By Joseph Carriker (oakthorne@hotmail.com)
Experience Cost: 15
Description: During an assignment, an Assamite often strews his escape route with tripwires, caltrops and other traps. The Assamite who has developed this power can leave far worse traps -- pools of his own acidic vitae, concealed by powerful Obfuscation powers.
System: The Assamtie places a pool of vitae (1-3 Blood Points worth) in a chosen spot and rolls Wits + Stealth (dif 8) to conceal the pool. Anyone stepping into the pool takes 1-3 Aggravated wounds, depending on the amount of vitae put into the pool. If the victim steps into it and is able to soak any of the damage, the amount soaked is left in the pool, to damage others who happen into the Trap. (Example: Farid creates a 3 pt. Trap, which Geoffrey stumbles into. The Ventrue, with Fortitude, soaks two points, leaving 2 pts for his unfortunate lackeys to stumble into.) A trap remains potent until sunrise. Despite the level of Obfuscate used, anyone with an Auzpex equal to or greater than the successes rolled may spot the trap.
Experience Cost: 18
Description: The Assamite with this ability feeds his deadly blood to an animal, turning it into a vicious, Cainite-blood seeking beast.
System: The Assamite feeds the animal 1-5 BP and rolls Manipulation + Animal Ken (dif of Blood Points fed + 3). Each success gives the creature a +1 to Physical Attributes. The creature inflicts Aggravated damage as well, a number of times equal to the BPs given it. Once it has found a vampire other than its master, it will attack to slay, feeling a desperate need to gain vampiric vitae. In spite of this, it is only the Assamite's blood keeping it alive. Each turn of combat, it must roll Stamina (dif of 10 - BPs fed) or be poisoned by the caustic vitae in its system and dies. In any event, it dies after one hour/Assamite BP fed.
Experience Cost: 15
Description: With this power, the Brujah is capable of utilizing his own supernatural strength and resilience to better withstand those who attack him with Potence.
System: Any time attacked with Potence, the Brujah may utilize his Fortitude to completely negate successes from Potence. Thus, if he possesses Fortitude 4 and his attacker wields an attack with Potence 4, they cancel one another out. The attacker rolls damage as normal and the Brujah rolls only Stamina to soak. If the Brujah has higher Fortitude than the attacking Potence, he may add the remainder of those dice to the soak roll. Note that learning this power (true to Brujah ways) requires getting hit...hard...a lot.
Experience Cost: 15
Description: The scholars of Clan Cappadocian often create extensive genealogies and histories. With this power, the Graverobber may discover the events of a dead man's life by touching the head or skull of the corpse (even if it is only the skull) and gazing into its eyes.
System: The Cappadocian rolls Perception + Occult (dif 8)
Successes | Effect |
1 | The moment of the subject's death may be viewed. |
2 | The last part of the subject's life may be viewed, as well as important memories. |
3 | Most of the subject's life may be viewed, as well as important memories. |
4 | The subject's life may be reviewed, but only those things remembered by the subject when last alive. |
5 | Even the subject's forgotten memories may be viewed, in tiniest detail. |
This power may be used on existing and extinguished Cainites, though the difficulty is 10. Even those diabolized or who achieved Golconda may be fffected, as the Cainite's spirit is not being called upon. If used on an extinguished vampire, details of both life and unlife may be viewed; if used on an existing one, only details of his life (pre-Embrace) may be viewed.
Experience Cost: 10
Description: The gentle scholars of the Cappadocians prefer to avoid conflict, but realize also that not all the world shares their peaceful tendencies. With this power, the attacked scholar may foresee attacks, thus better resisting damage.
System: With a Perception + another Ability (the same ability being used to attack him, dif 8), the Cappadocian may add his Auspex rating to his Fortitude, but only against that foe. Additionally, if that foe changes weapons or attack methods (Brawl to Melee, etc.) the power must be reused.
Experience: 21
Description: The Followers of Set are known for their use of the Blood Cult -- a cult of mortals so overwhelmed by the powers of the Setite and the ecstasy of the Kiss. The most tenuous and uncertain time for the Setite cult leader is when the new cultist is introduced or inducted into the "Inner Circle" (or whatever other pseudo-mystical term is used for the chosen of the cult leader"), for the mortal must be thoroughly indoctrinated. With this power, the Cainite appears to a mortal, overwhelming them, usually Masquerading as a deity, angel or spirit.
System: The Setite appears to the mortal (often from "nowhere" -- i.e., after being Obfuscated), rolling Wits + Acting (dif 6). Each success adds one die to the following roll. Then, the Setite rolls Appearance + Intimidation (dif of the victim's WP). Each success subtracts one point of Willpower from the victim. If the Cainite feeds upon the mortal while using the power, the mortal is considered to have only half normal Willpower. If the victim loses all her Willpower, she collapses into an overwhelmed heap. From that point on, the victim treats the Cainite as though she were permanently Entranced (at least until she undergoes massive psychological desensitization and the brainwashing is reversed). Additionally, the Setite's difficulty to utilize Presence (or the corrupting powers of Serpentis) on that mortal is always a 4. Note that this power may only be used on non-supernaturals. This power has also been noted to be used by certain Ba'ali.
Experience Cost: 21
Description: With this power, the Setite may assume the form of a terrible, scaled, cobra-headed beast, complete with prehensile tail. In addition, the Setite may also assume the form of a gigantic, 15-20' long bestial cobra, with sabre-like fangs.
System: To assume either form costs 3 BP and to shift between them costs 1 BP. The first form, a bipedal monstrosity called the Typhonian Beast, grants Strength +2, Dexterity +5, Stamina +2, with a Strength +2 Aggravated damage inflicting tongue. The second form, the Childe of Apep, grants Strength +4, Dexterity -2, Stamina +6, with Strength +3 Aggravated damage fangs and 2 levels of armor. In the Childe of Apep form, the Setite's tongue inflicts Strength damage.
Experience Cost: 10
Description: This power (also used by certain Ravnos) taps into the Cainite's own supernatural resilience and knowledge of animals to allow the Cainite to better defend himself from the attacks of animals and (to some extent) shapechangers.
System: The Cainite with this power reduces soak difficulties on animal attacks by two. To resist Lupine bite and claw attacks, he must spend a Willpower point, which gives him the improved soak ability for one scene. Note that this power works against Protean damage and all other attacks that mimic animal attacks. Others (such as a vampire's bite or Vicissitude-created claws) are unaffected.
Experience Cost: 12
Description: The Gangrel is now able to take advantage of his skill in Celerity to facilitate rapid shapeshifting.
System: The Cainite may shapeshift into Protean forms in one turn by spending only 1 BP. This power applies to forms that normally take longer than one turn to assume. Despite high Celerity scores, the Gangrel who uses this power may do nothing but shapeshift that turn, though he may move as well.
Experience Cost: 18
Description: A very rare power, this power allows the Gangrel to assume mist form, surround a target and utilize the powers of Dominate 2 upon that target as though making eye contact.
System: The Gangrel must be in mist form to use. By spending 1 Willpower Point, she is able to Dominate the target if any part of the target is within the vapor. Only levels 1 & 2 Dominate may be utilized and the difficulties are at +1.
Experience Cost: 18
Description: With this power, the Lasombra's own supernatural strength is possessed by the shadowy tentacles created by the power of Obtenebration. Many wonder if perhaps the strength that animates them is not the Lasombra's own, but rather the power of a more...malevolent force.
System: As per Level 3 Obtenebration, except that by spending 1 WP, the Lasombra may empower her tentacles with half of her Potence rating (round up).
Experience Cost: 10
Description: With this power, the Lasombra manipulates the shadows so that his victim's eyes are drawn toward his and the victim is unable to focus on anything but the Lasombra's own burning, piercing gaze.
System: The victim must roll Self Control + Subterfuge (dif of the Lasombra's Willpower) while the Lasombra rolls Manipulation + Subterfuge (dif of the victim's Willpower). If the Lasombra wins, he has forced eye contact and may now use any Dominate powers he possesses on the victim, with a bonus to the difficulty equal to his net successes (i.e., if Don Lozano won the Command of Darkness roll by 3, he receives a -3 to his Dominate difficulty).
Experience Cost: 15
Description: Also possessed by the Giovanni, this power allows the Lasombra to utilize her great strength on the victim in order to enforce her Dominate-generated commands. Use of this power involves lifting the victim off the ground, throwing him across the room or breaking something nearby.
System: The Lasombra utilizes either Dominate 1 or 2, replacing Manipulation with Strength, so that Potence adds automatic successes to the roll. Subjects who are successfully Dominated obey fearfully.
Experience Cost: 18
Description: Malkavians with this power are able to spread their contagion of lunacy to animals as well. By looking deep into an animal's eyes, the Malkavian may cause the animal to go mad, acting out of its ordinarily instinctual way. Ferocious guard dogs will lap at hands and scamper playfully. Well-trained falcons fly away or attack their handlers. Cowardly rats attack creatures many times their size and normall placid house cats yowl abominably, behaving like rabid beasts. During the Dark Ages, when this power was first introduced, more than one knight lost his seating (and his life) when his war horse turned and fled the battle in mortal terror.
System: Roll Manipulation + Animal Ken (dif 7):
Successes | Duration |
1 | 1 night |
2 | 1 week |
3 | 1 month |
4 | 1 season |
5+ | Permanent |
Experience Cost: 15
Description: This is a favored trick of the Malkavians. With it, the Malkavian can remain Obfuscated, but allow one person to see him. Malkavian fans of Shakespeare often use Obfuscate to further appear as a dear, departed family member, driving their victim to distraction and (ideally) madness. In the Dark Ages, this power was called Haunting Vision.
System: The Malkavian Obfuscates and then rolls Manipulation + Stealth (dif of victim's WP). He may cancel the power at anytime and those with high enough Auspex will, of course, still see him. To double-layer his Obfuscate (maintaining both Hamlet's Vision and Mask of a Thousand Faces) requires the expenditure of 1 WP.
Experience Cost: 15
Description: This power, developed by the Nosferatu, allows the Cainite to fool the minds of animals with his power of Obfuscate as well. Any Obfuscate powers may now be used on animals as well. He may choose to be Obfuscated to man and beast, only humans or only animals.
System: Nil. The Cainite's Obfuscate simply works on animals now, as well.
Experience Cost: 21
Description: This power is rumored to have been developed by a Nosferatu who studied and traveled with an ancient Laibon during the Dark Ages. Instead of subjecting another to his Beast (as per Animalism 5), the Nosferatu may learn to channel his Frenzy, increasing his own supernatural stregth in the process.
System: During times of Frenzy, the Nosferatu rolls Self-Control + Animal Ken (dif 9). Each success adds one to his Potence score. Costs 1 WP. A failure will send the Nosferatu into Frenzy, and a botch earns him a Derangement as well.
Experience Cost: 15
Description: This power, similar to the Unseen Noah, allows the Cainite to fool the mind of an animal, in this case utilizing Chimerstry. Unlike Unseen Noah, however, the illusions are always seen by both.
Experience Cost: 20
Description: While Ravnos solidarity against non-Ravnos rivals the strength of the Tremere pyramid, the Ravnos are known for their fierceness in dealing with their brethren. As a result, some of the clan have developed an immunity to "damage" wrought by illusions.
System: Costs 1 WP. The Ravnos is simply immune to powers such as Horrid Reality, though he still has no way of discerning illusion from truth.
Experience Cost: 18
The Ravnos with this power is a master of manipulation, indeed. He is able to channel his own Presence powers (1-3 only) through any illusions he creates. Thus, his illusory gem draws all the attention in a room (Awe), his dragon is truly terrifying (Dread Gaze) and his etherally beautiful nymph is utterly alluring (Entrancement).
System: The Ravnos creates the illusion and then rolls Presence as normal, though at a +1 difficulty.
Experience Cost: 12
Description: The Cainite with a high Celerity may move so rapidly that she seems to disappear from sight. With this power, the Toreador may utilize her own Celerity to cancel this effect.
System: Normally, if a Cainite's Celerity is equal to the viewer's Perception, the viewer will only see a blur; if it is higher, the viewer loses sight of the Cainite entirely. Possession of this power permits the Toreador to add her Celerity to her Perception for the purposes of seeing the Celerity-driven motion. (Note: The Celerity vs. Perception rule is a house rule used to simulate the way some vampire fiction details vampires moving so quickly that they disappear from view entirely -- use or abuse it as you will)
Experience Cost: 18
Description: The Toreador with this power is able, through experience with Presence and the insight of Auspex, to not only overcome Presence utilized upon him, but to make himself immune to any further attempts to sway him via that Discipline.
System: Once Presence has been utilized upon the Cainite, he may spend 1 Willpower to overcome that power and make himself immune to that Cainite's Presence for the duration of the scene.
Experience Cost: 15
Description: The Toreador patron with this power practically guarantees the success of his protegee. The Toreador is able to fantastically inspire and augment his pupil's ability. When this power is utilized, the protegee falls into an ecstatic state of inspired creation or performance (depending on the art form used). During this time, she acts as though under the influence of the Toreador clan weakness -- in fact, she is, as is her patron. Literally, the two have merged in the Spirit of the Eternal Muse.
System: To use this power, the Toreador must roll Humanity (dif 7). Each success indicates an automatic success on his protege's Performance roll (CB: Torador, p34). This power may not be used on just anyone. Rather, the pupil must have been learning from her patron for a number of months equal to 11 - the Toreador's Humanity. For some unknown reason, this power does not work on non-mortals. Some say it is because the pupil still has that link to Humanity that the Toreador pursue so fervently. It should be noted that because the Toreador antitribu have given up this pursuit in favor of the beauty of the inhuman, they may not learn this power.
(Note: This power was inspired by the musical Phantom of the Opera, specifically as sung by the London cast.)
Experience Cost: 18
Description: Much like Shatter the Impressions, Contemptuous Tenacity is the Tremere-created means of resisting Domination attempts.
System: As per Shatter the Impressions, functioning on Dominate instead.
Experience Cost: 18
Description: The Tremere, for whom paranoia is both survival tactic and virtue, have developed this power, which allows them to determine if someone has been Dominated. This power will identify if the target's emmory has been altered, if a triggered command has yet to be enacted, if the target has been Conditioned, Possessed, etc.
System: The Tremere must make eye contact. Roll Perception + Subterfuge (dif of Dominate level used + 3*)
Successes | Effect |
1 | Can tell that Dominate has been used. |
2 | Can tell what specific Power was used. |
3 | Can determine details if Dominate 2 was used. |
4 | Can determine details if Dominate 3 was used. |
5+ | Can determine who utilized Dominate. |
*Note that this indicates the level of the Discipline utilized, not the level of the specific power.
Experience Cost: 21
Description: When the presence of magic is indicated in an aura (via Auspex 2), the Tremere may analyze the pattern and determine the power and type of magic.
System: Roll Intelligence + Occult (dif of 10 minus successes gained on Aura Reading roll)
Successes | Effect |
1-2 | May determine generalities (attack magic, defensive, divinatory, etc.) |
3-4 | May determine specifics (vampiric Thaumaturgy, Sphere magick, Hekau, mortal Hedge Magic, etc) |
5+ | May determine power levels (number of dice of damage it may inflict, level of ritual, rating in Sphere) |
Experience Cost: 12
Description: The Tzimisce with this power is able to read the mind of any animal into whose eyes he gazes. He is able to pluck memories and images from the beast's mind, though some memories will be harder to acquire, as the events may not be particularly important to the animal.
System: Roll Perception + Animal Ken (dif 6-9, depending on the information sought and its relative importance to the animal). The more successes gained, the clearer the image.
Experience Cost: 18
Description: With this power, the Tzimisce may mold human flesh into the skins of animals, giving feathers, fur, chitin, quills, scales, etc.
System: Dexterity + Animal Ken (dif 7) after a standard Fleshcrafting roll. Costs 1 BP/body part and changes may grant up to a +1 damage or +1 soak, maximum.
Experience Cost: 21 (23)
System: The Tzimisce utilizing this power may assume the form of a pseudo-Crinos thing. The creature is covered in greasy black fur, but the face looks more like a bestial man than a wolf. The fur is patchy and the limbs of the Spawn are distended with muscle. No one who knows the true Lupines would ever mistake this thing for anything but a Metis at best; most likely, it would be seen as a Black Spiral Dancer.
System: The Tzimisce must spend 3 BP. Strength increases by +4, Dexterity +2, Stamina +4. Claws inflict Aggravated damage, and bite damage becomes Strength + 2 Aggravated. Due to some unknown reason, any Lupine utilizing a Gift to detect the Wyrm automatically succeeds, as this creature stinks greatly of the Wrym, regardless fo the Tzimsice's Humanity/Road/Path rating. This form does not innately cause the Delirium, though some elder Tzimisce are known to couple the above Disciplines with Presence 2 in order to do so.
Experience Cost: 21
Description: Those with this power have studied the ravages of Vicissitude on the undead body to such an extent that they are capable of using their own supernatural resilience to counteract the use of Flesh- or Bonecrafting attempted on them.
System: Anytime the wielder of Shaper's Bane is subjected to Flesh- or Bonecrafting, he may roll his Fortitude only, (dif 7) to negate his assailant's Vicissitude successes.
Experience Cost: 21
Description: The Ventrue may now utilize that power of Majesty in conjunction with his potent Dominate abilities, to enfoce his commands and strip any it is directed upon from their ability to resist.
System: The Ventrue spends a point of Willpower to activate this power as he utilizes a Dominate power. Not only is the victim's WP reduced by 3 for determining the difficulty of the Dominate roll, but the victim may not spend Willpower to resist the command. This is a last resort tactic, as it is scrupulously unsubtle -- all in the room are aware of what has just happened, not just the victim.
Experience Cost: 15
Description: A controller of men, the Ventrue may now Domiante animals as well.
System: Dominate powers now work on animals; roll as normal, replacing the standard Ability with Animal Ken. Because of the alienness of animal minds, however, Dominate rolls on animals are at +2 difficulty until the Ventrue achieves Animalism 5.