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D​ISCIPLINE C​OST P​OOL S​YSTEM D​URATION

A​NIMALISM
● B​OND​ F​AMULUS 3 rouse checks Charisma + Animal Ken Commands Charisma + Animal Ken (dif 2). Until death Famulus
(different Feral Whispers and Subsume the Spirit for
nights) free.
● S​ENSE​ ​OF​ ​THE​ B​EAST Free Resolve + Animalism vs Sense level of hostility. Critical: Exact Passive
Composure + Subterfuge information about nature of the creature
●● F​ERAL​ W​HISPERS 1 Rouse Check Manipulation/Charisma + Simple action: No roll. Persuade requires a 1 Scene
per type of Animalism roll. (Dif. Variable)
animal
●●● A​NIMAL Free none Feeding from animals slakes +1 Hunger. Passive
S​UCCULENCE Blood potency 2 lower regarding animal
feeding penalty. Famulus slakes 4 hunger
and gives +2 to related attribute (until next
feeding)
●●● Q​UELL​ T​HE 1 Rouse check Charisma + Animalism vs Mortal incapacitated in severe lethargy. Mortal: 1 scene
BEAST Stamina + Resolve Vampire prevents blood surges, not score Vampire: 1 turn + win
messy critical. margin
●●● U​NLIVING​ H​IVE Non additional Amalgam: Obfuscating 2. Extended power Passive
cost to invertebrates. Swarm is undetectable in
X-ray (if hidden in body holes)
●●●● S​UBSUME 1 Rouse Check. Manipulation + Animalism, Vampire can inhabit an animal’s body 1 scene/indefinitely
THE​ S​ PIRIT Free on Dif. 4
Famulus
●●●●● A​NIMAL 2 Rouse Checks Charisma + Animalism (3 -5) Command flocks and packs. 1 scene
D​OMINION
●●●●● 1 Rouse Checks Wits + Animalism vs The vampire can project his Frenzy duration
D​RAWING​ O​ UT​ T​ HE​ B​ EAST Composure + Resolve Beast to provoke terror or
fury frenzy
A​USPEX
● Heightened Free Wits + Resolve (dif 3 +) + Auspex to perception roll. Wits + Resolve Until deactivated
Senses to dampen their sense.
● Sense the Free Wits+ Auspex or Resolve + See the invisible Passive
Unseen Auspex (dif. Variable, Blind
Roll, or Wits + Obfuscation)
●● Premonition Free or 1 Rouse Resolve + Auspex The vampire experiences flashes of insight. Passive
Check These may take the form of raised hackles,
sudden inspiration or even vivid visions.
●●● S​CRY​ ​THE​ ​SOUL 1 Rouse Check Intelligence + Auspex vs Storyteller truthfully answers 1 turn or ST’s
composure + Subterfuge a number of questions equal discretion
to the margin of the roll about
the target’s aura and psyche,
including Emotional state, Resonance,
Supernatural type, supernatural influence.
●●● S​HARE​ ​THE 1 Rouse Check Resolve + Auspex. Dif 3. By reaching out with their mind, 1 Scene
SENSE the vampire can tap into the
senses of another mortal or vampire,
seeing, hearing, and feeling
what they do
●●●● S​PIRIT​’​S 1 Rouse Check Intelligence + Auspex. Dif The 1 turn
T​OUCH Variable. vampire can sense the emotional
residue left by those who have
handled that object or visited the
location in the past
●●●●● 1 Rouse Check Intelligence + Auspex. Dif. Know information of a city area closing Few minutes
C​LAIRVOYANCE Variable /familiarity their eyes an entering a light trance
●●●●● 2 rouse Check Resolve + Auspex vs Resolve + Amalgam: Dominate 3. Only in mortal
P​OSSESSION Intelligence
●●●●● 1 Rouse Check Resolve + Auspex vs Wits + The vampire can now literally read minds, 1 Minute per Rouse
T​HELEPATHY (+1 WP for Subterfuge as well as project their own Check. 1 scene in
non-consenting thoughts into the minds of others consenting subjects.
vampire)
C​ELERITY
● C​AT​’​S​ G​RACE Free None Automatic Success in Dexterity or Passive
athletics-based roll that need balance
● R​APID​ R​EFLEX Free None vampires suffer no penalty Passive
to their defense pools for
lack of cover against Firearms
attacks + Minor action (2 dices)
●● F​LEETNESS 1 Rouse Check None + Celerity for non-combat dexterity roll or 1 Scene
defensive athletics roll (1 per turn)
●●● B​LINK 1 Rouse Check Dexterity + Athletics Move 50 meters + additional action. 1 turn
●●● T​RAVERSAL 1 Rouse Check Dexterity + Athletics. Dif. 3 - 6 With blurring speed, the vampire can run 1 turn
or climb along any surface, including
vertical and even liquid mediums.
●●●● D​RAUGHT 1 Rouse Check None. Gives Half celerity dots (round down) + 1 Night, until the next
OF​ E​LEGANCE non-amalgam powers to a subject. feeding, until hunger
5.
●●●● U​NERRING 1 Rouse Check None Perfect range attack (no defense), Attack 1 Action.
A​IM dif. 1. Celerity 5 nullify
●●●●● 1 Rouse Check None Perfect Melee attack (no defense), Attack 1 Action.
L​IGHTNING​ S​TRIKE dif. 1. Celerity 5 nullify
●●●●● S​PLIT 1 Rouse Check None The player can supersede the Storyteller’s 1 Action.
S​ECOND narration of events, within reason.
D​OMINATE
● C​LOUD​ M ​ EMORY Free Charisma + Dominate vs Wits The user can make the dominated Indefinitely
+ Resolve (just vampires) victim forget the current moment
as well as the last few minutes
● C​OMPEL Free Charisma + Dominate 1 Single word and non-lethal command 1 single scene max.
vs Intelligence + Resolve
●● M​ESMERIZE 1 Rouse Check Manipulation + Dominate vs The vampire can issue complex Until command is
Intelligence + Resolve (just commands to a victim, as long as he has carried out or the
unwilling or unaware targets) the subject’s gaze and relative quiet in scene ends.
which to issue instructions.
●● D​EMENTATION 1 Rouse Check Manipulation + Dominate vs Amalgam: Obfuscation 2. Agitated victim, 1 Scene
Composure + Intelligence drowning out all rhyme and reason.
●●● F​ORGETFUL 1 Rouse Check Manipulation +Dominate vs Edit target memory. Indefinitely
M​IND Intelligence + Resolve
●●● S​UBMERGED No additional As mesmerize. Mesmerize implant post hypnotic Passive
D​IRECTIVE cost suggestions.
●●●● No additional None. The vampire’s victims now believe Indefinitely
R​ATIONALIZE cost that anything they do under the
influence of Dominate was a result of their
own free will.
●●●●● M​ASS +1 Rouse Check None. Affect group of people with Dominate As per power
M​ANIPULATION powers amplified.
●●●●● No additional None. the vampire can now issue Passive.
T​ERMINAL​ D​ECREE cost commands that directly lead to
the harm or death of the victim
F​ORTITUDE
● R​ESILIENCE Free None. + Fortitude to health Passive
● U​NSWAYABLE​ M​IND Free None. + Fortitude resisting coercion or similar. Passive
●● T​OUGHNESS +1 Rouse Check None - Fortitude from Superficial damage, before 1 Scene
halving.
●● E​NDURING​ B​EAST Free (Famulus), Stamina + Animalism (for Amalgam: Animalism 1. The vampire can 1 Scene
1 Rouse Check non-famulus), Dif.3. choose to extend some of their Fortitude
powers to animals affected by their
Animalism. 1 Animal per point of margin. +
Fortitude to health.
●●● D​EFY​ ​BANE 1 Rouse Check None. Converts Fortitude aggravate damage in 1 scene or after
superficial when sustained, per scene power expired
●●● F​ORTIFY​ ​THE Free None Increase difficult for scry soul, telepathy 1 scene
INNER​ F​ ACADE (auspex) and similar power in fortitude
●●●● D​RAUGHT 1 Rouse Check None Gives Half Fortitude dots (round down) + 1 night, next feeding
OF​ E​NDURANCE non-amalgam powers to a subject. or hunger reach 5
●●●●● F​ LESH​ O​ F 2 Rouse Checks None Ignore First source of physical damage per 1 scene.
MARBLE turn. Critical bypass this power.
●●●●● 1 Rouse Check None No dice penalties from damage. Increase 1 1 scene
P​ROWESS​ F​ ROM​ ​PAIN physical attribute by one per level of
damage. Max blood surge + 6.
O​BFUSCATION
● C​LOAK​ ​OF​ ​SHADOWS Free None Effect last until move 1 scene
● S​ILENCE​ O​ F​ D​ EATH Free None No sound 1 scene
●● U​NSEEN​ P​ASSAGE 1 Rouse Check None/Wits + Obfuscation Unseen while smoothly and silently moving 1 scene
●●● G​HOST​ I​ N​ T​ HE No additional None Obfuscation affects electronics As power used
MACHINE cost
●●● M​ASK​ ​OF​ ​A 1 Rouse Check None/Wits + Obfuscation Can take the appearance of another 1 scene
T​HOUSAND​ F​ACES person.
●●●● C​ONCEAL 1 Rouse Check Intelligence + Obfuscation. Dif Amalgam: Auspex 3. cloak an inanimate 1 night
Variable. object such as a door, a car, or a small
house.
●●●● V​ANISH As per power Wits + Obfuscation vs Wits + Prerequisite: Cloak of shadows. Vanish in As per power
augmented. Awareness plain sight. Cloud memory. augmented
●●●●● C​LOAK +1 Rouse Check Variable. Extend obfuscation to others. As per power
THE​ G​ATHERING extended
●●●●● +1 Rouse Check Wits + Obfuscation, Prerequisite: Mask of a Thousand Faces. 1 scene
I​MPOSTOR​ G​UISE Manipulation + Performance. Study subject.
P​OTENCE
● L​ETHAL​ B​ODY Free None Unarmed Attack does aggravate damage to Passive
mortals
● S​OARING​ L​EAP Free None Jump 3xpotence meter vertically, Passive
5xPotence horizontally.
●● P​ROWESS 1 Rouse Check None + Potence to unarmed attack damage and 1 scene
feat of strength (in dice). Half Potence to
melee damage.
●●● B​RUTAL​ F​EED Free None Drain humans in seconds. Aggravate 1 feeding
damage per hunger dice slaked. Vampires
received superficial damage. Can be used
in combat after brawl attack (bite). Armor
doesn’t apply.
●●● S​PARK​ ​OF 1 Rouse Check Manipulation + Potence Amalgam: presence 3. + Potence to rile or
R​AGE incite a person or a crowd to violence.
Manipulation + Potence vs composure +
intelligence to incite fury frenzy in a
vampire.
●●● U​NCANNY 1 Rouse Check None. Automatic success climbing non- metallic 1 scene
G​RIP surface. Vampire can hang from a wall or
ceiling up to one scene.
●●●● D​RAUGHT 1 Rouse Check None Half Potence dots (round down) + 1 night, next feeding
OF​ M​IGHT non-amalgam powers. or hunger reach 5
●●●●● E​ARTH 2 Rouse Checks None Create an Earth shock. Everyone needs to 1 use
SHOCK roll Dexterity + Athletics (dif 3). Critical: No
effect, Win: Knocked off balance, lose
current action. Failure: Lose current action,
must spend a turn getting up. Damage
structures.
●●●●● F​IST​ ​OF 1 Rouse Check None Can inflict aggravate damage to mortals 1 scene
C​AINE and supernaturals while brawling.
P​RESENCE
● A​WE Free Manipulation + Presence vs +Presence to social Skill involving 1 scene
Composure + Intelligence persuasion or Performance.
● D​AUNT Free None + Presence to intimidation rolls. Attacking 1 scene
user require Resolve + composure dif. 2
●● L​INGERING​ K​ISS Free None Add presence to Charisma roll against Until successfully
bitten subject. It can be resisted with resisted
Willpower. Winning three consecutive
weeks break the effect.
●●● D​READ​ G​AZE 1 Rouse Check Charisma + Presence vs Instill a single subject with utterly terror. 1 turn
Composure + Resolve. Failure: Mortals can only defend
themselves, vampires unaffected. Win:
mortals run in fear, vampire can spend
willpower = margin to avoid effect. Critical
win: mortals freeze, vampires must make
terror frenzy (dif 3). If win vampires are still
affected as above.
●●● 1 Rouse Check Charisma + Presence vs Add presence in any social dice pool 1 hour plus 1 per
E​NTRANCEMENT Composure + Wits. against the entranced subject. Can be margin.
renewed indefinitely.
●●●● I​RRESISTIBLE No additional None Amalgam: Dominate 1. Only it is necessary Passive
VOICE cost the user’s voice to dominate. It does not
apply to electronic recordings or
transmissions.
●●●● S​UMMON 1 Rouse Check Manipulation + Presence vs Concentrate 5 minute in the person. On a 1 night
Composure + Intelligence. win, target hears the summoning. On a
critical winning target arrives as quickly as
possible.
●●●●● M​AJESTY 2 Rouse Check Charisma + Presence vs They can only stare and look in awe to the 1 scene
Composure + Resolve user. They must win a roll to take actions
un opposition to the user except
self-preservation. 1 turn of freedom + 1
per point of margin.
●●●●● S​TAR +1 Rouse Check None Awe, Daunt and Entrancement can be As per power used.
MAGNETISM transmitted through screens or phones
(live feeds).
P​ROTEAN
● E​YES​ ​OF​ ​THE​ ​BEAST Free None Vampire can see in the darkness. +2 dice to As long as desired
intimidation rolls.
● W​EIGHT​ ​OF​ ​THE Free Wits + Survival dif 3 if As long as the power is in effect, the As long as desired
FEATHER activated under pressure vampire is immune to damage from falls,
collisions, and being thrown. The user also
avoids triggering devices that rely on
pressure (because is light)
●● F​ERAL​ W​EAPONS 1 Rouse Check None +2 to brawl damage, aggravate damage to 1 scene
mortals. Superficial damage inflicted from
feral weapons is not halved.
●●● E​ARTH​ ​MELD 1 Rouse Check None Sink in to the earth to sleep 1 day or more, or
until disturbed.
●●● S​HAPECHANGE 1 Rouse Check None Vampire transforms himself in an animal 1 scene
(wolf, snake, etc.) Stats in p 373. Natural
animal limitations. Can use: Auspex,
Celerity, Fortitude, Potence and Protean.
●●●● 1 Rouse Check None Prerequisite: Shapechange. Additional 1 scene.
M​ETAMORPHOSIS form. Able to change his size.
●●●●● M​IST 1-3 Rouse None Transform into mist. Immune to damage
FORM Checks (except sunlight, fire or supernatural
damage). Take 3 turns but can be speed up
with additional rouse checks.
●●●●● T​HE Free None +3 difficult to non-combatant attempt to Passive
U​NFETTERED​ H​ EART stake the vampire. In combat only critical
penetrate the vampire. Even if stacked,
vampire can make a rouse check and roll
strength + resolve (dif 5) to manage free.
B​LOOD​ S​ORCERY
● C​ORROSIVE​ V​ITAE 1 or more None 35 cm of matter corroded for Rouse check N/A
Rouse Checks
● A ​TASTE​ ​FOR​ ​BLOOD Free Resolve + Blood Sorcery (dif Determinate resonance and intensity of N/A
3) blood if human. Source of blood (mortal,
ghoul, supernatural, etc.) and blood
potency (and generation band). Critical
identify supernatural creatures if they are
known
●● E​XTINGUISH​ V​ITAE 1 Rouse Check Intelligence + Blood Sorcery Win increase target’s hunger in 1, critical in N/A
vs . Stamina + Composure 2.
●●● B​LOOD​ ​OF 1 Rouse Check Resolve + Blood Sorcery (Dif 2 Win increase blood potency in one, critical 1 scene or 1 night
POTENCY + Blood potency). in 2.
●●● S​CORPION​’​S 1 or more Strength + Blood Sorcery vs Create contact poison. Spitting poison 1 scene.
TOUCH Rouse Checks Stamina + Occult or Fortitude requires Dexterity + Athletics. Each Rouse
check create one poison portion enough to
coat one blades weapon or to fill one
mouthful to be spat at a foe. Margin =
aggravated damage to mortal and non –
halved superficial damage to vampires.
●●●● T​HEFT​ ​OF 1 Rouse Check Wits + Blood sorcery vs Wits + Distance feeding from a target. Can feed 1 feeding.
VITAE Occult at twice the normal speed (Triple in a
critical)
●●●●● B​AAL​’​S 1 or more Strength + Blood Sorcery vs Same as Scorpion’s touch, but with 1 scene.
CARESS Rouse Check Stamina + Occult or Fortitude aggravated damage to vampires.
●●●●● 1 Rouse Checks Resolve + Blood Sorcery vs Touch victim (Dexterity + Athletics). Margin 1 turn
C​AULDRON​ O​ F​ B​ LOOD Composure + Occult or = Aggravated damage. Mortal die
Fortitude screaming with 1 damage. Vampire add 1
Hunger per point of damage inflicted.

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