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Vampire Players Guide v5 PDF Free
Vampire Players Guide v5 PDF Free
PLAYER'S GUIDE E
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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
4
P r e d a t o r Ty p e s
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
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
7
P r e d a t o r Ty p e s
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
•••• 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
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
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
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
21
Advantages
• 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
23
disciplines
24
DISCIPLINES
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
27
DISCIPLINES
28
DISCIPLINES
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
32
DISCIPLINES
Level 5
ENERGY VAMPIRE
■ Amalgam: Oblivion 3
33
DISCIPLINES
Fortitude
The memory must be specific and SLEEP LIKE STONE
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
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.
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
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.
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DISCIPLINES
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
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DISCIPLINES
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