OWBN - Combination Disciplines 2024

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Combination Disciplines 2024

After many ups and downs, I finally believe this work has come to an end. It has been an
arduous journey, delving into more than 70 books, transforming countless images into text,
but here we are. This material is complete, and I am deeply grateful to some people who, in
one way or another, encouraged or challenged me to keep going.

Aaron - Shawn Roberts: Without your help, this work would never have been completed.
Your presence and support were crucial. Thank you from the bottom of my heart.

Lucas - Midori: You are, without a doubt, the person I admire most in this game today. Your
decision to take on the responsibility of leading a Chronicle with less than six years of the
project and still manage to teach this old man here is inspiring. I have nothing but gratitude.
Thank you.

Jimmy - Arthur Rocha: Your words of doubt about the completion of this work were,
paradoxically, a great motivation for me. Thank you for challenging me and thus giving me
the strength to finish. I sincerely appreciate it.

Dante - Miguel Cabral: We did it. Now we have solid material to expose dishonest players
more quickly and curb this kind of behavior in Joinville by Night. And you can bet that the
blood magic compendium will be finished because, after all, what are 4 million rituals and 2
million thaumaturgic paths? Thank you for everything.

To all of you, my sincerest gratitude.

To those who will use this material, allow me to say a few words about what you will find
here: knowledge. Knowledge is the best thing we can share, so please, share it.
Maxwell Scott, Max - Leo

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Index

Aegis of Entropy 11
Alpha Glint 11
Animal Magnetism 12
Animus Ligature 13
Anticipatory Locution 13
Anticipatory Visage 14
Approximation of Loyalty Absolute 15
Armor of Darkness 16
Armor of the Abyss 16
Artist’s Intent 17
Aspect of the Beast 18
Aura of Accursed Rage 19
Aura of Inescapable Truth 20
Awaken the Slumbering Curse 21
Baal's Sight 22
Badger's Hide 22
Bagman's Shelter 23
Bear's Skin 23
Beast Meld 24
Beast's Communion 25
Beast's Vigor 26
Becoming Kupala 27
Beneath Contempt 28
Bestial Presence 29
Bird in Ear 29
Birth the Vozhd 30
Blessed Resilience 31
Blessing's Warning 31
Bliss 32
Blood Apocrypha 33
Blood Pearl 34
Blood Sight 34
Blood Tempering 35
Blood Thorns 36
Bloodied Hands 36
Body Armory 37
Body of Zephyr 37
Brace for Impact 38
Bulgroth's Exquisite Torture 38
Burning Wrath 39
Call the Wild Hunt 39

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Call upon the Blood 40
Carry The Mountain’s Burden 41
Catch a Whiff of Madness 42
Celebrity 43
Chain of Slavery 43
Chain the Enlightened 44
Chaining the Beast 44
Chaos Fold 44
Charon's Oar 45
Clarity of Emptiness 47
Claw Immunity 47
Cloak the Beast 48
Command From Afar 48
Command the Swarm 49
Command the Wary Beast 49
Conquering Blood 50
Corpse Projection 51
Craft Ephemera 53
Circumspect Revelation 54
Creepy Clown Coat 54
Dark Father's Stigmata 55
Dark Steel 55
Days of Passions Past 56
Denial of Aphrodite's Favor 56
Devil's Mark 57
Diplomat's Boon 58
Distant Friend 58
Divine Aura 59
Do As I Say, Not As I Say 60
Draught of the Soul 61
Dreamstalker 62
Ears of the Bat 63
Echo of the Subtle Vizier 63
Effigy of the Sculpted Tomb 64
Elemental Stoicism 64
Eminence of Shade 65
Empower Minion 66
Enhance Sensation 66
Enhance the Wild Ride 67
Ennoia's Mastery 69
Esprit de Corps 69
Eventide Strength 70
Exquisite Corpse 70
Eye for the Weakness of Steel 71

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Eyes of a Thousand Shades 72
Eyes of Blades 73
Falconer’s Dive 74
Fear of the Dark 74
Flow Within all Structures 75
Fenrir's Talons 75
Feral Imbuing 76
Fires of the Abyss 76
Flesh of Wind and Water 78
Flesh Wound 78
Focused Reflexes 79
Forbidden Zone 79
Forced March 80
Fountain of Ill Humors 80
Gazing into the Abyss 81
Give 'Em Hell 82
Ghost Song 83
Glare of Truth 83
Goddess Among Beasts 84
Grisly Gris-Gris 84
Guardian Vigil 85
Halo of Steel 86
Hand of the Master Artisan 87
Hatch the Viper 87
Haunted Place 88
Haunting Seduction 88
Heart's Desire 89
Hindsight 90
Honeyed Words 91
Induce the Nightmare 91
I am Legion 92
I Am The Keystone 93
I Know 93
Ignore Me 94
Impeccable Manners 94
Inspire Greatness 95
Instantaneous Transformation 96
Internet Famous 97
Iron Facade 97
Iron Heart 98
Jackhammer Punch 99
Jaws of the Dracon 99
King of the Beasts 100
King of the Hill 100

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Komnenos' Honor 101
Leaps and Bounds 101
Leer of Hades 102
Lesser Rite of Summoning 102
Lessons in the Steel 103
Lifesong 103
Livia Yorke's Ouroboros 104
Loki's Gift 105
Lonsdaleite Armor 106
Lucinde's Revenge 106
Maddening Halo 107
Madman's Quill 107
Malkav's Pavlovian Response 109
Martyr's Resilience 109
Mask of Cathay 110
Masque of Judas 111
McShaw’s Grace 111
Measure the Will 112
Mediumship 113
Memory Rift 113
Mind of the Wilds 114
Mind Strike 115
Mind's Eye 116
Modern Illusions 117
Moment of Grace 117
Mood Shift 118
Mortal Skin 120
Mortal Terror 120
Mover and Shaker 121
Mystic Sight 122
Name the Fallen 122
Nightmare Curse 124
Nikolai Steen's Acuity 125
Obscurity of Shadows 125
Old Friend 125
One of Us 126
Pater Szlachta 127
Penitent Resilience 128
Power Animal 129
Prophecy 130
Psychic Double 131
Pulse of Undeath 132
Quick Sight 133
Quickened Instincts 133

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Quickshift 134
Quicksilver Contemplation 134
Rando 135
Random Patterns 136
Ravnos Don’t Lie! 136
Reading the Fates 137
Read the Winds 137
Record/Recall Sensation 138
Reluctant Performance Artist 140
Remote Access Buffer 140
Rescue Beacon 142
Resist the Old Ways 142
Respite of Lucidity 142
Retain the Quick Blood 143
Retaliatory Terror 144
Revoke the Gift of Adam 144
Righteous Gaze 145
Rod of the Rattler 146
Rouse the Molten Rock 147
Sacrifice to Nightmare 147
Sanguinary Expulsion 148
Sawafi's Form 148
Scalpel Tongue 149
Scent of Caine 149
Scourge of Alecto 150
Scourge the Thrall 151
Screams Made Real 151
See the Reflected Form 152
See the True Shape 153
Sensory Overload 153
Serpent's Numbing Kiss 155
Shadow Feint 156
Shadow Looking Glass 157
Shadow Mark 157
Shadowed Eyes 158
Shape of All Beasts 159
Shared Entombment 160
Shared Strength 160
Sharing the Masters Vigor 162
Shatter 162
Shattered Fog 163
Shatterproof 163
Shroud of Absence 163
Silent Voice 164

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Slenderman 164
Smiling Jack's Trick 165
Smothering Darkness 166
Sonic Flight 166
Soul Painting 167
Soul Sculpting 168
Soul Separation 169
Soul Stain 169
Sound of a Breaking Oath 170
Spectral Puppeteer 171
Spirit Tracking 172
Steal the Terrible Swiftness 172
Stone Meld 173
Stone Sight 173
Stunning Awe 174
Suck it up 174
Sutekh Fathers Anubis 175
Switched At Death 175
Sympathetic Agony 176
The Illusionary Cup 177
Telepathic Command 177
Tenebrous Veil 177
Test the Road 178
Thaumaturgical Sight 179
The Beast’s Transmogrification 180
The Bloodsoaked Saint’s Resurrection 180
The False Drink 180
The Humberside Panic 181
The Illness Unveiled 181
The Iron Glare 182
The Rod Raw Rending 183
The Seventh Chinese Brother 183
The Shoulders of Atlas 183
Theft of Will 184
Torpid Hibernation 185
Tree Meld 185
True Love's Face 186
True Tongue 186
Truth of Blood 187
Tune Out 189
Typhonic Beast 189
Unassailable Parry 190
Unchain the Wrathful Beast 191
Under the Skin 192

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Unseen Spirit 193
Vanishing 193
Veil the Sin 194
Vicente de las Navas de Tolosa’s Holy Shield 195
Vital Fluids 196
Waking Dream 196
Ward the Soul's Sanctity 196
Weapons of the Oppressed 198
Weight of Shadows 198
Weigh the Heart 198
We’re Not Going to Take it! 199
Whispers of Loathing 199
Whispered Passions 200
Winds of Guilt 201
Wintering 201
Witness of Ahriman 202
Wolf in Sheep's Clothing 202
Wolf's Lament 203
Wound Sculpting 204
Ze Monkey's Paw 204

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Aegis of Entropy
(Fortitude x3, Mortis (Grave's Decay) x1)
Players Guide to High Clans - Pg. 163-164
Lore of the Clans - Pg. 124-125
OWBN Giovanni Necromancy Packet 2017

This power allows a vampire to toughen her flesh with seething necrotic energy in
anticipation of a blow. Normal weapons that strike this energy suffer immediate decay, rotting
or rusting to uselessness over the rest of the turn. Within seconds, the weapon breaks
asunder from its own frailty.
System: The player reflexively spends one blood point and rolls Wits + Crafts (difficulty 6)
after a weapon strikes the vampire. Success does not reduce the damage from the attack
but causes the weapon to disintegrate by the end of the turn. This power can affect only true
inanimate weapons; it does not rot away an opponent’s fists, nor may it affect magical
weapons or weapons protected by magic of any kind. The attack that triggers the retaliatory
use of this power need not inflict any damage. This power cannot destroy weapons used in a
surprise attack unless the weapon lingers in the flesh, such as a knife left in the back.
Experience Cost: 21
MET System: Spend 1 blood reflexively (subject to Generational limits) after a Weapon hits
you, make a Simple Mental challenge (difficulty 6) retest with Crafts. Success does not
reduce damage but will disintegrate any non-magical weapon or weapons protected by
magic, this does not affect an opponent’s fists or natural weapons. This power cannot
destroy weapons used in a surprise attack unless the weapon lingers in the flesh.
MET Cost: 11xp
R3 – Giovanni petition Arch Necromancer who then petitions the Black Magus, Samedi
petition the Baron, Harbinger of Skulls petition a council of elders of the clan.
Necromancy or Necromancy Variant based Regulated Combination Disciplines - PC:
Coordinator Approval - NPC: Unregulated - Coordinator: Giovanni

Alpha Glint
(Animalism x4, Fortitude x3)
Counsel of Primogen Pg. 104
OWNB Gangrel Genre 2023. Pg 57

Gangrel resilience is legendary in Kindred circles, asis their lethality in combat. This
Discipline makes the Kindred’s toughness shine through her skin in a way that cows her
enemies and makes them despair of defeating her — in battle or otherwise. The primary use
of this Discipline is to ward off unsought combat, but it has also been used effectively by
Gangrel to hold off political opponents in meetings of the primogen.
System: The Gangrel calls upon her Beast and pushes it into “broadcasting” her
invulnerability to the Beasts of those in her vicinity. This power works on animals and
Kindred and to a lesser degree on Lupines, but not at all on creatures without a Beast to
communicate with (such as mortals).
Add the character's Charisma + Animal Ken to her Willpower rating (the added Willpower is
only for the purpose of Alpha Glint). The player then makes a contested Willpower roll
against all those acting aggressively toward her (in the case of Lupines, halve the number of

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successes, rounding down, before adding them to the Gangrel’s Willpower — werewolves
just aren’t that intimidated by a Gangrel vampire’s “invulnerability”). If the Gangrel wins, her
opponent is cowed and behaves respectfully toward her for the rest of the scene.
It costs 20 experience points to learn this power.
METSystem: Alpha Glint can only affect those creatures that have Beasts. The player
makes a contested Willpower Challenge with anyone acting aggressively towards her,
retested with Animal Ken. She adds half her Social Traits on this challenge unless the
aggressor is a Lupine. If the Gangrel is successful her opponent is cowed and behaves
respectfully toward her for the rest of the scene. If the Gangrel attacks this effect is broken
for the person she attacks.
Note: Suggested Mechanics for this is that it should be activated at the top of a round and
only works against those in their presence when the power is activated.
MET Cost: 10xp
Non-Camarilla with Camarilla Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Various (Camarilla and Gangrel)

Animal Magnetism
(Animalism x4, Obfuscate x3) (Nosf)
Counsel of Primogen Pg. 102
OWBN Nosferatu Genre Packet 2009. Pg 61

Foul as they are to look upon and boorish as they tend to be in social situations, the wise
among the Nosferatu can, if they so choose, wax alluring. This temporary appeal is rough,
fleeting and slightly feral, but it gives them a fascinating charm nonetheless. Sometimes
that’s all that’s necessary.
In theory this power is to be saved for use in only the most important social arenas, but
those Nosferatu who know it find the social effects of this power ... pleasant.
System: By enhancing the powers of Mask of 1000 Faces with the dangerous allure of the
Beast (channeled carefully with Animalism), some Nosferatu can briefly approximate a type
of Presence. The effects of this power don’t change; it always adds dice equal to the
primogen’s Animalism rating (so at least 4) to her social rolls. The duration of the effect
varies. Roll Charisma + Subterfuge against a difficulty of 6. This power lasts one turn per
success. This is especially effective for seduction but when properly channeled can aid with
Intimidation and Subterfuge rolls as well. While this Discipline isn’t particularly powerful, it’s
surprisingly effective because nobody expects the Nosferatu ever to possess such allure.
This inversion of nature is not without significant risk: a botch on the roll sends the Nosferatu
into immediate frenzy as the Beast rips free of its controller's will and targets whomever the
primogen was trying to charm — a social faux pas at the very least.
It costs 23 experience points to learn this power.
MET System: Foul as they are to look upon and boorish as they tend to be in social
situations, the wise among the Nosferatu can, if they so choose, was alluring. This
temporary appeal is rough, fleeting, and slightly feral, but it gives them a fascinating charm
none the less.
By enhancing the powers of their Obfuscate with the dangerous allure of the beast
(channeled carefully through Animalism), some Nosferatu can briefly approximate a type of
presence.

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Mechanic: To invoke this power the user selects a target in line of sight and engages in a
Self-Control check of difficulty 3. Upon being successful, on the next social challenge with
the target person in line of sight (whether contested or static), the user adds their rating in
Animalism to the social challenge. If the individual fails his Self-Control, he enters into an
immediate frenzy on the targeted individual.
Should the user use this discipline more times than their Self-Control rating per night, the
difficulty of the static self-control check is increased by one per additional usage.
MET Cost: 12xp
Non-Nosferatu with Nosferatu Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Nosferatu

Animus Ligature
(Auspex x2, Thaumaturgy x1)
Rites of the Blood Pg. 124-125

This power allows an Inquisitor to detect signs of deep attachments upon an individual’s
aura. Vinculums, blood bonds, codes of honor, soul bargains, and sworn oaths are reflected
as scarlet flares, burning brighter or dimmer to reflect the intensity of the bond. If these flares
reflect ties of blood, the Inquisitor will receive a visual impression of the other individual in
the link (though, obviously, no perception of how that second individual feels or if the bond is
returned). If the flare reflects an oath or a code of honor, the Inquisitor will only have a sense
that the target takes a promise, oath, or debt very seriously — not whether that attachment is
infernal or to whom such a promise was made.
System: After the character stares at the subject for at least a few seconds, the player rolls
Perception + Empathy (difficulty 8). Failure indicates that the flares are too indistinct to be
made out individually from the rest of the subject’s aura. This power does show infernal
compacts, but in no way distinguishes them from any other oath or code of honor. The flares
of blood bonds or Vinculum are clear, but it is entirely up to the Inquisitor to determine why
any other flares exist in their subject’s aura.
This combination power costs 12 experience points.
MET System: Not found.
MET Cost: Not found.
Sabbat Combination Disciplines - PC: Coordinator Approval - NPC: Coordinator
Approval - Coordinator: Sabbat

Anticipatory Locution
(Auspex x4, Obfuscate x3)
Archons and Templars Pg. 142-143
OWBN Malkavian Genre Packet 2016. Pg 33

refinement to Anticipatory Visage, this power was created in an attempt to mitigate the
difficulties involved in passing yourself off as someone when you don't know who you're
supposed to be . When Anticipatory Locution is active, the target not only sees whom he
expects to see but also hears what he expects them to say . This works for short phrases
only, not entire conversations, so an archon can still trip himself up quite easily if he's not

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careful . Still, Anticipatory Locution is good for covering small gaffes or for getting around
code words and passwords.
System: This power does not require the expenditure of blood, as it is considered active
when the user has succeeded in invoking Anticipatory Visage. Any time the character utters
a short answer to a question (no more than a single moderate sentence or so), the player
may make a roll of Manipulation + Subterfuge (difficulty 7). If successful, the target hears the
answer he would have expected from whoever he believes the character to be . This power
breaks down in long conversation or under in-depth questioning, and it can be seen (heard)
through with Auspex if the Kindred's Auspex is greater than the character's Obfuscate.
This power costs 20 experience points to learn.
MET System: Whenever you give a brief answer to someone you are successfully
employing Anticipatory Visage against, make a Static Social Challenge, retesting with
Subterfuge. Success means the target hears whatever they would have expected from who
you appear to be, while failing means they heard what you actually said. Long conversations
or more interrogative questions will make this power ineffective (storyteller decision). If the
target’s Auspex is greater than your Obfuscate, they may make a Mental Challenge to pierce
(hear through) the Obfuscate.
MET Cost: 10xp
ST Approval

Anticipatory Visage
(Auspex x4, Obfuscate x3)
Archons and Templars Pg. 142
OWBN Malkavian Genre Packet 2016. Pg 33

This power was first developed by an investigative archon who was frustrated by his inability
to sneak into the gathering of a Gehenna cult because he didn't know as whom to disguise
himself. Anticipatory Visage allows the Kindred to appear as whomever the target most
expects to see in a given circumstance . The character herself has no control over who she
appears to be, and may not even be immediately aware of what form she's taken . This
power has, to date, been used by archons alone.
System: The player spends a blood point and makes a Manipulation + Performance roll
(difficulty 6) . If successful, the character immediately takes the form (per Mask of a
Thousand Faces) of the individual the target most expected . If faced with more than one
person, the character must select one individual as the target and hope that the others
expect to see the same person . The character is not immediately aware of the form she has
taken, and may have difficulty carrying the ruse further than the initial contact . While this
power provides the form of the expected individual, it does not provide any knowledge of her
personality or memories ; the character must be exceedingly careful not to give herself away
through suspicious behavior . A vampire with Auspex can see through this power if her
Auspex exceeds the character's Obfuscate.
This power costs 24 experience points to learn.
MET System: Expend a Blood Trait and makes a static Mental Challenge versus the target,
retesting with Investigation. If successful, you assume a Mask of a Thousand Faces of
someone the target is most expecting for that situation. You are not aware of the mask you
wear, nor do you gain any insight to the personality or memories of the person you are

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disguised as through use of this power. It can be pierced just like a normal Mask of a
Thousand Faces.
MET Cost: 12xp
ST Approval

Approximation of Loyalty Absolute


(Dominate x5, Presence x5) (Ventrue)
Counsel of Primogen Pg. 104
OWBN Ventrue Genre Non Binding 2013. Pg 38

The Ventrue penchant for toying with the hearts and minds of others is well known, but this
particular combination Discipline is one of the more devastating manifestations of those
skills. The primogen catches the eye of a target and the target succumbs to a mind- numbing
sycophantic adoration of his newly recognized master for the rest of the evening. In effect,
the results are like the blood bond, though more intense and lasting only one night. This last
point is considered by many users of this Discipline to be an advantage, as there are few
things more inconvenient than a tool that has served its purpose yet refuses to go away.
While the thrall can leave the presence of his master with no impact on his thralldom, doing
so causes him great anxiety and emotional pain.
Once the effect wears off, the erstwhile thrall will have only hazy poignant memories of a lost
intimate connection with his master and, perhaps, a vague long- ing for more. If the Ventrue
had his thrall act in a truly abhorrent manner-kill a dear friend, humiliate him- self in front of a
crowd or similar excesses - the memory, while vague, will remain and the victim will be filled
with loathing for the individual who did such a thing to him. The excessive nature of the act
must be extreme for that, however, as this power incorporates a lingering emotional
anesthetic in the mind of the target to soothe such stings. Only the most extreme deeds will
be too much for this anodyne effect to soothe.
System: The player rolls Charisma + Manipulation against a difficulty of the target's
Willpower rating. One success will simply render the target somewhat more pliable to the
user's requests, while two or more suc- cesses will result in an intense infatuation or
enthrallment for the rest of the evening. Until the next sunrise, the thrall will treat the user of
this Discipline as if he were the most important person in his life.
From the outside, it appears that the Ventrue primogen simply makes friendly eye contact
with his target and smiles, and for the rest of the night the target is his willing thrall.
This power costs 30 experience points to learn.
MET System: After establishing eye contact, spend a Willpower and engage your target in a
Social Challenge, retest Leadership. If successful, you may spend a variable number of
Social Traits to assert a blood-bond-like effect on the victim. For each Social Trait spent (to a
maximum of 3), the victim is considered blood-bound one additional step to the user.
The effect of this power is not an actual blood-bond; the mechanical effects of the
blood-bond (as listed in MET:LotN:R, p.211-212) do not apply - only the role-play aspects.
This power lasts the night, and part of this power's effect erodes the memory of the night in a
permanent manner.
After the night, the victim will only remember the experience as a haze, but with the feeling
of intimate loss towards the user, as described in the source. If a victim is forced to perform
acts which flagrantly violate his or her morality, instead of the feelings described above, the

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victim will instead feel an all-encompassing hatred for the user of this power, also described
in the source.
*This power requires Coord-Approval when learned by non-Ventrue. [R&U Bylaws,
4.F.xx.]
MET Cost: 15xp
Non-Ventrue with Ventrue Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Ventrue

Armor of Darkness
(Fortitude 2, Obtenebration 4)
Dark Ages Companion page 87
OWBN Lasombra Clan Packet 2019. Pg 64

MET System: The player spends two blood and a Willpower and makes an extended
Willpower challenge against 4 Traits and they may test a number of challenges equal to their
Obtenebration rating. Each successful challenge grants the player a health level which may
only be used for damage from sunlight or fire; it provides no benefit against other sources of
damage. The Cainite must concentrate to keep this power active, even while doing other
tasks, causing the player to take a 1 Trait penalty against all challenges. If the Armor takes
more damage from fire or sunlight than it has health levels, the player must resolve the
remaining damage as normal and then suffer a Rotschreck Test. Normally, the Armor is
formless, however a Simple Social Challenge, retest Crafts, will allow the Cainite to mold the
Armor to their liking.
XP Cost: 8xp
Obtenebration based Combination Disciplines possessed by Characters without
in-clan Obtenebration - PC: Coordinator Approval - NPC: Unregulated - Coordinator:
Lasombra

Armor of the Abyss


(Potence x3 and/or Fortitude x3, Obtenebration x3)
Players Guide to High Clans - Pg. 163-164
Lore of the Clans - Pg. 124-125
OWBN Lasombra Clan Packet 2019. Pg 62

Once of the few arts created by Abyss mystics (see p. 175) that has spread throughout the
Magisters, Armory of the Abyss allows a vampire to fashion weapons and armor from
shadows. Summoned items extrude from every orifice and pore, quickly hardening from
darkened phantasm to black crystal even as they assume the desired form.
System:The player spends one blood point and rolls Manipulation + Crafts (difficulty 6).
Characters without the appropriate Crafts Field of Expertise to make the weapon or armor
with mundane skill (i.e., armory, blacksmithing, woodworking, etc.) may only roll their
Manipulation. The item takes one full turn of concentration to form and solidify. If the vampire
is disturbed during this period, his player reflexively rolls the same pool at difficulty 6. Any
failure or botch abruptly ends the power and dissipates the half-formed shadow creation. A
disturbance may include any violent physical contact, sudden loud noise or similar stimulus.

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At the end of the turn, the weapon or armor completely hardens. Weapons appear in their
owner’s grasp, while armor forms around its creator. Weapons may take any form and
cannot add more dice to their bearer’s Strength for purposes of delivering damage than their
creator’s Obtenebration rating. Shadow armor adds the character’s Obtenebration rating in
soak dice but provides no protection against sunlight or fire. Objects created with this power
last until the end of the scene or an hour has passed, whichever is longer. Characters who
learn the Fortitude-only variant can produce only armor, while those with exclusive Potence
can fashion only weapons. Vampires with Fortitude 3, Potence 3 and Obtenebration 3 may
learn a version that can provide attack and defense. Every use of this power requires a
separate activation.
Experience Cost: 21
MET System: The player spends one blood point and makes a Static Social challenge
(difficulty 6 Traits)—retest Crafts. The item takes one full turn of concentration to form and
solidify. If the vampire is disturbed during this period, his player reflexively makes a second
test. Failure abruptly ends the power and dissipates the half-formed shadow creation. A
disturbance may include any violent physical contact, sudden loud noise or similar stimulus.
At the end of the turn, the weapon or armor completely hardens. Weapons appear in their
owner’s grasp, while armor forms around its creator.
Weapons may take any form and cannot add more total Traits than their creator’s
Obtenebration rating—thus combination of multiple weapons or a weapon and a shield will
still add at a maximum 5 Traits.
Shadow armor adds the character’s Obtenebration rating in Armor Health Levels but
provides no protection against sunlight or fire. Objects created with this power last until the
end of the scene or an hour, whichever is longer. Characters who learn the Fortitude-only
variant can produce only armor, while those with exclusive Potence can fashion only
weapons.
Vampires with Fortitude 3, Potence 3, and Obtenebration 3 may learn a version that can
provide attack and defense. Every use of this power requires a separate activation.
MET Cost: 11xp
Lassombra Coordinator Approval

Artist’s Intent
(Prerequisites: Auspex x3)
Libellus Sanguinis II, page 36-37
OWBN Toreador Genre Pack 2021. Pg 24

MET System: After viewing the work of art the character wishes to examine, the player
makes a Static Mental challenge, retest with Investigation, with the difficulty of twice the
Crafts rating of the piece being examined. Failure means the Toreador becomes enraptured
by the piece and cannot attempt further investigation until the trance ends naturally.
If the player succeeds in the challenge or after the trance ends, the character is able to
determine one of the following:
● The artist's emotional state and driving motivations over the course of creating the
work. (“He didn't like the project at first, but was desperate for work. He found
inspiration in the technical challenges of the piece, and by the end had developed a
true appreciation for the subject and enjoyed the work.”);

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● When the item was created;
● An understanding of the creation process, as if the character witnessed it. (Note that
supernatural abilities used to create the piece will often be evident, but identification
of exact powers are subject to the character's Lores and how obvious they would be
to an observer.);
● A clear image of the artist; or if multiple artists were involved, the number of artists
and a hazy image of them as a group.
The player may receive additional information at the cost of one Mental trait per line item
listed above. In the case of works created by multiple artists, the character is able to
determine the emotions and motivations and visions of the artist who contributed most to the
work, but must spend a mental trait to "hone in" on a specific artist or emotional drive.
Likewise, if they wish to get a clear image of the artists, they must spend a mental trait per
artist involved.
6xp Cust
Non-Toreador with Toreador Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Toreador

Aspect of the Beast


(Animalism x3, Dominate x3)
Guide to the Anarchs Pg. 157-158

By calling upon another Kindred's Beast, an anarch using this power causes his subject to
display the mien of an animal. In some cases, the subject actually resembles a literal
beast-man hybrid, but in most situations, people affected by this power are left with a vague
and unsettling impression that the focal personality of this power reminds them
uncomfortably of an animal.
System: The player invoking this power spends a Willpower point, or a blood point if he
knows the Nature of the character he wishes to afflict with an animal aspect. The player also
rolls Manipulation + Expression (difficulty 6). The subject of this power is the person who
looks upon the character with the animal aspect. The subject sees the character as if he had
some animal characteristic. A cold Ventrue might appear as a shark, while a cunning
Nosferatu might appear as a loathsome fox. If the subject's Willpower is less than 3, the
character literally appears as a "beast- man" and probably causes some sort of panicked
reaction. Subjects with Willpower scores above three are left with the distinct impression that
the character reminds them of an animal. Roleplay this reaction accordingly, or simply add
two to all Social difficulties faced by the animal-aspected character.
The animal impression conjured should be a logical result of the given character's
personality. A timid character, for example, is unlikely to appear as a bear, while a noble
character probably does not have the aspect of a snake. The Storyteller is the final arbiter of
whether or not a certain aspect is suitable to a given character and how the affected
character (if someone other than a player's charac- ter is affected) reacts.
Note that this power is an application of the Dominate Discipline. The Kindred invoking the
Discipline must be of equal or lower generation than her subject, or the power simply fails to
work. Addition- ally, this power affects only one character at a time. That is, each use of this
power convinces one character of another person's animal nature. The user may con- vince
multiple people that the character in question is somehow bestial, and he may even choose

18
a different animal for various subjects to see, but doing so requires separate uses of the
power.
The number of successes on the Manipulation + Expression roll determines this power's
duration.

1 success One scene

2 successes One night

3 successes One week

4 successes One month

5 successes One year

This power costs 15 experience points to learn.


MET System: This Discipline costs one Blood Trait to activate and requires the user to best
the intended victim in a Social Test. It can be retested with Empathy. Those seeing the victim
of Aspect of the Beast will perceive her as having a pronounced animal characteristic. This
feral appearance is the result of the character’s temperament and reflects the target’s
personality. The Storyteller has the final say on whether or not an animal aspect is
appropriate and approves the appearance of the manifestation.
A Ventrue loan shark may appear to have a multitude of teeth, making his predatory nature
plain, while a clever and unscrupulous Nosferatu who has wronged the anarch may appear
as a fox with large ears and a pointy muzzle, or a brutal and repressive Camarilla scourge
might manifest his inner creature by taking on the snout of a pig.
If the victim has less than three permanent Willpower Traits, he literally appears as a
“beast-man” and will cause Delirium in non-supernatural creatures, just as if they have seen
a werewolf.. . or worse. The victim is down two Social Traits on all challenges and the
witnesses’ reaction to the bestial visage should be actively roleplayed.
Remember that this power is a Dominate-based Discipline, and the Kindred using it must be
of equal or lower generation for it to work. This Discipline only functions on one victim at a
time, although it can be used on multiple victims per session with additional Blood Traits and
Social Tests. The effect lasts one full night; the victim’s appearance returns to normal at
sunrise. The victim gains the Negative Social Traits Bestial x2, Repugnant and Feral for the
rest of the night and must wear an appropriate tag describing her altered appearance.
Obfuscate will not disguise this feral mien, though the bestial outward form does not prevent
actual invisibility.
MET Cost: 8xp.
Non-Anarchs with Anarch Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Anarch

Aura of Accursed Rage


(Animalism x3, Presence x2)
Players Guide to Low Clans Pg. 158
V20 Dark Ages Pg. 313
OWBN Brujah Genre Packet 2017, Pg. 15

19
Originally obtained by the Gangrel from Brujah adherents to the Road of the Beast, this
fearsome power unlocks the savagery in every Cainite’s soul. Such rage knows neither
friend nor foe, and incautious use of this Discipline can transform a prince’s stately court into
a gore-splattered abattoir in a matter of minutes. At least one reckless Nosferatu has
reputedly achieved this feat, though perhaps this is only a legend of the Low Clans.
System: The player spends one blood point and rolls Charisma + Intimidation (difficulty 7).
The difficulty of all Self-Control rolls to resist frenzy increases by +1 per success for the rest
of the scene. This power affects all vampires within range of the character’s sight —
including the character using the power. Vampires who leave the character’s sight still suffer
for the remainder of the scene; vampires who enter the scene after this power is invoked are
not affected. A botch on the activation roll triggers immediate Rötschreck in the character,
although other vampires are not affected.
Experience Cost: 21
MET System: Spend one blood trait and make a social challenge which can be retested with
Intimidation. If you are successful your target will be down one trait on all self control
challenges for the remainder of the scene.
MET Cost: 11xp
Aura of Accursed Rage - PC: Coordinator Notify - NPC: Coordinatory Notify -
Coordinator: Brujah & Gangrel

Aura of Inescapable Truth


(Dominate x4, Presence x4)
Libellus Sanguinis I: Masters of the State Pg. 95
V20 Dark Ages Pg. 313
OWBN Malkavian Genre Packet 2016. Pg 33
OWBN Ventrue Genre Non Binding 2013. Pg 39

With this power, those in the vampire’s presence must speak only the truth. The vampire’s
presence is defined by those characters the vampire can hear; for this reason, Auspex adds
another dimension to the power’s usefulness. Characters attempting to lie find themselves
unable to speak. The truth for this power depends on the speaker; a character may impart
untrue information that they believe to be true, but may not deceive a listener. The power is
quite obvious in its effects, and a character may opt to leave the vampire’s presence.
System: Roll Charisma + Leadership with difficulty equal to the highest Willpower points
among all the targets. Use the below table for results. A character with five successes
breaks the limitation on range; a character leaving the vampire’s presence can only speak
the truth for the entire night, regardless of where he goes.

Successes Effect

1 success The next statement made by those affected


must be truthful.

2 successes Those affected can only speak truth for the


next minute.

20
3 successes Those affected can only speak the truth for
ten minutes.

4 successes Those affected can only speak the truth for


the remainder of the scene.

5 successes Those affected can only speak the truth for


the remainder of the night.

MET System: See the power True Tongue as the only difference between this power and
True Tongue is the number of individuals which may be targeted at once. Since this power
appears on its own in Libellus Sanguinis 1, and as an extension of True Tongue in Road of
Kings, it is up to the Storyteller if they wish to require the character to first purchase True
Tongue.
MET Cost: 14xp
*This power requires Coord-Approval when learned by non-Ventrue. [R&U Bylaws,
4.F.xx.]
Non-Ventrue with Ventrue Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Ventrue

Awaken the Slumbering Curse


(Auspex x4, Mortis x5)
Players Guide to High Clans - Pg. 164
OWBN Giovanni Necromancy Packet 2017

A Cappadocian with this power may project a measure of his undead nature into a ghoul,
causing her borrowed vitae to burn at the touch of sunlight. This power is favored as an
assassination tool or a flashy means of delivering a challenge to a rival.
System: The vampire concentrates on a known or suspected ghoul in his line of sight, while
his player spends one blood point and rolls Intelligence + Occult (difficulty of the target’s
Willpower). Each success taints the ghoul’s blood for one hour, though the power has no
effect if a vampire targets a living being without vitae. Ghouls affected by this power feel
oddly feverish; most do not suspect they have been mystically altered, and even those who
do have no means of identifying the source of the magic. While enchanted with this power, a
ghoul suffers damage from sunlight as though a vampire. Each turn of exposure to sunlight
also burns away one point of vitae. After the last point boils away, the former ghoul ceases
taking further damage, though she must still contend with massive internal and external
burns. Ghouls without Fortitude cannot soak sunlight damage.
Experience Cost: 35
MET System: Necromancer concentrates on a known or suspected ghoul in line of sight,
Spend a blood trait and Mental Challenge retested with Occult against the targets Willpower.
Spend up to 5 Mental traits as part of the casting, each trait spent affects the ghouls blood
for one hour, though the power has no effect on a living being. Ghouls feel feverish, but has
no idea what afflicts them. While under the effects of this power the Ghoul suffers damage to
sunlight like a vampire. Each turn of exposure to sunlight also burns away a point of vitae.

21
After the last point of vitae boils away the former ghoul ceases taking damage, though she
must still contend with massive internal and external burns.
Ghouls without Fortitude cannot soak sunlight damage.
MET Cost: 18xp
R1 – Storyteller Approval (Giovani and Samidi)

Baal's Sight
(Auspex x2, Quietus (Sorcerer Caste) x4)
Lore of the Clans Pg. 28
OWBN Pack Assamite Children of Haqim 2022, Pg 44

Oft times, the demon hunters of the sorcerer caste lack the time to activate the spiritual sight
associated with Baal’s Caress. This power removes the requirement that they do so.
System: Upon learning this power, the sorcerer gains the permanent ability to see
dematerialized spirits and the like. There is no roll and no cost for doing so, and this counts
as part of the requirement for the sorcerer version of Taste of Death (p. 27). However, the
power permanently alters the sorcerer’s eyes, rendering them disturbingly bloodshot as if he
had a permanent infection in both eyes. In addition, any spirit in the sorcerer’s presence will
intuitively sense that he can see them, which some spirits find offensive.
This power costs 18 experience points to learn.
MET System: Use as Printed
MET Cost: 9xp
Non-Assamites with Assamite Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Assamite

Badger's Hide
(Fortitude x1, Protean x4)
Guide to the Anarchs Pg. 158
Dread Names, Red List Pg. 99-100
Clan/Road/Sect of Origin Gangrel

As might be suspected, the Protean-based com- bination power was developed by a


Gangrel. When the Kindred uses this power, his skin becomes tough and leathery to the
touch. As a badger's hide repels the stings of bees while it takes their honey, so does the
vampire's skin repel attacks that would pierce his flesh.
System: This power costs one blood point. For the remainder of the scene, any attacks that
pierce (but not cut-Storytellers, make a suitable judgment call), such as stabbing knives or
impaling spikes and spears, have their damage halved after the character soaks. Round
down, though any successful attack that isn't soaked does a minimum of one health level of
damage.
It costs 12 experience points to learn this power.
MET System: This Discipline costs one Blood Trait to activate and lasts for one scene. Any
primarily piercing melee attacks such as knives, stakes, spears or arrows will do one less
level of lethal damage for that scene, to a minimum of no damage. Weapons that merely
slash or hack such as swords or axes are unaffected by this power, unless the attacker is

22
specifically attempting to impale the vampire with them (such as trying to stab the vampire
through the heart). Additionally, the increased resistance conferred while this power is active
allows the user to spend a Staminarelated Physical Trait to receive a retest on any staking
tests (including the two additional tests required to stake successfully). Only one Physical
Trait may be spent per test, however. Staking attacks that inflict no damage after this and
other powers reduce damage do not receive a chance to stake the vampire. The Storyteller
is the final judge over whether Badger’s Hide is effective against a particular form of attack.
This Discipline is useless against bullets and other highvelocity projectiles, though other
levels of Fortitude can be used normally in addition to this power to further ameliorate any
damage the user sustains.
MET Cost: 6xp
Non-Anarchs with Anarch Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Anarch

Bagman's Shelter
(Obtenebration x2, Fortitude x3)
Lore of the Clans Pg. 270

Vampires can’t stand sunlight, but not every vampire has the luxury of a haven or the ability
to merge into the earth. What they do have is access to some exotic Disciplines, and some
of those who have to last the day in unsecured shelter have survived by this little beggar’s
trick.
System: The Caitiff spends a blood and a Willpower point before resting for the day. All
around them, the shadows darken and reinforce cover in such a fashion that improves an
otherwise flimsy shelter for the purpose of blocking sunlight. What light does penetrate the
space seems not to reflect from whatever surface it hits. As long as none of the exposure is
direct, the vampire can sleep safely in a small space, such as the back of a truck cab under
a heavy blanket or a basement stairway in the alley covered in trash. For some reason, this
ability doesn’t work if the Caitiff is awake.
This power costs 15 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Bear's Skin
(Animalism x2, Protean x4)
Wolves of the Sea Pg. 70-71
Players Guide to Low Clans Pg. 159
OWNB Gangrel Genre 2023. Pg 55

According to legend, some berserks take on the fearsome aspect of bears while in the midst
of their battle rage. With this power, Gangrel einherjar bring truth to that legend.
System: The vampire must be in frenzy to use this power. The player spends one blood
point at the beginning of the turn. Over the next few seconds, the vampire’s muscles twist
and bulge while heavy fur sprouts over his entire body, growing thickest where he normally

23
has hair. As skin toughens to leather, the vampire’s maw widens in a fanged half-muzzle
capable of biting through limbs. In this state, the vampire gains an additional two dots of
Strength and Stamina, as well as the effects of the Maw Merit (see p. 184). Characters with
Fortitude may also soak all sources of aggravated damage with their full Stamina +
Fortitude. The transformation brought about by this power lasts as long as the frenzy.
Experience Cost: 28
MET System: When a vampire with this Discipline enters Frenzy, he may spend a blood
point to activate Bear's Skin. Once activated, the power grants the Physical Traits: Brawny
x2 and Tough x2 as well as the Negative Social Trait: Bestial. In addition, Bears Skin gives a
retest to soak damage from sunlight. Once invoked Bear Skin remains until you leave
Frenzy.
MET Cost: 9xp
Gangrel Combination Disciplines - PC: Coordinator Approval - NPC: Coordinator
Approval - Coordinator: Gangrel

Beast Meld
(Animalism x3, Protean x6)
Clanbook: Gangrel Revised Pg. 73
Clan/Road/Sect of Origin Gangrel

Gangrel this familiar with bestial nature and the malleability of form may hide themselves
away in the beasts of the earth, rather than in the earth itself. The vampire does not directly
control or possess the animal for this period, but the animal will follow certain pre-set
directions or instructions to the best of its ability. This allows the Gangrel remarkable latitude
for travel, as the animal’s body shields her from the rays of the sun. It is also an
exceptionally good way to hide; like with Earth Meld, the vampire’s essence is suspended
mystically, but the animal’s essence enshrouds her, making detection next to impossible
without involved thaumaturgical rituals or similarly arcane means.
Some Gangrel put this ability to more violent use in setting up ambushes. More than one
poacher of exotic animals has been sent eternally packing when his fur bearing prize
disgorged a vengeful vampire.
The animal host chosen by the Gangrel is affected by his passenger’s nature. The animal
avoids bright light where possible, and becomes noticeably bold and aggressive, although it
will not frenzy in a vampiric manner. Those creatures thst carry Gangrel for decades become
legendary and may develop supernatural characteristics; locals may speak of the puma with
eerily glowing eyes, or the stag with horns of iron that families have seen for generations.
System: The character must choose a suitable animal vessel to “ride,” one that is large
enough to cover at least her smallest beast form as a guideline. The player spends three
blood points and makes a Charisma + Animal Ken roll (difficulty 6). The interment is
automatic, and the successes on the roll indicate the vampire’s degree of success in
communicating his wishes to the animal. Three successes are enough to ensure total
compliance (within the animal’s ability); with only one or two successes, the vampire may
find herself somewhere she didn’t wish to go, only part way to her destination, or just plain
lost. The animal may be instructed to travel to a certain place, to remain in a certain area, or
to find a person meeting a simple description.

24
The vampire must also set a condition for emerging from her animal host, such as “after one
week,” “when attacked,” or “upon reaching my destination” — although the last is dangerous
if the Gangrel does not establish sufficient rapport with the creature. The animal host gains
the benefit of his rider’s Fortitude for purposes of resisting damage. If, however, the animal
host is killed by violence, the Gangrel is immediately expelled from the body. Animals will not
die of old age while “ridden” by a vampire, but will expire quickly after the vampire’s
emergence. The Gangrel does not take the damage inflicted on her host unless that damage
is caused by fire, in which case she may soak with her Fortitude as normal.
The Gangrel continues to spend one blood point at sunset as is usual. A vampire who drops
into torpor due to lack of blood will remain in the animal until awakening, unless the animal is
violently killed.
This power costs 30 experience points to learn.
MET System: Spend three Blood Traits and make a Physical Challenge. If successful, you
merge with the target animal, which must be at least as large as your smallest regular beast
form. The animal then behaves normally, unless you make a specific effort to control it.
Spend one Mental Trait to give general directions, or two Mental Traits to give specific
commands. As discussed in the main text, you must also specify a condition upon which you
move out of the Beast Meld.
MET Cost: 15xp
ST Approval.

Beast's Communion
(Animalism x3, Ausper x4)
Road of Humanity Pg. 70-71
OWBN Malkavian Genre Packet 2016. Pg 33

Favored by the Illuminated, this ability enables the vampire to force another Cainite's Beast
to the fore, there to share the consciousness with the higher self, and compel it to speak
through the rational human mind in a manner comprehensible to reason- ing beings. When
occupying the consciousness with a Cainite's reasoning mind, the Beast is given a voice by
which its otherwise alien lusts can be known. The Beasts of different clans are, as a rule,
very different in their miens. A Ravnos' Beast is a sly, cunning thing, while a Nosferatu's is
base and wretched, and a Brujah's brutal and proud, for example. Whatever the Cainite's
clan, however, his Beast is compelled to speak like a person of whatever intelligence the
Cainite subjected to this technique himself possesses.
System: Spend a point of Willpower and roll Manipulation + Intimidation (difficulty of the
subject's Willpower). If successful, spend a blood point (which lures out the subject's Beast).
At this time, both parties engage in an opposed Self-Control/Instinct roll (both against a
difficulty of the other's Will- power). If the subject wins, then her Beast retreats, knowing that
something is amiss, and cannot be ensnared for at least another full lunar month. If the
Prodigal wins, the subject's Beast is locked into his rational mind for a number of turns equal
to the number of successes scored in the initial Manipulation + Intimidation roll, incapable of
freeing itself and retreating back into the depths of the consciousness. During this time, the
Beast must truthfully answer any questions put to it in a reasoning manner (though it may
bluster and seek to mislead, it cannot freely engage in brutality or outright deception). The
Beast remembers actions undertaken during past frenzies with absolute clarity. Likewise, it

25
knows when outside influences previously forced it to the fore, whether or not the Cainite
himself is aware of such. Note that, while a Cainite may be willing to submit to the use of this
power, the Beast always attempts to resist imprisonment within the sane mind, meaning that
no vampire can freely relent to the use of Beast's Communion (in other words, all the above
rolls are necessary every time).
While a Beast is compelled to speak with reason and intelligence, its reasons for doing what
it does are often simplistic and monstrous. Asking a Toreador's Beast, for example, why it
slew that Cainite's loveliest and most favored ghoul during frenzy, might result in the answer
of, "I hated her and her pretty face." Particularly intense sessions of communion with the
Beast (a conversation which the rational mind of the Cainite is perfectly aware of) can
actually help to bring on a moment of truth, as well as to unravel mysteries left buried in the
throes of frenzy and to discern the motivations behind its actions. A Cainite may not use this
power upon herself.
Experience Cost: 28
MET System: By spending a Blood Trait and a Social Trait and engaging the target in a
Self-Control/Instinct test (retest Intimidation), the Cainite can compel a target's Beast to rise
to the surface and answer questions in a rational manner. This Discipline lasts for a number
of minutes equal to the user's permanent Social Traits minus the target's Willpower
(minimum one minute). Though it should be noted that while casual brutality is forbidden by
this Discipline, it does not prevent the target from truly frenzying during this time if sufficiently
provoked, nor can it halt a frenzy in progress. As noted above, the Beast remembers all
actions taken during previous frenzies as well as any times it was forced to the fore, and
while it can bluster or attempt to mislead an interrogator, it cannot be out- right deceitful,
though its reasons are often as simple and monstrous as itself. It should also be noted that
the target's rational mind is perfectly aware of any conversations that take place. Players are
expected to roleplay this interaction as fully as possible, taking such con- siderations as clan,
Via, Derangements and other factors to create a compelling persona for their Beast. A target
may not relent to this Discipline's use, and an unsuccessful use of this Discipline renders a
target's Beast immune to this Discipline for a full lunar month. A Cainite may not use this
Discipline on herself.
This Discipline may not be used on mortals, though at the Storyteller's discretion other
supernatural beings that harbor similar darker supernatural instincts (such as older ghouls,
Lupines or even cer- tain spirits) may be targeted with this Discipline. All usage costs for
these beings is doubled, however, and Rage, Angst or other appropriate Traits are
substituted for the Self-Control/Instinct test. Inquisitive Cainites must also be advised that
while enough similarities might exist to allow this Discipline's use, a Lupine's animalistic
Rage abides by entirely differ- ent rules than a Cainite's Beast; and when used on ghosts, it
is often as though the Cainite is suddenly conversing with an entirely different person.
MET Cost: 14xp
ST approve

Beast's Vigor
“Carriage Horses” “The Beast’s Vigor”
(Animalism x3, Fortitude x3)
Lore of the Clans Pg. 183
Libellus Sanguinis IV: Thieves in the Night Pg. 32-33

26
Players Guide to Low Clans Pg. 159
OWNB Gangrel Genre 2023. Pg 55

Through the bond of regnant and thrall, a vampire with this Discipline technique can use the
vitality of a nearby animal ghoul to absorb her injuries. Transferred wounds ravage the
animal’s body, seemingly without cause. If the animal survives, healing results in extensive
scarring and whitened fur. Elder Ravnos have been known to evince a more powerful
version of this art, transferring injuries to human thralls.
System: The player spends one blood point and rolls Stamina + Animal Ken (difficulty 8).
Each success transfers one health level of damage (of any type) to a single animal ghoul
within line of sight. Use of this power is reflexive, but must be done immediately after a
vampire receives wounds (i.e. after the soak roll). Only the vampire’s own ghouls may be
affected with this power.
Experience Cost: 21
An alternate form of this art, Scourge the Thrall, requires Animalism 4 and Fortitude 4 and
costs 28 experience points. This art functions much the same, except that wounds may be
transferred to human ghouls so long as they are under the blood oath to the vampire.
MET System: If the player has any animal ghouls within sight, he may elect to use this
power. The player spends one blood point and makes a Static Physical challenge (difficulty 8
Traits) retest Animal Ken. The player may bid up to three Stamina based Traits in this
challenge. If successful, the player transfers one Health Level of any type of damage to the
animal per Trait bid. The Beast’s Vigor can only be used immediately after the vampire is
wounded (after the character has made their soak chops but still sustained damage) and
counts as a reflexive action. As a reflexive action, blood used by this power does not count
against the maximum allowed by generation.
MET Cost: 11xp
ST Discretion

Becoming Kupala
(Way of Spirit x6, Vicissitude x6)
Players Guide to High Clans - Pg. 164

Despite its name, this power does not allow a vampire to join with the primordial evil of
Kupala. Rather, the vampire melds with and diffuses through the earth of his territory,
becoming its master and spirit even as Kupala is the spirit of the Tzimisce homelands.
System: The player spends 10 blood points and makes an extended roll of Stamina +
Alertness (difficulty 6). The vampire’s pool diminishes by one die for each successive roll
after the first. Once the vampire’s pool drops to zero, the roll ends and the vampire’s flesh
melts into a forest of tendrils that spread through the earth. The zone of control extends a
number of yards equal to the (successes rolled x 10). Within this zone, the vampire may
freely perceive events as though using the Way of Spirit. The vampire may activate the
powers of any Koldunic Sorcery paths within the zone of control at –2 difficulty. If the vampire
draws victims into the soil of the region with Hungry Earth, he may drink one blood point per
turn instead of inflicting crushing damage. This is the only way the vampire may feed unless
someone pours a libation of blood into the ground where the koldun melded. A vampire
dispersed through the earth remains a vampire. It still hungers and slumbers through the

27
day. The veil of earth protects it from sunlight and surface fires, though any flame burning
hot enough to char the soil burns the vampire normally. Physical attacks against the vampire
require large scale devastation of the land or potent magic. It is not enough to excavate at
the site of entry, as the vampire’s essence is spread cancerously through the land. A
vampire may remain subsumed in the earth as long as he wishes. If the character exhausts
his blood pool, however, he is forced out and into his normal form in a spray of earth and
winding sanguine tentacles. A vampire may also voluntarily leave the land for a cost of one
Willpower point. After a vampire spends more nights subsumed in the earth than his highest
virtue, he becomes bound to its soil and weakens when he slumbers elsewhere. In effect,
the focus of the Tzimisce’s clan curse shifts to the tainted soil he now inhabits. Some
Lupines can scent the unnatural presence of a vampire spread in the earth, though precious
few werewolves have any inkling as to the true nature of such a presence.
Experience Cost: 42
MET System: The player spends 10 blood points and makes an extended Physical
challenge--retest Alertness.
The vampire’s pool diminishes by one Trait for each success after the first. Once the
vampire’s pool drops to zero, the challenge ends and the vampire’s flesh melts into a forest
of tendrils that spread through the earth. The zone of control extends a number of yards
equal to the player’s blood pool x 10. Within this zone, the vampire may freely perceive
events as though using the Way of Spirit. The vampire may activate the powers of any
Koldunic Sorcery paths within the zone of control with a 2 Trait bonus. If the vampire draws
victims into the soil of the region with Hungry Earth, he may drink one blood point per turn
instead of inflicting crushing damage. This is the only way the vampire may feed unless
someone pours a libation of blood into the ground where the koldun melded. A vampire
dispersed through the earth remains a vampire. It still hungers and slumbers through the
day. The veil of earth protects it from sunlight and surface fires, though any flame burning
hot enough to char the soil burns the vampire normally. Physical attacks against the vampire
require large-scale devastation of the land or potent magic. It is not enough to excavate at
the site of entry, as the vampire’s essence is spread cancerously through the land. A
vampire may remain subsumed in the earth as long as he wishes. If the character exhausts
his blood pool, however, he is forced out and into his normal form in a spray of earth and
winding sanguine tentacles. A vampire may also voluntarily leave the land for a cost of one
Willpower point. After a vampire spends more nights subsumed in the earth than his highest
virtue, he becomes bound to its soil and weakens when he slumbers elsewhere. In effect,
the focus of the Tzimisce’s clan curse shifts to the tainted soil he now inhabits. Some
Lupines can scent the unnatural presence of a vampire spread in the earth, though precious
few werewolves have any inkling as to the true nature of such a presence.
MET Cost: 21xp
Tzimisce Clan Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Tzimisce

Beneath Contempt
(Obfuscate x2, Presence x3)
Lore of the Clans Pg. 271 Caitiff

28
Sometimes the only way to stay alive is to bow your head and grovel. While that is not a
necessary element of this power, many Caitiff remain alive only because someone more
powerful didn’t think they were worth the effort to kill. By focusing an aura of the pitiable
while masking any real strength they have, the Caitiff can find grudging mercy in disgust.
System: The character spends a Willpower point to activate this power. For the remainder of
the scene, anyone who looks at the Caitiff as a potential threat must make a Willpower roll
against a difficulty equal to the Caitiff’s Humanity score, or 4 if the Caitiff is on a Path of
Enlightenment. If they fail the roll, they dismiss the Caitiff as being unworthy of hostility. The
Caitiff is not invisible or forgotten, and they might still take them prisoner if they have been
defeated and are begging for mercy.
This power costs 15 experience points to learn.
MET System: Not found
MET Cost: Not found
Approval: Not found.

Bestial Presence
(Animalism x3, Obfuscate x3)
Lore of the Clans Pg. 164
OWBN Nosferatu Genre Packet 2009. Pg ??

Using this power, the vampire summons up a little of the Beast in each nearby vampire and
gives it form. This gestalt entity becomes a brooding animal presence that follows the
vampire like a companion.
System: The companion is summoned using Manipulation + Animal Ken with a difficulty of
8. It remains for a number of hours equal to the amount of successes gained. The vampire
must also spend one blood point.
The brooding presence of the companion puts all nearby vampires on edge. They feel their
own Beast watching and whispering to them. While the companion is present, all vampires
(except the summoner) in its immediate vicinity suffer -2 dice to all Social rolls and all rolls to
resist any form of frenzy.
This power costs 18 experience points to learn.
MET System: Not found
MET Cost: Not found
Non-Nosferatu with Nosferatu Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Nosferatu

Bird in Ear
(Animalism x2, Chimerstry x2)
V20 Dark Ages Pg. 313

The Ravnos developed this power in order to better communicate between distant jati. The
vampire imbues a message in a small animal who then carries the message to its intended
recipient, relaying it in the vampire’s own voice.
System: The player spends one Willpower point and rolls Manipulation + Subterfuge
(Difficulty 7) to imbue the message in a small animal. The animal can be any creature, but if

29
it must travel long distances, a bird is best. The Ravnos speaks the message he wants
carried to the animal and commands it with his will to deliver the message to his intended
recipient. The vampire must have a clear image in his mind of who the animal must find.
When the animal arrives at its destination, the message is delivered as the vampire spoke it,
the illusion of his voice emanating from the animal.
Once the power is used, the animal has a number of days equal to successes to find its
designated recipient and deliver the message, otherwise the compulsion fades and the
message is lost.
Experience Cost: 14
MET System: Not found
MET Cost: Not found

Birth the Vozhd


(Animalism x6, Vicissitude x6)
Clanbook: Tzimisce Revised Pg. 73
Lore of the Clans Pg. 241

While the creation of vozhd was once the sole province of koldunic ritual, Tzimisce who have
mastered both fleshcrafting and control of the Beast Within can build vozhd as well. This
power requires at least 15 ghouls (although 20 or more is preferable). First, the Tzimisce
fleshcrafts the ghouls together, forging the bodies into a single entity. The Fiend feeds the
corporate mess a concoction of the intermingled blood of the ghouls, creating something like
a Vinculum among them. This bond in place, the Fiend uses Animalism to coalesce the
minds of the ghouls into one insane and imperfect Beast that drives the vozhd to crush or
devour everything in sight.
System: After the Tzimisce collects enough ghouls, roll her Intelligence + Medicine (difficulty
9) to determine how quickly she constructs and “masters” the vozhd. With one success, the
process takes as long as a year; with five, it might only take a month. The Fiend can make
further Vicissitude modifications to his creation; raise the difficulties of such Discipline rolls
by two to reflect the size and complexity of the creature. Botches result in a nonviable dead
creature or a frenzied, uncontrollable vozhd. Also note that vozhd, driven by their flawed
Beasts, are notoriously difficult to control. Raise the difficulty of all Animalism rolls involving a
vozhd by three.
This power costs 36 experience points to learn.
MET System: You Must first enter into a Hard Test against the Storyteller, and should you
lose this test, you must wait a year before once again attempting to Birth the Vozhd,
representing your lack of the physical and spiritual strength that is required for this power. It
is possible to reduce this waiting period, by spending a willpower trait for each month you
wish to decrease from the year in waiting. Once these Willpower traits have been spent
towards the creation of a vozhd, you can not spend them again until the waiting period has
concluded. While a Tzimisce in a live action game may be capable of doing this sort of thing,
it is very hard to simulate in that medium. Live-action Storytellers are encouraged to disallow
this power and use vozhd only when the story requires it.
MET Cost: 36xp
Tzimisce Clan Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Tzimisce

30
Blessed Resilience
(Fortitude x8, Mortis x4)
Clanbook: Cappadocian Pg. 41-42
Clan/Road/Sect of Origin Cappadocian

Millennia of passivity in the face of opposition breeds an indomitable constitution. Vampires


with this power have been known to rise from Final Death. Limbs and appendages reattach
themselves if severed, and heads reknit themselves to necks, if need be. Anyone attempting
to exterminate a Cappadocian had better be sure that her "victim" does not com- mand this
power or she may find herself with a powerful, very long-term enemy.
System: In the unlikely event that the vampire using this power has any Blood Points left,
she must spend them all. In addition, four Willpower points must be spent, plus one for each
severed limb (counting the head) which needs to be rejoined to the body. If the Cainite does
not have enough Willpower, she experiences Final Death as normal. Recovered body parts
must be proximate to the corpse, as they will mystically "crawl" back to the parent body (an
unsettling sight); the Storyteller's judgment is required for this. The vampire using this power
is miraculously healed up to the "Mauled" Health Level, and hopefully crawls into some hole
where she can recover further, given time. The vampire enacting Blessed Resilience
permanently loses one dot in every At- tribute. These dots are crossed off and may never be
recovered. This will result in lower maximum Trait ratings. This power, when necessary,
takes effect automatically and immediately, and the would-be killer may freely interfere with it
(if she is smart enough to see the job done). Note that catastrophic damage, such as diving
into a live volcano or being deposited in a field at noon, is still fatal, and beyond the
regenerative capacity of this power.
Learning this power costs 36 experience points.
MET System: Not necessary; as above simply replace “dot” with “Trait”.
ST Approval

Blessing's Warning
(Auspex x2, Daimoinon x1)
Players Guide to Low Clans Pg. 159
Clan/Road/Sect of Origin Baali, Tremere

The Tremere obtained knowledge of this art from the Baali bloodline in exchange for
unknown favors (probably related to the purge of the Salubri). With it, a vampire’s Soulsight
(Auspex 2, p. 176 of Dark Ages: Vampire) can detect the Blessed and their relics, fervent
followers of the Road of Heaven — and sometimes, the third eye of Saulot. A few Tremere
wonder why the Salubri can be sensed with a power meant to find God’s favor — and quietly
fear the significance of such a mark. Those who have such doubts wisely keep them to
themselves.
System: This technique functions exactly like the Auspex power Soulsight. However, if the
character specifically looks for marks of holiness, the number of successes determines what
the vampire is able to see. One success can sense a golden nimbus surrounding holy relics
and the Blessed. Holy ground shines with a soft radiance of its own, infusing all that rests

31
upon it with light. Three successes can spot any adherent of the Road of Heaven whose
Road rating is high enough to trigger a positive aura modifier (8+). The light surrounding
such beings is much softer than that enveloping mortals touched by higher powers, so the
two can never be mistaken for one another. Five successes spots the third eye of the Salubri
as a blazing brand on the Cyclops’ forehead.
Experience Cost: 14
MET System: This technique functions exactly like the Auspex power Soulsight/Aura
Perception. However, if the character specifically looks for marks of holiness, the success
determines what the vampire is able to see: a golden nimbus surrounding holy relics and the
Blessed, Holy ground shines with a soft radiance, any adherent of the Road of Heaven who
Road rating is high enough to trigger a positive aura modifier (4+) and the third eye of the
Salubri as a blazing brand on the Cyclop’s forehead. The light surrounding such beings is
much softer than that enveloping mortals touched by higher powers, so the two can never be
mistaken for one another.
MET Cost: 7xp
ST Approval

Bliss
(Dominate x2, Presence x3)
Clanbook: Toreador Revised Pg. 73-74
Lore of the Clans Pg. 201-202
OWBN Toreador Genre Pack 2021. Pg 25

Many Toreador claim their Clan escaped the curses that afflict their brethren, and that they
alone were blessed. Those who learn the secret of Bliss are the loudest making this claim.
Any Toreador who regards a scene or work of great beauty is prone to myopic obsession.
This trance is the antithesis of the ugly fury of the Beast. Those familiar with the power of
Bliss can recall beauty almost as intimately as if it were before them and use this as a
reservoir of inner strength. The recollection of past happiness serves as a bulwark when
threatened with the irrational desires, frenzies, and fears of the Beast. Further, the Kindred
may project this sense of pleasure upon another, calming them from the throes of rage or
frenzy.
System: To use this power, a Toreador needs to deliberately enter a trance while watching,
listening to, or looking at some work of art or embodiment of beauty. The duration of this
trance is determined by the duration of the art: The Toreador sits enthralled until the song
ends, the dance is finished, or the piece of art is covered. (Few choose to use this power
with paintings for that reason.)
Within one scene after the trance ends, the player makes an Intelligence + Empathy roll. If
the roll is successful, the vampire may temporarily increase her Self-Control, Conscience, or
Courage by a single dot, up to a maximum of five dots. This increase lasts for the remainder
of the night. The difficulty of the roll is equal to double the Trait’s current rating, so a vampire
with Self-Control 4 has to roll an 8 to gain another temporary point of Self-Control. Only one
Virtue can be increased at a time. Furthermore, the source of the trance has to be
appropriate for the Virtue. Looking at David’s “Oath of the Horatii” or listening to the first
movement of Holst’s “The Planets” could bolster one’s Courage, but not Self-Control. Bliss is

32
not lost on those who follow Paths other than Humanity, though the source of inspiration
must take the Cainite’s altered worldview into account.
When a Kindred uses Bliss to steel the resolve of another, the Toreador must roll Wits +
Expression to activate the power. Additionally, difficulties for using Bliss on someone other
than oneself increase by one. For example, if the target’s Conscience is currently 3, the
Toreador’s target difficulty is 7. Botching any Bliss roll results in the loss of a Willpower point.
The target must cooperate with the Toreador, entering a kind of guided meditative state of
their own, often focusing on a work of art created for the purpose by the Kindred activating
Bliss. If successful, the target gains the benefit instead of the Toreador.
This power costs 15 experience points to learn.
MET System: The PC must enter a trance while observing art. Within one hour or one
scene after the trance ends, the player must make a Static Mental Challenge against a
difficulty equal to double the desired Trait’s permanent value. If successful, he may add one
Trait to Self-Control, Conscience or Courage. This Trait remains for the duration of the
scene. Only one Virtue can be increased at a time. When a Kindred uses Bliss to steel
another’s resolve, the player makes a Static Mental Challenge against a difficulty equal to
double the target Virtue, plus one. Traits may not be increased past 5.
MET Cost: 7xp
Non-Toreador with Toreador Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Toreador

Blood Apocrypha
(Auspex x1, Obfuscate x1)
Libellus Sanguinis IV: Thieves in the Night Pg. 75
V20 Dark Ages Pg. 313
OWBN Nosferatu Genre Packet 2009. Pg 61

The Nosferatu deal in secrets so dark they cannot risk leaks. To this end, they’ve created
Blood Apocrypha, which allows them to communicate secretly through messages in their
blood. The communication can occur in person, through the taste of the encoded blood.
Often, this is done through vials of blood, or through a bloody kiss. Alternatively, the vampire
can invest a significant portion of her blood into a written or drawn message, which carries
alternate meaning. Most Nosferatu encode these messages further, so even a vampire
detecting the power must still decode the lore within. An encoded message can be rather
detailed; a single use of this power can account for a whole written page. Some Nosferatu
maintain entire warrens and catacombs full of encoded libraries whose parent books have
long since been destroyed.
System: Spend one blood point for the character to retrieve or relate the message. In direct,
in-person communication, no roll is necessary. For embedded messages, a single blood
point allows the message to last a night. Two lets the message last a week, three a month,
four a year, and five lasts indefinitely. A character who knows of a hidden missive can roll
Perception + Occult (difficulty 7) in order to sense the message.
Experience Cost: 7
MET System: A character must spend a blood trait to relay the message whether it is via
speaking or writing to another Nosferatu. The receiving Nosferatu needs to have Blood
Apocrypha, as well, in order to absorb and understand the message being relayed.

33
However, the receiving Nosferatu does not need to spend a blood trait to receive.
The blood is consumed upon the message being received prevents the formation of blood
bonds and/or the use of Thaumaturgy on the original message. However, if a message is
intercepted, the blood can be pulled via the use of Thaumaturgy.
MET Cost: 4xp
Non-Nosferatu with Nosferatu Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Nosferatu

Blood Pearl
(Necromancy x2, Mortis x2, Thaum x2)
Clanbook: Cappadocian Pg. 36-37

Functions as Mortis 6 only instead of feeding the corpse your blood you feed it the Blood
Pearl.
Included for completion sake only. LARP rules prevent a PC from possessing more
than one form of blood magic making possession of this combo impossible.
Non-Giovanni and Giovanni - ST and Giovanni Coordinator Approval

Blood Scent (Auspex x1, Chimerstry x3)


OWBN Ravnos Genre Pack 2022. Pg 28

The Tsurara / Wuzho have long been known for their ability to smell their targets via smell.
Since they primarily hunt vampires for preying on the Rom they smell the very blood within
their system. This power is rare among vampires due to the fact that the Tsurara / Wuzho
despise them, and it should not be common once embraced.
MET System: This power works mechanically the same as the combination power Scent of
Caine that is outlined in the most current Tremere Packet. The only difference is the user is
up 2 traits when using this power on a Ravnos.
MET Cost: 7xp.
ST and Ravnos Coordinator Approval.

Blood Sight
(Auspex x2, Thaumaturgy (Path of Blood) x1)
Lore of the Clans Pg. 220
OWBN Tremere Arcane Compendium 2021. Pg 54

This power allows the user to analyze the potency and type of any blood they touch to a
higher level than A Taste for Blood (V20, p. 213). They can determine which supernatural
creature it might come from, and the relative potency of the being in question.
System: The user of this power must touch a small sample of the blood they wish to
analyze. They then make a Perception + Medicine roll at difficulty 6. If they are successful,
they can identify if the blood is human, animal, or supernatural. With two successes, they
can also determine the type of supernatural being in question, such as vampire, lupine,
mage, etc. If they gain five successes, they can also determine the relative power of the
person in question, such as a vampire’s Generation and possibly Clan, or how strong a

34
lupine is. In addition to this, up to one hour for each success, the power user will know if they
touch the person the blood came from.
This power costs 9 experience points to learn.
MET System: The user must touch a small sample of the blood they wish to analyze. They
then make a static mental challenge with a difficulty of 6, with retest medicine or occult. The
user may make additional tests to gain further insight, for up to a maximum of 3 total
successes.
In addition to the knowledge gained from each success, the user will know if they touch the
person the blood is from. The duration of this power is one hour per success, up to a
maximum of three.
Successes:
1. Determine if the blood belongs to a human, animal, or supernatural creature.
2. Determine creature type if from a supernatural creature.
3. Determine generation/rank of a supernatural creature.
If three total successes are made, the user may expend a temporary willpower and a mental
trait to also determine the clan of a vampire or the auspice of a garou/changing breeds. The
user must have the appropriate lore to determine auspice of garou/changing breeds. This
will be up to Storyteller discretion.
MET Cost: 3xp
Ravnos Combination Disciplines - PC: Coordinator Approval - NPC: Coordinator
Approval - Coordinator: Ravnos

Blood Tempering
(Fortitude x2, Quietus x4)
Libellus Sanguinis III: Wolves at the Door Pg. 66-67
OWBN Pack Assamite Children of Haqim 2022, Pg 44

This power, which hails from long before the advent of Damascene steel, has seen a great
deal of use in the nights of the Crusades. Blood Tempering originated as a means by which
Assamites of the warrior caste reinforced bronze and iron weapons and armor to withstand
prolonged combat. Instead of envenoming her blades, the Assamite imparts a small amount
of her own resilience unto them by means of her blood. Some viziers use this power to
preserve their most ancient relics, and the clay tablets that bear the clan's earliest history
have benefited from repeated Blood Tempering.
System: The player spends a Willpower point, and the character coats the item to be
reinforced with her blood. The amount of blood used depends on the size of the item: one
blood point per foot of length. Thus, the average sword requires three blood points, while a
lance may need as many as 15. Armor requires three blood points per extra soak die it
provides. A weapon's base damage rating is increased by one die, and it is rendered
unbreakable by any means short of a supernatural power with a rating greater than that of
the character's Fortitude or a truly massive mundane trauma (such as a landslide). Armor
gains one extra soak die and is likewise impervious to most harm (though the individual
within it may still be wounded by force that is transmitted through it). This power may be
applied to solid objects other than weapons and armor at the Storyteller's discretion. It
cannot reinforce flexible items such as whips, leather armor or silk robes.
Blood Tempering costs 15 experience points to learn.

35
MET System: The player spends a Willpower point, and the character coats the item to be
reinforced with her blood. The amount of blood used depends on the size of the item: One
Blood point per foot of length. Armor requires three Blood points per extra health level it
provides-- one additional health level may be bestowed per level of Fortitude possessed by
the user of this power (to a max of plus 5 health levels).
A weapon's base damage rating is increased by one, and it is rendered unbreakable by any
means short of supernatural power with a rating greater than that of the character's Fortitude
or a truly massive mundane trauma (such as a landslide); a weapon may only be tempered
by this power once-- i.e. multiple applications do not stack. Armor gains health levels and is
likewise impervious to most harm (though the individual within it may still be wounded by the
force that is transmitted through it).
This power may be applied to solid objects other than weapons and armor at the Storyteller's
discretion. It cannot reinforce flexible items such as whips, leather armor or silk robes.
MET Cost: 8xp
Assamite Combination Discipline for anyone - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Assamite

Blood Thorns
(Protean x2, Potence x2)
Lore of the Clans Pg. 89
OWNB Gangrel Genre 2023. Pg 58

This power allows the user to expend the force of her blood in order to make a ranged attack
with her natural weaponry. With this ability, the Gangrel shoots a barb or claw at her target,
potentially injuring them as though she had struck them with her Feral Claws. It takes three
rounds for a claw expended in this manner to grow back. Claws or barbs expelled by use of
Blood Thorns turn to dust within ten minutes of leaving the Gangrel’s body.
System: The character spends a blood to perform a ranged attack against one character
within 10 yards/ meters. If successful, this attack inflicts Strength +1 aggravated damage.
This power costs 12 experience points to learn.
MET System: This ability allows a Gangrel to fire a claw or barb at someone within 10
meters of the character. The Gangrel spends a Blood Point and makes a physical challenge,
retesting with firearms. Success inflicts three aggravated damage. It takes three turns for a
barb or claw to regrow. Any claw or barb fires turns to dust ten minutes after being fired.
MET Cost: 6xp
ST Approval

Bloodied Hands
(Necromancy x1, Auspex x2)
Lore of the Bloodlines Pg. 48

Even among immortals, the act of murder is often concealed. Lazarenes use their
connection to the auguries of death as potent blackmail material. Through piercing the
obfuscations surrounding another being’s soul, the Harbinger can identify her target’s most
recent victim.

36
System: The player rolls Perception + Empathy (difficulty 7). Success allows the
necromancer to view details of the last sentient being killed by the target. The results are
perceived only by the necromancer, and last the duration of the scene.
This power costs 9 experience points to learn.

Successes Result

1 success The victim’s face takes the place of his killer’s.

2 successes The victim’s body also takes the place of his killer’s.

3 successes The victim’s cause of death becomes physically apparent.

4 successes The victim’s voice speaks the events immediately leading up to his death.

5 successes The victim can voice as much of his life history as time permits.

MET System: Not found


MET Cost: Not found
Non-Harbinger of Skulls with Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Giovanni

Body Armory
(Protean x3, Vicissitude x3)
Guide to the Sabbat Pg. 123
Lore of the Clans Pg. 241
Tzimisce

This power enables the vampire to form wicked weapons from her own body. The vampire
may create sword blades, axes, and even spiked mauls. These weapons do terrible damage
to their targets. Many Tzimisce make sword-arms, knife-bladed knuckles, and the like, but
more dramatic implementations are possible.
System: This power costs two blood points per weapon (though larger weapons like
two-handed swords and great axes cost four), and the player must roll Dexterity + Medicine
(difficulty 7). Each weapon takes two turns to form (larger weapons take three turns).
Weapons created in this manner cause aggravated damage.
This power costs 18 experience points to learn.
MET System: Conversion not necessary
MET Cost: 10xp
Approval: Not found

Body of Zephyr
(Way of Wind 5, Protean 5 or Vicissitude 5)
Blood Magic: Secrets of Thaumaturgy, page 129
OWBN Tzimisce Genre Koldunism Pack 2015. Pg 52

37
A koldun dissolving into Body of Zephyr blends into the air, maneuvering through the
smallest of cracks. The koldun's body retains its basic shape, though it is too ephemeral and
transparent for onlookers to make out any physical details.
System: It takes a full turn for a koldun to invoke this transformation, after a successful
Perception + Koldunism roll (difficulty 9) and the expenditure of a point of Willpower. In Body
of Zephyr, a koldun moves at double his movement, though he cannot take any physical
actions. Other powers of the Way of Wind may be used in conjunction with Body of Zephyr
by spending an additional Willpower point at their activation; no other Discipline powers may
be manipulated while in this form. A koldun may remain in this transformed state indefinitely,
though he can return to his original form after one full turn of concentration.
See Book for Description
MET System: Use as printed with no activation test. It should be noted that a vampire in this
form is immune to all forms of physical attacks, as they are made up of wind.
MET Cost: 9xp
ST Approval

Brace for Impact


(Fortitude x4, Potence x2)
Mexico City by Night Pg. 115
Clan/Road/Sect of Origin Sabbat

A Cainite who possesses both the unnatural strength of Potence and the supernatural
toughness of Fortitude can learn to apply that strength to resisting some forms of damage.
The power does not help against normal combat damage such as fists, bullets or blades. It
does not grant extra protection against fire, electricity, sunlight or other energy-based
sources of damage. The power only helps the character soak physical impacts that affect the
entire body: falling damage, car crashes, explosions, or being struck with very large objects.
The character must also expect the impact, so he can brace against it.
System: A character with this power can automatically soak one health level of impact
damage for each dot of Potence that she has. This can be bashing, lethal or aggravated
damage (as from falling off a skyscraper), but it must come only from impact - no cutting,
piercing, burning or other forms of damage. At the Storyteller's option, Brace for Impact can
also help a Cainite resist crushing pressure or vacuum decompression.
This power costs 21 experience points.
MET System: A character with this power can automatically soak one health level of impact
damage for each dot of Potence that she has. This can be bashing, lethal or aggravated (as
from falling off a skyscraper) but it must only come from impact. At ST option, Brace for
Impact can also help a Cainite resist crushing pressure or vacuum decompression.
MET Cost: 11xp
ST Approval

Bulgroth's Exquisite Torture


(Daimonion x3, Temporis x3)
Tome of Secrets Pg. 115

38
This power was developed by a Baali Methuselah called Bulgroth. It focuses on the fact that,
to a victim, torture always has an end. That eventually, the torture stops, or you die. That
eventually, at some point, there is release. This power warps the victim’s perceptions of time,
and makes him feel as if his current agony will never end.
System: This power must be used on a character suffering lethal or aggravated damage,
but who is not unconscious or in torpor. Roll Manipulation + Occult, difficulty the victim’s
permanent Instinct/Self-Control + 4. If successful, you may mark off a dot of your character’s
permanent Willpower. So long as that dot remains marked off, the victim suffers the damage
in perpetuity. He may heal, but his player notes the health levels remain. Further damage is
applied as if he still suffered that damage. He suffers the full wound penalties. The damage
doesn’t truly exist; it’s purely psychological. But to the victim, that’s no respite. It’s
functionally identical to him.
Additionally, any sicknesses or diseases will persist. If they would normally heal, they do not
get worse; they remain identically harmful as the moment this power was used. This is to
say, they do not continue to cause damage.
At any time, you may end the effect by returning your character’s Willpower dot.
Experience Cost: 10
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Burning Wrath
(Celerity x3, Potence x3)
Clanbook: Brujah Revised Pg. 66
Lore of the Clans Pg. 49
OWBN Brujah Genre Packet 2017, pg 15

Among the purest expressions of Brujah fury, this power lets the vampire focus her anger
through her vitae and then through her fists.
System: This power costs 1 blood point and lasts for a scene. Any Brawl attacks augmented
with this power inflict aggravated damage.
This power costs 18 experience points to learn.
MET System: This power should last for a Scene as written in LotC.
MET Cost: 9xp
Non-Brujah with Brujah Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Brujah

Call the Wild Hunt


(Animalism x5, Protean x4)
Libellus Sanguinis III: Wolves at the Door Pg. 30
OWNB Gangrel Genre 2023. Pg 58

In ancient days, when Gangrel rode openly on the steppes, this power saw more use. It
allows a vampire to transform her ghouls into a Wild Hunt, a pack of wild animals who run

39
with her across the steppes. In the process, the vampire also transfers a portion of her Beast
into her followers, making it more difficult for her to succumb to frenzy. Her followers,
however, give in to blood rage. The Wild Hunt stays close to the vampire for the duration of
the transformation, never straying out of sight. They will attack anything in their path, trying
to tear it to pieces in their rage. The vampire herself remains untouched by the frenzy and is
immune to Rötschreck. The vampire retains her emotions, including anger, but the Beast
cannot dominate her or undermine her courage.
System: A vampire doesn't have to be near or in frenzy to use this power. The ghouls
involved must see the vampire when the power activates. The player rolls Manipulation +
Animal Ken (difficulty 6) with each success affecting one of the vampire's ghouls (either
human or animal). If the attempt fails, the player must roll to avoid frenzy (difficulty 7); a
botch means automatic frenzy.
Affected ghouls succumb to frenzy with all its standard benefits (ignoring wound penalties,
resisting Dominate, etc.), but will not attack each other or the controlling vampire. The ghouls
will do everything they can to remain in sight of their regnant, but should they fail, their minds
suddenly calm. The Wild Hunt has no fear, and will attack any other creature that gets in
their way. Each member of the Wild Hunt also immediately gain Talons of the Beast (Protean
2), although the Storyteller or player should note that a point is spent from each of their
blood pools at this time. These claws will retract once the frenzy breaks.
The controlling vampire becomes immune to frenzy and Rötschreck checks. The Wild Hunt
ends with the coming of dawn. This power costs 20 experience points.
MET System: A static social challenge, retest animal ken, difficulty 8. For each Trait risked
the user may target a ghoul under their influence(human or animal). On a fail the vampire
automatically enters a frenzy. Upon success, each ghoul enters a frenzy, but will not attack
each other or the controlling vampire. If the ghouls leave the sight of the vampire they
automatically calm and leave frenzy. Each member of The Wild Hunt automatically gains the
benefits of Protean 2, or one of its variants.
The Blood is automatically spent from the ghouls’ Blood Pools. The controlling Vampire
becomes immune to frenzy and Rotschreck checks. This power lasts for the night.
MET Cost: 10xp
ST Discretion

Call upon the Blood


(Animalism x3, Auspex x3)
Guide to the Anarchs Pg. 159
Anarchs Unbound Pg. 105-106
Clan/Road/Sect of Origin Anarch

Used by anarchs to scout out the strongholds of hated enemies, this power allows the
Kindred to "feel" for the Beast in the immediate vicinity. The Animalism aspect of this power
attunes the Kindred to any creature that harbors a Beast, and the Auspex element allows
him to interpret it and extend his senses beyond their normal limits. Doing so allows the
scout to know approximately how many Kindred or ghouls are in the area.
System: The player spends a blood point and rolls Perception + Animal Ken. If the roll is
successful, the character gains a fairly accurate impression (give or take an entity) of how

40
many Kindred and ghouls are in close proximity. The distance to which this sense extends
depends upon the successes accumulated on the roll.

1 success Small area: a hotel room

2 successes Large area: a ballroom or salon

3 successes Great area: a house

4 successes Huge area: a city block

5 successes Vast area: an entire estate

Storytellers, note that this power calls to the Beast in all Kindred, and impressions will
include the presence of Kindred and ghouls in the anarch's own retinue. Also, because it
prods the Beast in beings to see if it's there, particularly aware Kindred and ghouls might feel
their Beast awaken or recoil as the power takes effect, perhaps alerting them to the
presence of some disquieting presence. The sensory information gleaned by this power is
also a bit unsettling: Inviting the Beast in so many creatures to take note of oneself is hold, to
say the least. Be wary of players using this power as a default "Detect Kindred spell."
Cainites who rely too much on provoking the Beast in others may find themselves on the
verge of frenzy, as it tempts their own Beast each time they use it.
This power requires 18 experience points to learn.
MET System: This Discipline costs one Blood Trait to activate and requires a Mental Test
against a difficulty of six Traits with the Storyteller. (Retest with Survival.) If successful, the
character receives an impression of how many individuals with Beasts are nearby, as well as
a general idea of their proximity. If a Storyteller is not available, or if the players prefer this
application in general, this Discipline allows the user to make a Mental Test against a
particular individual; if successful, the user may ask the target “Are you a vampire or a
ghoul?” The target must answer honestly. Those subjected to this power may make an
Awareness Test to sense the Discipline’s use, as using it gently stirs the Beast, but cannot
tell from what or which direction the strange sense is coming, only that someone is probing
for the presence of the Beast nearby. A character can only use Call Upon the Blood for up to
10 minutes. Attempting it more times in a night than the user has Self-Control/Instinct Traits
may require the user to test against frenzy or risk fully awakening her own Beast in the
process. In no case can a character use this Discipline more than twice as many times per
night as her rating in that particular Virtue Trait.
MET Cost: 10xp
Non-Anarchs with Anarch Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Anarch

Carry The Mountain’s Burden


(Visceratika x4, Fortitude x3)
Lore of the Bloodlines Pg. 36
OWBN Tremere Gargoyle Genre Pack 2020. Pg 21

41
Gargoyles who master the Armor of Terra (V20, p. 476) can make themselves even tougher
by using it in conjunction with their Fortitude. These Disciplines work together to make the
Gargoyle into an unstoppable brute that requires a miracle to take down. For obvious
reasons, this is a favorite choice of Sentinel Gargoyles.
System: The Gargoyle spends a point of Willpower to enhance their Armor of Terra
strategically with the supernatural toughness of Fortitude. All bonuses and penalties for the
Armor of Terra double for the remainder of the combat scene. The Gargoyle receives two
extra soak dice for aggravated and lethal soak dice pools. It also gains four dice to soak
bashing wounds, ignores two levels of wound penalties, and reduces any fire-based damage
pools to a quarter (round down) of their original size. All touch based Perception-rolled have
a difficulty of +4 (maximum of 9) because the Gargoyle’s skin becomes even tougher.
This power costs 21 experience points to learn.
MET System: Spend a Willpower to Double all the bonuses and penalties of Armor of Terra
for the scene. (Quarter incoming fire damage, simple test to lower lethal to bashing with a
free retest, Then Quarter all bashing once lowered, -2 bashing on all bashing damage to a
minimum of 1 damage, -2 traits on any touch based perception challenges while this combo
is active.
10xp Cust
Non-Gargoyles with the Discipline: Flight - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Tremere

Catch a Whiff of Madness


(Dementation x2, Auspex x3) (Malk)
Counsel of Primogen Pg. 102
OWBN Malkavian Genre Packet 2016. Pg 33

Insanity is the sea through which Malkavians swim like sharks every night of their unlife. As
such, they know the aroma of madness and can sense it in others the way sharks smell
blood. With this refinement, the Malkavian can parse that scent into its component notes,
revealing exactly which flavor of insanity he senses. The uses to which the primogen can put
such knowledge about his comrades are legion. This is one of the carefully guarded talents
that give the clan its reputation for knowing things that ought not to be known.
System: The Malkavian gets close enough to his quarry that he can smell him; the
Malkavian can be as discrete or obvious about this as he wishes. The player rolls Perception
+ Empathy at standard (difficulty 6). Catching the target's scent alerts the Malkavian to the
target's mental state: it specifically reveals mental weak- ness or instability, including
derangements and unusually strong emotional responses (with three or more suc- cesses
the Malkavian can detect a blood bond, although it will not reveal whom the bond is to,
although that can often be determined through more common means). It's best to avoid
using this Discipline on the Nosferatu.
This power costs 15 experience points.
MET System: This power will not work if the Malkavian has no sense of smell and he can be
overcome by especially pungent odors when using this power. The Malkavian has to specify
before the Challenge which of three things he smells for: A Negative Mental Trait, a
Derangement, or a Blood Bond. In any case, the Malkavian must be close enough to his
target to smell him, then makes a Static Mental perception based Challenge versus the

42
target (there is a 3 Trait penalty for detecting Blood Bonds). Empathy is the retest. If
successful, the Malkavian will learn either one negative Mental Trait, a Derangement, or a
Blood Bond (if they exist). This power will not reveal whom the bond is to, although that can
be determined through more common means.
8xp Cust
Non-Camarilla with Camarilla Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Variou (Camarilla and Malkavian)

Celebrity
(Obfuscate x3, Presence x2)
Lore of the Bloodlines Pg. 26

A lower-powered version of Majesty, this power allows the Kindred to claim some celebrity
glamour. Those around her come to believe she is some sort of famous media personality.
While they can’t quite place her, they become sure they have seen her on television or on an
advertising billboard. It allows the Kindred to get preferential treatment, media attention, and
access to VIP areas and exclusive places.
System: To activate this power the Kindred makes an Appearance + Presence roll, difficulty
8. For each success, she can add an extra die to her pool for any social interactions where
fame is an advantage. This might be for convincing a doorman to let her into a club, or
inspiring a group of people to ask for her autograph. Essentially, it allows the Kindred to gain
all the benefits of the Fame background, with the ability to turn it off. The effects of this
power last for a scene.
This power costs 15 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Chain of Slavery
(Auspex x2, Dominate x2)
Lore of the Clans Pg. 220
OWBN Tremere Arcane Compendium 2021. Pg 55

By looking a target in the eyes, the user of this power can see if a target is under the
influence of Dominate, and who controls him or her. They must be able to make eye contact
with the target, and if they can, the image of the Dominator forms in their mind.
System: The user of this power must be able to make eye contact with the target (V20, p.
152). They then make a Perception + Empathy roll, with a difficulty equal to the controller’s
Willpower. If successful, they get a glimpse of the target’s controller, which becomes more
distinct the more successes they roll. With only one success, the image might only appear
male or female. At three successes, it is a blurred but recognizable form, and at five
successes, it is clear and distinct. If the target is not Dominated or the power user fails the
roll, the result is the same: no image appears.
This power costs 12 experience points to learn.

43
MET System: After establishing eye contact with the target, the user makes a contested
mental challenge, retest Leadership. If successful, they may get a glimpse of the target’s
controller. If the first challenge fails or if the target is not dominated, the user will see nothing.
With the first success, the user can determine basic traits about the dominator (general size/
age/gender/etc.). With an additional two successes, the user may see a clear and distinct
picture of the dominator in their mind.
MET Cost: 6xp
ST Approval

Chain the Enlightened


(Dominate x6, Auspex x5)
The Black Hand: A Guide to the Tal'Mahe'Ra Pg. 153

The Del’Roh devised this Discipline and disseminated it through the chain of command so
that elders may take Blood Familiars to better serve the True Hand. The vampire confines
the magus, places her hand upon his brow, and invades her mystic soul.
System: Roll Charisma + Occult (difficulty 7) resisted by the magus’ Willpower (same
difficulty, though she can choose not to resist), as an extended, contested action. Each roll
represents one hour of concentration, requiring an unwilling recipient to be restrained
accordingly. If the vampire attains a number of successes equal to the magus’ Foundation,
he makes her his Blood Familiar for a year and a night. If the magus attains this many
successes first, she throws off the power and it may never again be used on her.
This combination power costs 42 Experience points.
MET System: Not found.
MET Cost: Not found.
Tal'Mahe'Ra Combination Discipline and Spells - PC: Disallowed - NPC: Disallowed -
Coordinator: Sabbat

Chaining the Beast


(Animalism x3, Dominate x1)
Lore of the Clans Pg. 241 Tzimisce

As lords of the land, able to influence the minds of humans and animals alike, the Fiend
gains special insight into controlling and cowing even the Beast. The Tzimisce can now
Dominate a frenzied vampire more easily.
System: This power allows the player to use the Dominate Discipline (see V20, p. 151) on a
vampire suffering frenzy or Rötschreck and ignore the normal penalties for doing so (V20, p.
297).
This power costs 16 experience points to learn.
MET System: Not found.
MET Cost: Not found.
PC: Coordinator Approval - NPC: Coordinator Approval - Coordinator: Demon

44
Chaos Fold
(Dementation x4, Dominate x4)
Guide to the Anarchs Pg. 159
OWBN Malkavian Genre Packet 2016. Pg 33
Laws of the Night: Anarch Guide, p. 57

Malkavians among the anarchs are more common than one might think, and this power
proves just how much they can offer the movement if they truly take it to heart. This power
allows a Malkavian to "fold" a latent derangement into the mind of a subject and key it to
manifest at a certain event. Until the event takes place, the subject is unaffected by the
derangement, and it may subsequently vanish thereafter, but to the anarchs, that's the
beauty of this power. It makes the victim completely capricious and unreliable, which can be
a boon if they're trying to make a case against someone's credibility.
System: The player selects a derangement and rolls Manipulation + Empathy (difficulty 6 if
he's trying to implant a derangement that the character using the power already suffers;
difficulty 8 if he does not suffer the derangement himself). The subject may resist with a
Willpower roll (difficulty 7). If the character invoking the power gains more successes, he
implants the derangement, otherwise the power fails.
The trigger event can be as specific or as vague as the Kindred wishes, from "when you next
meet with the prince" to "the next time you feel hunger on a Friday after midnight." When the
circumstances are right, the subject suffers a full-blown attack of the derangement in
question. If the Kindred obtained five successes on the resisted roll, the derangement mani-
fests permanently at that point.
Note that this is a Dominate power as well. As such, it requires eye contact and that the user
be of equal or lower generation than the subject. The subject will not necessarily know
what's happening as the character puts the derangement in place. In fact, unless she's
particularly suspicious or the situation is suitably uncommon, she probably won't give it a
second thought.
It costs 24 experience points to learn this power.
MET System: To use Chaos Fold, the user selects an appropriate Derangement and makes
a Social Test against the target, retested by Empathy. The wielder is two Traits down on the
test if she does not have that particular Derangement herself. This Derangement then lies
dormant in the targeted character until a trigger event happens, at which point it manifests in
full force as an active Derangement. If the unfortunate victim of Chaos Fold has three or
fewer permanent Willpower Traits, the wielder may choose to spend a Willpower Trait to
make the Derangement permanent once it is triggered, in which case the target must buy it
off normally after a period of therapy and similar mental rehabilitation. Because this is still a
Dominate based power, it can only be used against mortals or Kindred of equal or higher
generation.
MET Cost: 12xp
Non-Anarchs with Anarch Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Anarch

Charon's Oar
(Auspex x5, Nigrimancy x5)
Players Guide to High Clans - Pg. 165

45
OWBN Giovanni Necromancy Packet 2017

Where masters of Auspex must abandon their physical form to walk invisible as a spirit, the
eldest and most powerful Giovanni Cappadocians may subsume flesh into soul and sojourn
among the restless dead.
System: Spend a point each of blood and Willpower and roll Perception + Occult (difficulty
9). Reduce the difficulty by two if the vampire’s location resonates strongly with the energies
of death: a graveyard, an abattoir, the site of a great battle, etc. This power automatically
fails if used during daylight hours. If successful, the vampire’s physical form and any
possessions on her person dissolve like mist in a stiff breeze and become as a ghost,
invisible and insubstantial. While in this state, the vampire has the same statistics as normal
and does not substitute Mental or Social Attributes for physical tasks. She has no silver cord
and loses health levels if damaged. A vampire slain while using this power suffers Final
Death and leaves no actual ghost to recall with nigrimancy. While incorporeal, she may
move at her normal pace, half-walking, half-gliding across the earth and effortlessly passing
through walls and other obstructions. She interacts with the dead as though both were solid,
while remaining undetectable to nature spirits and travelers using conventional Anima Walk.
Likewise, she cannot affect the material world with Disciplines or physical force, nor be
affected in turn by material beings. It is possible for individuals sensitive to ghosts and
psychic activity, including vampires with Auspex, to sense an incorporeal traveler’s presence
with a successful Perception + Occult roll (difficulty 9). Cainites using this power appear as
they do normally, with all clothes and possessions they brought with them.
Incorporeal vampires have only the blood they brought with them, for the dead have no
blood to steal. Vampires still suffer most of their usual banes during their sojourn. The weight
of the sun drives them to slumber and sunlight burns their spiritual form, though flames pass
through them harmlessly. They still hunger and gradually deplete their blood, and may fall
into torpor and become lost as a forgotten shade resting in some dusty tomb. The only way
to materialize once more is to use this power a second time, which requires the same
expenditure and roll. Thus, a vampire who exhausts his blood pool is trapped among the
dead and doomed unless he can find and take blood from another vampire lurking among
the dead.
Experience Cost: 35
MET System: Spend a Willpower and a Blood, make a Static Mental Challenge difficulty 9
retested with Occult. Reduce difficulty by 2 if the vampire’s location resonates with death
energies. This power automatically fail if used during daylight hours. If challenge is
successful the vampire’s physical form and possessions dissolve like mist in a stiff breeze
and becomes a ghost. While incorporeal, the vampire moves at a normal pace, half-walking,
half-gliding and may pass through walls and other obstructions. The vampire interacts with
the dead as though both were solid, while remaining undetectable to nature spirits and
travelers using Psychic Projection. She cannot affect the material world with Disciplines or
physical force, nor be affected by material beings. Those sensitive to ghosts and psychic
activity, including those with Auspex can sense the incorporeal traveler with a Mental
Challenge, retest with Occult.
Incorporeal vampires only have the blood they have in their system at the time of activation
of the power and suffer their normal banes while on their journey. The sun drives them to
slumber, sunlight burns, though fire passes through them. They also still hunger and will
gradually deplete their blood and fall into torpor. To return to the material plane there is the

46
same expenditure and challenge as to enter the state. Those who deplete their blood or
willpower are lost forever trapped among the dead.
MET Cost: 18xp.
R1 – Storyteller Approval (Giovani and Samidi)

Clarity of Emptiness
(Auspex x1, Mortis (The Corpse in the Monster) x2 or Obtenebration x2)
Players Guide to High Clans - Pg. 165
OWBN Lasombra Clan Packet 2019. Pg 61
OWBN Giovanni Necromancy Packet 2017

Developed independently by Cappadocian scholars and Abyss mystics of the Lasombra, this
power allows a vampire to still her passions and think with pitiless detached clarity.
System: The player rolls Wits + Occult (difficulty 7). Each success adds one die to the next
Mental dice pool the character makes, although a vampire cannot more than double the pool
in question. Unfortunately, the inhuman stifling of passion adds +2 to the difficulty of any
Social rolls for the scene. This penalty is cumulative with each successive activation of the
power during the scene; however, no Social roll can have a difficulty greater than 10.
Experience Cost: 14
MET System: The player makes a Static Mental Challenge (difficulty 7 Traits) retest Occult.
Success adds one Mental Trait per level of Obtenebration known by the character to the next
Mental Challenge the character makes. Unfortunately, this otherworldly stifling of passion
gives the user of this power the Negative Social Traits of Inhuman x2 for the rest of the
scene. These penalties are cumulative with each activation of the power during the scene. If
you ever have more Negative Traits than normal Traits, your character instantly falls into
torpor.
MET Cost: 7xp.
Storyteller Approval for Lassombra
R1 – Storyteller Approval (Giovani and Samidi)

Claw Immunity
(Animalism x2, Fortitude x4)
Clanbook: Gangrel Revised Pg. 72
Lore of the Clans Pg. 89-90
OWNB Gangrel Genre 2023. Pg 55

Quite a number of high-Generation Gangrel have developed the ability to shrug off claw and
bite attacks of normal animals, hardening their flesh against non supernatural threats. This
talent is extremely useful in areas where dangerous predators roam, and particularly when
one must fight against animals whom an enemy commands… such as the Ravnos. This
power does not work against Feral Claws or supernatural attacks such as werewolf claws
and fangs.
System: The player spends two blood points to activate this power. For the remainder of the
scene, the Gangrel receives extra soak dice equal to his Animalism + Fortitude to resist
damage from any non-supernatural animal attack (claws, fangs, or other natural weaponry).

47
These dice are in addition to the vampire’s usual Stamina + Fortitude, i.e. Fortitude is
counted twice.
MET System: Spend two Blood Traits and specify a type of animal: wolf, deer, bear, etc.
Double the effects of Fortitude when soaking damage from that type for the next hour.
Damage that makes it through these and other defenses remains in effect after Claw
Immunity wears off, without modification.
MET Cost: 18xp..
ST Discretion

Cloak the Beast


(Animalism x5, Obfuscate x3)
Lore of the Clans Pg. 164
OWBN Nosferatu Genre Packet 2009. Pg ??

Even a Kindred who has not mastered the Beast might learn to hide her failings from others.
With this ability, the Nosferatu has such control over their animal side that she can use her
powers of stealth to conceal how badly she may have fallen from grace.
System: This power requires no roll, simply granting an ability that comes into play
whenever any power attempts to determine the Kindred’s Humanity/Path or Virtue ratings.
The difficulty of such an attempt is increased by the Kindred’s Animalism or Obfuscate rating
(whichever is higher). A failure shows the Kindred to have solid control over their Virtues,
and a Humanity/Path rating of at least a healthy 7. The player should be warned that
depending on whatever recent actions provoked such a scan or interview she may still have
a lot of explaining to do!
This power costs 24 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Non-Nosferatu and Nosferatu - Nosferatu Coordinator Approval

Command From Afar


(Auspex x4, Presence x4)
Lore of the Clans Pg. 262

This power has lost much of its former value since the advent of the cellphone, but many
Ventrue (in both Sects) still swear by it for its impeccable security. By combining the long
range effects of Summoning with the communicative benefits of Telepathy, the Ventrue can
give complicated instructions over nearly any distance to any individual who is blood bonded
to her or that she shares vinculum with.
System: The player must spend a Willpower point to activate this power, and then roll the
character’s Charisma + Expression. For each success, the Ventrue can communicate up to
five words to a single ghoul, blood-bound vampire, or packmate with vinculum over any
distance, so long as it is night where both of them are. The target will intuitively know whom
the mental message comes from. The target is under no particular compulsion to obey,
beyond any the compulsion normally attached to the bond or vinculum.
This power costs 24 experience points to learn.

48
MET System: Not found.
MET Cost: Not found.
Non-Ventrue and Ventrue - ST and Ventrue Coordinator Approval

Command the Swarm


(Daimoinon x2, Animalism x1)
Lore of the Bloodlines Pg. 17

The more powerful a Baali becomes, the more corrupted their form. Putrid insects and
shadowy vermin begin to encircle them wherever they go, making them a walking anima of
death and disease. For Baali with this power, however, these pests become their loyal
servants and an extension of their power, allowing them to not only create capable spies, but
also use Daimoinon Disciplines far away from their normal capabilities. This certainly
explains how someone who crosses a Baali can be cursed without ever seeing them again.
System: With this combo Discipline, the Baali gains the ability to speak to any vermin or
insects drawn to them just as if they were using Feral Whispers, but without the need for eye
contact. The character may also spend a blood point to enchant either a single member of
their swarm or the swarm as a whole and send them to any location with a specified range:

Thirteenth Generation 1 mile/1.5 kilometers

Twelfth Generation 2 miles/3 kilometers

Eleventh Generation 5 miles/8 kilometers

Tenth Generation 10 miles/15 kilometers

Ninth Generation 20 miles/30 kilometers

Eighth Generation 50 miles/75 kilometers

The insect or swarm acts as an extension of the Baali, allowing the character to borrow the
swarm’s senses to see, hear, and interact with the swarm’s surroundings. This also allows
him to use Daimoinon abilities through the swarm, although at a cost of an additional blood
point.
This power costs 9 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Command the Wary Beast


(Animalism x2, Presence x3)
Libellus Sanguinis II: Keepers of the Word Pg. 102
Lore of the Clans Pg. 49
OWBN Brujah Genre Packet 2017, Pg. 15

49
The Brujah bolsters his influence over animals with his natural charisma to make animals
flee in terror or, in the case of animals under his control, remain calm in the face of
frightening circumstances.
System: The player spends 1 Willpower point and rolls Manipulation + Animal Ken (difficulty
7). Hostile unled animals must flee. Animals under the control of an enemy will not
necessarily flee, but the difficulty of all control rolls increases by 3. Conversely, animals that
are friendly to the Brujah or his allies will become more compliant, with the difficulty of all
control rolls reduced by 2.
This power costs 15 experience points to learn.
MET System: Spend a Willpower trait and make a social challenge against an enemy's
mount (most animals will not have more than 6 social traits) which can be retested with
Animal Kin. If you are successful the rider is down two (2) traits on all ride challenges. If
used on your own or an ally’s mount, the rider will be up one (1) trait on all ride challenges.
MET Cost: 7xp.
Coord Approval for non-Brujah

Conquering Blood
“Eminence of Shade”
(Obtenebration x5 or Vicissitude x5, Dominate 5)
Players Guide to High Clans - Pg. 166

These two powers are frighteningly similar in effect, though it is unlikely that practitioners of
either know an alternate variation exists. Both powers allow a vampire to become
insubstantial and physically enter a host, controlling her from within like an obscene
marionette.
System: The vampire assumes the form of living shadow or animate blood with Tenebrous
Avatar or Ascendancy of the Sanguine Humor as appropriate, spending one additional blood
point during the transformation. In this altered state, the vampire may hunt down and grapple
a potential host (requiring a standard Dexterity + Brawl roll). Once the grapple lasts three
turns without being broken, the vampire pours into the victim’s mouth. The victim can only
writhe in agony as the numbing cold of unnatural shadow or undulating blood courses
through her veins. From within, the vampire may attempt to suppress the victim’s soul and
assume full control of the host body with the Dominate power Vessel. If the possessing
vampire botches, the victim spends a turn vomiting the shadow or blood of the Cainite’s
form. The vampire immediately shifts to normal corporeal form, stunned and unable to act for
a number of turns equal to (5 – his Wit’s rating). If the vampire strips away all the victim’s
Willpower, he seizes full control. The vampire may relinquish and subsequently regain
control at any time, allowing him to slumber during the day and use the host body at night.
The only limitation on how long a vampire may remain in a host is his blood pool, which
diminishes at its normal rate each evening and for other expenditures. Possessing vampires
cannot regain blood under any circumstances. Once a vampire exhausts his blood pool, he
is forcibly ejected from the host as outlined above for a botch. While inhabited by a vampire,
a mortal gains the ability to soak lethal damage with his full Stamina.

50
The vampire may heal bashing or lethal damage sustained by the host as usual. Vampires
suffer the same damage as their hosts, relying on their husks’ augmented resilience to
protect them both.
The Obtenebration version of this power may be used to possess living beings as well as
other vampires of higher generation. If used to possess another vampire, the tenant may
draw on the host’s blood pool to fuel healing and maintain the corpse. Any blood consumed
replenishes the host’s blood pool rather than the parasite.
The Vicissitude version of this power cannot possess a vampire (since it would effectively
cause the host to diablerize the tenant). Any mortal so possessed becomes a ghoul that
draws on the vampire’s own blood pool. The vampire may also employ lesser Vicissitude
powers to reshape the host body.
Both forms of this power betray clues as to the presence of the tenant. In the case of
Obtenebration, the host’s pupils descend into points of infinite empty darkness. In the case
of Vicissitude, the host’s skin occasionally undulates in a ruddy ripple. These signs are
extremely subtle, requiring a successful Perception + Alertness roll (difficulty 9) to notice.
Experience Cost: 35
MET System: The vampire assumes the form of living shadow or animate blood with
Tenebrous Avatar or Ascendancy of the Sanguine Humor as appropriate, spending one
additional blood point during the transformation. In this altered state, the vampire may hunt
down and grapple a potential host. Once the grapple lasts three turns without being broken,
the vampire pours into the victim’s mouth. The victim can only writhe in agony as the
numbing cold of unnatural shadow or undulating blood courses through her veins. From
within, the vampire may attempt to suppress the victim’s soul and assume full control of the
host body with the Dominate power Possession. If the possessing vampire fails, the victim
spends a turn vomiting the shadow or blood of the Cainite’s form. The vampire immediately
shifts to normal corporeal form, stunned and unable to act for 3 turns. If the vampire strips
away all of the victim’s Willpower he seizes full control. The vampire may relinquish and
subsequently regain control at any time, allowing him to slumber during the day and use the
host body at night. The only limitation on how long a vampire may remain in a host is his
blood pool, which diminishes at its normal rate each evening and for other expenditures.
Possessing vampires cannot regain blood under any circumstances. Once a vampire
exhausts his blood pool, he is forcibly ejected from the host as outlined above for a failure.
While inhabited by a vampire, a mortal gains the ability to soak lethal damage. The vampire
may heal bashing or lethal damage sustained by the host as usual. Vampires suffer the
same damage as their hosts, relying on their husks’ augmented resilience to protect them
both.
Both forms of this power betray clues as to the presence of the tenant. In the case of
Obtenebration, the host’s pupils descend into points of infinite empty darkness. In the case
of Vicissitude, the host’s skin occasionally undulates in a ruddy ripple. These signs are
extremely subtle, requiring a successful Static Mental challenge (difficulty 9 Traits) retest
Awareness to notice.
18xp Cust
Non-Tzimisce and Tzimisce - ST and Tzimisce Coordinator Approval

Corpse Projection
(Auspex x5, Mortis x6 )

51
Lair of the Hidden Pg. 140-141
Clan/Road/Sect of Origin Unique - Inconnu

In addition to raising zombies using her blood, Drenis can also animate corpses from a great
distance and possess the reanimated body. Such zombie possession requires a great effort
of will and Drenis can occupy the body for only a single night, but it grants the Cappadocian
priestess a limited power to act beyond Hunedoara.
Drenis can use the power in two ways. She can send out her astral form normally, (see
Astral Projection on p. 152 of Vampire: The Masquerade), look around for a corpse and
possess it. Although this is more controllable, the astral form's normal "speed limit" of about
1,000 miles per hour renders journeys to other continents more time- consuming than the
Cappadocian sometimes likes. Drenis can also try to hurl her astral form instantly around the
world, and possess a cadaver at random. This is quicker, but hard to target: Drenis counts
herself lucky even to reach the right state or province. Now and then, when she grows
particularly weary of Hunedoara, Drenis launches her astral form completely at random, just
to see where in the world she finds herself.
System: Animating and possessing a cadaver while astral costs Drenis a point of Willpower.
If the Cappadocian has already used Astral Projection to reach her destination, the
Storyteller does not need to make another dice roll to see if the possession succeeds. If
Drenis attempts an instant leap, roll her Perception + Occult. The difficulty ranges from 7 to
10, depending on how well Drenis knows her destination. Her old temple in Thrace would be
difficulty 7; a location the Cappadocian knew only from an atlas would be difficulty 10. The
number of successes determines how close Drenis comes to her desired location:

Botch Lost in the astral plane, just as with an Astral Projection botch.

Failure The power fails and the Willpower point was wasted.

One success A few hundred miles from the target location.

Two successes In the right state or province; within 20 to 50 miles.

Three successes 10 to 20 miles from the desired location.

Four successes In the right city; within three miles.

Five successes In the correct neighborhood; within a mile or less.

The Storyteller should also consider access to corpses that have not rotted to useless dust
and bones. For instance, Drenis could not leap to an ocean liner unless she knew it carried a
body. Most urban areas, though, supply the Cappadocian with plenty of mortuaries and
graveyards. If Drenis attempts a rapid jump, though, she cannot control which body she
occupies. She might find herself in a cadaver, in a coffin or crypt too sturdy to escape.
The possession ends when the sun rises at the location of the possessed zombie. Drenis
can also end the possession at will and flash back to her body. The zombie instantly
collapses as a normal cadaver. While Drenis possesses a cadaver, her own body remains in
torpor at Hunedoara.

52
Note: Drenis does not know that her Corpse Projection has changed ever since a dreadful
storm swept through the ghost-realms a few years ago. The bodies she possesses retain a
capacity for animation. Wandering ghosts, or fragments of ghosts, are sometimes drawn to
her borrowed bodies and possess them in turn.
Corpse Projection costs 30 experience points to learn.
MET System: Not appropriate for use in a LARP setting
MET Cost: 15xp.

Craft Ephemera
(Chimerstry x5, Fortitude x3)
Players Guide to Low Clans Pg. 159-160
V20 Dark Ages Pg. 314
OWBN Ravnos Genre Pack 2022. Pg 23

With this dread art, a Ravnos may transcend illusion and harden the stuff of dreams to
create an object that is functionally real. Disbelieving it is no more effective than disbelieving
reality, perhaps lending credence to other illusions. Fortunately, such blood-spawned
phantasms fade away with the dawn, their nightmarish potency extinguished. This Discipline
technique is most often employed to fashion weapons, tools or precious objects (such as
gold or gems) to dupe fools.
System: The vampire must imagine the object he wishes to fashion and force it into
existence with supernatural will. The player spends three blood points and one Willpower
point, and rolls Willpower (difficulty 8). If successful, the object materializes in front of the
vampire (or in his hand for smaller objects). Created objects can be no larger than the
vampire who created them, and must be inanimate. They can have moving parts, but
complicated objects may be impossible or require an Intelligence + Craft roll (at Storyteller
discretion). The object is functionally real and may not be disbelieved. However, anyone with
Auspex or similar magic greater than the vampire’s Chimerstry rating may spend a Willpower
point to dispel the illusion. Otherwise, the object remains until it is destroyed normally or
dawn arrives, at which point it dissolves into mist.
Experience Cost: 35
MET System: This Combination Discipline functions in all ways as described in text,
however the following conversions to the MET system are required. The Challenge to
activate this power is a Static Willpower Challenge against a difficulty of eight Traits then
expending a number of Mental traits equal to the size and complexity of the object on the
chart below. The created object follows the limitations in the original text, but Storytellers
should restrict attempts to create complicated modern devices in the same way they restrict
making the same devices when players use the Path of Conjuring in their game. If
successfully created, the object is for all intents & purposes real, & cannot be seen through
or disbelieved unless a character with Elder Auspex has won a disbelief test and then
spends a willpower. The object vanishes at sunrise, but remains otherwise real until then. All
items created through this power have standard statistics for a normal item of their type. To
create especially beautiful, or well-crafted (ie crafts x5) items through the use of this power,
the user must possess the appropriate crafts ability at the appropriate level. Object’s created
with this power can be no larger than the person conjuring them.
1. Simple object, no moving parts (a knife, shield or chair,)

53
2. Complex object, no moving parts (a whip, talith or Chandelier,)
3. Complex object, moving parts (a gun, chainsaw or vault door,)
MET Cost: 15xp.
Non-Ravnos and Ravnos - Ravnos Coordinator Approval

Circumspect Revelation
(Celerity x1, Obfuscate x3 or Vicissitude x2)
Caine's Chosen: The Black Hand Pg. 75-76

This fairly common secret allows Hand members to quickly and selectively drop any
Obfuscate or Vicissitude they may be using to cover their crescent moon tattoos, revealing
their status as one of Caine's Chosen to a chosen target within sight- and to that target only.
Any and all other onlookers will see nothing out of the ordinary take place, even if staring
directly at the user of this power.
System: The user of the power spends a blood point and chooses a target within line of
sight. At that moment, whatever magic that conceals the mark from public view drops, but
only to the senses of the target of the power. To the chosen target, a brief “moment outside a
moment" occurs, wherein he has ample time to see the mark for what it is before the power
ends and time catches up to both user and target. To all others, the user simply stands there
motionless during this time. Only those with Auspex ratings of four or higher will even have a
chance to see that something supernaturally fast is occurring under their noses. Even then,
the maneuver is so fast that only someone staring directly at the user's hand during the brief
period the mark is exposed could even possibly see it for what it is.
This power costs 12 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Non-Black Hand with Black Hand Combination Disciplines - PC: Disallowed - NPC:
Disallowed - Coordinator: Sabbat

Creepy Clown Coat


(Dementation x1, Obfuscate x3)
Lore of the Clans Pg. 144
OWBN Malkavian Genre Packet 2016. Pg

Everyone fears something. It may be a phobia, a person, or a concept. This ability allows
you to appear as a representation of a person’s worst fears. They may flee, break down and
cry, or start throwing punches at the very sight of you.
System: Roll Wits + Awareness, with a difficulty equal to the target’s current Willpower.
Success allows the user to appear as a human representation of what the target fears most.
If the fear is of a concept or an animal, the user appears as a representation of that fear. For
example, if a person is afraid of being burned alive, the Malkavian might appear as an
arsonist, or as a relative of the target that burned up in a fire. The target must make a
Courage roll to do anything other than react to the source of her fear. The target must
generate a number of successes equal to the successes on the Malkavian’s roll.
This power costs 12 experience points to learn.

54
MET System: Not found.
MET Cost: Not found.
Non-Malkavians with Malkavian Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Malkavian

Dark Father's Stigmata


(Obtenebration x3, Vicissitude x3)
Tome of Secrets Pg. 89-90
OWBN Lasombra Clan Packet 2019. Pg 65

Pledged to the Cainite Heresy, the Order of Shining Blood develops weird powers born of
cult mysteries and diverse origins. This power laces the vampire’s blood with the Abyss.
When wounded, the black shadow-blood lashes out at the attacker and creates a growing
shroud of protective shadow.
System: When struck with a slashing or piercing weapon, the vampire’s player may choose
to spend one blood point as a reflexive action. Black blood lashes out from the wound as a
solid, thorned tentacle. Roll the vampire’s Obtenebration as attack and damage dice; the
attack inflicts lethal damage.
After that, the solid shadow-blood wraps itself around the vampire, adding an additional soak
die against bashing and lethal attacks for the scene. Multiple wounds cause these soak dice
to accumulate.
Experience Cost: 20
MET System: When attacked and the Vampires spend 1 Blood Trait make a reflexive
Physical Challenge retested with Brawl against the person who struck the vampire in
brawling or melee combat. If successful the target suffers 2 levels of lethal damage.
Additionally each use of this power after the attack challenge is resolved grants the wearer
one level of armor.
MET Cost: 10xp.
Lassombra Coordinator Approval

Dark Steel
(Obtenebration x3, Potence x3)
Libellus Sanguinis I: Masters of the State Pg. 33
OWBN Lasombra Clan Packet 2019. Pg 64

Where Arms of Ahriman normally allows a Lasombra to summon forth tentacles of pure
shadow to assault his foes, this bastardized power grants those pseudopods of darkness
greater strength and endur- ance. Cainites used to dealing with the normal manifestation of
this power may find themselves fa- tally surprised by the use of Dark Steel instead.
System: Using Dark Steel requires a Manipula- tion + Occult roll (difficulty 7) and the
expenditure of 2 Blood Points. Each success summons forth one tentacle, which then
appears from a nearby shadow (under a piece of furniture, from within the summon- ing
vampire's cloak, etc.). The tentacles are all eight feet long and have Strength and Dexterity
ratings equivalent to twice the vampire's Obtenebration rat- ing. Furthermore, the vampire
can expend a Blood Point, "feeding" it to the tentacles; for each point thus spent, the

55
tentacles' ratings increase by one. A Dark Steel tentacle does Strength + 2 crushing
damage, has six Health Levels, and takes damage from fire and sunlight in addition to
normal attacks. It costs 18 experience points to learn this power.
MET System: The player spends two blood and a Willpower and makes an extended
Willpower challenge against 4 Traits and they may test a number of challenges equal to their
Obtenebration rating. Each successful challenge grants the player a health level which may
only be used for damage from sunlight or fire; it provides no benefit against other sources of
damage. The Cainite must concentrate to keep this power active, even while doing other
tasks, causing the player to take a 1 Trait penalty against all challenges. If the Armor takes
more damage from fire or sunlight than it has health levels, the player must resolve the
remaining damage as normal and then suffer a Rotschreck Test. Normally, the Armor is
formless, however a Simple Social Challenge, retest Crafts, will allow the Cainite to mold the
Armor to their liking.
MET Cost: 8xp
Obtenebration based Combination Disciplines possessed by Characters without
in-clan Obtenebration - PC: Coordinator Approval - NPC: Unregulated - Coordinator:
Lasombra

Days of Passions Past


(Dementation x3, Auspex x2)
Lore of the Clans Pg. 144
OWBN Malkavian Genre Packet 2016. Pg

People’s moods shift from moment to moment. Vampires with Auspex can take their chances
and try to interpret a person’s mood at that very moment from an aura. However, those with
this power look into the chaos and see what moods the target engages in most frequently.
System: Roll Perception + Awareness, with a difficulty based on the chart below to see how
far back the Malkavian can read the history of the aura. Each success allows the Malkavian
to see another emotion. One success allows the most common color at the time to reveal
itself; two successes allow the two most common, and so on. It may also be used to detect
when the vampire has consumed the blood of a supernatural creature, including other
vampires. This can be used to detect diablerie, but reporting such a crime becomes the
Malkavian’s word against the target. The Malkavian gains no further insight about what
happened, why the target felt this way, or to whom the consumed blood belongs.
MET System: Not found.
MET Cost: Not found.
Non-Malkavians with Malkavian Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Malkavian

Denial of Aphrodite's Favor


“Denial of Aphrodite's Kiss”
(Dominate x3, Presence x3)
Clanbook: Ventrue Revised Pg. 77
Lore of the Clans Pg. 262
OWBN Ventrue Genre Non Binding 2013. Pg 37

56
It is an insult to the Ventrue’s dignitas that he may be victimized by a lesser Kindred’s use of
one of the signature disciplines of his Clan. This power allows the Ventrue to apply the
immunity to Dominate attempts by vampires of higher Generation to Presence attempts
instead.
System: Once learned, this power is always active. Any use of Presence Levels One, Two,
or Three against the Ventrue by another vampire will be ineffective if that vampire’s
Generation is higher than that of the Ventrue.
This power costs 18 experience points to learn.
MET System: The MET conversion is provided in the source material, but Storytellers
should consider allowing this power to block any Combination Discipline which employs a
level of Presence blocked by this power.
*This power requires Coord-Approval when learned by non-Ventrue. [R&U Bylaws, 4.F.xx.]
MET Cost: 10xp.
Non-Ventrue with Ventrue Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Ventrue

Devil's Mark
(Presence x1, Vicissitude x2)
Lore of the Clans Pg. 202-203

Among the Sabbat, a growing number of Toreador antitribu who have learned the secrets of
Vicissitude have discovered a way to infuse their own Presence into tattoos and body
modifications placed upon others, Cainite and mortal alike. This is a relatively recent
invention, developed by a nomadic pair of Toreador antitribu at the tail end of the twentieth
century. In the nights leading up to a war party, packs get inked and pierced, covered in
symbolic body modifications invoking Awe, Dread Gaze, or even Majesty. Raucous parties
tend to coalesce around the ritual, as each member gets marked, and the pack gets more
and more hyped and psyched up for the raid. The artist must invest her own blood into the
process, whether that’s by bathing her tools in it or mixing it into her inks, so it’s considered
good form for the pack to provide sources of blood for the artist during the revel, since she is
investing so much for their cause. The modifications themselves are often elaborate and are
themselves sources of pride for the packs and artists alike. Each piece of art is designed to
unite the pack while complementing the individual, and packs will travel to find well-known
artists just so they can sport an Elektra tattoo, or a set of silver crown piercings by Mikhail.
System: To place the Devil’s Mark, the artist must make an extended Dexterity + Expression
roll every hour (difficulty 7), requiring a number of successes equal to twice the level of the
Presence power being imbued. For example, marking a subject with Awe would require two
successes, while Dread Gaze would require four successes and Majesty would need a total
of 10 successes. The process of creating the Devil’s Mark costs one blood point, plus one
point for every invocation she wants to imbue into the body modification. If the subject is a
vampire, the modification heals as normal when the “charges” are expended. If the subject is
a mortal, the tattoo or piercing remains, but loses its vampire puissance.
Alternately, a vampire subject can choose to spend a point of permanent Willpower to make
the modification relatively permanent, giving him access to the specific Presence effect as if

57
he had learned the Discipline power itself. However, another application of Vicissitude or
severing of the body part will remove the body modification and the power from the vampire.
The artist applying the Devil’s Mark must know the level of Presence being imbued, and may
only grant access to powers up to level five. The body modification itself is the focal point of
the Presence evocation, so must be visible to the target of any use of the Presence powers
imbued. Also, the target can’t use anything that would dull or neutralize the pain of the
procedure.
This power costs 9 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Diplomat's Boon
(Presence x5, Auspex x3)
Libellus Sanguinis II: Keepers of the Word Pg. 37
OWBN Toreador Genre Pack 2021. Pg 25

A diplomat's most difficult task is understanding what people need to hear in order to make
them agreeable to a suggestion. With this power, a Toreador may learn what it is that a
target wants to hear. The power does not necessarily reveal all of the views of the Cainite's
target, but it does grant invaluable information which can then be put to good use in
negotiation, avoidance of treachery and so on.
Despite its innocuous-sounding name, Diplomat's Boon is not always used for peaceful
matters. Enemies may be allied, marriages arranged and wars started with proper
application of this knack.
System: The player spends a blood point and has her character concentrate for one turn on
her subject. She then knows what to say to elicit a particular response. If the character is
attempting to further an idea that the target believes fundamentally wrong (such as
convincing a pacifist monk to propose war, or a happy person to consider suicide), the target
is permitted a Willpower roll (difficulty 8). The effects last for one turn.
MET System: Player spends one blood point and initiates a static social challenge against
the target. Retest is Empathy. If the player wins the challenge, they know what to say to elicit
a particular response from the target.
MET Cost: 8xp.
Coord approval is required for all non-Toreador PCs and non-Toreador NPCs to learn
the following combination disciplines.

Distant Friend
(Dominate x2, Presence x4) (Ventrue)
Counsel of Primogen Pg. 104
OWBN Ventrue Genre Non Binding 2013. Pg 38

This ability plants a delayed Presence effect in the mind of its target. While the powerful
feelings of loyalty and love brought about by Presence are typically elic- ited by the physical
presence of the vampire possessing that Discipline, this particular application buries those

58
feelings in forgotten recesses of the target's mind (and heart), where they remain until she
talks about the vampire who initiated those feelings; at that time they rush to the fore,
causing her to speak about the Cainite who so affected her in glowing terms.
Enemies of the Cainite with Distant Friend may be surprised to find that an expected diatribe
against the Ventrue elder comes out as a glowing declaration of support for him, but when
she examines her feelings, she'll find that she agrees wholeheartedly with the positive
account she's giving.
System: Once the Cainite with Distant Friend has successfully affected his target with any
other Presence Discipline, his player and the target's player make an additional contested
Willpower roll against a difficulty of 8. If the Ventrue elder's player wins, Distant Friend is
planted in the target's mind and, for the duration of the effect, any time the Ventrue comes up
in conversa- tion, the warm memories evoked by the Presence discipline surge to the fore,
coloring anything the target has to say on the matter.
Duration depends on the degrees of success in the Willpower roll. Distant Friend remains in
the mind of the target for one month per net success (after subtract- ing the target's
successes from the Ventrue player's).
This power costs 20 experience points to learn.
MET System: After defeating the target in an offensive challenge where Presence was
used, spend a Temporary Willpower and immediately engage the target in another Social
Challenge. If you are successful, you may spend up to 3 Social Traits. Whenever the victim
speaks about the character, they will act as if they were under the effects of Presence 3:
Entrancement when speaking about the user of this power. This effect lasts for an amount of
time dependant on the Social Traits spent, as follows:
● 1 Trait - One Night
● 2 Traits - One Week
● 3 Traits - One Month
Storytellers should be careful to monitor the behavior of the victim, encouraging him or her to
role-play the effects of this power.
*This power requires Coord-Approval when learned by non-Ventrue. [R&U Bylaws, 4.F.xx.]
MET Cost: 10xp.
Non-Ventrue with Ventrue Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Ventrue

Divine Aura
(Auspex x2, Presence x3)
Lore of the Clans Pg. 262-263 Ventrue

This power is commonly used by those Ventrue antitribu who also study Auspex. It allows
the antitribu to instill the power of her Entrancement into her own aura so that anyone who
attempts to study that aura risks bowing before her.
System: The antitribu must spend one blood point to activate Divine Aura for the night. Until
the sun rises, if any other Kindred attempt to inspect the antitribu’s aura, she may make a
reflexive Entrancement attack against him. The player makes the roll for the antitribu as
normal, but the Cainite need not focus her attention on the target. Indeed, it is not even
necessary for the antitribu to know that the aura reading attempt was made.
This power costs 15 experience points to learn.

59
Non-Ventrue and Ventrue - ST and Ventrue Coordinator Approval

Do As I Say, Not As I Say


(Dominate x1, Dementation x4)
Lore of the Clans Pg. 144 Malkavians

Clever users of Dominate often slip their command words into a sentence with a hint of
inflection to hide their commands. For those Malkavians who mastered both Dominate and
Dementation, the words spoken doesn’t have to be the words intended. When this Malkavian
locks eyes with the victim, the words spoken as a command are different from the one the
victim hears in their head. The one heard inside the head is the one followed.
System: The Kindred rolls Manipulation + Subterfuge (difficulty equal to the target’s current
Willpower). More successes make the subject pursue the Dominate command more
vigorously.
This power costs 15 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Non-Malkavians with Malkavian Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Malkavian

Doubletalk
(Auspex x2, Celerity x1, Obfuscate x1)
Clanbook: Toreador Revised Pg. 75
Lore of the Clans Pg. 203 Toreador

The Toreador are talented diplomats and politicians, but the Kindred who uses this power
may literally hide an entirely different message within their speech. When a Toreador uses
Doubletalk, she conveys an entirely different message between and underneath another
sentence spoken normally. To most listeners, it looks and sounds like normal conversational
placeholders and body language. But for those who know what to look and listen for, it is
possible to hold a secret conversation in plain sight, behind an innocuous interaction.
System: When a character speaks in Doubletalk, the player rolls Intelligence + Expression
(difficulty 6). If the roll succeeds, the character may seamlessly insert a phrase into her
conversation. A failure means the character can’t be understood. A botch means the
character accidentally spoke her phrase aloud.
The listener then rolls Perception + Subterfuge (difficulty 6). If the roll succeeds, the
character may understand the intended message. At the Storyteller’s discretion, this difficulty
may be modified for circumstances — it’s more difficult over the phone or in a noisy area,
and impossible in text messages. A failure means the character heard nothing, while a botch
indicates that he completely misinterpreted what the character said.
This power costs 12 experience points to learn.
MET System: When their characters use Doubletalk, the players involved should make a
hand signal to clarify what is spoken normally and what is secretly communicated.
Suggested is the left hand “tugging” the left earlobe, to signify that what is being said differs
from what those skilled with Doubletalk hear. When a character listens for Doubletalk in a
conversation, the player makes a Static Mental Challenge (difficulty five Traits). If successful,

60
the character hears what was said. A failure means she heard nothing. When a character
speaks Doubletalk in a conversation, the player makes a Static Mental Challenge (difficulty
six Traits). If successful, the character can seamlessly insert Doubletalk into the
conversation. A failure means he won’t be understood.
In both cases, a single challenge is necessary for the entire conversation.
MET Cost: 5xp.

Draught of the Soul


“Drink the Mind”
(Auspex 4, Quietus 5 or Thaumaturgy (Rego Vitae) 5)
Libellus Sanguinis III: Wolves at the Door Pg. 65-66
Players Guide to Low Clans Pg. 160
Lore of the ClansPg. 28
OWBN Pack Assamite Children of Haqim 2022, Pg 44
OWBN Tremere Arcane Compendium 2021. Pg 55

Practiced by both the Assamites and Tremere, though according to vastly different principles
of magic, this Discipline heightens the power of the Amaranth to steal memories and
knowledge. Those who walk the Road of Blood regard such feeding as a sacrament
partaken by the holiest of holy, a reclaiming of learning from the unworthy. The pragmatic
blood sorcerers of the Tremere simply view diablerie of mind as another useful tool of power.
Neither clan suspects they are not alone in their art.
System: This power may be used whenever a character successfully commits diablerie. The
player spends a number of Willpower points equal to the victim’s Intelligence and rolls
Willpower. The difficulty is the victim’s permanent Willpower, plus one for every derangement
he had. Each success grants one bonus point that may be spent to purchase or increase the
diablerist’s Skills or Knowledges (bonus point costs can be found on p. 129 of Dark Ages:
Vampire). These points cannot raise an Ability above the victim’s rating, however. This power
also allows the diablerist to recall the victim’s strong memories, although such recollections
are left to the Storyteller to adjudicate. Stolen memories unfold hazily as from a dream, and
should offer cryptic hints rather than plot-breaking insights. Vampires whose players botch
the Willpower roll lose one point of permanent Willpower for every 1 rolled, as the character
is overwhelmed by an onslaught of disconnected images and hate from the victim’s
devoured soul. This power can only be used once per diablerie.
Experience Cost: 35
MET System: This power may be used whenever a character successfully commits
diablerie. The player makes a test, using his permanent Willpower points versus the victim’s
current mental traits. The victim may add plus one trait for every derangement he had. A
successful test garners the diablerist 4 bonus point that must be spent to purchase or
increase the diablerist’s Abilities (this comes in lieu of the normal 2xp for diablerie, and
cannot go above the 8xp per month rule in place for OWbN). These points cannot raise an
Ability above the victim’s rating, however. The retest for this power would be Self‐Control or
Instinct. This power also allows the diablerist to recall the victim’s strong memories, although
such recollections are left to the Storyteller to adjudicate. Stolen memories unfold hazily as
from a dream, and should offer cryptic hints rather than plot‐breaking insights. Vampires
whose players lose this test pick up the derangement xxx, as the character is overwhelmed

61
by an onslaught of disconnected images and hate from the victim’s devoured soul. This
power can only be used once per diablerie. In any case, win or lose, all the negative
drawbacks of diablerie apply.
MET Cost: 9xp.
Non-Assamite Antitribu with the following combination disciplines - PC: Coordinator
Approval ­NPC: Coordinator Approval ­Coordinator: Assamite
Non-Tremere and Tremere - ST and Tremere Coordinator Approval

Dreamstalker
(Dominate x2, Mytherceria x1)
Lore of the Bloodlines Pg. 60-61
OWBN Lasombra Clan Packet 2019. Pg 67

Weirdlings enjoy exerting control over their victims, even in dreams. A Kiasyd who whispers
into the ear of an unconscious victim may implant fantastic or frightening thoughts that
remain with the sleeper after waking. The dreams Kiasyd insert in victims’ minds can be
anything from seemingly disparate elements (you will repeatedly see eagles and pink
umbrellas) to intact narratives (you will dream of your husband chasing you around town with
an axe). Kiasyd have been known to use this power to compel victims to react to stimuli
planted in their path, seeing features from their dreams as symbols of good luck, or potential
disaster.
System: The player rolls Manipulation + Expression (difficulty the victim’s current temporary
Willpower rating) as she commands the sleeper to dream whatever elements she narrates.
The effect manifests in the victim’s behaviors once woken, effecting concentration (difficulty
of extended actions increases by two) and potentially stimulating the victim in a positive (the
victim responds favorably to subjects from his dream) or negative way (the victim must make
a Willpower roll to remain in the presence of what he dreamt) for a duration dependent on
the number of successes achieved by the player.

Successes Result

1 success One turn

2 successes One hour

3 successes One night

4 successes One week

5+ successes One month

This power costs 9 experience points to learn.


MET System: This power requires a contested Social Challenge retested with Expression. If
successful the user may spend Social Traits to reflect the Successes/Result chart presented.
Victims must make a Static Willpower challenge difficulty 6 to remember his dreams.
Otherwise, Use as Printed.
MET Cost: 5xp

62
Lassombra Coordinator Approval

Ears of the Bat


(Auspex x1, Vicissitude x1)
Lore of the Clans Pg. 241-242

The vampire grows long, pointed ears and achieves echolocation, much like a bat. She can
“see” in pitch darkness and that sense extends 360° around her, leaving no blind spots for
would-be ambushers to exploit.
System: The player must spend a blood point and roll Intelligence + Medicine (difficulty 7).
While manifesting the ears, the character gains -3 difficulty on all hearing rolls and suffers a
+1 difficulty to all Social rolls with mortals unless she takes steps to hide her ears.
This power costs 6 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Echo of the Subtle Vizier


(Obtenebration x2, Dominate x2)
Players Guide to High Clans Pg. 165
OWBN Lasombra Clan Packet 2019. Pg 63

A Lasombra with this power may silently whisper commands to a target’s shadow without
ever making a sound. The commands remain silent until the desired duration passes, at
which time the victim finally hears the vampire’s words and faces the Dominate power
employed in the command.
System: The player spends one blood point and rolls Manipulation + Empathy (difficulty of
the target’s Willpower). Each success allows the vampire to suspend a Dominate power for
up to one hour. This power must be immediately activated, with all necessary expenditures
and rolls. The target resists as appropriate. Regardless of the results, the target does not
remember the brief exchange and nothing actually happens until the duration of suspension
passes. One of the more cunning uses of this power is to suspend Reveler’s Memory so that
it retroactively erases all memories during the time the power was suspended. The vampire
then issues commands with immediate uses of Dominate, knowing the servant will
remember none of his actions later.
Experience Cost: 14
MET System: The player spends 1 Blood Point and engages in a Static Social Challenge,
retest Empathy, versus the target’s Willpower. Success allows the vampire to suspend a
Dominate power for up to 1 hour, though this power must be immediately activated, with
expenditures and challenges.
The target resists as appropriate. Regardless of the results, the target does not remember
the brief exchange and nothing actually happens until the duration of the suspension passes.
MET Cost: 7xp
Lassombra Coordinator Approval

63
Effigy of the Sculpted Tomb
(Fortitude x2, Potence 2, Mortis (The Grave’s Decay) x2)
Players Guide to High Clans Pg. 165-166
OWBN Giovanni Necromancy Packet 2017

Almost exclusively wielded by the Lamia warriors in service to Clan Cappadocian, this power
allow a vampire to briefly toughen her undead flesh like a stiffened corpse to aid in combat.
System: The player spends one Willpower point and rolls Stamina + Medicine (difficulty 6).
A botch makes the vampire’s flesh brittle and thin like worn parchment, subtracting one dot
each from Strength and Stamina for the scene. Each success adds one dot to the
character’s Strength or Stamina for the scene, as selected by the player. This power cannot
add more Strength than the vampire’s Potence rating or more Stamina than her Fortitude.
Any successes that should provide bonuses beyond these limits are wasted to no effect.
Physical augmentation provided by this power is cumulative with augmentation obtained
through blood expenditure.
Experience Cost: 14
MET System: Spend 1 Willpower and make a Static Physical Challenge (difficulty 7) retest
with Medicine. If the challenge fails make 2 simple tests if both tests fail the vampires flesh
becomes brittle and thin and reduces the vampires physical traits for the scene by the
amount of Graves Decay levels they have. If successful on the initial challenge the character
gains a number of Strength or Stamina related traits depending on their amount of Potence
or Fortitude, this stacks with any physical traits gained by spending blood.
MET Cost: 7xp.
R1 – Storyteller Approval (Giovani and Samidi)

Elemental Stoicism
(Fortitude x8, Obfuscate x4)
Guide to the Camarilla Pg. 117

Although no vampire can resist the sun's light indefinitely, those elders who have mastered
the powers of Fortitude to this advanced degree can stave off death for a few crucial
moments. Elemental Stoicism also offers some degree of protection against fire.
System: This power is involuntary and cannot be turned off. Every hour that the character is
exposed to fire or sunlight, the player must spend one blood point. All damage inflicted on
the vampire by fire or sunlight during that hour is changed from aggravated to
nonaggravated lethal damage and may be soaked as such. This blood point use does not
count against the character's maximum expenditure per turn. A character whose blood pool
is emptied by this power falls into torpor immediately and begins taking damage normally if
she is still in contact with the damage source. This power does not protect the vampire's
clothing or belongings against such damage-she may be able to walk through a burning
building, but she'll most likely walk out of it wearing nothing but ashes.
Cost: 40 experience points, once the prerequisite levels of Fortitude and Obfuscate have
been reached.
MET System: As above.
MET Cost: 20xp

64
Eminence of Shade
“Conquering Blood”
(Obtenebration x5 or Vicissitude x5, Dominate x5)
Players Guide to High Clans Pg. 166
OWBN Lasombra Clan Packet 2019. Pg 63

These two powers are frighteningly similar in effect, though it is unlikely that practitioners of
either know an alternate variation exists. Both powers allow a vampire to become
insubstantial and physically enter a host, controlling her from within like an obscene
marionette.
System: The vampire assumes the form of living shadow or animate blood with Tenebrous
Avatar or Ascendancy of the Sanguine Humor as appropriate, spending one additional blood
point during the transformation. In this altered state, the vampire may hunt down and grapple
a potential host (requiring a standard Dexterity + Brawl roll). Once the grapple lasts three
turns without being broken, the vampire pours into the victim’s mouth. The victim can only
writhe in agony as the numbing cold of unnatural shadow or undulating blood courses
through her veins. From within, the vampire may attempt to suppress the victim’s soul and
assume full control of the host body with the Dominate power Vessel. If the possessing
vampire botches, the victim spends a turn vomiting the shadow or blood of the Cainite’s
form. The vampire immediately shifts to normal corporeal form, stunned and unable to act for
a number of turns equal to (5 – his Wit’s rating). If the vampire strips away all the victim’s
Willpower, he seizes full control. The vampire may relinquish and subsequently regain
control at any time, allowing him to slumber during the day and use the host body at night.
The only limitation on how long a vampire may remain in a host is his blood pool, which
diminishes at its normal rate each evening and for other expenditures. Possessing vampires
cannot regain blood under any circumstances. Once a vampire exhausts his blood pool, he
is forcibly ejected from the host as outlined above for a botch. While inhabited by a vampire,
a mortal gains the ability to soak lethal damage with his full Stamina.
The vampire may heal bashing or lethal damage sustained by the host as usual. Vampires
suffer the same damage as their hosts, relying on their husks’ augmented resilience to
protect them both.
The Obtenebration version of this power may be used to possess living beings as well as
other vampires of higher generation. If used to possess another vampire, the tenant may
draw on the host’s blood pool to fuel healing and maintain the corpse. Any blood consumed
replenishes the host’s blood pool rather than the parasite.
The Vicissitude version of this power cannot possess a vampire (since it would effectively
cause the host to diablerize the tenant). Any mortal so possessed becomes a ghoul that
draws on the vampire’s own blood pool. The vampire may also employ lesser Vicissitude
powers to reshape the host body.
Both forms of this power betray clues as to the presence of the tenant. In the case of
Obtenebration, the host’s pupils descend into points of infinite empty darkness. In the case
of Vicissitude, the host’s skin occasionally undulates in a ruddy ripple. These signs are
extremely subtle, requiring a successful Perception + Alertness roll (difficulty 9) to notice.
Experience Cost: 35
MET System: The vampire assumes Tenebrous Form, spending an additional blood to
transform than required by Tenebrous Form. The vampire is then free to roam around and
hunt for a host. In order to successfully enter a host, the vampire must successfully grapple

65
the host for 3 consecutive turns, after which the vampire then pours into the host, who can
only writhe in agony. From within, the Vampire may attempt to suppress the victim’s soul by
use of the Dominate power: Possession. If the Vampire fails this challenge, they are forcibly
ejected from the host as the host vomits the shadow they swallowed before, at which the
Vampire is forced to revert to normal form and is stunned for 3 turns. If the Vampire strips
away all of the host’s Willpower, they gain full control and may take and relinquish control at
will. This allows the vampire to slumber during the day and take control during the night. The
only restriction to how long a vampire may stay in a host is their blood pool, which
diminishes at its normal rate each evening and which is spent to activate powers as normal.
If the blood pool is drained, then the vampire is forcibly ejected as outlined above. The host
gains the ability to soak lethal providing that the vampire has some protection while using
this power.
The pupils of the host also will appear to become bottomless pits and are only noticeable
with a static Mental chop against 9 traits, retest Occult.
MET Cost: 18xp
Obtenebration based Combination Disciplines possessed by Characters without
in-clan Obtenebration - PC: Coordinator Approval - NPC: Unregulated - Coordinator:
Lasombra

Empower Minion
(Dominate x3, Potence x3)
Lore of the Clans Pg. 125
OWBN Lasombra Clan Packet 2019. Pg 64-65

Using this ability, the vampire can pass his immortal strength on to those who serve him. No
matter how far apart they are, the bond of command allows the vampire to channel his
Potence to his servant to assist her in doing his will.
System: Any allies currently under the control of the vampire’s Dominate power may act with
a portion of the vampire’s Potence. The vampire must spend one blood point per point of
Potence for each thrall he wishes to empower, up to a maximum of three dots of Potence per
thrall (the vampire can spend blood over successive turns, as long as the Dominate power is
in effect). If the target already has Potence, the controller’s Potence level replaces it instead
of adding to it.
This power costs 18 experience points to learn.
MET System: Use as Printed
MET Cost: 9xp
Lassombra Coordinator Approval

Enhance Sensation
(Ausper x3, Presence x3, optional Vicissitude x2)
Road of Sin Pg. 70-71
OWBN Malkavian Genre Packet 2016. Pg 33

One of the first things that Cainites learn after their Embrace is that they are no longer able
to feel in precisely the same manner as when they lived. Their undead bodies react

66
differently to pain, they cannot experience the pleasure of a lover's touch, food holds no
taste to them any longer, and emotions become blunted, as well. Sinners are highly skilled
when it comes to counteracting this loss of sensitivity, using powers such as Enhance
Sensation. With this power, a Sinner is able to affect both the physical, emotional and
psychic awareness of the target, whether Cainite or mortal. Some Tzimisce Sinners, mainly
those descended from the Szantovich revenant family, have developed an advanced version
of this power.
System: The wielder of this power needs but to touch her target, while her player spends a
point of Willpower and rolls Charisma + Empathy, difficulty of either the target's Willpower or
(10 Road rating), whichever is higher. If the roll is successful, the target is overwhelmed with
some form of emotion, as chosen by the user, as well as having any physical sensation
increased so that it floods her senses. Pain becomes all but unbearable (double wound
penalties and the Bruised health level incurs a 1 penalty). Pleasure becomes total ecstasy.
The target is powerless to resist any form of pleasure, including the Kiss, and if Cainite, his
player must roll Self-Control/Instincts (difficulty 9) to stop feeding. In addition, the strong
emotions experienced result in a +2 or 2 difficulty on relevant Virtue rolls (such as -2 difficulty
on Self-Control/Instincts to resist frenzy when overcome with happiness or +2 difficulty on
Conscience rolls when experiencing intense hatred). Depending on the nature of the effect,
this experience might be extremely pleasurable to the target or very disturbing. Enhance
Sensation lasts for one turn per success on the activation roll.
If Vicissitude is added to the power, then the target's flesh responds to the sensations in a
most disquieting manner: a leering grin for someone overcome with lust, writhing flesh for
someone in pain. If the more advanced power is used, triple all wound penalties and Bruised
inflicts a -2 penalty.
Experience Cost: 21
MET System: Prerequisites: Intermediate Auspex, Intermediate Presence, optional Basic
Vicissitude. To use this Discipline, a Cainite must touch a target (a Physical Challenge if the
victim resists), spend a Willpower Trait and make a Social test (retest Empathy) against a
difficulty equal to twice the victim's Morality rating plus his current Willpower rating. Success
means that the target is flooded with an emotion of the Cainite's choice, which should be
roleplayed as well as possible, and all sensory input is heightened to an incredible degree.
Aside from the possible descriptive flourishes this entails, it may also entail any or all of the
following game mechanics, at the Narrator's discretion: wound penalties are doubled, Story-
teller character mortals are helpless to resist the Kiss, Cainites must make a
Self-Control/Instinct test to stop feeding, and all Virtue tests are either two Traits up or two
Traits down depending on the emotion and situation in question. (An overjoyed Cainite lover
would be up on Virtue tests to resist draining a loved one dry, for instance, but also down on
Virtue tests to resist frenzying against those that threaten his beloved.) If Vicissitude is
added, the effects are largely descriptive, though they are generally highly visible (not to
mention disturbing) and should be indicated to those present by appropriate makeup or
description cards whenever possible. Wound penalties also triple if Vicissitude is added to
this Discipline.
MET Cost: 10xp
ST Approval.

67
Enhance the Wild Ride
(Animalism x4, Protean x4)
Libellus Sanguinis III: Wolves at the Door Pg. 29-30
OWNB Gangrel Genre 2023. Pg 58

A vampire that has this level of power has developed the art of Riding the Wild Mind to such
a degree that he can even effect the body of the creature. The vampire's body remains in a
motionless trance akin to torpor, but the possessed animal takes on some of the
characteristics of the vampire.
This power is a closely guarded secret of Clan Gangrel. Even were it to become known, it
involves passing over a great deal more of the soul to an animal possessed than other clans
would find comfortable.
System: This power is essentially an enhanced version of Ride the Wild Mind (Animalism 4)
that allows for physical changes to the possessed animal. The player spends a blood point
and then makes a Ride the Wild Mind test as normal (Charisma + Animal Ken, difficulty 8).
Use this table instead of the one for Ride the Wild Mind.

One success Can use Auspex, Presence

Two successes Can use Dominate

Three successes Dementation, Animalism

Four successes Can use Thaumaturgy

Five successes Chimerstry, Fortitude

Can use Protean, Potence Can use Celerity, spend blood to enhance Traits
The vampire-animal bond is much stronger in Enhance the Wild Mind than in Ride the Wild
Mind. As such, the player need not spend Willpower to get the animal to go against its
instinct and, with five or more successes, can spend blood (from the animal's blood pool) to
enhance its physical Attributes. If blood point spending reduces an animal below half its
blood pool, however, it dies instantly, with the vampire's mind in place.
This complete inhabitation has a side effect - it clouds the vampire's soul with the instincts
and nature of the animal inhabited. The effect should be roleplayed, and continues for a long
time after contact is broken. Spending eight temporary Willpower will overcome the effect
faster, but the vampire will only be entirely free of the animal's influence after the passage of
years.
If the inhabited animal dies or experiences some great excitement (a fight or involvement in
a hunt, for example), then there is a chance the vampire suffers. The player must make a
Wits + Empathy roll (diffi- culty 8) to avoid the vampire losing her mind. Failure means the
vampire's mind snaps back to her own body immediately, but she now believes herself to be
the animal. A botch means the vampire returns and auto- matically enters frenzy. Any
successes mean the vampire can continue to ride the animal, or can return without
problems.
Using Enhance the Wild Ride during the day re- quires the player to make the standard roll
for a vampire to remain awake.

68
This power costs 15 experience points.
MET System: This power works the same as Subsume except where noted, use the
following table in place of the one used for that power. One Trait: Auspex, and Presence Two
Traits: Dominate, Dementation, Animalism, and Obfuscate Three Traits: Thaumaturgy,
Chimerstry, and Fortitude Four Traits: Protean, and Potence Five Traits: Celerity, and spend
Blood to enhance Physical Traits The vampire may spend the animal’s own Blood Pool,
however if it drops below half it dies instantly.
The Negative Feral Traits garnered from the use of this power are removed at a ate of two
Temporary Willpower per Feral rather than the one per Feral of Subsume.
MET Cost: 7xp
ST Discretion

Ennoia's Mastery
(Animalism x1, Protean x3)
Road of the Beast Pg. 72
OWNB Gangrel Genre 2023. Pg 59

Supposedly, Ennoia could take the shape of any beast she desired. This power, while not so
dramatic as that, allows the Cainite to borrow characteristics from various creatures to adapt
her body to her environment. Claws grow long to assist tree-climbing, skin or fur changes
color or texture to aid camouflage and so on. This power allows the Cainite to become, in
effect, the perfect hunter in whatever environment she finds herself in.
This power is much favored by followers of the Path of the Hunter, for it allows them to stalk
more varied types of prey.
System: The player spends a blood point and makes a Wits + Survival roll (difficulty 6). For
each success, one feature can be changed. Generally speaking, each alteration reduces the
difficulty of a roll associated with hunting or outdoor survival by two.
Possible changes include:
Claws: In addition to doing aggravated damage (as per normal), the Cainite's claws become
curved to assist climbing. Subtract two from the difficulty of all climbing rolls.
Eyes: The cainite's eyes become attuned to movement as opposed to clarity of vision.
Subtract two from the difficulty of vision rolls to spot a moving target, add one to the difficulty
of vision rolls to spot a hidden or camouflaged target.
Feet/Hands: The Cainite's feet (and, if desired, hands) flatten and spread, allowing for better
purchase and unimpeded movement on ice and snow. This modification negates all
penalties to movement rates for running through heavy snow (or marshes, sand and other
soft surfaces) and reduces the difficulty of all rolls to keep one's footing on treacherous
surfaces (such as ice) by two.
Note that these features can be combined with other powers. For example, a Cainite could
use Form of the Beast (Protean 4) to assume the shape of a hunting beast and then use
Ennoia's mastery to further adapt it if desired.
MET System: No Conversion Needed.
MET Cost: 10xp.
Gangrel Combination Disciplines - PC: Coordinator Approval - NPC: Coordinator
Approval - Coordinator: Gangrel

69
Esprit de Corps
(Potence x4, Presence x4)
Libellus Sanguinis II: Keepers of the Word Pg. 102
Lore of the Clans Pg. 49 Brujah

The power of the Brujah to raise a mob or even an army is not to be ignored. Those inspired
by the vampire’s use of this power fight fearlessly and ferociously.
System: The player rolls Charisma + Leadership (difficulty 7). Any opposing force that
attempts to intimidate (whether supernaturally or no) those affected by Esprit de Corps find
that the difficulty of such attempts increases by 2. The number of successes determines the
maximum size of the crowd to be affected.
MET System: Spend a Willpower trait and and a social trait each for up to five allies. Each
person so affected is up two (2) traits on all challenges meant to instill fear or intimidate them
or to keep them from fighting.
Additionally, by spending a second Willpower trait and up to another three social traits, the
character may grant levels of potence to those affected by this power. Levels of potence
granted may not exceed the intermediate power of Vigor.
MET Cost: 12xp.
Non-Brujah with Brujah Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Brujah

Eventide Strength
(Chimerstry x3, Fortitude x1)
Lore of the Clans Pg. 183 - Ravinos

Typically, the powers of Chimerstry are dispelled by the touch of sunlight. However, a
Ravnos who has studied this power has learned subtle tricks to reinforce the maya within her
illusions, rendering them less vulnerable to the sun.
System: A Ravnos who has learned this power can strengthen her uses of Chimerstry,
causing it to survive one hour of sunlight.
This power costs 12 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Non Ravnos with the following combination disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval

Exquisite Corpse
(Fortitude x3, Obfuscate x3)
Lore of the Bloodlines Pg. 90

When Kindred rise every night, their bodies usually return to the same state they were in.
You are able to maintain that perfect look throughout the night through a combination of
supernatural physical toughness and your ability to control how others perceive you.
System: The Kindred suffers no cosmetic changes when she takes damage. If she gets
shot, there’s no bullet hole. If a limb is removed, it turns to dust and an illusory one appears

70
where the other once was. All health levels and dice pool penalties remain as normal, but
someone trying to hurt the Kindred must make a Willpower roll (difficulty 7) after the first
successful attack, or be stunned in disbelief. If stunned, all future rolls that scene to hurt the
Kindred are at +2 difficulty.
This power costs 18 experience points to learn.

Eye for the Weakness of Steel


(Auspex x1, Celerity x1, Fortitude x1)
Tome of Secrets Pg. 90

Developed among Toreador and Ventrue of the Fellowship of Our Lady, this power has
spread to its successors, since the Fellowship collapsed from infighting in 1218. Having
examined the way her flesh binds itself against assault, the vampire sees where that
property fails in an opponent’s armor, sensing openings and weak spots. Her trained reflexes
note it quickly enough to redirect blows to these weak points.
System: Each blood point spent allows the vampire’s blow to ignore three soak dice from
ordinary armor worn by one opponent. This is a reflexive action whose effects lasts for the
scene. If the vampire’s Brawl, Melee, or Archery attacks strike, the target cannot roll these
soak dice to reduce damage. This power has no effect on the victim’s innate soak rating, the
benefits of Fortitude, or any supernaturally enhanced soak, with the sole exception of armor
that has been somehow magically reinforced.
Experience Cost: 7
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Eye of Unforgiving Heaven


(Auspex x4, Warrior Valeren x4)
Players Guide to High Clans Pg. 166-167
V20 Dark Ages Pg. 314
Clan/Road/Sect of Origin Salubri

Upon invoking this power, a Salubri’s third eye opens impossibly wide and burns
incandescent gold. The orb becomes as a reflection of the sun itself, illuminating the area
and searing the flesh of the undead.
System: The vampire stares in the general direction he wishes the power to illuminate, while
his player spends one point each of blood and Willpower and rolls Conscience (difficulty 6).
Success causes the Cainite’s third eye to open and glow as described. The light has the
same effects as direct sunlight and inflicts one to three levels of aggravated damage per turn
to all vampires in visual range according to their exposure. As the power’s light emits as
radiance rather a beam, it knows neither friend nor foe. Even the Salubri is not wholly
immune to his light, suffering three dice of lethal damage each turn, soaked normally. Any
wounds the Salubri suffers manifest as a torrent of bloody tears weeping from the third eye.
This power lasts only one turn, after which its duration may be extended for as many turns
as desired (though the player must make the same expenditure each turn). A vampire who
perishes as a result of using this power falls to the earth, his normal eyes closed in an

71
expression of beatific rapture even as his third eye dims. His corpse blazes in searing white
light, carrying his scattering ashes upward to the possibility of redemption. Obviously,
characters who do not ascribe to the Virtue of Conscience may not use this power.
Experience Cost: 28
MET System: The vampire stares in the general direction he wishes the power to illuminate,
while his player spends one point each of blood and Willpower and makes a Static
Conscience challenge (difficulty of 3 Traits). Success causes the Cainite’s third eye to open
and glow as described. The light has the same effects as direct sunlight and inflicts one to
three levels of aggravated damage per turn to all vampires in visual range according to their
exposure. As the power’s light emits as radiance rather than a beam, it knows neither friend
nor foe. Even the Salubri is not wholly immune to his light, suffering three points of lethal
damage each turn, soaked normally. Any wounds the Salubri suffers manifest as a torrent of
bloody tears weeping from the third eye. This power lasts only one turn, after which its
duration may be extended for as many turns as desired (though the player must make the
same expenditure each turn). A vampire who perishes as a result of using this power falls to
the earth, his normal eyes closed in an expression of beatific rapture even as his third eye
dims. His corpse blazes in searing white light, carrying his scattering ashes upward to the
possibility of redemption. Obviously, characters who do not ascribe to the Virtue of
Conscience may not use this power.
MET Cost: 14xp.

Eyes of a Thousand Shades


(Auspex x1, Necromancy x3)
Lore of the Clans Pg. 107
OWBN Giovanni Necromancy Packet 2017

While not everyone who has died went on to become a ghost, the dead are legion. They
stand in your room while you sleep, and walk the halls when you work late. This power
allows the necromancer to harness the ghosts in a given area to act as a kind of phantom
clairvoyance. Some younger members of the clan refer to this power as “spook surveillance.”
System: The player spends one blood point and rolls Perception + Occult. Each success
widens the effect by 25 yards/meters, giving the necromancer a wider variety of ghosts to
pull from in a broader area. While this power is active, the necromancer can see through the
eyes of all the ghosts within the area of effect. He can flip from one ghost’s perception to
another’s at will. However, the ghost’s vision is filmy, colored by the sudario. The detritus of
memory is strewn about, and can cause confusion or obscure fine details of the living world.
This power costs 12 experience points to learn.
MET System: Spend one blood trait, Static Mental challenge (diff 6) retest with occult.
Spend a number of mental traits (Max 5) to widen area of effect. 25 yards/meters per mental
trait spent.
While power is active necromancer can see through the eyes of all the ghost within the area
of effect. Can flip through one ghosts perception to another ghost at will. However, the
ghost’s vision is filmy, colored by the sudario.
The detritus of memory is strewn about, can cause confusion and obscure fine details in the
living world.
MET Cost: 6xp.

72
R3 – Giovanni petition Arch Necromancer who then petitions the Black Magus, Samedi
petition the Baron, Harbinger of Skulls petition a council of elders of the clan.
Necromancy or Necromancy Variant based Regulated Combination Disciplines - PC:
Coordinator Approval - NPC: Unregulated - Coordinator: Giovanni

Eyes of Alamut
(Auspex x4, Quietus x3)
Lore of the Clans Pg. 28-29
OWBN Pack Assamite Children of Haqim 2022, Pg 44

This power allows for a most cunning surveillance. The Assamite must touch the target to
activate the power. If successful, then for the next hour per success, she can see through
the target’s eyes and hear through his ears.
System: To activate Eyes of Alamut, the player must spend a Willpower point and roll
Perception + Awareness (difficulty is target’s current Willpower). This power can only be
used to scry on someone who the Assamite has physically touched, and the connection only
lasts for an hour. A target who also has Telepathy (Auspex x4) may notice the fact that
someone is riding his senses with a successful Perception + Occult roll (difficulty 6). Such a
character automatically realizes the intrusion if the Assamite uses Command From Afar and
the control attempt is unsuccessful.
This power costs 21 experience points to learn.
MET System: This is a contested Mental challenge retested with Awareness versus the
target. To be detected, and if the victim has Auspex 4, they may make a Contested Mental
Challenge against the user retested with Occult to notice. Otherwise Use as Printed.
MET Cost: 11xp.
Non-Assamites with Assamite Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Assamite

Eyes of Blades
(Auspex x2, Celerity x3)
Libellus Sanguinis III: Wolves at the Door Pg. 66
Lore of the Clans Pg. 29
OWBN Pack Assamite Children of Haqim 2022, Pg 44

The Assamite can use her preternatural speed to evade or parry a flurry of attacks.
System: At the start of the character’s combat turn, the player spends two blood points and
one Willpower point. This counts as activating Celerity for a turn. During this turn, the
character may take no action other than selfdefense, but she can defend herself with her full
dice pool (whether dodging or parrying) against every attack made against her on that turn.
This power costs 15 experience points to learn.
MET System: At the beginning of a combat round during Blood expenditures, you may
choose to activate Eyes of Blades by spending 2 Blood traits and 1 Willpower trait. This
counts as activating Celerity for the round. The character may take no actions this round
except defending against incoming attacks. However, he may defend against every attack
that targets him using his full attention. The character may attempt to dodge or parry with
their full Trait Pool against each attack. Physical traits bid and lost do not get crossed off until

73
the end of the round. This power may only be used as for as many rounds as the character
has perception-based Mental traits per scene.
MET Cost: 5xp.
Non-Assamites with Assamite Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Assamite

Falconer’s Dive
(Flight x1, Visceratika x4)
Lore of the Bloodlines Pg. 35-36
OWBN Tremere Gargoyle Genre Pack 2020. Pg 20

Gargoyles swoop down on their enemies like few other Kindred can. “Death from above” is a
common tactic of these vampires, but a select few can streamline their diving forms for
minimum wind resistance and maximum impact on a target.
System: The Kindred spends a point of Willpower to subtly make their body more
aerodynamic as they fall. Using this ability requires room to maneuver high in the air or a
great height to drop from, like the edge of a skyscraper. The Kindred makes a Dexterity +
Athletics roll (difficulty 7) as an action. For each success rolled, they subtract 1 from the
difficulty of their next Brawl or Melee roll on a target below them (minimum difficulty of 3).
The Kindred must make the roll as their next action or they lose the bonus. Using it indoors
is unlikely unless the space is massive, like an aircraft hangar or massive cave.
This power costs 15 experience points to learn.
MET System: The Kindred spends a point of Willpower to subtly make their body more
aerodynamic as they fall. Using this ability requires room to maneuver high in the air or a
great height to drop from, like the edge of a skyscraper. The Gargoyle, while diving, may
make a static physical challenge v. eight traits. If successful, they gain an additional bonus
trait to their very next melee or brawl attack at the culmination of the dive. This can only be
done outdoors, or in an extremely large indoor space (cavern, airline hangar).
MET Cost: 7xp.
Non-Gargoyle and Gargoyle - ST and Gargoyle Coordinator Approval

Fear of the Dark


(Presence x2, Obtenebration x2)
Lore of the Clans Pg. 125
OWBN Lasombra Clan Packet 2019. Pg 65

With a mixture of Dominate and Shadowplay, the vampire using this ability can inspire a
terrible fear of the shadows in his target. Those caught in this effect find their paranoia runs
rampant, as fearful shapes seems to form in the shadows around them in the corner of their
eye.
System: The vampire invokes Shadow Play (V20, pp. 188-189), and then makes a
Manipulation + Intimidation roll, (difficulty 6). For each success, the vampire may force one
person (mortal or supernatural) in the immediate vicinity to see frightening shapes within the
shadows around them. If the target fails a Courage check at difficulty 8, she runs in terror.
This power costs 12 experience points to learn.

74
MET System: Social challenge against the target retested with Intimidation. If successful the
target must make a Courage test at difficulty of 4 or flee.
MET Cost: 6xp
Lassombra Coordinator Approval

Flow Within all Structures


(OWBN Custom: Visceratika x5, Protean x3)
OWBN Tremere Gargoyle Genre Pack 2020. Pg 22

The new age has been hard to adapt for most older Vampires and especially Gargoyles who
rely on the stone to primarily make up the building they lived in for hundreds of years. They
have been released and realized that their powers don’t work in the normal buildings of this
age. So a change needed to happen and an adaption to the world was created.
MET System: You may use all of your Visceratika powers that interact with the environment
within any structures no matter the material it is made of. To use these powers you must
spend an additional trait of blood per activation of the specific Visceratika power.
The Visceratika powers this can be used with: Scry the Hearthstone (Basic), Bond
With the Mountain (Intermediate), Flow Within the Mountain (Advanced), Various Elder
and above Visceratika Powers.
MET Cost: 10xp.
Non-Gargoyle and Gargoyle - ST and Gargoyle Coordinator Approval

Fenrir's Talons
(Fortitude x2, Protean x2)
Wolves of the Sea Pg. 71
Players Guide to Low Clans Pg. 160
OWNB Gangrel Genre 2023. Pg 55

The einherjar of Scandinavia are known equally for their superlative hunting skills and
unmatched savagery in battle. Vampires who master this Discipline technique may choose to
grow massive 6-inch talons befitting the Fenris Wolf instead of the lesser claws normally
grown with Talons of the Beast (Protean 2, Dark Ages: Vampire p. 205). These fearsome
talons glisten metallic black, and can rend wood and metal as easily as flesh.
MET System: The character may extend great claws using Talons of the Beast (at the same
blood point cost). These near-indestructible weapons inflict Strength + 3 aggravated damage
in combat. Assuming the character has sufficient Strength and/or Potence, he may tear
through any object that can be broken with ten or fewer successes of a Feat of Strength
without damaging the claws. Due to their bulk, the talons impose a two-dice penalty on all
Dexterity tasks involving fine manipulation. Characters with this Discipline technique may
grow the smaller claws of Talons of the Beast if they desire, although few einherjar ever do.
MET Cost: 14xp.
Gangrel Combination Disciplines - PC: Coordinator Approval - NPC: Coordinator
Approval - Coordinator: Gangrel

75
Feral Imbuing
(Animalism x4, Potence x2)
Players Guide to Low Clans Pg. 160
OWBN Nosferatu Genre Packet 2009. Pg 62

With this power, a vampire may share his preternatural strength with a beast in his line of
sight. Nosferatu use this power more than any other clan, though the Gangrel know it as
well. Few sights are as disturbing as a bloated rat chewing tunnels through solid stone.
System: The vampire selects an animal in his line of sight, and the player rolls Strength +
Animal Ken (difficulty 6). The vampire may transfer as many levels of his Potence Discipline
to the targeted animal as the number of successes rolled, although the player does not have
to use all the successes and vampires obviously cannot transfer more Potence than they
possess. The vampire’s own Potence rating is also reduced by the number of dots
transferred, weakening him for the duration of the power. Feral Imbuing may be withdrawn at
will as a reflexive action, restoring the vampire to his full strength.
Experience Cost: 28
MET System: With this power a vampire may share his strength with a beast in his line of
sight. Few sights are as disturbing as a bloated rat chewing tunnels through solid stone.
Mechanic: The vampire selects an animal, which has not been subsumed, within their line
of sight. The vampire may transfer as many levels of Potence as he possesses to the
animal. For the duration of the transfer, the vampire's Potence rating is reduced by the
number of levels transferred. The vampire cannot give more levels of Potence then what
they hold. The power ends when the vampire wills it to, a reflexive action which does not
require the presence of the animal.
MET Cost: 8xp.
Non-Nosferatu with Nosferatu Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Nosferatu

Fires of the Abyss


(Daimoinon x3, Obtenebration x3)
Darkening Skies Pg. 108

The Cainite can integrate her mastery of the dark arts with shadows from the Abyss to
create terrifying effects. The vampire can create tentacles made of shadow wreathed in
black flame emerging from darkness. The tentacles can lash out at foes, and set surrounding
objects on fire.
System: The player spends one blood point and makes a simple Manipulation + Occult roll
(difficulty 7); each success enables the creation of a single tentacle. The tentacles have size
and traits as described in Arms of the Abyss. Though the tentacle is wreathed in fire, it is still
composed of shadow, and is affected by other sources of fire and sunlight as though it were
a vampire.
Tentacles may strike at foes, inflicting (Strength -1) aggravated damage per turn. Tentacles
cannot grasp or hold a target, as the fire separates and passes around solid objects.
Tentacles may set inanimate objects on fire if they come in contact with them for a sufficient
amount of time. Vampires confronted with the black fire make Rotschreck tests as if
confronted with a fire the size of a torch (or bonfire if the tentacle is larger than 6 feet).

76
This power costs 18 experience to learn.
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Flaying Touch
(Potence x2, Vicissitude x2)
Lore of the Bloodlines Pg. 100-101
Players Guide to High Clans Pg. 167
Lore of the Clans Pg. 242

With this cruel power, a Tzimisce can tear away a victim’s skin as easily as removing a robe,
all without disturbing the muscles and other tissue beneath. The Fiend simply grabs a
handful of skin and pulls it away or surgically slices it with the artful caress of a fingertip.
Regardless of the method used, the target suffers excruciating pain and begins bleeding
profusely from the exposed flesh. Even if a target somehow survives the blood loss, the area
of skinless flesh soon becomes infected. Cainites have less to fear from the power, though
they too suffer blood loss until they can regenerate the missing tissue.
System: This power requires the same roll as a conventional use of Transmogrify the Mortal
Clay, though the difficulty is always one higher than normal (maximum difficulty 9). The
vampire need not restrain the victim as long as he strikes exposed skin (requiring a Dexterity
+ Brawl roll as usual), in which case the activation roll is reflexive. Each success inflicts one
level of lethal damage, which may be soaked (if the victim can soak such damage) at
difficulty 8 . If the damage exceeds the victim’s Stamina, she can only writhe and scream in
pain for the rest of the turn. Victims continue bleeding profusely from their exposed skin.
Mortals suffer a number of levels of bashing damage each minute equal to the initial
damage, while vampires apply any damage after soak as a loss of blood points. Once any of
the original damage is healed or the wound is stanched (Dexterity + Medicine, difficulty 9),
the bleeding slows to one level of damage per hour. Only when the original injury is
completely healed does the bleeding stop.
Experience Cost: 14
MET System: This power requires the same challenges as a conventional use of combat
Fleshcraft at a 1 Trait penalty. The vampire need not restrain the victim as long as he strikes
exposed skin, in which case the activation is reflexive. The user performs an extended
Physical challenge—3 tests—each success inflicts one level of lethal damage, which may be
soaked (difficulty 8 Traits). If the damage exceeds the victim’s Stamina based traits, she can
only writhe and scream in pain for the rest of the turn. Victims continue bleeding profusely
from their exposed skin. Mortals suffer a number of levels of bashing damage each minute
equal to the initial damage, while vampires apply any damage after soak as a loss of blood
points. Once any of the original damage is healed or the wound is staunched, the bleeding
slows to one level of damage per hour. Only when the original injury is completely healed
does the bleeding stop
MET Cost: 7xp.
Tzimisce Clan Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Tzimisce

77
Flesh of Wind and Water
(Celerity x2, Vicissitude x3)
Archons and Templars Pg. 141-142
Clan/Road/Sect of Origin Tzimisce

Under normal conditions, a Tzimisce (or other user of Vicissitude) who seeks to reshape his
own form must take the time to mold his features and limbs into the desired shape . This
makes it difficult to adapt to changing situations, such as the chaos of combat or the need for
sudden disguise . Flesh of Wind and Water (so named because of the rippling effect seen in
the flesh as it operates) allows the Tzimisce to make those alterations allowed by the first
three levels of Vicissitude almost instantly (each use of the power takes but a single turn),
without the need to physically sculpt the alterations. This power can be used on the Cainite
wielding the power only ; if he wishes to alter someone else, he must do so at the normal
rate and with the normal methods. This power is unknown outside of the Sabbat.
System: The player spends two blood points each time this power is invoked, and must
make all standard rolls required for the use of Vicissitude . He may use only a single
Vicissitude power per use of Flesh of Wind and Water. Thus, if he wanted to use both
Fleshcraft and Bonecraft on himself, he would have to use Flesh of Wind and Water twice,
requiring a total of four blood points, two rolls and two turns.
This power costs 16 experience points to learn.
MET System: Flesh of the Wind and Water (so named because of the rippling effect seen in
the flesh as it operates) allows the Tsimisce to make those alterations allowed by the first
three levels of Vicissitude almost instantly (each use of the power takes but a single turn),
without the need to physically sculpt the alterations.
The player spends two blood points each time this power is invoked, and must make all
standard challenges required for the use of Vicissitude. He may use only a single Vicissitude
power per use of Flesh of Wind and Water. Thus, if he wanted to use both Fleshcraft and
Bonecraft on himself, he would have to use Flesh of Wind and Water twice, requiring a total
of four blood points, two challenges and two turns.
MET Cost: 8xp.

Flesh Wound
(Fortitude x2, Obfuscate x3)
Clanbook: Gangrel Revised Pg. 72
Lore of the Clans Pg. 90
OWNB Gangrel Genre 2023. Pg 55

True predators know when to rely on cunning and trickery to defeat enemies. Using this
power, the Gangrel gives the appearance of taking no damage from attacks. In reality, the
attacks hurt like hell, but the Gangrel maintains a facade of invulnerability in order to unnerve
opponents. Particularly canny vampires may convince foes that they are, in fact, immune to
assault.
System: The player spends one blood point to activate this power. For the duration of the
scene, the Gangrel appears as she did upon activation of this power; any wounds or scars
already present will remain visible. Further damage does not show on the Gangrel’s form,
nor do any logical results, such as limping or leaking blood. This power ends if the Gangrel

78
reaches the incapacitated health level or is staked. Under no circumstances can the wounds
be discerned by an outside source before the power ends.
MET System: Spend one Blood Trait. For the next hour, no damage you suffers produces a
visible result: no wounds, no limps from lameness, no fountains of blood from inconvenient
holes. Characters with Auspex may attempt to pierce this with the usual challenge of Auspex
against Obfuscate (see Laws of the Night, Revised Edition, p. 137). Bystanders who see a
particularly ludicrous lack of evidence may attempt a Mental Challenge to see through the
illusion. While using Flesh Wound, you have a two-Trait bonus to Social Tests related to your
physical capabilities.
MET Costs: 15xp.
ST Discretion

Focused Reflexes
(Celerity x5, Auspex x4)
Toreador Genre Packet Pg. 25
OWBN Toreador Genre Pack 2021. Pg

MET System: This ability costs one temporary willpower to activate and lasts for the scene
or one hour. At the beginning of a combat round, a target must be chosen. The user gains
three Physical Traits quick against the declared target. However, the user is down one trait
against all other opponent’s physical challenges that round. Only at the beginning of a new
combat round can the target be switched. An additional temporary willpower expenditure is
required each time the target is switched.
If used in a physical artistic performance or dance, it is ST discretion whether this would be
appropriate or not. If applicable, it grants an additional virtual level to the performance on
that target only. The performance level may not cross above generational maximum. ( i.e. If
normally it is danced with a performance level of three, that target perceives it as a four.)
Edited slightly from the version in the R & U database.
R&U OWbN Combo Discipline XP Cost 9
Non-Toreador with Toreador Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Toreador

Forbidden Zone
(Obfuscate x5, Potence x3)
Lore of the Clans Pg. 164
OWBN Nosferatu Genre Packet 2009. Pg ??

By infusing her strength into an area as a barrier, the Nosferatu can create a space that
resists any form of physical entry. However, this barrier is illusionary and all in the mind of
the target. The area might be cloaked or not, as the Nosferatu decides. However, entering
the area requires anyone else to have to push through an apparent invisible force. The
vampire can release individuals from this power simply by touch.
System: The vampire rolls Strength + Subterfuge (difficulty 6) and spends a blood point. For
each success, the character may maintain the zone for one hour, although once set up she
need not remain nearby. The vampire can create a zone of any size up to a radius of six

79
feet/ two meters for each point of Potence and Obfuscate she has. So a vampire with
Obfuscate 5 and Potence 3 could create a zone with a radius of up to 48 feet/16 meters.
For anyone except the vampire to enter the zone requires a roll as if the character was
attempting to open a door (V20, p. 261). However, the zone is actually a mental barrier, not a
physical one, so the successes required equal the vampire’s Obfuscate + Potence, and the
difficulty is 7. Characters already inside the zone may leave it without any problem, but must
make the same roll to return. The vampire can touch any character and exclude them from
the effects of this power at no cost.
This power costs 24 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Non-Nosferatu with Nosferatu Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Nosferatu

Forced March
“Long March”
(Celerity x2, Fortitude x2)
Clanbook: Assamite Revised Pg. 71
V20 Dark Ages Pg. 316
Lore of the Clans Pg. 29
OWBN Pack Assamite Children of Haqim 2022, Pg 44

From their isolated stronghold of Alamut and enclaves across the Holy Land, the Banu
Haqim crossleagues of rock and sand by foot to strike at their foes and deliver messages to
allies. In Europe, many Assamites have escaped persecution by vanishing into the night far
swifter than even mounted pursuers. A few Gangrel also know this power, though they prefer
to employ it in beast form when crossing the dangerous territory of rival clanmates or
Lupines.
System: Long March may be used whenever the character is moving on foot for a protracted
period of time. Its effects are not nearly as drastic as combat Celerity, but neither is it so
draining.
At the beginning of each hour of steady travel, the player spends a number of blood points
equal to half the character’s Celerity rating. The character’s overland movement rate is
multiplied by her Celerity rating. This bonus immediately ends if the character halts or slows
for more than a minute each hour. Long March can only be sustained for a number of hours
each night equal to the character’s Fortitude rating, and the power has no application in
combat.
Experience Cost: 14
MET System: Use as Printed
MET Cost: 6xp.
Non-Assamites with Assamite Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Assamite

Fountain of Ill Humors


(Potence x2, Mortis (Path of the Four Humors) x3)

80
Players Guide to High Clans Pg. 167-168
OWBN Giovanni Necromancy 2017
Clan/Road/Sect of Origin Lamia

The vampire may use this power to spit the tainted excretions created with Dark Humors,
showering her enemies with a forceful spray of the unnatural toxins.
System: The player spends two blood points and rolls Dexterity + Athletics (difficulty 6) as
an attack with a maximum range of the vampire’s Strength + Potence in yards. This spray
can be dodged normally, though its conical spread adds one to the difficulty. The spray
cannot be parried. Victims struck by the spray suffer the full effects of the chosen humor
unless their players make successful Stamina rolls (difficulty 8). The Path of the Four
Humors can be found on p. 41 of the Dark Ages Storytellers Companion.
Experience Cost: 21
MET System: The player spends two blood points and makes a Physical challenge retest
Athletics as an attack with a maximum range of half the vampire’s Physical Traits + Potence
in yards. This spray can be dodged normally, though its conical spread adds one Trait to the
difficulty. The spray cannot be parried. Victims struck by the spray test for the effects of the
chosen humor as normal.
The Path of the Four Humors can be found on pgs. 179-181 of Faith and Fire.
MET Cost: 11xp.
R1 – Storyteller Approval (Giovani and Samidi)
Necromancy or Necromancy Variant based Regulated Combination Disciplines
possessed by non Giovanni / Harbinger of Skulls - PC: Coordinator Approval - NPC:
Unregulated - Coordinator: Giovanni

Gazing into the Abyss


(Daimoinon x3, Obtenebration x3)
Darkening Skies Pg. 108
OWBN Lasombra Clan Packet 2019. Pg 65

The Cainite can integrate her mastery of the dark arts with shadows from the Abyss to
create terrifying effects. The vampire can create tentacles made of shadow wreathed in
black flame emerging from darkness. The tentacles can lash out at foes, and set surrounding
objects on fire.
System: The player spends one blood point and makes a simple Manipulation + Occult roll
(difficulty 7); each success enables the creation of a single tentacle. The tentacles have size
and traits as described in Arms of the Abyss. Though the tentacle is wreathed in fire, it is still
composed of shadow, and is affected by other sources of fire and sunlight as though it were
a vampire.
Tentacles may strike at foes, inflicting (Strength -1) aggravated damage per turn. Tentacles
cannot grasp or hold a target, as the fire separates and passes around solid objects.
Tentacles may set inanimate objects on fire if they come in contact with them for a sufficient
amount of time. Vampires confronted with the black fire make Rotschreck tests as if
confronted with a fire the size of a torch (or bonfire if the tentacle is larger than 6 feet).
This power costs 18 experience to learn.
MET System: Use as Printed

81
MET Cost: 3xp.
Obtenebration based Combination Disciplines possessed by Characters without
in-clan Obtenebration - PC: Coordinator Approval - NPC: Unregulated - Coordinator:
Lasombra

Give 'Em Hell


(Fortitude x1 or Potence x1, Presence x3)
Guide to the Anarchs Pg. 159-60
Clan/Road/Sect of Origin Anarch

Champions of the anarch cause have the power to motivate their fellows when push comes
to shove and the only choice left is violent action. This power allows a Kindred to stir his
allies with valor and courage in the most desperate of situations, rallying them to the fight.
The anarch stands and cuts an imposing figure on the battlefield and bolsters the bravery of
those following him.
System: The player must be visible to those he wishes to affect, and he chooses who
receives the benefit of his display of heroism. Based on which physical Discipline he used as
the basis of this power (Fortitude or Potence), the character makes a dis- play of his
greatness in combat. For example, if he used Potence as the basis of this power, he might
toss aside a barricade intended to block attackers. If he used Fortitude, he might shrug off
what looks like a crippling blow. Thereafter, the characters he selected to use the power
upon gain three extra dice to any roll involving Courage or otherwise defending against a
fear or demoralization effect (the Story- teller is the final arbiter here). In some cases, this
power has even incited anarchs to acts of kamikaze sacrifice, throwing themselves boldly
into the hero's cause. The player rolls Charisma + Leadership (difficulty 7), with each
success enabling up to three characters (as well as the user himself, if he wishes) to enjoy
the bonus.
Note, however, that the character invoking the power chooses who it affects. Cynics whisper
that traitors to the cause have used this power to embolden the anarchs' foes just before
abandoning the cause and hanging the anarchs out to dry.
It costs 12 experience points to learn this power.
MET System: After a suitably inspirational display of courage and physical prowess, the
player makes a Social Test against a difficulty of seven Traits, retesting with Leadership. He
can then choose up to three other characters within his line of sight who will gain an extra
Courage Trait for the remainder of the fight. This extra Courage Trait cannot exceed the
maximum number of Virtue Traits permitted - if this would bring a vampire over the limit, the
excess is converted to temporary Willpower instead. The wielder cannot use this Discipline
on himself, nor can it be used more than once on the same target per combat, though it may
be used multiple times to cover a number of different allies. Anarchs known to use Give ‘Em
Hell are watched closely by their more cynical comrades; sell-outs occasionally use this
power to bolster the strength of foes of the Movement just before betraying their former
companions, causing not only a devastating defeat but also a crippling blow to local morale.
MET Cost: 6xp.
Non-Anarchs with Anarch Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Anarch

82
Ghost Song
(Auspex x3, Protean x3)
OWBN Specific
OWNB Gangrel Genre 2023. Pg 59

The Ghost Singer is instinctively drawn to sites where Gangrel have fallen. Upon arrival, the
Ghost Singer may Earth Meld, remaining there for a full day during which time the Singer
absorbs some of the animus, the psychic residue of the fallen. This results in vague,
emotional, and indistinct dreams. The Singer may expend the power of this emotional
resonance whentelling a story before a group of Gangrel to inspire them. This telling is
augmented by ghostly images and sounds which accompany the Singer’s chosen story.
MET System: When a Singer Melds with the site of a Gangrel’s death, which has not been
already absorbed by another Singer, they absorb some of the psychic residue of the
Gangrel’s death. As long as the Ghost Singer holds the power of a Song she suffers as if
she possessed the Nightmares flaw. A Ghost Singer may hold up to half her Permanent
Willpower Traits in “Songs”. A Singer may expend a song she has absorbed when telling a
story before a group of three or more Gangrel to inspire them. This expenditure adds
cosmetic effects to the tale in the form of ghostly sensations, such as images drawn from the
tale, smells, sounds, emotional impressions, etc. Any Gangrel who listens to the story gains
the benefit of one free Inspiration magical retest on any challenge which may not be
canceled and must be used within the next 24 hours.
MET Cost: 8xp.
***Ghost Songs: Ghost Songs are not immediately available to absorb by Bloodline: Ghost
Singers. A 60 Day (Two Month) moratorium will be placed on a fresh death as the emotional
and psychic residue is still too strong.
Combination Discipline Ghost Song - PC: Varies - NPC: Unregulated - Coordinator:
Gangrel

Glare of Truth
“Glare of Lies”
(Auspex x2, Valeren x1)
Players Guide to High Clans Pg. 168
V20 Dark Ages Pg. 314

Upon activating this power, a Salubri’s third eye opens and narrows in close scrutiny. The
Cainite gains the ability to see the harmony of truth and the disharmony of deception. It is
virtually impossible to lie surreptitiously to a vampire who knows this Discipline.
System: The player rolls Perception + Empathy (difficulty 6). Players of any characters
wishing to tell a deliberate lie in sight of the Cainite must gain more successes than the
vampire’s player on a Manipulation + Subterfuge roll (difficulty 8). Anyone who fails to meet
this requirement may still lie, but the Salubri recognizes the deception. This power cannot
sense subtler deceptions by omission or half-truth. As long as those scrutinized tell the truth
— however partial or deliberately obtuse — the power detects no falsehood.
Experience Cost: 14
MET System: The user of this power makes a Social Challenge--retest Empathy for user,
Subterfuge for target against anyone he wishes to scrutinize. Anyone who fails this

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challenge may still lie, but the user of this power recognizes the deception. This power
cannot sense subtler deceptions by omission or half-truth. As long as those scrutinized tell
the truth however partial or deliberately obtuse the power detects no falsehood.
MET Cost: 7xp
ST Approval

Goddess Among Beasts


(Animalism x1, Ogham x1)
Players Guide to Low Clans Pg. 160-161
Clan/Road/Sect of Origin Lhiannan

With this power, a Lhiannan may call on her spiritshard to dominate beasts who dwell in her
domain. To such animals she is a goddess, a force of nature as irresistible as wind or
seasons. The Lhiannan paints her body with runes of vitae denoting her spiritual authority.
System: The character spends one scene tracing runes on her body; this costs one blood
point. The player then rolls Manipulation + Survival (difficulty 6). For a number of hours equal
to the successes rolled, the character receives one automatic success on any Animalism
power directed at a beast that dwells or lairs in her territory. The character also gains the
benefits of the Inoffensive to Animals Merit (Dark Ages: Vampire p. 307). Botching this power
gives the character the Repulsive to Animals Flaw (p. 309) for the rest of the night.
Experience Cost: 7
MET System: The character spends one scene tracing runes on her body; this costs one
blood point. The player then makes a Simple Social Challenge--retest Survival. If successful,
the character gains a free retest on any Animalism power directed at a beast that dwells or
lairs in her territory. This power lasts for a number of hours equal to the character’s survival
rating. The character also gains the benefits of the Merit Inoffensive to Animals. This power
has no effect on the Beasts of Kindred or the animal forms of Shapeshifters.
MET Cost: 4xp
ST Approval

Grisly Gris-Gris
(Fortitude x2, Thanatosis x2)
Clanbook: Cappadocian Pg. 108

A common voudoun artifact is a gris-gris bag. These talismans protect the wearer from harm
or bad luck. You can provide a similar type of protection... to those with an iron stomach.
System: The Kindred must spend a point of blood and break off a small piece of their body,
such as a bit of hair, a fingernail, or a piece of skin. The target must ingest the Kindred’s
body part. The next time the target makes a Stamina roll to soak damage, he or she adds a
number of Fortitude dice to the roll equal to the Kindred’s Fortitude or Thanatosis, whichever
is lower. While the gris-gris is in the target’s body, they temporarily lose one dot in
Appearance per hour as their appearance becomes more and more corpse-like. If the target
drops to zero Appearance this way, they become violently ill and vomit up the gris-gris along
with the contents of their stomach. The target may choose to expel the gris-gris at any time
once it’s become active.

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This power costs 12 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Guardian Vigil
(Auspex x1, Celerity x1, Fortitude x1)
Guide to the Anarchs Pg. 160
Players Guide to Low Clans Pg. 161
V20 Dark Ages Pg. 315
Laws of the Night: Anarch Guide, p. 58
OWBN Malkavian Genre Packet 2016. Pg 34

Developed by anarchs posted as guards, this power allows a Kindred to maintain an aware
but trancelike state of readiness, in which he's poised like a cat to react to the first sign of
imminent danger.
System: The player spends a blood point. For the duration of the night, the character cannot
be surprised by conventional means as long as he stays in one place (not traversing an area
longer than a few footsteps). In game terms, the character is considered to automatically
have initiative for a single turn if someone acts against him or does something that he can
perceive and attempt to stop. For example, a character might dodge a bullet almost before
his attacker fires, or he could move to intercept an intruder just as the intruder starts to dash
past. The upshot is that the character becomes aware that something is about to happen to
him and reacts just in time to do something about it.
Supernatural effects that would cloak or otherwise protect the potential transgressor must be
of a higher level than that of any of the prerequisite Disciplines levels that make up of this
power. That is, a character attempting to sneak past the anarch must have an Obfuscate of
level two or higher. The vigil also fore- stalls mundane means as well. An attempt to move
using Stealth is susceptible regardless of how many dots the other character has.
The action taken against the character must also affect him directly and immediately for this
power to prove of any value. A sniper would find himself foiled if he tried to shoot the
character, but a camera planted in the building during the day and activated remotely at night
would have no chance of being detected under the use of this power.
Note that this power lasts for a single turn and then expires. Therefore, if a combat occurs,
the character using this power has the benefit of initiative for only the first turn, then he must
act as normal thereafter. A character may activate this power as many times as he wishes in
the same night, but each activation works only for one immediate threat. A character cannot
"stack" turns of guaranteed initiative.
This power costs 15 experience points to learn.
MET System: As written in Laws of the Night: Anarch Guide, p. 58.
Inessence, this Discipline allows the anarch to enter a trance-like state of hyper awareness
for long periods of time, ready to spring into action at a moment’s notice.
Should a direct threat appear, the user can activate her Celerity to pre-empt the threat
normally, even if it’s something like a sniper attack or is otherwise not normally covered by
Alacrity. The normal rules for Obfuscate apply, so if a person attempting to sneak by the user
has more Obfuscate than the anarch has Auspex, the cloaking effect of Obfuscate protects

85
the transgressor. In the case of resisted tests, the anarch is two Traits up to detect the
Obfuscated character, due to the user’s increased awareness of her surroundings. Guardian
Vigil completely prohibits the use of Stealth and other mundane methods of sneaking past
the anarch - they simply do not work, regardless of how skilled someone is in such abilities.
As potent as it is, there are limits to Guardian Vigil - the actions taken against the anarch
using this Discipline must affect him directly and immediately for this power to activate. While
it can foil a sniper on the rooftop, it does not detect a camera placed there during the day
and remote-controlled at night to record the vampires present, for example, nor would it
detect or prevent a threat against one of the user’s companions. It can be activated as often
as one likes per game, but each activation costs an additional Blood Trait and works for only
one immediate threat.
MET Cost: 7xp
Non-Anarchs with Anarch Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Anarch

Halo of Steel
(Fortitude x3, Willpower x6+)
Road of Heaven Pg. 69
Clan/Road/Sect of Origin Heaven

Truly devout Faithful can call upon their faith to provide them with the extra bit of strength
necessary to face down evil. By means of this power, the Cainite learns how to funnel his
faith through his supernaturally toughened body, allowing him to shrug off the deleteri- ous
effects of his own wounds, no matter how grievous they may be.
System: The player spends a blood point and rolls his Road rating (difficulty 6). Success
allows the character to ignore any current wound penalties as well as all penalties he
acquires from new wounds for one turn per success. Another blood point and roll are
required each time the player wants to reactivate the power. Use of this power is reflexive,
and the blood expenditure does not count toward the character's generational per turn
maximum.
Experience cost: 21
MET System: As a reflexive action, the Faithful character can call upon the strength of her
devotion to continue to fight on, long after others would have been reduced to ash. The
Cainite must spend a Blood Trait to activate this power; this allows her to ignore all wound
penalties, including Incapacitated and Torpor (but not Final Death), for a number of turns
equal to her Road Traits. In other words, only decapitation, staking, total destruc- tion of the
vampire's form (as determined by the Storyteller), fire or sunlight will prevent a Cainite with
this power from continuing to act-anything less and she will continue to fight on, although her
eventual fate will still likely be quite dire. This power may be used more than once; each
subsequent activation requires another Blood Trait. Blood spent to activate this power does
not count against the character's generational maxi- mum per turn. At the end of this time,
the Cainite suffers the normal penalties for her injuries; she may even be reduced to dust if
her injuries are sufficiently severe (Storyteller's discretion, but certainly appropriate if the
character has suffered horrendous amounts of damage).
MET Cost: 11xp
ST Approval

86
Hand of the Master Artisan
(Auspex x1, Celerity x1)
Players Guide to High Clans Pg. 168
V20 Dark Ages Pg. 315
OWBN Toreador Genre Pack 2021. Pg 26

Toreador employ this power to create laborious works of art with impossible speed and
precision. Painters casually daub the work of hours in a blur of minutes, while sculptors
appear to mold clay as though it were somehow alive.
System: The vampire’s player spends one point of Willpower plus a variable quantity of
blood. The desired artistic task has its duration divided by the number of blood points spent,
rounded up. Thus, a mosaic that normally required three hours to assemble would require
only one if the vampire’s player spent 3 blood points. The trance of accelerated speed
applies only to the single selected task. The vampire may break off and perform other
actions without breaking the power, as long as he spends no more than a single hour away
from the endeavor. This power may aid only in acts of deliberate artistic creation.
Experience Cost: 7
MET System: The player spends one Willpower plus any number of blood traits up to and
including three. The time needed to complete the task is divided by the number of blood
traits spent, rounded up. For example, if a task normally takes two hours and two blood traits
are spent, the new time is one hour as 2/2 = 1. This can only apply to one task at a time and
may
be paused for up to one hour without affecting the outcome. Also, this only works when
attempting crafting and artistic tasks.
MET Cost: 3xp.
Non-Toreador with Toreador Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Toreador

Hatch the Viper


(Protean x2, Serpentis x4)
Players Guide to Low Clans Pg. 161-162
OWNB Gangrel Genre 2023. Pg 55
OWBN Follower of Set Genre Pack 2023. Pg 63

This rare and horrific power is known only to the Followers of the Set. The members of other
clans are hard-pressed to master Serpentis to this degree, much less find a Setite willing to
teach this particular ability. Vampires who know this Discipline technique may create
serpents out of their blood to act as servants, pets or assassins.
System: The vampire takes an entire turn to activate the power, and the player spends four
blood points; no roll is required. The following turn, the character disgorges a living
venomous serpent from his mouth. Formed of vitae, this serpent is considered a ghoul with
Fortitude and Potence of 1. It may act independently, although it follows all commands from
its parent without hesitation. If it is slain, or its master fails to feed it one blood point every

87
three nights, the snake dissolves into a pool of fetid plasm. Anyone foolish enough to drink
this venom suffers four dice of aggravated damage.
Characters with this power may create and maintain as many serpents as desired, assuming
they are willing to feed their retinue. Cainites with Animalism can communicate with serpents
formed by this ability, but the snakes always reflect too much of their creator’s personality to
pass for natural animals. Each serpent bears a distinctive pattern of scales associated with
its master, although motifs of gold diamonds on black skin predominate.
Experience Cost: 28
MET System: Identical to the system described in Player’s Guide to the Low Clans p.161,
excepting only that anyone who drinks from the plasma the viper dissolves upon death,
suffers Two Health Levels of Aggravated damage (rather than the four dice of damage
mentioned).
This replaces the previously published MET version of Hatch the Viper in MET Journal #1.
This is a Dark Ages power. Storytellers are advised to employ their discretion against
permitting this Combination Discipline in their chronicles.
MET Cost: 14xp.
Gangrel Coord Notify for Gangrel - Setite Coord Notify for Setite

Haunted Place
(Presence x2, Obfuscate x5)
Lore of the Clans Pg. 164-165 Nosferatu

Given how few Nosferatu master Presence, this is a rare power, but a potent one. The
Nosferatu cloaks an area in power, making the place almost impossible to miss. However, it
becomes noticeable due to the fetid and corrupt aura the place acquires. Most people avoid
it without even knowing why. It seems somehow corrupt and twisted; somewhere no one
with any good intent might choose to visit.
System: To create such a place, the vampire must make three rolls on three consecutive
nights. Each roll takes an hour to perform, as she spends at least five blood points around
the area during the course of the hour. Then, the player rolls Manipulation + Empathy and
chooses a difficulty number (the same difficulty number for each roll). If all three rolls are
successful, the aura of corruption settles over the place.
For anyone but the vampire to enter it, he must make a Willpower roll with a difficulty equal
to the one the vampire chose in creating the Haunted Place. The effect lasts for as long as
the vampire lives, or until the Storyteller rules the area has changed significantly or lost
some of its menace (such as an urban renewal program).
This power costs 21 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Nosferatu Combination Disciplines - PC: Coordinator Approval - NPC: Coordinator
Approval - Coordinator: Nosferatu

Haunting Seduction
(Dementation x2, Presence x1)
Lore of the Clans Pg. 203 Toreador

88
The Toreador are seductive, impressive creatures. When they’re around, they can be the
only thing that matters in the world. But when they leave, their Presence fades, and that’s
just not acceptable to some of the Degenerates. Dementation may merely unlock the door to
the mind’s inner hallways and free what’s inside, but enterprising Toreador have discovered
how to ensure that they are the whisper that haunts their target’s thoughts.
In many ways, the Haunting Seduction is similar to the Dementation power The Haunting
(V20, p. 148). Its effects occur mainly when the victim is alone, and mostly at night.
However, the effects take on the tone of an almost maddening, seductive obsession. The
subject may feel the light brush of a hand that he knows belongs to the vampire, or hear the
vampire’s sibilant whisper just behind him. The Storyteller should let her imagination run wild
when describing these sensory impressions; the victim may well feel as if he is going mad.
System: After the vampire speaks to the victim, the player spends a blood point and rolls
Manipulation + Subterfuge (difficulty of her victim’s Perception + Self-Control or Instinct). The
number of successes determines the length of the sensory “visitations.” The precise effects
are up to the Storyteller, though it is highly likely that the visions will affect the difficulties of
any social interactions between the vampire and her target the next time they meet.

Successes Result

1 One night

2 Two nights

3 One week

4 One month

5 Three months

6+ One year

This power costs 9 experience points to learn.


MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Heart's Desire
(Auspex x4, Chimerstry x2)
Clanbook: Ravnos Revised Pg. 68
Lore of the Clans Pg. 183-184
OWBN Ravnos Genre Pack 2022. Pg 21

With this power, a Ravnos reaches into a target’s emotion and creates an image of the
target’s greatest wish. This desire manifests as some sort of material object: a love letter, a
stack of money, or the golden crown of a Prince. No matter what manifests, the Ravnos who
used this power understands the meaning and nature of the item, and is able to comprehend

89
the target’s deepest desire. The Ravnos has no magical ability to understand the why or
wherefore of that desire; only that this is the person’s fondest dream.
Obviously, handing that love letter to the target will not convince her that the Ravnos can (or
has) caused her greatest desire to truly come true. Instead, most Ravnos cunningly use this
power to discover a target’s secrets, and never reveal to the other individual that Heart’s
Desire was used at all.
System: To target a player with this power, the Ravnos must have touched them within the
last three rounds. Once that has been achieved, the player must spend a blood point and a
Willpower point. Then, roll Intelligence + Subterfuge against a difficulty of the target’s current
Willpower, and achieve three successes. If the Ravnos is successful, an illusory item
manifests within the Ravnos’ hand as if Fata Morgana (V20, p. 144) had been used, and the
Ravnos instinctively understands the meaning of the item and the general nature of the
target’s desire.
This power costs 18 experience points to learn.
MET System: To use Heart’s Desire, the player must spend a Blood Trait and a Willpower
Trait, then engage in a Mental Challenge against the target to discern her heart’s desire and
create a reasonable facsimile. Once the Ravnos has used this power on a target, he can
recreate the illusion at will using Fata Morgana normally.
MET Cost: 10xp
Non Ravnos with the following combination disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval

Hindsight
(Auspex x3, Temporis x1)
V20 Dark Ages Pg. 315
OWBN Brujah Genre Packet 2017, Pg. 15

Hindsight confers upon a vampire the ability to transport his psyche backwards through time
to trace the history of an object or being that he touches, revealing all details at once in a
cascading torrent of information.
System: The player touches the target and rolls Perception + Awareness (difficulty 8, +1 per
century of age, with each dot of Temporis the character possesses reducing the difficulty by
1, minimum 4). Failures are rerolled as bashing damage, resulting in the informational
overload crashing through the vampire’s mind in a fragmented jumble. The vampire may
negate one failure per success on their roll, at the expense of said success to elicit
discernable information from the target. Each success grants the character the ability to sort
through the information and extract one relevant fact about the target from its history
(Storyteller’s discretion), before the knowledge fades and the vampire returns to her own
time-stream. Examples include viewing a specific Cainite holding the object, learning a
vampire’s certain activities in days or even centuries prior, and gleaning knowledge from
destroyed books (or even earlier drafts of the same) when holding the quill used to pen
them.
Though Hindsight can offer facts about an object or subject’s history, it does not impart any
emotional significance that may have been associated with it, or felt during its journey. The
sheer volume of information delivered prevents any opportunity for the Cainite to attempt an

90
Empathy roll; she may bear witness that a murder took place, but might not ascertain if it a
crime of passion or cold blood.
Usually any attempt to peer into the future of a target reveals an infinite shattering tapestry of
possibilities impossible for the character to navigate. However, for objects or beings with
strong and distinct destinies, all patterns eventually merge to a singular distinguishable point
that is clearly visible to the character.
Experience Cost: 10
MET System: Touch an inanimate object and spend one or more Mental traits. Each mental
trait spent allows you to view one year's worth of history as it relates to that object. For each
mental trait spent you may ask one question regarding the history of the object you are
looking at. This may include such things as “was this weapon used to kill John,” or “What
was the last thing written with this pen,” or “Did Jason ever hold this item?”
Ultimately the Storyteller decides if a question is appropriate. This power offers no emotional
insight into events. If you attempt to look into the future of an object you are overcome by
disparate visions and will be down one trait on all mental challenges for the next scene as
you try to untangle them.
MET Cost: 5xp.
Non-Brujah with Brujah Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Brujah

Honeyed Words
(Auspex x2, Presence x1)
Lore of the Clans Pg. 29-30
OWBN Pack Assamite Children of Haqim 2022, Pg 44

The viziers are preternaturally skillful at telling their listeners what they want to hear. So
skillful, in fact, that a vizier sometimes doesn’t even need to know what he’s talking about.
This power assures the vizier that, no matter what words tumble out of his mouth, they are
always the perfect response.
System: The player must roll Manipulation + Expression (difficulty 6). For the remainder of
the scene, the difficulty for all rolls to persuade, manipulate, or interrogate a single target
through mundane conversation are reduced by the number of successes rolled to a
minimum of 4. Additionally, the Storyteller (or player if this power is used against a player’s
character) must advise the vizier’s player if the vizier is in danger of saying anything that
might offend, confuse, or worry the target. It is possible to use this power to baffle someone
with highly technical jargon that the vizier himself doesn’t understand at all.
This power costs 9 experience points to learn.
MET System: The user must engage in a static Social Challenge at a difficulty of ten
retested with Expression to use this power. Challenges related to persuasion, manipulation
or interrogation gains a free retest in all such challenges. This power lasts for one scene or
an hour. Otherwise Use as Printed.
MET Cost: 6xp.
Non-Assamites with Assamite Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Assamite

91
Induce the Nightmare
(Chimerstry x5, Animalism x5)
OWBN Ravnos Genre Pack 2022. Pg 29

Many of the Antitribu have been embraced after the Week of Nightmares, but an interesting
side effect of those that survived the Week has spread to their mass embraced offspring.
Maybe it was through ritae, maybe it was simply random, but either way this power was
born. By focusing their rage the Antitribu can cause a blood frenzy similar to one that spread
around the world during the Week of Nightmares.
MET System: This power costs a blood and a willpower, and requires line of sight on the
target. Once activated the Antitribu makes a contested social challenge, retest Subterfuge,
to use a combination of Horrid Reality, and Drawing out the Beast, to force the target into a
state of blood frenzy. Mechanically the target must make a Self-Control/Instincts challenge,
difficulty 4 for non Ravnos, 5 for Ravnos, that can not be ignored by expending a temporary
willpower, the challenge must be made. If lost, the target immediately enters a blood frenzy,
but will only target other vampires. This frenzy lasts the remainder of the scene or hour, and
will not stop frenzying unless a power, such as Quell the Beast, is used on them.
If the target wins the Self-Control/Instinct challenge they still feel the frenzy, but instead are
down 2 traits on future Self-Control challenges from the sight of blood, for the remainder of
the scene.
MET Cost: 15xp.
Non Ravnos Antitribu with the combination disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Ravnos

I am Legion
(Daimoinon x3, Obfuscate x2)
Clanbook: Baali Pg. 47
Clan/Road/Sect of Origin Baali

One of the Baali's most devious methods of avoiding detection, this subtle magic allows the
Baali to forge a temporary pact with a "speaking demon" or other malevolent spirit
(Storyteller's discretion as to what sort of being is appropriate). Once the pact is sealed, the
Baali's partner in mischief temporarily leaps into the vampire's body, assuming a state of
limited control over its voice and movements.
While the Baali is "possessed," the interloper who answers is essentially in charge, allowing
for a certain amount of leeway when it comes to answering uncomfortable question.
After all, the demon can answer questions (truthfully) that might otherwise prove difficult for
the Baali to respond to under magical, Auspex based, or other scrutiny. For example, the
demon within may cheerfully answer "no" to such tired questions as "Are you Baali?" or "Do
you engage in the worship of demons?" In a pinch, the demon may attempt to pose as Caitiff
or even mortal; "I am clanless" and "I am not a vampire" are both perfectly reasonable true
statements for a non-vampiric creature to make, after all.
System: The player must succeed in a Manipulation + Leadership roll (difficulty 6) to
ensnare a suitable demon or spirit. The number of successes dictates the summoned
creature's intelligence and willingness to help, which in turn indicates the extent to which it is
capable of concocting useful reactions to pertinent questions and/or situations. A failure

92
indicates just that failure to ensnare the being - while a botch can result in true catastrophe
(a creature who does not wish to leave the caster's body, or who betrays her, at the
Storyteller's discretion).
Baali hedging their bets with this sort of deal can make "concessions" to the inhabiting
creature to win more coopera- tion. It is up to the Storyteller to determine what sort of
goodies the possessing demon might want, what it could give in return, and whether or not it
will keep its bargains.
MET System: The player makes an extended Social challenge (3 tests) retest Leadership to
ensnare a suitable demon or spirit. The number of successes dictates the summoned
creature’s intelligence and willingness to help, which in turn indicates the extent to which it is
capable of concocting useful reaction to pertinent questions. A failure indicates just
that—failure to ensnare the being.
Baali hedging their bets with this sort of deal can make “concessions” to the inhabiting
creature to win more cooperation. It is up to the ST to determine what sort of goodies the
possessing demon might want, what it could give in return, and whether or not it will keep its
bargains.
This power allows the user to relinquish his vocal control to the inhabiting spirit so that it may
answer questions in situations where his own lies would easily be ferreted out. The
possessed character has no way to control what the inhabiting spirit will say after he
relinquishes control.
This power lasts for a scene or one hour.
MET Cost: Not found.
Approval: Not found.

I Am The Keystone
(Fortitude x2, Potence x2, Visceratika x3)
Lore of the Bloodlines Pg. 36
OWBN Tremere Gargoyle Genre Pack 2020. Pg 21

Visceratika is known for Masquerade-shredding displays of toughness and strength. Masters


of the Discipline can invoke changes to their body that are a bit subtler but no less
devastating when unleashed at the right time.
System: The Kindred spends a point of Willpower. Upon doing so, she may temporarily
redistribute points between her Fortitude and Potence Disciplines up to the maximum
allowed by her Generation. The Disciplines stay redistributed until the Kindred is
Incapacitated or the next sunrise, whichever comes first. They may spend another point of
Willpower to change the dots back or adjust them to new totals.
This power costs 21 experience points to learn.
MET System: Use as Printed; This Discipline may not raise The PC Gargoyle’s Potence or
Fortitude Disciplines above Advanced Levels, even temporarily, per the OWBN Bylaws.
Non-Gargoyle and Gargoyle - ST and Gargoyle Coordinator Approval

I Know
(Auspex x2, Obfuscate x2)
Lore of the Clans Pg. 165

93
OWBN Nosferatu Genre Packet 2009. Pg ??

You don’t actually need to know a secret to use it as leverage. With this power, the Nosferatu
is able to make it appear as if she knows something the subject would rather keep secret.
Essentially, she surface scans the target for feelings of guilt, and uses Obfuscate to project
into his mind the subtle body language and turns of phrase that convince him the vampire
really knows something dangerous about him.
The Nosferatu knows nothing in reality; even the light scan she does to establish guilt gives
her no clue as to the nature of what he might be hiding. But the target doesn’t know that, and
convinces himself the vampire must know his darkest secrets.
System: This power requires a Perception + Subterfuge roll at a difficulty equal to the
target’s current Willpower. For each success the vampire gains, the subject is more
convinced the vampire knows something confidential and dangerous about him. For one
success, the target believes she may know something potentially damaging, whereas for five
he is sure the vampire knows his deepest secrets. How the vampire chooses to use this
leverage is up to her. Proving she doesn’t actually know anything, such as guessing badly
about the secret or offering details that prove wrong, will break the illusion.
This power costs 12 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Non-Nosferatu with Nosferatu Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Nosferatu

Ignore Me
(Dominate x4, Obfuscate x2)
Lore of the Clans Pg. 144-145
OWBN Malkavian Genre Packet 2016. Pg

Some people fade into the background easily. A Malkavian that haunts a specific location
can program the people there to completely ignore her while she moves about the grounds.
Not only does this give her a home field advantage should enemies confront her in this
location, but it also makes her a shining example of upholding the Masquerade.
System: Roll Wits + Subterfuge once per day, difficulty equal to the target’s current
Willpower. This power is an extended action, with a number of successes equal to five times
the target’s Courage rating. Once the successes are achieved, the subject completely
ignores the existence of the Kindred for the next month, and the vampire can target another
person the next day. If the Kindred disturbs a room, the target subconsciously puts things
back in place. The target only reacts to the Kindred if she inflicts harm on the target — other
physical interactions (such as touching them or searching their pockets) are unaffected. The
target makes a Courage roll equal to the Kindred’s Willpower rating. If successful, they
shake the Kindred’s hold.
This power costs 18 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Non-Malkavians with Malkavian Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Malkavian

94
Impeccable Manners
(Auspex x2, Presence x1)
Lore of the Clans Pg. 263 Ventrue

The Ventrue intuitively senses the mood of another person through an unconscious
awareness of her aura. Then, he instinctively modifies his actions so as to shy away from
offensive conduct while effortlessly doing things that appeal to the subject.
System: While the Ventrue is interacting socially with another person, the player must roll
Perception + Etiquette (difficulty 6 for mortals or 8 for supernatural beings). Each success on
this roll reduces the difficulty of all mundane Etiquette or Persuasion rolls made against the
same target by -1 for the rest of the scene. This benefit does not modify Discipline rolls.
This power costs 9 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Non-Ventrue with Ventrue Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Ventrue

Inspire Greatness
(Presence x3, Fortitude or Potence x2)
Road of Kings Pg. 72
OWBN Ventrue Genre Non Binding 2013. Pg 39

True leaders know how to inspire their followers to greatness, but Cainites can use the
power of their vitae to inspire more than mere competence - they can push others beyond
their normal limits.
To use this ability, the character must specifically try to inspire or urge a follower on in
performing a physical task. This can be battle, a feat of strength or stamina, a physical
contest, and so forth. The subject of this technique must look to the character for leadership
and guidance, and the character must inspire the subject in some direct way through words
or actions.
System: The player rolls Charisma + Leadership (difficulty 7). Each success allows the
player to spend one blood point to grant the subject a bonus in performing a feat of strength
or stamina for the duration of the scene. The player cannot spend more blood points per turn
than her character's generation normally allows, and no more than the character's rating in
Fortitude or Potence (whichever one she wishes to grant the subject). Successes can be
split between Fortitude and Potence, if desired, up to the vampire's limits.
The effect also varies depending on the subject's nature. Vampires and ghouls gain dots in
the appropriate Disciplines (Fortitude or Potence), even if they previously had no dots in
them, with the normal effects and benefits. Mortals gain extra dots in Strength or Stamina
and can even exceed five dots, but do not gain the other benefits of Fortitude or Potence,
such as the ability to soak lethal damage or automatic successes on Strength rolls. The
benefits last for the scene or until the task at hand is complete.
Experience cost: 21

95
If a character has Presence at five dots or more, he may spend an additional 14 experience
points to Inspire Greatness in multiple people at once. Successes from the Charisma +
Leadership roll can be applied to increase the number of people affected as follows:

1 success Two people

2 successes Four people

3 successes Eight people

4 successes 20 people

5 successes Everyone in the character's immediate vicinity (an entire troop in battle,
for example)

MET System: The Scion must begin by inspiring or urging his subject to a physical feat of
strength or stamina, the subject must look to the Scion for leadership, which the Scion
attempts to provide by words or actions. The Scion then makes a Social Challenge (retest
with Leadership). Success allows him to spend Blood Traits to grant his target a bonus to
use in Strength or Stamina-related challenges. The Scion may not spend more blood per
turn than his generation normally allows, nor may he grant any higher than his rating in
Fortitude or Potence. Vampires and ghouls gain levels of Fortitude or Potence, even if they
had no previous levels of them, and the powers act normally. Mortals can gain extra Physical
Traits, even above and beyond their normal rating, but may not gain Fortitude or Potence.
The benefits last for one scene or until the feat is completed.
This effect requires the character to have reached the first Intermediate power of Presence,
plus both Basic powers of either Fortitude or Potence, and 21 Experience Traits. If the
character has Advanced Presence or even the powers of the elders, he may spend an
additional 14 Experience Traits to Inspire Greatness in multiple people. By spending extra
Traits in the initial challenge, he can inspire from two people (with one Trait) up to all in his
immediate vicinity (with five Traits).
MET Cost: 21xp mor 14xp
ST Approval

Instantaneous Transformation
(Celerity x2, Protean x5 or Obtenebration x5)
Archons & Templars Pg. 143
OWNB Gangrel Genre 2023. Pg 60

Almost exclusive to the templars (a handful archons have learned this power, but they are
exceptionally rare), Instantaneous Transformation allows the character to undergo a shifting
of shape (either Tenebrous Form, Shape of the Beast or Mist Form) in a single turn for the
normal expenditure of blood.
System: The character must roll Stamina + Survival (difficulty 7) and spend the normal cost
associated with the shift (one blood point for Shape of the Beast or Mist Form, three for
Tenebrous Form) . If the roll is successful, the change takes only a single turn, rather than

96
the three normally demanded . Failure indicates that the shift takes the standard three turns,
and a botch means that the blood was spent but the power does not take effect.
If the character wishes to use this power for both Obtenebration and Protean, she must buy
it twice, once for each Discipline . This power could conceivably be purchased with other
shapeshifting Disciplines (such as Serpentis) at the Storyteller's prerogative.
This power costs 24 experience points to learn.
MET System: The player must make a Simple Physical challenge—retest Survival—and
spend the normal cost associated with the shift (one blood point for Shape of the Beast or
Mist Form, three for Tenebrous Form). If successful, the change takes only a single turn,
rather than the three normally demanded. Failure indicates that the shift takes the standard
three turns.
MET Cost: 12
ST Discretion

Internet Famous
(Presence x4, Thaumaturgy x4)
Anarchs Unbound Pg. 106

According to one rumor, a French Toreador Anarch who calls herself Cadavre Exquis has
developed a combination Discipline that allows her to use Presence and the Path of
Technomancy to effect a mass Summoning through her social media accounts. She
apparently can issue a command for all of her followers to come to a particular location and
participate in a protest, a riot, or even just a flash mob, with each recipient affected as if she
had personally targeted him with Summon. Cadavre Exquis is also rumored to be the subject
of a blood hunt across several non-Anarch domains, probably for having embarrassed some
august Kindred with this power.
System: This power works as does the Presence power Summon (see V20, p. 195), but the
roll to activate the power uses Charisma + Computer at a difficulty of 8. However, in addition
to a blood point, the player must spend a Willpower point and issue the Summon via social
media. The power affects every one of the Kindred’s followers on social media accounts — it
is not subtle or selective. Any individual who recognizes what is happening can spend a
Willpower point to ignore the Summon, but mortals likely have no idea what’s going on when
they receive such a Summon (and neither do many Kindred, especially those not well-versed
in social media). Note that the individual does not have to be currently accessing social
media to feel the Summon, as this power draws on the sympathetic connection drawn by
establishing the online relationship or even simply following the vampire’s account.
30xp cust.
MET System: Not found.
MET Cost: Not found.
Non-Anarchs with Anarch Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Anarch

Iron Facade
(Fortitude x1, Obfuscate x3)
Archons and Templars Pg. 140

97
Dread Names, Red List Pg. 99
OWBN Nosferatu Genre Packet 2009. Pg 62

Battles are often won not by the strength or weaponry of the combatants, but in the
psychology of war. The appearance of invulnerability is often sufficient to unsettle or even
rout a superior foe . With this power, the Kindred creates just such an appearance, seeming
to shrug off heavy or even near-crippling blows like so much water . This power is most
commonly found among archons, but its use among templars is not unknown.
System: The player rolls Manipulation + Subterfuge (difficulty 6). If successful, the character
appears to be unwounded and functioning at full capacity regardless of how badly injured he
actually is. This power does not actually heal wounds or reduce dice-pool penalties ; it
simply appears to do so, making it impossible for the enemy to judge the character's true
state. The power lasts for a scene, or until the character reaches the Incapacitated health
level. A vampire with Auspex can see through this power if her Auspex exceeds the
character's Obfuscate.
This power costs 10 experience points to learn.
MET System: Battles are often won not by the strength or weaponry of the combatants, but
in the psychology of war. The appearance of invulnerability is often sufficient to unsettle or
even rout a superior foe. With this power, the Kindred creates just such an appearance,
seeming to shrug off heavy or even near-crippling blows like so much water . This power is
most commonly found among Archons, but its use among Templars is not unknown.
Mechanic: Spend one Blood Trait. For the next hour, no damage you suffer produces a
visible result: no wounds, no limps from lameness, no fountains of blood from inconvenient
holes. Characters with Auspex may attempt to pierce this with the usual challenge of Auspex
against Obfuscate. Bystanders who see particularly ludicrous lack of evidence may attempt
a Mental Challenge to see through the illusion. While using this power, you have a two-Trait
bonus to Social Tests related to your physical capabilities.
MET Cost: 5xp.
Non-Nosferatu and Nosferatu - Nosferatu Coordinator Approval

Iron Heart
(Potence x3, Presence x3)
Clanbook: Brujah Revised Pg. 66
Lore of the Clans Pg. 49
OWBN Brujah Genre Packet 2017. Pg 16

Common among Individualists who quest for self control, Iron Heart fortifies the Brujah
against supernatural powers that affect her emotions, her self-control, or her reason
(including Dominate, Dementation, and Presence), while also allowing her to inspire others
to resist such manipulations themselves.
System: This power has two effects. First, a Brujah who has acquired this power
permanently increases the difficulty of all attempts to manipulate her through supernatural
means (whether Disciplines or other magic) by 2, to a maximum of 9. Against unrolled
supernatural effects (such as Majesty), the Brujah instead reduces the difficulty of any
relevant resistance rolls by 2. This aspect of the power is always active.

98
Second, if the player spends a Willpower point while the character actively persuades
another to resist such effects, the difficulty of any such supernatural manipulation increases
by 1 (or the difficulty of the character’s resistance roll against unrolled effects is reduced by
1).
This power costs 18 experience points to learn.
MET System: Please see the Clanbook Brujah Revised page 66 for MET Mechanics.
A Kindred with this power wins on ties to resist any attempt to use Dominate, Presence or
Thaumaturgical mind control against him. Also, the Kindred may use this power to
strengthen the will of another. The player spends one Willpower Trait and the subject of his
choice gains an automatic retest to resist any attempts to use above mentioned powers. This
lasts for the remainder of the scene, or one hour, whichever comes first.
MET Cost: 9xp.
Non-Brujah with Brujah Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Brujah

Jackhammer Punch
(Potence x2, Temporis x2)
Lore of the Bloodlines Pg. 100-101 Brujah

Getting punched with Potence is always painful, but with this power you force your opponent
to relive that pain over and over again. The True Brujah uses their control of time to
seemingly repeat a strike several times at the same time. This leads to a great increase in
damage from only a single attack.
System: When a True Brujah strikes in unarmed combat and opts to use this power, they
may spend a blood point to add their Temporis rating as extra points of Potence when
figuring the damage they have done.
This combination power costs 12 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Brujah Combination Disciplines requiring approval - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Brujah

Jaws of the Dracon


(Koldunic Sorcery x7, all five Koldunic Ways at x5)
Players Guide to High Clans Pg. 168

With this power, a vampire may unleash all the elements in a storm of unbridled supernatural
power. The storm scourges everything in its path, raining lightning, fire, hail and grinding
earth in a conflagration that defies imagination. The very existence of such a spell lies
shrouded in myth and legend; no vampire has cast it in recorded memory.
System: The koldun spends an hour standing still on the soil, gathering the energies that will
empower the spell. The player rolls Charisma + Occult (difficulty 8) and spends all remaining
blood. This drives the kolduninto immediate frenzy. Tempest-torn clouds build in the sky over
the next hour, reaching their apex of size and fury as fire begins to rain. For every success,
the storm has a radius of one mile. Everything in that region suffers dice of aggravated

99
damage equal to the koldun’s Willpower + Occult. This damage occurs sometime over the
span of one hour, after which the clouds part to reveal the devastation. Inanimate objects
suffer damage determined by the Storyteller; assume that the storm destroys virtually
everything in its path.
Experience Cost: 49
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

King of the Beasts


(Fortitude x2, Animalism x4)
Lore of the Clans Pg. 90
OWNB Gangrel Genre 2023. Pg 60

The vampire who masters this power has the ability to extend the auspices of her Fortitude
to those animals who are summoned by her blood, ensuring that they are protected. This
power requires no further expenditure on the user’s part; her very nature steels and fortifies
her minion against damage.
System: Creatures you summon with Animalism gain one dot of Fortitude so long as they
stay within your line of sight.
This power costs 18 experience points to learn.
MET System: Animals brought to you by Animalism receive the benefits of level 1 Fortitude
as long as they remain within line of sight.
MET Cost: 9xp
ST Approval

King of the Hill


(Fortitude x2, Presence x2)
Guide to the Anarchs Pg. 160
Clan/Road/Sect of Origin Anarch

A character who possesses this power cannot be knocked off his feet. Even if a stampeding
animal charges him or a car runs him over, the Kindred remains rooted to the spot, adamant
refusing to yield his posture. This power was developed by a gang leader in the Anarch Free
State, who is rumored to have met his Final Death after being hit by a train in an attempt to
see just how far the power would protect him. Unfortunately for this anarch, King of the Hill
doesn't confer any extra resistance to dam- age, it merely prevents the Kindred from being
knocked aside or to the ground.
System: This power is considered "always on," though a character may choose to turn it off.
Quite simply, the character cannot be knocked aside or down-he stands his ground.
Whatever caused the impact must yield instead. In most cases, this presents no problem, as
the person hitting the character ab- sorbs the stress instead. In some cases, however, this
power is a downright threat to the Masquerade, as a car will rebound off the character as if it
had hit a telephone pole.

100
If the impact of whatever causes the damage is so great that it kills the Kindred, this power
immediately ceases to work, and his corpse (or whatever remains of it) is battered aside.
This is presumably why the train that hit the gang boss wasn't derailed. Small objects, such
as bullets, may also "blow through" at the Storyteller's discretion, though they are just as
likely to be lodged in the Kindred's body.
It costs 12 experience points to learn this power.
MET System: This power costs nothing to use and is considered always on, and prevents a
Kindred from being knocked off her feet by any means that would not instantly cause Final
Death. Attacks still inflict damage normally, but will not knock the anarch down, force her
back or otherwise move her short of inflicting Final Death. Using this Discipline often
breaches the Masquerade - a car that hits a vampire using King of the Hill will be knocked
back or wrapped around the Kindred as if it hit a telephone pole - but as a means of
intimidation or morale boosting it remains impressive. The user receives a free retest on all
Intimidation or Leadership tests with any witnesses who have seen her demonstrate her
inhuman endurance in the current scene.
This Discipline will not protect Kindred from completely encompassing or inhumanly powerful
impacts such as a speeding train or a crashing airplane. Such devastating impacts and the
fire caused by the resultant spilled fuel would turn Kindred to ash, send various body parts
flying all over and otherwise cause Final Death. (Rumors persist of an even more powerful
variant that includes Potence and allows for truly staggering feats of resilience.. . but they
remain rumors at present.) Naturally, additional levels of Fortitude can be used to alleviate
the damage withstood using King of the Hill until the Kindred reaches Incapacitated. When
Incapacitated, he is still standing up, but can only bid Stamina-related Traits. Only when the
user enters torpor or Final Death is inflicted does he at last fall. The severity of a given
object’s impact and the damage sustained are ultimately up to the Storyteller.
MET Cost: 8xp.
Non-Anarchs with Anarch Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Anarch

Komnenos' Honor
V20 Dark Ages Pg. 315-316

It's not in the book.


MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Leaps and Bounds


(Celerity X2, Potence X2)
Lore of the Clans Pg. 49
OWBN Brujah Genre Packet 2017. Pg 16

Through this intersection of strength, speed, and will, the Brujah can leap amazing
distances, whether to evade foes or flee a burning building.

101
System: The Brujah multiplies all vertical and horizontal jumping distances by the lesser of
her Celerity or Potence (see the rules for jumping in V20, p. 260). The player does not need
to roll anything to make the jump but, at the Storyteller’s discretion, may need to roll
Dexterity + Athletics (difficulty 4) to land safely depending on the environment.
This power costs 12 points to learn.
MET System: Spend a Blood trait after which you may jump, vertically or horizontally up to a
distance equal to double your maximum (potential) number of steps per round. This may be
the only action you take this round.
MET Cost: 6xp.
Non-Brujah with Brujah Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Brujah

Leer of Hades
(Necromancy x2, Serpentis x1)
Lore of the Bloodlines Pg. 49

In Ancient Greece, the Harbingers of Skulls knew the Followers of Set as Childer of Typhon,
the Serpents recognizing the Harbingers as kin of Hades. The close relationship the
bloodlines shared led to their coordination of powers, to ensure the souls of their kin who
met Final Death would go on serving their respective Clans. This technique was used to
reward loyal kin with honored places in the afterlife, as often as it was used to punish errant
vampires with eternal servitude.
System: The necromancer must successfully fix another vampire with The Eyes of the
Serpent (V20, p. 209) up to one week prior to that vampire’s Final Death. The gaze of the
necromancer is burned into the soul of the vampire, and if she dies within the week, the night
following her death will see her reconstituted as a wraith in the necromancer’s presence. The
wraith is not bound to service, unless separate powers are used.
This power costs 9 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Non-Harbinger of Skulls with Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Giovanni

Lesser Rite of Summoning


(Daimoinon x5, Presence x3)
Devil's Due Pg. 146-147

weaker blood can widen cracks in the Abyss to call forth a fiend. As with all infernal
summoning rituals, the Baali must know the Celestial or True Name of the demon she
wishes to summon. Armed with that name, the vampire may draw a circle of blood and
invoke the fallen into the world. As an added benefit, the vampire can consecrate a potential
host, prepared reliquary or location to make possession easier for the demon. This Discipline
technique only summons demons; the vampire must find other means to control or bargain
with the monsters she releases into the world.

102
System: The vampire spends an hour preparing a circle of blood requiring five points of her
own vitae. At the end of this ritual, the player rolls Intelligence + Occult. The base difficulty is
the demon’s Resolve rating + 5 if the vampire uses the demon’s Celestial Name, or Resolve
rating + 2 with a True Name. A difficulty above 10 makes the ritual impossible. A botch
prevents the vampire from ever summoning the targeted demon with this Discipline
technique. A failure means the vampire wasted the blood and effort, but she may try again
with a new circle and a new attempt. Success opens a burning vortex in the center of the
circle, from which the demon emerges. The demon ignores the pull of the Abyss for as long
as it remains within the circle, or until sunlight touches the painted blood. Once either of
these conditions takes place, the circle loses all power and the demon must contend with the
weight of Hell. Preparing a host, reliquary or demesne requires the vampire to paint unholy
glyphs on the consecrated object or person using a point of her own vitae, while the player
makes a separate Intelligence + Occult roll (difficulty 8). This preparation also takes one
hour. Potential hosts must be willing or restrained for the ritual. Each success reduces the
difficulty
of the demon’s first attempt to possess the consecrated object or person by –1.
As stated previously, this Discipline technique only summons demons and cannot compel
their service. The Baali must use other magic or have mortal acolytes present to perform a
standard binding ritual (p. 102).
Experience Cost: 35
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Lessons in the Steel


(Auspex x1, Fortitude x3)
Caine's Chosen: The Black Hand Pg. 76

For many brave Hand members, the words of Nietzsche are words of wisdom: Whatever
doesn't kill us makes us stronger. Some take this idea to a cunning if fanatical extreme,
developing the mystical ability to determine the relative strengths and weaknesses of an
opponent by willingly suffering the enemy's blows. Knowledge is power, and any such
Cainite wounded in this way is now gifted with power that may then be used against his
enemy.
System: In order to invoke this power, the character must first suffer an attack from an
opponent that successfully inflicts a minimum of one health level of damage of any kind.
Upon taking this wound, the character's player rolls Stamina + Occult (difficulty of the
attacker's Willpower). Each success on this roll allows him to uncover one piece of
information about the attacker's martial capabilities, start- ing with the most relevant. For
example, Aurora is hit by an enemy Brujah with a sword, suffering one level of lethal damage
after her soak. She invokes this power, rolling two successes. First she learns that her
attacker's blow was not simply luck (he has Melee 4), and with her additional success, learns
that the damage inflicted was in fact a fluke (he has Potence 5). She can now expect any
further blows he may land to hurt far more.
This power costs 15 experience points to learn.
MET System: Not found.

103
MET Cost: Not found.
Non-Black Hand with Black Hand Combination Disciplines - PC: Disallowed - NPC:
Disallowed - Coordinator: Sabbat

Lifesong
(Dominate x1, Presence x1)
Clanbook: Ventrue Revised Pg. 77
OWBN Ventrue Genre Non Binding 2013. Pg 37

This power allows the Ventrue to assess any single statement made by the subject and look
for the essence of that subject’s being beneath the words she speaks. The Ventrue needs to
speak no words himself; he simply interprets the statement offered to him.
System: The player makes an Intelligence + Empathy roll (difficulty equal to the subject’s
Manipulation + Expression). With even a single success, the Ventrue determines the
subject’s Demeanor from the statement, finding profound meaning in the most common of
utterances. This power works only upon living creatures — Kindred lack the spark of life that
colors the words they speak.
It costs 4 experience points to learn this power.
MET System: This power requires a Mental Challenge (retest with Empathy) to discern the
target’s Demeanor. As stated previously, the power does not work on Kindred.
Lifesong costs two Experience Traits.
*This power requires Coord-Approval when learned by non-Ventrue. [R&U Bylaws, 4.F.xx.]
MET Cost: 2xp.
Non-Ventrue with Ventrue Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Ventrue

Livia Yorke's Ouroboros


(Serpentis x3, Vicissitude x3)
Tome of Secrets Pg. 115-116

A Tzimisce investigating the history of the Ouroboros, a symbol of much importance to her
clan, found history of the symbol in ancient Egypt. This prompted her to learn the signature
gift of the Setites. In her studies, she merged it with her own family’s Vicissitude. One result
of these experiments came in the form of this power. With it, the user infects a mortal with a
sentient piece of her essence, which devours him from the inside and gains a sickening
façade of independence, while remaining mystically tied to the vampire.
System: The vampire must feed the mortal one point of blood, which she has infused with a
point of Willpower. This “inseminated” blood becomes the monster within the mortal. Every
day, the mortal’s player rolls Stamina. When the mortal fails, the monster reaches full
maturity.
When the monster grows to full maturity, it explodes out of its mortal host (which is
functionally identically to the Vicissitude power, Rend the Osseous Frame). At this point, the
weak monster (which looks something of a serpent, a dragon, or other strange beast of
nearly human size) establishes a symbiotic relationship with its creator. It can only become
strong by literally devouring its sire.

104
The monster uses the game statistics below. It lasts until destroyed, but the vampire may
only have one such Ouroboros alive at a time. The monster will obey commands from the
vampire, but has a selfish, devilish personality of its own.
Ouroboros
Attributes: Strength 1, Dexterity 1, Stamina 1, Intelligence 1, Wits 3, Perception 4,
Charisma 1, Manipulation 1, Appearance 1
Abilities: Athletics 1, Brawl 1, Intimidation 3
Health Levels: OK, OK, –3, –5, Incapacitated
Disciplines: The beast shares the vampire’s Celerity, Fortitude, and Potence powers. It can
“devour” the vampire’s other powers, and use them.
Soak: +3 dice of armor
Attacks: Bite (Strength +1 lethal), Claws (Strength lethal)
The monster may “eat” from the vampire. For every dot of an Attribute or Skill eaten, the
vampire suffers one lethal level of damage. For every dot eaten, the monster gains two of
the same dot so long as the dot remains lost to the vampire. The vampire may heal the
health level, but choose to leave the dots lost to benefit the monster. She may choose to
regain the dots at any time thereafter. The monster’s Attributes and Skills have a maximum
one higher than the vampire’s, as dictated by her Generation. It may similarly devour the
vampire’s health levels to gain identical health levels. However, these remain
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Loki's Gift
(Animalism x4, Protean x4)
Players Guide to Low Clans Pg. 162
OWNB Gangrel Genre 2023. Pg 56

With this power, a vampire may assume the form of the last living thing she fed on, be it
human or animal. The vampire doesn’t gain any of the prey’s knowledge or powers (if any),
but the imitation is physically flawless.
System: The vampire can only activate this power immediately after drinking from a vessel
(which can be no larger than a bear). The transformation requires three blood points, and
takes effect as soon as the last point is spent. The player rolls Manipulation + Subterfuge
(difficulty 9); the change lasts a number of hours equal to the successes rolled. Duration may
be extended with additional blood at the cost of one point per hour. However, if the vampire
feeds from any vessel other than the mimicked target, she immediately reverts back to her
true form. A botch means the transformation fails and the vampire can never assume the
target’s form again.
A vampire using this power appears to be the form assumed for all detection purposes,
including inspection with the Auspex 2 power Soulsight. This includes appearing as mortal,
rather than undead. Soulsight still reveals the vampire’s emotional state. The Discipline
technique See the True Form (p. 164) can pierce this disguise, as can any other forms of
magical perception that specifically detect shape changing. Vampires may also learn an
identical version of this power with Protean 6 for the usual experience cost.
Experience Cost: 28

105
MET System: The vampire can only activate this power immediately after drinking from a
vessel (which can be no larger than a bear). The transformation requires three blood points,
and takes effect as soon as the last point is spent. The player makes a Static Social
challenge (difficulty 9 Traits)—retest Subterfuge; the change lasts a number of hours equal
to the character’s Subterfuge rating.
Duration may be extended with additional blood at the cost of one point per hour. However, if
the vampire feeds from any vessel other than the mimicked target, she immediately reverts
back to her true form. A failure means the transformation fails and the vampire can never
assume the target’s form again.
A vampire using this power appears to be the form assumed for all detection purposes,
including inspection with the Auspex 2 power Aura Perception. This includes appearing as
mortal, rather than undead. Aura Perception still reveals the vampire’s emotional state. The
Discipline technique See the True Form can pierce this disguise, as can any other forms of
magical perception that specifically detect shapechanging.
MET Cost: 14xp
Gangrel Combination Disciplines - PC: Coordinator Approval - NPC: Coordinator
Approval - Coordinator: Gangrel

Lonsdaleite Armor
(OWBN Custom: Visceratika x4, Fortitude x5)
OWBN Tremere Gargoyle Genre Pack 2020. Pg 22

There are very few things that can cut right through the thick skin of a Gargoyle. While they
can shrug off many blows from various sources there are some that just can't be ignored.
Until now. With a focus of Will the Gargoyle's skin hardens to insurmountable toughness akin
to their innate ability to ignore death blows. Albeit, this lasts for only a short period of time.
MET System: Spend a temporary Willpower. For the rest of the Turn the User's Armor of
Terra halves all Aggravated damage instead of just Fire and Sunlight Damage.
MET Cost: 9xp.
Non-Gargoyle and Gargoyle - ST and Gargoyle Coordinator Approval

Lucinde's Revenge
(Dominate x4, Fortitude x4)
Dread Names, Red List Pg. 100

For centuries, Lucinde’s Revenge was known only to the Ventrue. Recently, a new iteration
of this power has become widely taught among the Alastors per the wishes of Justicar and
Red Alastor, Lucinde, who wants those hunting the Red List prepared to resist the
manipulative tactics and Disciplines the Anathema use, one in particular. This power protects
against Presence, keeping that Discipline’s more subtle effects at bay.
System: Lucinde’s Revenge protects against all Presence based on Generation in a similar
way that Dominate functions. Only a Kindred of lower Generation than the user of Revenge
can affect that Kindred with Presence. Thus a Ninth Generation Kindred would be unaffected
by a Twelfth Generation Kindred attempting to use Dread Gaze on her.
It costs 25 experience points to learn this power.

106
MET System: Not found.
MET Cost: Not found.
Non-Ventrue with Ventrue Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Ventrue

Maddening Halo
(Auspex x2, Dementation x3)
Players Guide to Low Clans Pg. 162
OWBN Malkavian Genre Packet 2016. Pg 34

With this clever power, a Malkavian can paint her spiritual halo with insane whorls of light
and color to dissuade scrying. Those unwise enough to peer at her with Soulsight find
themselves driven mad by the vision.
System: The vampire spends one turn in concentration and the player rolls Manipulation +
Expression (difficulty 6). The effect lasts for one scene. Anyone who uses the Auspex 2
power Soulsight on the vampire risks madness. If the victim does not score as many
successes on the Soulsight attempt as the player rolled when activating Maddening Halo,
the spying character gains a derangement for a number of nights equal to the difference.
This derangement must be one that currently afflicts the vampire protected by Maddening
Halo.
Example: The Toreador courtier Roland uses Soulsight to spy on William. Unfortunately for
Roland, William has used Maddening Halo to prevent such intrusion, and his player rolled
four successes at activation. Roland’s player rolls only one success, so the hapless Toreador
gains one of William’s derangements for the next three nights.
Experience Cost: 21
MET System: Spend a Blood to activate this power for a scene or hour. Anyone who uses
Aura Perception on the vampire risks madness. After successfully using Aura Perception the
victim makes a static Mental Challenge against the user; if the player with Maddening Halo
wins, the spying character fails to discern the information they were looking for and gains a
Derangement for the remainder of the night. This Derangement must be one that currently
afflicts the vampire protected by Maddening Halo. If the user of Aura Perception wins the
second Mental Challenge, the aura is read as normal. This also affects those who look for an
Astral form via Aura Perception.
MET Cost: 10xp.
Non-Malkavians with Malkavian Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Malkavian

Madman's Quill
(Auspex x3, Variable Dementation Levels)
Libellus Sanguinis IV: Thieves in the Night Pg. 110-111
OWBN Malkavian Genre Packet 2016. Pg 34

A Camite using Madman's Quill can weave a contagious madness into a work of art or a
manuscript. The very swirls of a pen or brush, the lines of a carving, the notes of a tune or
the tiles of a mosaic encode the Malkavian's own lunacy, ready to transmit it to kine and

107
Cainite observers. Using the Madman's Quill, Malkavians can make the target of their power
insane or castle manipulated and deceived by clever and damning forgery.
In most cases, the victim is only dimly aware that the art or manuscript is tied to his madness
or delusions. Gnawing obsessions and paranoia are common, but not fatal or deadly, so that
the vehicle is preserved from destruction which would end the torment. Only prolonged
observation by someone with knowledge of such things will uncover the arcane madness
woven into the item.
System: The Malkavian can use Madman's Quill to embed any active Dementation power
he knows (most, except for Eyes of Chaos, qualify) into a manuscript or a piece of artwork.
The player first chooses which single power he wishes his character to encode in the
document or art piece. He then spends one point of blood and rolls Manipulation + Crafts,
Linguistics or Music (depending on the medium) against a difficulty of 5+ the power's level.
The number of successes determines how long the madness will infect the item (see below).
The process take a number of hours equal to the encoded power's level:

Successes Duration

1 one week

2 one month

3 three months

4 one year

5+ indefinite

At any point during this duration, anyone who observes the item (except for the Malkavian
who created it) for two minutes or more at a stretch, is affected by the encoded Dementation
power as if the Malkavian were right there (although any change in the Malkavian character's
statistics subsequent to the encoding aren't reflected in the item's abilities). The only
additional effect is that any victim of the item also gains a derangement focused on the
document. The Storyteller should decide the specifics of the derangement using the number
of successes as a guide, but obsession and paranoia are very common. The derangement
fades once the encod- ing duration passes; both derangement and the encoded powers end
if the item is totally destroyed.
Characters who successfully resist the encoded Dementation (the person rolling for the item
gets no successes on the Dementation attempt) can examine the item to uncover what is
behind the strange feeling it causes. A Perception + Occult roll (difficulty 8) reveals that the
item is cursed and perhaps more details (Storyteller's discretion).
Madman's Quill is a single ability that can be used to encode any applicable Dementation
power. It need not be learned for each power. It costs 15 experience to learn.
For Example: Miroslav, an advisor to the Ventrue Prince Christoph, wishes to poison
relations between his lord and his closest ally, Fredrick. Weaving a forged letter-supposedly
written by Fredrick Miroslav plans to heighten Christoph's natural paranoia of being
betrayed. He uses Madman's Quill to encode the letter with Incubus Passion (Dementation
Level One).
Miroslav's player spends a blood point and rolls Manipulation+Linguistics against a difficulty
of 7 (the Storyteller imposes a +1 penalty because the letter is a forgery). He gets two

108
successes, so the effect lasts for a month. A week later, Christoph receives the letter and
reads it. Miroslav's player rolls Charisma + Empathy against a difficulty of 5 (Christoph's
Road rating) and gets three successes the prince's paranoia surges and he gains an
obsession with the letter, keeping it on his person always. Every time he reads it anew, the
power comes into play again until the two weeks elapse and the obsession and encoding
fade. By that time the two Ventrue are at war, of course.
MET System: The Malkavian can use this power to embed any Dementation power they
possess (with the exception of Eyes of Chaos) into a writing or artwork. After choosing which
power they will weave in, the Malkavian expends a temporary Willpower and a Blood Trait,
then makes a Social Challenge against a difficulty of 9 plus the power's level, retesting with
Crafts or Expression (depending on the medium). The process of embedding a power into a
work takes a number of hours equal to the level of the power. The item should also be noted
with the Malkavian's Social Traits at the time of creation. Failure of the test results in a
normal item with no Dementation power woven within it.
Anyone reading/observing an imbued item (minus the creating Malkavian) for at least two
minutes will be on the receiving end of a Static Social Challenge from the object using the
Traits noted. If the individual loses the Challenge, they are affected by the embedded
Dementation power as normal as well as a Derangement focused on the object lasting until
out of the scene with the object. It is the Storyteller's decision on the derangement, but
Obsession or Paranoia are very common.
Completely destroying the object will end the effect of the power on anyone afflicted by it;
destroying the creator renders all items inert and ends any lingering effects. Anyone who
successfully resists against an imbued object's Dementation power may examine the item to
reveal the strange feeling. Succeeding in a Mental Challenge of difficulty 8 Traits, retesting
with Occult, would reveal that the object is cursed in some way, perhaps more pending
Storyteller decision.
MET Cost: 8xp.
Non-Malkavians with Malkavian Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Malkavian

Malkav's Pavlovian Response


(Dementation x2, Dominate x2)
Lore of the Clans Pg. 145
OWBN Malkavian Genre Packet 2016. Pg

Malkavians blessed with the knowledge of both of these Disciplines can use them to connect
someone or something with a specific emotion. The Kindred can make someone hate their
boss, love their enemy, or lust after a specific book.
System: The Kindred rolls Charisma + Subterfuge with a difficulty equal to the target’s
current Willpower. She speaks a word, which can be hidden in a sentence, and connects a
specific emotion to that word. Whenever the target encounters the word or the object
connected to the word, they feel the emotion. This lasts one night per success rolled, starting
with the evening the Kindred uses the power.
This power costs 12 experience points to learn.
MET System: Not found.
MET Cost: Not found.

109
Non-Malkavians with Malkavian Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Malkavian

Martyr's Resilience
(Auspex 4, Fortitude 7)
Guide to the Camarilla Pg. 117

Reputedly pioneered by the Salubri bloodline, this power has been demonstrated by
members of several other clans as well. Martyr's Resilience allows the vampire to choose to
absorb injuries inflicted upon anyone whose blood he has tasted. This power is not
necessarily used for selfless means - several Ventrue in London command small criminal
armies of ghouls who seem to possess a disturbing degree of immunity to bullets.
System: The vampire must have ingested at least one blood point of the subject's blood
within the past year to employ this power, and must be within eyesight of the subject when
the injury is inflicted. The player spends a blood point to activate this power, and the action
must be declared before the initial victim rolls to soak the damage. As a result, a number of
health levels of damage equal to the character's Stamina are transferred from the initial
target of the attack to the character. This damage is considered to have been inflicted
directly on the character and is soaked normally. Any damage in excess of the character's
Stamina is inflicted on the initial recipient of the damage, who soaks it normally as well.
The use of this power is completely voluntary a character cannot be forced to use it, even
through Dominate or other powers of that sort.
Cost: 35 experience points, once the prerequisite levels of Fortitude and Auspex have been
reached.
MET System: Not necessary; as above but replace “Stamina” with “Stamina based Traits”.
MET Cost: 9xp
Approval: Not found.

Mask of Cathay
(Animalism x3, Chimerstry x3)
Clanbook: Ravnos Revised Pg. 68-69
OWBN Ravnos Genre Pack 2022. Pg 24

Ravnos in Asia have had to learn several tricks to conceal their presence among the
fanatical Eastern Kindred. One of the more common techniques is the ability to appear as an
asuratizayya. This mask conceals the Ravnos' nature as one of the Kindred descended from
Caine and makes them appear to be asuratizayya for purposes of all tests.
This power does not grant the Ravnos any ability to learn Eastern Disciplines or adopt their
Dharmic paths. It simply allows the Ravnos to misrepresent herself.
System: The player spends one Willpower point and one blood point and rolls Manipulation
+ Subterfuge (difficulty 6). Each success the player gains on that roll represents one success
an onlooker must overcome with the use of any power (Auspex, Kueijin Life sight, Death
sight, etc.) to perceive the Ravnos as one of the Western Kindred. Otherwise, senses show
the Ravnos to be a yin-aspected Kueijin. If no roll is associated with the power, roll
Perception + Alertness (difficulty 6). Eastern Mask lasts for only one night per use.

110
This power costs 15 experience points to learn. For more information on the Kindred of the
East, or Juei-jin, see Kindred of the East.
MET System: For a Ravnos to use Eastern Mask, the player must spend one Willpower
Trait and one Blood Trait to invoke the Mask until sunrise. During that time, the Ravnos is
perceived through supernatural means as a yin-aspected Cathayan (see Laws of the East),
not as one of the Kindred. Eastern Mask costs seven Experience Traits to learn and requires
that the character possess Intermediate Animalism and Chimerstry.
MET System: This Combination Discipline functions as described in the original text, but
Storytellers are reminded that, just as described in the power’s description, no matter how
powerful & no matter what their origin, this power is effective at thwarting all attempts to
discern if the character isn’t a Cathayan.
MET Cost: 7xp.
Ravnos Combination Disciplines - PC: Coordinator Approval - NPC: Coordinator
Approval - Coordinator: Ravnos

Masque of Judas
(Auspex x4, Obfuscate x3)
Caine's Chosen: The Black Hand Pg. 76

This insidious power allows the user to peel back an opponent's mind and take from it the
image of someone the target loves or, failing that, someone for whom he cares deeply. The
image found therein then transfers onto the user. Sadistic removers use this power to
destroy opponents using the face of their own loved ones. This has the effect of shaking an
opponent's confidence, sometimes so completely that he is too horrified to act at all for a
time. As the user has no choice but to immediately adopt whatever likeness is found in a
target's mind, this power must be used carefully outside of combat situations.
System: The chosen target must be within sight of the user for this power to work. The
character's player spends a blood point and rolls Manipulation + Performance (diffi- culty of
target's Willpower). With even one success, the image is pulled from the target's mind and
instantly adopted by the character. Being attacked by the character while he is wearing the
likeness is so jarring that the target must immediately roll Willpower (difficulty 6) or suffer a
diffi- culty penalty equal to the number of successes the player achieved on his activation
roll, for a like number of turns, on any actions taken against the user. Each success on the
target's Willpower roll reduces this penalty (and the effect's duration) by one. Utter failure
results in the loss of a full turn's actions as he stands helpless before the image of his loved
one. In this event, all subsequent actions taken against the image of the loved one for the
rest of the are made at a difficulty of 10. The target may spend Willpower on any given turn
to reduce these penalties.
The masque itself is temporary, lasting for only one turn per success rolled.
This power costs 20 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Non-Black Hand with Black Hand Combination Disciplines - PC: Disallowed - NPC:
Disallowed - Coordinator: Sabbat

111
McShaw’s Grace
(Dominate x2, Presence x3)
Tome of Secrets Pg. 116

George McShaw is a renowned Toreador who has developed the unique ability of inflicting
his clan’s curse on those who witness his performances. He doesn’t consider it a curse; he
considers it a gift of refinement.
System: When taking a Performance or other artistic action, you may activate McShaw’s
Grace by spending a Willpower point and a blood point. Roll Charisma + Performance,
difficulty 7. Any character with fewer Wits dots than your successes suffers the Toreador clan
flaw for the scene. If your successes double a character’s Wits dots, they suffer the flaw for a
full month.
Cost: 6 Experience
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Measure the Will


(Auspex x2, Dominate x2)
Players Guide to High Clans Pg. 168
OWBN Tremere Arcane Compendium 2021. Pg 56
OWBN Ventrue Genre Non Binding 2013. Pg 38

A vampire with this power may gauge the strength of a target’s resolve and identity, often as
an exploratory prelude to shattering and reshaping that mind.
System: The vampire’s player rolls Perception + Intimidation in a resisted roll against the
target’s Willpower (both rolls at difficulty 6). The target does not sense any mental intrusion
or foreign malevolence unless the roll botches. If the vampire wins, he may precisely gauge
the rating of one of the following Traits: permanent Willpower, temporary Willpower or any
selected Virtue. The vampire may use this power multiple times in succession to gain further
information. Each failed attempt adds one to the difficulty of subsequent rolls. Obviously, the
vampire does not perceive such ephemeral concepts as will and valor in terms of numerical
quantities. The vampire simply compares the target’s force of mind with his own psyche. The
player may interpret this information more accurately according to the mechanics of the
game. This power does not require eye contact, although the vampire must be able to see
the target clearly.
Experience Cost: 14
MET System Tremere: Make a Mental Challenge versus the target, retest Leadership. You
need not have eye contact, as long as the target is within line of sight. If the challenge is
successful, the vampire learns the character's permanent or temporary Willpower Traits, or
one Virtue Trait of his choice.
The target is unaware of use of this power, whether it is successful or not. It cannot be used
on a target of lower Generation than the vampire.
3xp Cust
MET System Ventrue: Make a Static Mental Challenge against a the target's Mental Traits.
On a win, you may discover one of the following pieces of information about the target:

112
amount of permanent Willpower, amount of Temporary Willpower, or their rating in one of
their Virtues. Each failure adds +1 Trait to the difficulty of the challenge for the rest of the
night. Subsequent uses of this power allow the user to ask for another piece of information
from the list above. This power does not require eye contact or a comparison of Generation,
but does require line-of-sight.
[Note: This power is also listed in the OWbN Tremere Arcane Compendium and is listed as
R2, p.66. The Rarity listed in the Tremere Doc is only for Tremere characters.]
MET Cost: 7xp.
ST Approval

Mediumship
(Auspex 5, Chimerstry 4)
OWBN Ravnos Genre Pack 2022. Pg 27

A power forged in a similar manner to The Evil Eye. A group of Matriarchs found a way to
awaken this power from their Blooded Rom cousins, and it manifested differently within the
vampire blood. This power allows the Rom to travel within the Shadowlands, but not without
risk.
MET System: With the expenditure of a temporary willpower the Rom has the ability to
project themselves into the Shadowlands in a manner similar to Psychic Projection. While
projected the user has as many health levels as temporary willpower, and may interact with
the realm of the dead for one night, and are forced back to their body when the sun rises
over their resting shell. Their body is empty, and can be possessed by any spirit or wraith in
a similar fashion to Psychic Projection. At any time the user may declare they are returning
to their body, but in combat this does not happen until the end of the round in which it was
declared.
While projected the user may use any social and mental power that does not require blood,
and should their temporary willpower be exhausted their soul is forced into a state similar to
torpor, and do not return to their body for a month.
MET Cost: 14xp.
Ravnos Combination Disciplines - PC: Coordinator Approval - NPC: Coordinator
Approval - Coordinator: Ravnos

Memory Rift
(Obfuscate x2, Presence x2)
Guide to the Anarchs Pg. 36-37
Players Guide to Low Clans Pg. 162-163
V20 Dark Ages Pg. 316
Laws of the Night: Anarch Guide, p. 60
OWBN Malkavian Genre Packet 2016. Pg 34

Invoking this power causes a single subject to forget the user's presence during a single
scene or specific event. The Kindred merely invokes her mystic ability to vanish from the
mind's eye and then convinces the subject through force of charisma that she was never

113
even there in the first place. The subject's memory of the Kindred's at- tendance at the event
in question fades like fog at morning's light.
System: This power works on only one subject at a time, but it may be used multiple times
to alter the memories of multiple individuals. The Kindred spends a blood point and the
player rolls Charisma + Subterfuge (difficulty equal to the subject's Will- power). If the
Kindred is successful, the memory of her participation in the event of her choice vanishes
from the subject's memory. The subject often re- members the event itself, but not the
participation or presence of the Kindred using this power. He may even go so far as to
construct and believe "logical" courses of events, such as an individual "slipping" off a bridge
when in actuality she was pushed. Note that the memory is still present (and may be found
with certain applications of Dominate and similar powers), but it is repressed, ignored or
otherwise covered up subconsciously.
The Kindred invoking this power must leave the subject's vicinity within five minutes of the
power's use, and thereafter remain out of his sensory range for at least an hour. Failure to do
so means the power fails, possibly in the form of the memory "flooding back" to the subject's
consciousness.
It costs 10 experience points to learn this power.
MET System: Esta Disciplina requer o gasto de uma Característica Sangue e uma
Característica Mental, e o usuário deve fazer um Teste Social contra o alvo, testando
novamente com subterfúgios. O usuário pode tentar influenciar mais de um alvo em uma
cena, mas deve gastar Características e testar cada alvo individualmente; ela não pode
fazer um desafio em grupo com este poder. Se for bem-sucedido, o alvo não apenas ignora
o personagem, mas ao amanhecer esquece que o usuário esteve lá. Uma vez ativado, o
personagem não pode realizar nenhuma ação agressiva contra o alvo e deve sair dentro de
cinco minutos após a ativação da Disciplina, permanecendo fora do alcance sensorial do
alvo por pelo menos uma hora inteira de jogo. Falha em ficar fora do alcance sensorial,
mesmo se estiver Ofuscado ou de outra forma sobrenaturalmente oculto, faz com que as
memórias do usuário do alvo voltem ao amanhecer e essencialmente arruína o uso deste
poder.
Lembre-se de que os alvos ainda se lembram de quaisquer eventos que aconteceram, mas
não da presença do anarquista usando Memory Rift. Se um alvo testemunhou o anarquista
atirando em alguém, ele ainda se lembrará do tiroteio - sua mente simplesmente inventará
outro suspeito ou até mesmo alterará suas memórias para garantir que “eu não consegui
vê-lo bem”. Ou ela. Eu nem tenho certeza. Desculpe.”O uso desta Disciplina pode ser
descoberto com o uso adequado de Dominação e poderes similares que sondam a
memória, embora sua natureza insinuativa atribua a esses buscadores três Características
em todos os testes relevantes, a menos que eles saibam exatamente o que estão
procurando e/ ou já lidou com esta Disciplina no passado.
MET Cost: 5xp.
Non-Anarchs with Anarch Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Anarch

Mind of the Wilds


(Animalism x2 Auspex x4)
Libellus Sanguinis IV: Thieves in the Night Pg. 33
OWBN Ravnos Genre Pack 2022. Pg 22

114
This power is known solely to a few Phuri Dac, who use it to find safe routes of travel and
camp sites. A vampire with this power spreads her awareness through the local wildlife to
get a general sense of conditions nearby-the presence or absence of danger, safe places
and humans. It's impossible to determine number or type of dangerous creatures; the
vampire just gets an overall impression. For more specifics, the Phuri Dae must either
summon an animal to ask or scout the area directly.
System: The player rolls Perception + Animal Ken (difficulty 8) while the vampire
concentrates for a full turn. Each success grants more information over a larger area. One
success might grant very general knowledge about an acre or less, while five successes
could cover a mountain pass or a small forest and locate the most dangerous (and safest)
areas therein.. A botch results in false or misleading information. The Storyteller should be
careful to avoid giving away too much information with Mind of the Wilds. It's intended to
help a character scout an area, rather than serve in place of such reconnaissance.
Mind of the Wilds costs 15 experience points to learn.
MET System: This Combination Discipline permits a vampire to reach out with their
consciousness, sweeping an area to quickly scout local conditions. The information gained
from this act is general, not specific Storytellers are reminded that the character cannot
determine if the beings in the scanned area are supernatural, only that they are there and if
they are dangerous or not. This power is most useful for finding out what kind of animals
could be called using Beckoning, for avoiding enemies while in the wilderness, or for finding
a place the character can hide from the sun while they sleep. The Challenge to successfully
use this power is a Static Mental Challenge against a difficulty of eight Traits. The Ability
Animal Ken may be used to retest the Challenge. If used successfully, the character learns
about an area about an acre in size. To learn more they must spend Mental Traits as shown
on the following chart:
1. The character scans an area about four acres in size (about the size of a suburban
school).
2. The character scans an area about sixteen acres in size (about the size of a city
block in a major city).
3. The character scans an entire mountain pass, an entire small forest, or an entire
neighborhood.
MET Cost: 10xp.
Non Ravnos with the following combination disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval

Mind Strike
(Dominate x2, Potence x2)
Lore of the Clans Pg. 125
OWBN Lasombra Clan Packet 2019. Pg 65

By focusing his mental power, the vampire can channel their Potence into a powerful mental
attack that does real damage to the victim. He simply meets his victim’s gaze and delivers a
strike into her very mind.
System: This power costs a Willpower point to use and requires eye contact (V20, p. 152).
The vampire makes a Manipulation + Intimidation roll (without any bonus from Shadow Play

115
— see V20, pp. 188-189) against a difficulty of the victim’s current Willpower. The amount of
successes are added to the vampire’s Potence rating and become bashing damage to the
victim. Normal soak rolls apply. As with many Dominate powers, targets of a lower
Generation are immune to its use.
This power costs 12 experience points to learn.
MET System: Engage the target in a Social Challenge retested with Intimidation. If
successful the target suffers a number of Bashing Damage equal to the users Potence
rating.
MET Cost: 6xp.
Lassombra Coordinator Approval

Mind's Eye
(Auspex x4, Dominate x3)
Archons and Templars Pg. 143-144
OWBN Malkavian Genre Packet 2016. Pg 34
OWBN Tremere Arcane Compendium 2021. Pg 56-57

With this power, an archon or templar can actually experience a memory belonging to
someone else . Sight, sound, scent and other details - all are potentially just as intense as
they were for the subject when they first occurred . While Mind's Eye can be used on a
cooperative subject who simply wishes to provide the most accurate report possible, it is
often used as a form of interrogation and intelligence gathering .
System: The character must make eye contact with the subject (unless she possesses a
power that allows her to use Dominate with touch or at a distance, in which case she may
use these other techniques instead), and the player must spend a blood point . If the subject
is cooperating, or is an unwilling mortal or Kindred of higher generation than the character,
the character need merely make a Perception + Subterfuge roll, difficulty 6. If the subject is
both unwilling and a Kindred of equal or lower generation, she may resist with an opposed
Willpower roll, difficulty 6 ; successes on this roll subtract from the character's own. The
character may attempt to locate a specific memory in one of two ways. She may either
search by time ("Let me see what was happening to you yesterday at midnight") or by event
("I'm going to find out what you said to him at your last meeting!") A botch instead allows the
subject to see one of the character's memories (chosen randomly by the Storyteller) and
renders that subject immune to any further uses of Mind's Eye by that specific character for
the remainder of the scene.
The clarity of the memories experienced depends on the successes rolled and the time
elapsed since the events actually occurred. The elapsed time indicated on the table below is
for clear, accurate memories only; the character can actually experience memories of one
category older, but with a substantial loss of detail and accuracy (Storyteller's call as to what
is correct and what is not).

Successes Age of memories available

1 Within the last hour

2 Within the last day

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3 Within the last week

4 Within the last month

5 Within the last year

This power costs 25 experience points to learn.


MET System: The character must make eye contact and spend a Blood Trait, then make a
contested Mental Challenge against the target, retesting with Investigation while the target
defends with Subterfuge. In order to utilize this on a kindred of stronger generation, a
temporary willpower must also be expended. Success means you may experience a specific
memory that resulted from questioning for a specific time (ex. Tuesday at midnight) or event
(ex. The meeting with Bob yesterday). If the test is failed, this power may not be used on the
target for the rest of the scene. The clarity and amount of information gained is up to
Storyteller determination, taking into account the target's Merits / Flaws / Negative Traits /
Derangements and the amount of time that has passed since the event in question took
place.
MET Cost: 12xp.
ST Approval

Modern Illusions
(Auspex x2, Chimerstry x4)
OWBN Ravnos Genre Pack 2022. Pg 25

Chimerstry has evolved along with technology. The Anarch Ravnos being from the modern
era have found a way to create interactive illusions that weave in and out of the modern age.
MET System: The Ravnos expends an additional willpower when using Chimerstry 4 on an
existing illusion that is some form of “smart device”. One imbued the Ravnos sees one thing,
and outsiders see another.
Example: Ray the Ravnos has imbued his Android with Modern Illusions. Ray sends a text
message that says,” This guy is a damn moron!”, but as Bob the Brujah looks over his
shoulder sees,” this guy is really awesome, thanks for having him help!”
MET Cost: 5xp.
Non American Ravnos with combination disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Ravnos

Moment of Grace
(Dominate x4, Presence x3)
Road of Heaven Pg. 69-70

The Road of leaven is the one true way, and anyone who doubts that ultimately courts Hell.
Truly powerful Faithful can impose not only their way of thinking, but their very Via on other
Cainites for a short time. All that is required is a touch and a glance, and even the foulest
Sinner or most animalistic Feral becomes one of God's own, if only for a short time. Some
Cainites have been known to end their own existences rather than regress to their former

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brutality. Others experience a moment of truth while under the effects. All, however, are
bound by the Via Caeli.
System: The player spends a Willpower point and a blood point, and rolls Road (difficulty of
the target's Road rating). This power does not function on other Faithful, nor does it function
on targets with higher Road ratings than the user.
If the roll succeeds, the target's road changes to the Road of Heaven (including whatever
path the character follows, if any) for one scene. The target's effective Road rating is equal
to the number of successes the player rolls, so it is impossible for a target of this power to
wind up more "advanced" along the Road of Heaven than the wielder. While this power is in
effect, the target must check for degeneration if she sins against the Road of Heaven, rather
than her actual road. Any dots of Road lost during this time, however, carry over when the
scene ends. Often, victims of this power wind up even more depraved than before.
Example: Maricano, a Lasombra priest of the Cainite Heresy, is assaulted by a Ventrue
Scion. Realizing that this Warlord is simply misguided, Marciano uses this power to enlighten
him. Marciano's player rolls the Lasombra's Road rating (eight dice) against a difficulty of six
(the Ventrue's Road rating) and scores five successes. For the next scene, the Ventrue
"converts" to the Road of Heaven and has a func tional Road rating of five. During that time,
the Warkend frenzies and lalls one of Marciano's ghoul servants. This murder of an innocent
requires a roll to see if the Ventrue degenerates, which the player fails. When the scene
ends, the Ventrue returns to his normal morality (the Road of Kings) but finds his soul
strangely weakened the degeneration carries over, leaving him with a Road rating of five.
Experience cost: 28
MET System: (Prerequisites of Lure of Subtle Whispers of Intermediate Dominate,
Entrancement of Intermediate Presence; experience cost 14). By spending a Willpower Trait
and a Blood Trait, the Faithful may attempt to defeat her target in arrest of her Road Traits
against his. (Compare Willpower scores if a tie occurs and both have equal Road Traits.)
This power does not function against other Faithful- let them progress on their own time- nor
does it function against other Cainites with higher Road ratings than the user. Only those of
exceptional devotion typically have any luck with this power.
If successful, the target's Road is effectively changed to the Rond of Heaven for the next
scene or hour, whichever is longer. His effective Road Traits are considered equal to that of
the user, and during this time he must also test for degeneration as any follower of the Road
of Heaven would with the same number of Road Traits. Any loss of Road Traits carries over
to his normal Road when he reverts back to his old way of thinking, however if he lost a
Road Trait during his time on the Road of Heaven, his old Road rating is reduced by one,
even if the sin which caused the loss would normally not concern him. It should be noted that
this is truly a genuine conversion as well as an in-game mechanic- while the player may
know that the change only lasts for a short time, the character does not, and should roleplay
their sudden shift in perspective and values accordingly. More than one Cainite has lapsed
into extreme selfloathing over their "depraved" past acts, and some few have even
destroyed themselves in shame.
MET Cost: 14xp.
ST Approval

Mood Shift
(Auspex x2, Dominate x4) (Tremer)

118
Counsel of Primogen Pg. 103
OWBN Tremere Arcane Compendium 2021. Pg 57

Once the Tremere became accustomed to seeing auras, it was only a slight stretch to see if
those moods could be manipulated. As it turns out, they can. Auspex granted them the
insight and Dominate provided them with the means.
A Warlock using Mood Shift views the aura of his target to determine the target's initial mood
and then, through a series of subtle cues (a smile and laughter to invoke levity, a sneer and
a caustic word to bring about a feeling of hostility or defensiveness), can nudge her target's
mood in a particular direction.
System: This technique requires eye contact and the target must be watching the Tremere
to pick up on the visual cues (smile, frown, associated gestures) that he's modeling. Once
the Tremere has been interacting with his target for a few minutes (long enough to provide
the target with a few emotional cues), roll Manipulation + Empathy in a contested roll against
the target's Will- power, difficulty 7. The number of successes determines both the degree
and the duration of the effect.

Successes Degree/Duration

1 Superficial/ Five minutes

2 Moderate/ Ten Minutes

3 Moderate/ Half an hour

4 Completely/The rest of the scene

5 Completely/The rest of the night

6+ Completely/The rest of the week

A superficial degree of mood change means that the target responds to the Tremere's mood
cues only on a surface level. He's willing to go along with the mood generated by the
Tremere to avoid being confrontational but nothing more. Other emotional cues will likely
change the target's mood back in short order.
A moderate degree of mood change means that the target has let his actual mood change a
bit in accordance with the cues given by the Warlock. The effect isn't total, but it goes
beyond a mere superficial reflection of the Tremere's modeled emotion.
Complete mood change means that the target adopts the mood modeled by the Tremere
completely. If the Warlock modeled laughter, the target will sincerely be happy and in a good
mood. If he modeled sadness, the target will feel depressed for the duration of the power.
This power costs 18 experience points to learn.
MET System: This requires eye contact and the target must be interacting with the Tremere
to pick up on the visual cues that he's modeling. Once they have been interacting for a few
minutes, the Tremere may make a Mental test against her target (retest Intimidation) to
change their mood. This effect lasts for a scene or an hour.
MET Cost: 5xp.

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Non-Camarilla with Camarilla Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Various (Camarilla and Tremere).

Mortal Skin
(Dominate x3, Obfuscate x3)
Road of Humanity Pg. 71
OWBN Malkavian Genre Packet 2016. Pg 34

Those Cainites who master this technique need never worry about failing to exhale a breath
of steam in the middle of winter or putting chills through a mortal's body by laying an icy cold
hand upon him. Though she is not naturally warm to the touch or flushed with life, for
example, mortals perceive her to be.
System: The player spends one Willpower point to activate this power; it then remains active
for the remainder of the night unless the character wills it to terminate (reactivating it then
costs another Will- power point). Mortals simply see all the normal signs of life on the
Cainite; though she has no pulse, a mortal touching her wrist will feel one; and kine see on
her the healthy blush of living flesh. This power does not conceal obviously unnatural
features (such as a Tzimisce's zulo shape or skin harder than granite) and does not disguise
the individual as anyone else; it just makes her look and feel like a perfectly human version
of herself (or another, if she chooses to use Obfuscate to appear as someone else). Further,
this technique cannot conceal damage to the body (thus, if the Cainite is walking around with
a severed arm and six crossbow bolts protruding from her stomach, this power will not really
do much for her).
Experience cost: 21
MET System: This Discipline essentially creates a continuous, low-level illusion of human
normalcy surrounding the Cainite, fueled by subliminal suggestions created by Dominate.
Mortals simply see all the mortal signs of life on the Cainite—pulse, pallor, etc. This power
does not conceal obviously unnatural features and does not disguise the individual as
anyone else; it just makes her look and feel like a perfectly human version of herself (or
another, if using Obfuscate). This technique cannot conceal damage to the body.Note as this
Discipline is based party on Dominate, so vampires of lower generation automatically see
through the deception, as well as Obfuscate, which means that otherwise vulnerable
Cainites with high enough Auspex may be able to see through it as well. This Discipline is
considered always active unless willingly suppressed or grossly violated (form powers,
wounds, etc) at which time a Willpower trait is required to reactivate it.
MET Cost: 10xp.
ST approve.

Mortal Terror
(Animalism x3, Presence x2)
Archons and Templars Pg. 142
OWBN Nosferatu Genre Packet 2009. Pg 62

While the power of Quell the Beast is certainly useful if you're trying to soothe or quiet
someone, sometimes you need something a bit more dramatic. Mortal Terror focuses the

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power of Dread Gaze directly on another Kindred's Beast, bypassing the conscious mind
entirely. This can potentially drive a vampire into immediate Rotschreck . This power is
available to both archons and templars.
System: The character must either touch her target or make eye contact, and the player
must succeed in a contested roll (Charisma + Intimidation vs. the target's Willpower, both
difficulty 7). If the character accumulates more successes than the victim has dots of
Courage, the power takes effect and Rotschreck overwhelms the victim . The victim may
begin making Courage rolls in an attempt to fight off Rotschreck starting the next turn . Until
he accumulates five successes, he will continue to flee from the character by the fastest and
most direct route. Invoking this power spuriously is dangerous. Should the character botch
the roll to invoke the power, the victim must immediately roll Self-Control to resist frenzy,
rather than Rotschreck.
This power costs 18 experience points to learn .
MET System: While the power of Quell the Beast is certainly useful if you're trying to soothe
or quiet someone, sometimes you need something a bit more dramatic. Mortal Terror
focuses the power of Dread Gaze directly on another Kindred's Beast, bypassing the
conscious mind entirely. This can potentially drive a vampire into immediate Rötschreck.
Mechanic: This power channels a terrifying kindred’s Dread Gaze directly into the beast of
another. By expending a willpower trait and winning a social challenge versus the target’s
permanent Willpower rating using Intimidation as the retest, the user can invoke Rötschreck
into the targeted kindred. There is no self-control or courage test to resist this power.
MET Cost: 9xp.
ST Approval

Mover and Shaker


(Auspex x2, Presence x3)
Lore of the Clans Pg. 271

Playing the grand city game is beyond most Caitiff, but those who choose to take over a
suburban town can learn to create a modest but effective hold over their minor territory. The
Caitiff who becomes well acquainted with the people of their town can weave a subtle web of
approval among them, harnessing not only their goodwill, but also their shelter from
accusers.
System: The Caitiff must spend time meeting and getting to know all of the people of the
town they want included in this effect. By spending a Willpower point for each night they
spend mingling, they can gain the lasting trust of the citizens in a passive, undetectable
fashion.
This does not have as obvious an effect as Presence, nor does it give you control over them.
What it does do is create a sense of basic goodwill and a positive impression. They trust the
Caitiff, and anyone who starts asking suspicious questions or making accusations will find
doors closing to them – all Social rolls regarding the Caitiff are at +2 difficulty for a number of
weeks equal to the number of Willpower points spent. This can help shake off would-be
hunters and even some Kindred. Werewolves and other supernaturals will have their own
ways to find the Clanless.
This power costs 15 experience points to learn.
MET System: Not found.

121
MET Cost: Not found.
Approval: Not found.

Mystic Sight
(Auspex x2, Thaumaturgy x2)(Auspex 2, Dur-An-Ki 2)
Players Guide to Low Clans Pg. 163
OWBN Pack Assamite Children of Haqim 2022, Pg 44

Expanding their mystical sight with the rudiments of blood magic, Tremere who know this
Discipline technique may gaze upon the halos of objects as well as people to view the
whorls and eddies of magical power through the world.
System: This technique requires the same rolls and scrutiny as the Auspex 2 power
Soulsight. However, rather than sensing the colors of emotions, the character’s vision
senses the flow of magic. The information gleaned depends on the number of successes,
and information is cumulative with all lower levels of success. One success is sufficient to
determine whether the scrutinized object (which may be a living or undead being) has any
magic of its own or is under some form of enchantment. Two successes gauges whether the
sensed magic comes from the object’s own power or an external source. Three successes
gives a sense of the object’s mystical properties — such as whether its enchantment is
helpful or hurtful, whether illusion is at work, etc. Four successes gives detailed information
as to the type of magic employed, though the thaumaturge will not be able to identify magical
styles he has not previously observed or studied. Five successes opens the vampire’s mind
to the flow of magic everywhere in his vision, enabling him to see the snaking trails of ley
lines and the pooled power of crays (see p. 173). Scrutinized individuals capable of mortal
magic or blood sorcery glow with crackling sparkles of power even if they are not presently
using their power.
Experience Cost: 14
MET System: See Thaumaturgical Sight Tremere Clan Book Revised Page 47. There are
versions of this that require other types of Blood magic; only the Assamite Sorcery version is
available for use by Assamite sorcerers.
MET Cost: 3xp.
Note: Assamite Coordinator Approval for Non-Assamites

Name the Fallen


(Auspex x3, Thaumaturgy (Path of Blood) x1)
Archons and Templars Pg. 140
OWBN Tremere Arcane Compendium 2021. Pg

Name of the Fallen could likely be made to function with Necromancy in place of
Thaumaturgy at the Storyteller's discretion . Because few archons or templars have access
to this Discipline, however, this is not a standard technique.
System: The player must spend a blood point and roll Perception + Empathy ; the difficulty
depends on whether the subject was mortal or vampire, as well as on the length of time
since he died . The character must have in her possession at least a small piece of the
corpse, though something as tiny as a finger bone or even the ashes of a Kindred who has

122
suffered Final Death will suffice . If the roll fails, that character may not try to identify that
particular subject again unless she can find a new sample of the body. If the roll indicates a
botch, the character receives false information . The knowledge granted by this power
appears instantly ; the character falls into no "trance" such as that experienced when using
Spirit's Touch.
This power costs 10 experience points to learn.
The Kindred with this power may identify a deceased person, Kindred or kine, simply by
handling a piece of the corpse .

Name the Fallen

Time since death Difficulty if Kindred Difficulty if kine

Less than 24 hours 4 4

One day to one week 6 4

Less than one month 7 6

Less than six months 8 6

Less than one year 10 6

Less than ten years 10* 7

Less than one century 10** 8

Greater than one century NA 10

* Discerning the origin of a corpse-portion this old requires three successes.

** Discerning the origin of a corpse-portion this old requires five successes.

MET System: By spending a Blood Trait and making a Mental challenge (see difficulty chart
below) a Thaumaturge may identify a deceased person, kindred or kine. The Thaumaturge
must have a part of the physical remains, such as a bone, finger or other body part, a pile of
ash is also sufficient. If the test is not successful, the body part being used cannot be used
again to identify the deceased; a new part must be used on a new attempt. Only the identity
of the person is given. The user does not get any information about clan, method of death,
generation, powers or abilities. This must be determined by alternate means or powers.
This power is reserved for Archons from House and Clan (i.e., Tremere Archons;
non-Tremere Archons who happen to work for the Tremere Justicar may not learn this
combination discipline), and may not be learned without holding the title of Archon.

Time Since Death Difficulty: Kindred Difficulty: Kine

Less than 24 Hours 9 7

1-7 Days 9 9

1 Month or Less 10 8

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6 Months or Less 11 9

1 Year or Less 12 10

10 Years or Less 14 12

1 Century or Less 18 16

More than 1 Century NA 18

MET Cost: 4xp.


Non-Tremere and Tremere - ST and Tremere Coordinator Approval

Nightmare Curse
(Auspex x4, Chimerstry x5)
Libellus Sanguinis IV: Thieves in the Night Pg. 33-34
V20 Dark Ages Pg. 316-317
OWBN Ravnos Genre Pack 2022. Pg 24

This power was developed as a means of punishment for those who deserve a fate worse
than death. The Ravnos create an image of the victim’s greatest fear, setting it to plague him
night and day. Only the victim can perceive his nightmare, but it seems very real and
substantial to him.
System: The player spends one point of Willpower and rolls Perception + Intimidation
(difficulty the target’s current Willpower) with successes equaling each night the illusion is
active. The Ravnos must concentrate for a full turn to draw the victim’s greatest fear from his
mind and give it life. The victim must be within line of sight of the vampire to use this power,
though she may take a +2 penalty to use it on someone within a mile radius as long as she
has access to a personal item. If her intended victim is beyond a mile, the power fails to take
effect. The player can choose to extend the curse’s duration by spending blood when using
the power; each point adds a full night to the curse. The illusion vanishes at sunrise after its
final night.
While plagued by these nightmare visions, the victim suffers the effects of the Haunted and
Nightmare Flaws
(see “Merits and Flaws” p. 419).
Experience Cost: 35
MET System: This Combination Discipline functions in all ways as described in the original
text, however the following conversions to the MET system are required. Attempting to
activate this power costs a temporary Willpower. The character using this power must
attempt a static mental test versus the traits of the intended victim. The character using this
power – but not the target – may retest using the Ability Intimidation. If the victim cannot see
the character using this power, but the character using this power has a personal
possession, this power may be used up to a mile away by spending a second temporary
Willpower.
When the effect is successful on the victim sees the apparitions described in the descriptive
text. Additionally, they must bid an additional trait in every challenge, and are considered to
have the Flaws Haunted & Nightmares (If your chronicle uses rules for testing to see if these

124
Flaws are active consider those tests to have failed automatically ) The apparitions (and the
associated Flaws) remain for a duration based on the amount of blood spent by the
activating character. If none is spent the duration is only until sunrise. If any blood is spent,
the apparition persists through a number of sunrises equal to the the number of Blood Traits
spent. The activating character can spend multiple turns in continuous concentration to
spend large amounts of vitae, but once a turn goes by without any expenditure the duration
is set.
MET Cost: 10xp.
Ravnos Combination Disciplines - PC: Coordinator Approval - NPC: Coordinator
Approval - Coordinator: Ravnos

Nikolai Steen's Acuity


(Auspex x1, Dementation x1)
Tome of Secrets Pg. 116

This gift allows the user to see the truths behind a person effortlessly. Many Malkavians use
it for a bit of valuable insight in their interactions, so they know exactly how to frame
engagement.
System: This power requires no active roll. When using any Auspex or Dementation power
to perceive another character, your player can spend a Willpower point to allow your
character to intuitively know from which Derangements and Mental Flaws the other suffers.
Cost: 6 Experience
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Obscurity of Shadows
(Obfuscate 2, Presence 1)
Dark Ages 20 Companion page 87
OWBN Lasombra Clan Packet 2019. Pg 66

MET System: Characters wishing to remember the user from a declared scene must defeat
them in a contested Mental challenge retested with Subterfuge. The amount of time altered
is one scene. Otherwise use as Printed.
MET Cost: 12xp.
Lassombra Coordinator Approval

Old Friend
(Presence x4, Temporis x4)
Lore of the Bloodlines Pg. 100

This ability has proved invaluable to True Brujah infiltrating the ranks of their betrayers, or
even other Sects and Clans. It makes the target believe the True Brujah is a very old friend,
one who is trustworthy and loyal. They remember spending time together and several

125
instances where the True Brujah has proved themselves beyond reproach. While this may
appear to be an advanced application of implanted memories, it is actually a lot more. The
True Brujah finds an alternate timeline that fits the required relationship and imprints it on the
target, using Presence to bond feelings of trust and friendship. This makes it very difficult to
detect and unravel, as the memories are real and were (in a sense) actually experienced by
the target, even if they never actually occurred in this timeline.
System: The True Brujah must make physical contact with the target (often a handshake)
and begin to describe a potential memory they share by way of introduction. They then make
a Manipulation + Empathy roll at a difficulty equal to the target’s current Willpower. The
number of successes shows how long the effects last.
While under the power’s effects, the target will believe the True Brujah is both loyal and
above reproach. Even evidence to the contrary will be considered part of an elaborate
conspiracy. Once the power fades, the target will still consider the True Brujah a friend, until
something calls their motives into question. If the target is still under the effects of this power,
attempts to refresh the effects for a longer duration are made at +1 difficulty.
This combination power costs 24 experience points to learn.

Successes Result

1 success One scene

2 successes One night

3 successes One week

4 successes One month

5 successes One year

MET System: Not found.


MET Cost: Not found.
Non-Brujah with Brujah Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Brujah

One of Us
(Presence x1, Obfuscate x3)
Darkening Skies Pg. 108

The Cainite can convince observers that her clothing and features fit into any group of
people, regardless of how discerning or secretive the group is. By sheer force of personality,
she can convince even the most scrupulous observer that she belongs with the group, even
if she doesn’t know the correct secret language or signs to normally pass as a member.
System: The player spends a blood point and rolls Manipulation + Performance (difficulty 7)
to determine how convincing the disguise is. The more the Cainite knows about the
organization, the better the disguise works, the Storyteller can lower the difficulty based on
prior information the character has about the group.

126
Even the most convincing Cainite must be careful when infiltrating a group or organization
on multiple occasions. The use of this power does not magically impart the secret codes and
phrases to the user; it simply tricks those perceiving her into believing that what she says is
what they want to hear.

Successes Results

1 Success The vampire’s clothing and colors match those of the organization she is
impersonating.

2 Successes The vampire looks different from herself and her clothing may have a sign
or symbol similar to that of the organization.

3 Successes The vampire’s gestures and speech patterns are perceived to match that
of the organization she is impersonating.

4 Successes The vampire is able to convince listeners that what she says is what they
want to hear, including the correct answers to secret questions.

5 Successes The character flawlessly mimics a member of the organization, even


fooling august members and organizational leaders.

This power costs 10 experience to learn.


MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Pater Szlachta
(Protean x4, Vicissitude x3)
Clanbook: Tzimisce Revised Pg. 72-73

Some Tzimisce combine the Protean power to turn into an animal with the possibilities of
Vicissitude. Forces of chaotic change surge through the Fiend’s body, forces he must direct
while experiencing bone-breaking pain. When the Tzimisce can bear the strain no longer, the
body settles into the Pater Szlachta or bogatyri form — so named by Tzimisce anarchs to
insult either their servants or the “elder valiant champions” who served the anarchs’ sires. In
the modern nights, this power is still known to a few Tzimisce, who sometimes use it in
contests of improvisational fleshcrafting.
System: Spend two blood points and roll Stamina + Medicine (difficulty 7). The change
takes (5 - the number of successes) turns to complete, during which the Tzimisce can only
howl, drool vitae and writhe. The character can rearrange his Physical Attributes (one dot
per success), but no Attribute can exceed the limit imposed by generation. The player can
describe what sort of alterations he wants to make, but the process is difficult to control. In
the end, the Storyteller is the final arbiter, choosing one physical state for the character in
bogatyri form or certain Vicissitude modifications such as bone spikes, spine-saws, etc.
Botches earn whatever physical Flaws the Storyteller chooses, maybe permanent ones. The
change lasts for one scene.

127
Example: The player of Csikos Thesz spends two blood points and earns four successes on
his Stamina + Medicine roll. Csikos Thesz spends one turn changing into the bogatyri form,
during which he struggles to rearrange his muscles and body fat to better absorb impacts; he
also concentrates on drawing forth bone mass to his knuckles, visualizing them coming to
thick, knobby studs. After the change, his player can rearrange four dots of Physical
Attributes. Before the change, Csikos had Strength 3, Dexterity 3, Stamina 2. He moves a
point from Strength and two from Dexterity into Stamina and doesn’t use the fourth success,
leaving him with Strength 2, Dexterity 1, Stamina 5. Since four successes indicate an
“exceptional success,” the Storyteller decides that Csikos has grown bony nodules on his
knuckles that inflict lethal damage.
This power costs 18 experience points.
MET System: Your body increases its mass for every Blood Trait you spend. You must first
enter into a Static Physical Challenge against the Storyteller, and if successful, you can
increase your Physical Trait category by two Traits for every Blood Trait consumed in this
fashion, possibly exceeding the limits of your Generation.
MET Cost: 18xp.

Penitent Resilience
(Fortitude x3, Valeren x4)
Players Guide to High Clans Pg. 169
V20 Dark Ages Pg. 316

With this power, a Salubri may briefly walk in the brightest sunlight without fear of injury. His
purity defends him, allowing the sun to burn the Curse within and leave the flesh unmarred.
Some Salubri believe a truly penitent vampire may use this power to burn out the Curse of
Caine entirely and regain his mortality, but such legends are anecdotal at best.
System: The player may reflexively spend one blood point whenever the vampire is exposed
to sunlight. Until the vampire exhausts his blood pool, he may not soak damage from
sunlight. Such damage is rolled, rather than applied as automatic successes, and each level
of injury burns one point of the Cainite’s vitae rather than inflicting actual wounds. Once the
vampire runs out of blood, he suffers damage normally and may again soak with his usual
Fortitude. Only Cainites who ascribe to the Virtues of Conscience and Self-Control may
benefit from this power.
Experience Cost: 28
MET System: The player may reflexively spend one blood point whenever the vampire is
exposed to sunlight. Until the vampire exhausts his blood pool, he may not soak damage
from sunlight. Such damage is applied through Static challenges, rather than applied
automatically, and each level of injury burns one point of the Cainite’s vitae rather than
inflicting actual wounds. Once the vampire runs out of blood, he suffers damage normally
and may again soak with his usual Fortitude. Only Cainites who ascribe to the Virtues of
Conscience and Self-Control may benefit from this power.
MET Cost: 14xp.
Approval: Not found.

Phobic Affliction (Dementation x3, Dominate x2) (Malk)


Counsel of Primogen Pg. 102

128
OWBN Malkavian Genre Packet 2016. Pg 35

Madness is terrifying and fear paralyzes. By drawing on the madness-inducing powers of


Dementation and the mind-control abilities of Dominate, the Malkavian primogen can instill a
sense of terror in his victim with but a phrase and a meeting of eyes. Others will hear the
words that the Malkavian speaks, but only the intended target will hear them as the Lunatic
intended them and feel the oceanic waves of terror washing over him. Although the effect is
fleeting, this Discipline is often enough to avoid (or end) combat or decide a vote of the
primogen council.
The advantage of this Discipline over simple Dominate techniques is that it can be used with
a certain degree of subtlety. Since the target infers the threat from the Malkavian's seemingly
innocuous words, the Malkavian never has to actually utter a command or a threat.
System: The Malkavian must make eye contact with his target and speak a threat (however
veiled) to her. Roll Charisma + Intimidation against a difficulty of the target's current
Willpower pool. If the player gets even one success, the target is overwhelmed by unre-
lenting waves of terror and anxiety-stemming from the threat and its repercussions for one
minute per success. A target thus affected is unable to do anything but cower or flee. While
others may hear the threat, they won't be able to understand the degree of its impact on the
target.
If the Malkavian gets six or more successes, the target immediately enters fear frenzy.
This power costs 15 experience points.
MET System: The Malkavian must make eye contact with his target and speak a threat
(however veiled) to her, then make a contested Social Challenge, using Intimidation for a
retest. If the Malkavian succeeds, the target is overwhelmed by unrelenting waves of terror
and anxiety stemming from the threat and its repercussions and is therefore unable to do
anything but cower or flee. While others may hear the threat, they won't be able to
understand the degree of its impact on the target. If the Malkavian has more than double the
target's current Willpower, the target immediately enters fear frenzy.
MET Cost: 8xp.
Non-Malkavians with Malkavian Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Malkavian

Power Animal
(Animalism x3, Potence x1)
Lore of the Clans Pg. 165
OWBN Nosferatu Genre Packet 2009. Pg ??

The Kindred’s connection with animals is such that they can transfer their physical power to
animals under their control. Such creature can be made stronger and more deadly with an
increase in strength from the vampire’s Potence.
System: The vampire must first make a connection to an animal using Feral Whispers (V20,
pp. 129-130). She must then spend a blood point for each point of Potence she wishes to
invest in the animal for the rest of the night. She may not grant the animal more Potence
points that it has Strength, or than the vampire has Potence. So, a rat with a Strength of 1
may only be given Potence 1, but a pig of Strength 4 can be given a Potence of 4, as long as
the vampire has at least a Potence of 4.

129
This power costs 12 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Non-Nosferatu with Nosferatu Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Nosferatu

Prophecy
(Auspex x4, Dementation x3)
Libellus Sanguinis IV: Thieves in the Night Pg. 109-110
OWBN Malkavian Genre Packet 2016. Pg 35

For some, madness is a link to the storms of destiny, and the Malkavian seer is a powerful
figure among Cainites. By opening her mind to the inherent lunacy of the world and
observing the mind-shattering patterns of fate (usually through the device of ritual
implements), the seer can predict the future. She may be bombarded by images or simply
gain instinctual feelings, but either way she gains insight that is useful. She can keep this
insight to herself, use it to aid others or use it to do them harm.
System: The Malkavian who wishes to spout prophecy, must look to the patterns of fate in
the world about her. Such supposedly random devices as thrown bones, billows of smoke,
the entrails of slaughtered animals (or humans) or the very tides are common devices
through which she may see the course of fate. Although the Malkavian oracle may do these
things wordlessly, the player should phrase a question or subject for the divination. (Good
examples include "Who betrays the prince" "What is the fate of my child!" "How may I defeat
my enemies?") The player then spends two points of blood and rolls Perception +
Awareness (difficulty 8). The process takes about an hour.
If the character is seeking simple information, she receives visions from the seas of fate. A
single success indicates a quick flash accompanied by a dominant emotion, while five
successes indicate a true experience set in the future. If the character applies prophecy to
an action she is about to undertake such as facing an enemy or traveling through dangerous
land-she gains an instinctual edge. The player treats the successes as a pool and can spend
them to reduce the difficulty of any subsequent rolls tied to the action. Each success can
only be spent once. The Storyteller has final say as to which type of prophecy is appropriate
and can even choose to combine them.
Malkavian oracles often use this ability to trace the fate of others. The same rolls are
involved in this case, but two additional blood points are needed from the prophecy's subject.
If the prophecy results in visions, it is up to the Malkavian to relay them; if it results in an
instinctual edge, the Malkavian must convey that edge through cryptic warnings. These
make little or no actual sense, but the subject's player gets a pool of difficulty modifiers (as
above) equal to half the Malkavian's successes.
Prophecy costs 10 experience to learn
MET System: Although the Malkavian oracle may go through the divinations silently, the
player should phrase a question or subject for the focus of the divination. The player then
spends two Blood Traits and invests an optional amount of Mental Traits (zero to three), then
makes a Static Social Challenge versus 10 Traits. This test should be done is such a way
that the player is not aware of the outcome to prevent an altered consideration of the vision
(such as believing it is misleading or incorrect because they know they lost the test). The

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process takes approximately an hour from the start of the divination to the fading of the
visions. During this time, the user is lost in a trance to the waves of chaos, similar to failing
an Eyes of Chaos test.
If the character is seeking simple information, they receive visions from the flowing waves of
fate. Each Mental Trait that was expended will expand on the vision, but the user should take
heed that not all insight gained is truly pertinent to the information they seek.
If the player uses the insight they have gained to help with an action in the near future, such
as trying to avoid enemies or battling a foe, they gain the benefits of their knowledge. The
player gains a number of uncancelable 'Prophecy' retests equal to one plus the number of
Mental Traits expended. Only one 'Prophecy' retest can be used per complete Challenge
and are only valid during the scene that the vision was about.
When Prophecy is called upon to read the fate of another, the same tests are involved, but
two additional Blood Traits are needed from the prophecy's subject. Mind you, the subject
need not be present nor aware their blood is being used. If they heard the vision's message
directly from the Malkavian, whether or not it seems to make any actual sense, they will gain
a number of uncancelable 'Prophecy' retests equal to half of the Malkavian's, rounded up.
Aside from the user of this discipline, an individual may only have Prophecy used on them
once per night. In all of the aforementioned situations, it is up to the Malkavian to relay the
visions; if it results in an instinctual edge, the Malkavian must convey that edge through
cryptic warnings.
The blood used for this becomes stagnant and detached from the individuals by the end of
the vision, as their mystic power was transferred into the divinations. It should be treated as
plain mortal blood, unusable for any purpose. Storytellers should take note of how often a
player uses this power to watch for abuse. The power may be used on multiple targets at the
same time, but the more targets, the bigger the potential repercussions of failure should be
(Storyteller Discretion). Any skilled Seer is aware that staring into the waves of chaos too
often will have dangerous effects on their mind and constant use has shown that visions will
begin to blur together with a dash of the uncontrollable.
MET Cost: 10xp.
Non-Malkavians with Malkavian Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Malkavian

Psychic Double
(Auspex x5, Obfuscate x3)
Lair of the Hidden Pg. 140

Astral projection has the annoying limit that the vampire's disembodied mind cannot affect
the material world, and even the faintest visible manifestation requires great effort. Through
this combination power, a vampire still cannot affect material objects—but she can make
other people imagine that they see and speak to her. Demetrius the Malkavian uses this
power to project his consciousness around the world.
Demetrius' Psychic Double looks real and solid. His astral form can converse with other
people. He even feels solid to anyone who touches him, though he cannot affect physical
objects in any way and his Psychic Image does not appear in mirrors, photographs or video
images. Mahtiel also knows this power, but her dream-walking spirit usually looks
transparent and ghostly.

131
System: Projecting a Psychic Double costs one Willpower point. As with Astral Projection,
Demetrius picks a target somewhere in the world and hopes he projects to the right place.
Arriving at the desired location depends on a Perception + Occult roll, with the difficulty set
by how well Demetrius knows the target location. A familiar location not too far away is
difficulty 7; a place on the other side of the world that the Malkavian merely read about is
difficulty 10. A botch on this roll indicates getting lost, and maybe even breaking the silver
cord back to the Methuselah's body. Evoking a psychic image with his own appearance
automatically succeeds. Appearing as someone else calls for a Manipulation + Performance
roll (difficulty 7), just as for Mask of a Thousand Faces.
A character with Psychic Double does not have to project a visible image. Demetrius can
make his image appear and disappear at will, with no further expenditure of Willpower. Each
time he manifests a disguised appear- ance, however, the Storyteller must re-roll Demetrius'
Manipulation + Performance.
Although Psychic Doubles cannot exert any physical force, a vampire with this power can
project certain other Disciplines through his astral form. Since Animalism, other Auspex
powers, Dementation, Dominate, other Obfuscate powers and Presence have entirely
mental effects, a vampire can use them freely while astral. Obtenebration works, since the
dark force evoked by the Discipline is not actually physical either. An astral vampire can thus
affect physical objects indirectly using Arms of the Abyss. A Psychic Double can also employ
the non- physical powers of Valeren or Obeah.
The Storyteller should brush up on both Astral Projection and Mask of a Thousand Faces
before introducing the astral Demetrius to the chronicle, as the systems for both powers
apply to the combination.
Psychic Double costs 24 experience points to learn.
MET System: Not necessary as the LARP rules for Astral Projection and Mask of 1000
Faces already allow this combination (i.e. use of a Mental/Social Discipline from astral); the
only caveat is that this combo allows for use of Obtenebration from Astral. However, in the
interest of preventing the recurrence of the “remote bomb” phenomena—i.e. Blood Magic
from AP—this combo will not be converted for LARP use.
MET Cost: 12xp.
Approval: Not found.

Pulse of Undeath
(Auspex x1, Potence x1)
Clanbook: Brujah Revised Pg. 66
Lore of the Clans Pg. 49-50
OWBN Brujah Genre Packet 2017. Pg 16

Canny Brujah with this power can go into fights forewarned about their opponents’
capabilities. The Brujah can intuitively sense which, if any, physical Disciplines another
vampire possesses.
System: The player rolls Perception + Empathy (difficulty 6). Each success informs the
Brujah of one physical Discipline (Celerity, Potence, or Fortitude) possessed by the target
observed, as well as that Discipline’s approximate level.
This power costs 6 experience points to learn.

132
MET System: To learn which of the three physical Disciplines another character possesses,
the player must succeed in a Static Mental challenge against the target character’s Mental
Traits. If she succeeds, she may spend one Mental Trait per Discipline to learn what level
the target has of each.
MET Cost: 3xp.
Non-Brujah with Brujah Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Brujah

Quick Sight
“Quicken Sight”
(Auspex x1, Celerity x2)
Archons & Templars Pg. 140
Dread Names, Red List Pg. 99
OWBN Malkavian Genre Packet 2016. Pg 35

The hand is not quicker than the eye when the eye belongs to an archon or templar with this
power. Quicken Sight allows the character to see fast-moving objects in detail that even
Heightened Senses alone cannot reveal . A character with this power can focus on and
follow a single card while the deck is shuffled, track the single loaded chamber in a game of
Russian roulette, read the headlines on a newspaper as he drives past the newsstand at 60
mph or even pick out subliminal images in film.
System: The player spends one blood point to activate this power, which lasts for a scene .
Any time the character wishes to see, follow or examine something that is moving too quickly
for normal observation, the player must make a Wits + Alertness roll (difficulty based on how
quickly the item is moving, but normally 6 or 7). Even one success allows the character to
observe the item, though more successes bring greater detail and clarity.
This power costs 9 experience points to learn.
MET System: Expend one Blood Trait to activate the power, and for the remainder of the
scene you are able to notice and follow things moving quicker than you can see normally. To
discern more detail, such as noticing that the bullets being used are hollow point, make a
Static Mental Challenge against a difficulty set by the ST.
MET Cost: 5xp.
ST Approval

Quickened Instincts
(Auspex x1, Celerity x2)
Players Guide to Low Clans Pg. 163

With this power, a vampire hones his senses to detect the sudden motion of ambushes and
reacts with inhuman grace to evade or parry the attack.
System: Whenever the vampire is attacked from ambush or fails to notice an incoming
attack through natural senses, his player must spend one blood point. The player may also
spend additional blood points to retroactively purchase extra actions with Celerity, although
these may only be used for purely defensive actions. Once this power is activated, the
character may respond to the attack as though he saw it coming, suffering none of the usual

133
penalties for surprise. This power can be consciously suppressed for a scene at no cost;
however, it cannot be reactivated until the following scene.
Experience Cost: 14
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Quickshift
(Protean x4, Vicissitude x2)
Anarchs Unbound Pg. 105-107

This power allows a vampire to invoke a Protean transformation into the form of a beast in
response to the actions of an aggressor. Any time the vampire suffers any form of hostile
action, such as an attack, being made the target of a Discipline, or even being surprised, the
Kindred may spend four blood points and instantly transform into the shape of a beast. This
does not require the Kindred’s action for the next turn, which is the benefit of the power.
Alternatively, the Kindred may spend the blood points at the beginning of a scene in which
he plans to use Quickshift (for those Kindred of generations too high to spend four blood
points in one turn); at any point thereafter that scene, he may activate the power at no
additional cost.
If the Kindred doesn’t use that power in that scene, the blood points are simply lost.
21xp cust
MET System: Not found.
MET Cost: Not found.
Non-Anarchs with Anarch Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Anarch

Quicksilver Contemplation
(Auspex x2, Temporis x3)
Players Guide to High Clans Pg. 169
OWBN Brujah Genre Packet 2017. Pg 16

A True Brujah with this power may dilate his perception of time and speed of thought in
response to a crisis situation. Such a vampire may spend half an hour deliberating as the
world stands still, re-entering the standard flow of time in order to dodge an attack with
perfect precision or deliver a well chosen retort.
System: The player spends one blood point and rolls Wits + Alertness. With a success, time
suddenly halts from the vampire’s perspective. His mind — and only his mind — has briefly
stepped out of the flow of normal time. He cannot physically act or use any mental power
that can actually influence the world (though mystical perceptions are permissible). He
cannot even shift his vantage point. All he can do is consider his situation and plan the best
response while standing frozen in a still and silent world. Once the vampire decides the best
course of action, he returns his mind and awareness to time and may act on his
deliberations. Reduce the difficulty of the first action he takes by –1 per success rolled, to a
minimum difficulty of 3. Some actions and events are simply unavoidable. A Cainite may

134
pause to consider the arrow touching its point to his chest before it stakes his heart, but it is
too late to dodge out of the way. A vampire could spend a lifetime contemplating a no-win
situation and never arrive at a solution. Some True Brujah imagine that their ancient
progenitor spent eternity in the moment his treacherous childer’s fangs pierced his throat.
Botching this power gives the vampire a derangement, as he spends decades or even
centuries alone and aware in the prison of his private moment.
Experience Cost: 21
MET System: Spend a Blood trait and declare between one (1) and three (3) Mental traits to
risk. Each Mental trait so risked adds one to the character’s trait total for the round for all
categories. Each time the character loses any challenge one (1) bonus trait disappears (and
the risked trait is lost in addition to the bid trait). This power lasts for one round.
MET Cost: 11xp.
Non-Brujah with Brujah Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Brujah

Rando
(Obfuscate x3, Dementation x3)
Lore of the Clans Pg. 145

Obfuscate has long been a staple for walking unnoticed through crowds. Sometimes, a
Malkavian wants to deliver a message to someone from the safety of a crowded street. This
power allows a Malkavian to communicate with someone while protecting his identity with a
random face. Every time the target looks at the Kindred, she sees somebody else.
System: Roll Wits + Stealth. The difficulty is determined using the guidelines below, and
each roll targets a specific person. Every time the target sees the Malkavian, she sees
someone matching the current scene. If the target looks away and looks back, the form she
sees changes. One moment, the Malkavian might look like a willowy concertgoer. The next
glance, the Malkavian looks like a burly security guard, and so on.

Difficulty Density of people

9 A city street at midnight

8 A sparsely attended gallery show

7 A busy restaurant at dinner

6 A shopping mall at Christmas

5 A standing-room-only concert

This power costs 18 experience points to learn.

Non-Malkavians with Malkavian Combination Disciplines - PC: Coordinator Approval -


NPC: Coordinator Approval - Coordinator: Malkavian
MET System: Not found.
MET Cost: Not found.

135
Random Patterns
(Auspex x2, Dementation x2)
Archons & Templars Pg. 141
OWBN Malkavian Genre Packet 2016. Pg 36

Developed by Malkavian templars but slowly increasing in usage among archons as well,
Random Patterns allows the character to anticipate an opponent's next move in time to
counter it . Blows can be blocked or avoided before they're even thrown, pursuit can be cut
off and bluffs can be called . The power doesn't allow the character to see into the future per
se, so much as it reads the patterns in the chaos and random chance that surround the
target and allows the Kindred to determine his next move based on previous actions and
lines of probability.
System: The player spends a blood point and rolls Perception + Empathy (or Awareness, if
you're using that optional Talent), against a difficulty of 5 to 7, determined by the Storyteller's
assessment of how predictable the opponent is based on his nature. For instance, a
character with a Nature of Curmudgeon or Perfectionist is probably fairly predictable and
thus difficulty 5, while a Nature of Deviant or Monster is probably less predictable and thus
difficulty 7. The difficulty can be further modified by derangements. If the roll succeeds, the
character adds a number of automatic successes to his next action equal to the number of
successes on the Random Patterns roll.
This action must be a contested or combat-related roll against the target . For example, the
bonus could be applied to pursuit, melee or dodge, but not to the activation of a Discipline.
This power costs 14 experience points to learn.
MET System: The character spends a point of Blood to activate the power then makes a
Mental Challenge versus an opponent, retesting with Empathy, to read the patterns of chaos
around them. Each Derangement the opponent has at the time (permanent and temporary)
gives them a bonus Trait in defense. If successful, then during the following round the
character gets a free retest on all opposed Challenges with the opponent. Use of this power
does not take an action.
MET Cost: 7xp.
ST Approval

Ravnos Don’t Lie!


(Chimerstry x2, Auspex x2)
OWBN Ravnos Genre Pack 2022. Pg 26-27

Part of survival is being able to lie your way out of many situations. Some call it bending the
truth, some call it a silver tongue, but the American Ravnos all have their way to sneak a lie
through the most observant detectors.
MET System: This power costs a blood and a willpower to activate. For the next scene or
hour, the American Ravnos is shielded from attempts to determine if they are lying. All
powers that do not require a challenge, or are a static challenge, to tell if the American
Ravnos is telling the truth (such as Ear for Lies, Aura Perception, etc.), the American Ravnos

136
always reads as truthful. This power does not prevent attempts to “dig” through their mind,
such as Auspex 4, or powers that force them to answer questions, such as Dominate.
MET Cost: 6xp.
Ravnos Combination Disciplines - PC: Coordinator Approval - NPC: Coordinator
Approval - Coordinator: Ravnos

Reading the Fates


“Formerly ‘The Sight’”
(Auspex x4, Chimerstry x2)
OWBN Ravnos Genre Pack 2022. Pg 27-28

Long have the Rom been known for their ability to see the future. Be it through the cards,
dice, palm reading, or some other medium they can see the destiny of someone. This is not
always a good reading, and can turn negative quickly. This can be general information, or
based around a task the person is undertaking.
MET System: The Rom reads someone’s destiny via whatever medium they use. This
process can take no less than 10 minutes of interaction, and is followed by a static mental
challenge difficulty 7, retest enigmas. At ST discretion this challenge can become more
difficult based on what situation they are trying to divine. All information given is entirely at
the discretion of the ST running the fates, and should not be used as a reason to solve a plot
entirely. Multiple uses on the same situation will give no new information.
If successful the fates have blessed the target with good fortune. The STs may give some
piece of information about their future, or task, but mechanically will give the target one
Luck* retest on their upcoming scene. This retest can not stack with other Luck/Oracular
ability/Prophecy based retests. If the fates turn against you (the static challenge is failed) the
target instead will lose a challenge in the next scene (chosen by the ST). This challenge can
still be retested per normal, but will come at the worst possible time
Example of a failure: Bob the Brujah has his fate read, and the fates turn against him. He
goes to break into a store, and the security challenge to hide from the cameras the ST
decides he automatically loses his initial test. He is allowed to retest, but the initial challenge
is simply lost as the fates turn against him.
MET Cost: 10xp.
ST approval for Ravnos, Coordinator Approval for Non-Ravnos

Read the Winds


(Animalism x4, Auspex x5)
Libellus Sanguinis III: Wolves at the Door Pg. 30
OWNB Gangrel Genre 2023. Pg 60

Many animals roam the night, and a vampire with this power has the ability to see through
the eyes of them all. With a bit of focus, the vampire sees every- thing that an animal in the
area witnesses. The vampire can also use this power to gain a general impression, from
animals' states, about the area or upcoming events like disasters or storms.
System: The player makes a Perception + Animal Ken roll (difficulty 7), and the vampire
opens her mind to the animals in the area. Each success increases the area in which the

137
vampire can monitor events, though progressively larger areas observed could overwhelm
her with too much information.

Successes Distance Detail

1 Within earshot General impression

2 About a mile Blurry details

3 A couple mile See details

4 50 miles See details, hear faintly

5 100 miles See and hear clearly

The player must divide his successes between range and details. For example, if a player
managed four successes, he could use three to get the range of a couple miles and one to
get a general impression (it is raining). He could instead spend three to see details of things
within earshot, like whether there is a Lupine in that area. With a single success, the vampire
gets a general impression of the area within earshot. The vampire cannot see things that are
Obfuscated or hidden using this power.
Gangrel often use this power while interred in the earth. It costs 20 experience points to
develop this power.
MET System: The player makes a Static Mental Challenge difficulty 9, retested with Animal
Ken. Uponsuccess the player expends a number of Traits to determine distance and detail.
1 - Within Earshot General impression
2 - About a Mile Blurry details
3 - A couple of miles See details
4 - 50 miles See details, hear faintly
5 - 100 miles See and hear clearly
The player divides (the number of Traits + 1) between distance and details. For example, if a
player expended 3 Traits he could use three to get the range of a couple miles and one to
get a general impression (it is raining). He could instead spend three to see details of things
within earshot, like whether there is a Lupine in that area. With the expenditure of a single
Trait, the vampire gets a general impression of the area within earshot. The vampire cannot
see things that are Obfuscated or hidden using this power. Gangrel often use this power
while interred in the earth.
MET Cost: 10xp
ST Discretion

Record/Recall Sensation
(Auspex x3 or x4, Vicissitude x2)
Road of Sin Pg. 71-72
OWBN Malkavian Genre Packet 2016. Pg 36

Many Sinners, most notably Voluptuaries and the Heartless, constantly search for new and
better ways to grant various sensations to themselves and to others. Record/Recall

138
Sensation is a power used for just such effects. While Sinners of the Tzimisce Clan
discovered it, those Toreador and Malkavians who have learned the art of flesh-crafting have
shown a great deal of interest in the ability. This power literally allows for the user to "record"
a certain sensation, be it excruciating pain from torture or the blissful ecstasy of the Kiss,
storing it and then later "playing it back," either upon herself or on another.
System: If the wielder only knows the basic version of Record/Recall Sensation, then
physical touch is required both for "recording" and "replaying" a sensation. The advanced
version foregoes this requirement; only a clear view of the target is required.
In order to "record" a sensation, either one experienced by oneself or by another, the user's
player must roll Perception + Empathy. The Storyteller determines the difficulty based on the
intensity of the sensation. The pleasure a woman would feel at hugging her husband would
be difficulty 9, the pain a victim of a master torturer feels would be difficulty 4. If the roll is
successful, the sensation can be "stored" for a number of nights equal to the number of
successes. Sensations can be stored longer by spending a point of Willpower when the time
is up, adding another night to the duration.
In order to "replay" the sensation in oneself, all that is required is a moment of concentration.
The user feels everything the victim felt at the time, including any wound penalties and/or
possible loss of temporary Willpower due to torture or incapacitation due to ecstatic bliss. In
order to "replay" in others, the player must roll Manipulation + Empathy (difficulty equal to the
target's Willpower). Once the sensation is "replayed," it is usually lost. If the user replays a
sensation on herself, however, her player may spend a point of Willpower to keep the
experience stored.
Experience Cost: 21 or 28
MET System: Prerequisites: Intermediate or Advanced Auspex, Basic Vicissitude.
This power consists of two component parts: recording and replaying. Recording a sensation
for later use requires that the Cainite touch the target and make a Mental test (retest
Empathy) against a difficulty based on how direct and easily perceived the sensation to be
recorded is - the pain of a suffering torture victim would be fairly easy, while the pleasure of a
woman customarily kissing her husband goodnight would be much more difficult to record.
Characters with Eidetic Memory win all ties when recording sensations in this fashion. If
successful, sensations are stored for a number of days equal to the user's Willpower rating;
this duration can be extended to sessions with the expenditure of a Willpower Trait. To replay
a sensation, the Cainite must touch her target and make a Social test (retest Empathy)
against the target's Willpower rating plus his Self-Control/Instinct rating. If successful, the
target immediately experiences the sensations exactly as the original target did, including
any wound penalties, Willpower loss due to torture, incapacitation due to extreme bliss and
so on. The Narrator has final say on the exact game mechanics involved in any replay
situation. This Discipline lasts for a number of minutes/turns equal to the user's Willpower
rating minus the target's Willpower rating (minimum one minute/turn). Once used in this
fashion, a sensation is lost, though if the Discipline wielder uses it on herself, she may spend
a Willpower Trait to retain the sensation for later. A Cainite may record a maximum number
of sensations equal to her Willpower rating at any one time. The advanced version of this
power is identical in every way to the basic version, save that physical contact is not required
to record or replay, only a clear line of sight to the target.
Experience Cost: 11 Traits (basic) or 15 Traits (advanced)
MET Cost: 11xp or 15 xp.
ST Approval

139
Reluctant Performance Artist
(Dominate x3, Presence x3)
Lore of the Clans Pg. 50
OWBN Brujah Genre Packet 2017. Pg 16

Popular among the Situationists, this power not only lets the Brujah transform a mortal into
an unwilling performer, it transforms other mortals into a captive audience. Other, less artistic
Brujah who learn this power find it useful as a distraction to cover for their clandestine
activities.
System: The player adds one Willpower point to the cost of using Mesmerize on a mortal
who the Brujah the commands to perform some action in a public place. For Situationists,
this action is typically something absurd or otherwise bizarre, consistent with modern
performance art. Theoretically, however, the Brujah could command the mortal to do
anything, such as start an argument with someone else or commit an act of public
vandalism.
Other mortals who observe the performer and whose current Willpower ratings do not
exceed the successes rolled by the Brujah are powerless to do anything except watch
attentively. If the performer does something dangerous or illegal, treat each audience
member’s Willpower as if it were 1 higher. If the performer attacks anyone in the audience,
treat each audience member’s Willpower as if it were 3 higher.
If the performance is completed without interruption, affected audience members will move
on and either forget about the performer’s actions or rationalize the events as being part of
an artistic performance (no matter how odd the scene). Whether a particular mortal thinks
the performance is any good will probably depend on her appreciation for performance art.
This power costs 18 experience points to learn.
MET System: When using Mesmerize on a mortal, spend a Willpower Trait and you may
command them to perform a public action, “usually something bizarre or absurd and
consistent with modern performance art” (LotC 50). People who have a lower willpower trait
score than the character who used this power will stop and watch, but if the action is
something illegal they should be considered one (1) trait higher than normal; if the subject
attacks the audience they should be considered three traits (3) higher.
At the end of the scene, mortals who watched the “performance art” will go about their
business normally. A mortal’s opinion of the “performance” will be based on their personal
taste.
MET Cost: 9xp.
Non-Brujah with Brujah Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Brujah

Remote Access Buffer


(Thaumaturgy x5, Special*)
Anarchs Unbound Pg. 107-108

Using this versatile Thaumaturgy power, a Kindred can create a temporary version of certain
other Discipline powers he possesses and transmit it (via file attachment, text e-mails, text
message, private social media message, or any other user-to-user delivery method of a
personal computer or device). These ―data Disciplines‖ serve as a form of digital amulet,

140
transferring the ability to use the encoded power one single time to a proxy. After the proxy
uses the power, the message or file containing the amulet and all
instances of it (duplicate copies, messages stored on servers, etc.) delete themselves,
leaving no record of their existence.
The vampire creating the buffer can do so for any level of the following Disciplines he has
mastered: Auspex, Chimerstry, Dementation, Dominate, Obfuscate, and Presence.
Some Anarchs fear that this power may have unforeseen side effects. They worry that the
power is actually a Trojan horse, allowing for the ―remote access‖ use of the power they
don’t have, while also exposing them to a hidden application of a different Discipline — likely
Dominate, given the Tremere acumen with it. They note that the pioneer of the Path of
Technomancy, Masika St. John, has no formal connection to the Anarch Movement. These
Anarchs don’t want to risk becoming Tremere sleeper agents.
What if the power allows the original ―programmer‖ to activate, through clever obscured
Conditioning, an impulse that allows the Kindred to remotely Dominate them? Of course,
other Anarchs consider all of this paranoid fear-mongering — which is itself wholly apropos
to the Jyhad. After all, why can’t this power be used to buffer Thaumaturgy? And what will
happen once some enterprising individual finds a way to hack the file degradation process,
allowing the file to be copied and backed up with no loss once it’s activated?
The very idea of this power terrifies elders and members of other sects. What if the Anarchs
have whole servers or e-mail accounts out there full of these buffered powers, and all it
takes is a smartphone to call them down inside the domain? With such fears in mind, many
tyrants swiftly repress or punish those whom they know to have the ability to encode
Disciplines in this manner. It’s a disaster waiting to happen, and probably a Masquerade
breach under any sensible interpretation of the Tradition.
Over the course of a scene, the Kindred creating the buffer pays the costs for whatever
individual power he wishes to buffer, plus one blood point per level of that power squared in
order to suspend the effect. So, for example, a fourth-level power would cost whatever it
normally costs to activate the power, plus 16 blood points to store. However, because the
Kindred creates the buffered power over the course of the scene, the amount of blood he
can spend per turn isn’t important (though access to that much blood is).
The Kindred sends the buffered power via some digital format, such as e-mail or a text
message. He can even send it to multiple individuals or share it on a server, but the power
will work only for the first proxy to invoke it, and then delete itself as normal. Thereafter, so
long as the proxy has a device or computer on his person that contains the buffered power,
he can invoke it. The device or computer doesn’t even have to be on or running an
application that can view it, it simply needs to be in memory or storage. This does mean that
a Kindred would have to copy it to a local drive from a cloud, though. Simple access to the
file on the cloud isn’t enough. Still, that’s a very minor distinction, but one that can prove
critical in a WiFi dead zone.
Only Kindred may be proxies, even though others may see the file and its contents (though
it’s not evident what the file actually includes or performs — it’s raw data).
The proxy makes any dice rolls for the buffered power using her own Traits as a basis when
she invokes the power.
30xp cust
MET System: Not found.
MET Cost: Not found.
Non-Anarchs with Anarch Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Anarch

141
Rescue Beacon
(Fortitude x1, Presence x4)
Lore of the Clans Pg. 263

Fortitude will not defend against all attacks. The wise Ventrue is prepared for the day his luck
runs out and his skill is insufficient. One always needs a backup plan. This power
automatically activates a Summoning to the nearest individual who has tasted the Ventrue’s
blood in the event he is either forced into torpor or paralyzed via staking.
System: If the vampire either falls into torpor or is successfully staked, this power activates
automatically. The player spends a blood point and rolls Charisma + Subterfuge (difficulty 4);
this power is an explicit exception to the general rule that a vampire cannot spend blood
while staked. The vampire can only use this power to Summon someone who has tasted the
Ventrue’s blood (ghouls, blood-bound vampires, packmates with vinculum, etc.). Otherwise,
the power works as Summon (V20, pp. 195-196).
This power costs 15 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Non-Ventrue with Ventrue Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Ventrue

Resist the Old Ways


(Chimerstry x5, Fortitude x4)
OWBN Ravnos Genre Pack 2022. Pg 25-26

The Elders of clan Ravnos not only wield illusions, but powerful magic. They have used both
throughout history to oppress what they believe to be unclean. The American Ravnos strive
to protect themselves from this fear, and have created a way to protect themselves from
such magic.
MET System: This combination power allows the American Ravnos to resist the magics of
Sadhana, and Pillars of Dracian. Once purchased it is always considered active. In all
situations where they are targeted by either, the American Ravnos gain a free retest to all
challenges to defend themselves. This retest may be used in addition to traditional retest
(such as occult, or willpower). Finally, this combination power ceases to work if the American
Ravnos ever gains either forms of sorcery (but not others).
**There is an existing power within the packet that allows the same retest against Chimerstry
***This includes Pillars of Dracian, as per the original plot, Sadhana was used to help forge it
MET Cost: 8xp.
ST approval for Ravnos, Coordinator Approval for Non-Ravnos

Respite of Lucidity
(Animalism x5, Dementation x2)
Players Guide to Low Clans Pg. 163
OWBN Malkavian Genre Packet 2016. Pg 36

142
Unlike most powers based on Dementation, this art grants reprieve from madness rather
than instilling such infirmity. Vampires who know this technique may affix their insanity to
their Beast as they draw it out, freeing their minds from the prison of twisted consciousness.
This power is quite rare, considering that many Malkavians regard their dementia as a gift
rather than a curse, and very few know the secrets of Animalism. The few wretches who
regularly employ this Discipline take little solace in their respites, knowing lunacy must soon
descend again.
System: Whenever a vampire with this Discipline technique uses the Animalism 5 power
Drawing out the Beast, she may also affix her madness to the Beast. This costs one blood
point per derangement, or three points to affix a Malkavian’s core derangement; the Beast’s
new host suffers the affixed derangements in lieu of the vampire who expelled them.
Malkavians who purge all their derangements in this manner cannot regain Willpower by any
means until they reclaim their Beast. Once a character recovers her Beast, she suffers the
full effects of all her derangements.
Experience Cost: 35
MET System: When using Drawing Out the Beast, the character may spend a Blood Trait
per Derangement to affix it to her Beast (or three Blood Traits for her Core Derangement). A
Malkavian who expels all of her derangements in this manner cannot regain Willpower until
she regains her Beast. Once she has reclaimed her Beast, she suffers from all of her
Derangements as usual.
MET Cost: 12xp.
Non-Malkavians with Malkavian Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Malkavian

Retain the Quick Blood


(Celerity x3, Quietus x3)
Guide to the Anarchs Pg. 161
Players Guide to Low Clans Pg. 163-164
Anarchs Unbound Pg. 108
V20 Dark Ages Pg. 317
OWBN Pack Assamite Children of Haqim 2022, Pg 44

In the nights of the Anarch Revolt, the Assamites had an informal alliance with the antitribu
who raged against their sires. Although few anarchs possessed knowledge of the Assamite
Discipline of Quietus, a few did, and they learned this blood- conserving technique to aid
them. In the modern nights, this combination Discipline is known only to a few anarchs,
mostly elders or Sabbat deserters. Still, it is a powerful tool at the call of Kindred who knows
how to use it. Retain the Quick Blood allows a Kindred to call upon the preternatural gifts of
vitae without expending them as is often required for other Disciplines.
System: Any blood that the player spends on Celerity returns to her blood pool at the rate of
one blood point per hour. Blood returned in this way will never exceed the character's
maximum blood pool-if he's full at the time that another point of blood would return to his
system, that blood point is lost, (as are any others that would be returned from use on
Celerity).
It costs 15 experience points to learn this power.

143
MET System: Any Blood Traits spent to activate Celerity (and only Celerity) return to the
character’s system in one full hour. Blood Traits returned in this manner can never exceed
the character’s maximum Blood Trait pool, and any excess returning Traits are lost. The
vitae returns due to astrange anomaly in the Kindred’s biology, the same anomaly that
makes Assamite blood so unique and deadly. This Discipline’s use is not visible to
onlookers. This Discipline does not bestow an unlimited supply of vitae on its user, as it
takes time to regain the expended Blood Traits, and hunger frenzy i s still arisk in combat
when avampire pushes her limits using Disciplines that require blood to fuel them.
Storytellers should keep a close eye on those seeking to learn this Discipline - it is
exceedingly rare even for a combination Discipline, and those few Assamite anarchs who
know its secrets never impart it without asking a high price in return. Accordingly, its
acquisition should be the culmination of a suitably involved and demanding story, not just a
way to spend a few excess Experience Traits one has lying around.
MET Cost: 10xp
Notes: Anyone learning this power from an Anarch, requires Anarch Coordinator
Approval. All other Non-Assamites require Assamite Coordinator Approval. That said,
non-Anarch Assamites don't teach this power to outsiders.
Non-Anarchs and Anarchs - ST and Anarchs Coordinator Approval

Retaliatory Terror
(Fortitude x1, Presence x2)
Lore of the Clans Pg. 263

Those who dare to attack the Ventrue are soon taught the error of their ways. When an
attacker successfully inflicts damage on the Ventrue, the terrifying power associated with her
Dread Gaze strikes out at the offender, seemingly straight out of the wound.
System: Whenever the Ventrue takes damage from a Brawl or Melee attack, the player
spends one blood point and makes a reflexive Charisma + Intimidation roll (difficulty equal to
the victim’s Wits + Courage). However, the difficulty is reduced by the number of health
levels of damage the attacker inflicted on the Ventrue, to a minimum of 4. If successful, the
effects are as per Dread Gaze (V20, pp. 194-195). The power cannot be used to retaliate to
a successful attempt to stake the Ventrue, as he will be unable to spend blood to activate it.
This power costs 9 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Non-Ventrue with Ventrue Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Ventrue

Revoke the Gift of Adam


(Animalism 4, Protean 4)
Road of the Beast Pg. 73-74
OWNB Gangrel Genre 2023. Pg 56

God created Adam in His own image and gave him dominion over animals, or so Genesis
says. The Ferals, however, know how fickle God can be. This bizarre power is sometimes

144
used by Ferals who have no interest in diablerie, but who wish for a hunt more challenging
than chasing animals, and more satisfying than chasing a terrified mortal.
It allows the Feral to transform a mortal into an appropriate beast to be hunted. The mortal
retains none of his conscious memories or personality, but he does keep his intellect. This
allows a human who has been transformed into a stag, for example, to use his horns to shift
a lever, push a cart and so on.
Ferals who make use of this power claim that it allows them to experience the greatest hunt
of all. It remains controversial, though, even among followers of the Path of the Hunter, some
of whom regard such manipulation of the natural order as the worst kind of blasphemy.
Experience Cost: 28.
MET System: This power changes a human target into a prey animal such as a stag. Once
a mortal target is caught and subdued, he is fed at least 2 traits of blood, and the power
enacted, starting with a touch on the parts to be transformed. (As the target is supposed to
be subdued, this requires no challenge.) The ritual is complete in five minutes, during which
time the mortal transforms as his Beast comes to the surface. If the target is fed more blood,
he gains greater body mass (one trait for 10% increase). Packs can pool their blood for this
transformation, yet only the leader need know how to enact this ritual. The new animal has
no human understandings or memories, but it still possesses the mental Traits it had as a
human and will use them to their fullest extent to avoid its pursuers. At the end of the night
the mortal reverts to his normal form, complete with his memories of the night's activities.
Lupines and others who are intimately familiar with the behavior of prey animals will know
there is something wrong with a deer or the like that can push a cart or work a lever.
MET Cost: 28xp.
ST Approval

Righteous Gaze
(Potence x3, Presence x2)
Road of Heaven Pg. 68-69

The Faithful place great stock not only in their own virtue above other Cainites, but in their
duty as judges over their accursed brethren. By means of this power, the Faithful can burn a
foe from the inside out using the oil of his own sin as fuel. All that is required is a moment's
eye contact and, of course, the moral superiority of the user.
System: After the character acquires eye contact with his target, the player must make a
Road roll (difficulty equal to the subject's Road rating). If this roll is botched, the Faithful may
not call upon this power again until he has completed a successful Act of Contri- tion (see
page 38). Otherwise, the target suffers a number of aggravated wounds equal to the number
of successes achieved on the Road roll at the beginning of the next turn. The target may
only soak this damage with Forti- tude (difficulty 7), but the difficulty may be modified up or
down by his Aura rating. Thus, if the target has a Road rating of 8, then he rolls Fortitude at
a difficulty of 6, rather than 7, to soak the damage. This power does not function on Faithful
Cainites with higher Road ratings than the user.
Once a given target has been "judged" with this power, he may not be the target of the same
user's Righteous Gaze again until such time as his own Road rating changes.
MET System: (Prerequisites of Vigor of Intermediate Potence and Dread Gaze of Basic
Presence; experience point cost. 11.) The Cainite must make eye contact with the target and

145
initiate a test of her own Road Traits against her target's. (Compare Willpower if both tic and
have equal Road Traits.) Success means that at the beginning of the next turn, the target
immediately suffers burning inner pains and receives one level of aggravated damage for
each Road Trait possessed by the Faithful character -thus, a Cainite being judged by one of
the Faithful with four Road Traits suffers four levels of aggravated damage. Targets may
attempt to use Fortitude to reduce damage inflicted by this power, but no other powers or
armor afford protection.
In the case of employing this power against other Faithful, the damage inflicted is equal to
the accuser's Road Traits minus the target's Road. Traits, reducing the damage somewhat or
even negating it entirely when dealing with those of equal or higher Road Traits. Therefore, a
Faithful with 4 Road Traits judging another Faithful with 2 Road Traits will only inflict two
levels of aggravated damage instead of her usual four. At the Storyteller's discretion,
particularly foolish or judgmental Cainites who attempt to judge superior: Faithful may
actually suffer the difference in Road ratings as aggravated damage reflected back on
themselves; fitting punishment for daring to question those of more blessed standing.
If the user fails to apply this power successfully, she must immediately make a Simple Test-
on a loss, she must perform an Act of Contrition before applying it again. Once used on a
particular target, this power may not be used on that target again until his Road Traits
change.
MET Cost: 11xp.
ST Approval

Rod of the Rattler


(Animalism x2, Serpentis x3)
OWBN Follower of Set Genre Pack 2023. Pg 64

System: The Player spends 2 Blood Points and make a Charisma + Animal Ken roll
(Difficulty 7). If successful, the user summons a nearby serpent that can on command
transform into a club or spear. While in weapon form the serpent shares identical stats as a
weapon of the user’s choice between club or spear. Whenever the weapon strikes someone,
the wielder may spend 1 Blood Point reflexively to poison the target. The target must make a
Soak roll to resist the effects of the poison (Difficulty 7). If the target fails, they suffer 1
unsoakable Health Level of Lethal damage per turn for 4 turns.
If the serpent is left in its animal form it can also deliver this venom via a bite attack standard
for a poisonous snake, with the exception that the snake’s bite deals Aggravated damage
instead of Lethal. The poison does not affect the undead. The snake can only deliver the
venom once every day.
Those viewing the serpent while in its weapon form through Auspex can potentially see the
object as a magical animal if they succeed on their (Aura Perception/Read the Soul) chop.
This power lasts for one night.
Experience Cost: 15
Met System: Spend two blood make a social challenge vs 7 If successful, the user
summons a nearby serpent that can on command transform into a club or spear. While in
weapon form the serpent shares identical stats as a weapon of the user’s choice between
club or spear. Whenever the weapon strikes someone, the wielder may spend 1 Blood Point
reflexively to poison the target. The target must make a Stamina roll to resist the effects of

146
the poison (Difficulty 7). If the target fails, they suffer 1 unsoakable Health Level of Lethal
damage per turn for 4 turns.
If the serpent is left in its animal form it can also deliver this venom via a bite attack standard
for a poisonous snake, with the exception that the snake’s bite deals Aggravated damage
instead of Lethal. The poison does not affect the undead. The snake can only deliver the
venom once every day.
Those viewing the serpent while in its weapon form through Auspex can potentially see the
object as a magical animal if they succeed on their (Aura Perception/Read the Soul) chop.
This power lasts for one night.
MET Cost: 7xp.
Non-Setite and Setite - ST and Setite Coordinator Approval

Rouse the Molten Rock


(Way of Fire 2, Potence 2)
Blood Magic: Secrets of Thaumaturgy, page 132
OWBN Tzimisce Genre Koldunism Pack 2015. Pg 52

See Book for Description


MET System: Should a Koldun cause this power to happen under the feet of a target, they
must defeat them in a Social versus Physical challenge, retested with Occult. If the victim
loses, they suffer 3 levels of Aggravated Damage. This power lasts a number of turns equal
to the Koldun’s rating in the Way of Fire. Otherwise, use as printed.
MET Cost: 3xp.
ST Approval

Sacrifice to Nightmare
(Mytherceria x4, Obtenebration x3)
Lore of the Bloodlines Pg. 61
OWBN Lasombra Clan Packet 2019. Pg 67

Kiasyd who know their connection to the Abyss also know it’s necessary to keep the entities
within content, and doing so occasionally requires a sacrifice. Pragmatic Weirdlings reason
“If we need to sacrifice lives, why not the lives of those we hate?”
After painting the interior walls of a pitch-black chamber with fae sigils, the Kiasyd seals a
sacrifice inside the room. Within seconds, the tentacles and snapping jaws of the Abyss
reach through, and consume whatever offering has been provided. Those schooled in Abyss
Mysticism believe the nightmare entity to be a part of the summoner, as it ceases to exist if it
leaves the chamber emblazoned with the Kiasyd’s sigils and blood.
Sacrifices who survive over a minute in the chamber are supposedly given the honored
treatment of being diablerized by Kiasyd without, but Weirdlings sniff at such vulgar claims.
System: The vampire must inscribe a Chanjelin Ward (V20, p. 455) within a room, where it
has the same effects as usual. The Kiasyd must then spend two blood points to summon a
tangible nightmare from the Abyss before exiting the room, leaving her sacrifice behind. The
nightmare is a tentacled, many-mawed creature, which cannot exist outside the sacrificial
chamber for longer than a single minute.

147
MET System: The Nightmares tentacles deal 4 Lethal Damage. They still require a normal
physical challenge to strike with them retested with Brawl. The bite of the nightmare inflicts 3
Levels of Aggravated Damage and requires the normal contested physical challenge
retested with brawl.
Otherwise Use as Printed.
MET Cost: 11xp.
Lassombra Coordinator Approval

Sanguinary Expulsion
(Fortitude x2, Protean X3 or Thaumaturgy x3)
Archons and Templars Pg. 142
OWNB Gangrel Genre 2023. Pg 61
OWBN Tremere Arcane Compendium 2021. Pg 58-59

Developed by elder archons as a counter against the terrors (true and imagined) of the
Vaulderie, this power allows a vampire to ingest small amounts of blood without absorbing
them into her system. This not only prevents the formation of blood bonds and Vinculum, but
also protects against blood-borne poi- sons, drugs and diseases. The unpleasant aftereffects
of this power make most archons reluctant to utilize it, but it beats letting the Sabbat or some
arrogant elder compromise your loyalties.
System: The player rolls Stamina + Fortitude, (difficulty 5+ the number of blood points
consumed, maximum 9). If she fails, the blood is consumed normally and all effects occur as
normal. If the roll succeeds, the character is able to hold the blood internally without
absorbing it, and may vomit it back up later. This prevents any blood bonds, Vinculi, poisons
or other abnormal properties of the blood from affecting the character. On the other hand,
the character may not spend even a single blood point until the tainted blood is regurgitated;
if she does so for any reason (including waking up in the evening), the power ends instantly
and the blood is absorbed as normal . Although it doesn't cost a blood point to activate the
power, an additional blood point (above and beyond the number consumed) is vomited back
up and lost when the tainted blood is purged.
This power costs 15 experience points to learn.
MET System: The player makes a Physical Challenge against a static difficulty of 10. If she
fails, the Blood is consumed normally and all effects occur normally. If she succeeds, the
character is able to hold the Blood internally without absorbing it, and may vomit it back up
later. This prevents Blood Bonds, Vinculi, poisons, or other abnormal properties of the Blood
from affecting the character. While this Blood is being held, no Blood may be spent until the
tainted Blood is regurgitated; if Blood is spent for any reason the power ends and the Blood
is absorbed as normal. When regurgitating an additional Blood Trait is purged and lost.
MET Cost: 7xp for Gangrel ande 5xp for Tremere
ST Discretion

Sawafi's Form
V20 Dark Ages Pg. 317

It's not in the book

148
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Scalpel Tongue
(Presence x1, Celerity x1) (Toreador)
Counsel of Primogen Pg. 102
Lore of the Clans Pg. 204
OWBN Toreador Genre Pack 2021. Pg 26

Catty repartee is both an art and a vice among the Kindred of Clan Toreador. Those who
cannot compete effectively in the arena of cruel wit are unlikely to earn the respect of their
clan members. Toreador primogen, then, must have the ability to scathe others with words if
they are to maintain their positions. Scalpel Tongue mixes the same quick thinking that
guides the body as it moves at accelerated speeds with the Toreador's prodigious social
aptitudes, allowing the primogen to immediately generate a barbed quip so stinging (due to
the emotion-enhancing effects of Presence) that it shames the target into silence.
This power has a subtle downside: if another Torea- dor detects that she had to use a
Discipline to come up with such a stinging retort, it could have a negative impact on her
social status.
System: Roll Wits + Empathy against a difficulty of 7. If the user of this power does not know
his target well, difficulty is increased by 1, due to the difficulty of know- ing with any precision
what buttons to push to achieve the greatest verbal impact. The barbed comment stings the
target into silence for one turn per success, or double that if the target is not a member of
Clan Toreador. Spending one Willpower negates this effect.
It costs 6 experience points to learn this power.
MET System: As this is a role-playing power triggering off a cutting remark, you must make
such a remark before using this discipline. Once the remark is made, engage the target in a
social challenge declaring the use of Scalpel Tongue. Empathy and Awe are appropriate
retests for both the user and the target. Target may spend a temporary Willpower for an
additional retest. If the challenge is successful, the remark stuns the target into silence for 5
minutes (2 minutes if the target is a Toreador) or the end of the scene, whichever comes
first.
MET Cost: 3xp.
Non-Camarilla with Camarilla Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Various (Camarilla and Toreador)

Scent of Caine
(Auspex x2, Thaumaturgy (Rego Vitae) x1)
Players Guide to Low Clans Pg. 164
OWBN Tremere Arcane Compendium 2021. Pg 59

Vigilant to the point of paranoia, the Tremere wisely fear the reprisals of other clans and the
vengeance of Saulot’s warrior brood. To ward against ambush from undead enemies or their
ghoul slaves, thaumaturges developed this power to scent the mystical resonance of Caine’s

149
Curse. Any creature that bears vitae in its veins may trigger the vampire’s preternatural
senses.
System: Whenever a vitae-bearing creature approaches within range of the character’s
normal senses, the Storyteller secretly rolls the vampire’s Perception + Occult. The difficulty
is normally 6 to sense vampires and 8 for ghouls, although the Storyteller should feel free to
apply modifiers based on the situation. For instance, if the vampire who possesses this
technique is distracted or sleeping, the Storyteller might raise the difficulty by 2. If the
intruder’s blood is especially potent or the thaumaturge is watching for enemies, the
Storyteller might reduce the difficulty by 2. If the roll succeeds, the vampire becomes aware
of the vitae-bearing presence, although he cannot identify the direction or source on less
than three successes. Failure means the vampire does not detect the creature, while a botch
indicates that the vampire receives false information. Once learned, this power is always
considered active. Over time, characters may grow to identify particular vampires by their
mystical scent alone, though only after many encounters. The Assamites know a version of
this power that depends on their blood sorcery rather than hermetic Thaumaturgy. This
power otherwise duplicates its Tremere counterpart.
Experience Cost: 14
MET System: Whenever a vitae-bearing creature physically approaches within range of the
character’s normal senses, the player may make a static Mental Challenge against the
approaching creature's Mental Traits (retests use the Occult Ability). If the challenge
succeeds, the vampire becomes aware of the vitae-bearing presence and its general vicinity,
although he cannot automatically see the approaching creature if other powers of
stealth/obfuscation are being employed. Forewarned is forearmed, however, and the user is
to be considered 2 traits up in all attempts to breach the stealth action(s) of an approaching
creature after they successfully win a Scent of Caine challenge.
Once learned, this power is always considered active. Over time, characters may grow to
identify particular vampires by their mystical scent alone, though only after many encounters.
The Assamites know a version of this power that depends on their blood sorcery rather than
hermetic Thaumaturgy. This power otherwise duplicates its Tremere counterpart.
MET Cost: 4xp.
Tremere Combination Disciplines requiring approval - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Tremere
Non-Assamites with Assamite Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Assamite

Scourge of Alecto
(Celerity x2, Presence x4)
Clanbook: Brujah Pg. 31
Lore of the Clans Pg. 50-51
OWBN Brujah Genre Packet 2017. Pg 17

An obscure power often found among older Idealists, Scourge of Alecto allows the Brujah to
chain his own Beast and then, through an act of supreme will, unleash it within the body of
someone else nearby. Doing so does not alter the Brujah’s own propensity for frenzy, but it
can inflict both damage and frenzies upon his enemies.

150
System: The player must spend a point of Willpower while the character spends a full turn
concentrating on a single target (which may be mortal, vampire, or any other type of
supernatural character). Then the player rolls the Brujah’s permanent Willpower (difficulty
equals target’s current Willpower). Each success inflicts one level of bashing damage as the
Brujah’s manifested fury attacks the target from the inside. Additionally, if the target is
someone normally susceptible to frenzy, she must immediately roll to resist it at a +2
difficulty.
This power costs 18 experience points to learn.
MET System: Spend a Willpower trait and a full round concentrating on your target. Spend
between one (1) and three (3) social traits and engage your target in a Willpower challenge
and if you are successful they will suffer one level of lethal damage for each social trait
spent. If the target is normally susceptible to frenzy (Storyteller determination) they must
immediately test for Frenzy and they are two (2) traits down for this test.
MET Cost: 9xp.
Non-Brujah with Brujah Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Brujah

Scourge the Thrall


(Animalism x4, Fortitude x4
Players Guide to Low Clans Pg. 159
OWBN Ravnos Genre Pack 2022. Pg 22

Through the bond of regnant and thrall, a vampire with this Discipline technique can use the
vitality of a nearby animal ghoul to absorb her injuries. Transferred wounds ravage the
animal’s body, seemingly without cause. If the animal survives, healing results in extensive
scarring and whitened fur. Elder Ravnos have been known to evince a more powerful
version of this art, transferring injuries to human thralls.
System: The player spends one blood point and rolls Stamina + Animal Ken (difficulty 8).
Each success transfers one health level of damage (of any type) to a single animal ghoul
within line of sight. Use of this power is reflexive, but must be done immediately after a
vampire receives wounds (i.e. after the soak roll). Only the vampire’s own ghouls may be
affected with this power.
Experience Cost: 21
An alternate form of this art, Scourge the Thrall, requires Animalism 4 and Fortitude 4
and costs 28 experience points. This art functions much the same, except that wounds
may be transferred to human ghouls so long as they are under the blood oath to the
vampire.
MET System: This power functions exactly like Beast’s Vigor, except that the recipient of the
transferred damage may be a human ghoul. This power may not be used in conjunction with
Beast’s Vigor to gain extra “soak” actions on the same damage source.
MET Cost: 14xp.
ST approval for Ravnos, Coordinator Approval for Non-Ravnos

Screams Made Real


(Auspex x4, Dementation x4)

151
Lore of the Clans Pg. 145
OWBN Malkavian Genre Packet 2016. Pg

Everyone has hidden, disturbing images that hide somewhere in his or her mind. This power
allows the Malkavian to pull those images to the surface and confront their creator.
System: The Kindred spends a blood point and makes a Manipulation + Empathy roll
(difficulty 8). Each success pulls a disturbing image from the mind of the target. The target
thinks the images are real and acts accordingly. The images last for a scene.
Affected victims fly into a blind flight or frenzy. Kindred or other creatures capable of frenzy,
like Lupines, may make a frenzy check with a difficulty penalty equal to the number of
successes on the roll. Humans get no such roll. They much choose flight or fight
immediately.
This power costs 24 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Non-Malkavians with Malkavian Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Malkavian

See the Reflected Form


“See the True Form”
(Auspex x4, Protean x4)
Clanbook: Gangrel Revised Pg. 72-73
Players Guide to Low Clans Pg. 164
Lore of the Clans Pg. 90
OWNB Gangrel Genre 2023. Pg 56

Those Gangrel who are both incredibly perceptive and have mastered the most basic
full-body change become sensitive to the potentiality of shape in others. Using this power,
the Gangrel may pull detailed information from his subject’s aura. He may see the beast
forms of Gangrel or other vampires using Protean; the progression Chapter Two: Inside the
Gangrel of forms of the Lupines and other shape changing beasts; the half-real dream forms
of fairies; and the forms that vampires may assume using Disciplines such as Obtenebration,
Serpentis and Vicissitude. Skilled practitioners may be able to spot such subtle items as
which form the subject is most comfortable in, or which is her native form. A few Gangrel
have claimed to see the forms a Gangrel childe will assume upon learning Shape of the
Beast, or even totemic animals in the auras of normal humans.
System: The player rolls Perception + Occult (difficulty 7). One success gives the character
knowledge of his subject’s Protean beast forms, or the most powerful form assumed using
another Discipline or ability. Three successes allows the character to see all of his subject’s
defined forms (if the subject vampire commonly assumes a certain body shape using
Vicissitude, that will be seen, but the fact that he stretched his nose like Pinocchio last night
will not). Upon reaching five successes, the character may see potential forms, or the
emotions connected with the changes in shape at the Storyteller’s discretion.
This ability may be resisted with Obfuscate in the usual Auspex vs. Obfuscate manner. Also,
this ability does not give any information about the “faces” worn by a vampire with Mask of a
Thousand Faces — that ability clouds the mind, and is not a true shapechange.

152
It costs 24 experience points to learn this power.
MET System: Make a Mental Challenge. If you succeed, you can see the target’s Protean
beast forms, or the most powerful form the target assumes with some other Discipline. You
may spend an additional Mental Trait to see all of the character’s defined forms, the ones
regularly adopted regardless of the Discipline used, and another Mental Trait to see potential
forms and emotions connected with the target’s shapechanging. Mask of a Thousand Faces
is not considered a true shapechange, and therefore is not subject to this power.
MET Cost: 12xp.
ST Approval.

See the True Shape


(Auspex x2, Vicissitude x2)
Players Guide to High Clans Pg. 169

A Fiend with this power may recognize flesh that has been magically reshaped. Although
Tzimisce are most adept at noticing fleshcrafting wrought by Vicissitude, they can also
recognize the changes brought about by Protean, mortal magic or even the shapechanging
of Lupines.
System:The vampire scrutinizes the target and her player rolls Perception + Body Crafts
(difficulty 6). The number of required successes depends on the nature of the target’s
transformation. If the player fails to gain the required number of successes, the vampire
senses no alteration and assumes the target is in its natural form. A botch means the
vampire mistakes the nature of a transformation or sees alteration where none exists. One
success spots works of Vicissitude; two sees through other shapechanging evoked through
vampiric Disciplines. The character needs three successes to pierce other magic (including
mortal wizardry) and four for “natural” shapechanging such as Lupines use. If the player
gains two more successes than are needed, the character not only recognizes the type of
transformation but may make an educated guess as to the target’s natural form. Even more
successes reveal more detailed information as relayed by the Storyteller.
Experience Cost: 14
MET System: The vampire scrutinizes the target and her player makes a Simple Mental
Challenge—retest Body Crafts. If the player fails, the vampire senses no alteration and
assumes the target is in its natural form. Success in the challenge allows the user to spot
works of Vicissitude. Additional Mental traits may be expended to see through other
shapechanging evoked through vampiric Disciplines, other magic (including mortal wizardry)
and for “natural” shapechanging such as Lupines use.
MET Cost: 7xp.
ST Approval.

Sensory Overload
(Auspex x1, Dementation x3)
MET-Laws of the Night: Anarch Guide Pg. 61-62
OWBN Malkavian Genre Packet 2016. Pg 36

153
Anarch Malkavians are always a force to be reckoned with because of the uniquely
disturbing ways they find to use their already unsettling Disciplines against their enemies.
One such use is Sensory Overload, an offensive Discipline that combines the paranormal
phenomena perceived by Auspex with the madness and delusions spread through
Dementation. This Discipline allows a Kindred to force his Auspex powers upon another, but
the sensory or mental input of the Auspex is twisted by the Dementation. The user cannot
control the precise effects of this Discipline; while he may choose the level of Auspex he
wishes to "bestow" on his target in hopes of inspiring a particular response, the exact effects
generated are entirely within the Storyteller's discretion. By the same token, this Discipline
always manifests in a manner that is distracting, painful or socially dangerous for the target;
while she may certainly believe she is learning something genuinely valuable, this Discipline
never generates a beneficial result for the target.
To active this Discipline, the user must choose a target and make a successful Social Test,
retested by Empathy, and spend a Willpower Trait. The Auspex effect "given" to the target
must be a level of Auspex the user has. (You cannot force Telepathy on a target if you only
possess Heightened Senses, for example.) Examples of possible effects of Sensory
Overloud based on the level of Auspex granted are provided below. This Discipline lasts for
a number of hours equal to the user’s permanent Willpower Traits minus the target’s current
Willpower Traits, with a minimum duration of one hour. Note that the Malkavian wielding this
power (for no other clan has yet braved the excruciating process of learning this Discipline)
retains full command of Auspex during this time - he does not truly “loan” his power to the
target, only a fractured, horrifying reflection of it.
Regardless of the specific effects generated, all targets of Sensory Overload suffer a
two-Trait penalty to all Social and Mental tests for the duration of the power due to the
constant distraction from this phantom input, and are required to roleplay their disorientation
and mistaken impressions to the best of their capability. At the Storyteller’s discretion,
particularly susceptible targets such as those with Acute Senses, relevant Derangements or
other specific “weak points” for this power to exploit might be required to spend a Willpower
Trait to avoid being overcome with sensory input, or even suffer an active Derangement for
the duration of the Discipline. While these perceptions may certainly shock the target, even
those who have a compelling reason to disbelieve the false input they’re offered still can’t
bring themselves to ignore it, and those less knowledgeable in psychic manipulation are
likely to either believe in the visions they are granted or at best believe they are suffering
some kind of psychotic fit. Targets who already possess the level of Auspex targeted by
Sensory Overload may make a Mental Test with the Awareness Ability against the user’s
Mental Traits to discern that something is wrong with their perceptions, but otherwise they
are even more likely to believe their perceptions than most targets, accustomed as they are
to receiving such supernatural sensory information.
It costs 8 Experience Traits to learn Sensory Overload.
MET System: By touching someone, you may grant them your Auspex powers - but with no
control or ability to parse through them, resulting in a chaotic sensory overload that they
have very little hope of managing. They are not actually harmed, but for the rest of the scene
have great difficulty communicating or understanding what is going on around them,
overwhelmed by far too much information from all their senses.
It costs 4 Experience
MET System: To active this Discipline, the user must choose a target and make a
successful Social Test, retested by Empathy, and spend a Willpower Trait. The Auspex effect
“given” to the target must be a level of Auspex the user has. (You cannot force Telepathy on

154
a target if you only possess Heightened Senses, for example.) Examples of possible effects
of Sensory Overloud based on the level of Auspex granted are provided below. This
Discipline lasts for a number of hours equal to the user’s permanent Willpower Traits minus
the target’s current Willpower Traits, with a minimum duration of one hour. Note that the
Malkavian wielding this power (for no other clan has yet braved the excruciating process of
learning this Discipline) retains full command of Auspex during this time - he does not truly
“loan” his power to the target, only a fractured, horrifying reflection of it.
Regardless of the specific effects generated, all targets of Sensory Overload suffer a
two-Trait penalty to all Social and Mental tests for the duration of the power due to the
constant distraction from this phantom input, and are required to roleplay their disorientation
and mistaken impressions to the best of their capability. At the Storyteller’s discretion,
particularly susceptible targets such as those with Acute Senses, relevant Derangements or
other specific “weak points” for this power to exploit might be required to spend a Willpower
Trait to avoid being overcome with sensory input, or even suffer an active Derangement for
the duration of the Discipline. While these perceptions may certainly shock the target, even
those who have a compelling reason to disbelieve the false input they’re offered still can’t
bring themselves to ignore it, and those less knowledgeable in psychic manipulation are
likely to either believe in the visions they are granted or at best believe they are suffering
some kind of psychotic fit. Targets who already possess the level of Auspex targeted by
Sensory Overload may make a Mental Test with the Awareness Ability against the user’s
Mental Traits to discern that something is wrong with their perceptions, but otherwise they
are even more likely to believe their perceptions than most targets, accustomed as they are
to receiving such supernatural sensory information.
MET Cost: 8xp.
Non-Anarchs with Anarch Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Anarch

Serpent's Numbing Kiss


(Presence x3, Serpentis x2)
Players Guide to Low Clans Pg. 164
OWBN Follower of Set Genre Pack 2023. Pg 63

Combining her serpentine Discipline with mastery over the heart, a Follower of Set who
knows this technique can envenom her razor tongue as a subtler weapon.
System: The player spends one blood point; no roll is required. The character may
immediately strike one opponent with her barbed tongue as if employing the Serpentis 2
power Tongue of the Asp. Her tongue immediately resumes its normal form after the strike,
sealing the victim’s wound as it retracts. If the attack inflicts any damage that penetrates the
victim’s soak, the vampire injects a mind-altering poison. The victim must roll three
successes on a reflexive Stamina check (difficulty 6 for vampires, 8 for living beings). If the
victim fails, her wits become addled for the next hour. Any Discipline that affects the victim’s
mind, senses or emotions receives one automatic success during this time, although
generational limits still apply to uses of Dominate on other vampires. (Interestingly, this blood
poison is sometimes beneficial to the victim; the mind’s barriers are lowered for friends as
well as foes, and anyone attempting to repair the damage done by Dominate or otherwise
assist the victim also receives the automatic success. Also, victims who possess Auspex find

155
that the premonitions they receive while poisoned are especially vivid.) Mortal victims who
botch the Stamina roll fall into a dazed stupor for the duration of the power and may take no
actions of their own volition on any turn that their players fail to make a reflexive Willpower
roll (difficulty 8).
Experience Cost: 21
MET System: The character spends one blood. She can then strike with her barbed tongue
as if employing Serpentis: Tongue of the Asp. Upon hitting the victim, her tongue
immediately resumes its normal form, sealing the victim‟s wound as it retracts. If the attack
inflicts any damage (that is not prevented or negated by Fortitude, etc.), the Setite injects a
mind-altering poison. The victim must succeed in a Static Challenge against 12 Traits for
vampires (or 16 Traits for living creatures). If the victim fails, her wits become addled for the
scene or hour. The victim is then down 2 Traits against all Disciplines or powers which affect
her mind, senses or emotions (although Generational limitations continue to apply normally
to Dominate). Victims who possess Auspex find that the premonitions they receive while
poisoned are especially vivid. Mortals who fail the Static Test outright (not merely losing on a
Trait comparison on a tie), fall into a dazed stupor for the duration of the power and must win
a Static Willpower challenge against 8 Traits to take any actions of their own volition.
MET Cost: 11xp.
This is a Dark Ages power. Storytellers are advised to employ their discretion against
permitting this Combination Discipline in their chronicles.
Non-Setite and Setite - ST and Setite Coordinator Approval

Shadow Feint
(Celerity x2, Obfuscate x2)
Clanbook: Assamite Revised Pg. 72
Players Guide to Low Clans Pg. 164-165
Lore of the Clans Pg. 30
OWBN Pack Assamite Children of Haqim 2022, Pg 44

Although they are sometimes dismissed by the first cursed as inconsequential barbarians,
the Children of Haqim are masters of the killing arts. Their way is not that of brute force or
direct confrontation, but misdirection, stealth and the unexpected blow. This technique allows
its wielder to slow an enemy’s perception of her, leaving an afterimage a fraction of a second
behind her actual location. The blur and flicker make the vampire’s movements nigh
impossible to guess, giving her a decisive combat advantage.
System: The player spends one extra blood point when declaring Celerity actions at the
beginning of the turn. Like all blood used to power Celerity, this expenditure may exceed the
vampire’s generational limit. The vampire’s first action must be defensive, either a dodge or
parry of some kind. If these conditions are met, all attacks made against the vampire during
the turn are made at +2 difficulty, to a maximum of difficulty 10. This power is considered an
Obfuscate power for the purpose of negation — an observer with sufficient Auspex sees the
vampire’s true location.
Experience Cost: 14
MET System: Spend an additional Blood Trait when you activate Celerity for the turn. Your
Swiftness action for the turn must be evasive movement. For every attack on you this turn to
which you respond with an evasion rather than a counterattack, you gain 2 bonus Traits.

156
This power is considered an Obfuscate power for purposes of negation. An observer with
sufficient Auspex is immune to it, as is one viewing his target through a video camera or
other electronic intermediary.
MET Cost: 6xp.
Non-Assamites with Assamite Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Assamite

Shadow Looking Glass


(Auspex x4, Obtenebration x2)
Darkening Skies Pg. 108-109
OWBN Lasombra Clan Packet 2019. Pg 65-66

The vampire is capable of projecting her consciousness into a shadow and view distant
events near other shadows while still perceiving her physical surroundings. The vampire
does not need to target a specific person or place, but instead views scenes through
connected shadows.
System: The player spends a blood and rolls Perception + Occult (difficulty 6) and
concentrates on a shadow within line of sight. The vampire enters a meditative state and
projects her consciousness into the nearby shadow. She is able to perceive any other
shadow connected to the shadow she has projected her thoughts into. She perceives the
surroundings of the shadow as though she were standing inside of it. As long as the
shadows are connected, she can move between them freely. If the vampire enters a moving
shadow, such as one belonging to a person or an animal, she is trapped in that shadow until
it connects to another one. In this way, the vampire can send her consciousness through an
entire city. Shadow Looking Glass splits the vampire’s perception between the shadow and
her own surroundings. As a result she is at a +3 difficulty on any roll relating to actions
involving her physical surroundings.
This power costs 18 experience to learn.
MET System: The player spends 1 blood and makes a Static Mental challenge retested with
Occult at difficulty of 8. When using the vampire is down two traits on all challenges directed
at him involving their physical surroundings. Otherwise use as Printed.
MET Cost: 9xp
Obtenebration based Combination Disciplines possessed by Characters without
in-clan Obtenebration - PC: Coordinator Approval - NPC: Unregulated - Coordinator:
Lasombra

Shadow Mark
(Dominate x3, Obtenebration x6)
Lore of the Clans Pg. 125
OWBN Lasombra Clan Packet 2019. Pg 65

Shadowstep (V20, p. 191) only allows the vampire to move between shadows. However,
with this power he can mark those he Dominates and use any shadow they are standing in
instead.

157
System: This power allows the vampire attempting Shadowstep to step to one of his
Dominated minions instead of another shadowy area. The minion must be standing in
shadow himself or the power will not work, but otherwise distance is no object: the vampire
simply appears out of the nearby shadow. There is no additional roll or expenditure when
making such a Shadowstep, although the difficulty is one level higher.
This power costs 27 experience points to learn.
MET System: Use as Printed
MET Cost: 14xp.
Lassombra Coordinator Approval

Shadowed Eyes
(Obtenebration x3, Auspex x3)
Libellus Sanguinis I: Masters of the State Pg. 33
OWBN Lasombra Clan Packet 2019. Pg 62

This particular skill is a matter of control and delicacy, not raw power. The wielder summons
forth small patches of blackness which cover the eyes of the target, rendering him effectively
blind and giving him a demonic appearance. Those thus afflicted may find themselves in
more than a little trouble with their neighbors who have little tolerance for the blind, and less
for those who appear unnatural.
System: The player rolls Dexterity + Occult (diffi- culty 7). If he succeeds, he summons the
darkness successfully and blinds his target. The number of suc- cesses determines the
duration of the shadows.
Additional successes produce longer effects. The enveloping shadow cannot be removed by
anything short of plucking out the eye thus covered a somewhat drastic remedy.
Note: This power affects all of the eyes of the victim, whether he be a one-eyed beggar, a
"normal" vampire, a Salubri or the mythical Argus.
Certain Lasombra have been able to create a purely cosmetic variation on this power,
covering their own eyes with shadows while still maintaining the ability to see clearly. Using
this power has the same difficulty as a regular use of Shadowed Eyes but can impose terror
on any beholding it (Willpower roll, difficulty 5 to avoid fleeing in fear). Learning this power
costs 12 experience points.
MET System: The user expends up to 5 Social Traits to summon the Abyssal Ichors and
makes a Physical Challenge, retest Occult. If successful, the target is blinded for the
duration of the power—see chart below to determine the duration. The enveloping shadow
cannot be removed by anything short of plucking out the effected eyes. The personal use of
this power grants the user the additional Social Traits: Intimidating x2 and the Negative
Social Trait: Inhuman.

Traits Spent Time

1 one Turn

2 one Minute

3 five Minutes

158
4 30 Minutes

5 one Hour

MET Cost: 6xp


Obtenebration based Combination Disciplines possessed by Characters without
in-clan Obtenebration - PC: Coordinator Approval - NPC: Unregulated - Coordinator:
Lasombra

Shape of All Beasts


(Protean x4, Vicissitude x3
Mexico City by Night Pg. 114

Cainites with the Protean power of Shape of the Beast can take their choice of two animal
forms in a matter of seconds. Cainites with Vicissitude can reshape their bod- ies into the
form of any animal of the same mass, given time and enough vitae to power the Discipline. A
Cainite with both and some knowledge of zoology and comparative anatomy can learn to
take the form of any animal between the size of a tiger and a rabbit. They can also force
other beings into animal form.
As with Shape of the Beast, the transformed Cainite retains her psyche but can use the
natural abilities of her animal form: keener senses, flight, rapid swimming or even venom
(but no more lethal than would be normal for the species).
System: Changing form costs one blood point and takes three turns. Each additional blood
point spent reduces the time by one turn, to a minimum of one turn. If the character uses the
power to transform someone else, the transformation takes minutes instead of turns.
Additionally, an unwilling character can resist, with the player making a contested Willpower
roll (difficulty 6) against the would-be flesh-shaper's Dexterity + Body Crafts (difficulty 7). If
the potential victim gains more successes, she successfully resists the restructuring of her
body.
Unlike Shadow of the Beast, the transformation does not assimilate the Cainite's clothing
and small personal possessions. While in animal form, a character can use any of her
Disciplines except for Necromancy, Serpentis, Thaumaturgy or Vicissitude. The Storyteller
defines the natural abilities of the various animal forms.
A character with Shape of All Beasts can stay in animal form as long as she wants. She can
resume her human form at will, without the need to expend more vitae. So can another
character who has Shape of the Beast. Cainites of equal or lower generation than the
character can heal back the transformation as if it were five health levels of lethal damage.
Mortals and Cainites of higher generation than the character cannot reverse the change at
all without extensive reshaping by another master of Vicissitude.
This power costs 24 experience points.
MET System: Changing form costs one blood point and takes three turns. Each additional
blood point spend reduces the time by one turn, to a minimum of one turn. If the Character
uses the power to transform someone else, the transformation takes minutes instead of
turns. Additionally, an unwilling character can resist. In addition to trying to break free of the
users grip—assuming an unwilling participant wouldn’t be restrained in some

159
shape—unwilling character’s may also resist by making a contested Willpower challenge
against the would-be-flesh-shaper’s Physical Traits.
Unlike Shape of the Beast, the transformation does not assimilate the Cainites’s clothing and
small personal possessions. While in animal form, a character can use any of her Disciplines
except for Necromancy, Serpentis, Thaumaturgy, or Vicissitude. The ST defines the natural
abilities of the various animal forms.
A character with Shape of All Beasts can stay in animal form as long as she wants. She can
resume her human form at will, without the need to expend more vitae. So can another
character who has Shape of the Beast. Cainites of equal or lower generation than the
character can heal back the transformation as if it were five levels of lethal damage. Mortals
and Cainites of higher generation than the character cannot reverse the change at all without
extensive reshaping by another master of Vicissitude.
MET Cost: 12xp.
Tzimisce Clan Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Tzimisce

Shared Entombment
“Itügen's Embrace”
(Animalism x1, Protean x3)
Wind from the East Pg. 71-72
Players Guide to Low Clans Pg. 165-166
OWNB Gangrel Genre 2023. Pg 56

Most commonly known among the Anda bloodline of the Mongols — where it is called
Itügen’s Embrace — this Discipline technique enables a vampire to meld a ghoul or childe
with him into the safe slumber of the earth. Pity the mortal who beholds a mounted Anda
warrior riding out of the very soil at dusk.
System: The effects of this power are indistinguishable from the Protean power Interred in
the Earth, save that the vampire’s player must spend an additional blood point to bring a
ghoul or vampire under the earth with him. An interred ghoul can be human or animal, but no
larger than a horse. Only a vampire who traces her ancestry through the character or is
bound to him by the blood oath can be so interred. Both creatures must enter the earth at
the same time, both feel the same effects, and both leave the earth when the Cainite who
possesses this ability chooses.
Another version of this power allows the character to pull a corpse into the ground with her.
This version requires Potence 1 rather than Animalism 1, but is in all other ways identical.
The character need not bring the corpse to the surface with her when next she rises.
Experience Cost: 21
MET System: Not Necessary; as above. However, the requirements are Animalism
1/Protean 3, the xp cost is 5 and the availability is 4.
MET Cost: 5xp or 11xp
Gangrel Combination Disciplines - PC: Coordinator Approval - NPC: Coordinator
Approval - Coordinator: Gangrel

160
Shared Strength
(Animalism 3, Protean 2)
Wind from the East Pg. 70-71
OWNB Gangrel Genre 2023. Pg 61

Most Cainites frighten sensitive animals such as dogs, cats and horses. The Anda, however,
depend on the steppe pony to survive and learn to create a super- natural bond with their
steeds. Like many Mongols on long journeys or in times of hardship, the Anda might drink
the blood of a horse; those who know this Ma sometimes return the favor. They can not only
speak with their mount (as per Feral Speech), but may grant it other benefits by feeding it
some blood.
System: The Anda feeds one point of his blood to his steed and the player rolls Charisma +
Animal Ken, difficulty 7. Each success can be spent on one of the following abilities (each
ability lasts for a number of days equal to the vampire's rating in Animalism);
● Double the mount's maximum movement rate over long distances-extra successes
spent here increase the multiplier by 1, so an Anda who spends two successes on
long distance movement enables his horse to move at triple normal speed. The
creature will need only the normal amount of food and rest during this time.
● Double the mount's galloping speed as with long distance movement, extra
successes spent on gallop speed increase the multiplier by L, so an Anda who
spends four successes on galloping speed increases the pony's gallop to five times
its normal speed.
● Increase any of the mount's Physical Attributes by 1 (to a maximum of double its
natural level).
● Adhere the Anda to his mount; he cannot be unhorsed unless he chooses to leave
the horse's back. This grants +1 to the Ride dice pool and +1 to the Melee dice pool
when the Anda is fighting from horseback. Spectacularly successful attempts to
unhorse the vampire (5 or more successes) may, at the Storyteller's option, damage
the horse or rider rather than forcing the rider from the horse's back.
For Example: Tamakhan, an Anda with Shared Strength and Animalism x3, needs to ride
from Sarai to Karakorum as quickly as he can. His Charisma + Animal Ken dice pool is 6,
and he rolls 4 successes. He spends Two of his successes to raise the creature's Stamina
by 2 to 5. The other two successes are spent to increase the creature's distance movement
rate. The pony will move three times as quickly over a long distance, though it will only need
the normal amount of food and rest. These effects will last for three days.
Blood fed to a mount for the purposes of Shared Strength do not count toward the blood
oath or making the animal a ghoul. This power is not incompatible with those states,
however.
Shared Strength costs 12 experience points to learn.
MET System: Spend 1 Blood, which is fed to the mount, and spends a variable number of
Social Traits (up to 5) for the following effects:
● Double the Mounts active movement speed over long distances
● Double the Mounts galloping speed (In action steps)
● Add 3 to the Mounts Physical attributes (up to a maximum of double its base Traits)
● Adhere the user to the Mount. They cannot be unmounted, but spectacular attempts
to unseat the rider may damage both the Rider and the Mount.
MET Cost: 6xp

161
ST Approval.

Sharing the Masters Vigor


(Dominate x5, Necromancy x3)
Lore of the Clans Pg. 107
OWBN Giovanni Necromancy Packet 2017

Those who walk the Bone Path of Necromancy can summon grotesque zombie hordes to
perform their will. For those few who have learned the secret of this power, those deathless
guardians may be imbued with extra speed, strength, or toughness.
System: The player spends one blood point and rolls Wits + Occult. Each success allows
him to imbue one zombie summoned through the Necromancy power Shambling Hordes
(V20, p. 165) with a dot of a physical Discipline (Celerity, Fortitude, or Potence) that the
necromancer possesses. For example, he may choose to spend two successes on the same
zombie by giving him 1 Celerity and 1 Fortitude or 2 Celerity. However, the necromancer
cannot share a Discipline rating higher than his own. For example, if Beniamino has Potence
2, but achieves three successes on his activation roll, he cannot give a zombie Potence 3.
The zombie retains these abilities as long as it is animate.
This power costs 24 experience points to learn.
MET System:Spend one blood trait and up to 5 mental traits. Each Mental trait spent allows
the Necromancer to infuse one zombie summoned via Shambling Hordes with a dot of a
physical Discipline (Celerity, Fortitude, Potence) that the Necromancer possesses. The
affected zombie may only have one application of the power on them. Blood expenditure for
Celerity is done by the Master and does not exceed generational max as per normal.
Example: Necromancer may spend 2 Mental traits and give the zombie Celerity 1 and
Fortitude 1, or Fortitude 2.
However the Necromancer cannot share a Discipline rating higher than his own. The zombie
retains these abilities as long as it is animate.
MET Cost: 12xp.
R3 – Giovanni petition Arch Necromancer who then petitions the Black Magus, Samedi
petition the Baron, Harbinger of Skulls petition a council of elders of the clan. OOC - These
require both Storyteller and Coordinator Approval.

Shatter
(Way of Fire 1, Potence 1)
Blood Magic: Secrets of Thaumaturgy, page 131
OWBN Tzimisce Genre Koldunism Pack 2015. Pg 52

See Book for Description


MET System: The Koldun makes a Social Challenge, retested with Occult, set to a difficulty
based on the size of the object (5 for a small object, 9 for a medium object, and 11 for a
large size object).
Should the Koldun succeed, the target object shatters. Otherwise, use as printed.
MET Cost: 3xp
ST Approval

162
Shattered Fog
(Auspex x1, Protean x5)
Players Guide to Low Clans Pg. 166
OWNB Gangrel Genre 2023. Pg 62

Elder Gangrel know that guile can sometimes serve where brute strength fails. With this
Discipline technique, a vampire may rapidly dissolve her form into fog. Swords and arrows
pass harmlessly through her ethereal flesh, leaving opponents confused and off-balance
when the vampire solidifies a moment later and strikes. While some followers of the Road of
Kings scorn such tactics, pragmatic vampires wisely cultivate every edge to assure their
survival.
System: Whenever the vampire is attacked, her player may invoke this power by spending
one blood point. The vampire instantly assumes mist form as if employing the Protean 5
power Body of Spirit. This power only lasts for the remainder of the turn, after which the
character once again solidifies. Vampires must be able to perceive the attacks in order to
evade them with this power, although sudden motion seen peripherally counts as perception.
Experience Cost: 35
MET System: No Conversion Needed.
MET Cost: 17xp
ST Approval

Shatterproof
(Protean x3, Fortitude x4)
Lore of the Clans Pg. 90
OWNB Gangrel Genre 2023. Pg 62

A Gangrel with this power toughens his flesh and allows her body to absorb damage,
spreading a blow’s impact throughout her entire form to avoid significant injury.
System: The Gangrel may roll both Fortitude and Stamina together to soak aggravated
damage. This does not include automatic soaks with stamina versus regular damage. Each
use of this ability requires the expenditure of one Willpower.
This power costs 21 experience points to learn.
MET System: Spend 1 Willpower to gain “base” healthy health levels equal to their Fortitude
rating for a single turn. These “base” health levels only function against aggravated damage.
MET Cost: 10xp
ST Approval

Shroud of Absence
(Obfuscate x3, Obtenebration x3)
Clanbook: Lasombra Revised Pg. 72
Lore of the Clans Pg. 125
OWBN Lasombra Clan Packet 2019. Pg 61

163
This variant of Shroud of Night (V20, p. 189) creates not just an area of shadow, but also an
area no one looks at. It is effectively a cloak of invisibility, an area any bystander will simply
ignore. To look inside the cloak of deception requires a powerful act of will.
System: The use of this power requires a blood point and a roll of Manipulation +
Subterfuge (difficulty 7). If successful, an area about ten feet/3 meters across within the
vampire’s line of sight is cloaked. The cloaked area can be moved at a normal walking pace
and lasts for an hour for each success. Anyone wishing to look into the cloaked area must
make a Willpower roll (difficulty 7) and score more successes than the vampire did to create
the area. If she succeeds, she can see through the cloak as if it wasn’t there.
This power costs 18 experience points to learn.
MET System: See Clanbook: Lasombra (Revised), with one addition. As a Dominate-based
combination power, this technique automatically fails against those of lower generation than
the user. The Obfuscate version of this power does not have this restriction.
MET Cost: 9xp
Obtenebration based Combination Disciplines possessed by Characters without
in-clan Obtenebration - PC: Coordinator Approval - NPC: Unregulated - Coordinator:
Lasombra

Silent Voice
(Melpominee x3, Obfuscate x3)
Lore of the Bloodlines Pg. 26

By pitching her voice impossibly high, the Daughter of Cacophony can use her powers
inaudibly. This means that powers that rely on the voice to cause harm can be done in
silence.
System: In most cases this power works whenever the user wants it to with no roll.
However, as it involves sound outside even most supernatural ranges, those with Auspex
are allowed a test to try and detect it (Perception + Awareness + Auspex, difficulty 8).
Unfortunately, those who do so risk hurting their ears, and take 1 non-lethal wound level for
every 2 successes they get on their roll.
This power costs 18 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Slenderman
(Auspex x3, Obfuscate x2)
Anarchs Unbound Pg. 108

When a Kindred with this power knows he’s having his picture taken, he can cause a brief
burst of occult energy to obscure his appearance in the photograph.
This causes the image of the Kindred to appear only as a nondescript humanoid figure in his
exact location when the photograph is taken, without any of the distinct characteristics of the
individual. The Kindred may do this in reaction to having his photograph taken, and doing so
is reflexive; he doesn’t need to spend an action performing the power. Using this

164
combination Discipline costs one blood point, which the Kindred may spend the instant he
knows he’s having his picture taken. This power cannot be used to alter his appearance in
an existing photograph, however.
A Kindred may also use this power to obscure himself in an ongoing recording, such as
being videotaped or recorded on a webcam. The Kindred must invoke the power on the turn
in which the recording first begins, and must continue paying the blood point cost for each
turn during which he’s being recorded.
The Kindred activating this power doesn’t have to spend vitae the whole time, but that
portion of the video will reveal his identity.
15xp cust
MET System: Not found.
MET Cost: Not found.
Non-Anarchs with Anarch Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Anarch

Smiling Jack's Trick


(Dominate x3, Obfuscate x3)
Guide to the Anarchs Pg. 161-162
Anarchs Unbound Pg. 108-109

Attributed to the rogue anarch Smiling Jack, this power causes a Kindred to confuse one
Kindred with another. For a brief period, the subject consistently mistakes the user of this gift
with another Kindred in the immediate vicinity. According to the story, Jack found himself
caught by a scourge and his lieutenant. Invoking this power, Jack made the scourge believe
that his lieutenant was actually the anarch and vice versa. As the scourge turned his
attentions to the lieutenant, Jack escaped into the night, cackling all the while.
System: The player makes a contested Manipu lation + Performance roll (difficulty of the
subject's Intelligence +5, to a maximum of 10) against the subject's Wits+Subterfuge
(difficulty 7). If the subject gains more successes, the power fails. If the character succeeds,
the subject briefly but unfalteringly transposes the character using the power with another
Kindred in her line of sight. From there on out, it's up the character to make the best of the
situation, but the strangeness of the change usually buys enough time to escape, if not to
completely change the anarch's position.
Note that this is a Dominate power, so it works only on those subjects of equal or lower
generation as the user. The duration of the power's effect is one hour -(10 times the subject's
Intelligence) minutes.
It costs 18 experience points to learn this power.
MET System: Smiling Jack’s Trick requires a Mental Test against the person the user
intends to deceive (not the person whose appearance she intends to switch); it may be used
against multiple targets with a regular group test, although the user may only switch
identities with one person at a time. If successful, the person with whom the user switched
takes on the user’s appearance, while the anarch himself assumes the other’s appearance
down to the smallest detail. This identity shift lasts for one hour, time that is generally best
spent leaving the area before the ruse is discovered. Like all Dominate effects, it can only be
used against a target of equal or higher generation.
MET Cost: 9xp.

165
Non-Anarchs with Anarch Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Anarch

Smothering Darkness
(Obtenebration x2, Obfuscate x1)
Libellus Sanguinis I: Masters of the State Pg. 33
OWBN Lasombra Clan Packet 2019. Pg 64

A Magister may use Smothering Darkness to sum- mon fluttering shadows that immediately
flock to the nearest light sources (torches, candles, oil lamps and the like) and douse them.
The behavior of these shadows is akin to that of moths; they find the brightest light source
and then dive into it in hopes of being consumed. By using this power a Lasombra can
plunge an entire area into darkness almost immediately, rendering those un- prepared for it
completely helpless.
System: Each success on a Wits + Occult roll (difficulty 6) produces a fluttering shadow
which then proceeds immediately to the nearest light source in an attempt to douse it. These
shadows can cause no damage but may well collide with other characters in their flight,
producing confusion and fear. The shadows can smother any fire up to the size of a torch;
anything larger requires the attention of multiple shadows. As soon as a shadow douses a
flame, that shadow vanishes. If there are more shadows than there are fires to extinguish,
the excess number will flap around in the dark, likely causing more confusion, before finally
vanishing into whatever dark place they originated. This power costs 9 experience points.
MET System: The player engages in an Extended Social Challenge, retest Occult, against
any number of light sources he wishes to douse. Each successful challenge will summon a
shadow which will flutter over to the desired source and douse a source of light no bigger
than a torch. Anything larger will require more than one summoned shadow to put out.
MET Cost: 5xp.
At ST discretion, this power may be used on light bulbs.

Sonic Flight
(OWBN Custom: Flight x2, Potence x2, Fortitude x2)
OWBN Tremere Gargoyle Genre Pack 2020. Pg 22

The power of flight is one of the reasons that the Gargoyles have existed for so long.
Usually, they can only fly at a speed regulated by their mastery of Flight. This combination
allows them to apply some of their other natural skills to allow for high sustained speeds for
travel purposes only.
MET System: This power can only ever be used outside of combat and may not be used to
fair escape. Your flight speed is multiplied by half your levels of Potence (round up) for a set
duration of time. This duration is equal to an hour for each level of Fortitude rating the
character has. As a drawback, your carry weight is reduced by the same modifier.
MET Cost: 6xp.
Non-Gargoyle and Gargoyle - ST and Gargoyle Coordinator Approval

166
Soul Painting
(Auspex x4, Presence x2)
Clanbook: Toreador Revised Pg. 74
Lore of the Clans Pg. 204
OWBN Toreador Genre Pack 2021. Pg 26

The ancient Toreador art of “painting souls” flourished briefly in the early 1300s, but with the
loss (and presumed Final Death) of Katherine of Montpellier, the technique was thought to
be gone forever. In recent nights, Katherine has returned. Roused from an ages-long torpor,
she has agreed to teach a few worthy students the knack of painting a portrait of a being’s
inner nature. A few enterprising Toreador have attempted to adapt her principles to other
expressive media, including music, song, and even acting.
Art has long been held to be a doorway into the soul. Usually it’s the soul of the artist. In this
case, the painting can expose the nature of the person portrayed. The message conveyed is
powerful, subtle, and — when successful — undeniable. Falsehood cannot be portrayed
through Soul Painting, for even the artist does not initially know what the image will reveal.
To create this type of portrait, the artist needs to study the subject for a full, uninterrupted
hour. This can be done in a sitting, of course, but (due to the sensitive nature of the portrait)
it’s more often done from recalled observation. Looking not only at the minute details of
appearance and carriage, but also at the subject’s aura, the painter forms a conscious
insight. This alone is not sufficient, however: the painter must give himself over to a kind of
creative fugue, setting aside his preconceptions completely, in order to make a soul portrait.
The portrait must be painted in a single setting, and interrupting a soul painter while she
works is as difficult as rousing a Toreador from a more mundane fit of artistic absorption. It
generally takes 10-12 hours to create the picture, though more complex efforts may take
longer — Katherine’s portrait of the Archbishop Monçada reputedly took over one thousand
hours — but if successfully completed, it reveals a great deal indeed.
System: The player rolls Manipulation + Empathy (difficulty 6). If the roll yields even a single
success, the painting (or other work) captures the subject’s Nature in the work itself. For
each additional success, the player may opt to illustrate any one of the following: a rough
gauge of Humanity (or Path, which usually won’t create a traditionally flattering work),
Willpower, Self-Control, Conscience, Conviction, Instinct, or Courage.
Anyone with the Soul Painting power can immediately recognize every insight portrayed in a
portrait. Those who lack the power may (at the Storyteller’s discretion) be required to make
Perception + Awareness, Empathy, or Crafts rolls to “decode” the portrait. The difficulty for
such attempts should be low, however; the whole point of the power is the exposure of these
hidden, abstract concepts.
Note that Soul Painting does not necessarily make the artist a skilled artist — it is quite
possible to have a crudely executed portrait that nonetheless communicates the subject’s
personality. Such a ham-handed painter is unlikely to have learned this power from the
mistress herself, though.
This power costs 18 experience points to learn.
MET System: The player makes a Static Social Challenge (nine trait difficulty). If successful,
painting captures the subject’s Nature in the work. The player may spend up to three Social
Traits to illustrate the following qualities (one per Trait spent): a rough gauge of Humanity (or
Path, which usually won’t create a traditionally flattering work), Willpower, Self-Control,
Conscience, Conviction, Instinct or Courage.

167
Kindred with the Soul Painting power immediately recognize every insight portrayed. If
a character lacks the power, the player may (at the Storyteller’s discretion) need to make a
Static Mental Challenge against a difficulty equal to the number of qualities imbued into the
painting (ranging from one to four Traits).
MET Cost: 9xp.
Coord approval is required for all non-Toreador PCs and non-Toreador NPCs to learn
the following combination disciplines.

Soul Sculpting
(Auspex x2, Obfuscate x3)
Clanbook: Tzimisce Revised Pg. 72
Lore of the Clans Pg. 242

The body and soul are linked. Outer change brings inner change (and vice versa). The
body’s experiences can be summed up in the aura, but this phenomenon is the product of
physical forces. By physically adjusting certain locations on the body — chakras, joints,
erogenous zones, and the like — a Tzimisce with this power can “paint” whatever aura he
chooses. The aura artist uses tools such as needles, clamps, and electric shock to work
such change.
System: Aura crafting is a sensitive and precise art and requires at least ten minutes of
uninterrupted work. After spending three Willpower points, the player makes a Perception +
Empathy roll. The difficulty of this roll is equal to the subject’s current Willpower — stronger
personalities resist alteration. The number of successes indicates how completely the aura
can be changed to the Tzimisce’s specifications.

Successes Result

1 Can alter primary color

2 Can alter secondary color

3 Can alter psychological state (frenzied, psychotic, etc.)

4 Can conceal or falsify diablerie and magic use

5 Can conceal or falsify natural conditions (vampire, shapeshifter, ghost, etc.)

The deception lasts one night per success. During this time, the aura doesn’t change to
reflect new conditions in its owner. This power changes only the aura, not the subject
herself. At the Storyteller’s discretion, the subject may feel token emotions to match her new
colors. She might feel somewhat distrustful if her aura was painted light green, for instance.
This power costs 21 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

168
Soul Separation
(Vitreous Path x3, Auspex x4)
Lore of the Bloodlines Pg. 70-71

A few Nagaraja have the ability to link their souls with another through what some call
control of their unholy presence. In truth, it is more about knowing another’s soul intimately
through the use of Auspex that makes the vampire truly dangerous. Reaching out with his
mind and spirit to his victim’s soul, the vampire may draw it out and devour it the same as
any other spirit. Victims who have survived such a trauma say it is truly an out of body
experience or a forced astral projection. They feel like they could go anywhere or do
anything, completely free of their corporeal form, but are instead uncontrollably drawn into
the Nagaraja’s jaws to be devoured. It is a nightmare of unparalleled proportions, often
scarring the victim mentally.
System: The player spends 1 Willpower and rolls Manipulation + Empathy (difficulty 7)
against the target’s Willpower (difficulty 6). Each success the target rolls cancels out one
from the player’s roll. Leftover successes are compared to the table above.
This power costs 21 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Necromancy or Necromancy Variant based Regulated Combination Disciplines - PC:
Coordinator Approval - NPC: Unregulated - Coordinator: Giovanni

Soul Stain
(Daimoinon x2, Obtenebration x2)
Darkening Skies Pg. 109
OWBN Lasombra Clan Packet 2019. Pg 66

This power conveys the ability to corrupt the minds of mortals over time with shadows that
twist the victim’s soul. The Cainite creates a tiny bit of supernatural darkness which he can
then place into the shadow of any living creature. The darkness lingers there, whispering
dark
promises to the victim.
System: The Cainite must first use Sense the Sin on a living creature to learn his innermost
flaws. The vampire then spends a blood point to create a small patch of darkness and
attaches it to the victim’s own shadow. A victim may resist this corruption with a Self-Control
roll (difficulty 7). For the next twenty-four hours, the victim is plagued by promises of fulfilling
his heart’s darkest desires. These promises come with a corrupting influence, causing him to
degenerate the more he listens. During the twenty-four hour time period, the victim suffers a
+1 penalty to difficulty of Willpower rolls. Victims corrupted by this influence are more
susceptible to the vampire’s successive attempts to use any powers on him, decreasing all
difficulties to use powers by 1. Soul Stain can be used on a victim in successive nights, and
its effects are cumulative up to a maximum of five.
This power costs 12 experiences to learn.
MET System: This power requires a Social Challenge retested with Subterfuge. Otherwise
Use as Printed.
MET Cost: 11xp

169
Lassombra Coordinator Approval

Sound of a Breaking Oath


(Auspex x4, Dominate or Presence x4)
Road of Kings Pg. 73-74
OWBN Malkavian Genre Packet 2016. Pg 36
OWBN Ventrue Genre Non Binding 2013. Pg 40

Betrayal is most often done in silence and shadows, but some Cainites can hear betrayal
and disloyalty on the wind. A vampire with this technique may know if any who have sworn
allegiance to him forswear their oaths. The knowledge comes to the character like a distant
sound of bells or breaking glass, or sometimes as a foul stench or a chill up the spine, but it
is certain knowledge of betrayal, regardless.
System: Whenever one of the character's sworn vassals, through word or deed, violates the
letter of his oath of fealty, the Storyteller should secretly roll the character’s Perception +
Leadership, with a difficulty equal to the oath-breaker’s Willpower. The number of successes
determines how much the character learns about the oath-breaking:

1 success The character knows that a vassal has broken faith with him, but does not
know who, where, or how.

2 successes The character knows the whereabouts of the oath-breaker, but no other
details.

3 successes The character knows the identity and whereabouts of the oath-breaker.

4 successes The character knows the oath-breaker’s identity, whereabouts, and in


general what sort of violation has been committed.

5 successes The character has a vision of the oath-breaker for a few seconds after the
violation is committed.

Note that this technique provides no forewarning of treachery or betrayal, nor does it sense
disloyal thoughts, only deeds. A vampire would receive no warning, for example, if a
previously faithful vassal suddenly plunged a stake into her heart, unless bringing such a
weapon into the vampire’s presence constituted a violation of the vassal’s oath, in which
case the vampire could learn of it. The technique only affects those who have sworn oaths of
fealty or loyalty to the character, not allies, associates, peers, or anyone else. It does affect
thralls under the effects of the character’s Dominate or Presence Disciplines and those
bound by the blood oath.
Experience cost: 28
METSystem: With a successful Static Mental Challenge (difficulty is the subject’s Willpower,
retest with Leadership), the Scion knows if a sworn vassal has, through word or deed,
violated an oath to him. The Storyteller may choose to make this challenge in secret and
inform the player of the result, or come to the Scion and ask for the challenge. With success,
the Scion knows that a vassal has broken his word and knows where this happened, and
little else. If the betrayal was particularly grave (treachery that kills the Scion’s mortal family
or reveals a battleplan that could kill hundreds is much more serious than speaking ill of the

170
Scion), the Scion may receive more clues to the oath-breaker’s identity at Storyteller
discretion. This provides no warning of treachery or disloyal thoughts, only words or deeds in
the commission. This power affects only those who have sworn oaths of vassalage or loyalty
to the Scion, those who are bound to him by blood oath, or those who are under his
Presence or Dominate powers. Peers, associates, allies, servants or those not bound by
such means to the Scion are not affected by this power.
This power requires both Intermediate powers of Auspex and both Intermediate powers of
Dominate or Presence, plus a whopping 28 Experience Traits.
MET Cost: 28xp.
ST Approval

Spectral Puppeteer
(Auspex x5, Dominate x5)
Players Guide to Low Clans Pg. 166
OWBN Tremere Arcane Compendium 2021. Pg 60

Only a few Tremere have mastered this diabolical art, enabling them to seize control of a
mortal with their spiritual form. Such possession is surely the Devil’s teaching — or so other
Cainites would believe if they knew such a feat were possible. As its very existence is a
closely guarded secret of the clan, this power is chiefly used to discredit or frame rivals while
establishing a perfect alibi for the vampire.
System: In order to use this power, a vampire must have sent her consciousness into the
astral plane with the Auspex 5 power Anima Walk. Normally, an ethereal vampire cannot use
her Disciplines to affect the physical plane. However, vampires who know this Discipline
technique may use the Dominate 5 power Vessel in astral form. No lesser powers of
Dominate or any other Disciplines can be used, and the vampire’s player must still make the
usual rolls for Vessel. If the vampire succeeds in displacing the victim’s soul, her astral body
flows into the host’s mouth and assumes control. If the vampire leaves the host voluntarily,
her astral form reforms outside the mortal’s body and may continue moving and acting
according to the rules for Anima Walk. Any sympathetic damage sustained by a possessing
vampire using this power is applied to the vampire’s astral form rather than her physical
body. The sudden death of the host instantly evicts the vampire and severs her silver cord.
Experience Cost: 35
MET System: In order to use this power, a vampire must have sent her consciousness into
the astral plane with the Auspex 5 power Astral Projection. Normally, an astral vampire
cannot directly make use of the Dominate power of 'Possession'. However, Tremere who
know this Discipline technique may use Dominate x5 in astral form. No lesser powers of
Dominate or any other Disciplines can be used, and the vampire’s player must still make the
usual test and expenditures for control of the mortal.
If the vampire succeeds in the test, her astral body flows into the host’s mouth and assumes
control. If the vampire leaves the host voluntarily, her astral form reforms outside the mortal’s
body and may continue moving and acting according to the rules for Astral Projection. Any
sympathetic damage sustained by a possessing vampire using this power is applied to the
vampire’s astral form rather than her physical body (represented by loss of willpower). The
sudden death of the host instantly evicts the vampire and damages her silver cord, causing
an automatic loss of 1 willpower.

171
MET Cost: 8xp.
Tremere Combination Disciplines requiring approval - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Tremere

Spirit Tracking
(Protean x2, Animalism x2)
Lore of the Clans Pg. 90-91
OWNB Gangrel Genre 2023. Pg 62

Your beast is an exceptional tracker, sensing the lingering trails of another beast through the
spiritual ether rather than relying on physical senses alone. Indeed, your Beast can sense
and follow the path of another vampire’s Beast, tracking it even when the prey takes physical
precautions against being followed or found. Your inner senses are so keen, in fact, that it is
difficult to fool you with mirages or false trails, making it more difficult for the powers of the
Ravnos to trick you.
System: When tracking a vampire, you may roll Perception + Survival (difficulty 7) in order
to track the individual so long as they are within 10 yards/meters. With three or more
successes, you may continue to track the individual so long as they are within 100
yards/meters. With five successes, you may sense specific individuals who have been in a
location within the last three days, though you may not track them unless they are still
currently within 100 yards/meters. Further, you are not fooled by illusions created using the
power Ignis Fatuus (V20, p. 144). Unless the Ravnos creates an illusion that appeals to all of
the senses (i.e., uses Fata Morgana or some greater power), your animalistic nature can
instinctively tell the mirage is false.
This power costs 12 experience points to learn.
MET System: Mental Challenge, Retest Survival. Replace successes with Mental Traits
Spent. Otherwise use as printed.
MET Cost: 6xp
ST Discretion

Steal the Terrible Swiftness


(Animalism x2, Fortitude x1)
Wind from the East Pg. 70
OWNB Gangrel Genre 2023. Pg 62-63

At times an Anda must cross enormous distance at great speed. Mongol riders are fast,
covering more than a hundred miles a day under good conditions by riding three or four
horses. (Even vast Mongol armies comprising 100,000 riders can cover fifty or sixty miles in
a day, more than four times what comparable European armies can cross.) Steal the Terrible
Swiftness allows the Anda to use the strength and speed of the Mongolian steppe pony
when none are to be found. He can cover 100 miles or more in a night, running across the
steppe at what sounds to those nearby to be a full horse's gallop. However, he cannot stop
for rest, blood or conversation; once he has taken to running, he must keep moving or lose
the benefits of this technique for the night.

172
System: Spend one blood point and roll Stamina + Athletics, difficulty 6. Should the player
achieve at least one success, the character can move overland at a rate of 20 miles per hour
until he stops or slows to less than half his full speed for any reason. Additional successes
add 5 miles per hour to the character's rate of travel. The player can spend Willpower to
allow the Anda to stop or slow without losing the effects of Steal the Terrible Swiftness: one
Willpower point must be spent for each turn the character does not return to his normal
speed. If this Willpower is not spent, the character loses the great speed and may not use
Steal the Terrible Swiftness again that night.
This power costs 5 experience points to learn.
MET System: Spend 1 Blood. You may travel overland at 20 mph until you stop or slow to
half or less of your max speed for any reason. Physical Traits, to a maximum of 5, may be
spent to increase the speed by 5, for a total maximum speed of 45 mph.
The player may spend a Willpower to stop or slow their travel without breaking the effect.
MET Cost: 2xp
ST Discretion

Stone Meld
(Fortitude x2, Protean x3)
Players Guide to Low Clans Pg. 166
OWNB Gangrel Genre 2023. Pg

Although most Gangrel are content to seek refuge in the soil, a few have tempered their
power with stone-like resilience, allowing them to hide within solid rock. Excavation of such
entombed individuals is all but impossible.
System: This power operates exactly as the Protean 3 power Interred in the Earth, save that
it allows a vampire to sink into stone. Such stone can have been shaped and carved by
tools, though it must be a single continuous block or slab large enough to contain the
vampire’s mass. If the stone containing the vampire is shattered, the vampire is expelled.
Experience Cost: 21
MET System: As above.
MET Cost: 11xp.
ST Discretion

Stone Sight
(Auspex x1, Visceratika x1)
Anarchs Unbound Pg. 109

This power allows the Kindred to see through a stone surface as if it were glass. The stone
doesn’t actually become glass, however, so whatever’s on the other side of the stone won’t
be able to see the Kindred. This power affects a three-foot by three-foot area of stone, to a
depth of up to three feet. This effect lasts for one full scene, and costs one blood point to
activate.
3xp cust
MET System: Not found.
MET Cost: Not found.

173
Approval: Not found.

Stunning Awe
(Dominate x2, Presence x2)
Players Guide to High Clans Pg. 169-170
OWBN Tremere Arcane Compendium 2021. Pg 60-61
OWBN Ventrue Genre Non Binding 2013. Pg 39

This power allows a vampire to slow a victim with a mixture of terror and mystical
compulsion. He need only lock gazes with the target and unleash his monstrous will to stun
her.
System: The player rolls Manipulation + Intimidation against a difficulty of the victim’s
Willpower. A botch leaves the target immune to all further uses of Dominate or Presence by
the vampire for the rest of the night. Each success imposes a penalty of one die on all the
target’s actions. This penalty lasts a number of turns equal to the vampire’s Willpower, after
which it loses one die of potency each turn until the target is free to act normally. If the initial
penalty exceeds the target’s Wits rating, the duration is measured in minutes rather than
turns. If a stunned target suffers any pain, her player may roll Willpower (difficulty 7). Each
success reduces the penalty by one die. This resistance roll may be attempted only once per
turn and only once for the same stimulus. This power cannot affect vampires of lower
generation.
Experience Cost: 14
MET System: The vampire must make a Social Challenge against his target and spend one
to three Social Traits; retest Intimidation. The victim then suffers a trait penalty on all
challenges equal to the number of traits the vampire spent. The penalty lasts for a number of
turns equal to the user's willpower. If the target suffers any pain, she may make a Willpower
challenge vs. the user's own Willpower to break free. This resistance may be attempted once
per combat round per stimulus. This power does not affect Kindred of lower Generation.
MET Cost: 7xp.
ST Approval

Suck it up
(Animalism x1, Protean x2)
Guide to the Anarchs Pg. 162
Anarchs Unbound Pg. 109-110

The sites of anarch conflicts are no strangers to spilled blood, and even the side that
arguably wins the conflict is probably a bit thirsty after calling upon the gifts of Caine. Still,
conflict attracts attention, and the last thing anarchs want is to be caught hunching over a
fallen Kindred, sucking the last draughts of vitae from the beaten bodies or lapping up blood
from the ground. This power allows the Kindred to simply touch a pool of blood and draw it
into herself.
System: The Kindred touches a quantity of spilled blood and adds it to her blood pool. The
Storyteller must make a judgment call as to how much blood can be taken. (Remember that
one blood point is literally a tenth of the blood in the human body, about half a liter.) This

174
power doesn't "strip the ground clean," either, and some small amount is likely to stain the
ground afterward.
Be aware that bodies left bloodless will still attract attention as well, whether it went into the
vampire through her mouth or fingertips. Kindred are advised to use this power discreetly.
It costs 9 experience points to learn this power.
MET System: A Kindred using this Discipline merely touches the pool of blood and absorbs
it like a sponge at a rate of one Trait per turn. Suck It Up requires a successful Mental Test
against a difficulty of six Traits, which can be with the Survival or Scrounge Abilities. The
absorbed Blood Traits go into the Kindred’s pool, and cannot exceed her maximum number
of Blood Traits. The Storyteller is the final arbiter of how much blood can be sucked up from
a particular pool in this manner. The “vacuuming up” does not do the job perfectly; telltale
stains remain (though faint), and the dried husks of bloodless bodies certainly constitute a
major Masquerade breach. Unless thoroughly scoured with other means such as chemical
cleaning agents, enough traces of blood remain on the scene to perform forensic analysis.
MET Cost: 5xp.
Non-Anarchs with Anarch Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Anarch

Sutekh Fathers Anubis


(Necromancy x4, Serpentis x4)
Lore of the Bloodlines Pg. 49

Developed by Lazarus, and the principal reason for his victory over Clanmates sent to kill
him, the Cainite with this power can change form into a monstrous, rotting jackal over seven
feet from foot to shoulder blade. This Anubis form grants the vampire greater damage from
her bite, the ability to travel faster than a human, an enhanced sense of smell, and the
physical fortitude of a corpse infused with necromancy.
System: The vampire spends one blood point and one Willpower, rolling Stamina + Occult
(difficulty 7). The metamorphosis takes two turns. Clothing and small personal possessions
transform with the vampire. The vampire remains in jackal form until the next dawn, unless
she chooses to revert. Difficulty on all Perception rolls related to smell are reduced by two,
and the jackal’s bite inflicts an additional two points of damage, without need to grapple. The
form can move twice as fast as a human, and benefits from the cadaver-like resilience
bestowed by Gift of the Corpse (V20, p. 169.) Any of the vampire’s Disciplines can still be
used in this form.
This power costs 24 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Approval: Not found.
Non-Harbinger of Skulls with Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Giovanni

Switched At Death
(Thanatosis x1, Obfuscate x3)
Lore of the Bloodlines Pg. 89-90

175
Usually, the Samedi take great pains to hide their shriveled, dead appearance. Looking like
the right corpse at the right time, however, can prove to be quite useful.
System: Roll Wits + Awareness with a difficulty equal to the observer’s current Willpower.
Success allows the user to appear as a specific dead body that they’ve touched. The power
allows the illusion to emulate any damage done to the body, such as a fatal gunshot wound
or a severed head. Any actions the Kindred takes that are out of place for a dead body, such
as obvious movement or direct communication, trigger a Courage roll for the observer to
stay in the presence of the Kindred. This power can only duplicate the state of the body the
Kindred contacts. If the mortal has been dead 100 years, the Kindred will look like a
skeleton.
This power costs 12 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Sympathetic Agony
(Chimerstry x2, Fortitude x4)
Clanbook: Ravnos Revised Pg. 67-68
Players Guide to Low Clans Pg. 166
Lore of the Clans Pg. 184
V20 Dark Ages Pg. 317
OWBN Ravnos Genre Pack 2022. Pg 22

Though the Indian Ravnos originally developed this power, its use has spread west with
roving members of the clan. As its name suggests, Sympathetic Agony allows a vampire to
shift his pain to enemies. Those who strike him feel the force of their own blows like a snake
biting its own tail.
System: The player reflexively spends one blood point and rolls Manipulation + Intimidation
against a difficulty of the target’s Perception or Self-Control (whichever is higher). Each
success allows the Ravnos to ignore the penalties associated with one health level of
damage and inflict one phantom level of damage on the target. Penalties are assigned
based
on the sum of the victim’s real and phantom damage. This power may only transfer pain to
one target at a time, and does not heal or inflict real injuries. Sympathetic Agony power lasts
for the duration of the scene; however, the Ravnos can choose to cancel this power at any
time and re-invoke it against a different target.
Experience Cost: 28
MET System: This Combination Discipline functions in all ways as described in the original
text. It should be noted that this power gives phantom wound penalties upon its target based
on the amount of actual damage the user receives. This phantom damage is always placed
after the real damage suffered by the target and Endurance does not block the pain inflicted
by this power. Activating Sympathetic Agony is a reflexive action.
MET Cost: 10xp.
Non Ravnos with the following combination disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval

176
The Illusionary Cup
(Chimerstry x2, Animalism x3)
OWBN Ravnos Genre Pack 2022. Pg 29

Many who follow the paths of Paradox can not willingly bound themselves. The Vaulderie is
no different (see FAQ for more information). This power was created by those who follow the
various paths of Paradox as a way to use deceit to circumvent violating their path every time
they perform this Ritae.
MET System: This power costs a blood and a willpower to use. Once activated it allows the
Vampire to conceal the fact that the blood does not get consumed. Instead, the blood simply
runs down their face and disappears as part of the Ritae. This action does not cause the
Ritae to be violated, and can only be disbelieved if the challenger has cause to suspect
trickery (and then normal disbelief challenges apply). Given that vinculum ratings can
fluctuate up or down or even remain the same, the Vampire’s attitudes toward the challenger
(or another) do not count as “having cause.”
MET Cost: 6xp.
Non Ravnos Antitribu with the combination disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Ravnos

Telepathic Command
(Auspex x4, Dominate x1)
Lore of the Clans Pg. 263

Generally, the Auspex power of Telepathy cannot be used as a means to silently Dominate
another, as both powers require concentration from the vampire. A Ventrue with this power
overcomes that limitation.
System: The vampire must still make eye contact with the target (V20, p. 152). If he does
so, he can use Command via telepathic means so that the order is not audible to others
nearby. The power cannot affect vampires of lower Generation.
This power costs 15 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Non-Ventrue with Ventrue Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Ventrue

Tenebrous Veil
(Obfuscation x1, Obtenebration x1)
Guide to the Anarchs Pg. 162
Anarchs Unbound Pg. 110
Laws of the Night: Guide to the Anarchs. Pg 65
OWBN Lasombra Clan Packet 2019. Pg 62

177
Many anarchs have found themselves in the wrong place at the wrong time, and often what
makes the difference between being found out and being discovered is the judicious use of
Clanbook: Cappadociansupernatural pow- ers. This power, created several centuries ago by
Lasombra and Malkavian anarchs, allows the Kin- dred to stand stock-still and avoid being
seen in almost any location. As long as some shadow is present, the Kindred can bend it
around his body and thereafter use that shadow to conceal himself from the minds of any
onlookers.
System: No dice roll is necessary. As long as there is some shadow in the area, the Kindred
can remain effectively unseen for as long as he chooses to remain motionless. This power
combines the basic principles of Obtenebration and Obfuscate. It is very simple, but very
effective.
It costs 6 experience points to learn this power.
MET System: Provided a shadow is available, with the expenditure of a Blood Trait a
Kindred can stand perfectly motionless and wrap that shadow around herself, allowing her to
remain unseen as long as she stays motionless and does not make a sound. This Discipline
has no effect on other Obfuscate powers, as movement or speech of any kind disrupts the
veil immediately. What’s more, the addition of the shadow prevents anyone from using
Auspex to see through the Discipline’s Obfuscate aspect, even if the Auspex user has more
levels of that Discipline than the Tenebrous Veil user has Obfuscate. However, as Lasombra
are quite rare among anarchs, this Discipline is not common and thus remains relatively
unknown despite its potential usefulness.
MET Cost: 3xp
Approval: Non Anarchs: Anarch Coordinator Approval, Lasombra learning from
another Lasombra: Lasombra Coordinator Approval

Test the Road


(Animalism x3, Auspex x2)
Road of the Beast Pg. 72-73
OWNB Gangrel Genre 2023. Pg 56

This power is chiefly used by Wardens to test the sincerity of pilgrims who wish to visit Feral
holy sites. Some Lorekeepers also employ it to check the veracity of Cainites who approach
them wishing to be taught the lore of the Road of the Beast.
The Feral begins asking the suspect Cainite a series of questions about the Beast or asks
them to begin hunting. The nature of the test is not really important. The Feral is actually
watching the way the other Cainite speaks and acts to see if the Beast is truly just below the
surface, guiding her actions.
System: The player rolls the character's Road rating (difficulty 8). The Storyteller might want
to make this roll in secret so the player doesn't know whether the information she gets is true
or false. Each success indicates how clearly the Feral can determine the motives of the
stranger. A botch indicates that the Feral perceives the stranger as a senior follower of the
Road of the Beast immediately.

Success Description

1 Can determine whether the stranger is hostile to the Road of the Beast.

178
2 Can determine whether the stranger is interested in the Road of the Beast.

3 Can determine whether the stranger is a Feral or not.

4 Can determine whether the stranger is a feral or not, and if so, what path (if
any) he follows.

5 As above, but can also place the stranger's Road rating in one of the following
categories: low (1-4), medium (5-7), or high (8-10).

MET System: This ability is used to seek out fellow Ferals and to gauge a Cainite’s interest
in the Road of the Beast. Beginning by engaging the target in conversation or bringing them
on a hunt. After a few minutes of observation, make a Mental challenge. Success
determines whether or not the target is indeed a fellow Feral. On a loss, make a second
Simple Test. if the user loses this test the target appears to be a senior follower of the Road
of the Beast. Spending additional Mental Traits for the following: One Trait, to learn if the
subject is hostile to the road of the Beast; two Traits, to find out the subject's Road rating.
This power does not allow you to learn what road the target actually follows if she is not
Feral.
MET Cost: 21xp
Approval: Not found.

Thaumaturgical Sight
(Auspex x2, Thaumaturgy (any path) x1)
Clanbook: Tremere Revised Pg. 47
Lore of the Clans Pg. 220
OWBN Tremere Arcane Compendium 2021. Pg 61

With this ability, the user can see magical auras. In much the same way as Aura Perception
(V20, pp. 135-136), she can see a halo of crimson over any magical items or effects. This
sight extends to all Kindred blood magic, although some might show a different color of aura.
Generally, the stronger the magic, the brighter the aura will be, but is it hard to gauge the
relative power of any magical effect.
System: This ability is used in much the same way as Aura Perception. The user stares at
the item or area in question for a few moments and makes a Perception + Occult roll
(difficulty 8). For a single success, the power user can determine that magic is present. If
she gets three successes, she can recognize the ritual or path in question, as long as she
knows it herself. For five successes, she can recognize any thaumaturgical effect,
regardless of whether she has seen it before. If the effect in question is beyond her skill or
knowledge, the user will still gain an impression of what it is designed to do. Should the
power user also wish to use Aura Perception on the target, she must take a new action to do
so.
This power costs 6 experience points to learn.
MET System: Activating this power augments the skills of the thaumaturge in their abilities
of Auspex through the expenditure of a single blood trait. The character is able to notice the
effects or use of any type of blood magics that are in use or are in effect, including
paradigms outside of Hermetic Thaumaturgy. If you wish to determine the specifics of an

179
effect, you must make a static mental challenge with a difficulty of 8, utilizing Occult for
retests. If successful, you are aware of which power is being used, which may require the
subject or ST to inform you of what it is. If it is a magic you possess, you are assumed to
know how it works and the target for the effect. If you do not possess it, you do not
understand how it works nor the intended target. Such scrutiny of powers is intensive
requiring concentration, and thus can only be done once each turn regardless of how many
magical effects you notice initially. To extend the duration of this power beyond one round,
you may spend one mental trait each round to keep it active. If not in combat, the power
lasts for one minute and may be extended at the rate of one minute per expenditure of a
mental trait.
MET Cost: 3xp.
ST Approval

The Beast’s Transmogrification


V20 Dark Ages Pg. 313

It's not in the book


MET System: Not found.
MET Cost: Not found.
Approval: Not found.

The Bloodsoaked Saint’s Resurrection


V20 Dark Ages Pg. 314

It's not in the book


MET System: Not found.
MET Cost: Not found.
Approval: Not found.

The False Drink


(Auspex x1, Vicissitude x5)
Lore of the Clans Pg. 242

Some independent elder Fiends who pay lip service to the Sabbat developed this trick.
Using a heightened self-awareness and vitae control, the Tzimisce is able to divert imbibed
blood to a discrete cavity within her body. The compartmentalized blood is not absorbed into
the vampire’s system, and thus, the blood bond or Vinculum can be secretly avoided. The
vampire can then vomit up the unwanted blood at her leisure.
System: Upon drinking the blood, the player must roll Intelligence + Medicine (difficulty 8).
Failure means the vampire accidentally absorbs the imbibed blood as normal, affecting any
blood bond or Vinculum as per normal. Botching the roll causes the vampire to vomit the
imbibed blood, along with half of her own blood pool, in a messy spray.
This power costs 18 experience points to learn.
MET System: Not found.

180
MET Cost: Not found.
Approval: Not found.

The Humberside Panic


(Celerity x1, Thaumaturgy x1)
Anarchs Unbound Pg. 106

This combination Discipline allows a Kindred to grant other vampires a brief and limited
access to his own mastery of Celerity. The Kindred who possesses Thaumaturgy and
Celerity spends one blood point, plus one blood point per member of his coterie to whom he
wishes to grant Celerity. For one turn, each indicated member of the coterie may use that
Celerity to run or take another action as if she possessed Celerity herself. Thereafter, the
Thaumaturge may spend an additional point per character per turn to continue granting the
benefit. The Thaumaturge can communicate any degree of mastery of Celerity she
possesses using this power, but must pay all related costs for it for each Kindred to whom
she extends it.
The drawbacks of this combination Discipline are fairly limiting, however. The vampire using
this Discipline must have tasted the vitae of any individual to whom she wishes to extend the
benefits, and she must pay the vitae cost for each turn extending the Celerity benefits to
other Kindred. Note that the per-turn blood point expenditures dictated by the character’s
generation apply to spending blood in this way. Those
benefiting from the power must be within sight of the Kindred invoking the power, and must
be vampires (not mortals, ghouls, or other supernatural creatures).
This Discipline was originally developed to allow a pack of English Anarchs to flee the site
after ambushing a Malkavian Primogen, but it has also been used by other packs to more
aggressive ends. Because of its utility, it’s one of the most popular and widely used
combination Disciplines among Anarch coteries.
6xp cust
MET System: Not found.
MET Cost: Not found.
Non-Anarchs and Anarchs - ST and Anarchs Coordinator Approval

The Illness Unveiled


(Auspex x2, Fortitude x7)
Clanbook: Cappadocian Pg. 41

This grim diagnostic power is based on Soulsight, except it reveals a different aspect of the
subject's condition. By looking at her subject, the Cappadocian may discern exactly which
physical disease, if any, ails the individual, and may cure it by lending the subject a bit of her
own Fortitude. This power is limited by the knowledge that the Cappadocian has.
System: When a vampire uses this power, the Storyteller may wish to make the roll in secret
in order to keep the result from the player. This power requires a Perception + Medicine roll
(though the Storyteller may substitute Herbalism if the character suspects poison) of difficulty
8, with the number of successes indicating the precision and accuracy of the diagnosis. A
failure indicates that the Cappadocian does not know the disease, while a botch indicates a

181
wholly inaccurate result. It should be noted that this power reveals only which physical
symptoms ail the subject; psychology is almost entirely unknown at the time. This power is
also limited by the Cappadocian's knowl- edge; if the vampire is unfamiliar with a disease, he
will be unable to identify it.
Thereafter, with an additional roll of Stamina + Medicine (difficulty set by the Storyteller,
equal to a level appropriate to the disease; a cold may have a difficulty of 5 while typhoid has
a difficulty of 9), the Cappadocian may actually cure the disease if he recog- nizes it. The
victim, while she does not instantly become vibrantly healthy, takes a definite turn for the
better, and will fully recover in due time. A botch on this roll aggravates the illness, with
possibly fatal effects.
This power costs 20 experience points.
MET System: By diagnosing disease through the use of preternatural senses, and sharing
the Vampiric resilience, Kindred may help a mortal through the throes of deadly illness. The
Kindred makes a static mental challenge (difficulty 8 traits) to diagnose the ailment of the
target. The diagnosis is subject to the limitations of the Vampire’s medicine knowledge. Upon
a successful Diagnosis, the Vampire makes a static Physical challenge, with the difficulty
ranging, dependent upon the sickness (examples: common flu = 2, Skin Cancer = 10, AIDS
= 15) upon a success, the victim can begin to recover from the disease, though the recovery
may still be slow.
MET Cost: 10xp

The Iron Glare


(Potence x3, Presence x3) (Brujah)
Counsel of Primogen Pg. 101
OWBN Brujah Genre Packet 2017, Pg. 15-16

A look sometimes comes over the face of a ticked-off Brujah who is used to being obeyed
but who is not being obeyed at the moment. The look is part hauteur, part rage and part
malevolent glee at the chaos that will be unleashed unless the vampire gets his way. Brujah
elders teach this Discipline to new primogen as a gift to use in primogen meetings on behalf
of the clan's interests.
System: The Brujah primogen makes a powerful display of strength (crushing a brick in her
hand, bend- ing a piece of rebar, breaking a solid oak table with one slam of her fist, etc.)
and rolls Charisma + Intimidation against a standard difficulty. For the rest of the scene, add
these successes to successes gained on any Intimida- tion roll against anyone seeing this
display of power.
It should be noted that this Discipline loses its efficacy when overused. If the Brujah uses it
again within a month, it will give her half the successes she rolled; if she uses it again, it will
give her a quarter (rounded down). After that, this power ceases to have any effect. A wise
primogen, therefore, saves this power for use at strategic moments.
It costs 18 experience points to learn this power.
MET System: Make a powerful display of strength and make a social challenge vs. all
opponents you wish to effect. Any kindred who lost the social challenge against you, is down
two traits against you in any social challenge. The power loses efficacy when overused. If
the power is used again in the same night, it only affects one trait. More than that in a night
and its powers are nullified.

182
MET Cost: 9xp
Non-Camarilla with Camarilla Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Various (Camarilla and Brujah)

The Rod Raw Rending


(Fortitude x1, Potence x1)
Tome of Secrets Pg. 116

This power was developed by a Germanic Ventrue posing as a Brujah. Since he wasn’t as
proficient with Potence as some would expect, he had to fake it with raw tenacity in his
strikes. His hands and weapons do not stop when they hit their target; they push through
with the weight of his invincible musculature. When he puts his hand through chain armor,
nobody questions his Brujah heritage.
System: Activating The Rod Raw Rending costs 1 blood point, and it lasts for the scene.
You can ignore 1/1 armor up to your character’s Fortitude dots (so with Fortitude x3, you
may ignore 3/3 armor). It may only be used with Brawl or Melee attacks.
Experience Cost: 8
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

The Seventh Chinese Brother


(Celerity x2, Fortitude x5)
Guide to the Anarchs Pg. 161

According to a folk tale, there were once seven Chinese brothers, each of whom was
possessed of a unique mystical ability. One of these brothers' blessings was bones of iron,
which he used to prevent his head from being chopped off. This power emulates that folk
tale, allowing the Kindred to harden a part of his body and speed the recuperative powers of
his blood to it so as to make it impossible to sever a limb. Those anarchs practicing this
power have intimated that they have most often had to protect their own heads from being
severed, but that it works equally well in situations that would result in the loss of a hand,
arm, leg, et cetera.
System: The player spends a Willpower point and selects an appendage (including the head
and neck). The next blow that would result in that limb being lopped off is ignored utterly-it
does no damage at all. The character may then activate the power again, if he wishes. As
long as he has Willpower, he can protect himself. A lesser-known but still viable application
of this power is to harden the flesh and bone that protects the heart. In this case, a Kindred
can protect himself from being staked, at least initially.
If the end of the scene comes before the disastrous blow comes, the power has no effect,
but it can be invoked again during a future scene. Additionally, a character may protect only
one appendage at a time in this manner.
It costs 21 experience points to learn this power.
MET System: Not found.
MET Cost: Not found.

183
Non-Anarchs and Anarchs - ST and Anarchs Coordinator Approval

The Shoulders of Atlas


(Flight x2, Potence x2)
Lore of the Bloodlines Pg. 35
OWBN Tremere Gargoyle Genre Pack 2020. Pg 20

The power of flight is one of the reasons the Gargoyles have existed for so long. Usually,
they can only carry a limited amount of cargo based on their mastery of Flight. This
combination allows them to apply some of their superhuman strength to carry bigger
amounts at lower levels of Flight.
System: This combination allows dots of Potence to count as dots of Flight when
determining a Gargoyle’s carrying capacity (V20, p. 448). For example, if Jurgen the
Gargoyle has Flight 2, Potence 2, and this ability, Jurgen can take off with 50 pounds/25 kgs
of load but carry up to 100 pounds/45 kgs while flying. Speed is still limited by the mastery of
Flight.
This power costs 12 experience points to learn.
MET System: Use as Printed; For each level of Potence that would take the Gargoyle’s
Flight Discipline beyond level 5. The Gargoyle may carry an additional 100 lbs.
MET Cost: 6xp.
Non-Gargoyle and Gargoyle - ST and Gargoyle Coordinator Approval

Theft of Will
(Dominate x3, Thaumaturgy (any path) x4)
Lore of the Clans Pg. 220
OWBN Tremere Arcane Compendium 2021. Pg 62

This power allows a vampire to take control of any magical effect nearby, such as a ward or
enchantment.
Effectively, the power user becomes the caster of the spell for all intents and purposes. This
power doesn’t grant the ability to detect magic or recognize it, although the power user need
only know the magic is there to take control of it. Some magicians have laid cursed
enchantments that lie in wait for someone to try to take control of them without knowing what
they are.
System: The user of this power must know there is a magical effect nearby that they wish to
take control of (such as with the use of Thaumaturgical Sight, below). The ritual that created
the effect must also be one level below the power user’s own Thaumaturgy level. It costs
one Willpower point to use this power, and requires a Stamina + Occult roll at a difficulty
equal to the original caster’s total Willpower. If the roll is a success, the power user
effectively becomes the caster of the spell, although this does not change the duration or
strength of the effects.
This power also only works on Thaumaturgy effects. The Storyteller may allow it to apply to
Necromancy or other mystical powers at her discretion.
This power costs 21 experience points to learn.

184
MET System: The user must know there is a magical effect nearby that they wish to take
control of. The ritual that created the effect must also be one level below the user’s current
level in their primary path of Hermetic Thaumaturgy. The user expends one temporary
Willpower and engages in a contested mental challenge against the original caster, retested
with Occult.
If the original caster’s traits are unknown at the time of use of this power, a Storyteller may
substitute by using a static mental challenge with a difficulty of 10. This power only works on
Hermetic Thaumaturgy rituals, and does not alter the duration or strength of the effects.
For example: The user has Path of Blood as their primary and it is currently at second
intermediate. The user may only take control of basic Hermetic rituals, not Intermediate or
Advanced.
MET Cost: 10xp.
Tremere Combination Disciplines requiring approval - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Tremere

Torpid Hibernation
(Fortitude x3, Protean x3)
Players Guide to Low Clans Pg. 167
OWNB Gangrel Genre 2023. Pg 63

With this power, a vampire may enter controlled torpor without fear of slumbering away the
ages. She simply sinks into the earth and rests, knowing she will arise again when the
desired time comes.
System: The vampire melds with the ground using Interred in the Earth (Protean 3), or a
similar power such as Tree Meld (p. 167) or Stone Meld (p. 166); her player spends five
blood points and rolls Stamina + Survival (difficulty 6). If successful, the vampire enters
torpor and automatically reawakens after the specified duration. Upon awakening, the
character rises to the earth, though her awakening is delayed until dusk if the power ends
during the day. Failure means the vampire does not enter torpor, but arises the next evening
as normal from her slumber. A botch drives the vampire into normal torpor, leaving her to
slumber and awaken according to her Road rating.
Experience Cost: 21
MET System: A vampire may enter torpor and reawaken at a time pre-determined by the
vampire. By spending a Willpower when activating: Earth, Tree, or Stone Meld the vampire
may determine when they rise, however, they will be delayed until dusk, if it is during the
day.
MET Cost: 10xp
ST Discretion

Tree Meld
(Ogham x1, Protean x3)
Players Guide to Low Clans Pg. 167
OWNB Gangrel Genre 2023. Pg 56

185
Attuned to the living forest by their spiritual ancestry, a Lhiannan with this power may sink
into wood as easily as most Gangrel sink into soil.
System: The vampire may use this power exactly as the Protean 3 power Interred in the
Earth to physically merge with wooden objects large enough to contain her body. It costs an
additional blood point to merge with dead wood, however, so most Lhiannan prefer the
sanctuary of the largest tree trunk in their domain. If a wooden object is destroyed while a
vampire rests within, the vampire is expelled.
Experience Cost: 21
MET System: As above.
MET Cost: 11xp
Gangrel Coord Notify

True Love's Face


(Obfuscate x3, Presence x3)
Clanbook: Setites Revised Pg. 69
Players Guide to Low Clans Pg. 167
Lore of the Clans Pg. 69
V20 Dark Ages Pg. 317

A sinister hybrid of Mask of a Thousand Faces and Entrancement, this Discipline technique
enables a vampire to assume the form of a target’s true love. Both the Followers of Set and
Nosferatu prize this power, though for very different reasons. Where Serpents use the guise
of loved ones to tempt and seduce, spiteful Lepers delight in shattering victim’s minds by
revealing their true face after a passionate embrace. Vampires may use this art to take the
form of someone they know their victim loves or allow their target’s expectations to manifest
on their own. In the latter case, however, the vampire may need quick wits to discern whom
she looks like, especially since the copied person may or may not be living.
System: The player rolls Charisma + Empathy (difficulty 6); neither physical contact nor eye
contact is necessary to invoke this technique. Success means the chosen victim sees the
vampire as a loved one for as long as she remains in his presence. Failure means the ruse
fails and the target sees the vampire as she is. All others present see the vampire’s true
form, unless she is able to discern her assumed identity and quickly make the transition to
the basic Mask technique — a feat likely to require Performance, Stealth or other rolls at the
Storyteller’s discretion. A botch indicates the vampire projects too much of her own passions
into the visage, making the disguise a disturbing mockery of the victim’s true love. The victim
regards the vampire with fear and loathing, the very opposite of the emotions normally
engendered by this power.
Experience Cost: 21
MET System: As Mask of 1k but you must expend a Mental trait as you are always
impersonating a specific person.
MET Cost: 9xp.
Approval: Not found.

True Tongue
(Dominate x2, Presence x2)

186
Road of Kings Pg. 73
OWBN Malkavian Genre Packet 2016. Pg 36
OWBN Ventrue Genre Non Binding 2013. Pg 40

With the truth such a valuable commodity in the Dark Medieval, the ability to find the truth is
useful indeed. A vampire with this technique can render a subject unable to speak anything
except the truth as he knows it; lies cannot pass his lips, nor will his tongue utter them. Of
course, subjects may simply choose to remain silent. They are not compelled to speak, but
they cannot speak lies.
System: The player rolls Charisma + Leadership with a difficulty equal to the subject’s
Willpower. The subject must also be of an equal or lesser generation than the character (as
with all uses of Dominate). Success places the compulsion upon the subject, with the
number of successes determining its duration:

1 success The subject’s next statement must be truthful.

2 successes The subject must speak the truth for the next minute.

3 successes The subject must speak the truth for the next scene.

4 successes The subject must speak the truth until sunrise.

5 successes The subject must speak the truth for as long as he is in the user’s
presence.

Experience cost: 14
Characters with Dominate 4 and Presence 4 can spend 14 additional experience points to
learn Aura of Inescapable Truth. This extends the effect of True Tongue to everyone in the
user's presence.
MET System: The Scion makes a Static Social Challenge (difficulty is the target's Willpower;
retest with Leadership). Like all uses of Dominate, the target must be of equal or lesser
generation than the character. For the next scene, the target can speak only the truth as he
knows it - no lies of omission, no half-truths, just the facts (and that based on what the target
believes to be the truth). The target is not compelled to actually talk, but if he does, he
cannot lie.
This power requires both Basic powers of Dominate, both Basic powers of Presence and 14
Experience Traits to learn. Scions who achieve both Intermediate powers of Dominate and
Presence, and spend another 14 Experience Traits may learn Aura of Inescapable Truth,
which extends the effect to everyone in the character's vicinity.
MET Cost: 14xp.
Non-Ventrue with Ventrue Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Ventrue

Truth of Blood
(Auspex x4, Quiets x2)
Libellus Sanguinis III: Wolves at the Door Pg. 66
OWBN Pack Assamite Children of Haqim 2022, Pg 44

187
Assamite justice is swift and merciless, and it shares much with the tenets of Islamic justice.
However, the Assamites have ways of ensuring that their judgments are more firmly
grounded in the truth than those of the surest mortal. This power uses the blood of the indi-
vidual being questioned as a means of divining not only the truth of the subject's words, but
the truth behind those words. The interrogator pours the subject's blood into his hand and
holds it for the duration of the questioning. The blood gradually smolders throughout the
scene, giving off a thin red mist. It is reduced to vapor by the end of the scene and cannot be
used for any other purpose.
System: The character must have one point of the subject's blood to use this power, and it
lasts for the duration of the scene or until the character releases the blood. The player rolls
Perception + Subterfuge (difficulty of the target's Willpower) for each state- ment that the
character wants to examine with this power. The degree of success on the roll indicates the
degree of truth or falsehood that the questioner becomes aware of.

One success The character knows if a given statement is a lie, a partial truth or the
whole truth.

Two successes The character knows the emotional reason (fear, pride, loyalty)
behind any lie or partial truth, though not the full truth.

Three successes The character learns the whole truth as the target consciously knows
it.

Four successes The character is aware of everything the target knows about the
subject of the statementeven information that the target is not
consciously aware of, remembered but did not understand, or lost to
Dominate powers.

Five successes The character experiences hazy visions of the actual truth behind the
statement - even receiving veiled hints at information that the target
himself did not have.

Truth of Blood costs 15 experience points to learn.


MET System: The character must have one point of the subject’s blood to use this power,
and it lasts for the duration of the scene or until the character releases the blood. The player
makes a Mental Challenge— retest Subterfuge—for each statement that the player wants to
examine with this power. The number of Mentals expended (up to 5) gives the character an
extended Mental Challenge test. The number of successes in the test indicates the degree
of truth or falsehood that the questioner becomes aware of.
One Success - The character knows if a given statement is a lie, a partial truth, or the whole
truth.
Two Successes - The character knows the emotional reason (fear, pride, loyalty) behind
any lie or partial truth, though not the full truth.
Three Successes - The character learns the whole truth as the target consciously knows it.
Four Successes - The character is aware of everything the target knows about the subject
of the statement—even information that the target is not consciously aware of, remembered
but did not understand, or lost to Dominate powers.

188
Five Successes - The character experiences hazy visions of the actual truth behind the
statement—even receiving veiled hints at information that the target did not have.
MET Cost: 8xp
Non-Assamites with Assamite Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Assamite

Tune Out
(Auspex x2, Melpominee x2)
Lore of the Bloodlines Pg. 26

With this power the Kindred can dull their senses enough to avoid the effects of any sonic
attacks or distractions. She simply picks what she wants to hear, such as conversation, and
ignores loud alarms or white noise.
System: This power works at the will of the power user. She can tune out background noise
to hear conversations without any penalties, or eliminate painfully loud alarms. However,
when the power is activated the user cannot hear anything except for the sounds she has
decided to hear. This might mean she can only hear the conversation she is having in a loud
club, but not the music or background voices. Unfortunately, as she has to specify what she
can hear, she will be unable to adjust the power to hear any new sounds unless she knows
they are there. So she can easily add a new voice to a conversation when she sees
someone join, but not hear someone talking behind her or hear a new alarm going off.
This power costs 12 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Typhonic Beast
(Potence x3, Serpentis x4)
Clanbook: Setite Revised Pg. 69-70
Lore of the Clans Pg. 69-70
OWBN Follower of Set Genre Pack 2023. Pg 63

The Setite calls upon the primordial chaos of the Duat, expressing it through his own flesh.
The vampire takes on the form of the mysterious Typhonic animal.
System: This power requires the expenditure of three blood points; the transformation takes
three turns to complete. The transformed vampire gains one dot each of Strength, Dexterity,
and Stamina, as well as the benefits of Potence. The Typhonic form gains the soak benefits
of Skin of the Adder (see V20, p. 210): dropping the soak difficulty to 5; and the vampire can
use her Stamina to soak aggravated damage from claws and fangs, but not from fire,
sunlight, or magic. The Setite also gains the venomous bite of Form of the Cobra, doubles
her running speed, and gains +2 dice on all Perception rolls related to smell or hearing.
The vampire remains in bestial form until the next sunrise, or until she voluntarily changes
back. Clothing and other small personal items transform along with the vampire.
This power costs 21 experience points to learn.

189
MET System: For a physical description of the effects of this power on the wielder please
see Serpentis: Divine Image (Clanbook: Followers of Set p. 66). Although with the elder
power version, Divine Image, there is variation in appearance, all users of Typhonic Beast
take on the appearance listed as the one male Followers of Set “generally” take on: “a
muscular man with the head of the „Typhonic Beast‟”. The character gains the mechanical
advantages listed for the Combination Discipline (not the elder power Divine Image), and
cannot assume the alternate forms listed under Divine Image.
Note that although a character cannot pass for human without the aid of Obfuscate while
employing this power many Setites frown on using Obfuscate to conceal one‟s visage while
employing this power. Typhonic Beast is a sacred gift and not to be wasted or abused, and
Warriors who enact the power to remain in said form in non-combat situations are regarded
as weak.
This Combination Discipline is restricted to members of the Warrior Bloodline (R&U) of the
Followers of Set ONLY.
MET Cost: 11xp.
Combination Discipline: Typhonic Beast - PC: Varies - NPC: Coordinator Approval -
Coordinator: Setite

Unassailable Parry
(Auspex x3, Celerity x7)
Guide to the Camarilla Pg. 117

According to the Sabbat, one of the primary advantages that younger Kindred have in
battling their elders is modern technology-firearms, to be precise. Many overconfident elders
have fallen to packs of diablerists with automatic weapons. Some few ancients, however,
have honed their reflexes and hand-eye coordination to an edge fine enough to stop a bullet,
or at least to deflect one.

Cost: 42 experience points, once the prerequisite levels of Auspex and Celerity have been
reached.
System: This power allows a character to parry projec tiles. The player spends one blood
point and rolls Dexterity +Athletics (difficulty and number of successes required are shown
below) to parry or catch a thrown weapon, arrow or bullet. Only solid physical projectiles may
be deflected in this manner-Unassailable Parry has no effect on a stream of liquid from a fire
hose, for instance.

Missile To parry To catch

Rock or grenade 4 5

Knife or shuriken 6 7

Spear 5 5

Hatchet 7 7

Arrow 7 8

190
Crossbow bolt 8 9

Bullet 9 9 two successes

If the player scores less than three successes on any roll to parry or catch a bullet, the
character still takes the gun's base damage. Any missile hurled with Projectile is considered
a bullet for the purposes of deflecting or catching it with Unassailable Parry.
MET System: This power allows a character to parry projectiles. The player spends one
blood point and makes a Static Physical test bidding 3 Traits—retest Athletics (dif as above)
to parry or catch a thrown weapon, arrow, or bullet. Only solid physical projectiles may be
deflected in this manner—Unassailable Parry has no effect on a stream of liquid or gas.
MET Cost: 21xp
Approval: Not found.

Unchain the Wrathful Beast


(Animalism x5, Vicissitude x4)
Players Guide to High Clans Pg. 170

A Fiend with this power may project her Beast into a hapless host, where it immediately sets
about warping flesh and bone to better accommodate its monstrousness. The host writhes in
agony, skin sloughing off and muscles boiling into new and terrible forms. Once the change
settles, the host frenzies as a terrible living weapon, wreaking a swath of carnage until the
vampire bids his Beast return.
System: The vampire releases his Beast using the Animalism power Drawing Out the Beast.
Once the Beast finds a home, it burns two of the vampire’s blood points to change the host
into zulo shape. The painful transformation lasts two turns, after which the host enters
immediate frenzy. The Beast will not attack the vampire it rightfully belongs to, but assaults
everyone and anyone else in range of its claws. At any time, the vampire may recall his
Beast with a successful Manipulation + Animal Ken roll (difficulty 6). Only one such roll may
be made per turn. If the host dies before the vampire recalls his Beast, the Beast rises out of
the corpse as a black, writhing miasma and flies back to the Cainite faster than mortal eyes
can follow. Even after the Beast leaves the host, the physical changes remain. Vampires
regain their form over three nights as they lose one die of augmented Physical Attributes.
After the third night, all traits return to normal. Mortals and ghouls are not so fortunate,
remaining locked in the zulo shape indefinitely. Worse still, mortals suffer one die of
aggravated damage each day until they perish from rotted bone marrow and unnatural
tumors. This decay can be slowed to one die of damage per week if the mortal remains a
ghoul. Mortals (ghoul or otherwise) cannot heal the damage from their degenerating tissue,
so this power spells their death sentence without extremely potent curative magic.
Experience Cost: 35
MET System: The vampire releases his Beast using the Animalism power Drawing Out the
Beast. Once the Beast finds a home, it burns two of the vampire’s blood points to change the
host into zulo shape (Horrid Form). The painful transformation lasts two turns, after which
the host enters immediate frenzy. The Beast will not attack the vampire it rightfully belongs
to, but assaults everyone and anyone else in range of its claws. At any time, the vampire
may recall his Beast with a successful Simple Social challenge—retest Animal Ken. Only

191
one such attempt may be made per turn. . If the host dies before the vampire recalls his
Beast, the Beast rises out of the corpse as a black, writhing miasma and flies back to the
Cainite faster than mortal eyes can follow. Even after the Beast leaves the host, the physical
changes remain. Vampires regain their form over three nights and lose all ‘beneficial’
augmentations. Mortals and ghouls are not so fortunate, remaining locked in the zulo shape
indefinitely. Worse still, mortals suffer one die of aggravated damage each day until they
perish from rotted bone marrow and unnatural tumors. This decay can be slowed to one die
of damage per week if the mortal remains a ghoul. Mortals (ghoul or otherwise) cannot heal
the damage from their degenerating tissue, so this power spells their death sentence without
extremely potent curative magic.
MET Cost: 18xp.
Tzimisce Clan Combination Disciplines - PC: Coordinator Approval - NPC:
Coordinator Approval - Coordinator: Tzimisce

Under the Skin


(Auspex x3, Presence x3)
Counsel of Primogen Pg. 103
Lore of the Clans Pg. 204-205
OWBN Toreador Genre Pack 2021. Pg 27

The Kindred of Clan Toreador are natural critics. With insight and zeal they analyze and
deconstruct art, Kindred culture and politics. Some studied Toreador possess the ability to do
the same with their peers, reading them like texts and making obvious their fail- ings of
personality. The primogen using this power analyzes the personality of another, finds its
weaknesses and then uses the force of his presence to make light of those weaknesses and
hammer on them like a battering ram. The results can be quite dramatic.
While this power is similar to Scalpel Tongue, it's much more devastating. That one stings;
this one draws blood (and possibly a lot of it).
System: The Toreador primogen must interact socially with his target for a number of
consecutive turns (determined by the Storyteller) before this power can be activated. After
that warm-up, roll Wits + Perception against a difficulty of 6 as the character begins his
systematic analysis and dismantling of the target's psyche and self-esteem. The results of
this assault are listed below.

Successes Result

1-2 Target is rendered utterly speechless with embarrassment and rage and
broods for the remainder of scene.

3-4 Target storms out in a rage.

5 Target becomes violent, either toward the Toreador using this power (jump-
ing over the table to attack, for example) or, in a fit of self-loathing, toward
herself (wherein she may try to immolate herself, disembowel herself, toss
herself out a window, get a suntan or worse).

192
6+ Target enters frenzy.

Spending a Willpower point will lessen the effect by one category (e.g., from 6+ to 5 or from
3-4 to 1-2).
It costs 20 experience points to learn this power.
MET System: By engaging another in conversation for at least two minutes, the Toreador
can discern weaknesses in the presence of his subject, and exploit them. By spending one
Willpower and beating his target in a Social Challenge, the Toreador unleashes an assault of
particularly painful banter which causes his mark to make a Self-Control test with a penalty
of one Virtue Trait. If the target wins the challenge, she storms out of the scene. If she loses,
she enters frenzy, unless target spends a Willpower to negate frenzy. She then leaves the
scene as described previously. Retest empathy or intimidation. This MET conversion has
been simplified from the originally printed TT rules.
MET Cost: 9xp.
Non-Camarilla with Camarilla Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Various (Camarilla and Toreador)

Unseen Spirit
(Vitreous Path x2, Obfuscate x2)
Lore of the Bloodlines Pg. 71

Becoming invisible to the living world is something many Kindred know how to do, but the
Nagaraja go one step further. They use their expertise with ghostly energies to make
themselves invisible even to those ghosts and spirits who can usually see them. It makes it
easier for them walk through the lands of the dead unharmed or sneak up on unsuspecting
ghosts for them to devour and replenish their power.
System: The vampire rolls Stamina + Empathy (difficulty 6). Similar to Unseen Presence,
the character remains invisible unless they speak, attack, or draw undue attention. However,
the addition of ghostly emanation makes this process even easier. He may perform one act
that may draw attention to him per success on their activation check before their invisibility is
lifted. This makes the Discipline much more forgiving for those not already proficient in
stealthy operations, which describes many Nagaraja in their early nights. The character’s
environment isn’t affected, however; knocking over a vase or smashing a window is obvious
to any onlooker, though the observer won’t know what made those things occur.
This power costs eight experience points to learn.
MET System: Not found.
MET Cost: Not found.
Necromancy or Necromancy Variant based Regulated Combination Disciplines - PC:
Coordinator Approval - NPC: Unregulated - Coordinator: Giovanni

Vanishing
(Dementation x4, Obfuscate x5)
Libellus Sanguinis IV: Thieves in the Night Pg. 111-112
OWBN Malkavian Genre Packet 2016. Pg 36

193
It is common knowledge that to cross a Malkavian is to invite upon oneself a fate worse than
destruction- and those who have suffered the torment of the Vanish- ing would attest to this if
they could. With this offshoot of Dementation, the Malkavian can cause its target to become
a living, or unliving, ghost. With a simple word, the target literally fades from view, possibly
never to be seen or heard from again.
System: For the Vanishing to work, the vampire must lock gazes with his victim and curse
him: the player rolls Manipulation + Stealth (difficulty equal to the target's Willpower rating)
and the number of successes determines the effect's duration (see below). For that time, the
target fades from view (depending on the Malkavian's outlook, either swallowed by the
shadows, devoured by demons or swept away by angels). While vanished, the victim is
rendered delirious and can do nothing except babble to herself and seek shelter from the
sun. If the Malkavian scored enough successes, this eventually dooms the victim to torpor.

Successes Duration

1 one turn

2 one scene

3 one night

4 one week

5+ one month

The Vanishing costs 20 experience to learn.


MET System: For the Vanishing to work, the vampire must lock gazes with his victim and
curse him. The player makes a Social Challenge—retest Stealth for the user, Awareness for
the target. If successful, the target fades from view (depending on the Malkavian’s outlook,
either swallowed by the shadows, devoured by demons or swept away by angels). While
vanished, the victim is rendered delirious and can do nothing except babble to herself and
seek shelter from the sun; she cannot break the Obfuscate herself. Consider the victim
Obfuscated but the Obfuscate may only be tested against by those possessing elder levels
of Auspex. Even then, the victim wins on ties, has a free retest and must use any stealth
abilities they possess. This power lasts for the scene/hour.
MET Cost: 10xp.
Non-Malkavians with Malkavian Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Malkavian

Veil the Sin


(Daimoinon or Auspex x2, Obfuscate x2)
Road of Sin Pg. 72-73
OWBN Malkavian Genre Packet 2016. Pg 36

Sinners, especially those who follow the Path of Pleasure, often become jaded, having
subjected them- selves to as many different experiences as possible. In the quest to find a

194
solution to this problem, Voluptuar- ies developed this power. Veil the Sin allows the Sinner
to discover some form of sensation, perversion or act that once brought pleasure to the
target but that no longer satisfies him. The Sinner can then make his target temporarily
forget that he ever experienced this sensation, allowing him to once again experience the full
pleasurable effect. This power can be used on one- self, on a willing subject as a reward or
on an unaware target as a future bargaining chip.
System: If used on oneself, all that is required is the expenditure of a blood point and a
Willpower roll (difficulty 4). If used on another, the player must first spend a point of blood,
and the character must observe the target for a single turn. Then, the player first rolls
Perception + Empathy (difficulty equal to the target's Road rating). If this roll is successful,
the character gains knowledge of a single sensation that no longer satisfies the target and
can attempt to make him forget that sensation. This requires a Willpower roll (diffi- culty of to
the target's Willpower). If the power is used on a willing target who freely offers information
about what sensations are no longer pleasurable, the difficulty of the Perception + Empathy
roll is equal to half the target's Road (minimum difficulty of 4), and each success above the
first lowers the difficulty of the subsequent Willpower roll by one.
The duration of this power depends on the number of successes on the Willpower roll.

Successes Duration

1 success 1 hour

2 successes 1 night

3 successes 1 week

4 successes 1 month

5 successes 3 months

Experience Cost: 14
MET System: To use this Discipline on herself, a Cainite need only spend a Blood Trait, and
it succeeds automatically (and permanently). To use this Discipline on another target, even a
willing one, the Cainite must spend a Blood Trait and observe him for at least a minute. At
the end of this time, she must win two challenges against the target – first a Mental test
(retest Empathy) to discern a sensation that no longer stimulates the target and then, if the
first is successful, a Willpower test against the target in order to cause him to forget the
sensation in question. A willing target may relent to one of these tests but not both. If this
second test is successful, the target losses all recollection of the sensation in question for a
number of weeks equal to the user’s willpower rating. Note the content of his memories is
not affected by this power –He is simply unable to recall how something felt, not if he ever
felt it before or what happened when he did. Thus if a Cainite uses this Discipline to cause
her target to forget intimate pleasures, he doesn’t suddenly forget everyone he’s ever been
intimate with or what happened those nights, only what it actually felt like to be intimate. At
the Narrator’s discretion, such use can put those offering such sensations two Traits up on
relevant Social tests due to the increased temptation the target feels once his emotional
palate has been cleansed in this fashion

195
MET Cost: 7xp.
ST Approval

Vicente de las Navas de Tolosa’s Holy Shield


(Fortitude x1, Obtenebration x2)
V20 Dark Ages Pg. 317
OWBN Lasombra Clan Packet 2019. Pg 65

It's not in the book Vampire the Dark Ages 20th Anniversary edition
MET System: Rather than needing to score a minimum number of successes, the user of
the combo is up a number of traits equal to their Obtenebration rating. The target of this
combo must bid an additional number of traits equal to the user’s Path rating.
MET Cost: 4xp
This power is Lasombra Coordinator Approval

Vital Fluids
(Obeah x3, Fortitude x3)
Lore of the Bloodlines Pg. 81

With complete mastery over her undead frame and the power of vitae healing, the Salubri
finds that healing wounds no longer overly taxes her duties towards humanity. Additionally,
the Salubri may apply Corpore Sano (V20 p. 469) to herself, though the only benefit is for
healing aggravated damage.
System: Any blood spent to heal bashing or lethal damage returns to the vampire’s blood
pool, at a rate of one point per hour. This does not apply to points lost to use Corpore Sano.
This power is always active at no cost.
This power costs 18 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Waking Dream
(Chimerstry x1, Fortitude x1)
Lore of the Clans Pg. 184

You may briefly treat an illusion you’ve created as though it were real.
System: Once per game session, you may utilize a simple illusion (climbing a rope, landing
on a trampoline, unlocking a door with an illusory key, or similar) as if it were real for one
turn. Waking Dream cannot be used to directly harm or help any other character.
This power costs 6 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Non Ravnos with the following combination disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval

196
Ward the Soul's Sanctity
(Auspex x2, Obfuscate x3, Optional Presence x3)
Road of Sin Pg. 70
OWBN Malkavian Genre Packet 2016. Pg 36

Even more than other Cainites, Sinners take the sanctity of their minds very seriously and
seek to guard their wills against anyone and anything trying to defile them. This power was
developed to discover whenever such attempts are made and to guard against them. In
more recent nights, some Sinners have managed to develop a variant of this power that
actually sends the offending power back against its user.
System: Whenever anyone attempts to use a mind affecting power on the character, be it
the Dominate of a Cainite or the mind-spell of a mage, the character is automatically made
aware of that attempt by a "needles-and-pins" tingle in the back of her head. In some cases,
this warning is redundant (such as if a Ventrue stares into the character's eyes and says
"Leave!"), but whenever anyone is subtly trying to affect the character's mind, she knows
that it is being done, though not who is doing it. At this point, the player must spend a point
of Willpower to activate the defensive part of this power. If the character is out of Willpower,
then the defensive part of this power cannot be used, though the Sinner is still aware of
attempts to affect her.
Once the Willpower point is spent, the player rolls Willpower (difficulty 6). Each success
subtracts one success from those achieved by the person trying to affect the charac- ter. If
all successes are removed, the power fails. If the power is one that could normally be
resisted, then the player makes any normal resistance rolls or expenditures after Ward the
Soul's Sanctity has been used to weaken it. If the player botches the Willpower roll, the
character loses one temporary point of Willpower.
Ward the Soul's Sanctity is effective against all powers that seek to alter or control the
character's mind, mainly Dementation and Dominate, though certain Thaumaturgy and
high-level Serpentis effects might also be thwarted. This power is ineffective against
Presence, which affects the character's emotions rather than her mind.
The more advanced version of this power, which combines it with Presence, allows the
wielder to reflect the offending power back at the attacker. If the number of successes on the
Willpower roll exceeds the successes gained by the aggressor, then the power is reflected
back, with a number of successes equal to the difference in successes.
Example: Miranda the Sinner finds herself the target of an Incubus Passion from Mateo the
Malkavian. Miranda possesses Ward the Soul's Sanctity and, so, is aware that someone is
trying to affect her. Her player spends a point of Willpower and rolls Miranda's Willpower of
9: five successes. Since Mateo's player only garnered four successes on his activation roll,
the Incubus Passion is not only canceled, but also reflected back at Mateo, as if it had been
activated with one success.
Experience Cost: 21
MET System: Prerequisites: Basic Auspex, Intermediate Obfuscate, optional Intermediate
Presence. When a Cainite with this combination Discipline is successfully targeted by any
kind of mind-affecting power, he may spend a Mental Trait to receive an automatic retest,
even if the power normally does not allow a retest. Regardless, he is automatically aware of
any attempts to influence his mind as described above, even if he does not defend against

197
them successfully, though the source is not necessarily obvious. In addition, if the user has
the requisite Presence and has been instructed in the advanced techniques of this Discipline
by a suitable tutor, he may spend an additional Mental Trait whenever he successfully
defends against such a power to reflect it back against the original wielder. (The wielder
receives a normal test to resist the reflected power and is considered to win all ties in such
instances.)
MET Cost: 11xp.
ST Approval

Weapons of the Oppressed


(Chimerstry x4, Fortitude x3)
OWBN Ravnos Genre Pack 2022. Pg 26

Elders of clan Ravnos are fabled to create devastating weapons with the powers of
Chimerstry. Where the American Ravnos are nowhere near potent enough to forge such
weapons, they have created a way to forge their will into weapons to be feared.
MET System: This combination power costs one willpower, and one blood to forge the
weapon. The weapon can be whatever the creator chooses, but requires a crafting
challenge, difficulty 7 (STs can increase this difficulty for more complex weapons). The
weapon itself lasts for a scene, or hour, and only the creator may wield it. The weapon itself
uses the base stats from the book the game they are in uses (Laws of the Night, Dark Epics,
House Rules, etc.). In addition to these base states, the weapon gains a “High Caliber”
challenge to add an additional level of Chimerical damage.
This “High Caliber” damage may be disbelieved, but until such disbelief comes, this “High
Caliber” damage is considered “unsoakable lethal/Armor Piercing”. Once this damage is
disbelieved, no further “High Calibers” will affect the target.
**This is actually a weaker version then something you can do with Horrid Reality
MET Cost: 10xp.
ST approval for Ravnos, Coordinator Approval for Non-Ravnos

Weight of Shadows
(Obfuscate x2, Presence x5)
Dark Ages 20 Companion page 88
OWBN Lasombra Clan Packet 2019. Pg 66

MET System: The player makes a Static Social Challenge retested with Subterfuge at a
difficulty of 10. If they succeed they may spend 1 Social trait to reflect successes on the
presented chart for duration.
Supernatural creatures may make a Static Willpower Challenge at a difficulty of 7 to resist
this power. Otherwise Use as Printed.
MET Cost: 18xp
PCs who possess Abyss Mysticism may not possess these Combos. Upon learning
Abyss Mysticism, approval will be voided, the combos removed from sheet, and XP
refunded
Lassombra Coordinator Approval

198
Weigh the Heart
(Auspex x3, Serpentis x5)
Clanbook: Setite Revised Pg. 70
Lore of the Clans Pg. 70
OWBN Follower of Set Genre Pack 2023. Pg 63

The ancient Egyptians believed that conscience and judgment resided in the heart. In the
afterlife, the gods weighed a person’s heart, the record of his deeds, against the feather of
truth. A Setite who has learned The Heart of Darkness (see V20, p. 210) not only can
remove a vampire’s heart to keep it safe, he gains a potential insight into the consciences of
others. He can develop that potential through Auspex. Like the god Anubis, a vampire with
this power can “weigh” another person’s heart to read his character and sins. Such
knowledge of another person’s character makes tempting, corrupting, or teaching him much
easier.
System: This power calls for a Perception + Empathy roll (difficulty 8). Each success reveals
one truth about the target’s character, with particular emphasis on the person’s weaknesses,
passions, and guilts. The first truth is always the target’s Nature. Subsequent truths might
include any Derangements or mental Flaws, strong passions, or deep-laid fears and guilts
(although never specific details about specific crimes).
This power costs 24 experience points to learn.
Clarification: This power requires that the character to have direct access to the target’s
heart (presumably after it has been removed with Heart of Darkness).
MET System: This power requires a Static Mental challenge with the difficulty of the target’s
number of Mental Traits. If you succeed, you may ask the target’s player a question about
his character’s Nature or other strong personality traits, quirks or guilty secrets, and receive
a truthful answer.
MET Cost: 12xp.
Non-Setite and Setite - ST and Setite Coordinator Approval

We’re Not Going to Take it!


(Fortitude x4, Animalism x3)
OWBN Ravnos Genre Pack 2022. Pg 25

Inspired by the Anarch Ravnos this power allows the new breed of Ravnos to almost shrug
off the illusions of the elders that enforce the old ways. Instead of having the old ways forced
upon them the American Ravnos have learned to forge their own destiny.
MET System: This power is always considered active once purchased. It allows the user to
expend a second willpower to retest Chimerstry defensively, and gives a free retest to
disbelieve an illusion crafted by anyone lower generation than them.
MET Cost: 10xp.
Non American Ravnos with combination disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Ravnos

199
Whispers of Loathing
(Auspex x4, Dementation x2)
Players Guide to Low Clans Pg. 167
OWBN Malkavian Genre Packet 2016. Pg

By implanting whispers of his own fractured madness into a victim’s mind, a vampire with
this power may infect others with creeping insanity. Each night draws the victim deeper into
depravity and despair, as half-heard whispers speak recriminations and advise monstrous
acts. The whispers eventually rise to a gale of unintelligible syllables and curses that drive
the strongest minds to abject paranoia or suicide. Only the moon-kissed childer of Malkav
know this wretched art, though that is little comfort to other undead.
System: The player rolls Manipulation + Empathy against a difficulty of the victim’s
Willpower. If successful, the vampire successfully implants an echo of his twisted psyche into
the victim. The disembodied echo whispers intermittently at first, criticizing and offering the
worst possible advice in equal measure. In time, the voice grows more insistent and other
voices join the fray in howling cacophony. The victim must roll Willpower for each week that
the infection lingers. The difficulty begins at 6 and rises by one for each failed roll. Once the
difficulty reaches 10 or the victim botches, the power ends and the victim gains a new
derangement (paranoia is most common). Victims who roll three or more successes on their
weekly Willpower check overcome the torrent and silence the voices, escaping with the
better part of their sanity. This power requires the vampire to touch the intended victim or
make eye contact.
Experience Cost: 28
MET System: Establish eye contact, or touch your target (a physical challenge may be
required), and engage in a Social Challenge (retest Empathy for both parties). If successful,
choose a derangement (with the Storyteller’s approval) to inflict on your victim (this does
NOT have to be a Derangement that the Malkavian possesses). For the next month, the
target suffers from the effects of this Derangement (though it can be suppressed by
spending Willpower as usual). If you fail, you may not attempt to use the power on the same
victim for one month (this does not prevent other Malkavians from using the power on that
target, however). Once a target has been effected by this power, they may not be targeted
again, from any source, during the month.
At the end of the month, the victim makes a Willpower challenge versus 18 traits (retest
Willpower). The difficulty is reduced by one for every permanent Willpower trait above 6 that
they possess. At Storyteller Discretion, the victim may further reduce this difficulty by seeking
aid from someone skilled in Psychology. If the Willpower challenge is successful, the victim
shakes off the effects of the power. If the challenge fails, the Derangement becomes
permanent (though it may be removed, at Storyteller Discretion, through the usual means of
buying off a derangement).
MET Cost: 14xp.
Non-Malkavians with Malkavian Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Malkavian

Whispered Passions
(Obfuscate x2, Presence x3)
Dark Ages 20 Companion page 89

200
OWBN Lasombra Clan Packet 2019. Pg 67

MET System: This power requires a contested Social Challenge retested with Empathy. If
successful the user may spend Social Traits to reflect the Successes/Result chart presented.
Otherwise Use as Printed.
MET Cost: 11xp.
Non-Ramanga or Xi Dundu with following Ramanga Combination Discipline - PC:
Coordinator Approval NPC: Coordinator Approval - Coordinator: Anarch and
Lasombra

Winds of Guilt
(Way of Wind x1, Auspex x1)
Blood Magic: Secrets of Thaumaturgy, page 128
OWBN Tzimisce Genre Koldunism Pack 2015. Pg 51-52

See Book for Description


MET System: The caster engages his target in a Mental Challenge, retested with Occult.
Should he succeed, each Temporary Mental Trait spent after the challenge determines the
length of time the victim is effected (use the chart in the book, replacing number of
successes with Mental Traits Spent). Otherwise, use as printed.
MET Cost: 3xp
ST Approval

Wintering
(Animalism x4, Fortitude x2)
Wolves of the Sea Pg. 71-72
OWNB Gangrel Genre 2023. Pg

In the deep winters of Scandinavia, many animals conserve their food supplies and sleep
through much of the cold and hungry night. Norse vampires can sometimes emulate this
feat, sleeping during the long periods when game is scarce but awakening later. By
“wintering” (although the ability can actually be used at any time), the einherjar preserves her
stores of blood, so that she is still able to survive for several days upon waking before
needing to hunt again.
System: A vampire voluntarily entering torpor may use this ability to conserve stores of
blood for later use upon awakening. The vampire must roll Stamina + Survival (difficulty 8).
Each success allows the vampire to retain one Blood Point, despite remaining in torpor, up
to the limit of her current Blood Pool. Thus, if an einherjar with this power enters torpor
voluntarily with three Blood Points and rolls one success, then she awakens with one Blood
Point saved; if she had rolled four successes, she would have awakened with three Blood
Points saved. The use of this power does not mean that the blood cannot be stolen by
Thaumaturgy or attack while the vampire sleeps; it simply allows the vampire to store blood
that would normally be consumed during torpor.
Learning this power requires 18 experience points.

201
MET System: A vampire voluntarily entering torpor may use this ability to conserve stores of
Blood for later use upon awakening. The vampire must make a base Static Physical
challenge against 10 Traits, retest Survival. For each Blood Trait that the individual wishes to
preserve beyond one, increase the Challenge Traits by one and they can only hold up to the
limit of her current Blood Pool as their Generation dicates. The use of this power does not
mean that the Blood cannot be stolen by Thaumaturgy or attack while the vampire sleeps; it
simply allows the vampire to store Blood that would normally be consumed during torpor.
MET Cost: 9xp
ST Discretion

Witness of Ahriman
(Dominate x3, Obtenebration x3)
Players Guide to High ClansPg. 170
OWBN Lasombra Clan Packet 2019. Pg 61

With this subtle power, a Lasombra’s eyes dilate to the infinite depths of the Abyss, filling a
target who meets her gaze with fear. Shadows plague the victim’s mind, gnawing at his
sanity and resolve.
System: The player spends one Willpower point and rolls Manipulation + Occult (difficulty of
the target’s Willpower). Success means the target begins seeing disturbing flickers of
darkness at the edge of his vision and hears whispers he cannot make out. For as long as
the phantoms last, the victim adds 2 to the difficulty of all Willpower and Virtue rolls. Once
each day at dawn, the victim’s player may attempt to throw off this spectral haunting with a
Willpower roll (difficulty of the vampire’s Occult plus the two-point difficulty increase imposed
by the curse). For each day that the target does not throw off the curse, the difficulty on the
roll rises by one (maximum difficulty 9). Victims who remain haunted for more days than their
permanent Willpower lose the ability to regain Willpower points until they throw off the curse.
A mortal victim haunted for more days than his Willpower + Wits grows suicidal and ends his
life at the earliest possible opportunity.
Experience Cost: 21
MET System: The player spends one Willpower point and makes a Social challenge—retest
Occult. Success means the target begins seeing disturbing flickers of darkness at the edge
of his vision and hears whispers he cannot make out. For as long as the phantoms last, the
victim adds 2 Traits to the difficulty of all Willpower challenges and 1 Trait to all Virtue
challenges. The victim effectively gains the Haunted Flaw at 3pts. Once each day at dawn,
the victim’s player may attempt to throw off this spectral haunting with a Static Willpower
challenge (difficulty of the user’s Occult plus the two Trait penalty imposed by the curse). For
each day that the target does not throw off the curse, the difficulty of the challenge rises by
one (to a maximum of 9 Traits).
MET Cost: 11xp.
Lassombra Coordinator Approval

Wolf in Sheep's Clothing


(Animalism x3, Obfuscate x2)
Lore of the ClansPg. 165

202
OWBN Nosferatu Genre Packet 2009. Pg ??

This power allows the Nosferatu to use their Obfuscate powers on animals as well as
humans. They might cloak an animal companion to bring them into Elysium, or simply to
sneak about the city with them on their nightly wanderings. They might also use their power
to make them seem more impressive, dangerous, or even benign.
System: This power allows the user to apply any Obfuscate power to any animal. The
vampire makes any required rolls and spends any blood required by the ability, but the
effects are applied to the animal. The animal in question must either be under the control of
Animalism or have drunk the Nosferatu’s blood.
This power costs 15 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Non-Nosferatu with Nosferatu Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Nosferatu

Wolf's Lament
(Animalism x1, Obfuscate x2)
Players Guide to Low Clans Pg. 168
Libellus Sanguinis IV: Thieves in the Night Pg. 76
OWNB Gangrel Genre 2023. Pg

The wolf’s howl echoes across the land, carrying messages in its mournful song. Nosferatu
and Gangrel with this Discipline technique may do the same, enabling them to howl
messages that carry for miles. Even better, any wolf that hears the message relays the
sound with its own howl. Such messages can theoretically carry for dozens or even
hundreds of miles in this fashion, subject to the vagaries of chance. Most individuals who
hear the howl merely note its eerie tones and give it no further attention. Those with the
Animalism power Feral Speech hear a voice in the keening. The content is brief and clipped,
but it imparts emotional inflection and general intent. It can warn of danger, signal an attack
or carry any other simple message.
System: Prior to using this Discipline, the player must convey his intended message to the
Storyteller and receive approval. Generally, any message that can be conveyed in one
breath is acceptable. The player then rolls Manipulation + Animal Ken (difficulty 6) as the
vampire howls. The message carries a maximum distance determined by the successes
according to the following chart, although the Storyteller may restrict the range if she deems
there are few wolves in the area. Failure means no wolves pick up the howl, either because
they are not present or disregard the message. A botch invariably attracts unwanted
attention, such as hunters or enraged Lupines.
Experience Cost: 14

Successes Distance

1 5 miles

2 10 miles

203
3 50 miles

4 100 miles

5 250 miles

MET System: As written except as follows: The Player makes a Static Social Challenge
difficulty 8, retested with Animal Ken, and then expends a number of Social Traits for
distance;
● 1 Trait for 5 Miles/8 Km
● 2 Traits for 10 Miles/16 Km
● 3 Traits for 50 Miles/80 Km
● 4 Traits for 100 Miles/160 Km
● 5 Traits for 250 Miles/400 Km
MET Cost: 7xp
ST Discretion

Wound Sculpting
“Sculpt the Flowing Wound”
(Fortitude x3, Vicissitude x2)
Players Guide to High Clans Pg. 169
Lore of the Clans Pg. 243

A Tzimisce with this power may vastly accelerate her healing by concentrating and willing
flesh to mold back to its original form.
System:The player spends one blood point and rolls Wits + Body Crafts (difficulty 8). Each
success heals one level of lethal or bashing damage. This power cannot heal more health
levels per turn than the vampire’s generational limit for blood expenditure. Any healing
beyond this limit extends into subsequent turns until complete.
Experience Cost: 21
MET System: Not found.
MET Cost: Not found.
Approval: Not found.

Ze Monkey's Paw
(Auspex x3, Dementation x4)
Lore of the Clans Pg. 145
OWBN Malkavian Genre Packet 2016. Pg

Superstitions are little pieces of irrationality that still take hold in the rational world.
Malkavians with this ability play on these notions to convince a perfectly normal person that
an inanimate object is the source of all their troubles. It’s a great way to get someone
babbling about strange connections, or dig a valuable item out of the trash when the victim
throws it away.

204
System: Roll Wits + Subterfuge (difficulty 6), while touching an object, picturing a specific
person, and spending a point of Willpower. The next time the target sees the object, the
power starts working. Every success rolled robs the target of a Health level (when a minor
accident involving the object occurs) or a Willpower point (when the target somehow blames
a bad turn in their life on the object).
The Malkavian chooses the split when the power is used, but the target loses no more than
one Willpower point or one Health level per scene. The Malkavian has no control over what
the target does with the object or when the curse strikes, but the target is unlikely to keep it
for long.
This power costs 21 experience points to learn.
MET System: Not found.
MET Cost: Not found.
Non-Malkavians with Malkavian Combination Disciplines - PC: Coordinator Approval -
NPC: Coordinator Approval - Coordinator: Malkavian

205

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