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V AMPIR

PLAYER'S GUIDE E

A SOURCEBOOK FOR VAMPIRE: THE MASQUERADE


V5 Player's Guide
LEGAL AND CREDITS
WRITTEN BY: Bully
EDITING AND READING: Bully
ART AND ILLUSTRATION: White Wolf Entertainment, Pexels Open License
Special thanks to Mandi Morose

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PLAYER'S GUIDE

T ABLE O F CO NTE NTS


3

ADVANTAGES 10
10

13

15

17

22

DISCIPLINES 24
Animalism 25

Auspex 28

Celerity 30

Dominate 32

Fortitude 34

Obfuscate 35

Potence 36

Presence 37

Protean 39

Blood Sorcery 41

Oblivion 46

2
P r e d a t o r Ty p e s

Predator Types
These expanded predator types seek to make use Creating Predator Types
of the additional Advantages and Flaws offered in Some vampires may hunt in ways that do not exactly align
this book. While vampires can feed in whichever with the listed Predator Types. Players can work with their
way presents itself, most develop a regular method of Storyteller to develop their own Predator Type. This should
acquiring blood. A kindred’s predator type informs a include a hunting roll determined by an Attribute and Skill, a
lot about the character ranging from how they dot in a related Discipline, 3 dots in advantages and 2 dots in
interact with their Beast, how their past skills inform flaws. Other adjustments can be made as necessary. Likewise, a
their new reality, and the relationship between their player can use a Predator Type as a base and swap out one or two
cursed existence and mortals. aspects to better fit their character. Like everything else, this
should be created to tell a better story and not to create a
character intended to exploit the mechanics.

3
P r e d a t o r Ty p e s

Business Owner Corporate Leech


You own a business or control it from behind the You have access to corporate buildings full of
scenes. Either way, it provides staff and customers inattentive workers to feed from. There are
available to feed from at your convenience. You most powerful people where you hunt, but you know how
likely had a business in real life or worked for one in a to manipulate things from the shadows without
position giving you knowledge day to day operations. being noticed. Knowing how to blend in and stalk
■ Add a specialty: Persuasion (Deals) or Finance the halls and cubicles of capitalist labyrinths, you
(Money Laundering) choose your victims carefully then put them back
into the workflow. You know corporate jargon and
■ Gain one dot of Dominate or Presence
■ Gain three dots in the Business Owner enough details about a given company to get others
Background to trust you belong there. Most companies have too
many employees, departments, and divisions to
■ Gain the Routine Flaw (••)
know who is supposed to be in the building and
■ Your Predator roll is Charisma + Persuasion
who is a danger to them. Those who may suspect
something is wrong rarely care enough to do
anything about it. Perhaps you were a corporate
Confidant drone in life, a manager in the rat race, security for
a large company, or the one who cleaned the
People open up to you. Sometimes you open their
buildings.
veins in return. You are in a position where people
seek you out for advice, therapy, or just someone to ■ Add a specialty: Finance (Corporate) or Etiquette
share their feelings with. Some seek comfort while (Corporate)
others just want to unload their burdens on you. In ■ Gain one dot of Dominate or Obfuscate
life, you might have been a therapist, self-help guru, ■ Gain the Power Behind the Throne Advantage
or simply that friend everyone could confide in. (•••)
■ Gain the Dull (•) and Dark Secret (•) Flaws
■ Add a specialty: Insight (Empathy) or
Academics (Psychology) ■ Your Predator roll is Manipulation + Etiquette


Gain one dot of Oblivion or Presence
Gain the Merits: Supportive Presence (•),
Eat the Rich
Remorseful (•), and Memoriam Dweller (•) Eating the rich is not just a motto, it is your diet. You
■ Gain the Conflicting Loyalties Flaw (••) either have access to high society by pretending to
■ Your Predator roll is Composure + Insight work for them and are used to being ignored until it is
too late for them. Maybe you were a member of the
elite and know they make for a deserving meal. You
also might have been part of the media whose job was
to follow and report on those with all the money and
power.
■ Add a specialty: Intimidation (Extortion) or
Politics (Media)
■ Gain one dot of Fortitude or Potence
■ Gain the Clan Infiltrator Merit (•••)
■ Gain the Angry Beast Flaw (••)
■ Your Predator roll is Strength + Intimidation

4
P r e d a t o r Ty p e s

Hide and Eat Kidnapper


You patiently wait for your prey to come to you. Highly risky and not for vampires struggling with
When the moment is right, you stealthily feed and their morality, some kindred prefer to capture their
disappear before most realize they were even hunted. prey and keep them for feeding until they expire or
Whether you wait in carefully chosen neighborhoods, can be released in a way that will not lead back to
parks, or in cars, eventually a fly will find its way into them. This is likely not your first time doing these
your web. You likely have experience being acts, or maybe you were fascinated with true crime
undercover, stalking, or hiding from others more and now have the means to be like the criminals
dangerous. you learned so much about.
■ Add a specialty: Stealth (Stalking) or ■ Add a specialty: Craft (Security) or Investigation
Awareness (Ambushes) (Stalking)
■ Gain one dot of Celerity or Obfuscate ■ Gain one dot of Dominate or Potence
■ Gain the Merits Efficient Eater (••) and ■ Gain the Base Haven Advantage (••) with the
Slippery (•) Cell Merit (•)
■ Gain the Obvious Predator Flaw (••) ■ Lose one dot of Humanity
■ Your Predator roll is Wits + Stealth ■ Gain the Sadistic Flaw (••)
Your Predator roll is Resolve + Investigation
Hospital Hunter

Hospitals provide a rotating selection of people in

Lab Rat
various conditions that often make for easy victims.
You know enough about medicine to determine who
can be fed from without issue and who would cause You run a medical clinic, experimental facility, or
complications. Your blood may even be of use to organize alternative medicine gatherings were blood
keep certain patients alive longer. Whether you flows freely. For whatever reason, people willingly
blend in with staff, visitors, or patients there are give blood to you and trust it is part of some greater
various opportunities for infiltration at all times of purpose or for quick cash. Often times your subjects
the night. You must be careful as biometrics are receive blood themselves for various experiments you
monitored and abnormalities may lead to are concocting. This is also a way to inject your prey
investigations. You might have been a doctor, nurse, with your addiction of choice. You could have worked
or someone who spent a lot of time in hospitals in in or ran a similar facility in life or maybe frequently
life or had someone close who was hospitalized for donated blood or took part in medical trials.
an extended period. These nights, you are a cursed
angel or a spectre of death flowing through the ■ Add a specialty: Medicine (Experiments) or
hospital halls. Science (Experiments)
■ Gain one dot of Blood Sorcery or Fortitude
■ Add a specialty: Medicine (Diagnosis) or
■ Gain the Improved Ghouls Merit (•••)
Persuasion (Condolence)
■ Gain the Flaws Blunted Fangs (•) and
■ Gain one dot of Fortitude or Oblivion Addiction (•)
■ Gain the Merit Blood Healer (•••)
■ Your Predator roll is Intelligence + Science
■ Gain the Frigid Aura Flaw (••)
■ Your Predator roll is Intelligence + Medicine

5
P r e d a t o r Ty p e s

Local Haunt Manic Pixie Predator


You are the real danger behind a popular folktale. You feed and leave. Finding suitors is easy enough,
The monster in the woods. The spirit in the but finding a new date each time you are hungry is
abandoned home. The creature in the sewers. A local not practical. Plus, you get something out of
scary story ensures that the curious, bored, or brave grooming your food with a short lived but
explore a location deemed to be haunted in some way passionate relationship. You are the manic pixie
and where you know you can usually visit to feed. Of dream person who floats into your victim's lives and
course most of the time people explore this haunt then leave them longing and lost. You may have
they find nothing. Some nights they find the been a heartbreaker in real life, or had commitment
supernatural thing they were looking for. This may be issues that never let you stay with one person for
your haven or a spot you set up specifically to hunt too long. Either way, finding partners was never a
the morbidly curious. It may have already held problem.
rumors of danger before and you are capitalizing on ■ Add a specialty: Persuasion (Risk Taking) or
it. In life you may have investigated the supernatural, Insight (Insecurities)
or maybe just worked at haunted houses and know ■ Gain one dot of Celerity or Presence
how to create an environment people will keep ■ Gain the Social Engineer Merit (•••)
coming back to. ■ Gain the Cannot Embrace Flaw (••)
■ Add a specialty: Intimidation (Frighten) or ■ Your Predator roll is Manipulation + Insight
Athletics (Chasing)


Gain one dot of Auspex or Protean
Gain the Loremaster Merit (•••)
Online Predator
■ Gain the Eerie Presence Flaw (••) The internet can be a dangerous place for a vampire,
■ Your Predator roll is Stamina + Athletics but you know how to hunt for curious individuals
who are less cautious. You may be able to find
identifying information to locate easy victims in their

Lurker in the Crowd homes. You may also cultivate relationships with
locals and convince them to meet at locations where
You know how to move quickly and quietly while you can feed from them. You could have had a variety
stalking your prey. Getting lost among the masses, of jobs in life, but you likely spent most of your time
these hunters pick a target from a crowd and feed online. This could have been the space where you
before anyone notices something is wrong. You are socialized and found groups to become entrenched or
not the best at making an impact, but you prefer it where you lurked in the dark corners and found
that way. You could have been anything in life, but other internet rogues.
most people would not remember it. You never ■ Add a specialty: Technology (Doxing) or
stood out and that is how you liked it. Etiquette (Choose an internet subculture)
■ Add a speciality: Stealth (Blending In) or ■ Gain one dot of Obfuscate or Presence
Athletics (Escaping) ■ Gain the Mask Advantage (••) plus either
■ Gain one dot of Auspex or Obfuscate Zeroed (•) or Cobbler (•)
■ Gain three dots in the Obscure Merit ■ Gain the Paranoia Flaw (••)
■ Gain the Outsider Flaw (••) ■ Your Predator roll is Resolve + Technology
■ Your Predator roll is Wits + Stealth

6
P r e d a t o r Ty p e s

Opportunist Pay for Blood


Get-rich-quick schemes, miracle drugs, and other Hunting is nothing particularly special to you, just
goods and services are constantly being pushed by another transaction to be completed. You have the
advertisers and influencers. Savvy kindred have means and connections to have blood come to you
learned from these schemes and set up fake businesses and are accustomed to the convenience, though the
or social media accounts to lure in desperate or naive more people involved in supplying you victims the
customers to meet about an exciting opportunity. more chances for exposure or betrayal. You likely
The vampires often leave satisfied while the target come from a privileged past and are used to having
typically ends up worse off. You were likely a people provide things for you.
salesperson, con-artist, or influencer and now use ■ Add a specialty: Politics (Feeding Habits) or
your powers of persuasion to entice people to give up Finance (Follow the Money)
more than money for the promise of delayed rewards. ■ Gain one dot of Dominate or Blood Sorcery
■ Spend three dots between the Resources or
■ Add a specialty: Persuasion (Selling) or
Influence Advantages (•••)
Insight (Desire)
■ Gain the Despised Flaw (••)
■ Gain one dot of Dominate or Presence
■ Your Predator roll is Charisma + Finance
■ Gain the Delay Destruction Merit (•••)
■ Gain the Overconfident Flaw (••)
■ Your Predator roll is Charisma + Insight
Street Feeder
You know the city streets well and the best places to
Pack Hunter find victims. Places others consider dangerous you call
home. Rather than overpowering your prey, you lull
You hunt in the purest sense, surrounded by beasts
them into vulnerable situations. You know the best
while chasing down and ripping into your prey.
areas to feed off the local population or where you can
There are other creatures who have come to accept
lure passerby's before sending them on their way. You
you as one of their own, or even their leader, and
might have been a person without a home in life, a
hunt alongside you. Your active nights require deep
busker, or off the grid.
rest during the day though. You were likely a hunter
in real life, or someone who spent a great deal of ■ Add a specialty: Streetwise (High Crime
time with carnivorous animals. Areas) or Brawl (Ambush)
■ Add a specialty: Animal Ken (Carnivores) or ■ Gain one dot of Obfuscate or Potence
Brawl (Pack Tactics) ■ Gain the Danger Sense Merit (•••)
■ Gain one dot of Animalism or Protean ■ Gain the Destitute Flaw (•)
■ Gain the Apex Predator Merit (•••) ■ Your Predator roll is Stamina + Brawl
■ Gain the Flaws Brash (•) and Deep Sleeper (•)
■ Your Predator roll is Dexterity + Brawl

7
P r e d a t o r Ty p e s

Watcher from the


Water
You hunt in a body of water for your prey. Accidents
happen and it is easy for a vampire to wait
underwater as long as they need for their
opportunity. The depths are comforting to you. You
feed on divers, fishermen, sailors, or anyone who
finds themselves in or near your watery feeding
grounds at night. In life you were likely at home in
the water and revel in the fact that you can now stay
submerged indefinitely.
■ Add a specialty: Athletics (Swimming) or
Survival (Water)
■ Gain one dot of Oblivion or Protean
■ Gain the Merits Sharp Senses (••) and
Slippery (•)
■ Gain the No Haven Flaw (•)
■ Your Predator roll is Dexterity + Survival

Wolf in Sheep's
Clothing
You are the prey and the predator. A wolf in
sheep's clothing. You know how to find potential
predators and flip the dynamic. By either
pretending to be an easy target in key locations, or
finding people in secret circles who seek out
desperate people to take advantage of, you willingly
walk into danger just to feed upon those who
thought they had the power. Perhaps you have ran
into some unsavory characters in your life, or were
even one yourself, and now know how they operate
and how to hunt the hunters.
■ Add a specialty: Subterfuge (Feigning
Weakness) or Melee (Hidden Weapon)
■ Gain one dot of Auspex or Fortitude
■ Gain the Merits Daredevil (•••) and
Underestimated (•)
■ Gain the Death's Kiss Flaw (••)
■ Your Predator roll is Fortitude + Melee

8
Advantages

Advantages
While many Advantages and Flaws can simply be
played as character backstory, this section seeks to give Merits and Flaws
unique aspects of your character weight within the game
system. This is designed to add distinctive flair to your
character rather than limit certain background details
to mechanics. Ideally, these should ingrain your
character concept within the game system. These Mental
options should enhance role play rather than force
narratives. Make sure your choices are adding depth to ■ Flaw: (•••••) Amnesia. You remember nothing about your
your character and not intended to exploit certain
life before the embrace. Whether this is a side effect of the
mechanics.
embrace, interference by mental Disciplines, or some other
explanation, your life as a mortal is a blank slate.
Alternate Character Creation Rules
To make full use of the expanded Backgrounds, •••• Calm Heart: Your Beast has either been tempered or your
Merits, and Flaws, we suggest increasing the amount of overly calm demeanor makes it rarer to enter a Frenzy.
points allocated at character creation. This optional rule Characters with this trait add two dice to any rolls to resist a
allows up to 7 points of Flaws to be taken to acquire up Frenzy.
to 7 points of Advantages. This is in addition to the
standard 7 points of Advantage and 2 points of Flaws •• Code of Honor: You have a personal code that you adhere
(or more if older) designated in character creation to at all cost. Any attempts to get you to break this code, even
(VtM Corebook pp. 136-137). supernaturally, receive a two dice penalty. This code must be
For example, 4 points of Flaws can be taken in order specific and defined with your Storyteller. Anything too vague
to spend 4 points on Advantages. This would allow a or able to be broadly applied to most situations is not viable
standard character at creation to have 11 points of for this merit.
Advantages and 6 points of Flaws (not including those ■ Flaw: (•••) Curiosity. You must spend one point of
gained by their Predator Type). Merits can only be Willpower to ignore something intriguing or to resist
purchased using Flaws during character creation. exploring something new or unknown.
Advantages must be bought using experience points as
usual after creation. ••• Daredevil: Boredom creeps into the mind of many
Advantages and Flaws are organized into Social, kindred over the years, causing some vampires to seek
Mental, Physical, and Supernatural categories. Some ways to feel more alive during their years of undeath.
expand on options available in the VtM: Corebook (pp. By risking their immortality, kindred with this merit
179-194) while others are new. Many add unique pursue dangerous situations for gratification.
circumstances for your character to navigate, while You have a two dice bonus for actions that
others reinforce mechanics important to your concept. the Storyteller deems unnecessarily dangerous. This
does not give bonuses to just any dangerous situation a
vampire finds themselves in or necessarily applies to
every instance of combat, but adds to the chance for
success when a vampire goes out of their way to take
the most dangerous path in a given scenario. Danger
being thrust upon them is not the same as chasing it.

10
Advantages

• Expert Instructor: Some vampires understand that a strong


coterie is vital to their survival and make sure they are
surrounded by competent kindred. When you take the time to
teach or train another character, they can spend one less
experience point to learn a skill or Discipline that you possess.
You can train others to gain ranks beyond what you currently
have as well. The amount of time required training is
determined by the Storyteller.
••••• Fast Learner: You are a natural learner, picking up new
skills and knowledge faster than most. All experience point
costs are one less for Attributes, Skills, and Specialties only.
For example, Attributes become new level x 4, Skills are new
level x 2, and Specialties cost 2 experience points.
• Focused: Typically actions taken in especially chaotic
situations are made at a higher difficulty or result in
dice penalties. You are able to stay focused and ignore
distractions that would be obstacles for others. You
do not suffer penalties when performing actions
under stressful or distracting situations.
•••• Headstrong: You possess impressive mental fortitude
and are capable of pressing on where others would falter.
You have one additional rank of Willpower (not to exceed
ten) and do not take penalties for Impairment when your
Willpower tracker is filled with Superficial damage.

••• High Humanity: You were likely recently embraced and


an especially righteous mortal. In rare cases, some vampires
have even managed to lead a more moral life after the
change. You gain one dot of Humanity.

■ Flaw: (••••) Impatient. You, or perhaps your Beast, is


especially impatient. While many kindred bide their time
for years while their schemes come to fruition, you
struggle to sit around and wait for something to happen
when action can be taken instead. You must spend a
point of Willpower to wait patiently in a scenario where
immediate action is also an option.

•••• Iron Will: You are especially resistant to mental


intrusion. You receive a two dice bonus to resist any mind
altering effects. If you successfully defend against a mind
manipulating effect, you immediately become aware of the
attempt. This does not combine with other mental blocking
effects such as Fortitude.

•••• Jack of All Trades: You have a knack for nearly all skills
either through versatile training or natural talent. You may
treat any Skill that you don't have any ranks in as having one
dot for the purpose of your dice pool. You still need to spend
the normal experience point cost for the actual first dot in a
skill.

11
Advantages

•• Lore Master: You are well versed in various Occult ■ Flaw: (••) Paranoia. It helps to be cautious in kindred
interests. This may be due to academic versatility, a society, but you are especially paranoid. You question
practical dabbling in various practices, or access to everyone's motives and struggle to feel comfortable or
impressive occult references. Whatever the reason, you safe in situations that you do not completely control.
may add a specialty in Occult for each rank in the skill. You automatically fail Insight checks as you assume the
worst no matter what a person's true intentions may be.
■ Flaw: (•••) Morbid Fascination. You have an
• Remorseful: You add one dice to any Remorse rolls.
obsession with the macabre and need to physically be
in the presence of grim reminders of death. You must ■ Flaw: (••) Routine. You find comfort in your habits. With
spend 30 minutes awake and in the company of a potential eternity before you, routines keep you
corpses or other grisly remains at least once per 24 anchored and give you purpose. While you take solace in
hours or take a two dice penalty to all dice rolls until this, it also makes it easier for your enemies to know
you do so. where you are or what you will be doing. Whenever you
are forced to break your routine for a night, you take a
■ Flaw: (•••••) Nightmares. You are plagued with
two dice penalty on all Mental rolls. You must spend a
horrific nightmares every time you slumber during
point of Willpower to willingly break your routine for a
the day. This could be the same reoccurring
night. Define this routine and work out the details with
nightmare or something different each day. There is
your Storyteller.
likely a sinister reason for this occurrence. An
outside force may be warning or punishing you, or ■ Flaw: (••) Sadist. When others suffer, you feel a sense of
something from your past has infected your mind joy. Once in combat, you will not stop until your
and reigns terror upon you. When you wake for the opponent is defeated and you cause them as much pain
night, you must make a Willpower test against a as possible. Stopping requires a Willpower roll against a
Difficulty of 3. On a failure, you take a one dice difficulty determined by the Storyteller. When given an
penalty on all mental and social rolls for the night. opportunity to hurt someone or let them suffer
needlessly, you must spend a point of Willpower to
ignore the urge for a scene.

12
Advantages

Physical
■ Flaw: (••) Blunted Fangs. Your
■ Flaw: (•••••) Soft-Hearted. bite does not do Aggravated ■ Flaw: (•••••) Fragile. Your form is
Despite your Beast, you remain damage and is no more more fragile than most kindred.
strongly compassionate to the effective for feeding than a Every time you take the first
plight of mortals. Whenever you normal human bite, which is point of Aggravated Damage on
witness a mortal suffering quite messy and painful for the your health tracker, you receive a
needlessly, you must make a victim. crippling injury as rolled on the
Willpower check. The Difficulty crippling injury chart (VtM
is determined by the perceived ■ Flaw: (•••••) Childlike. You
Corebook p. 303). If you already
innocence of the mortal and the were embraced young. While
have an Aggravated wound, you
severity of the suffering. On a the practice is heavily frowned
do not roll on the chart when you
win, nothing happens though you upon in modern nights, your
receive another. This only applies
are extremely uneasy and immortal form trapped in a
when you currently have no
saddened by the experience. On a young appearing body comes
Aggravated wounds and then
failure, you take a Stain and have with many complications in
receive one.
a two dice penalty to all rolls for both kindred society and
the remainder of the night as you navigating mortal society. ••• Light Sleeper: A vampire is
Discuss with your Storyteller most vulnerable during the day.
feel physically ill and emotionally
before taking this flaw. Luckily, you are able to shrug off
distressed.
your supernatural slumber and rise
• Total Recall: You are able to at the first sign of danger. Maybe
• Crack Driver: You are an you have trained your body to
perfectly recall anything you have especially skilled driver. You can
seen or heard. While many memories prepare for the worst or you sleep
perform minor actions without poorly for some reason. You
fade as a vampire ages, this penalty while driving and receive a
potentially allows immediate recall automatically awaken when in
two dice bonus on all Dice Pools danger during your day sleep. You
of specific details with a Resolve + related to driving.
Intelligence check against a still suffer the penalties for staying
Difficulty determined by the awake, but do not have to make the
Storyteller. ■ Flaw: (••••) Flesh of the Corpse. normal Humanity roll to wake
You retain physical traces of before nightfall (VtM Corebook p.
■ Flaw: (••••) Vengeful. Revenge
wounds you receive. While a 219).
can be a dangerous game, but
you or your Beast cannot resist a kindred eventually returns to • Sharp Senses: One of your senses
chance to enact your own justice the state they were in at their is especially honed. You receive
on those who have crossed you. embrace, your undead body one extra die to all appropriate
If confronted with someone who retains cuts, wounds, and other dice pools that rely on this sense.
has wronged you but has not marks from injuries sustained. • Slippery: You are especially
been punished for it, you must You can heal as normally, but slippery, either because of your
make a Fury Frenzy test unless the wounds remain visible on nimbleness or even a literal slick
actively working to enact your the surface. The more damage coating that is found more
vengeance. you take over time, the less commonly among the Nosferatu.
human you will appear. You have a two dice bonus to
dodge attacks or escape from
■ Flaw: (••) Weak-Willed. Your
grapples.
mind is more malleable than
most. Perhaps you have always
been easily swayed or maybe you
have been mentally conditioned
to receive instruction. You
cannot use Willpower re-rolls
when resisting mental powers or
mundane manipulation.

13
Advantages

■ Flaw: (•••) Stench of Death. The


scent of decay lingers on you. It
can be partially masked with
other strong fragrances, but an
odor reminiscent of death is
always present. This smells
different for each person, but
evokes the same sense of dread.
Any Charisma rolls made against
mortals in your proximity are
made at a two dice penalty.
•••• Tough: You are especially hardy.
You may be an imposing physical
specimen or you became tougher
after the embrace. You have one
additional health level.
•••••• Unstakeable: One of
kindred's greatest and most known
weakness does not effect you for
some reason. You may not even be
aware of this unless you have been
staked before. You do not succumb
to Torpor when staked in the heart.
While you take damage as usual
from being staked, your body does
not automatically enter torpor like
most kindred.
■ Flaw: (••) Weak Stomach.
Vampires struggle to even fake
eating and drinking as time
goes. Most require Blush of Life
to put on a believable
performance even though
everything tastes like ash. For
you, this is unbearable and too
repulsive to even pretend. You
cannot even fake eating or
drinking anything except blood.
Anything you consume other
than blood is immediately
thrown up.
•••• Skill Aptitude: You are
peerless in one specific skill,
possessing incredible natural talent
or the finest training in the world.
You can go up to rank 6 in a single
skill. You can only take this Merit
once.

14
Advantages

Social
■ Flaw: (•) Brash. Double-speak, • Inspiring Presence: ■ Flaw: (•••) Mistaken Identity. You
Something about your aura is either look very similar to someone
flattery, and veiled threats annoy
motivating to those around else or have been framed. You are
you. If there is something to be
you. No words or actions are commonly mistaken for another
said, you say it. You would prefer
necessary, just your presence person who is notorious or disliked.
if others did the same, but that
is enough to inspire others to Maybe you are widely believed to
seems to be too much to ask;
do their best. Once a night, a be responsible for this other
especially among vampires. You single ally may make a free person's actions. Either way, you
automatically fail any Etiquette Willpower re-roll if you are are often blamed for something you
checks that require you to within sight. did not do or believed to be
practice restraint or subtlety.
■ Flaw: (••••) Intolerance. You someone you are not. You can of
hold a serious grudge against a course explain or prove you are not
••• Clan Infiltrator: In many cities,
especially those under Camarilla certain clan or sect. You must this person, but most operate under
control, a kindred's clan is an spend a point of Willpower to the assumption that you are the
important identifier. However, there cooperate with or aid any mistaken identity until proven
are many ways to hide one's clan or members of your hated group. otherwise.
even masquerade as a member of a This must be applicable to the ■ Flaw: (•) Notorious Sire. Your sire is
different clan. Kindred with this story and not a group that a notorious figure in kindred
merit have successfully infiltrated there is little chance for society. You carry the burden of
another clan or have convinced most cooperation with in the first
vampires that they are a different their reputation and must prove
place. yourself or fight to get out from the
clan. You receive a three dice bonus
on any Dice Pools to deceive others ■ Flaw: (•••••) Marked for shadow of your sire in most
about your true clan. Death. You have been marked situations. While possible to hide
■ Flaw: (••) Conflicting Loyalties. for death by the Camarilla. your lineage, it is not overly difficult
You belong to separate factions Whether you broke a for crafty kindred to make the
with incompatible views or goals. tradition, made an enemy out connection and spread the word of
Simply leaving one or the other is of a prince, or were framed, your dubious connection.
extremely difficult, but it is only a you are now at risk of death
■ Flaw: (•) Oath Breaker. You have a
matter of time until you will have by the blood hunt whenever
reputation as a liar not to be
to choose a side or the groups will in the Camarilla's domain.
trusted. Whether earned or not,
make the decision for you. others are unlikely to take you at
your word or enter an agreement
■ Flaw: (••) Dull. Most find you with you in good faith.
unremarkable and rather boring.
Any rolls made to inspire or ■ Flaw: (••) Outsider. You are an
emotionally sway someone are outsider. There are few in this place
made at a two dice penalty. that have anything in common with
you. You are adjusting to the
■ Flaw: (•••••) Hunted. You are
customs, etiquette, and rules of your
known by the Second Inquisition
new surroundings. You have a two
or an organization that exists to
dice penalty to relevant rolls that
hunt your kind. They have your
rely on local knowledge or customs.
description and enough leads to
begin tracking you down. It is
only a matter of time until they
strike unless you take measures to
avoid detection. Even then, you
can only delay the inevitable for so
long.
15
Advantages

■ Flaw: (•••) Overconfident. You do


not require help. In fact, you
outright refuse it since you know
you are at your best when handling a
task yourself. You cannot receive a
bonus to any rolls because of
another character helping you nor
can you provide assistance to
another character on their roll.

• Prestigious Sire: You are the


known childer of a prestigious
kindred. Most kindred show you
respect based on your lineage or at
least hesitate to cross you due to your
sire. You do not necessarily have to
be close with your sire to benefit
from their reputation.
••• Social Engineer: Bending another
to your whim in the moment is
useful, but you are especially skilled
at carefully adjusting personalities
and emotions to suit your needs.
Manipulating mortal emotions is the
equivalent of cooking for kindred.
The right social ingredients tempered
in proper environments can flavor
blood to your preference or create
Resonance for others. You gain a two
dice bonus on any rolls designed to
change a target's personality for
purpose of shifting or cementing
their Resonance.
• Stalwart Loyalty: You are devoted
to a group and firm in your
allegiance. Others know of your
commitment and fellow loyalists
commend you for it. It would be
difficult to convince others you were
acting against your faction's interest
or not aligned with them. Once per
session, you may make a free
Willpower re-roll when acting in
direct service to your group or
resisting temptation to betray them.
This group should be defined with
the Storyteller and be more specific
than simply sect or clan.

16
Advantages
■ Flaw: (••••) Twisted Upbringing.
Your sire taught you everything
wrong about being a kindred.
Whether this was done as a cruel
joke, or your sire is truly ignorant
of the ways of the kindred, you
believe their incorrect teachings
and have difficulty accepting the
truth of your condition and how
kindred society works.
• Underestimated: There is
something about you that makes
others underestimate you. Whether
this is based on a curated reputation,
physical characteristics, or other
judgements, you are not taken as
seriously as you should be. This
increases the difficulty of attempts to
Intimidate others, but also makes you
more difficult to read on Insight
checks against your true intentions or
capabilities. You are often overlooked
until it is too late. Clever kindred will
use other's errors to their advantage.
Supernatural
• After Meal Glow: Feeding fills you
with fresh blood that naturally
vitalizes your human physiology.
Immediately after feeding, you gain
the benefits of Blush of Life without
the need of a Rouse Check. This
only works when feeding from a
living victim.
••••• Alchemy Expert: Whether
through tutelage with the duskborn or
perhaps stealing and studying their
secrets, you have an understanding of
their unique blood alchemy. You have
access to the Thin-Blood Alchemy
discipline (VtM Corebook p. 282). This
is treated as an out of Clan discipline
for determining experience point cost.
■ Flaw: (••) Angry Beast. Your Beast
is always waiting just under the
surface to rear its head. You make
rolls to resist Frenzy with a two dice
penalty.
••• Animal Affinity: Animals normally
either avoid vampires or become
aggressive towards them. Instead, they
believe you are non-threatening and
have a natural affinity towards you.
You receive a two dice bonus on all
Animal Ken rolls.

17
Advantages

••• Apex Predator: Some struggle with adjusting to an ••• Berserker: You gain three additional dice on all Physical dice pools
existence of hunting for blood. You, however, are an when in a Frenzy. Rolls to resist a Fury or Hunger Frenzy are made at a
especially efficient hunter. Maybe you honed these skills two dice penalty though.
during your mortal life, or your Beast is the ultimate ••• Blood Healer: Ghouls benefit from from an expedited healing
predator. When you are hunting your prey, no matter what process, but are not able to quickly Mend wounds like a true kindred
your Predator Type is, you are at your best. You gain a two can. A vampire with this ability is able to heal a mortal with their blood.
dice bonus on all Predator rolls to feed. This requires feeding the mortal a Rouse check's worth of Blood which
■ Flaw: (••••) Appetizing Blood. Your blood smells allows the mortal to heal Superficial damage equal to the same amount
appetizing to kindred. Vampires in your presence have a the vampire can heal according to their Blood Potency.
two dice penalty to Hunger Frenzy checks and any ■ Flaw: (••) Cannot Embrace. For whatever reason, you are unable to
nearby kindred in a Hunger Frenzy target you first. This embrace. Your Blood does not contain whatever property or curse
also makes it more difficult for a kindred to stop feeding that allows vampirism to be transmitted to another.
from you once they begin.
■ Flaw: (••) Cursed. Cursed by a vengeful mystic, forbidden item, or
■ Flaw: (••) Beacon of Unholy. Your aura is permanently
perhaps even from birth, you have an unshakable curse upon you.
stained with an unholy aura, acting as a beacon to those
Choose one Attribute to be cursed. Every time you roll a Bestial
with True Faith and giving a sense of general uneasiness
failure or Messy Critical using this Attribute, the curse takes effect in
or even danger to those with religious leanings.
that moment. The Storyteller determines how this curse manifests.

18
Advantages

■ Flaw: (••) Eerie Presence. You are


••• Danger Sense: Kindred with this ••••• Demonic Pact: You have
ability have a supernatural sense for entered a pact with a demonic plagued by a supernatural effect
when they are in danger. When entity. Your aura is permanently such as an unnatural breeze,
entering dangerous situations or stained with fiendish influence. glowing eyes, forked tongue, insects
about to be confronted with danger, In exchange for your service and follow you, or something unnerving
the Storyteller makes a secret Wits + loyalty, you are given a dark gift and abnormal. The specific effect
Awareness roll using the vampire's by your patron. Work with your should be worked out with your
Dice Pool against a Difficulty Storyteller to determine exactly Storyteller, but it should draw
determined by the Storyteller. On a what this is. These should attention and complicate keeping
win, the vampire will get a sense of roughly be equivalent to a rank
the Masquerade.
foreboding or sudden instinctual three Discipline power but
warning about immediate danger. something outside of what ••• Efficient Eater: You are able to
kindred can normally do. Most digest Blood more efficiently than
■ Flaw: (••) Death's Kiss. When you kindred, and all uncorrupted most. Treat all feeding restrictions as
feed from a mortal, regardless of werewolves, will seek your one less than your current Blood
how careful you are, they take an destruction if they discover you Potency, no lower than Blood Potency
Aggravated wound for each are in league with such an entity. 1 (VtM Companion p. 63).
Hunger slaked. This is incredibly •••• Diablerist: Considered a
••• Fast Eater: Feeding without
painful and makes it highly carnal sin by mosts sects and
grievously wounding the victim takes
unlikely any victim would allow it quick way to lose grasp on one's
time when done properly. While some
to continue past the first bite. humanity, nevertheless some
vampires can rapidly feed while
kindred seek to commit diablerie
causing severe injury or death to their
■ Flaw: (•) Deep Sleeper. During day and in fact are especially good at
victims, you have perfected the art of
sleep, any rolls to wake up when in it. You gain a three dice bonus to
drinking quickly without causing
danger are made a a two dice all rolls required to commit
additional harm.
Diablerie. The black veins that
penalty. •••• Fast Healer: You automatically
become visible in a diablerist's
aura never fade with time. mend one Superficial damage when
you Rouse the Blood upon waking
••• Delay Destruction: You can •••••• Discipline Competence:
each evening. In addition, you can heal
ignore a Bestial failure or Messy You may treat one out of Clan
two Aggravated wounds when rising
Critical (still failing or succeeding as Discipline as a Clan Discipline
instead of one when making the
normal). The next roll you make is for the purpose of spending
required three Rouse Checks.
treated as a Bestial failure or Messy experience points.
Critical if applicable (whichever was ••• Friend to Fae: Normally a kindred's
ignored) regardless of the roll. presence is disturbing at best to the
■ Flaw: (•••) Discipline Inept.
fae. You instead possess a calming aura
You are not able to take ranks towards the fae, perhaps intriguing
in one of your Clan them or at the very least not repelling
Disciplines. Choose one of them like most of your kind. You are
these Disciplines at character also able to enter Arcadia if given the
creation. You cannot spend opportunity unlike most Kindred.
experience points or use any ■ Flaw: (••) Frigid Aura. All kindred
other means to train in that have cold flesh, but this chill seems
Discipline. This is usually seen to radiant from you. In your
as a sign of weakness by presence plants die, water slowly
certain members of your clan. freezes, and the living can see their
breath around you.

19
Advantages

■ Flaw: (•••) Grim Wounds. You ■ Flaw: (••••) Magic ■ Flaw: (•••) Repulsive to
carry your wounds unlike other Susceptibility. You possess an Animals. Animals react
kindred, your form inherent weakness to any especially violent towards
remembering the damage arcane effects that target you, you. They show clear distress
caused to it for some purpose. beneficial or harmful. Casters and are vocal about their
Mending requires two Rouse have a three dice bonus to any repulsion to your presence.
checks instead of one. rolls to use magical abilities Some bold or cornered
on you. creatures may even attack if
■ Flaw: (•••••) Haunted. A spirit given the opportunity.
• Memoriam Dweller: When
haunts you and wishes you harm ••• Rising Sun: While most
you undergo Memoriam, you gain a
or to suffer. Who the ghost is vampires make sure they are secure
three dice bonus on all rolls
and why they haunt you is up to in their havens before the sun rises,
exploring the memories.
you or your Storyteller, but they some are able to push the limits of
• to ••••• Obscure: You are the curse and perform at their best
are determined to make your
mystically shrouded from notice. in the final moments of the night.
life more difficult. This is not
People have a hard time You receive a four dice bonus to
constant, but occurs enough to remembering you or even being any rolls made during a scene that
be a problem. You may use the aware of you in the first place. This takes place within half an hour of
Spectre (Corebook p. 377) is excellent for upholding the the sun rising while you are not in
statistics or adjust to fit the Masquerade, but makes it difficult or near your haven.
non-player character. The spirit to retain influence over a group ••••• Spirit Mentor: A spirit
is so strongly connected to you when they often forget your name companion guides you on occasion
that it is immune to Oblivion or deeds. This does not add dice to and seeks to help you on your
powers or ceremonies that Stealth pools or effect people once journey. This may be the ghost of
would cause it to stop haunting they know you well or are someone you knew, a friendly
consistently reminded of your inhabitant of your haven, or
you.
presence. The higher the rating, the another incorporeal being that
more potent and immediate this took a liking to you for some
••• Holy Aura: For some reason, effect occurs. reason. You may use the Spectre
your aura reads as a mortal to ••••• Powerful Vitae: Your Blood is (Corebook p. 377) statistics or work
those with True Faith. Other more Potent in a specific way. with the Storyteller to determine
kindred able to read auras can still Choose one of the following the capabilities and background of
identify you for what you are, but categories of Blood Potency (Blood this non-player character.
those with divine abilities will not Surge, Damage Mended, Discipline
be able to correctly determine ■ Flaw: (•••) Taint of Corruption.
Power Bonus, Discipline Rouse
your nature with True Faith alone. Plants wither and die instantly
Check Re-Roll) and treat the
around you. Small animals and
••• Improved Ghouls: Your blood benefit as one Blood Potency level
higher. You can only take this insects even succumb to death if
is especially potent to mortals who
consume it. Your ghouls can learn merit once and choose one they come in contact with you.
two level 1 Disciplines you possess, category of Blood Potency to An unmistakable aura of death
instead of the usual single power. benefit. Reference the updated leaches life from everything
Blood Potency chart in the VtM immediately around you.
•••• Magic Resistance: You possess
Companion p. 63. Humans and larger creatures
an inherent resistance to any
arcane effects that target you, feel uneasy and ill around you,
beneficial or harmful. Casters have but do not take damage from
a three dice penalty to any rolls to this effect.
use magical abilities on you.

20
Advantages

■ Flaw: (•••••) Tainted Blood. •••••• True Faith: This extremely


Your blood is diseased, slowly rare condition is only possible for a
killing any mortal who drinks vampire with Humanity 10. You are
it. This makes keeping ghouls able to possess True Faith (VtM
or blood bonding mortals Corebook p. 222). This allows access
impossible. This does not to all five ranks of True Faith, but
effect other kindred or this ability disappears if your
Humanity falls below 10. If this
supernatural creatures.
happens, the ability returns if your
Humanity reaches 10 again.
••••• Thaumaturgic Training: You
• to ••••• True Sight: While Auspex
have been trained in Blood Sorcery
allows a vampire to see through
despite not belonging to a clan with
illusions, some naturally have the
inherent skills in the art. You know
ability to see more clearly.
up to 3 ranks worth of Blood
Characters may add their rating in
Sorcery Rituals (three rank one
this merit to rolls to see through
rituals, one rank one and one rank
illusions. This can be combined
two, or one rank three ritual).You
with Sense the Unseen (Corebook
can only take this if you have no
p. 249).
ranks in Blood Sorcery and cannot
take ranks in it later. You are
considered to have Blood Sorcery 1 ■ Flaw: (•••••) Weak Blood. Your
for the purpose of Ritual rolls only. Blood is less Potent in a specific
■ Flaw: (••••) Thirst for way. Choose one of the
Innocence. Your Beast seeks to following categories of Blood
feed on the Blood of the Potency (Blood Surge, Damage
innocent. What qualifies as Mended, Discipline Power
innocent is up to the Bonus, Discipline Rouse Check
Storyteller, but you must make Re-Roll) and treat the benefit as
Hunger Frenzy tests to resist one Blood Potency level lower,
feeding on an especially though no lower than Blood
innocent individual when in Potency 1 (VtM Companion p.
their presence. 63).

•••• True Bond: You choose one of


your mortal Touchstones and are
considered bonded to them. You
can sense when they are in danger
no matter the distance from you
and receive a two dice bonus on any
actions taken to directly protect
them. You do not know the nature
of the danger or their location, you
just know when they are in danger.
You take an additional three Stains
to any scenario that would cause
Stains relating to this Touchstone.
If this Touchstone dies, you
automatically lose one point of
Humanity.

21
Advantages

• Weak effect or useful only in


Backgrounds very specific situations
•• Moderate effect, akin to a plus
one damage for a weapon of
its type or similar
••• Impressive effect, useful in
Business Owner many situations or able to
You either own or control a mimic a level two Discipline
business. This could be anything equivalent
from a small shop to pulling the •••• Remarkable effect, akin to
strings of a major corporation. plus two damage for a weapon
This business can be a venue, club, of its type or especially deadly
school, or anything that has staff to a certain type of enemy
and is intended to make money. ••••• Artifact, a truly powerful item
The business may be successful, that is especially lethal or able
but that does not always mean to mimic abilities similar to
money in your pocket. The level three Discipline powers.
Resources background (VtM Others will want to take this
Corebook p. 193) still determines from you if discovered.
your capital assets.

• Small shop that loses more ■ Flaw: (••) Cursed Item. The
money than it makes item has a negative effect in
•• Small but successful business addition to any beneficial
••• Regional stores or very ones, or is tied to a powerful
popular local spot entity that wants it back. This
•••• Major chain, corporation, or can combine with a Mystical
famous individual business Item, or this could be an item
••••• Global corporation you believe has a benefit that
is instead only cursed, or
Mystical Item
Some items carry ancient curses, simply an item you stumbled
potent sorcerous influence, or across and cannot get rid of.
other supernatural effects.
Whether passed down carefully to
chosen successors, stumbled upon
in a forbidden cave, or stolen
from an occult collector, you now
possess such an item. The exact
nature and benefits of this item
may not be entirely clear, but for
better or worse it is yours to
wield. Decide on the specific item
and how you attained it with the
Storyteller.

22
COREBOOK Advantages

Power Behind the Throne


You are the power behind the throne, or the one
• Neonate
whispering advice to someone with great potential. This
• Ancilla
Trait gives you sway over a particular character who is
••• Elder
either in a position of power or well on their way. This
•••• Primogen or Anarch Revolu-
person trusts you unquestionably, though believes their
tionary Council member
decisions are their own. What you stand to gain is up to
••••• Prince or Baron
you, but this person is sure to bring you with them on
their rise to power or give genuine weight to your
opinions if already seated in an advantageous position.
They are unlikely to act directly on your behalf and will
not fight your battles, but their influence may be yours
to wield if used correctly. While they believe you act in
their best interest, your true intentions may be
discovered if you are brazenly obvious or exposed by an
enemy. Write this individual on your Relationship Map
when you buy this background.

23
disciplines

Additional Discipline options add more variety to the powers


available to kindred. These are not intended to provide more
powerful techniques, but different paths a vampire may take to
distinguish themselves from another kindred with the same
Disciple focus.

24
DISCIPLINES

Animalism To smell the presence of


HUNT THE BEAST
supernatural Beasts in an area
Level 2 ■ Prerequisite: Sense the Beast without specifying a specific
The vampire can smell the essence target, the user rolls Resolve +
FERAL FRENZY
of a supernatural Beast and track a Animalism against a difficulty
■ Prerequisite: Feral Whispers target by scent. While following a determined by factors that would
trail this way, the hunter senses effect smell and time passed since
The user lets out a feral call,
shifts to their prey’s emotional a Beast was in the area. For
driving creatures able to hear it
state along their path as well. This example, smelling a Beast that
into a Frenzy.
was upwind within an hour in an
allows the user to know locations
■ Cost: One Rouse Check area without strong smells could
where emotional changes took
■ Dice Pools: Manipulation + be Difficulty 2. Picking up the
place. This ability can be used to
Animalism trail of a Beast that was near a
track a specific Beast or smell the
■ System: The user makes a landfill 4 hours ago could be
presence of any Beasts in the area.
Manipulation + Animalism roll Difficulty 6.
and lets out a feral sound, ■ Cost: One Rouse Check ■ Duration: One hour per
whether it be a howl, roar, or ■ Dice Pools: Resolve + margin of success vs a
other animalistic call. The Animalism vs Composure + Difficulty determined by the
difficulty is determined by the Subterfuge or Resolve + Storyteller
natural aggression in the Animalism vs Difficulty
creature and availability of determined by the Storyteller
WARN THE PACK
targets. On a win, the call ■ System: The vampire rolls a
incites Frenzy within all contest of Resolve + ■ Amalgam: Obfuscate 1
animals that hear it. The Animalism vs Composure +
creatures are not under the Subterfuge to track a specific The user issues a warning about
kindred’s control unless Feral target. A win allows the user to another vampire, marking the
Whispers or another discipline smell and track the trail of a target as dangerous to those
is used. The Frenzied animals supernatural Beast. The user around them and causing them to
will attack the nearest living can also smell the hostility of come across as threatening despite
creature of a different species the target along their path. If their intentions.
(including the user), resorting tracking a target previously ■ Cost: One Rouse Check
to damaging property and identified using Sense the ■ Dice Pools: Manipulation +
possibly even their same species Beast, the user has a 3 dice Animalism vs Composure +
if no target is available. They bonus to the contest. On a Resolve
remain violent for the scene or critical win, the user can ■ System: The user calls out
until destroyed, seeking out identify the exact type of another vampire they can see
prey with little regard to their creature, as well as their as a threat and rolls a contest
own safety for the duration. Hunger or Rage level along the of Manipulation + Animalism
Even with Feral Whispers, it is trail. If tracking in an area vs the target’s Composure +
impossible to direct the beasts with multiple Beasts, the user Resolve. On a win, the target
to do anything non-violent and can make a Resolve + Survival receives a dice penalty equal to
attempts to direct their fury is role to differentiate the trails the user’s Animalism level on
made at a three dice penalty. without making another Rouse any Charisma based checks
■ Duration: One Scene Check. (and receive a bonus for the
same amount to Intimidation
checks).

25
DISCIPLINES

The target gives off a dangerous Level 4 The user may direct each ally in a
predatory aura and their words manner appropriate with Riding
PACK FRENZY
are perceived as threatening for the Wave of the Frenzy. Each
The vampire can turn a
the duration. The user must kindred Riding the Wave under
remain within sight of the target witnessed fury or terror Frenzy
the direction of the user
to maintain the effect. into a guided Frenzy by allowing
(including the user) adds 2 dice to
a group of kindred to share the all combat dice pools, plus an
■ Duration: One scene or until burden.
broken extra die for each additional
■ Cost: One Rouse Check kindred participating in the
Level 3 ■ Dice Pools: Wits + frenzy after the first.
Animalism ■ Duration: Frenzy duration
HOWL OF RAGE ■ System: When the vampire (VtM Corebook p. 220)
must make a fury or terror
■ Amalgam: Presence 2 Frenzy check, or witnesses Level 5
another vampire succumb to
As with Spark of Rage (VtM a fury or terror Frenzy, they ■ Amalgam: Dominate 4
Corebook p. 265) but requiring may make a Wits +
Animalism instead of Potence. Animalism to spread the
Frenzy among any willing SUBSUME THE SERVANT
kindred they can see. To The vampire can enter a trance
MARK PREY
share their own Frenzy, the and transfer their mind into the
user rolls against Difficulty 3 body of a ghoul with the user’s
The vampire can mark another plus 1 for each kindred blood in them. While mentally
kindred as prey, enticing those accepting the Frenzy after
residing in the target, they
with a Beast to attack the target the first. The amount of
completely control their form and
and receive advantages to do so. successes determines how
many can share the Frenzy can even operate during the day if
■ Cost: One Rouse Check they can stay awake. While
and the user need not choose
■ Dice Pools: Charisma + how many allies are effected controlling the ghoul, the
Animalism vs Composure + before rolling. The user vampire’s body is inert and
Resolve automatically enters a unaware. Multiple ghouls can be
■ System: The user verbally Frenzy when using this controlled simultaneously this way.
declares their target, who they ability and chooses not to
■ Cost: Two Rouse Checks
must be able to see, and rolls a resist. If they fail to share the
■ Dice Pools: Manipulation +
contest of Charisma + Frenzy with others, they may
not choose to Ride the Wave Animalism
Animalism vs the Composure +
(VtM Corebook p. 219) and ■ System: The user makes a
Resolve of a target. On a win,
are instead at the mercy of Manipulation + Animalism test
all vampires receive a bonus to
their Beast and the at Difficulty 4. On a win, the
physical attack rolls against
Storyteller. vampire’s mind inhabits a
the marked target equal to half An enemy kindred entering ghoul’s body (that currently has
the Animalism rating of the a Frenzy may resist having the user’s Blood in them) for
user rounded up. All criticals the burden shared with a one scene. The user can control
on attacks against the target Willpower contest versus the
an additional target who meets
are also treated as Messy user’s Wits + Animalism. On
they criteria for every success
criticals. The target must a win, the user spreads the
Frenzy with a number of above the Difficulty.
remain within line of sight of
the user or the effect is broken. willing targets equal to the
margin of victory. The
■ Duration: One Scene or until
enemy entering a Frenzy still
broken
does so.

26
DISCIPLINES

A critical win allows the


vampire to possess the ghouls
indefinitely though they must
still make rolls to stay awake
during the day as normal (VtM
Corebook p. 219). Failure to
stay awake ends the power. The
user is not aware of their
original body, but they are
pulled back into it if any harms
comes to their form. Death of
any of the ghoul also ends the
power and the vampire takes
two points of Aggravated
Willpower from the trauma for
each ghoul killed.
If multiple ghouls are
controlled, they all must make
take similar actions or speak
the same words. For example, a
group of controlled ghouls
could all attack a target, but
one could not operate a vehicle
while another used a firearm
or have separate conversations.
A vampire can use Auspex,
Presence, and Dominate
through the ghoul as well as
whatever Discipline the ghoul
possesses. They cannot use any
other skills possessed by the
ghoul and must use their own
rating.
After the ghoul is free, they
take a point of Aggravated
Willpower damage per scene
they were inhabited and are
considered Impaired for the
next 24 hours. A ghoul
becomes comatose if they take
full Aggravated Willpower
damage from this.
■ Duration: A scene or until
ended early through
destruction of ghoul or harm
to vampire body, indefinitely
on a critical success

27
DISCIPLINES

While the user can understand


Auspex
READ OPPONENT
these messages, they are not able The vampire is able to read the
to speak the language or write in intentions and subtle physical clues
the code. The vampire of their opponent, allowing them to
Level 1 understands the intent of the more easily defend themselves in
message, not a perfect combat.
LIE DETECTOR
translation. ■ Cost: One Rouse Check, plus
While many vampires are masters
of deception, this power gives the ■ Duration: One scene One Rouse Check for every
user the uncanny ability to know additional target
when they are being lied to. IMPLANT DREAM ■ Dice Pools: Wits + Auspex or
Resolve + Auspex
■ Cost: Free ■ Amalgam: Dominate 1
■ System: The user makes a Wits
■ Dice Pools: Intelligence +
+ Auspex contest against their
Auspex vs Composure + The user can implant a dream in
opponent’s Strength +
Subterfuge a target, having a crafted scenario
Subterfuge. On a win, the user
System: When activated, play out the next time the target
■ may add their Auspex rating
add the Auspex rating of sleeps.
to any defense rolls against
the user to any Insight ■ Cost: One Rouse Check physical attacks from the
checks to determine if Dice Pools: Resolve +
■ target. The vampire must make
they are being lied to. If Dominate vs Composure + an additional Rouse Check for
successful, the user is able Intelligence
to see shifts in the target's each additional opponent
■ System: The vampire either
aura whenever they speak targeted by this power. Dice
mentions a certain subject or
a lie. penalties for facing multiple
concept or shows an image to
■ Duration: Passive combatants still apply.
their target and makes a
Duration: One scene
Resolve + Dominate roll vs
the target’s Composure +
Level 2 Intelligence. On a win, the SENSE STRENGTHS AND
user implants a dream WEAKNESSES
DECIPHER
connected with the intended Sometimes referred to as an
By reading the aura and intent of appraisal, vibe check, or ocular
message or image that will be
messages, a vampire can pat-down, this discipline allows a
experienced the next time the
understand any language or code. vampire to read the aura of
target sleeps. This can be used
to relay secret messages, another and determine the
■ Cost: One Rouse Check strengths and weaknesses of their
frighten someone with
■ Dice Pools: Intelligence + physical form, psyche, and
Auspex horrific scenarios, or give
personality.
■ System: The user makes an them ideas that carry over
Intelligence + Auspex test when awake among other ■ Cost: One Rouse Check
against a Difficulty determined possibilities. ■ Dice Pools: Intelligence +
by the Storyteller based on the ■ Duration: Until the next time Auspex vs Composure +
familiarity and complexity of the target sleeps Subterfuge
the language or code.

28
DISCIPLINES

■ System: Make an Intelligence +


Auspex vs Composure +
Subterfuge roll. On a win, the
vampire can choose to learn
either the strongest attribute or
weakest attribute of the target.
In the case of multiple
attributes being tied for
strongest and weakness, the
Storyteller decides which is
revealed among the chosen
cateorgy. A critical win allows
the user to learn both the
strongest and weakest attribute
possessed by the target
including any ties.
■ Duration: One turn

Level 3

PSYCHIC BACKLASH
Some kindred are not only
incredibly difficult to read, but
they can cause a punishing mental
backlash to those who attempt to
control them.
■ Cost: One Rouse Check
■ Dice Pools: Dependent on
Supernatural ability defended
against
■ System: Whenever the vampire
successfully defends against any
supernatural attempts to
manipulate their mind such as
through Dominate or Presence,
they may make a Rouse Check
to activate this ability. On a
win, the user deals Superficial
Willpower damage to the one
who attempted to manipulate
their mind equal to the margin
of victory.
■ Duration: One turn

29
P L A Y E R ' S GU I D E DISCIPLINES

SPEED IS POWER
Cost: One Rouse Check
Celerity

■ Dice Pools: Wits + By building up speed, a vampire can
increase the strength behind a single
Investigation
action using their momentum.
Level 2 ■ System: The vampire can carry
out a thorough investigation of ■ Cost: One Rouse Check
a room in moments, perceiving ■ System: Provided the user has
CONTROL MOMENTUM
auras and physically the space to build up
■ Amalgam: Potence 1
investigating clues with appropriate speed for the action,
supernatural speed so they can the vampire may add half of
After successfully defending
quickly act on their findings or their Celerity rating rounded up
themselves in combat, a vampire
gather information before to a single action requiring
may use the assailant’s momentum
others are able to. The user Strength that does not require
to direct the attack at a different
may add their Auspex rating to the user to be stationary. For
opponent, even the aggressor.
their Investigation roll as well example, this could not be used
■ Cost: One Rouse Check to stand and lift a car but could
as accomplish the task quickly.
■ Dice Pools: Dexterity or apply to a Strength check to
Strength + Celerity ■ Duration: One scene
break a car door. This can also
■ System: During combat,
be used to bolster an attack.
after a successful Level 3
■ Duration: One action
Dexterity + Athletics
contest to defend COMBAT TEMPEST Level 4
against a close range Utilizing their supernatural speed
attack, the vampire may to constantly move in combat, the FURIOUS FRENZY
redirect the attack to a user is able to more effectively face When a vampire succumbs to any
nearby opponent. The multiple opponents. This allows a type of Frenzy, they move with
user makes a Dexterity vampire to avoid penalties to supernatural speed and have multiple
or Strength + Celerity vs
combat normally accrued when actions for the duration at great cost
Dexterity + Athletics
facing multiple foes. to their physical form.
against the new
opponent, dealing ■ Cost: One Rouse Check ■ Cost: Free
damage as normal on a ■ System: The vampire does not ■ System: Upon entering a Frenzy,
win using any damage receive a penalty for defending the vampire may choose to enter
modifiers from the against multiple opponents a Furious Frenzy and is able to
original attacker and (VtM Corebook p. 125), make two actions per turn for
weapon. On a critical gaining their full dice pool for the duration of the Frenzy. Any
success, the user can also each contest. This includes Criticals rolled during this state
turn an attack against pools that add the Celerity are considered Messy Criticals.
the opponent who made rating if other Disciplines are After the Frenzy has ended, the
the attack without in effect such as Fleetness user is physically Impaired and
requiring an additional (VtM Corebook p. 253). In fills their health tracker with
roll. addition, when splitting thier Superficial Damage. If the
■ Duration: One turn dice pool to attack multiple vampire was already Impaired
sCAN THE ROOM
opponents, the user may add a before the Frenzy ended, they
dice bonus to the total pool instead take a point of
■ Amalgam: Auspex 1
being split equal to half their Aggravated Damage equal to the
Celerity rating rounded up. number of turns spent in Frenzy
With dizzying speed, a kindred
Duration: One action after Impaired.
can comb through details in a ■
space and gather clues that could
take others hours of investigation.

30
DISCIPLINES

Advanced Combat: If using actions to attack a single opponent ■ Cost: One Rouse Check
multiple times, the opponent would have to split their dice pool ■ Dice Pools: Stamina + Celerity
to contest each action as if facing multiple opponents. For ■ System: The vampire makes a Stamina + Celerity check
example, they could attempt to fight back and split their combat vs Difficulty 3. On a success, the user can run up to 30
pool between the two attacks they are facing from the user. If kph
only defending, they would receive a one dice penalty per attack (roughly 20 mph) per dot in Celerity. They can maintain
after the first. The user rolls their full combat pool as normal for this for half an hour, plus an additional half an hour for
each attack, or can defend with their full defense pool against every success above the margin. Additional Dexterity +
two attacks before taking penalties. Athletics checks may be required due to terrain or
obstacles. A collision at these speeds may cause serious
■ Duration: One Scene or duration of Frenzy
harm to both the user and whatever is impacted.
LONG DISTANCE JOURNEY
■ Duration: Half an hour, plus additional half an hour for
■ Amalgam: Fortitude 1 every success above margin
■ Prerequisite: Blink
Vampires are able to maintain high speeds for longer periods of
time, making longer distance travel on foot viable.

31
DISCIPLINES

For example, a brick can be ■ System: Whenever the vampire


Dominate imprinted with a Compel
command to be thrown at the
uses a Dominate power on a
victim, but before they roll for
window across the street. A cell success, they may make an
Level 2 phone can carry a Mesmerize additional Rouse check to add a
affect to be delivered to an address lingering weakening effect to
DECLARE WEAKNESS
across town. The instruction must their target. If the Dominate
The vampire can convince a
follow the same rules for the power is successful, the user
target they are weak in a specific
Dominate discipline used for the gains a breach in their victim’s
matter, causing them to mentally
imprint. mind. Each time the user
hinder their own natural abilities.
successful Dominates the target
■ Cost: One Rouse Check
■ Cost: One Rouse Check ■ Dice Pools: Same as Compel or and Rouses the Blood to use
■ Dice Pools: Manipulation + this ability, they gain an
Mesmerize, depending on
Dominate vs Composure + additional breach. For each
which is used.
Intelligence rank of breach a victim has, the
■ System: The kindred touches
■ System: No roll is required user gains an additional dice to
an object and imprints a
against an unprepared mortal. Dominate them or socially
command upon the aura of the
Effecting a resisting target or control them through
item. The next person to touch
vampire requires a contest of Manipulation or Charisma. The
the item triggers the effect,
Manipulation + Dominate vs user can have a number of
resulting in a contest of
Composure + Intelligence. On breaches per victim equal to
Manipulation + Dominate vs
a win, the user chooses one of their ranks in Dominate. For
Intelligence + Resolve. If the
their target’s Attributes and example, a vampire with
commanding kindred wins, the
reduces it by half of their rank Dominate 4 who has
victim must immediately carry
in Dominate rounded up. The successfully used Cloud
out the command regarding
Attribute cannot be reduced Memory on the same target 4
the object. The effect
below one dot and this power times without fail would
immediately fades after this
can only effect one Attribute receive a 4 dice bonus on
and can only attempt to affect
at a time. Dominate abilities or social
one target.
■ Duration: One scene rolls on that target. If the
■ Duration: One night. On a
critical, the effect is victim successful resists a
Level 3 permanent. Dominate attempt or resists a
social roll, they remove all
OBJECT COMMAND Level 4 breaches and the process must
■ Amalgam: Auspex 2 start over. A user can only earn
■ Prerequisite: Compel or MENTAL CONDITIONING one breach per victim a night.
Mesmerize The powers of Dominate can the command is carried out or
have long term effects of its the scene ends, whichever
The user is able to leave an imprint victims. Some vampires take comes first.
of a mental command on an object. advantage of this and break down ■ Duration: Until the target
This compels the next person to mental barriers through repeated successfully resists a
touch the object to immediately use until it is trivial to impose Domination attempt by the
carry out a task specifically tied to their will on frequent targets. user
the item. Only Compel and
■ Cost: One Rouse Check
Mesmerize can be applied, with
further effects to those abilities
also applying (such a Submerged
Directive or Rationalize).

32
DISCIPLINES

Level 5
ENERGY VAMPIRE

■ Amalgam: Oblivion 3

This power allows a vampire to


leech the mental energy from their
victim through casual conversation.
■ Cost: One Rouse Check
■ Dice Pools: Manipulation +
Dominate vs Composure +
Resolve
■ System: After a conversation,
even a one-sided talk from the
user, the vampire may drain the
Willpower of their target with a
Manipulation + Dominate vs
Composure + Intelligence
contest. On a win, the user
deals Superficial Willpower
damage and is able to recover a
number of Superficial
Willpower damage equal to half
the amount drained rounded
down. This power can only be
used on a victim once per night
and they will be aware of the
mental exhaustion caused by
interacting with the user after.
This ability can be used on
multiple targets at a time,
requiring an additional Rouse
check per victim. A mortal who
becomes Impaired by this
ability becomes lethargic. A
vampire Impaired by this gains
two additional dice to resist a
Frenzy for the night. This
ability cannot inflict
Aggravated Willpower damage
and simply fails if the target's
Willpower tracker is depleted.
The user does not gain
additional Willpower for
damage that would have been
inflicted beyond Superficial.
■ Duration: One scene

33
DISCIPLINES

Fortitude
The memory must be specific and SLEEP LIKE STONE

something the vampire would be ■ Prerequisite: Resilience


able to reasonable memorize on
This ability fortifies a vampire in
their own based on their
Level 1 torpor, making their inert form
Intelligence. The kindred can
incredibly durable as a last layer of
replace one memory a night, but
ETERNAL VIGILANCE protection.
The vampire can muster may take willpower damage if
additional strength to resist the choosing not to protect a ■ System: When the vampire enters
effects of daytime slumber. particularly special memory. torpor, they double their Fortitude
■ Duration: Passive rating added to their Health track
■ Cost: Free
through Resilience and treat all forms
■ System: The vampire can add
of damage as Superficial, even from
their Fortitude rating to any RETURN TO SENDER fire and sunlight. They will still take
checks made to stay awake The vampire is able to violently Aggravated damage as usual after
during the day (Corebook p. eject any foreign objects impaled their Health tracker is filled with
219). in them, including stakes, arrows, Superficial. This also allows the
■ Duration: Passive or bullets. kindred to use other Fortitude
■ Cost: One Rouse check Discipline powers while in torpor.
■ Dice Pools: Stamina + ■ Duration: Until revived from Torpor
Level 2 Fortitude vs Dexterity +
Athletics
MENTAL VAULT
■ System: After taking damage
While the passage of time erodes
from a projectile that is still
many memories from aging
embedded in them, the user
kindred, those with this ability
can supernaturally force the
can store and protect important
objects from their body as a
information for perfect recall and
minor action and potentially
even protect this information harm any nearby targets by
from prying mental Disciplines. making a Stamina + Fortitude
■ Cost: Free contest against the target’s
■ System: The vampire may Dexterity + Athletics. The
store a number of memories projectiles travel one meter/
equal to their Fortitude rating. yard per rank in Fortitude. The
Memories stored this way can vampire has limited control
be perfectly recalled and over the projectiles, able to
receive a bonus equal to twice repel them the same direction
user’s Fortitude rating to be impacted on their body but
protected from mental unable to aim if multiple
disciplines or social coaxing. people are within range. The
A kindred can use this to hold projectiles do not receive a
a memory with a special damage bonus (due to being
touchstone from ages past, or damaged by the impact with
perfectly memorize the the user) and instead do
blueprint of a building. damage based on the margin of
success. A vampire is unable to
use this ability while in torpor.
■ Duration: One scene

34
DISCIPLINES

Obfuscate
SHAPE AURA
■ Cost: One Rouse Check
■ Duration: Auspex 1 ■ Dice Pools: Wits + Obfuscate vs
Wits + Awareness
The user can obscure auras, ■ System: The user rolls a contest
Level 3 masking their true essence and of Wits + Obfuscate vs their
giving false readings to others opponent's Wits + Awareness.
DUPLICATE
who may perceive the psyche. The On a win, the user adds half
■ Amalgam: Presence 1
kindred manipulates details such their Obfuscate rating rounded
■ Prerequisite: Cloak of
as their emotional state, up to Melee attack rolls. This
Shadows
supernatural origin, whether they ability can only be used on a
A vampire can create a duplicate have committed diablerie, and single creature at a time,
of themselves that mirrors their other aspects. requiring another Rouse check
movements. This effect causes ■ Cost: One Rouse Check and contest to switch targets.
observers to see a mirror image ■ Dice Pools: Manipulation + ■ Duration: One scene
of the user in an adjacent Obfuscate vs Composure +
location. The actual vampire is Awareness
Level 5
mentally hidden as with other ■ System: Make a Manipulation
FADING MEMORY
Obfuscate powers. + Obfuscate vs Composure +
The vampire masks the very
Awareness roll. On a win, the
■ Cost: One Rouse Check memory of them, obscuring any
Dice Pools: Composure + user may make a number of
■ details about the user someone
Obfuscate changes to the target’s aura
tries to recall after a scene. Some
■ System: No roll is required, reading equal to the margin
use this effectively enough to
although those able to Sense of the roll. This allows the
make others question their very
the Unseen (VtM Corebook various aspects able to be
existence.
p. 261) can discern the perceived with Scry the Soul
illusion with a proper test. (Corebook p. 250) and other ■ Cost: One Rouse Check
supernatural senses to instead ■ Dice Pools: Resolve +
Any sound the user makes
Obfuscate
seems to come from the show false readings chosen by
■ System: After a scene has
illusion, allowing the user.
concluded, the vampire makes
conversations and other non- The user may change
a Resolve + Obfuscate roll
physical interactions. If their own aura by making a
against a Difficulty
someone were to physically Manipulation + Obfuscate
determined by the Storyteller.
interact with the mirror roll against Difficulty 3. This
This could range from
image, the effect would be allows one change to be
Difficulty 3 to make patrons
broken. The first attack made made, with each success
forget ever seeing you
against the illusion beyond the difficulty
lingering at a bar to Difficulty
automatically fails, but also allowing another change.
6 for a group of rivals to forget
breaks the effect. The user ■ Duration: One night
how you embarrassed yourself
may make a surprise attack
at Elysium.
using this power, but follows Level 4 The memory is not
the same rules of surprise
hIDDEN BLADE
erased or replaced, but any
attack under Obfuscate (VtM
A vampire can focus their powers details involving the user are
Corebook p. 261).
of Obfuscation on a single heavily obscured and vague at
■ Duration: One scene or until
weapon, blurring or misaligning it best. This does not effect
detection
so it is difficult for an opponent anything not directly related
to track during combat. to the user.
■ Duration: One scene

35
DISCIPLINES

Potence
To throw an enemy, the user must first successfully grapple them. If there is a solid
object within range to throw them into, they can then make a Strength + Potence
contest vs the opponent's Stamina + Athletics. On a win, the vampire deal superficial
damage equal to the margin as normal and the object also takes the damage
Level 3
(potentially breaking). This can be used to damage two opponents by throwing one
FASTBALL SPECIAL into the other. The user can also use their Strength rating instead of Dexterity when
Sometimes the best improvised using this ability to throw an object as a projectile weapon.
weapons are one's own allies. The ■ Duration: One round
vampire is able to throw their
accomplices into combat,
transferring some of their raw
power into their ally's attack. This
can also be used against enemies,
throwing them into a sturdy
obstacle for maximum destruction.
■ Cost: One Rouse Check
■ Dice Pools: Strength + Potence
■ System: The user makes a
Strength + Potence to throw a
creature. If throwing an ally,
the ally may make a close
combat attack roll as normal
and add half of the successes of
the user rounded down as
damage to their attack. This
also negates any advantages an
opponent may have to their
combat roll due to superior
reach. The vampire can throw
an average person roughly a
number of meters/yards equal
to three times their Potence
rating vertically and five times
their Potence rating
horizontally.

36
DISCIPLINES

Presence
THRONE ROOM
Level 2
■ Amalgam: Auspex 1
SUBTLE MESSAGES
The vampire subtly changes the emotional state of
By carefully arranging a space to send a message or
their target. Rather than causing intense emotions
convey an emotion, a vampire can turn the
towards the user, this ability allows a kindred to
environment of a room into a conduit for their
manipulate a victim’s emotions in a way that does
Presence. While in this space, the user can amplify
not create an obvious target for their feelings.
and extend their otherworldly influence. Some
■ Cost: One Rouse Check create regal spaces to increase an authoritarian
■ Dice Pools: Manipulation + Presence vs Composure aura, pleasant parlors to put guests at ease and
+ Wits more easily swayed, or a macabre catacomb
■ System: The user must have the attention of the designed to unnerve and frighten.
target and win a contest of Manipulation +
Presence vs Composure + Wits. On a win, the ■ Cost: One Rouse Check
subject begins feeling an emotion designated by ■ Dice Pools: Craft + Presence
the user though they are unsure of why and do not ■ System: The vampire chooses a space to arrange.
realize it is due to the vampire. By using subtle This could be their haven, a dark alley they bring
gestures and subliminal messages, the vampire can victims to, a board room, or any space that can
change the emotions of the target in a specific be arranged in a particular way without major
direction though not directed at a specific target. disturbance. It must also be a distinct space,
The victim may feel increasingly agitated, typically a room and not an entire building or
incredibly bored, or suddenly lustful and act anything too open and undefined. When in this
accordingly though not wildly out of their nature. designated area, the vampire may Rouse the
They user can make a target feel increasingly Blood and add their Presence rating as a bonus
paranoid, but not only paranoid about a specific to any Social tests as can any of their allies who
person for example. also benefit from the carefully created ambience.
■ Duration: One scene

37
DISCIPLINES

The vampire and their allies also On a win, the target Level 4
deal additional Willpower damage becomes obsessed with the
in this space during Social Combat subject and does everything HIDEOUS LAUGHTER
equal to half the creator’s Presence in their power to be in its The vampire tells a joke or
rating rounded up. To extend these presence. They may seek to performs some sort of comedic act
bonuses to your allies, the user protect it from harm, or while instilling the desire to flatter
makes a Rouse check and a Craft + even harm them to keep the user, resulting in uproarious
Presence roll vs a Difficulty them close depending on crippling laughter.
determined by how many allies the target and the subject of
you wish to benefit. For example, 3 ■ Cost: One Rouse Check
their desire. If this power
■ Dice Pools: Charisma +
successes would allow 3 allies to fails, it cannot be used on
Presence vs Composure + Wits
earn bonus dice to Social tests and the target again that night. ■ System: The user needs the
Willpower damage. No roll is Duration: One hour plus one
■ attention of their victim and to
necessary for just the user to per point of margin do or say anything that is
benefit.
intended to be funny and roll
■ Duration: One scene Charisma + Presence vs the
TWIST WORDS
By turning a target’s own words target’s Composure + Wits. On
against them, a vampire can let a win, the target immediately
doubles over in laughter and
Level 3 someone dig their own grave and
continues to do so for one
socially break them down in front
of an audience. This method minute plus one per point of
OBSESSION
allows a vampire to weaponize an margin of success. While
■ Amalgam: Auspex 2 opponent’s words rather than laughing this way, they are
come up with their own means of unable to perform any other
The vampire shows admiration or
persuasion. actions or perceive anything
fascination with a certain person
except the user or subject of the
or object, creating a sense of ■ Cost: One Rouse Check joke. This ability can be used on
obsession in their target towards ■ Dice Pools: Insight + Presence
multiple targets at a time,
the focus of the user’s praise. ■ System: When engaged in
requiring an additional Rouse
Cost: One Rouse Check Social Combat in front of an
■ check per victim. If a victim is
Dice Pools: Manipulation + audience, the user may make an
■ harmed during this, they
Presence vs Intelligence + Insight + Presence roll against
immediately are released from
Composure the target’s appropriate Social
the effect.
■ System: The vampire tells their roll. On a success, the user
appears innocent and earnest to ■ Duration: One minute plus an
victim reasons why they should
the audience while their additional minute per point of
covet, admire, or desire a margin
certain person or object. This opponent's words are
subject must be within sight of misconstrued and used against
both the user and their target. them. Contests won this way Level 5
The user then rolls a contest of add half of the user’s Presence
MIND PRISON
their Manipulation + Presence rating rounded up to
vs the target’s Intelligence + Willpower damage for the ■ Amalgam: Obfuscate 3
Composure. duration. This cannot be used
without an audience and can Powerful kindred are able to trap a
only target one person at a person in a false dreamlike reality
time. of the vampire’s creation,
essentially trapping a victim in
■ Duration: One night
their own mind.

38
DISCIPLINES

Protean
■ Cost: Two Rouse Checks Level 3
■ Dice Pools: Resolve + Presence vs
Intelligence + Resolve TOOLS OF NATURE
■ System: The user makes a Level 1
■ Prerequisite: Feral Weapons
contested roll of Resolve + Presence
vs the target’s Intelligence + SHED SKIN The vampire can mimic complex
Resolve. On a win, the user Whenever a vampire Rouses the physiological features found in
describes a scenario or setting that Blood to Mend their wounds, animals without fully changing
the victim becomes mentally they are able to shed their physical form to become that
trapped in. The target is damaged form and appear animal.
completely immobile and in a physically untouched even if they
■ Cost: One Rouse Check
trance like state during this time, still have wounds. This allows a
■ Dice Mechanics: Resolve +
but fully accepts their new reality damaged vampire to not appear
Animalism
as it plays out in their mind. The as a weakened target or able to
■ System: The user makes an
user can choose to have their quickly hide wounds from a
Animalism + Resolve roll against
victim repeat a hellish scenario or recent encounter.
a Difficulty determined by the
go through what they believe is Storyteller based on the
■ Cost: One Rouse Check
their usual routine. When they exit complexity of the alteration. A
■ System: When a vampire
this state, they believe what they kindred could give themselves
Rouses the Blood to Mend their
experienced was true though the venomous glands to inject
wounds, they may choose to use
truth can slowly come back to poison with their bite like a
this Discipline to spend a turn
them as they put together the snake, adapt echolocation
shedding their skin. This reveals
pieces. senses, gain natural camouflage
a new layer of skin underneath
A user can repeat this each abilities such as those possessed
that appears as the vampire
night to keep a target trapped, by chameleons or octopi, or
does in perfect health. The shed
requiring the user to spend a point anything else the Storyteller
skin instantly disintegrates.
of Willpower and verbally deems reasonable without fully
Even if the kindred did not heal
reinforce their false reality in changing their form to fit the
all their wounds, including
person with their victim. animal.
Aggravated wounds, all physical
A victim may make a Wits + Duration: One scene
evidence of their wound ■
Awareness roll after their body
disappear despite still existing
takes damage to exit this trance,
internally. The vampire can
with a Difficulty determined by the
Storyteller based on the severity of
make a Rouse check to use this Level 4
power even if they only have
the damage (the more damage
Aggravated wounds that cannot SWARM FORM
taken, the easier the Difficulty).
be healed by normal Mending Amalgam: Animalism 2
The victim is considered asleep ■
to cover the wound. This Prerequisite: Shapechange
during this time, potentially ■
shedding can appear as a snake
withering away if they do not
shedding their skin, a beast This power allows the user to
receive nourishment. A vampire
pulling damaged skin from their instantly transform into a swarm
still goes through the normal day
form, or any other animalistic of bats, birds, rodents, snakes, or
sleep cycle, making rouse checks
way the user decides. insects.
each night and potentially entering
torpor through Hunger. ■ Duration: One night
■ Duration: Twenty Four Hours

39
DISCIPLINES

■ Cost: One Rouse Check


■ System: The vampire becomes a
sentient swarm, able to use the
senses of all creatures within it but
unable to separate beyond a
tightly clustered swarm.
Otherwise, the vampire gains the
Physical Attributes, senses, and
native Skills associated with that
animal (VtM Corebook p. 271) and
may use certain Disciplines while
in this form at the Storyteller’s
discretion, such as those allowed
with the Shapechange discipline.
While not as physically dangerous
as other animal forms, swarms are
notoriously difficult to completely
destroy and receive a bonus dice
per dot of Protean to defense rolls.
When the user takes damage
beyond their health, they instantly
revert back to their kindred form
with the same health they had
before becoming a swarm.
■ Duration: One scene unless
ended voluntarily before that

TRAVERSE THE EARTH


■ Prerequisite: Earth Meld

While using Earth Meld (VtM


Corebook p. 270), the vampire is
able to travel through natural
earth.
■ Cost: One Rouse Check
■ System: While inside the earth, the
vampire can slowly travel through natural
earth following the same restrictions as
Earth Meld. The user can travel at a
walking pace and perceives their
surroundings through supernatural means.
Movement is not possible while in day
sleep and they must rise through natural
earth. They can move through any space
with at least a meter of natural earth
available. The vampire cannot use any
Disciplines while in this form.
■ Duration: Same as Earth Meld

40
DISCIPLINES

Blood Sorcery
Each additional Rouse Check can increase the size of the object or create a
new object. The object appears the color of Blood despite its shape and is
unlikely to be passed off as the real object. Melee weapons can be created this
Level 2 way and have the same damage bonuses as their real counterparts. Objects
created this way last for one scene before reverting to liquid Blood unable to
BLOOD OBJECT be shaped again.
The ritual allows the caster to solidify expended blood, ■ Duration: One scene
forming it into simple shapes.

■ Cost: One or more Rouse Checks depending on size of BLOOD TENDRILS


object The vampire is able to manipulate their blood into malleable tendrils, capable
■ Dice Pools: Craft + Blood Sorcery of delivering attacks that require contact with the user’s blood and even
■ System: The user Rouses the blood and opens a wound manipulating objects.
on themselves to create a small amount of malleable
■ Cost: One Rouse Checks
Blood roughly the size of a hand. This can be shaped
■ Dice Pools: Wits + Blood Sorcery
into basic shapes, requiring a Craft + Blood Sorcery roll
■ System: The user opens a wound and forces a Rouse check worth of blood
to shape their blood into more complicated objects.
to bleed. They can control a tendril up to their Blood Sorcery rating in
The item must be a simple tool and cannot be a
yards/meters. The dice pool can also be split to create multiple tendrils
complex machine requiring multiple parts. The
from the same or different wounds. These tendrils can be used to deliver
consistency can be as hard as steel. The difficulty is
Blood Sorcery effects that require contact with the user’s blood, requiring
determined by the Storyteller depending on the
a Wits + Blood Sorcery contests vs the defender’s appropriate dice pool.
intricacy and hardness of the object.

41
DISCIPLINES

The blood can also be used to This can go below the generation ■ Cost: One Rouse Check
manipulate objects weighing 10 parameters on Blood Potency ■ Dice Pools: Manipulation +
pounds or less. While manipulating during its duration. The target Blood Sorcery vs Composure +
the tendrils, the user cannot do becomes aware that something Stamina
anything else except other Blood malevolent has happened to their ■ System: The vampire
Sorcery abilities. The blood must Blood. The victim can identify concentrates for a turn and
remain attached to the wound and who afflicted them if they can see taints their Blood with the
is destroyed if severed or the the user and succeed on an enraging effect. The Blood
wound is closed. Intelligence + Occult vs the user's retains this property outside of
The tendrils are Wits + Subterfuge roll. Blood the user’s body, but must be
destroyed if they take any damage Potency cannot be lowered below consumed to take effect. If
as the liquid is easily disrupted Blood Potency 1 this way. someone consumes one Rouse
thus the connection to the wound ■ Duration: One scene check worth of Blood, the user
broken. They tendrils use the makes a contested Manipulation
vampire’s Wits + Blood Sorcery to HEALER'S BANE + Blood Sorcery roll vs the
avoid attacks and do so separately The vampire can temporarily target’s Composure + Stamina.
from the vampire and do not corrupt the healing properties of On a win, the target must
require the user’s action. Another the Blood in another vampire. immediately make a Fury Frenzy
Rouse check replaces a destroyed test. A mortal immediately
tendril. ■ Cost: One Rouse Check enters a violent rage following
■ Dice Pools: Resolve + Blood the same rules as a Fury Frenzy
■ Duration: One scene or until
Sorcery vs Stamina + Occult (VtM Corebook p. 220). The
ended or destroyed
or Fortitude Blood is too viscous to inject
■ System: The user makes a with a syringe and does not mix
Level 3 Resolve + Blood Sorcery vs with other liquids. It can be
Stamina + Occult or Fortitude drank directly from the vein,
DILUTE THE LINE on a target vampire that they force fed to a target, or other
The vampire can dilute the Blood touch (potentially requiring a means the user can come up
of another, lowering their Blood Dexterity + Brawl test). On a with.
Potency temporarily. win, the target cannot mend ■ Duration: One scene
■ Cost: One Rouse Check their wounds for the scene. A
■ Dice Pools: Intelligence + Blood critical win curses the target
Sorcery vs Resolve + Stamina or this way for the remainder of CURSE OF THE SLOW BLOOD

the night. The caster can dampen the


Blood Sorcery.
■ Duration: One scene or one effectiveness of the Blood in another
■ System: The user makes a
night on a critical win vampire, causing them to require
Intelligence + Blood Sorcery vs
additional Rouse checks to activate
Resolve + Stamina or Blood
Sorcery on a vampire in line of Level 4 the gifts of the Blood.

sight while focusing for a turn ■ Cost: One Rouse Check


CRIMSON FURY
and performing occult gestures. ■ Dice Pools: Resolve + Blood
This power allows the caster to
A win decreases the target’s Sorcery vs Stamina + Composure
transmute some of their Blood
Blood Potency by one for that
into a poison that potentially
scene while a critical win
drives those who drink it into a
decreases it by two.
Frenzy.

42
DISCIPLINES

■ System: The user rolls a contest The object can be moved rapidly ■ Ingredients: A length of string.
of Resolve + Blood Sorcery vs enough to damage a structure or ■ Process: The caster soaks the
the Stamina + Composure roll person upon impact. To string in their Blood, lying it
of a target kindred. The target determine this, the user rolls a across any thresholds they wish
must be within line of sight contest of Resolve + Blood to be alarmed while whispering
while the user concentrates and Sorcery vs the appropriate the names of those allowed to
speaks words of power. A win defense pool of the cross. A section of the Blood-
requires the target to make one target.Damage is determined by soaked string must also remain
additional Rouse check every the margin of success plus tied to the caster to alert them.
time they Rouse the Blood. additional damage determined ■ System: The caster places blood
The victim can identify who by the object at the Storyteller’s coated string across any threshold
afflicted them if they can see discretion. Small blunt objects they wish to be alarmed. The
the user and succeed on an are unlikely to do significant space must be a doorway, window,
Intelligence + Occult vs the damage this way, but sharp or other entrance and does not
user's Wits + Subterfuge roll. objects or those weighing enough work across longer areas of open
■ Duration: One scene to crush someone would. ground. Whenever a creature
The user may also passes this threshold, unless
target a person with a contest of named by the caster not to trigger
Level 5 Resolve + Blood Sorcery vs the effect, the caster is alerted of
Strength + Athletics. On a win, intrusion as the string on their
TELEKINESIS the user can move the target 10 person heats up. The string laid
■ Amalgam: Auspex 4 meters per point of margin, across the thresholds does not
doing an equal amount of react when crossed. If the string is
The caster can use their mind to Superficial damage if thrown moved or tampered with in any
manipulate physical objects and into another structure or object. way, the alarm is also triggered.
other people. To keep a target floating in the The ritual remains active for
air, the user must make a Resolve twenty four hours.
■ Cost: One Rouse Check + Blood Sorcery (Difficulty 3)
■ Dice Pools: Resolve + Blood each turn. Fine manipulation of
Sorcery vs Strength + an object requires a Wits + Blood
Athletics Sorcery roll at a Difficulty Level 3
■ System: This power allows a determined by the Storyteller.
ADDICTIVE VITAE
vampire to move an object
■ Duration: One scene The caster can prepare a substance
that weighs up to 100 kg per
that, once in contact with the
dot of Blood Sorcery and
within 10 meters per dot of Blood Sorcery target’s skin, makes their blood
more appealing to vampires.
Blood Sorcery. For example,
a kindred with rank 4 in
Blood Sorcery can
Rituals ■ Ingredients: A small amount of
narcotic substance
telekinetically move an ■ Process: The substance is mixed
object up to 400 kg that is Level 2 with the caster’s Blood and
up to 40 meters away. kept in a vial. Once the
WARNING AGAINST TRESPASSERS
Careful casters perform this ritual incantation is said, the
to know when their Haven or substance becomes potent until
it is applied to the target, up
other important locations are
until the end of the scene.
intruded upon.

43
DISCIPLINES

■ System: Make a Ritual roll ■ System: Upon a succesful ■ Process: The caster places the object in a
when reducing the mixture. A Ritual roll, the caster gains a glass container able to hold it and mixes the
critical win creates two doses of blood servant able to spy, ingredients with one Rouse Check worth of
the poison. The vampire knows follow, and obey other simple their Blood, covering the item while
if the ritual was successful upon instructions at the sorcerer's applying low heat, making small
completion. It retains its command. If it strays farther adjustments to the mixture to produce the
potency for a night and than 100 yards/meters from the intended changes. The ritual takes five
evaporates completely during vampire, it falls inert until the hours to complete.
the day leaving a fine red vampire enters within that ■ System: On a successful Ritual roll, the
powder.The mixture activates range. The create is active for a vampire is able to make simple changes to
after making contact with the single night. On a critical, two an object’s form such a hardness, color, and
target’s skin. The target gives off such creatures can be created. basic shape. More complex changes or
an alluring aura to vampires, Otherwise the creation of a major shifts require a Craft + Intelligence
tempting other to feed on their new blood homunculus causes check against a Difficulty determined by
blood. Any kindred within sight the previous one to smolder the Storyteller. Once changed this way, the
of the target makes Hunger into dried blood. object permanently retains its new
Frenzy tests with a three dice The creature appears as a pool properties.
negative and feels compelled to of blood, and is able to squeeze
feed from the target if they fail. through any spaces water could POISON THE WELL

Any kindred at Hunger four or fit though it is slightly thicker. It The caster creates a concoction that turns a
above must make a Hunger can only grasp, move, or interact mortal’s blood poisonous to kindred. The potion
Frenzy test when within sight of with objects that could be has no effect on the mortal and is undetectable
the target. effected by a slow puddle of by the drinker until it is too late.
blood. The blood moves at a ■ Ingredients: Ash and honey.
walking speed, but can travel ■ Process: The caster mixes their Blood with
across any solid surface ash and honey, reducing the brew over a
(including vertically or upside brazier and chanting the appropriate
BLOOD HOMUNCULUS down) without leaving a trail. It words.
This ritual allows the caster to can telepathically communicate ■ System: Make a Ritual roll when reducing
animate their blood into a small single images to its creator, but the mixture. A critical win creates two
amorphous servant. not make any noises or hear. doses of the poison. The vampire knows if
■ Ingredients: A mixture of milk, the ritual was successful upon completion.
urine, and an eyeball from any It retains its potency for a night and
creature. evaporates completely during the day
■ Process: The caster adds their
Level 4 leaving a fine red powder. When imbibed
blood to the mixture of ALCHEMY
by a mortal, it has no discernable effect.
ingredients, then reduces the Performing this ritual allows a Once imbibed, it mixes with the mortal’s
concotion over a low flame caster to transmute the properties blood and creates a potent poison harmful
while stirring constantly and of an object’s form. only to vampires. If the mortal is never fed
chanting words of power. from, their blood returns to normal at
■ Ingredients: Gold shavings, sunrise. Every point of Hunger slaked this
hydrochloric acid, sulfur, way causes 2 aggravated damage to the
mercury, glass container, and the drinker as their veins blacken and smolder
object to be transmuted. visibly beneath their skin. The damage
does not take effect until a few moments
after a vampire has stopped drinking. The
poison is undetectable until then.

44
DISCIPLINES

Level 5 A thick fog may be Difficulty 3


while strong winds able to damage
CONTROL WEATHER some property may be Difficulty 6.
This ritual enables a caster to The storm cannot reach levels of a
create a concoction that can be hurricane or tornado though hail,
evaporated into the atmosphere high winds, and flooding can occur.
and change the weather in their Once the storm has been created, it
area. This can be considered remains in the determined state
extremely vulgar if sudden unless the caster makes another
unnatural weather patterns Craft + Blood Sorcery roll to altert.
Small amounts of the caster's vitae
emerge.
can be found in any precipitation
■ Ingredients: Rainwater, salts, caused by a storm created this way,
belladonna leaves, iron undetectable unless examined with
shavings, a teapot scientific equipment. It is enough,
■ Process: The ritual must be however, to count as the caster's
performed under the open sky. blood making contact with
They caster adds their blood someone for the purpose of other
to the mixture and boils the Blood Sorcery abilities.
ingredients in a teapot, saying
words of power as the
concoction steams and enters
the air.
■ System: Make the Ritual roll
as the mixture begins steaming
and evaporating into the air. If
successful, an area centering
on where the ritual took place
begins to storm. This point
does not change once the
Ritual is cast. The area extends
5 kilometers per rank in Blood
Sorcery. The storm last one
hour per rank in Blood
Sorcery. The vampire can
create other weather effects by
making a Craft + Blood
Sorcery roll against a
Difficulty determined by the
Storyteller.

45
DISCIPLINES

Oblivion
■ Cost: One Rouse Check
■ Dice Pools: Wits + Oblivion
■ System: The user makes an Wits + Oblivion against a Difficulty determined by
Level 2 the Storyteller based on how much equipment is being targeted. On a success, the
vampire disables all electronic machinery within an area of 1 meter/yard per rank
ABYSSAL PULSE in Oblivion centered on the user. Effected machines malfunction for a scene, but
By summoning the unnatural void of the Abyss, a on a critical success the equipment is disabled for the night. A chilling shadow-
vampire can temporarily disable electronic equipment like pulse erupts from the user, making this effect easily noticed.
in an area. ■ Duration: One scene, or one night on a critical win

46
DISCIPLINES

The trance otherwise lasts for 10


Level 3
minutes per rank in Oblivion,
SHADOW PUPPET
While most who use the power of
Oblivion allowing the user to observe this
length of time before the victim
the abyss rely on their own shadow Ceremonies died. This starts at the maximum
time before death and ends at
as a vehicle for Oblivion, some are
able to control another's shadow the creature’s final moment. For
Level 3 example, a vampire with
and by extension control the target.
Oblivion 3 would enter a trance
WITNESS THE END
■ Cost: One Rouse Check and begin experienced what the
■ Dice Pools: Resolve + Oblivion By consuming the eyes and ears of
corpse did while alive 30 minutes
vs Resolve + Composure a corpse, the vampire is able to
before they died. The user can
■ System: When another witness the last moments
choose to shorten this time. This
creature's shadow is visible to experienced by the victim.
can be used on mortals, animals,
you, the user may take control ■ Ingredients: A mostly intact and supernatural creatures.
of it with a successful Resolve + eye and ear of a corpse
Oblivion vs the opponent's ■ Process: Plucking the eye from
Resolve + Composure. On a the body and removing an ear,
win, the user may use their the vampire fills their mouth
actions to control the shadow with blood while eating the
as long as they can see it. sensory organs.
Whatever the shadow is made ■ System: After swallowing the
to do, the target mimics. This eye and ear (one or the other
can be used to physically can be used to only see or hear
control a target via their what the victim did), the
shadow, including having them vampire makes the Ceremony
attack. They cannot cause the roll. On a win, the user goes
target to activate new into a trance and can only
Disciplines or use the Blood. It perceive the final moments as
is obvious when a victim is perceived by the cadaver before
being controlled as the user they died. The vampire can see
makes gestures to control the and hear as the victim did as
shadow. The user must spend a their own senses fade and their
point of Willpower after the body goes into a torpor-like
first turn for each turn they trance. Any harm done to their
spend controlling someone. body allows the user to end the
This can only be used on one ability. They can also choose to
target at a time. end the trance at will.
■ Duration: One scene

47
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VAMPIRE
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A SOURCEBOOK FOR VAMPIRE: THE MASQUERADE

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