By David Youngberg (teferi@hotmail.com) for the Heris bloodline
System: Roll Wits + Performance. The difficulty is determined by the highest Perception rating in the area (excluding your own) +3. Only one success is required. The hero automatically gains the highest initiative for the first turn of combat. If the entrance includes fire, sunlight or lightning, however, all other vampires in the area must make a Red Fear roll. (Because the elements of the entrance are illusion, they will never deal damage.) Initiative is rolled normally except all non-vampires automatically gain the lowest initiative for the first turn of combat. Finally, the Superhero's costume appears on his person if it was not there already.
System: Roll Perception + Medicine, difficulty of 10-target's Stamina. Each success heals one normal damage. For every two successes, one aggravated damage can be healed. Only damage that was inflicted by the touched wound can be healed. If this power is being used on the vampire's own body, two blood points must be spent for each aggravated damage.
System: Roll Stamina + Survival, difficulty depending on the object's size. Only one success is required. If successful, a hole appears in the vampire's skin and an item can be placed inside. The hole closes up automatically. For every dot in Stamina the vampire has, 10% of the Kindred's weight may be replaced with objects. To retrieve an object, the vampire simply presses against the skin covering the target and it rises to the surface instantly.
System: Spend a blood point. The vampire may either run at three times his normal rate or fly at twice his normal running rate. The effect lasts for a number of turns equal to his Willpower rating.
System:The vampire may choose any level of any discipline or path to act as her super power. The vampire must have at least three in Occult if it is a Camarilla power and four in Occult if it is an Independent or Sabbat power. The power of a discipline cannot be greater than the vampire's generation's trait limit. And, in addition to the normal requirements to enact the power, a single blood point must be spent. A vampire may create his fifth power if he has at least three in both Intelligence and Occult each. The Storyteller may also rule that a point of temporary Willpower must be spent if the power is particularly potent or complex. Of course, the Storyteller has final say in what can or cannot be taken as the fifth power.