for the vampire, and a reflexive and contested roll is made for anyone who looks upon him. For a group of observers, particularly mortals, the Storyteller may roll the highest Composure of the crowd as an indicator of the group's reaction. Any onlooker must see the vampire in person; the character's appearance is frightening on a television or video camera, but no more so than any special effect. The vampire may maintain his frightening countenance and manner for the remainder of the scene and terrify anyone whom he encounters. Record the successes achieved on the power's activation roll to compare to all comers' contested rolls. Roll Results Dramatic Failure: The vampire is incapable of Monstrous Countenance for th? remainder of the scene. Failure: The subject's successes exceed or tie those rolled for the vampire. The subject is a bit shaken, but otherwise unaffected. Success: Successes rolled for the vampire exceed those rolled for the subject. The victim flees the vampire's presence entirely, using all available means at his disposal to do so. He continues fleeing for one turn per success rolled and will not come within sight of the vampire for the remainder of the scene. Exceptional Success: An exceptional success reduces the subject to a cowering heap, unable to take any action of his own volition. If attacked, a terror-stricken foe can defend himself (he is allowed Defense but not a dodge action), and may attack anyone who attacks him. He cannot attack the Nightmare-user, even if she is also the source of an attack. The victim remains terrified as long as the vampire remains in the vicinity. Disciplines Nightmare * * Dread While an outward, physical manifestation can strike fear in onlookers, it is an overt, blunt means by which to prey upon the weak. More insidious and subtle is a general sense of unease, rising panic and paranoia that a vampire can engender with this power. Cost: 1 Vitae Dice Pool: Manipulation + Empathy + Nightmare versus subject's Composure + Blood Potency (The Nosferatu clan weakness does not apply to the Discipline user's roll.) Action: Contested Gloom, disquiet and uncertainty creeps into the hearts of people around the vampire. Anyone within three yards per Willpower dot that the vampire possesses can be affected. One contested roll may be made reflexively for a crowd of prospective victims probably mortals based on the highest Composure among them. Roll Results Dramatic Failure: The vampire is incapable of Dread for the remainder of the scene. Failure: Successes rolled for the subject exceed or tie those rolled for the vampire. The subject feels no ill effects. Success: The most successes are rolled for the vampire using Dread. See the following for results. Exceptional Success: The roll made for the vampire wins the contested roll and gets five or more successes. See the following for results. Each victim also loses a Willpower point. The atmosphere of fear persists either as long as the vampire concentrates on it or until the end of the scene, which-ever comes first. If the vampire does anything else drastic such as attacking someone, performing a dodge maneuver or activating another Discipline, the effects of Dread cease. Record the number of successes rolled for the vampire when this power is activated, and compare it to any rolled for newcomers to the power's area of effect.Those who lose the contested roll suffer a -2 penalty on all actions out of an inexplicable rising panic. Nor can they spend Willpower to gain three extra dice on any rolls, or +2 to any Resistance traits. (Willpower can be spent to activate capabilities or powers that require it, however.) Dread cannot be used selectively on some people surrounding the user, and not on others. Its effects are all or nothing. Nor can it be used more than once on any subject in a single scene. Disciplines Nightmare * * * Eye of the Beast The terrifying nature of the Beast is a horrific reminder of the fundamental predator-prey dichotomy of existence. Shown the Beast, another being is reduced to the most primal of instincts, foregoing all reason and cunning in the face of primeval horror. The vampire makes eye contact with a subject and reveals the inner core of the Kindred's being. The Beast looks hungrily upon the subject and invokes a reaction appropriate to that person's nature. Direct eye contact is required between vampire and target; looking at someone over a satellite trans-mission does not apply. Cost: 1 Vitae Dice Pool: Presence + Empathy + Nightmare versus subject's Composure + Blood Potency (The Nosferatu clan weakness does not apply to the Discipline user's roll.) Action: Contested; resistance is reflexive Roll Results Dramatic Failure: The vampire is incapable of Eye of the Beast for the remainder of the scene. Failure: Successes rolled for the subject exceed or tie those rolled for the vampire. The onlooker is taken aback, but no effect is triggered. Success: The most successes are rolled for the vampire against a mortal. The victim is paralyzed with fear, incapable of moving or taking any action. If the victim is attacked, his Defense applies and he may act in the next turn and thereafter, but he must dedicate all his efforts to escaping the vampire's proximity. Therefore, he doesn't take time to attack anyone unless doing so is necessary to escaping. Unmolested, a mortal remains paralyzed as long as the vampire remains in his presence. If the spell is broken with an attack, the victim spends the remainder of the scene trying to flee the creature. Alternatively, the most successes are rolled for the character against another vampire or another supernatural being that is capable of frenzy. The victim must flee the vampire for the remainder of the scene as per the Frenzy rules (see p. 178). Another vampire is subject to Rötschreck, for example. In this case, if successes rolled for the subject tie those rolled for the character, the subject simply frenzies for the remainder of the turn without fleeing, attacking anyone near him. That might include the user of Eye of the Beast. Exceptional Success: As a success, but the subject also loses a point of Willpower. Disciplines Nightmare * * * * Shatter the Mind No description can be given to this level of Nightmare mastery other than inhumane brutality. And yet, the power is horribly insidious for affecting only a victim's mind, leaving the body untouched. The vampire confronts a subject with her greatest fear, driving her mad. Cost: 1 Willpower Dice Pool: Manipulation + Empathy + Nightmare versus subject's Composure + Blood Potency (The Nosferatu clan weakness does not apply to the Discipline user's roll.) Action: Contested; resistance is reflexive Roll Results Dramatic Failure: The vampire is incapable of using Shatter the Mind for the remainder of the scene. Failure: Successes rolled for the subject exceed or tie those rolled for the vampire. There is no effect. Success: The most successes are rolled for the user of the power. The victim loses her next action as she reels from the vision with which she is confronted. Her Defense still applies, but she cannot perform a dodge maneuver. All other actions for the remainder of the scene are performed at -1, and she loses one Willpower point. The victim is subject to a mild derangement (see the World of Darkness Rulebook, p. 97) for a number of weeks equal to the successes rolled for the Discipline user. The Storyteller decides what the derangement is. If the victim already has a mild derangement, the Story-teller can upgrade it to a severe one for the duration. Exceptional Success: The roll made for the vampire wins the contested roll and gets five or more successes. The victim falls unconscious and remains so until the end of the scene. Upon waking, she loses one Willpower dot and is subject to a severe derangement of the Storyteller's choosing. This ailment is permanent unless the victim can over-come it through treatment (addressed in the World of Darkness Rulebook on p. 96) By use of this power, a vampire actually inflicts no physical harm upon the subject. He simply awakens her thoughts to the most horrific thing that she can imagine befalling her, and her subconscious mind proceeds from there. The victim imagines that a doomed fate befalls her, regardless of how implausible or nonsensical it might be under the circumstances - drowning while walking down a city street, for example. And yet, she imagines and is convinced that the situation occurs all the same. Once used successfully on a victim, Shatter the Mind can-not be applied against her again in that scene by a vampire. Disciplines Nightmare * * * * * Mortal Fear At this point, the vampire is able to inspire fear as a weapon unto itself. A victim is so thoroughly and intensely frightened by the vampire that he suffers physical damage. He ages prematurely, his hair turns white and his heart stops temporarily or permanently. Even other vampires can be affected. They're reminded of what fear meant back during their breathing days, no matter how long ago those days might have been. The subject must be able to see the vampire employing this power for it to take effect. Cost: 1 Willpower Dice Pool: Presence + Intimidation + Nightmare Composure (The Nosferatu clan weakness does not apply to the Discipline user's roll.) Action: Instant Roll Results Dramatic Failure: The vampire is incapable of inflicting Mortal Fear for the remainder of the scene. Failure: No successes are achieved. While the subject is taken aback, he suffers no pain or other effects. Success: Each success inflicts a point of lethal damage on a living being, whether mortal or supernatural in nature, including ghouls. Each success costs another vampire a Will-power point. Exceptional Success: As a success, except the victim also loses a Willpower dot. The power can be used on only one target at a time. A crowd of onlookers may see the activating vampire, but he wracks the body and soul of only one of those people. Other onlookers see nothing particularly frightening. Once used successfully on a victim, Mortal Fear cannot be applied against him again in that scene by any vampire. Disciplines Obfuscate
    Touch of Shadow
    Mask of Tranquility
    Cloak of Night
    The Familiar Stranger
    Cloak of the Gathering
    Night-dwellers, predators by nature and keepers of the Masquerade, vampires are inherently (and necessarily) creatures of secrecy and stealth. From hiding minute objects to the ability to appear as someone else to the power to fade from sight entirely, the Discipline of Obfuscate grants the Kindred uncanny powers of concealment, stealth and deception. Obfuscate clouds the mind in practice. For example, a character hiding an object by using this Discipline doesn't actually make the object disappear, nor does someone using the Discipline to hide himself truly vanish. Rather, the mind sees "around" the Obfuscated object, refusing to acknowledge it, even if that requires a bit of filling in mental blanks. To continue the example, if a character Obfuscated a large sheet of plywood and tried to hide behind it herself, those looking at the plywood would, in-deed, see the character lurking behind it but not see the plywood itself. The shroud of Obfuscate is very difficult to penetrate. Few Kindred or other supernatural creatures can see through it, and only under the rarest of circumstances do mortals have any hope. Because they operate on a less conscious and mostly instinctual level, however, animals often perceive a vampire's presence - and react with appropriate fear or hostility - even if they cannot detect him with their normal senses. Similarly, children, the mentally ill and others who see the world in ways not quite normal might pierce the deception at the Storyteller's discretion. Some Kindred with Auspex are able to see through Obfuscate, or at least sense the presence of a supernatural deception. Refer to the "Clash of Wills" sidebar on p. 119 for details. It's important to note that Obfuscate affects the viewer's mind, rather than making any true physical change to the vampire. Thus, the Discipline is not effective at cloaking a character from mechanical devices. Photographs, video cam-eras and the like record the normal blurred image that all vampires leave in such media, not the assumed appearance. Obfuscate does affect any individual currently using the re-cording device, however, so someone videotaping an Obfuscated vampire sees the illusion when looking through the lens, discovering the truth only later when he reviews the tape itself. Unless stated otherwise, Obfuscate powers require very little concentration to maintain once invoked, and they last for the duration of a scene. Disciplines Obfuscate * Touch of Shadow This first level of Obfuscate allows the vampire to conceal small items, either in her grasp or on her person. If she is skilled enough, even a thorough search fails to turn up a hidden object. Increasingly larger objects might be hidden if the Discipline user is particularly adept. Cost: - Dice Pool: Wits + Larceny + Obfuscate Action: Instant Roll Results Dramatic Failure: The attempt fails and the user actually draws attention to the fact that she's trying to hide some-thing. Further uses of Obfuscate against people present to witness the dramatic failure incur a -1 penalty for the remainder of the scene. Failure: The attempt fails. Success: The character can hide a single object from sight, unless someone actively searches for that specific item. Indeed, "specific" is very literal here a character looking for "an Obfuscated book" does not find it, though she does if she's looking for "the Ordo Dracul Kogaion's handwritten and leather-bound copy of 17th-century rituals" and has seen it before. Exceptional Success: The character hides the object even if a searcher knows exactly what she seeks. The player must declare which specific item is concealed and the power must be invoked separately for each item. If the roll succeeds, the item goes undetected. Perhaps a careful search such as a pat-down or close examination reveals it, along with a Wits + Composure roll, successes from which must exceed those rolled for the activation of the power. As with all Obfuscate abilities, a character with Auspex might be able to see through Touch of Shadow (though he would still have to find the object normally if it were inside a pocket or otherwise physically concealed from view). Once the character does anything to draw attention to the object - such as deliberately showing it to someone or using it t? attack or threaten - Touch of Shadow ends. If someone successfully detects the item, he can point it out to others. A Wits + Composure roll is made for each such per-son, and successes achieved must exceed those acquired in the Wits + Larceny + Obfuscate roll made for the Discipline user. If an onlooker's successes aren't high enough, he still doesn't recognize the item, even when it's pointed out. Note that this power affects only the item in question. A character could not, for example, conceal a mailbox and then hide behind it or conceal a computer and hide a stake beneath it. The mailbox or computer would indeed be concealed but the character or stake would not. Once invoked, Touch of Shadow lasts for a scene or until ended prematurely.
    Suggested Modifiers
    Modifier Situation
    +2 A tiny item, one easily concealed in the palm of a hand.
    +1 An item that can be hidden in a pants pocket. An item that can be squeezed into a pants pocket or easily hidden in a jacket pocket.
    -1 An item that can only barely be squeezed into a large jacket pocket.
    -2 An item that can be concealed under a jacket without too obvious a bulge.
    -3 An item too large to be naturally hidden, but still small enough to be carried easily.
    -3 The "item" is actually an abstract ideal or negative space, such as a hallway or portal to another room. If a closed door seals th? portal, this is not subject to the penalty, as all the Kindred needs to do is hide the door, not the portal itself.
    -4 An item as large as the vampire herself, such as a motorcycle.
    -5 An item bigger than the vampire herself, such as a car or large shipping crate, but smaller than five times th? vampire's Size.
    Apocryphal tales insist that sepulchers, tractor-trailers and even entire buildings have been hidden from the sight of others, but that's just not possible... is it? Disciplines Obfuscate * * Mask of Tranquility The Kindred masters the art of hiding himself to such a degree that he may subvert some of the stains that undeath leaves upon his soul. A vampire who knows this power can mask his Kindred nature from onlookers, leaving them with-out the impression that the Predator's Taint inflicts. Cost: - Dice Pool: This power involves no roll, and is considered "always on." The character does not trigger the Predator's Taint (see p. 168). Therefore, the character doesn't even appear as a vampire to other Kindred who see him. Kindred who can discern auras fail to register the vampire as undead; his aura is no different from a mortal's (the colors are not pale like a normal Kindred's). Note that this power doesn't render the user immune to the Predator's Taint himself, he merely doesn't cause the reaction in others. The character may turn off this power if he wishes, but such is an all-or-nothing proposition. He may not turn off certain aspects of this power and keep others active. Note also that uses of Auspex may call this power into question see the "Clash of Wills" sidebar on p. 119 for details. Action: N/A Disciplines Obfuscate * * * Cloak of Night An essential expression of the Kindred's secretive nature, Cloak of Night allows a vampire to literally fade from sight, becoming completely invisible to observers. Though it's easiest to invoke the capability out of sight, Cloak of Night is so potent that it allows the vampire to vanish even under direct observation. The actual process of fading away is subtle, but its effect on witnesses might not be. Mortals are likely to panic and flee the area, or to find some way to justify what they've witnessed, even if it means constructing new memories of the event. ("I glanced away for a moment, and when I looked back I think I saw him leave through that door.") Some especially weak-willed mortals might simply forget the vampire was ever present at all. Kindred, of course, tend to be less strongly impacted, though even an experienced and knowledgeable vampire might find the experience somewhat startling. Cost: Dice Pool: Intelligence + Stealth + Obfuscate Action: Instant Roll Results Dramatic Failure: The character believes he has vanished from sight, when in fact he has not. Failure: The character does not vanish at all, and knows it. Success: The character vanishes from sight. Mortal witnesses reconstruct the scene in their memory to justify the character's disappearance if successes achieved on the invocation roll exceed their Willpower dots. Exceptional Success: Five or more successes are rolled for the Discipline user. The character vanishes from sight. See preceding text for the effect on mortals. Kindred witnesses reconstruct the scene in their memory to justify the character's disappearance if successes gained on the invocation roll exceed their Willpower dots. Successful use of Cloak of Night renders the character in-visible until and unless he does something to draw attention (launching an attack, smashing a window, shouting a warning), in which case the cloak drops. Hiding oneself with this power even accounts for a character inadvertently revealing himself. A vampire doesn't accidentally bump into bystanders, as they subconsciously move out of his way. No one hears when he steps on a squeaky floorboard unless they have somehow already pierced his Obfuscate.
    Suggested Modifiers
    Modifier Situation
    +1 Character is by himself when he activates the power.
    __ Character vanishes before a single witness.
    -1 Each witness after the first present when a character invokes the power.
    Disciplines Obfuscate * * * * The Familiar Stranger This power allows the character to assume the image of whomever the subject most expects to see under the circumstances in which they meet. The character has no say in whom he "becomes." In fact, he is not even immediately aware of what aspect he is perceived to have, unless the target gives the identity away through verbal or behavioral clues. For this reason, The Familiar Stranger is best used under circumstances when contact between the character and the subject is likely to be brief. Otherwise, the character runs a substantial risk of giving the deception away through improper behavior. Note that this power does not actually change the vampire's true appearance. It merely convinces an onlooker that the Kindred is someone other than who he truly is by clouding the subject's mind. Cost: - Dice Pool: Wits + Subterfuge + Obfuscate versus subject's Resolve + Blood Potency Action: Contested; resistance is reflexive Roll Results Dramatic Failure: The character believes she is accepted differently, when in fact she is recognized as herself. Failure: The vampire loses or ties the contested action. The character's recognition does not change, and the vampire is aware of the failed attempt. Onlookers see the vampire for who she is. Success: The vampire wins the contested action and is recognized as someone else for the duration of the scene. Exceptional Success: Five or more successes are rolled for the Discipline user. The vampire wins the contested action and is accepted as someone else for as long as she wishes, rather than for the scene. If faced with more than one observer, the character must choose one and hope the others expect to see the same person. Success in the contested action indicates that the character assumes the aspect of whomever the chosen subject most expects to see, and the others see that person as well, even if they have no knowledge of him or her. The character himself does not gain any knowledge of the individual, and might prove unable to maintain the deception for long. A character with Auspex can potentially see through this disguise, as per the normal rules for Auspex versus Obfuscate (see p. 119). Note also that it's entirely possible that the next person the subject thought she would see is the vampire himself.... Example: Scratch uses The Familiar Stranger to appear before a child at home, who is attended by a babysitter. Three successes are rolled for him and none are rolled for the child. The child sees Scratch and shrieks, "Daddy!" which alerts the babysitter - who sees a person who she assumes is the child's father.
    Suggested Modifiers
    Modifier Situation
    +2 Character knows for a fact who the subject expects to see.
    +2 Power is turned on a vampire with whom the user has a blood tie (see p. 162).
    __ Character has no idea who the subject expects.
    -1 Character displays an emotion or undertakes an action not entirely appropriate to the circumstances.
    -2 Character displays an emotion or undertakes action clearly out of place under the circumstances, or one largely foreign to the person whose appearance he mimics.
    Disciplines Obfuscate * * * * * Cloak the Gathering A more powerful manifestation of Cloak of Night, Cloak the Gathering allows the vampire to extend her powers of vanishing from the mind's eye over others. Cost: - Dice Pool: Intelligence + Stealth + Obfuscate Action: Instant Roll Results Dramatic failure: The character believes that he and his entourage vanishes from sight, when in fact they do not. Failure: The characters do not vanish at all. Success: The characters vanish from sight. Mortal witnesses reconstruct the scene in their memory to justify the characters' disappearance if successes achieved on the invocation roll exceed their Willpower dots. Exceptional Success: Five or more successes are rolled and the characters vanish from sight. Check previous for the effect on mortals. Kindred witnesses reconstruct the scene in their memory to justify the characters' disappearance if successes gained on the invocation roll exceed their Willpower dots. A vampire can hide one extra individual per dot of Obfuscate she possesses, not counting herself. She may attempt to hide more, but in doing so invokes a penalty to the player's roll. While under the effects of this power, each individual must obey the rules of Cloak of Night. That is, anyone who draws attention through loud or brash actions likely becomes visible. If the Discipline user herself becomes visible, the effect fades away utterly, exposing everyone involved. Vampires under the effects of Cloak the Gathering can see each other, but if an individual ever leaves the sight of the vampire extending "invisibility," the power ceases for him. He becomes visible while the rest of the characters remain hidden.
    Suggested Modifiers
    Modifier Situation
    +1 Character is with only those to whom she extends this power when she activates it.
    __ Characters vanish before a single witness. -1 Each witness after the first present when a character invokes the power.
    -1 Each person Obfuscated beyond the number equal to the character's level of Obfuscate, not counting the character herself.
    Disciplines Protean
    Aspect of the Predator
    Haven of Soil
    Claws of the Wild
    Shape of the Beast
    Body of the Spirit
    Easily one of the most overtly spectacular of the gifts of the Damned, the Discipline of Protean is the study of physical metamorphosis and transformation. The nature of this power is hotly debated among the Kindred, for its abilities are so varied while simultaneously stemming from no obvious aspect of the Curse. Whatever its cause or origin, Protean allows its masters to assume virtually any form or shape. Since the core of a vampire's self doesn't alter with his shape, a transformed Kindred can generally take any action or use any Discipline that his new form can reasonably allow. Gangrel in the form of a cloud of mist, for example, could read auras (as the sense of sight doesn't vanish), but couldn't Dominate someone effectively (as the prerequisite eye contact can no longer be established). A vampire's clothes and personal effects change shape with him, but he cannot normally trans-mute especially large objects or other creatures. Unless stated otherwise, Protean powers - being permanent physical changes - last as long as the vampire wishes them to, or until he is forced into torpor. Any state that pre-vents the character from taking action (such as being staked) likewise prevents transformation; the vampire needs the freedom to invoke his will. Disciplines Protean * Aspect of the Predator The most basic ability of this Discipline allows a vampire to project a supernatural mien of savage predatory ferocity. Cost: - Dice Pool: This power involves no roll. A character is not subject to the usual relationships of Blood Potency upon meeting an unknown Kindred for the first time. If the character's Blood Potency is lower than that of the unknown Kindred, treat it as equal. If the character's Blood Potency is equal to or higher than the unknown Kindred, this power has no effect. A character may choose to suspend this power if he so de-sires, but if he does, it ceases to function for an entire scene. He may not selectively apply it to individual vampires he meets within that scene. Action: N/A Disciplines Protean * * Haven of Soil The vampire who has achieved this much prized level of mastery over Protean has learned how to meld his form with that of any natural substance. One can blend his form only with simple soil at first, but with time and experience he can eventually learn how to conjoin with other elements. While so interred, the character is immune to threat of harm from the sun's rays, or to any physical attack as his corporeal form is actually merged with that of the substance itself. Some Gangrel rely on this ability while traveling from domain to domain, as its power gives them the ultimate freedom to do so. This style of rest is the method of choice for many Kindred who must enter torpor. Whiling away the decades in a largely protected state, free from risk of detection or Final Death, is an attractive prospect. While such a character cannot be dug up, any significant disturbance to the area in which he resides alerts the vampire to the presence of intruders, though not necessarily to the details of their intrusion. If enough damage is done to the sleeping Kindred's resting place, he returns immediately to corporeal form (and full wakefulness) in a shower of whatever substance he had taken for his haven. Cost: 1 Vitae Dice Pool: No roll is necessary. Becoming one with a natural substance is automatic and takes a character's action in a turn to complete. While in this state, the character's consciousness hovers slightly above the torpor level (unless the vampire is both in torpor and in this state, in which case he is unaware), making perception of his surroundings distant at best. A player must succeed in a Humanity roll in order for his character to be aware of the presence of others in or around his place of rest (barring significant alteration t? the vampire's haven, of course, in which case he becomes aware automatically). Since the character is literally part of the earth, all attempts at locating him (via his scent, his aura or even through mystical methods of tracking) suffer a -3 penalty to their dice pools. Indeed, a searcher is likely to be confounded a bit even if he is successful. No attack can harm the interred vampire while he is in this state; a significant disruption of his surroundings can only cause him to resurface. When this power is first acquired, the character can meld his form only with natural earth or soil. If any other sub-stance including asphalt, wood or concrete lies in the way between the vampire and natural ground, he cannot activate this power. (He must dig his way to natural soil or else find a way to stand thereupon.) With the expenditure of an additional three experience points, however, the vampire can select another natural substance from the following list: wood, water, natural stone or processed stone. "Processed stone" includes varieties of prepared surfacing materials such as concrete and asphalt. He can now meld into soil and this extra substance with equal ease. Thus, if his player spends 12 experience points, a vampire can rest in all five materials virtually anywhere. Note that there must still be enough of a substance to accommodate the vampire's form in roughly his natural Size. (A large tree trunk might suffice, but a small branch does not.) Those who meld with water leave a barely visible, humanoid-shaped outline just below the surface, but are otherwise just as protected and concealed as though they were inside soil. Action: Instant Disciplines Protean * * * Claws of the Wild Upon activation of this power, the vampire's nails grow into long, fearsome talons, capable of rending bone and flesh alike. This power makes many Gangrel truly fearsome combatants, and other Kindred tend to give them a wide berth. Note that not every vampire's claws look the same. Some seem to be modeled after real-world animals', such as wolves', tigers' or the talons of birds of prey, while other claws seem to have no natural correlative at all. As might be expected, when these last vampires unsheathe their claws, they tend to greatly unnerve those around them. Cost: 1 Vitae Dice Pool: This power involves no roll. The wicked claws grow by silent act of will on the part of the vampire, and they can be sprouted from both a vampire's hands and feet. Imbued with the unholy power of Vitae, these ferocious weapons offer a +1 bonus to attack pools in unarmed close combat, and inflict aggravated damage. Of course, these bonuses require that the character actually attacks with his claws - one cannot invoke Claws of the Wild and then gain a +1 bonus and aggravated damage if attacking with an axe or pistol, for example. In addition to their combat potential, the claws add two dice to any climbing-related rolls as long as they remain invoked. The claws remain for the scene unless the vampire retracts them prematurely. Action: Reflexive Disciplines Protean * * * * Shape of the Beast The canon of vampire legend is filled with stories of undead lords taking the semblance of the "children of the night." This power is the source of those legends. With it, a Kindred can take the shape of an ordinary animal, most commonly a bat or a wolf. While in this form, the vampire retains his mind and temperament, but he can call upon the physical qualities of his newfound body (increased speed and senses as a wolf, sonar sense and flight as a bat). With time and experience, the character can learn to adopt the other form (bat or wolf) or others. Cost: 1 Vitae Dice Pool: This power requires no roll to activate. The transformation from human to animal or back again requires a character's action in a turn. All clothing and small possessions shift with the vampire, and he can remain in his animal state until he chooses to shift back. A vampire can even sleep the day away in animal form, but must still avoid sunlight, which always affects vampires regardless of form. In addition, sleeping in animal form is taxing on the vampiric state, requiring the expenditure of an additional Vitae upon awakening. While in animal form, a vampire can use any Discipline in his repertoire except for Theban Sorcery, Crúac and Dominate (which becomes impossible when one tries to bark and yip commands). Each animal form conveys a separate rate host of benefits. As a wolf, the vampire's claws and teeth inflict lethal damage and add a +1 bonus to attack pools, Speed is doubled, and two bonus dice are added to any Wits + Composure rolls to be aware of events that hap-pen in the wolf's environment. As a bat, the vampire's Strength becomes 1, but he can fly at a Speed of 20 (plus five more per dot of Vigor activated); three dice are added to all hearing-based rolls, and Defense increases by two. (At the player's discretion, he may spend another Vitae and allow a character in wolf form or any other suitable form as described here to activate Claws of the Wild. As with normal uses of that power, these claws are obviously supernatural or otherwise remarkable, and even those unfamiliar with the world of the Damned will know that something is not quite right about the animal in question. A character who has assumed Shape of the Beast and also activates Claws of the Wild gains a +1 bonus to attack pools and inflicts aggravated damage instead of gaining a +1 bonus to attack pools and inflicting lethal damage with claw attacks.) When this power is first acquired, only bat or wolf form is avail-able. With Storyteller permission, every three experience points spent allows a character access to the other form, or to an altogether different predatory animal, usually a mammal, although it's rumored that Kindred in far-flung lands can assume the forms of predatory and scavenger birds. Storytellers are encouraged to use the models given here and on p. 202-203 of the World of Darkness Rulebook as examples of animal traits. A vampire in animal form is not subject to the Animalism Discipline. Dominate may still be used on him in whatever form - human or animal he assumes. Action: Instant Disciplines Protean * * * * * Body of Spirit The pinnacle of most vampires' achievement in the trans-figuring art, this power enables a Kindred to transform his entire body into a fine, chilling mist. As a small cloud of vapor, the character can float along above the ground at his normal Speed, slipping under doors and in between screens with ease. Although especially strong winds can divert him from his desired course for a time, not even gale-force winds can fully disperse his misty essence. Cost: 1 Vitae Dice Pool: This power involves no roll to invoke. The full change takes one action to complete. If a strong enough wind picks up, the character's vaporous body could be subjected to unwanted direction change if he does not resist successfully. Roll Strength (plus any Vigor that the vampire activates). There's no modifier for alight wind. A strong one imposes a -1 penalty, and a gale-force wind imposes a -3 penalty. A success allows the vampire to travel in any direction desired for the turn, even against the wind. An exceptional success allows him to travel in any direction for the remainder of the scene. A failure indicates that the vampire is pushed by the wind for one turn at the speed it travels. And a dramatic failure causes the vampire to blow out of control (but still as a cohesive whole) for the entire scene. While in mist form, the character is immune to all physical attacks, which merely pass through his gaseous body. Mystical attacks, however, still affect him normally, though mystical at-tacks that use mundane methods of delivery are similarly ineffective (such as claws or enchanted physical weapons) Even fire and sunlight inflict one less point of damage than normal. The trade-off, of course, is that a vampire in this state cannot physically attack anyone (not even another vampire using this power). Disciplines that do not require a body might still be effective, though. A vampire in gaseous form can use any Discipline he knows except for Theban Sorcery, Crúac and Dominate (which is useless when he has no eyes with which to make contact and no mouth with which to speak commands). A vampire in mist form cannot be "bottled" or otherwise trapped in part by someone trying to contain or disrupt his form. Bottling a portion of a vampire's mist doesn't cause him to resume human form without an arm, for example. A vampire's entire mist form can be contained in a room or other large space that is airtight. Of course, the question arises of how one can lure a vampire in mist form into an airtight room, or how one even has access to an airtight room. Action: Instant Disciplines Resilience Legends abound of vampires who are able to withstand even the most brutal punishment to their unliving forms. While all Kindred possess a certain degree of the toughness of which these tales speak, those with the Discipline of Resilience are commensurately more stalwart. Vampires with several dots of Resilience are capable of walking through a hail of bullets, shrugging off even the most punishing blows, and even resisting the deadly claws and fangs of supernatural foes. Cost: 1 Vitae per scene Dice Pool: Resilience is unlike many other Disciplines in that it is not actively rolled. Rather, it provides an augmentation of physical potential that lasts for the scene in which it is activated, and which affects other rolls. Each dot of Resilience increases the character's Stamina by one for the scene in which the Discipline is active. This bonus also increases the character's Health dots during the scene. Resilience may not be invoked more than once per scene. That is, you may not spend a second Vitae and double the benefits of the power. Example: Prince Maxwell is a Ventrue with Resilience 4 and Stamina 4. While returning to his haven, he encounters a resentful Kindred whom he snubbed at Elysium two nights before. Just to be sure, Maxwell activates his Resilience - his Stamina in-creases to 8 and his Health dots increase to 13 (Size 5 + Stamina 4 + Resilience 4). Additionally, Resilience "downgrades" a number of aggravated damage points per scene equal to Resilience dots. This damage becomes lethal instead. Aggravated wounds suffered in excess of the character's Resilience dots remain aggravated, however. This downgrade doesn't apply to any aggravated wounds that the vampire already possesses, just to newly acquired ones suffered while Resilience is active. (In the pre-ceding example, Maxwell would be able to downgrade no more than four points in total.) Example: Maxwell is engaged in combat with a witch-hunter, who clubs him with a flaming torch. The torch inflicts five points of aggravated damage - but Maxwell's Resilience of 4 downgrades that to four points of lethal damage, with one point of aggravated damage remaining. Note that the extra Health dots a character gains in a scene while Resilience is active can have consequences later. If a vampire suffers more damage than he has his usual Health dots, those excess wounds upgrade existing wounds (bashing becomes lethal, lethal becomes aggravated) as per the damage rules on p. 171-172 of the World of Darkness Rulebook. In other words, once the character's Resilience "powers down" at the end of the scene and the extra Health dots that the power confers are lost, he might have to con-tend with more serious wounds than initially harmed him unless he heals them while Resilience is still active. See the "Temporary Health Dots" sidebar on p. 173 of the World of Darkness Rulebook to see what happens when extra Health is lost. Also, if a character suffers damage that upgrades her Health chart, Resilience does not downgrade it. For example, if a character with seven Health dots and a single dot of Resilience suffers nine points of lethal damage, that ninth point stays aggravated. The other eight points are recorded normally as lethal (seven for the Health dots plus one for the Resilience), but the ninth stays aggravated as it upgrades the leftmost box on the character's Health chart. If that's all the damage the character suffers by the end of the scene, another of those points of lethal damage upgrades to an aggravated wound once Resilience ceases and the character's Health dots drop to seven again. Kindred with Resilience are advised to be wise in combat, though they might feel invulnerable while invoking the Discipline. Action: Instant Disciplines Vigor Nearly every vampire legend across the globe expresses the preternatural strength possessed by the undead. In truth, not all Kindred possess such inhuman might, but the Discipline of Vigor makes those who do far more powerful than any mortal could ever hope to be. Vigor allows Kindred to strike opponents with the force of a falling boulder or speeding car; to lift enormous weights as though they were paper; to shatter concrete like glass; to leap distances so great that those elders with obscenely high levels of Vigor may, in fact, be responsible for legends of vampiric flight. Cost:1 Vitae per scene Dice Pool: Vigor is unlike many other Disciplines in that it is not actively rolled. Rather, it provides an increase of physical strength that lasts the duration of the scene in which it is activated, affecting other rolls. Each dot of Vigor increases the character's Strength by one while the Discipline is active. Vigor cannot be invoked more than once per scene. That is, you may not spend a second Vitae and double the benefits of the power. Note also that certain derived traits (such as Speed) might also be affected by the use of Vigor. Example: Solomon has Vigor 3 and Strength 4. He is surprised to find a ghoul creeping about his haven after he returns from a meeting with the Prince. Solomon decides to teach this ghoul a lesson and activates his Vigor his Strength increases to 7 for the duration of the scene. The ghoul's eyes widen in fear, anticipating the brutal beating she's no doubt about to receive. Additionally, a character's Vigor affects his ability to jump. The dice pool to jump, as per p. 66 of the World of Darkness Rulebook, is Strength + Athletics + any relevant equipment. When using Vigor to augment a jump, the character's Vigor dots are added to the number of feet leapt per success. On a vertical leap, a character jumps (Vigor + one foot per success rolled). For a standing broad jump, the character jumps (Vigor + 2 feet per success rolled). On a running jump, the distance jumped is Size + (Vigor + 4 feet per success rolled). For example, say a character has Strength 3, Athletics 3, Size 5 and Vigor 2 and makes a vertical leap. Six dice are rolled and three successes are achieved. The character leaps nine feet upward (2 Vigor + 1 foot, multiplied by the three successes rolled). Now say the character makes a running jump. The character crosses a base of 5 feet + another 6 (2+4) per success rolled. If he gets three successes, that's 23 feet (6 more feet then he would have achieved without Vigor). Action: Instant Disciplines Crúac
    Pangs of Prosperpina
    Rigor Mortis
    Cheval
    The Hydra's Vitae
    Deflection of Wooden Doom
    Touch of the Morrigan
    Blood Price
    Willful Vitae
    Blood Blight
    Feeding the Crone
    Crúac is the common name for the pagan blood sorcery practiced by the Circle of the Crone. A type of ritual magic, Crúac, meaning "crescent," is a mixture of pre-Christian and pagan magic from across the globe whose only common element is a reliance on blood sacrifice. Crúac is denounced by many traditional Kindred as "black magic" or "witchcraft," and in areas where the Lancea Sanctum holds sway, Crúac's known practitioners are occasionally persecuted as heretics. Of course, it is such very derision and fear of Crúac that leads many to the Circle of the Crone and, by extension, to this Discipline's study. The Circle of the Crone's message of empowerment speaks to many a neonate, and for some there is no greater expression of that empowerment than this Discipline.Crúac is one of the central mysteries of the Circle of the Crone's belief structure, as well as a potent weapon in the covenant's arsenal. As might be expected, knowledge of the Discipline is a closely guarded secret. New initiates are not usually trusted with its secrets. As a new member in a quasi-religious Kindred faction, a vampire might well have to prove his loyalty to the Circle through tests and ordeals before its adherents are willing to share their knowledge. Though vampires who leave the Circle of the Crone for other covenants invariably take their knowledge with them, many find it all but impossible to increase their knowledge of Crúac outside the Circle's structure. A character must have at least one dot of Covenant Status (Circle of the Crone) in order to learn Crúac. A player who buys at least one dot worth of that Merit at character creation may spend one of his character's three Discipline dots on Crúac if he wishes. Any time a player wants to increase his character's Crúac score, the character must still have at least one dot of Covenant Status (Circle of the Crone) to do so. Because of myriad cultural differences within the Circle of the Crone, many rituals exist that approximate the following ones in effect if not in name. Thus, the level-one ritual Pangs of Proserpina may be known as the Appetite of Limba in New Orleans or the Curse of Tawrich in Tehran. Other Vampire books offer new Crúac rituals, and players and Storytellers are encouraged to create their own using those presented here as models. Cost: Uses of Crúac always cost at least one Vitae. Unless the text for a specific power (known as a ritual) specifies otherwise, assume that the cost is one Vitae. Vitae plays a very important role in the use of Crúac it liter-ally calls upon the power inherent in the Blood to fuel supernatural effects. Use of Crúac requires that the Vitae be "spent" in a visible or otherwise significant manner. For example, when a Vitae is spent for a character to activate a ritual, he likely has to cut himself with a dagger and bleed on the ground, activating the magic with the spilled Vitae (or through some other direct appeal to the power of the Blood). Crúac does not have the same linear progression that other Disciplines do. A character's mastery dictates the highest level of rituals that he may learn. Rituals are bought with experience points. For example, a character with two dots of Crúac can know an unlimited number of level-one and level-two rituals (provided the experience points to learn each of them are paid). He may not learn any level-three Crúac rituals until his Crúac dots increase to 3. Each time a character acquires a dot of Crúac (including at character creation), he gains a ritual of that level at no additional cost. Crúac is insidious. It demands a certain degree of subservience and even cruelty from its practitioners, possibly in deference to the dire old gods from whence the Discipline is rumored to come. For some power-hungry sorcerers, Crúac indulges the will instead of enlightened use of the Discipline. A character's dots in this Discipline, subtracted from 10, is the maximum to which his Humanity may rise. For example, the Gangrel Roland Gentry possesses Crúac at level three. His maximum Humanity is therefore 7. If a character increases his Crúac score higher than his Humanity would normally allow, his Humanity immediately drops to the appropriate level and the player makes a Humanity roll to see if the character acquires a derangement in the process of heightening his occult knowledge. (See pp. 182-188 for more on Humanity rolls and derangements.) Dice Pool: Manipulation + Occult + Crúac. Because of its sanguinary nature, Crúac doubles any bonuses that a vampire's blood ties might apply, such as in a ritual per-formed on a sire, gr?nds?r?, childe or grandchilde. Also, the Nosferatu clan weakness does not apply to the Discipline user's roll. Action: Extended. The number of successes required to activate a ritual is equal to the level of the ritual (so a level-three ritual requires three successes to enact). Each roll represents one turn of ritual casting. Note also that each point of damage suffered in a turn is a penalty to the next casting roll made for the character, in addition to any wound penalties that a caster might suffer. Costs to activate Crúac rituals must be paid before the roll can be made. Normally this isn't an issue, as a ritual that costs one Vitae can have its activation roll made in the same turn (as spending Vitae is a reflexive action). In some cases, though, a ritual costs more Vitae than the caster can spend in a single turn. In cases like these, the caster's player makes the roll on the turn he (reflexively) spends the last Vitae necessary to invoke the ritual. If a character fails to complete the ritual in time (such as by being killed before accumulating enough successes) or decides to cancel the ritual before garnering enough successes to activate it, the effect simply fails. Any Vitae expenditures made are not recovered, however. Roll Results Dramatic Failure: The ritual fails spectacularly, inflicting some aspect of itself as a detrimental effect upon the caster. A ritual intended to damage a subject inflicts its damage upon the caster, for example, while a ritual designed to plague its victim with pangs of hunger visits its effects upon the caster. Failure: The ritual fails entirely, but not dangerously. Vitae is consumed as normal, but the ritual has no effect. Success: The ritual takes place as described. Exceptional Success: The ritual takes place as described. In many cases, extra successes are their own reward, causing additional damage or conferring extra duration, capacity or similar benefits. Unless specified otherwise, rituals last for the duration of a scene or until the next sunrise, whichever comes first.
    Suggested Modifiers
    Modifier Situation
    +4 Power is turned on or applies to a vampire with whom the user has a blood tie (see p. 162). The character is unaffected by threats or distractions.
    -1 to -3 The character is rushed or distracted, such as by invoking a ritual in combat or while being harried by pursuers. This penalty is cumulative with multiple distractions (such as by casting a ritual in combat during a hurrican?). Successes gained on a meditation roll for the night (seep. 51 of the World of Darkness Rulebook) offset interruption penalties on a one-for-one basis.
    Disciplines Crúac Pangs of Proserpina (Level-One Crúac Ritual) The sorcerer causes feelings of intense hunger in a subject, who must be within sight. The afflicted subject feels the desire to eat or feed. Activation involves a contested roll against the subject's Composure + Blood Potency, and resistance is reflexive. If the performer gets the most successes, the victim avails himself of any sustenance available. A mortal even eats raw meat, though he doesn't resort to such dire acts as cannibalism or drinking blood. Kindred might attack nearby vessels or even fellow vampires if their hunger is severe enough to make them frenzy. Even after he eats or feeds, a subject's rapacity does not subside until the effects of the ritual pass. (Vampires affected by this ritual are considered "starving" for the purposes of resisting frenzy; see p. 179.) Disciplines Crúac Rigor Mortis (Level-One Crúac Ritual) With the power of this ritual, a vampire may temporarily interrupt the reanimating effect of vampiric Vitae, rendering a Kindred immobile as the stiffening of muscles common to dead bodies takes hold. The number of successes garnered on the Crúac roll determines the number of dice by which the victim's next Physical dice pool is penalized. This applies only to dice pools for actions, and does not affect Physical resistances. Rigor Mortis is useless against mortals, ghouls, Lupines and mages, since they don't depend on the power of vampiric Vitae to animate their bodies. The roll to activate this power is penalized by the subject's Composure. Disciplines Crúac Cheval (Level-Two Crúac Ritual) This ritual allows the performer to "ride the senses" of his subject. The subject must be within direct sight when the ritual is performed, but the subject can stray from th? caster to any distance thereafter. At any time he wishes for the duration of the effect, the performer may see or hear through the eyes or ears of his subject. No other senses can be substituted if the subject is blind or deaf or both, all "riding" yields is blackness and/or silence. A subject so "ridden" is unaware that his senses also report to another. While riding another's senses, the ritualist is only dimly aware of her own body, which falls into on a trance-like state. She is unaware of minor environmental stimuli affecting her own body (such as an insect crawling across her skin or drops of water falling on her head), but more aggressive actions perpetrated against her body draw her consciousness back to it. This ritual remains in effect for one night per success on the invocation roll, though the caster may end the ritual at any time. The performer can therefore indulge in a subject's senses and return to her own body as often as she likes through-out the rite's duration. The roll to activate this power is penalized by the subject's Composure. Disciplines Crúac The Hydra's Vitae (Level-Two Crúac Ritual) By invoking this ritual, the performer protects himself from would-be diablerists and from those who would otherwise feast upon his blood. This ritual transforms the sorcerer's Vitae into a kind of poison. Kindred who drink it suffer one point of lethal damage for every Vitae consumed; mortals who imbibe suffer two points of lethal damage for each Vitae. When a Kindred consumes a quantity of venomous Vitae, she gains no nourishment from it. Vitae altered by this ritual is poisonous only so long as it's in the performer's body (or until the next sunrise). If the Vitae leaves, it becomes as any other Vitae spilled from a Kindred's body. Thus, it cannot be used to create poisoned weapons, and if one consumes the Vitae from a container after it leaves the body, it is simply normal, non-poisonous Vitae. Disciplines Crúac Deflection of Wooden Doom (Level-Three Crúac Ritual) The performer invokes a mystic protection against at-tempts to impale her heart with a stake. If the ritual succeeds, any attempt to stake the vampire fails for the duration of the spell. Stakes used in this manner rot or disintegrate as wielders attempt to use them against the per-former. An attempt to stake the Kindred in question must be made for this ritual to take effect. (It does not simply rot all stakes and would-be stakes in her presence.) This power cannot be invoked to protect others; it works only on the sorcerer herself. This ritual fades at sundown of the subsequent night, though it may be invoked again immediately thereafter. Disciplines Crúac Touch of the Morrigan (Level-Three Crúac Ritual) The caster performs this ritual (Manipulation + Occult + Crúac is rolled) and channels his righteous ire into a tangible force. If the performance roll is successful, the user's mere touch becomes deadly. The sorcerer must then touch a subject with his open palm. (See "Touching an O?p?nent," p. 157 of the World of Darkness Rulebook.) Contact inflicts an amount of lethal damage equal to the number of successes gained on the activation roll. (The power cannot be delivered through a punch or other unarmed close-combat attack.) This harm can be delivered only once per performance of the ritual, and the user's touch has the potential to inflict harm for one hour for every success gained on the activation roll. If that period of time passes without a touch being made, the power fades. The mark made by contact is physically manifest in accordance with its severity. A Touch of the Morrigan that inflicts one point of damage looks like a minor scar or livid bruise, while one that delivers five points of damage leaves the subject almost entirely blackened and charred looking. The visible injury fades as the damage is healed. This power affects only vampires, ghouls and other supernatural creatures. It seems that Kindred cannot inflict their viciousness on mortals in this manner. Disciplines Crúac Blood Price (Level-Four Crúac Ritual) The sorcerer mystically claims one third of the Vitae that a subject imbibes. The subject must be within sight when this ritual is performed. Every time the subject feeds, a third of the Vitae he consumes is denied him and transfers invisibly to the sorcerer, regardless of either vampire's location. This Vitae is "neutral," which is to say that the feeding Kindred does not subject the sorcerer to a Vinculum in this manner, and neither does feeding from a third-party vampire apply any blood bonds to the sorcerer (though it certainly does to the feeding vampire). The effects of this ritual expire after one feeding or the next sunrise, whichever comes first. A contested roll is made to activate this power, pitting the sorcerer's Manipulation + Occult + Crúac versus the subject's Composure + Blood Potency, and this resistance is reflexive. If the most successes are rolled for the caster, the subject has no idea where some of the Vitae he consumes disappears to, yet he knows that he goes undernourished. Disciplines Crúac Willful Vitae (Level-Four Crúac Ritual) The performer makes herself immune to the Vinculum and blood addiction when another Kindred's Vitae is consumed. After this ritual is performed, if another vampire's blood is taken in the same night, no step is taken toward a Vinculum with the provider of the blood, and no addiction to blood forms for the character. Of course, the blood donor has no idea that the recipient is immune. The ritual cannot be per-formed on another vampire, only on the caster's self. The ritual does not countermand or alleviate any existing Vinculum to which the caster is already subject Disciplines Crúac Blood Blight (Level-Five Crúac Ritual) This potent ritual taints the blood of its target, whether mortal or vampire. Roll Manipulation + Occult + Crúac in a contested action against the target's Stamina + Blood Potency (resistance is reflexive). If the roll for the caster gets the most successes, that number of successes is inflicted as lethal damage to a mortal tar-get. A vampire target immediately loses the equivalent of Vitae in his system and could be subject to frenzy as a result. Indeed, a vampiric victim might be forced into torpor. The caster must be able to see the intended victim when the ritual is performed. Disciplines Crúac Feeding the Crone (Level-Five Crúac Ritual) When the performer calls upon the power of the Crone herself (by whatever name is used), and a Vitae is spent, the vampire's mouth transforms into a maw of wicked, gnashing teeth. The vampire need not perform a grapple attack in order to bite a victim; the attack is made directly. The number of successes achieved on the ritual's activation roll is added as bonus dice to attack rolls, and aggravated damage is inflicted. Note that these teeth are so vicious that feeding cannot occur when they are borne; too much blood is wasted in the gory slaughter to get nourishment. Feeding the Crone remains in effect until another Vitae is spent to revoke the change, or until sunrise. Disciplines Theban Sorcery
    Blood Scourge
    Vitae Reliquary
    Curse of Babel
    Liar's Plague
    Blandishment of Sin
    Malidiction of Despair
    Gift of Lazarus
    Stigmata
    Transubstantiation
    Wrathful Judgement
    Theban Sorcery is the miraculous magic practiced b? members of the Lancea Sanctum. According to the covenant, it is a tradition of magic taught (or stolen, depending on to whom one listens) by an "avatar of God." The practice is said to have been received when early members visited Thebias in northern Egypt with a contingent of Christian soldiers during the reign of Diocletian, after Longinus had vanished from the world. The Discipline has decidedly judgmental overtones, combining a focus on Biblical elements (rains of blood, plagues of locusts, the vengeance of God) with a very overt and occult reliance on righteousness. Theban Sorcery is as jealously guarded as anti-Sanctified factions widely believe, if not more so. While few Lancea Sanctum hit squads lurk in the shadows to whack non-Sanctified vampires who seem to be able to use the Discipline, few covenant members want to see their divinely inspired powers taken for granted. The Lancea Sanctum isn't foolish. It makes its mystical knowledge available "on loan" if the covenant has something to gain. Vampires who leave the Lancea Sanctum for other covenants invariably take their knowledge with them, but find it all but impossible to increase it. A character must have at least one dot of Covenant Status (Lancea Sanctum) in order to learn Theban Sorcery. A players who takes at least one dot worth of that Merit at character creation may spend one of his character's three Discipline dots on Theban Sorcery if he wishes. Any time a player wants to increase his character's Theban Sorcery score, the vampire must still have at least one dot of Covenant Status (Lancea Sanctum) to do so. Cost: Uses of Theban Sorcery always cost one Willpower point. Willpower is critical to use of the Discipline. It invokes the soul of the Kindred who performs a ritual. Willpower spent in this manner does not add three dice to activation rolls. Indeed, because one may spend only one Willpower point per turn, a Willpower point may never be spent to augment Theban Sorcery rolls unless specified otherwise. Willpower merely makes the magic possible. Additionally, Theban Sorcery rituals require certain items to be used or consumed to activate the powers. These components are known as offerings. Practitioners believe these items are offered in sacrifice to God, Longinus or to whomever provides the actual manifestation of the power. Attempts to invoke Theban Sorcery without suitable offerings fail outright. Offerings are consumed upon the invocation of a ritual, leaving behind nothing but a handful of ash. Like Crúac, Theban Sorcery does not have the same linear progression that other Disciplines do. A character's mastery dictates the highest level of rituals that he may learn. Rituals are bought with experience points. For example, a character with two dots of Theban Sorcery can know an unlimited number of level-one and level-two rituals (provided the experience points are paid to learn each), but he may not learn any level-three Theban Sorcery rituals until his base Theban Sorcery dots are increased to 3. Each time a character acquires a dot of Theban Sorcery (including at character creation), he gains a ritual of that level at no additional cost. More rituals may be acquired with experience points. Other Vampire books offer Theban Sorcery rituals, and players and Storytellers are encouraged to create their own using those presented here as models. Dice Pool: Intelligence + Academics + Theban Sorcery. Unlike Crúac and its relationship to the Nosferatu, the Gangrel clan w??kn?ss does apply to the Discipline user's roll on attempts to invoke Theban Sorcery rituals. Action: Extended. The number of successes required to activate a ritual is equal to the level of the ritual (so a level-three ritual requires three successes to enact). Each roll represents one turn of ritual casting. Note also that each point of damage incurred in a turn is a penalty to the next casting roll made for the character, in addition to any wound penalties suffered. If a character fails to complete th? ritual in time (such as by being sent into torpor before accumulating enough successes) or decides to cancel the ritual before garnering enough successes to activate it, the effect simply fails. Any Willpower expenditures made are not recovered, however, and offerings are still burned to ash. Roll Results Dramatic Failure: The ritual fails spectacularly, inflicting some aspect of itself as a detrimental effect upon the caster. A ritual intended to damage a subject inflicts its damage upon the caster, for example, while a ritual designed to store Vitae in an object depletes the caster of some amount of his own. Failure: The ritual fails entirely, but not dangerously. Willpower and offerings are consumed as normal, but the ritual has no effect. Success: The ritual takes place as described. Exceptional Success: The ritual takes place as described. In many cases, extra successes are their own reward, causing additional damage or conferring extra duration or capacity.
    Suggested Modifiers
    Modifier Situation
    +2 Power is turned on or applies to a vampire with whom the user has a blood tie (see p. 162). The character is unaffected by threats or distractions.
    -1 to -3 The character is rushed or distracted, such as by invoking a ritual in combat or while trapped in a burning building. This penalty is cumulative with multiple distractions (such as by casting a ritual in combat during a hurricane). Successes gained on a meditation roll for the night (see p. 51 of the World of Darkness Rulebook) offset interruption penalties on a one-for-one basis.
    Disciplines Theban Sorcery Blood Scourge (Level-One Theban Sorcery Ritual) The vampire transforms a portion of his own blood into a wicked instrument of punishment. For each dot that the character possesses in Theban Sorcery, he may create a stinging whip of Vitae with which to scourge his foes. An attack with the weapon has a dice pool equal to the character's Strength + Weaponry + the number of lashes created, and inflicts lethal damage. The Blood Scourge lasts a number of turns equal to the player's success on the invocation roll. At the end of that time, the Vitae whips turn to dust. A character can invoke Blood Scourge only once until its duration expires. He may thereafter invoke another whip, how-ever. A character may voluntarily terminate a Blood Scourge if he does not want to keep it for the full duration of the power. Offering: The Kindred's own blood is the offering. In en-acting the ritual, the vampire must slice open his wrist with a sacrificial knife. The scourge created - regardless of its number of lashes - costs one Vitae. Disciplines Theban Sorcery Vitae Reliquary (Level-One Theban Sorcery Ritual) The character takes an ordinary object and stores an amount of Vitae in it that may be called upon later (whether as sustenance or for any other purpose that requires Vitae). Any Kindred or ghoul can call upon the stored Vitae, not just the caster, though the person using the Vitae must know that it's there. The amount of Vitae that can be stored in the object is equal to the amount of successes the player achieves on the invocation roll, although the caster may infuse the object with less if he wishes. The Vitae to be stored comes directly from the caster's own body. This ritual can be cast only once on the item in question. Any object can contain the Vitae, regardless of its size, though the item must be at least the size of a person's fist. The Vitae remains indefinitely until consumed. The act of consuming the blood might involve taking it to one's lips, or holding the item tight and willing the blood to pass from object to body. This Vitae is "neutral," which is to say that the feeding Kindred does not subject the sorcerer to a Vinculum in this manner, though blood addiction is still a risk. Offering: The vessel of infusion itself is the offering, which is destroyed after the last Vitae is removed. The offering crumbles to dust. Prior to that point, the item functions as it normally would (a rapier may still be used to attack, a book may still be read). Disciplines Theban Sorcery Curse of Babel This ritual leaves a victim speaking in tongues, unable to communicate. Even his written word is rendered nonsensical; both handwritten and typed messages come out as gibberish. Not only is the Curse of Babel an effective means of con-trolling the spread of blasphemy (and gossip), it proves an effective limit to a subject's use of the Dominate Discipline. The number of successes achieved on the invocation roll determines the duration of the ritual's function: one hour per success or until the next sunrise, whichever comes first. The subject must be within earshot when this ritual is performed. The roll to activate this power is penalized by the subject's Resolve. Offering: An animal's or person's tongue. Disciplines Theban Sorcery Liar's Plague (Level-Two Theban Sorcery Ritual) The character curses her subject so that if he speaks any lies over the course of the scene, beetles swarm from his mouth. The ritual involves a contested action, pitting the sorcerer's Intelligence + Academics + Theban Sorcery against the subject's Resolve + Blood Potency. Resisting this power is a reflexive action. Offering: An insect's carapace, whole and uncrushed. Disciplines Theban Sorcery Blandishment of Sin (Level-Three Theban Sorcery Ritual) The subject of this power suffers increased damage the next time any harm is inflicted on him. That wound is upgraded one degree of damage. Thus, three bashing damage becomes three lethal, and three lethal damage becomes three aggravated. (Aggravated wounds do not increase to any other sort, and the effects of the ritual are wasted.) If, at the end of the night, the subject has not suffered any damage, the ritual ends, though it may be invoked against him on the following night. If the subject activates Resilience, that Discipline offsets the benefits of this ritual for the next wound he suffers only if the damage upgrade would make the next wound aggravated. The injury in question inflicts its upgraded, aggravated dam-age, which Resilience downgrades again. The action to activate this power is contested, pitting the sorcerer's Intelligence + Academics + Theban Sorcery against the subject's Resolve + Blood Potency (resistance is reflexive). The subject is unaware of the power applied to him and doesn't know why his next injury is so severe. Offering: A scrap of paper, upon which the subject's name must be written. The paper is then burned in sight of the subject as the ritual is cast. Disciplines Theban Sorcery Malediction of Despair (Level-Three Theban Sorcery Ritual) The sorcerer curses his subject with regard to a specific action. The next time the subject engages in that action, her normal dice pool is not rolled. A chance roll is made, instead. The curse can be as general ("Your next attack in combat is doomed to failure!") or as specific ("When next you feed upon a blind Christian at midnight...") as the caster chooses. The curse remains until its conditions are met. If the subject suspects that she is cursed by this ritual, the player may spend a Willpower point and make a Composure + Resolve roll. If this roll yields more successes than were achieved to invoke the malediction, the curse ends without ever coming to pass. The action to activate this power is contested, pitting the sorcerer's Intelligence + Academics + Theban Sorcery against the subject's Resolve + Blood Potency. Resisting in this manner is reflexive. Offering: A lock of hair from the subject. Disciplines Theban Sorcery Gift of Lazarus (Level-Four Theban Sorcery Ritual) A successful invocation of this ritual brings the dead back to a semblance of life, though it is a pale echo at best. While the rite certainly reanimates the dead, it does not return a being's soul, nor does it halt the body's slow decline into rot and putrescence. The power effectively creates a painfully self-aware zombie, who most likely just wishes to be allowed to rest in peace. Initially, all of the former person's faculties may be intact (it still has access to its former Skills, but has no Willpower). The pathetic wretch can neither heal dam-age not feel physical sensations in any true sense, however, so it suffers no wound penalties. The length of time in nights that the creature remains animate equals the number of successes on the Theban Sorcery roll made to create it. For every day that the creature was dead prior to the invocation, subtract one dot of the Storyteller's choosing from an At-tribute in each of its Physical, Mental and Social categories, and also do the same for every day it is animated by this ritual. When any Attribute is reduced to zero, assume that any rolls involving that trait fail automatically. Multiple animations of the same corpse are possible but sequentially more disturbing and less useful. A walking corpse of this sort that loses all of its Health dots to lethal damage is too wounded to move, but still aware and possibly even capable of communication (depending on the type of damage sustained and to what portions of its body). The vampire who enacts this ritual is the only one who can command the zombie. That vampire may, however, instruct the corpse to accept direction from other individuals. A corpse-creature left to its own devices takes no actions of its own volition; it must be given direction, and undoubtedly laments being forced to carry them out. A corpse suffers damage -- lethal, bashing and aggravated -- as it did in life. It remains active until its rightmost Health box is occupied with aggravated damage. A zombie does not bleed to death upon suffering lethal damage in its rightmost Health box, and must be attacked repeatedly until utterly destroyed. Offering: A Communion wafer placed under the dead person's tongue. Disciplines Theban Sorcery Stigmata (Level-Four Theban Sorcery Ritual) Although the majority of Theban Sorcery's rites have a decidedly 01d Testament flavor, Stigmata takes the very suffering of the New Testament's Prince of Peace and turns it into a weapon of divine punishment. The victim of this ritual must be within sight when it is cast. He bleeds from the wrists, feet and side, the traditional five wounds of Christ. Mortals suffer one point of lethal damage per turn from blood loss, while Kindred lose one Vitae each turn. If a vampire runs out of Vitae during the course of the ritual, she proceeds to suffer lethal damage and is likely to frenzy (see p. 178). A vampire whose rightmost Health box is filled with lethal damage by this means falls into torpor (see p. 175). The roll to activate this power is penalized by the subject's Stamina. The number of turns the subject suffers from Stigmata equals the number of successes achieved on the Theban Sorcery roll. Offering: A crucifix, which crumbles to ash as the ritual is enacted. Disciplines Theban Sorcery Transubstantiation (Level-Five Theban Sorcery Ritual) The character transforms one substance or object into another. It can be water into blood, for example, or a tree branch into a snake, or a person into a pillar of salt. The object or substance transformed becomes a perfectly normal, mundane version of whatever it is. Transubstantiation does not turn a frog into a Lupine, for example, though it could change a frog into a wolf. The only limits on the transformation are that it works only on objects smaller than the caster, and that the product cannot simulate human (or vampiric...) intelligence. That is, the same frog could be transformed into a child, but the child wouldn't be able to have any intelligent discourse or even perform many complicated activities since it's just a frog turned into the simulacrum of a child. The substance or object reverts to its original form when the sun next rises (though a per-son transformed into, say, ice and whose arm is broken off has both portions of herself turn back to normal in different locations, and swiftly bleeds to death). If this power is used to affect another creature, the invocation is contested, pitting the sorcerer's Intelligence + Academics + Theban Sorcery against the subject's Stamina + Blood Potency (resistance is reflexive). The sorcerer must be within arm's length of the subject changed. Offering: A drop of liquid gold Disciplines Theban Sorcery Wrathful Judgment (Level-Five Theban Sorcery Ritual) This ritual metes out divine punishment by turning a Kindred's own Vitae to fire in his veins. The ritual is unlike other Theban Sorcery practices in that the sorcerer "charges" the ritual before the player makes the final roll, and that charge can consist of multiple points of Willpower. (Remember, though, that a player may spend only a single point of Will-power in a single turn, so invoking this power can take multiple turns.) Each point of Willpower invested in this ritual deals one point of aggravated damage to the subject and consumes one Vitae from her as the victim's blood burns away in a conflagration of divine fire. For more on fire damage, see p. 172. If the sorcerer has some personal object of th? subject's, he may invoke this ritual from anywhere in the world. Other-wise, the vampire must be able to see his subject. The object must be of some importance to the intended victim a picture of his dead wife works, while his car keys or cell phone might not. Objects taken from the subject's body itself (hair, a fingernail) are more than satisfactory. This ritual has no effect on mortals or other supernatural beings. It does affect ghouls, however. The roll to activate this ritual is penalized by the subject's Stamina. If no successes are rolled for the ritualist, all Will-power invested into the rite is lost. Offering: One of the casting vampire's eyes or hands, either plucked out or cut off. The Kindred suffers two points of lethal damage in the process. Disciplines The Coils of the Dragon
    The Coil of Blood
    The Coil of Banes
    The Coil of the Beast
    The Requiem presents Kindred with a number of advantages that no mortal can attain, but the curse of vampirism far overshadows these petty powers. The vampires of the Ordo Dracul, however, believe that such doesn't have to be the case. Through the Coils of the Dragon, this covenant strives to cheat the curse levied upon its founder, stripping away the limitations and requirements of undeath until members achieve purity. The Coils of the Dragon include three distinct philosophies, each of which has three tiers. The Coils of the Dragon, like Crúac and Theban Sorcery, truly belong to no one clan. Members of the covenant can study any or all of the coils, but they recognize that no vampire has ever truly achieved mastery at least, not to the order's knowledge. A character must have at least one dot of Covenant Status (Ordo Dracul) in order to learn any Coils of the Dragon. A player who takes at least one dot worth of that Merit at character creation may spend one of his character's three Discipline dots on the Coils of the Dragon if he wishes. Any time a player wants to increase his character's Coils of the Dragon score, the character must still have at least one dot of Covenant Status (Ordo Dracul) to do so. Activating a tier of the coils requires no roll or asset expenditure in and of itself (though some tiers augment rolls or permit certain abilities when they might not otherwise be allowed). A character always has the option of using a tier avail-able to him, and the benefits of the tier may be "turned ?ff" at the Kindred's discretion. New dots of the Coils of the Dragon are purchased like a Discipline, with the number of tiers the character already commands serving as the current level and the "new level" being the next to be achieved. For example, a character knows five tiers of the Coils of the Dragon. For him to learn a sixth, his player has to spend 42 experience points (6 [the new level in the coil] times 7 [the experience-point multiplier for out-of-clan Disciplines]). Tiers must be learned in order in each coil, though a character need not advance one coil to completion before he can advance another. That is, a character with two tiers of Coil of Blood could learn the first tier of Coil of the Beast without learning the third tier of Coil of Blood. Be-cause the Coils of the Dragon do not constitute a true Discipline, they are not limited by Blood Potency trait maximums. A character need not have a Blood Potency of 6 to learn six different tiers of coils, for example. Yet, increasingly more dots in a coil are always bought as if they're out-of-clan Disciplines. Disciplines The Coils of the Dragon The Coil of Blood Vampires must feed on living blood to survive, and only the weakest of the Kindred can draw sustenance from the blood of animals. The Coil of Blood seeks to lift this requirement, allowing the Kindred to feed on their own terms, rather than forever be slaves to their hunger. First Tier: Blood Seeps Slowly The Dragon's undead body doesn't demand as much Vitae to animate itself as do those of other, less enlightened Kindred. The player need spend only one Vitae for his character to wake for a number of nights equal to the vampire's Re-solve. So, a Kindred with a Resolve of 2 loses a Vitae every other night for rising. Second Tier: Blood of Beasts No matter what the vampire's Blood Potency is, she can take sustenance from animals and humans. Third Tier: Perspicacious Blood The character gains three Vitae for every two Vitae she takes from a human, and receives double the Vitae consumed from Kindred or other supernatural vessels. Disciplines The Coils of the Dragon The Coil of Banes The two major banes of the Requiem are fire and sunlight. Any attempt to conquer the curse of vampirism must over-come these two obstacles. While no vampire has yet man-aged to truly surmount them, the Coil of Banes provides a place to start. First Tier: Conquer the Red Fear The character gains a +2 bonus to resist fear frenzy triggered by fire or sunlight. Fear frenzies triggered by other stimuli occur as normal Second Tier: Surmounting the Daysleep The player can spend a Willpower point for the character to remain awake for an entire day without penalty (though the character must still take precautions to remain out of the sunlight and "waking" the next night still costs a Vitae). Dice pools during the day are still limited by Humanity (seep. 184). If the character does sleep and is disturbed, add three dice to the player's wake-up roll. Third Tier: Sun's Forgotten Kiss Sunlight at twilight and dawn causes only bashing damage to the Dragon, rather than aggravated. After the sun has fully risen, however, its rays cause aggravated damage as usual. At sea or on a mountaintop, the sun might fully rise within a mere five minutes and take some time to set (10 minutes). In a dense forest or deep in a city, the sun might rise slowly (10 minutes) and set quickly (five minutes). Disciplines The Coils of the Dragon The Coil of the Beast The Beast seeks always to subsume the Man, which is probably the most serious impairment on the Coils of the Dragon. If legends are true, the order's founder struggled with his Beast even before his Embrace, and so it only makes sense that he would have pioneered a means to control it. First Tier: Chastise the Beast The player spends a Willpower point for his character to resist a frenzy of any kind automatically. The player may choose to roll Resolve + Composure as usual for his character to resist frenzy, spending the Willpower only if the roll fails. Second Tier: Lure the Beast "Riding the wave" does not cost a Willpower point, and it requires a base of only three successes, not five. All other rules still apply (see p. 181). Third Tier: Exhaust the Beast The character may spend an hour per night in frenzy (usually doing so under controlled conditions such as in a locked room or far from mortals). For the rest of the night, the character does not enter frenzy unless she wishes to do so, no matter how strong the trigger is. Disciplines Devotions
    Knowing the Stranger
    Arcane Sight
    Body of Will
    Instantaneous Transformation
    Iron Façade
    Lessons in the Steel
    Partial Transformation
    Quicken Sight
    Touch of Deprivation
    Veridical Tongue
    The rote Disciplines that are common to all Kindred are not the only supernatural capabilities at their disposal. Every so often, an entirely new Discipline "technique," formed by a curious combination of two or more standard powers, emerges from the ranks of the undead. Like standard Disciplines, these techniques called Devotions can be learned from or taught to other Kindred in much the same time frame and manner as the broader powers from which they originate. Any vampire with the appropriate prerequisite Discipline dots can, in theory, develop the Devotions for which he qualifies. It's simply a matter of time and effort. Some claim to have truly secret Devotions, however, and the claim does have some basis in truth. Kindred may find themselves incapable of developing some of the more esoteric techniques without a learned mentor at their side. Indeed, not all Kindred have even heard of Devotions. By their nature, they are far rarer than the common Disciplines are, and knowledge of them is a bit more fleeting than the understanding of the unique Disciplines that sometimes accompany the creation of new bloodlines. Only a relative handful of Kindred possess Devotions, and fewer still have been wise enough to create their own. Kindred may learn of them through a "secret knowledge" a sire wishes to pass on to them, the confidences of a mentor, stolen wisdom in the hands of rebellious vampires, or by any other manner in which they come up in a story. Although any Kindred can potentially learn any Devotion as long as she has the Discipline prerequisites, some measure of "creator's pride" exists pertaining to each, depending upon who claims to have developed the power first. Most of the Devotions stemming from and involving the Protean Discipline are known as Gangrel Devotions, for example, while those involving Theban Sorcery are referred to as Lancea Sanctum Devotions. The following are sample Devotions that vampires might encounter and learn. Remember that if a Devotion is turned against or applied to a vampire with whom the user has a blood tie (see p. 162), a +2 bonus is gained on the power's act Disciplines Devotions Knowing the Stranger (Auspex o o o o , Obfuscate o o o o) The Familiar Stranger is a versatile and useful ability, but its use becomes perilous when the vampire has no idea who he should be impersonating. Knowing the Stranger serves as a short-term fix to that problem. It allows the character to discern in advance who the target most expects to see under the circumstances, before The Familiar Stranger is activated (so the Devotion and Discipline power are applied separately). The character does not have any choice over who he "becomes," but he does know exactly who he's supposed to be, even if he has never met that person before. The character gains the knowledge mystically and may act accordingly. The information drawn from the subject's mind even allows the Kindred to custom-tailor certain aspects of the power to her. For example, the Kindred learns that the man the subject sees is her father, that he is gruff but caring, and that the last time he and the subject parted ways, they did so on bad terms and the subject feels remorse for that interaction. The vampire must be able to see the person whom he plans to dupe when this Devotion is activated. Cost: 1 Vitae Dice Pool: Intelligence + Empathy + Obfuscate versus Re-solve + Blood Potency Action: Contested; resistance is reflexive If the contested roll is won, the vampire knows in advance for whom he will be mistaken. If the contested roll is tied or lost, the vampire gets no impression of who he might be mistaken for. He can try to use the Devotion again or may forge ahead with The Familiar Stranger and hope for the best. If the vampire suffers a dramatic failure, he assumes that he appears as one person when the subject actually interprets him as another. This power costs 21 experience points to learn. Disciplines Devotions Arcane Sight (Auspex o o, Crúac o ) Those who know this Devotion have learned how to expand their mystical sight by incorporating rudiments of blood magic. Kindred with this power can use their Auspex to scrutinize the auras of objects, as well as people, and may glean information from the eddies of power that whorl through the world. Cost: 1 Vitae per scene Dice Pool: Wits + Occult + Auspex Action: Instant Rather than sensing patterns of emotions as with Aura Perception, the user sees the ebb and flow of magical power. A Kindred possessing this Devotion can learn a variety of information, including the following: whether an object (or person) has any magic of its own or is currently under enchantment; whether the magic comes from the object or creature directly or from an external source; the nature of the magic (beneficial, harmful, illusory); even detailed information as to the type and level of magic employed. Scrutinized individuals who are capable of any sort of magic (vampiric or otherwise) always glow with sparkling crackles of energy. Although this Devotion does identify sources of magic or items possessed of enchantments, it does not reveal magic effects in action (such as a magical fireball or an illusion). Each success on the activation roll yields one piece of information about the magic in question. This power costs 10 experience points to learn. Disciplines Devotions Body of Will (Resilience o o o, Vigor o ) Truly tough Kindred can call upon personal reserves of will to shore up their toughness in the face of adversity. By means of this Devotion, a vampire learns how to funnel his strength of will through his supernaturally altered form, allowing him to shrug off the deleterious effects of his wounds for a time. Cost: 1 Vitae Dice Pool: Composure + Athletics + Resilience Action: Reflexive Each success gained on the activation roll allows the character to ignore any current wound penalties, as well as any penalties he acquires from new wounds, for one turn. Therefore, if three successes are rolled, the character is wound-penalty-free for the duration of the existing turn and for two turns thereafter. A new Vitae expenditure and roll is required each time the vampire wishes to reactivate the Devotion. This power costs 15 experience points to learn. Disciplines Devotions Instantaneous Transformation (Celerity o o, Protean o o o o) Sometimes the shift into animal (or otherwise inhuman) form simply takes too long. Developed by the Gangrel, Instantaneous Transformation allows such a shift to take place, not over the span of seconds, but literally in the blink of an eye. Cost: 1 Vitae (in addition to other costs required by the transformation) Dice Pool: Stamina + Survival + Protean Action: Reflexive Success on the activation roll indicates that the character transforms into an alternate shape instantly so fast, in fact, that he may still take a normal action in that turn. If the roll fails, the character still transforms normally for the Protean Discipline used (in the space of one turn). He simply loses the one Vitae for this Devotion, and any other points must still be spent for the change itself. If a dramatic failure occurs, the character cannot change at all this turn, and he loses one Vitae to the wasted Devotion. Note that this Devotion is most useful to those vampires who can exhaust multiple Vitae in a single turn. Thispower costs 18 experience points to learn. Disciplines Devotions Iron Façade (Obfuscate o o, Resilience o o.) Sometimes intimidation is a vampire's best weapon, particularly when facing an opponent who is unaware of the Kindred's true ability. Through the use of this power, the vampire appears to shrug off even the mightiest of blows, to ignore wounds that should cripple even one of the undead. Kindred with this power have been known to rout far more capable foes, for the enemy truly believed that such vampires were invulnerable. Cost: 1 Vitae Dice Pool: Intelligence + Survival + Obfuscate Action: Instant With a successful invocation roll, the character can hide the full extent of his injuries. Wounds are invisible and he does not appear to slow down, limp or grow weary. He seems to function at full capability, regardless of how badly injured he actually is. Iron Façade does not actually heal wounds or reduce dice-pool penalties. It simply appears to do so, making it impossible for any observers to determine the character's true condition. Once activated, Iron Façade lasts for a scene or until the character is sent into torpor by his wounds. A vampire with Auspex might be able to see through this power, as per the standard Auspex-versus- Obfuscate rules (see p. 119). This power costs 10 experience points to learn. Disciplines Devotions Lessons in the Steel (Auspex o, Resilience o o o) Some rather intrepid Kindred develop the ability to gain insight into a foe's combat prowess by willingly subjecting themselves to opponents' attacks. Knowledge is power, after all, and any vampire wounded in this way is gifted with power that can then be used against the enemy. Cost: 1 Vitae Dice Pool: Resolve + Investigation + Resilience - opponent's Resolve Action: Instant In order to activate this Devotion, the vampire must first suffer an attack from an opponent that successfully inflicts at least one point of damage of any type in close combat. Upon suffering this wound, the vampire's player makes the requisite roll. His dice pool is reduced by one die for each piece of information sought about the attacker (up to a maximum of five) beyond the first. The information the character seeks must be related to combat or other martial prowess. For example, Joe's character wishes to learn two bits of relevant information about the Kindred who just hit him, so Joe rolls Resolve 3 + Investigation 2 + Resilience 3, minus one die for the second piece of information sought. One success is achieved and the Storyteller reveals that the attacker has great prowess with a blade (Weaponry 4), but rather poor follow-through (Strength 1). This power has no effect on ranged attacks, nor on attacks that are themselves manifestations of other Disciplines. Theban sorcery's Blood Scourge, for example, provides no information, but an opponent invoking Vigor for a pummeling attack does. This power costs 12 experience points to learn. Disciplines Devotions Partial Transformation (Protean o o o o, Resilience o ) With this power, any vampire who is capable of assuming a bestial or inhuman shape may choose to stop the process part-way through, granting herself a single aspect or trait of the animal. The nose of a wolf allows for tracking prey, and the wings of a bat or bird while unable to provide true flight, as the Kindred simply aren't built for soaring are useful for breaking falls or gliding short distances. Technically, this power can also be used for sprouting claws, but as the Protean Discipline already allows for that effect such a use would be some-what redundant. Cost: 1 Vitae Dice Pool: This power involves no roll to invoke. Action: Instant Once the transformation begins, the character halts it, granting herself only those animalistic features that she chooses. Obviously, the character may take on only the qualities or features of an animal she can already become through use of Protean. Thus, a character with two alternate forms - a wolf and a bat - could assume wings or a wolf's nose, but not the tail of a scorpion or the eyes of a hawk. Partial trans-formations of this sort last for the duration of the scene or until the character chooses to remove them. Use of this power provides a bonus of one or two dice to the circumstances in question, as determined by the Story-teller. A character using a wolf's nose might gain two dice to attempts to track something by scent. Combat applications of this power add one die to attack rolls and inflict lethal damage. This power costs 15 experience points to learn. Disciplines Devotions Quicken Sight (Auspex o, Celerity o ) With this power, the Kindred is able to combine her Heightened Senses and superhuman reaction time to see fast-moving objects in detail that neither Discipline alone can reveal. She can follow a specific card in a deck as it's shuffled, track the loaded chamber in a game of Russian Roulette, pick out subliminal messages in a film or on television, and even read the headline on a newspaper as she drives past the newsstand at 60 miles per hour. Cost: 1 Vitae Dice Pool: This power involves no roll to invoke. Action: Reflexive Any time the character wishes to observe, follow or examine something that moves too quickly to follow with normal sight, the player may add five dice to a Wits + Composure roll while this Devotion is active. (Especially fast-moving or small items might impose a penalty of -1 to -3 on the roll, at the Storyteller's discretion, for a net +2 to +4 bonus.) Quicken Sight lasts for the duration of a scene. This power costs five experience points to learn. Disciplines Devotions Touch of Deprivation (Auspex o o o o, Dominate o o) With a simple touch, the Kindred can temporarily shut down one of a victim's five senses. This Devotion is most frequently used as a combat or interrogative tool to blind or deafen a subject, but it can just as easily be used to negate one of the other senses. In fact, a vampire who is immune to pain does not suffer wound penalties, so some Kindred have been known to use this power on their allies in a crisis. Cost: 1 Vitae Dice Pool: Intelligence + Medicine + Auspex versus Re-solve + Blood Potency (if the subject is unwilling) Action: Contested; instant if the subject is willing The character must touch the subject (see "Touching an Opponent" in the World of Darkness Rulebook, p. 157) or an unarmed attack might be made. Once contact is established, the contested roll is made if the subject is resistant. If the player gets the most successes, the vampire chooses which of the five senses is negated. The victim goes blind, deaf or is otherwise impaired. If an equal number of successes are rolled or the subject gets more, the power has no effect. On a dramatic failure, the vampire using the Devotion loses one of her own senses for the scene. If an exceptional success is rolled for the vampire, a second sense can be shut down in the victim. The effects of this power last for a scene. (See "Fighting Blind" in the World of Darkness Rulebook, p. 166.) If the vampire possesses a higher Auspex than the subject, she may negate a supernatural sense (such as The Spirit's Touch), rather than one of the mundane five. This power costs 21 experience points to learn. Disciplines Devotions Veridical Tongue (Dominate o o, Majesty o o ) With this power, a character is able to sift through the tide of Kindred lies by rendering one subject unable to speak anything but the truth as he knows it. Lies cannot escape his mouth, nor is his tongue able to utter them. Targets may choose to remain silent, of course, but when they speak, they simply can't lie. The subject must be in the Discipline's user's presence when this power is invoked. Cost: 1 Vitae Dice Pool: Presence + Subterfuge + Majesty - Composure Action: Instant If the roll is successful, the target must speak the truth for a number of turns equal to the successes gained. He may choose not to speak at all, but in many cases silence equates to guilt among the Kindred. This power costs 12 experience points to learn.