# Powers

Here, you will find all Powers, Rituals, Ceremonies, and Formulae that are allowed in play! Regular powers are marked in <mark style="color:red;">**red**</mark> while amalgams will be marked in <mark style="color:yellow;">**yellow**</mark><mark style="color:$info;">.</mark>

If we have missed any errata or if there are any errors, please let us know in our [<mark style="color:red;">Server Suggestions Forum</mark>](https://discord.com/channels/1292865933525651466/1324638230263369798)!

## Animalism

<details>

<summary><mark style="color:red;"><strong>Bond Famulus, Animalism 1 (Core p.245)</strong></mark></summary>

**Dice Pools:** Charisma + Animal Ken

**Cost:** The animal must be fed the user’s Blood on three separate nights, each of which requires a Rouse Check by the user. The amount of Blood needed to sustain the ghoul-state of the animal after this is negligible. Players starting with this power have completed this process and can chose a famulus for free.

**System:** Without the use of Feral Whispers, below, giving commands to the animal requires a Charisma + Animal Ken roll (Difficulty 2); increase Difficulty for more complex orders. A vampire can only have one famulus, but can get a new one if the current one dies. A vampire can use Feral Whispers (Animalism 2) and Subsume the Spirit (Animalism 4) on their famulus for free.

**Duration:** Only death releases a famulus once bound. As long as it receives vampire Blood on a regular basis, the famulus does not age.

</details>

<details>

<summary><mark style="color:red;"><strong>Sense The Beast, Animalism 1 (Core p.245)</strong></mark></summary>

**Cost:** Free

**Dice Pools:** Resolve + Animalism vs Composure + Subterfuge

**System:** Roll Resolve + Animalism vs Composure + Subterfuge. A win allows the user to sense the level of hostility in a target (whether the person is prepared to do harm or even determined to cause it) and determine whether they harbor a supernatural Beast, marking them as a vampire or werewolf. On a win, a critical gives the user information on the exact type of creature (for example, a werewolf), as well as their Hunger (or equivalent) level, and their Resonance. This power can be used both actively and passively, warning the user of aggressive intent in their immediate vicinity.

**Duration:** Passive

</details>

<details>

<summary><mark style="color:purple;"><strong>Animal Messenger, Animalism 2 + Auspex 1 (Players Guide p.69) *</strong></mark></summary>

**Prerequisite:** [<mark style="color:purple;">Bond Famulus</mark>](https://wiki.capetownvtm.com/material-availability/powers#bond-famulus-animalism-1-core-p.245)

**Dice Pools:** None, though the Famulus must test Resolve + Streetwise/Survival (or equivalent) if the target’s location is unknown.

**Cost:**&#x4F;ne Rouse Check for each night.

**System:** The vampire whispers a single sentence to the Famulus and states the target. If the location of the recipient is unknown the Famulus must track them down, making a tracking test (see above) at a Difficulty of 2, or resisted by the target’s Intelligence + Streetwise / Survival if they are actively trying to hide (from the famulus or from other perceived threats). The attempt can be made once per night. The message is delivered as soon as the Famulus makes eye contact with the target, at which point they return to their master.

**Duration:** One or more nights depending in length of search

</details>

<details>

<summary><mark style="color:red;"><strong>Feral Whispers, Animalism 2 (Core p.246)</strong></mark></summary>

**Dice Pools:** Manipulation + Animalism, Charisma + Animalism

**Cost:** One Rouse Check per type of animal chosen for the scene. Allows one summoning and unlimited communication. Free when used on famulus.

**System:** Simple communication requires no dice pool test. Persuading an animal to perform a service requires a Manipulation + Animalism roll; the Difficulty depends on the task required. Having a bird keep an eye out for anyone entering the park at night is Difficulty 3, while ordering any animal to defend a place with their lives is Difficulty 6.

Summoning animals uses a Charisma + Animalism roll; Difficulty depends on the scarcity of the animals summoned. The number of animals summoned depend on the margin on the test; a critical win summons most, if not all, animals of the type in the area.

**Duration:** One Scene

</details>

<details>

<summary><mark style="color:yellow;"><strong>Leash the Beast,</strong></mark><strong> </strong><mark style="color:yellow;"><strong>Animalism 2 + Auspex 1 (Live From the Succubus Club p.27)</strong></mark></summary>

**Cost:** One or Two Rouse Checks

**System:** When you roll a 10 (potential Critical) on a normal die, you can turn that to a 9 (Success) by Rousing the Blood to activate this power. When you roll a 1 (potential Bestial Failure) on a Hunger die, you can turn that to a 2 (Failure) if you make two Rouse Checks to activate this power.\
You can also use this power to turn a result of 1–5 (Failure) on a Normal die made during a test to resist Frenzy to a 6 (Success).\
If the Rouse Checks made for this Power would drive you above 5 Hunger, you immediately enter a Hunger Frenzy.

**Duration:** One Night

</details>

<details>

<summary><mark style="color:red;"><strong>Animal Succulence, Animalism 3 (Core p.246)</strong></mark></summary>

**Cost:** Free

**System:** Feeding from animals slakes 1 additional Hunger, and the vampire counts their Blood Potency as two levels lower in regards to penalties to slaking Hunger from animal blood.\
Consuming one's famulus slakes 4 Hunger, regardless of animal size. This act can never remove the final Hunger die. In addition, consuming one's famulus increases the vampire’s Attribute most associated with that animal (as determined by the Storyteller) by two dots. Consuming a cat might raise Dexterity or Composure; consuming a dog might raise Charisma or Resolve. Storytellers may vary the reward from famulus consumption: draining an owl might raise the Attribute in any perception pool by two dots, or in pools involving wise decision making. The bonus lasts until the vampire’s next feeding or until their Hunger reaches 5.

**Duration:** Passive

</details>

<details>

<summary><mark style="color:yellow;"><strong>Augury,  Animalism 3 + Auspex 1 (Tattered Facade pp.89-90)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Manipulation + Animalism

**System:** Test Manipulation + Animalism against a Difficulty based on the detail of the question being asked. In general, the Difficulty increases from places (easy), to things (moderate), to people (difficult).

Using Augury to ask “Where is Clarice’s bar?” would be a Difficulty 2; asking “Who is Lyle’s secret Blood Bond?” might be a Difficulty 5 or more if the subject in question has taken pains to hide the answer. The Storyteller answers the vampire’s question by describing the image the flock forms, usually the most direct answer to the question possible. Perhaps it’s the likeness of a person’s face, or a house front, or the briefly animated depiction of someone’s workroom. A critical win reveals something important (regardless of the question directly asked), as the animals sense the changing tides of action and inaction.

This experience terrifies the animals the vampire harnesses, and their terror scars the vampire’s Animalism until it has time to fade. For the rest of the session, any Animalism test the vampire makes involving this Power or living creatures increases in Difficulty by 1 for each use of this Power.&#x20;

**Duration:** A few minutes to gather the swarm’s knowledge

</details>

<details>

<summary><mark style="color:red;"><strong>Awaken the Parasite, Animalism 3 (Tattered Facade p.90)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Resolve + Animalism vs Humanity (Stamina + Wits for mortals)

**System:** The vampire Rouses the Blood and spends their action concentrating before testing Resolve + Animalism against the Humanity of their target (mortal targets resist with Stamina + Wits). The victim must be within close proximity to the vampire. Results are based on the margin of the contest, while a critical win also increases a vampire target’s Hunger by one:

***Basic Win (Margin 0):*** The victim reduces Social and Mental dice pools by one die as maggots burrow and writhe beneath their flesh, causing confusion and headaches to the victim, and nausea among onlookers.\
\&#xNAN;***Margin 1:*** The victim suffers a two-dice penalty on all pools as larvae burst from their flesh in significant numbers. In most cases, Social tests simply fail without needing to roll. At this stage, the Masquerade becomes severely strained, at best.\
\&#xNAN;***Margin 2+:*** Eggs go from larvae to pupae in seconds, and pupating blowflies erupt in a shower of gore; killing mortal victims, while supernatural targets receive a two-dice penalty to pools, 2 unhalved Superficial damage, and find themselves unable to speak as their throats fill with squirming maggots.

If the vampire uses Awaken the Parasite on themselves, perhaps to intimidate or disgust a foe, the vermin burst from their flesh and they suffer a two-dice penalty on any other pools this scene. The target resists with Composure + Resolve. If the vampire wins, the target cringes away, flees, or otherwise loses face; they also lose Willpower equal to the margin.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:purple;"><strong>Messenger's Command, Animalism 3 +Dominate 1 (Players Guide p.69) *</strong></mark></summary>

**Prerequisite:** Animal Messenger, either Compel or Mesmerize

**Dice Pools:** See Compel or Mesmerize, but the Dominate rating cannot exceed the user’s Animalism.

**Cost:** None

**System:** See Animal Messenger, above. Make the Compel or Mesmerize test as soon as the Famulus makes eye contact with the target.

**Duration:** See Animal Messenger

</details>

<details>

<summary><mark style="color:red;"><strong>Plague of Beasts, Animalism 3 (Players Guide p.69)</strong></mark> </summary>

**Dice Pools:** Manipulation + Animalism vs Composure + Animal Ken

**Cost:** One Rouse Check

**System:** The vampire picks a target within their line of sight and tests Manipulation + Animalism against the target’s Composure + Animal Ken. On a win the target becomes the focus of attention for all animals in their vicinity for the rest of the night, suffering a dice penalty to all Skill pools equal to the margin on the win unless they can physically isolate themselves from the local wildlife. The target also becomes easier to track, with any pursuer receiving a bonus equal to the same margin. The Skill penalty does not apply to physical conflicts, as the animals aren’t suicidal enough to stick around when fists and bullets start flying, though they return once the dust settles.

**Duration:** One night

</details>

<details>

<summary><mark style="color:red;"><strong>Quell The Beast, Animalism 3 (Core p.246)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Charisma + Animalism vs Stamina + Resolve

**System:** Roll Charisma + Animalism vs Stamina + Resolve. A win against a mortal target incapacitates them for that scene, instilling severe lethargy. They act only to preserve themselves, not against the user or anyone else. A win against a vampire prevents the target from performing Blood Surges. While their Beast is quelled, vampires do not score messy criticals. Against vampires, this power lasts a turn plus a number of turns equal to the win margin on the contest. A critical win against a vampire target also ends their frenzy.

**Duration:** One scene, or a number of turns equal to the test margin plus one.

</details>

<details>

<summary><mark style="color:yellow;"><strong>Unliving Hive, Animalism 3 + Obfuscate 2 (Core p.247)</strong></mark></summary>

**Cost:** No additional cost

**System:** This power extends all powers previously restricted to vertebrates to insect swarms, treating a swarm as a single creature. The vampire can bind the swarm as a famulus, and some even give it the ability to nest inside the cavities of their body. This hides the swarm from sight while allowing it to nurse the minute amounts of Blood needed to sustain it indefinitely. While nested, the swarm is undetectable by anything less than X-rays.

Swarms do little damage in combat. They have Health 5 and a pool of 8 dice to resist attacks. Swarms take Superficial damage from Brawl; flame and insecticide cause Aggravated damage. Vampires can use swarms for spying, as distractions (resulting in a two-dice penalty on any roll for a single swarmed individual), or to intimidate mortals (add between one and three dice to Intimidation pools, depending on the type of insect and the victim’s phobias). Players and Storytellers can doubtlessly come up with even more creative uses of this power.

**Duration:** Passive

</details>

<details>

<summary><mark style="color:red;"><strong>Subsume The Spirit, Animalism 4 (Core p.247)</strong></mark></summary>

**Cost:** One Rouse Check. Free if used on famulus.

**Dice Pools:** Manipulation + Animalism

**System:** Make a Manipulation + Animalism test; Difficulty 4. On a win, the vampire can inhabit the animal’s body for one scene. On a critical win, the vampire can inhabit the animal indefinitely.

Extending this possession into the daylight hours requires the vampire to stay awake (p. 219); seeing the sun requires a test for fear frenzy though the sunlight does not damage the animal being ridden. The user remains oblivious to their original body, but harm to it pulls them out of the trance and releases the animal. Death of the possessed animal also ends the trance, and the vampire takes a point of Aggravated Willpower damage from the shock.

**Duration:** A scene / indefinitely (see above)

</details>

<details>

<summary><mark style="color:red;"><strong>Sway the Flock, Animalism 4 (Players Guide pp.69-70)</strong></mark> </summary>

**Dice Pools:** Composure + Animalism

**Cost:** One or more Rouse Checks

**System:** The vampire decides on the behavior they want to encourage in the local animals and makes a Composure + Animalism test. The effect scales with the number of successes: At one success animals aren’t noticeably affected, while at five their behavior will be completely dominated by the desired impulse, with calmed animals falling asleep or riled ones attacking anyone or each other with no provocation. Any mundane attempt to control the animals increases in Difficulty equal to the number of successes on the test. The size of the area affected is roughly the size of a football field, though it can be extended with additional Rouse Checks, up to five for a small town.

**Duration:** One night

</details>

<details>

<summary><mark style="color:red;"><strong>Spirit Walk, Animalism 5 (Gehenna War p.46)</strong></mark></summary>

**Prerequisite:** [<mark style="color:purple;">Subsume the Spirit</mark>](https://wiki.capetownvtm.com/material-availability/powers#subsume-the-spirit-animalism-4-core-p.247)

**Cost:** None, though the cost for Subsume the Spirit remains

**System:** When using Subsume the Spirit, the duration is always indefinite as though a Critical result was obtained. Furthermore the Kindred can activate Subsume the Spirit even while inhabiting an animal’s form, transferring their consciousness to beast after beast.

</details>

<details>

<summary><mark style="color:red;"><strong>Coax the Bestial Temper, Animalism 5 (Players Guide p.70)</strong></mark></summary>

**Dice Pools:** Manipulation + Animalism

**Cost:** One Rouse Check

**System:** The vampire decides whether they want to agitate or calm, hums a wordless melody or similar subtle sound, and makes a Manipulation + Animalism test at Difficulty 3. Each success in the margin raises or lowers the Difficulty to resist Frenzy by one for all other vampires within earshot. If the difficulty is lowered, all vampires already in Frenzy can make a new test to resist it, snapping out of their Frenzy if they succeed.

**Duration:** As long as the user keeps humming

</details>

<details>

<summary><mark style="color:red;"><strong>Animal Dominion, Animalism 5 (Core p.247)</strong></mark></summary>

**Cost:** Two Rouse Checks

**Dice Pools:** Charisma + Animalism

**System:** Choose a type of animal and make a Charisma + Animalism roll with a Difficulty depending on the nature of the animals and the order given. Getting a flock of crows to disperse and look for a specific individual (given some means of identifying their target) is relatively easy (Difficulty 3), but getting a pack of dogs to give their lives in a suicidal attack on another vampire is more of a challenge (Difficulty 5). The power does not allow the user to summon animals, but compels those already present to obey. The vampire can command the animals to return after completing their task, if they have means to do so.

**Duration:** A single scene or until the directive is fulfilled, whichever is shortest.

</details>

<details>

<summary><mark style="color:red;"><strong>Drawing Out The Beast, Animalism 5 (Core pp.247-248)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Wits + Animalism vs Composure + Resolve

**System:** Instead of the Willpower roll to resist a terror or fury frenzy, roll Wits + Animalism vs Composure + Resolve of the target. If the user fails, they enter frenzy as though they had failed the Willpower roll. On a win, the target experiences that frenzy instead of the user. Later stimuli can still provoke frenzy in the user, but they can use this power as long as they can make Rouse Checks and further targets remain available.\
This power cannot transfer a hunger frenzy.

**Duration:** Frenzy duration (see p. 220)

</details>

## Auspex

<details>

<summary><mark style="color:red;"><strong>Heightened Senses, Auspex 1 (Core p.249)</strong></mark></summary>

**Cost:** Free (but see below)

**Dice Pools:** Wits + Resolve

**System:** The user adds their Auspex rating to all perception rolls. If exposed to extreme sensations, such as loud bangs, flashes of intense light or overpowering smells while the power is active the user must succeed on a Wits + Resolve (Difficulty 3 or more) roll to dampen their senses in time, or the overload causes them to sustain a -3 dice penalty to all perception-based rolls for the rest of the scene.

**Duration:** Until deactivated. Having the power active for longer stretches of time without rest (more than a scene), especially so for high-stimulus environments, might necessitate spending Willpower, at the Storyteller’s discretion.

</details>

<details>

<summary><mark style="color:red;"><strong>Sense The Unseen, Auspex 1 (Core p.249)</strong></mark></summary>

**Cost:** Free

**Dice Pools:** Wits + Auspex or Resolve + Auspex

**System:** Whenever there’s something supernatural hiding in plain sight, the Storyteller makes a hidden roll of Wits + Auspex against a Difficulty they choose. Against an entity actively trying to stay hidden, the Storyteller can call for a blind roll (“Lisa, roll seven dice for me”) as a contest against the target’s relevant pool. (For example, detecting a vampire using Obfuscate would be a roll of Wits + Auspex vs Wits + Obfuscate) If the vampire actively searches for a hidden supernatural entity, they roll Resolve + Auspex similarly.

**Duration:** Passive

</details>

<details>

<summary><mark style="color:red;"><strong>Premonition, Auspex 2 (Core pp.249-250)</strong></mark></summary>

**Cost:** Free or one Rouse Check

**Dice Pools:** Resolve + Auspex

**System:** Whenever the Storyteller deems it appropriate, this power gives the character a sudden hint that aids them in some way: letting them find a clue they’ve missed or saving them from danger. Whether it gives the character a sudden vision of themselves walking into a trap, an inviting red glow over the second right turn during a chase, or the brief flash of a skeleton beneath the floorboards in the Prince’s office, this power always gives the Storyteller license to subtly speed up play or move the story onto a desired track. The suggested limit is one premonition per scene, even if more than one character has Premonition.

The user can also actively provoke a premonition by focusing on a subject, making a Rouse Check and rolling Resolve + Auspex. The number of successes rolled determines the level of insight on the subject, if any.

**Duration:** Passive

</details>

<details>

<summary><mark style="color:yellow;"><strong>Panacea, Auspex 2 + Fortitude 1 (Players Guide p.70)</strong></mark></summary>

**Amalgam:** Fortitude 1

**Dice Pools:** Composure + Auspex

**Cost:** One Rouse Check and additional Willpower depending on circumstances.

**System:** The vampire rolls Composure + Auspex against Difficulty 2 and restores a number of superficial Willpower damage levels equal to the margin on the roll. Alternatively, the user restores one Aggravated Willpower damage level for every three successes in the margin.&#x20;

If successfully used on a mortal, Panacea similarly calms them if they’re in a turbulent emotional state, or puts them otherwise at ease.&#x20;

Use of this power takes a whole turn. If the vampire spends an entire scene instead, reduce the Difficulty to 0. Panacea must be used on someone other than the vampire invoking the power. A subject can be affected by the power only once per night.&#x20;

If the user soothes more than one subject per night, the user suffers superficial Willpower damage equal to half the number of successes in the margin for every additional subject, as they take on the burden of so many charges.

**Duration:** N/A

</details>

<details>

<summary><mark style="color:red;"><strong>Reveal Temperament, Auspex 2 (Players Guide pp.70-71)</strong></mark></summary>

**Dice Pools:** Intelligence + Auspex vs Composure + Subterfuge

**Cost:** One Rouse Check

**System:** When the power is active the user can test Intelligence + Auspex vs a target’s Composure + Subterfuge. A win reveals the Resonance of the mortal observed as well as any other particulars of their blood, such as Dyscrasias. On a critical win the user also gains a two-dice bonus to interaction with the target for the duration of the scene as they are able to adapt their approach to the emotional state of the mortal. Versus a vampire, a win reveals the Resonance of the last mortal they fed upon, and a critical win provides a more nuanced picture of the vessel at time of feeding, revealing the method and Predator Type of the vampire.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:yellow;"><strong>Haruspex, Auspex 3 + Oblivion 1 (Tattered Facade p.91)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Resolve + Auspex

**System:** The vampire spends a turn examining the body of the recently dead or dying (they must have died within the scene), during which time they remove and scatter organs, stare into vacant eyes, and otherwise desecrate the corpse. Once complete, they Rouse the Blood and test Resolve + Auspex against Difficulty 3. Characters gain a one-die bonus if they killed the victim themselves, or two dice if they’re killed while undergoing the scrying process (such a torturous death likely grants Stains). If successful, the vampire can reroll every die in any single dice pool before the night’s end as the insight prepares them for such an eventuality. On a critical win, they may reroll up to three pools. When a pool is rerolled, the player may choose the most preferable result. This Power only works with mortal victims — vampires and animals provide no spark of insight.

**Duration:** One night

</details>

<details>

<summary><mark style="color:red;"><strong>Scry The Soul, Auspex 3 (Core p.250)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Intelligence + Auspex vs Composure + Subterfuge

**System:** Make an Intelligence + Auspex vs Composure + Subterfuge roll. On a win, the Storyteller truthfully answers a number of questions equal to the margin of the roll about the target’s aura and psyche, including:

• The emotional state of the subject\
• The Resonance in the subject’s blood\
• Whether the subject is a vampire, werewolf, ghoul or any other supernatural being\
• Whether the subject is under the influence of Blood Sorcery or other magic\
• Whether the subject has committed diablerie in the last year\
• A critical win allows discovery of something unexpected, as determined by the Storyteller

If scanning a crowd, roll versus a Difficulty determined by the size of the crowd and external distractions, as well as the type of trait being sought. (Finding the vampire in the living room might only be a Difficulty 3, while finding the most nervous person at a crowded rave is most likely Difficulty 6 or higher.)

**Duration:** One turn, or Storyteller’s discretion

</details>

<details>

<summary><mark style="color:red;"><strong>Share The Senses, Auspex 3 (Core p.250)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Resolve + Auspex

**System:** Roll Resolve + Auspex at Difficulty 3. This Difficulty can go up depending on distraction, distance, and other factors, such as the amount of the user’s Blood that remains in the target. The target usually remains unaware of the intrusion, but Sense the Unseen can allow the passenger to be noticed. To get rid of an unwanted rider, the victim must beat the intruder at a Wits + Resolve vs Wits + Resolve roll. An Auspex user thrown out this way cannot make another Sharing attempt until the next night.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:yellow;"><strong>Fatal Flaw, Auspex 3 + Oblivion 1 (Players Guide p.71)</strong></mark></summary>

**Dice Pools:** Intelligence + Auspex vs Composure or Stamina + Subterfuge

**Cost:** One Rouse Check

**System:** The user spends a turn intently observing the target, looking for a flaw in their defenses, and tests Intelligence + Auspex against the target’s Composure (for mental weaknesses) or Stamina (for physical ones) + Subterfuge. A win shows how they best attack their target, revealing the lowest defense pool in either category, and provides a two-dice bonus to attacks against that pool. If the user informs anyone about said weakness they gain a one-die bonus.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Heart Laid Bare, Auspex 4 (Tattered Facade pp.91-92)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Intelligence + Auspex vs Composure + Subterfuge

**System:** The user decides on whether they are looking for fears or desires and then engages the target in conversation for a few minutes before making the Power test. The test is made against Difficulty 0 on unsuspecting mortals, but mortals aware of vampiric abilities — as well as all supernatural creatures — can resist with Composure + Subterfuge. The margin on success determines how much information is gained:

***1–2:*** The user gets a general notion of the victim’s fears or desires, such as: “wealth”, “bugs”, or “loneliness.”

***3–5:*** The sense becomes more specific: “making it on the stock market”, “hornets”, or “losing my partner”

***6+:*** The user receives a clear picture of the element sought, complete with context or history: “getting away with that NDX Insider deal”, “a threesome with Billy and Jeanette”, “hornets, ever since I whacked that nest on a dare in third grade”, or “Warren finding out I lied about Billy and Jeanette.”

Add one success to the result if the object of desire or fear is present, and add another success if the conversation touches upon the topic. (Though the victim can catch on to the intent unless the user wins a Composure + Subterfuge vs Wits + Insight test.)

**Duration:** N/A

</details>

<details>

<summary><mark style="color:red;"><strong>Spirit’s Touch, Auspex 4 (Core pp.250-251)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Intelligence + Auspex

**System:** Make an Intelligence + Auspex roll versus a Difficulty depending on the information sought. Gleaning the emotional state of the user of a murder weapon used a few days before is Difficulty 3, but sensing the surroundings in which a 300-year-old letter was written approaches Difficulty 6 or higher. Each point of margin on the roll allows the user to sense roughly one additional previous handler and set of circumstances, counting backwards from the most recent.

**Duration:** One turn

</details>

<details>

<summary><mark style="color:red;"><strong>Clairvoyance, Auspex 5 (Core p.251)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Intelligence + Auspex

**System:** Roll Intelligence + Auspex against a Difficulty based on the security and level of activity of the area. Using Clairvoyance on one’s own mansion would be Difficulty 3 while an unfamiliar city block in the slums of a major city would amount to 7 or more. The user adds their base Haven rating in extra dice to the pool when using Clairvoyance on their own haven.\
The Storyteller answers the vampire’s questions about the comings and goings in the area, what people have seen and heard, topics of local gossip, recent major shocks or impressions, and so forth. The player can ask roughly one question per point of margin; answers about deliberately concealed information might consume more than one point. A critical win reveals something major, regardless of the questions asked, assuming there is something to reveal.\
The vampire can also clairvoyantly monitor events in progress, though this requires them to remain in the area for as long as the effect is active.

## Obfuscate

**Duration:** A few minutes for information gathering, up to a night for vigilance.

</details>

<details>

<summary><mark style="color:yellow;"><strong>Possession, Auspex 5 + Dominate 3 (Core pp.251-252)</strong></mark></summary>

**Cost:** Two Rouse Checks

**Dice Pools:** Resolve + Auspex vs Resolve + Intelligence

**System:** This power can only be used on mortals. If the mortal is a ghoul, they must first be Blood Bound to the user. Before possession can begin, the vampire must have eye contact with their victim (See Dominate, p. 254). The user then engages in a Resolve + Auspex vs Resolve + Intelligence conflict with the victim in order to inhabit their body. If the vampire’s player rolls a total failure, the victim becomes immune to further Possession attempts for the duration of the story.

Once the vampire inhabits the body of their victim, their own body falls into a torpor-like trance, completely unaware of their surrounding and their own physical state except for Aggravated damage, which breaks the trance and ends the effects. A vampire possessing a mortal can use Auspex, Presence, and Dominate through them. If the user wishes to extend Possession into daytime, they must make a roll to stay awake (p. 219). Failure to stay awake ends the power. Any Aggravated damage to the subject also risks ending the possession – the user must succeed at a Resolve + Auspex roll (Difficulty 2 + damage taken) to stay in control. If the subject dies during Possession, the resulting spiritual trauma immediately causes the user to sustain three levels of Aggravated damage to Willpower.

This power does not give the user the ability to read the mind, use the skills, or emulate the manners of the victim. Any skills employed use the possessing vampire’s rating. The user must make a Manipulation + Performance vs Wits + Insight roll to successfully impersonate the victim’s manners, expressions, and the like.

Finally, Possession violates the victim even more profoundly than a Blood Bond. The Storyteller should consider awarding Stains for this action.

**Duration:** Until ended, voluntarily or involuntarily.

</details>

<details>

<summary><mark style="color:red;"><strong>Telepathy, Auspex 5 (Core p.252)</strong></mark></summary>

**Cost:** One Rouse Check (plus one Willpower vs non-consenting vampires)

**Dice Pools:** Resolve + Auspex vs Wits + Subterfuge

**System:** The user is not required to roll any dice to project their thoughts to another, vampire or mortal, though they do require line of sight. To read the mind of a mortal within line of sight, roll Resolve + Auspex vs Wits + Subterfuge while looking into their eyes. (Unless the mortal consents, in which case no roll is required.) A win means that the user can discern surface thoughts as a stream of images, with higher margin allowing the user to probe for more distant or buried memories. A critical win gives a coherent picture of the subject’s current thoughts and intentions. To read the mind of a non-consenting vampire, spend one Willpower point before rolling.

**Duration:** Roughly one minute per Rouse Check. Increased to a full scene on consenting subjects.

</details>

<details>

<summary><mark style="color:yellow;"><strong>Unburdening the Bestial Soul, Auspex 5 + Dominate 3 (Players Guide p.71)*</strong></mark></summary>

**Prerequisite:** Panacea

**Dice Pools:** Composure + Auspex vs. Humanity

**Cost:** Two Rouse Checks, gain one Stain

**System:** The vampire spends a scene in seclusion with the subject and rolls Composure + Auspex vs. the Humanity of the subject. For every success in the margin, they can remove one Stain from the subject, or erect a psychological “shield” that protects the subject from future Stains on a one-for-one basis. For example, a margin of three applied to a subject with no Stains would effectively “cancel out” up to three Stains acquired later in the session.\
On a critical win the user can choose to forgo the above benefits, instead restoring a single point of Humanity to the subject, but no vampire can gain that benefit more than once, ever.\
Unburdening the Bestial Soul works only on vampires, and automatically fails if the subject has a higher Humanity than the user.\
No matter the benefits received, for the rest of the session the subject is numbed, having part of their mind merged with the user, and any Dominate powers used on them by this power’s user succeed automatically with no eye contact necessary.\
When the power expires, all psychological “shields” not used up are lost, though Stains removed or Humanity gained on initial application do not revert.

**Duration:** One session

</details>

## Celerity

<details>

<summary><mark style="color:red;"><strong>Cat’s Grace, Celerity 1 (Core pp.252-253)</strong></mark></summary>

**Cost:** Free

**System:** The user automatically passes any Dexterity- or Athletics-based roll needed to keep their balance. Note that this power does not allow them to balance on support that cannot take their weight.

**Duration:** Passive

</details>

<details>

<summary><mark style="color:red;"><strong>Fluent Swiftness, Celerity 1  (Gehenna War p.46)</strong></mark></summary>

**Cost:** None

**System:** Whenever the vampire uses a Blood Surge to augment a Dexterity or Celerity test, they may reroll the Rouse Check.

</details>

<details>

<summary><mark style="color:red;"><strong>Rapid Reflexes, Celerity 1 (Core p.253)</strong></mark></summary>

**Cost:** Free

**System:** With this power, vampires suffer no penalty to their defense pools for lack of cover against Firearms attacks. They can also take a minor action (see p. 298) worth up to two dice per turn, such as readying or reloading a weapon, for free.

**Duration:** Passive

</details>

<details>

<summary><mark style="color:red;"><strong>Fleetness, Celerity 2 (Core p.253)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** Add the Celerity rating to user's dice pool for non-combat Dexterity tests. Once per turn the user may also do this when defending with Dexterity + Athletics.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Rush Job, Celerity 2 (Players Guide p.72)</strong></mark></summary>

**Dice Pools:** N/A

**Cost:** One Rouse Check

**System:** When active, this power lets the vampire complete Skill-related tasks that would otherwise take whole turns in the span of a few seconds, and can treat a full action as a minor action (Vampire: The Masquerade, p. 298). The power cannot be used to speed up attacks, defenses, or to perform any other actively resisted task but it does allow the vampire to, for example, jimmy a lock and fire a gun (the latter with a two-dice penalty, as per the minor action rules.)

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>A Thousand Cuts, Celerity 3 (Tattered Facade pp.95-96)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** The vampire may add their Celerity rating to any single Brawl or Melee attack (not otherwise augmented by a Discipline) made with claws or an edged weapon. For mortal victims, the cuts and slices caused by this flurry of attacks only cause Superficial damage, but automatically inflict enough additional Superficial damage for the victim to be Impaired. (At the Storyteller’s discretion, victims are overcome with pain and effectively out of commission.) The attack also splashes blood far and wide, causing vampires at Hunger 3 or more to make Hunger Frenzy tests. Used against Kindred, the attack is relatively harmless, but the scores of vicious yet unbleeding wounds leave the victim a walking Masquerade violation, and might provoke a Fury Frenzy test at the Storyteller’s discretion.

**Duration:** One action

</details>

<details>

<summary><mark style="color:red;"><strong>Weaving, Celerity 3 (Players Guide p.72)</strong></mark></summary>

**Prerequisite:** Rapid Reflexes

**Dice Pools:** N/A

**Cost:** One Rouse Check

**System:** The user does not suffer diminishing dice pools when defending against multiple ranged attacks using Dexterity + Athletics. They can also add their Celerity rating to all such attempts while this power is active.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Blink, Celerity 3 (Core pp.253-254)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Dexterity + Athletics, or as needed

**System:** The vampire moves in a straight line toward a target, covering any distance under 50 meters while still having enough time to perform an action, such as an attack, during the turn. If the terrain is in any way hazardous, the character needs to make a Dexterity + Athletics roll to avoid stumbling and coming to a halt on the way. The Storyteller may call for other contests as desired, especially if the vampire races a distant foe to an object or an action. Vampires engaging a foe with this power act as if already engaged when the turn begins.

**Duration:** One turn

</details>

<details>

<summary><mark style="color:red;"><strong>Traversal, Celerity 3 (Core pp.253-254)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Dexterity + Athletics

**System:** Make a Dexterity + Athletics roll with a Difficulty of 3 (inclined surface with traction) to 6 (slick vertical surface, open water), depending on the surface and angle. Each point of margin gets the vampire further up or out; a margin of 0 gets to a close target, a margin of 1 to one farther than that, and so forth. The Storyteller should inform the player beforehand if a target is too distant to even attempt Traversal; as a rule of thumb, anything over water farther than 60 meters (or more than 30 stories up a building) probably exceeds this power’s range.

**Duration:** One turn

</details>

<details>

<summary><mark style="color:red;"><strong>Blurred Momentum, Celerity 4 (Players Guide p.72)</strong></mark></summary>

**Dice Pools:** N/A

**Cost:** One Rouse Check per turn

**System:** Attacks that achieve fewer successes than the user’s Celerity rating always miss, no matter the result of a defense or dodge test (if any). This also works against surprise attacks or other attacks that disallow defense tests, such as Lightning Strike. Activating this power requires one Rouse Check and extending it requires an additional Check for each turn it is kept active.

**Duration:** Until the user lets it lapse

</details>

<details>

<summary><mark style="color:red;"><strong>Draught Of Elegance, Celerity 4 (Core p.254)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** Drinking a Rouse Checks worth of Blood directly from the user gifts the drinker with temporary Celerity equal to half the Celerity dots (rounded down) of the donor. The drinker gains the same non-Amalgam powers as the donor’s, up to that level.

**Duration:** One night; for vampires, until the next feeding or the vampire reaches Hunger 5

</details>

<details>

<summary><mark style="color:purple;"><strong>Faster Than Light, Celerity 4</strong></mark><strong> </strong><mark style="color:purple;"><strong>(Live From the Succubus Club p.27)*</strong></mark></summary>

**Prerequisite:** Blink

**Cost:** One Rouse Check

**System:** When using Blink, the vampire makes an additional Rouse check, enabling them to pass through patches of sunlight or flame without sustaining damage or feeling their effects. If they end their action within this dangerous patch or trip during the passage, damage is applied as normal. This doesn’t negate any other impacts from operating in daylight or fire, such as Frenzy Checks, awakening, or dice pools.

**Duration:** One Action

</details>

<details>

<summary><mark style="color:purple;"><strong>Unseen Strike, Celerity 4 + Obfuscate 4 (Players Guide p.73)*</strong></mark></summary>

**Prerequisite:** Blink

**Dice Pools:** Dexterity + Celerity vs Wits + Awareness

**Cost:** Two Rouse Checks

**System:** This power combines effects of Blink with elements of the Obfuscate power of Vanish. To onlookers the vampire appears to disappear and the target is caught unawares, becoming subject to surprise attack. Unless the victim can react by beating the user’s Dexterity + Celerity with their Wits + Awareness in a contest, they are unable to defend against the attack and it is made against a set Difficulty of 1. (See Surprise Attacks in Vampire: The Masquerade, p. 300). If the attacker fails this test they still perform a regular attack, as per Blink power (Vampire: The Masquerade, p. 253), and Unseen Strike is also subject to the same movement restrictions as Blink.

**Duration:** One turn

</details>

<details>

<summary><mark style="color:yellow;"><strong>Unerring Aim, Celerity 4 + Auspex 2 (Core p.254)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** Use before making a ranged attack. The target makes no roll to dodge or defend; make the attack at Difficulty 1. An opponent possessing Celerity 5 can nullify this power by making their own Rouse Check, defending at the same speed.

**Duration:** A single attack

</details>

<details>

<summary><mark style="color:red;"><strong>Lightning Strike, Celerity 5 (Core p.254)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** Use before making a Brawl or Melee attack. The opponent makes no roll to dodge or defend; make the attack at Difficulty 1. An opponent possessing Celerity 5 can nullify this power by making their own Rouse Check, defending at the same speed.

**Duration:** A single attack

</details>

<details>

<summary><mark style="color:red;"><strong>Split Second, Celerity 5 (Core pp.254-255)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** The player can supersede the Storyteller’s narration of events, within reason. They can choose to have their character move through a door before it closes, circumvent an ambush after it has been triggered, roll out of the way of an explosion, and so forth. The action taken must be reasonable and should not take more than a few seconds in real time. The Storyteller decides what Skills, if any, need to be checked to successfully accomplish an action begun using this power.

**Duration:** Roughly one action, as determined by the Storyteller.

</details>

## Dominate

<details>

<summary><mark style="color:red;"><strong>Cloud Memory, Dominate 1 (Core p.256)</strong></mark></summary>

**Cost:** Free

**Dice Pools:** Charisma + Dominate vs Wits + Resolve

**System:** No roll is required against an unprepared mortal victim. Clouding the memory of a resisting victim or another vampire requires a Charisma + Dominate vs Wits + Resolve roll.

**Duration:** Indefinitely

</details>

<details>

<summary><mark style="color:yellow;"><strong>Slavish Devotion, Dominate 1 + Fortitude 1 (Players Guide p.73)</strong></mark></summary>

**Dice Pools:** N/A

**Cost:** No additional cost

**System:** Any attempt by a third party to use Dominate on a character already under the influence of the vampire’s Dominate suffers a dice penalty equal to the Fortitude of the vampire.

**Duration:** Passive

</details>

<details>

<summary><mark style="color:red;"><strong>Compel, Dominate 1 (Core p.256)</strong></mark></summary>

**Cost:** Free

**Dice Pools:** Charisma + Dominate vs Intelligence + Resolve

**System:** No roll is required against an unprepared mortal victim. Commanding a resisting victim, a victim the vampire has previously Dominated in the same scene, or another vampire requires a contest of Charisma + Dominate vs Intelligence + Resolve. Commands that go against the victim’s nature also require such a contest.

**Duration:** No more than a single scene

</details>

<details>

<summary><mark style="color:yellow;"><strong>Dementation, Dominate 2 + Obfuscate 2 (Core pp.256-257)</strong></mark></summary>

**Cost:** One Rouse Check per scene

**Dice Pools:** Manipulation + Dominate vs Composure + Intelligence

**System:** After engaging in conversation with a victim, the user can activate this power. For the duration of the scene, the use may attack a single individual each turn in a Manipulation + Dominate vs Composure + Intelligence conflict, causing Superficial damage to Willpower. A mortal who becomes Impaired by this power experiences a nervous breakdown or psychotic break, the shape and nature of which depends on their personality (and perhaps their blood Resonance). A vampire that becomes Impaired by this power must immediately succumb to a Compulsion, as chosen by the power’s user.

If the user wants to affect multiple victims, they need to make a separate Rouse Check for each one.

**Duration:** One Scene.

</details>

<details>

<summary><mark style="color:red;"><strong>Domitor's Favor, Dominate 2 (Players Guide p.74)</strong></mark></summary>

**Dice Pools:** N/A

**Cost:** One Rouse Check

**System:** Defiance rolls for willful thralls under the effects of Domitor’s Favor are made at a three-dice penalty and thralls may not spend Willpower on them. Additionally, total failure on a defiance roll means that the Blood Bond does not weaken that month. (See Vampire: The Masquerade, pp. 233–244.)

**Duration:** One month

</details>

<details>

<summary><mark style="color:red;"><strong>Mesmerize, Dominate 2 (Core p.256)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Manipulation + Dominate vs Intelligence + Resolve

**System:** No roll is required against an unprepared mortal victim. Commanding a resisting victim or another vampire requires a contest of Manipulation + Dominate vs Intelligence + Resolve. Commands that go against the victim’s nature also require such a contest.

**Duration:** Until the command is carried out or the scene ends, whichever comes first.

</details>

<details>

<summary><mark style="color:red;"><strong>The Stolen Voice, Dominate 2  (Tattered Facade pp.96-97)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Composure + Dominate vs. Resolve + Performance

**System:** The vampire must be able to make eye contact with the victim. They need no test to activate the Power against mortals; Kindred and other supernatural beings can resist with Resolve + Performance. Anyone affected by this Power finds it impossible to meaningfully communicate — their voice makes no sound, writing becomes illegible, their gestures or signs shudder spastically, and even banging against walls produces nothing but a dull thud as their limbs fail to exert force.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>The Forgetful Mind, Dominate 3 (Core p.257)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Manipulation + Dominate vs Intelligence + Resolve

**System:** The user rolls a contest of Manipulation + Dominate vs Intelligence + Resolve. Each point of margin allows the user to add or remove an additional memory. The victim recalls the edits vaguely, foggy ideations that can fall apart under close questioning. A critical win creates a flawless imprint, as real as any true memory.

**Duration:** Indefinitely

</details>

<details>

<summary><mark style="color:red;"><strong>Submerged Directive, Dominate 3 (Core p.257)</strong></mark></summary>

**Cost:** No additional cost

**System:** As Mesmerize, though the Storyteller might want to make any rolls in secret. There’s no way of knowing if the submerged suggestion works until the conditions are met.

**Duration:** Passive

</details>

<details>

<summary><mark style="color:red;"><strong>Rationalize, Dominate 4 (Core p.257)</strong></mark></summary>

**Cost:** No additional cost

**System:** If pressed on their belief, the victim can make a Wits+Awareness test (Difficulty 5). A win makes them question their own statement, and possibly their sanity.

**Duration:** Indefinitely

</details>

<details>

<summary><mark style="color:yellow;"><strong>Ancestral Dominion, Dominate 4 + Blood Sorcery 2</strong></mark> <mark style="color:yellow;"><strong>(Players Guide p.74)*</strong></mark></summary>

**Prerequisite:** Mesmerize

**Dice Pools:** Manipulation + Dominate vs. Resolve + Occult

**Cost:** One Rouse Check

**System:** On a successful test of Manipulation + Dominate against Resolve + Occult, the victim acts to fulfill the dominating ancestor’s request, provided it doesn’t entail harming themself. For every generation separating the user of this power from their target, the resisting vampire gains an additional die to their roll. For example, when a ninth generation vampire attempts to use this power on an eleventh generation descendant, the descendant gains two extra dice in defense. The power needs neither eye contact nor verbal command — the request is silently transmitted from Blood to Blood — but it is subject to all other Dominate limitations.

**Duration:** Until the command is carried out or the scene ends, whichever comes first.

</details>

<details>

<summary><mark style="color:yellow;"><strong>Implant Suggestion, Dominate 4 + Presence 1 (Players Guide p.74)</strong></mark></summary>

**Dice Pools:** Manipulation + Dominate vs Composure + Resolve

**Cost:** One Rouse Check

**System:** No test is required against an unprepared mortal victim, but a prepared mortal or another vampire requires a test of Manipulation + Dominate against Composure + Resolve. Radical changes to core beliefs – making a vegan crave a steak or making a pacifist violent, for example – also merit an attempt to resist, even by unprepared mortals. The suggestion remains in effect for a scene, at which point the victim snaps out of it.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:purple;"><strong>Lethe’s Call, Dominate 5 (Gehenna War p.46)</strong></mark></summary>

**Prerequisite:** [<mark style="color:purple;">Cloud Memory</mark>](https://wiki.capetownvtm.com/material-availability/powers#cloud-memory-dominate-1-core-p.256) or [<mark style="color:purple;">The Forgetful Mind</mark>](https://wiki.capetownvtm.com/material-availability/powers#the-forgetful-mind-dominate-3-core-p.257)

**Cost:** One Rouse Check

**Dice Pools:** Manipulation + Dominate vs Intelligence + Resolve

**System:** The user tests Manipulation + Dominate vs a target’s Intelligence + Resolve, though unprepared mortals cannot resist this power. Each success in the margin allows the user to wipe up to an entire week’s worth of memories from the target. This use of Dominate does not require any verbal instructions, but will in this case simply blank the remembered time from the victim indiscriminately. With the addition of a verbal command, the Kindred can instead simply erase all knowledge of one individual or event from the same time, including the user themself.

The user may choose to simply leave the target’s memory blank or leave the victim with a generic sense of time having passed and the assumption that the time passed about as expected, though the latter quickly reveals inconsistencies if the victim is pressed for details later.

**Duration:** Indefinitely

</details>

<details>

<summary><mark style="color:red;"><strong>Mass Manipulation, Dominate 5 (Core p.257)</strong></mark></summary>

**Cost:** One Rouse Check in addition to the cost of the power amplified

**System:** The vampire can amplify any of their other powers to affect a group of people, mortal or vampire, at once. All of the victims need to see the eyes of the user. The user makes any needed roll against the strongest opponent in the group.

**Duration:** As per power amplified

</details>

<details>

<summary><mark style="color:red;"><strong>Terminal Decree, Dominate 5 (Core pp.257-258)</strong></mark></summary>

**Cost:** No additional Hunger cost, but the Humanity cost is potentially severe

**System:** Terminal commands now must be resisted (see individual powers regarding rolls involved), rather than failing automatically.

**Duration:** Passive

</details>

## Fortitude

<details>

<summary><mark style="color:red;"><strong>Fluent Endurance, Fortitude 1 (Gehenna War p.46)</strong></mark></summary>

**Cost:** None

**System:** Whenever the vampire uses a Blood Surge to augment a Stamina or Fortitude test, they may reroll the Rouse Check.

</details>

<details>

<summary><mark style="color:red;"><strong>Resilience, Fortitude 1 (Core p.258)</strong></mark></summary>

**Cost:** Free

**System:** The user adds their Fortitude rating to their Health track.

**Duration:** Passive

</details>

<details>

<summary><mark style="color:red;"><strong>Unswayable Mind, Fortitude 1 (Core p.258)</strong></mark></summary>

**Cost:** Free

**System:** The user adds their dots in Fortitude as extra dice in any roll made to resist coercion, intimidation, seduction, or any other attempt to sway the user’s mind against their will. This power also works against supernatural abilities such as Dominate and Presence.

**Duration:** Passive

</details>

<details>

<summary><mark style="color:red;"><strong>Toughness, Fortitude 2 (Core pp.258-259)</strong></mark></summary>

**Cost:** One Rouse check

**System:** Subtract the Fortitude of the defender from all Superficial damage sustained. This occurs before halving the damage, and cannot reduce the damage below one.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Earth's Perseverance, Fortitude 2</strong></mark> <mark style="color:red;"><strong>(Players Guide pp.74-75)</strong></mark></summary>

**Dice Pools:** N/A

**Cost:** One Rouse check

**System:** When this power is activated, the only way the vampire moves is if they choose to do so independently. This doesn’t make them resistant to damage, and a vampire can still be crushed, ripped apart, or torn to shreds, as can the floor they’re standing on.

**Duration:** One scene or until lapsed by user

</details>

<details>

<summary><mark style="color:yellow;"><strong>Enduring Beasts, Fortitude 2 + Animalism 1 (Core p.259)</strong></mark></summary>

**Cost:** Free (for famulus); One Rouse Check (for other animals)

**Dice Pools:** Stamina + Animalism (for non-famulus animals)

**System:** The vampire can choose to extend some of their Fortitude powers to animals affected by their Animalism. Any animal thus imbued gains additional Health levels equal to the Fortitude dots of the vampire. Using this power on their famulus is free and automatic. To imbue other animals besides their famulus, the user must make a Rouse Check and roll a test of Stamina + Animalism (Difficulty 3). The user can fortify one animal per point of margin. When the effect ends, remove unmarked Health first; this may result in the animal expiring.

**Duration:** One Scene.

</details>

<details>

<summary><mark style="color:yellow;"><strong>Invigorating Vitae,</strong></mark> <mark style="color:yellow;"><strong>Fortitude 2 + Auspex 1 (Players Guide p.75)</strong></mark></summary>

**Dice Pools:** N/A

**Cost:** None beyond Rouse Checks for giving Blood

**System:** Using vitae to heal the living (see p. 139) heals three levels of Aggravated Damage per Rouse Check rather than just one. Other effects (becoming a ghoul, risking Blood Bond) remain unchanged.

**Duration:** Passive

</details>

<details>

<summary><mark style="color:purple;"><strong>Self-Assurance, Fortitude 2</strong></mark><strong> </strong><mark style="color:purple;"><strong>(Live From the Succubus Club pp.27-28)*</strong></mark></summary>

**Prerequisite:** Unswayable Mind

**Cost:** One Rouse Check

**System:** If engaged in social combat, the character can activate this Power. Once activated, the character can absorb Superficial Willpower damage equal to their Fortitude rating without it affecting their actual Willpower reserves. If a Social Combat Action would inflict Aggravated damage, the character can expend any remaining benefit from this Power to negate that attack — in this case, the Power cannot be renewed during the same scene.

**Duration:** One scene, until depleted, or the end of a social conflict.

</details>

<details>

<summary><mark style="color:red;"><strong>Calloused Soul, Fortitude 3 (Tattered Facade pp.97-98)</strong></mark></summary>

**Cost:** Two Stains

**Dice Pools:** Varies with the atrocity

**System:** The vampire must carry out a well-planned and premeditated atrocity, thereby suitably numbing their mind for what is to come. The nature of this act depends on the Chronicle Tenets, but must involve at least three mortal deaths; their revulsion to this horror is such that the vampire gains three Stains (one of which they can mitigate by a Conviction). For the rest of the night, they cannot gain Stains from any future trigger, no matter how severe, and even diablerie has its potential for Humanity loss limited to one point — although if the tests would have the victim assume control, this still happens despite this power.

**Duration:** One night

</details>

<details>

<summary><mark style="color:yellow;"><strong>Valeren, Fortitude 3 + Auspex 1 (Players Guide p.75)</strong></mark></summary>

**Dice Pools:** Intelligence + Fortitude

**Cost:** One Rouse Check and additional Health depending on circumstances

**System:** The vampire rolls Intelligence + Fortitude against Difficulty 2 and mends a number of superficial Health damage levels equal to the margin on the roll. Alternatively, the user mends one Aggravated Health damage level for every three successes in the margin.\
Use of this power takes a whole turn. If the vampire spends an entire scene instead, reduce the Difficulty to 0. Valeren must be used on someone other than the vampire invoking the power, and can be used only on vampires. A subject can be affected by the power only once per night. If the user mends more than one subject per night, the user suffers Superficial Health damage equal to half the number of successes in the margin for every additional subject, as they take on the burden of so many charges.

**Duration:** N/A

</details>

<details>

<summary><mark style="color:red;"><strong>Defy Bane, Fortitude 3 (Core p.259)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Wits + Survival (to activate reflexively)

**System:** The user can convert a number of Aggravated damage equal to their Fortitude rating to Superficial damage when sustained. They may not heal that Superficial damage for the rest of the scene. This power converts a number of damage per scene, not per wound or per attack.

The user can renew this power once expired by making another Rouse Check. If endangered unexpectedly, the user can activate this power reflexively with a Wits + Survival roll (Difficulty 3) upon receiving Aggravated damage. If the user fails the test, the power does not activate; if they win the test, they must make a Rouse Check to pay for the power.

**Duration:** One scene or until expired, whichever comes first

</details>

<details>

<summary><mark style="color:red;"><strong>Fortify The Inner Facade, Fortitude 3 (Core p.259)</strong></mark></summary>

**Cost:** Free

**System:** Increases the Difficulty of using Scry Soul (Auspex 3), Telepathy (Auspex 5), and similar powers on the user by half their Fortitude rating (round up). If the rules allow the user to resist these powers, they add their Fortitude rating to their dice pool instead.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Draught Of Endurance, Fortitude 4 (Core pp.259-260)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** Drinking a Rouse Check's worth of Blood directly from the user gifts the drinker with temporary Fortitude equal to half the Fortitude dots (rounded down) of the donor. The drinker gains the same powers as the donor’s, up to that level.

**Duration:** One night; for vampires, until the next feeding or the vampire reaches Hunger 5

</details>

<details>

<summary><mark style="color:red;"><strong>Gorgon's Scales, Fortitude 4 (Players Guide pp.75-76)</strong></mark></summary>

**Dice Pools:** N/A

**Cost:** One Rouse Check

**System:** On activation the vampire gains a set of immunities or resistances dependent on the Resonance of the blood they most recently fed upon.<br>

* Choleric: A stake driven through the vampire’s heart is consumed with decay or turns to ash at the end of the scene, immediately freeing the vampire from paralysis. The Resonance is then lost.<br>
* Melancholy: Aggravated Health damage caused by fire is reduced to Superficial. The Resonance is lost after reducing four levels of damage.<br>
* Phlegmatic: The vampire gains a four-dice bonus to resist Auspex powers that would reveal anything about them or what they know. Once the power is activated it lasts for a scene, at which point the Resonance is lost.<br>
* Sanguine: Aggravated Health damage caused by sunlight is reduced to Superficial. The Resonance is lost after reducing four levels of damage.

**Duration:** Until the scene ends or the Resonance is lost, whichever comes first.

</details>

<details>

<summary><mark style="color:red;"><strong>Flesh Of Marble, Fortitude 5 (Core p.260)</strong></mark></summary>

**Cost:** Two Rouse Checks

**System:** With this power active, the vampire ignores the first source of physical damage each turn, including fire but not sunlight. If confusion arises about which source is “first,” the Storyteller either decides based on the narrative, or the vampire ignores the most damaging single source that turn. A critical win on an attack roll bypasses this power.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Meat Shields, Fortitude 5 (Tattered Facade p.98)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** With this Power active, the vampire temporarily increases their Fortitude by a number of dots equal to half the weak mortals present (rounded down). They can gain up to five extra dots of Fortitude through this method. This increase does not provide any new Powers, but counts for the purpose of dice pools and other effects.

The Storyteller counts all bystanders categorized as Weak Mortals (Vampire: The Masquerade, p. 185) toward this power, along with wounded or sick Average Mortals.

**Duration:** One scene, or when the vampire leaves the presence of the affected mortals — whichever comes first.

</details>

<details>

<summary><mark style="color:red;"><strong>Prowess From Pain, Fortitude 5 (Core p.260)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** Upon activating the power the vampire no longer suffers any dice penalties from Health damage sustained, such as physical Impairment. Additionally, they can increase one Physical Attribute by one dot (derived stats are unaffected) for each level of damage on their Health track, aggravated or superficial. The user’s Attributes cannot exceed a value equal to their Blood Surge + 6 through this ability.

**Duration:** One scene

</details>

## Obfuscate

<details>

<summary><mark style="color:red;"><strong>Cloak Of Shadows, Obfuscate 1 (Core p.261)</strong></mark></summary>

**Cost:** Free

**System:** Follow the general rules for Obfuscate. The effect lasts until the user moves or they are detected by other means.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Ensconce, Obfuscate 1 (Gehenna War pp.46-47)</strong></mark></summary>

**Cost:** None

**System:** The Kindred can hide a number of small, hand-held objects in their hands or on their person equal to their Obfuscate rating. Mortals ignore dangerous or out-of-place objects that the user is enshrouding or miss them in a search. Kindred with Sense the Unseen or others with supernatural senses can attempt to notice them as usual. Objects in plain view cannot be hidden by this power, nor can animate creatures.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Mask of Ages, Obfuscate 1 (Live From the Succubus Club p.28)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** Upon activating this Power, the Kindred choses to project their appearance as older or younger than their apparent age, as long as they remain roughly the same size. (Generally, late teens tend to be the lower limit). The user also adds their Obfuscate rating to any tests to impersonate someone of their projected age (including themselves at that age) or when evading someone looking for them via photo or description. Storytellers may limit the bonus dice based on the number of decades the user appears different from their apparent age.

**Duration:** Until sunrise or ended by the user.

</details>

<details>

<summary><mark style="color:red;"><strong>Silence Of Death, Obfuscate 1 (Core p.261)</strong></mark></summary>

**Cost:** Free

**System:** The user silences their footsteps, clothing, minor collisions, and other sounds of their person. This makes the vampire undetectable if an observer could only notice them by sound, such as when on a different floor of a house.

This power does not eliminate sounds the user makes outside their personal space (throwing or dropping objects, or slamming doors, for example). Failing that, only Sense of the Unseen (Auspex 1) can detect the user.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:purple;"><strong>Cache, Obfuscate 2 (Gehenna War p.47)</strong></mark></summary>

**Prerequisite:** [<mark style="color:purple;">Ensconce</mark>](https://wiki.capetownvtm.com/material-availability/powers#ensconce-obfuscate-1-gehenna-war-pp.46-47)

**Cost:** One Rouse Check

**System:** Objects affected by Ensconce need merely be touched, not held or carried by the Kindred. Furthermore, the user need not maintain physical contact with the object. The effect lasts for a scene. The user may make an additional Rouse Check to extend the duration for the remainder of the night. In that case, the enshrouded object remains hidden until dawn.

**Duration:** One scene or until dawn

</details>

<details>

<summary><mark style="color:yellow;"><strong>Chimerstry, Obfuscate 2 + Presence 1 (Players Guide pp.76-77)</strong></mark></summary>

**Dice Pools:** Manipulation + Obfuscate vs Composure + Wits

**Cost:** One Rouse Check

**System:** The vampire rolls their Manipulation + Obfuscate. Anyone unprepared and within eyesight of the vampire and eligible to experience the hallucination (by being in line of sight of its projected appearance, or by being the target of a tactile sensation) is distracted, losing two dice on their next action. Additionally, those who fail to resist using their Composure + Wits lose their next active action if they fail. (However, they can still defend and resist as normal, with a two-dice penalty.) Unlike most Presence powers Chimerstry can be used during a stressful physical conflict such as combat, but targets can only be affected once per conflict.

Other effects resulting from the hallucination are up to the Storyteller, but they are advised to err on the side of caution.

These hallucinations can never be recorded or transmitted (such as by using Ghost in the Machine).

**Duration:** One turn

</details>

<details>

<summary><mark style="color:red;"><strong>Unseen Passage, Obfuscate 2 (Core pp.261-262)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** As long as the user emits no overpowering odors and no sound louder than a whisper, this power automatically works. Only if the observer has their attention drawn to the user can they make a detection roll.

Sense the Unseen (Auspex 1) can also detect the hidden vampire, as per the general Obfuscate rules.

Note that the user cannot use this power to disappear while being actively observed; it automatically fails in such a case.

**Duration:** One scene or until detection.

</details>

<details>

<summary><mark style="color:yellow;"><strong>Doubletalk, Obfuscate 2 + Auspex 1 (Blood-Stained Love p.152)</strong></mark></summary>

Cost: One Rouse Check

System: The Kindred adds a secret message (up to one sentence) to their words that only a single intended listener can hear. Anyone else present only picks up the message if they can beat the user’s Composure + Obfuscate with their Wits + Auspex.

Duration: One utterance.

</details>

<details>

<summary><mark style="color:red;"><strong>Ghost In The Machine, Obfuscate 3 (Core p.262)</strong></mark></summary>

**Cost:** No additional cost

**System:** No additional roll is required when being viewed on a live feed. Treat observers as present with the vampire, with regard to the Discipline. The observer adds +3 to their Difficulty on tests to identify the user on film, video, in photographs, or the like taken during active Obfuscation. The user also gains three additional dice to pools they use when trying to circumvent automated electronic surveillance and countermeasures.

**Duration:** As power used

</details>

<details>

<summary><mark style="color:yellow;"><strong>Fata Morgana, Obfuscate 3 + Presence 2 (Players Guide p.77)</strong></mark></summary>

**Cost:** One Rouse Check&#x20;

**Dice Pool:** Manipulation + Obfuscate&#x20;

**System:** The user makes a Manipulation + Obfuscate test against a Difficulty equal to one plus the number of senses the hallucination targets. (An audio-visual hallucination would thus be Difficulty 3, while a complete five-sensory experience would be Difficulty 6.) The easiest visual hallucinations to create are fairly small or discreet — increase the Difficulty by one for room-sized hallucinations, two for house-sized hallucinations, and so on. Further complications may add additional Difficulty at the Storyteller’s discretion. Any attempt to mimic the appearance of a specific individual or in other ways deceive can require additional Performance or Subterfuge tests as appropriate.&#x20;

Vampires and other supernatural creatures have a chance to disbelieve the hallucination, but mortals can do this only if they have reason to suspect it to be fake. In both cases they roll Intelligence + Awareness against the user’s Manipulation + Presence. A success means that the individual in question is no longer affected by the hallucination, and it effectively disappears for them. Any attempt to interact with the hallucination also causes it to lapse entirely, as everyone present becomes aware of its unreal nature (as with the collapsing staircase example, if someone is using the staircase). Note that the use of this power is not overt, so even if the hallucination is revealed, it is not obvious from whom it originated.&#x20;

These hallucinations can never be recorded or transmitted (such as by using Ghost in the Machine). If the hallucination could cause Frenzy or similar reactions in its targets, apply the same test at a Difficulty of one lower than the real thing. Duration: One scene, unless the vampire chooses to let it lapse before that.

</details>

<details>

<summary><mark style="color:yellow;"><strong>Guise of the Departed, Obfuscate 3 + Oblivion 1 (Tattered Facade pp.98-99)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Wits + Obfuscate

**System:** The user touches a mortal corpse that has been dead for less than a week. The Storyteller then makes a hidden test of Wits + Obfuscate at Difficulty 3. A failure means that the resemblance is less than convincing, and anyone close to the person copied notices something amiss automatically. A win creates a convincing disguise, but the user must win a Manipulation + Performance vs Wits + Insight contest against anyone close to the copied person or they will sense something is wrong.

Sense the Unseen (Auspex 1) can pierce the mask as usual.

**Duration:** Until dawn

</details>

<details>

<summary><mark style="color:yellow;"><strong>Mental Maze, Obfuscate 3 + Dominate 1 (Players Guide pp.77-78)</strong></mark></summary>

**Cost:** One or Three Rouse Checks

**Dice Pools:** Charisma + Obfuscate vs. Wits + Resolve

**System:** The vampire makes eye contact with their victim and rolls Charisma + Obfuscate versus the target’s Wits + Resolve, with lower Generation vampires being able to negate the roll with a Willpower point as per Dominate’s characteristics (Vampire: The Masquerade, p. 255). On a win, the victim struggles to find their way out of the building they’re in. An additional two Rouse Checks allows this power to be used in a single room or a densely packed outdoor environment (such as a construction site or forest).

Mortals cannot attempt to escape but supernatural creatures can make a Resolve + Awareness test each scene using the vampire’s initial successes as the Difficulty, suffering a point of Superficial Willpower damage for every missing success if they fail. This roll cannot benefit from Teamwork, as any guidance given does not match what the victim sees. This power ends if the environment becomes dangerous (e.g. the building catches fire), unless the vampire has Terminal Decree (Vampire: The Masquerade, p. 257).\
**Duration:** One night

</details>

<details>

<summary><mark style="color:red;"><strong>Mask Of A Thousand Faces, Obfuscate 3 (Core p.262)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** No test is required. Anyone viewing the vampire sees a forgettable face of the same gender and approximate build and height as the user. Clothes take on the same kind of blandness, depending on the environment. At an office the user might appear as a nightwatchman, while they may seem to wear overalls at an assembly plant. Sense the Unseen (Auspex 1) can pierce the power as usual.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:yellow;"><strong>Mind Masque, Obfuscate 3 + Dominate 2 (Players Guide pp.78-79)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Intelligence + Obfuscate

**System:** The user rolls Intelligence + Obfuscate against a Difficulty of 1 to 3 (or more), depending on the sophistication of the ruse they want to enact, with 1 representing a simple masking of their emotional state to 3 and beyond for elaborate alternate personas complete with false thoughts and memories. The margin on the win is added as Difficulty to any attempt to “read” them. Failing to reach the added Difficulty lets the reader see only the false personality the user has crafted, without any hint that the reader is being misled. (Failing to reach even the standard Difficulty yields nothing, as normal, so as not to let on that a false personality is present.)

**Duration:** One scene

</details>

<details>

<summary><mark style="color:yellow;"><strong>Seclusion, Obfuscate 4 + Dominate 1 (Tattered Facade p.99)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Manipulation + Obfuscate vs Resolve + Awareness

**System:** The user catches the eye of the victim and must then succeed at a Manipulation + Obfuscate vs. Resolve + Awareness test. On a win, the user and everyone near appears to disappear to the victim, and the effect lasts for one scene (or night), plus one for each success in the margin. While under its effect, the victim is unable to perceive any living or unliving person. They will unconsciously avoid them and will be deaf to any sounds made by them. Only if someone attempts to do physical harm to the victim will they be momentarily perceived, as a person using Unseen Passage would. (See Vampire: The Masquerade, p. 261). Each time this happens, make another Discipline test. If the victim successfully resists, the power’s effect breaks prematurely.

**Duration:** Margin number of scenes or nights, or until broken

</details>

<details>

<summary><mark style="color:yellow;"><strong>Conceal, Obfuscate 4 + Auspex 3 (Core pp.262-263)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Intelligence + Obfuscate

**System:** The vampire touches the object and rolls a test of Intelligence + Obfuscate against a Difficulty from 2 (Concealing a ring in a drawer filled with other memorabilia) to 6 (Concealing a house in the middle of an open square), depending on the target’s size and location. The power lasts for one night. Each point of margin on the win conceals the object for an additional night.

This power conceals anyone and anything inside the object (e.g., people in a car or shed), as long as the viewer remains outside. This power cannot affect anything larger than a two-story house or any object moving under its own power (such as a moving car). Someone with the Auspex power Sense the Unseen (or equivalent) can notice the object by winning a contest of Wits + Auspex vs the Intelligence + Obfuscate of the user.

**Duration:** One night, with an additional night per point of margin on the win.

</details>

<details>

<summary><mark style="color:red;"><strong>Vanish, Obfuscate 4 (Core p.263)</strong></mark></summary>

**Prerequisite:** [<mark style="color:purple;">Cloak of Shadows</mark>](https://wiki.capetownvtm.com/material-availability/powers#cloak-of-shadows-obfuscate-1-core-p.261)

**Cost:** As per power augmented

**Dice Pools:** Wits + Obfuscate vs Wits + Awareness

**System:** When vanishing in front of a mortal, roll a contest of Wits + Obfuscate vs Wits + Awareness. On a win, the observer questions whether the vampire was ever there to begin with; their memory clouds on the topic. With a critical win, the vampire vanishes entirely from the observer’s memory. This power does not affect vampires’ memories, but any win by the user hides them as if they initiated their power unobserved. This power can only be used once per scene.

**Duration:** As per power augmented

</details>

<details>

<summary><mark style="color:red;"><strong>Cloak The Gathering, Obfuscate 5 (Core p.263)</strong></mark></summary>

**Cost:** One Rouse Check in addition to the cost of the power extended

**System:** The vampire can extend their power of Obfuscation to a number of additional willing subjects equal to their Wits, plus one for each additional Rouse Check made. The Obfuscate power used on the group can be any known to the user, and every member of the group count as having used it on themselves, using the Obfuscating vampire’s rating as their own when needed for a roll. Members of the group can still perceive each other while under the effects of the power. If anyone besides the user is revealed, either through their own doing or an astute observer, the rest of the group remains hidden. If the user is revealed, so is everyone else.

**Duration:** As power extended

</details>

<details>

<summary><mark style="color:red;"><strong>Impostor’s Guise, Obfuscate 5 (Core p.263)</strong></mark></summary>

**Prerequisite:** [<mark style="color:purple;">Mask of a Thousand Faces</mark>](https://wiki.capetownvtm.com/material-availability/powers#mask-of-a-thousand-faces-obfuscate-3-core-p.262)

**Cost:** One Rouse Check

**Dice Pools:** Wits + Obfuscate, Manipulation + Performance

**System:** The user must study the face to be copied for at least five minutes, from different angles. The user requires another ten minutes of observation to mimic the subject’s voice and mannerisms. The user can only copy human appearance, not animal form. The Storyteller then makes a hidden test of Wits + Obfuscate (Difficulty 4). A failure means that the resemblance is less than convincing, and anyone close to the person copied notices something amiss automatically. A win creates a convincing illusion, but the user must make a Manipulation + Performance roll to impersonate speech and mannerisms. A critical win creates a perfect illusion with no further roll necessary. Sense the Unseen (Auspex 1) can pierce the mask as per General Rules.

**Duration:** One scene

</details>

## Potence

<details>

<summary><mark style="color:red;"><strong>Fluent Strength, Protean 1 (Gehenna War p.47)</strong></mark></summary>

**Cost:** None

**System:** Whenever the vampire uses a Blood Surge to augment a Strength or Potence test, they may reroll the Rouse Check.

</details>

<details>

<summary><mark style="color:red;"><strong>Lethal Body, Potence 1 (Core p.264)</strong></mark></summary>

**Cost:** Free

**System:** The user’s unarmed attacks can now do Aggravated Health damage to mortals, if desired. They also ignore one level of armor per Potence level of the user.

**Duration:** Passive

</details>

<details>

<summary><mark style="color:red;"><strong>Soaring Leap, Potence 1 (Core p.264)</strong></mark></summary>

**Cost:** Free

**System:** The user can jump a number of meters equal to three times their Potence level vertically, and five times their Potence level horizontally. The user needs no run-up to make these leaps.

**Duration:** Passive

</details>

<details>

<summary><mark style="color:red;"><strong>Prowess, Potence 2 (Core p.264)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** When activated, add the Potence rating of the user to their unarmed damage value as well as to feats of Strength, and add half their Potence rating (round up) to their Melee damage.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Relentless Grasp, Potence 2 (Players Guide p.79)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** The vampire adds their Potence rating as automatic successes to any attempt that involves holding on to something. This includes attempts to maintain a grapple, though the initial grapple test does not benefit from this bonus.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Brutal Feed, Potence 3 (Core pp.264-265)</strong></mark></summary>

**Cost:** Free

**System:** The vampire can drain a human completely in seconds, usually within a single turn. Every point of Hunger slaked causes one point of Aggravated Health damage to the victim, as their blood vessels burst and organs bruise and rupture internally. Using Brutal Feed on a vampire does only Superficial Health damage to their dead and inert organs.

In combat, Brutal Feed comes immediately after a successful Brawl attack using fangs. The victim first takes bite damage, followed by a number of automatically successful feeding actions up to the user’s Potence rating. Against vampires, the number of feeding actions is halved (round down). Armor does not protect against Brutal Feed, as the wounds are, or at least begin as, mainly internal. Of course, armor can protect against the bite itself as normal.

Storytellers may decide such mutilation-killing warrants Stains (p. 239).

**Duration:** One feeding

</details>

<details>

<summary><mark style="color:red;"><strong>Exuberance, Potence 3 (Tattered Facade p.103)</strong></mark></summary>

**Cost:** Free

**System:** Whenever using Potence (including pools using half the Potence rating, such as Prowess), the vampire treats their Potence rating as if it were two levels higher — this can take the relative Discipline rating above the normal limit of 5. On any such test, if the vampire rolls a critical (messy or otherwise) or a failure (bestial or otherwise) they sustain 1 Aggravated damage as their own body tears itself apart from the strain.

**Duration:** Passive

</details>

<details>

<summary><mark style="color:purple;"><strong>Wrecker, Potence 3 (Players Guide p.79)*</strong></mark></summary>

**Prerequisite:** Prowess

**Cost:** Free

**System:** The user counts their Potence rating twice when using Prowess for feats of strength that involve damage or destruction of an inanimate object.

**Duration:** As Prowess

</details>

<details>

<summary><mark style="color:purple;"><strong>Crash Down, Potence 4 (Players Guide p.79)*</strong></mark></summary>

**Prerequisite:** Soaring Leap

**Dice Pools:** Strength + Potence

**Cost:** One Rouse Check

**System:** Upon using Soaring Leap, the vampire may activate Crash Down, and deal damage to a small area of effect. Anyone within a three-meter radius is subject to an attack roll of the user’s Strength + Potence against their Dexterity + Athletics, suffering Superficial Damage equal to the margin. Anyone suffering three or more levels of damage or a total failure on their defense test is knocked down (see Vampire: The Masquerade, p. 122).

**Duration:** N/A

</details>

<details>

<summary><mark style="color:red;"><strong>Draught Of Might, Potence 4 (Core pp.265-266)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** Drinking a Rouse Checks worth of Blood directly from the user gifts the drinker with temporary Potence equal to half the Potence dots (rounded down) of the donor. The drinker gains the same powers as the donor’s, up to that level.

**Duration:** One night; for vampires, until the next feeding or the vampire reaches Hunger 5

</details>

<details>

<summary><mark style="color:yellow;"><strong>Spark Of Rage, Potence 4 + Presence 3 (Core p.265)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Manipulation + Potence

**System:** When active, the user can add their Potence rating to any attempt to rile or incite a person or a crowd to violence. In addition, the user can activate this power and roll a contest of Manipulation + Potence vs Composure + Intelligence of another vampire. If they win, the opposing vampire must make a fury frenzy test at Difficulty 3.

**Duration:** One Scene

</details>

<details>

<summary><mark style="color:red;"><strong>Uncanny Grip, Potence 4 (Core p.265)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** A vampire using this power automatically succeeds on any Skill test to climb a non-metallic surface. The user might also be able to climb copper or bronze cladding or other softer metal surfaces, at the Storyteller’s discretion. Thin glass surfaces (though generally not the glass curtain walls of modern office buildings) may shatter under the stress. In the same way, a vampire can hang from a wall or ceiling for up to one scene, though only barefoot vampires can hang by their feet.

The climb or clinging leaves obvious tracks detectable by anyone with an Intelligence + Investigation test at Difficulty 2. Detecting Uncanny Grip tracks on glass doesn’t even require a roll.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Earthshock, Potence 5 (Core pp.265-266)</strong></mark></summary>

**Cost:** Two Rouse Checks

**System:** No additional test is needed to create the shockwave. (The ground is hard to miss.) Anyone within a five-meter radius of the user must make a Dexterity + Athletics roll (Difficulty 3), with the results below. Anyone prepared for the Earthshock (such as the user’s companions) can shift their results up by one step.

*Critical Win:* No effect.

*Win:* Knocked off balance. Lose current action

*Failure:* Fall prone. Lose current action; must spend a turn getting up.

This power causes significant collateral damage. If used on the ground, the earth cracks. If used indoors, furniture breaks and mirrors shatter. On anything but the ground floor the floor might shatter, causing everyone within the radius to plummet to the floor below. This power can only be used once per scene.

**Duration:** One use

</details>

<details>

<summary><mark style="color:red;"><strong>Fist Of Caine, Potence 5 (Core p.266)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** For one scene the user can inflict Aggravated Health damage to mortals and supernaturals alike while Brawling, as they literally rend flesh and tear their opponents limb from limb with their bare hands.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Subtle Hammer, Potence 5 (Players Guide pp.79-80)</strong></mark></summary>

**Cost:** Free

**System:** Performing unarmed melee attacks or feats of strength now counts as two-dice minor actions (see Minor Actions in Vampire: The Masquerade, p. 298). A character can perform only one Subtle Hammer minor action per turn, though, and cannot make other attacks in the same turn. The ability to concentrate one’s full strength into any part of the body also has other benefits, and any feat of strength where the user’s movement is limited (such as breaking out of bonds) receives a four-dice bonus or more, at the Storyteller’s discretion.

**Duration:** Passive

</details>

## Presence

<details>

<summary><mark style="color:red;"><strong>Awe, Presence 1 (Core p.267)</strong></mark></summary>

**Cost:** Free

**Dice Pools:** Manipulation + Presence vs Composure + Intelligence

**System:** Add the Presence rating to any Skill roll involving Persuasion or Performance as well as to other Charisma-related rolls, at the Storyteller’s discretion. Anyone aware that they’re being affected can try to resist with a contest of Composure + Intelligence vs the user’s Manipulation + Presence. On a win, the target can resist the effects for one scene; a critical win makes the target immune for the entire night. Once the power wears off, victims revert to their previous opinions.

**Duration:** One scene or until intentionally ended

</details>

<details>

<summary><mark style="color:red;"><strong>Daunt, Presence 1 (Core p.267)</strong></mark></summary>

**Cost:** Free

**System:** Add the user’s Presence rating to any Intimidation rolls. Attacking the user requires a Resolve + Composure roll at Difficulty 2.

Vampires cannot use Awe and Daunt simultaneously.

**Duration:** One scene or until intentionally ended

</details>

<details>

<summary><mark style="color:red;"><strong>Eyes of the Serpent, Presence 1 + Protean 1 (Players Guide p.80)</strong></mark></summary>

**Cost:** Free

**Dice Pools:** Charisma + Presence vs. Wits + Composure

**System:** By catching the eye of a mortal (Vampire: The Masquerade, p. 255) the vampire can immobilize a victim, keeping them frozen in place as long as they themselves maintain eye contact. The effect can only be maintained on a single victim at a time, and ends if they suffer damage or are forcibly removed. The victim is still capable of speech, though not shouting.

In order to paralyze a vampire in the same way, the user must win a contest of Charisma + Presence vs. Wits + Composure. The vampire victim can escape paralysis on any turn after the first by spending a point of Willpower.

**Duration:** Until eye contact is broken or the scene ends

</details>

<details>

<summary><mark style="color:red;"><strong>Lingering Kiss, Presence 2 (Core pp.267-268)</strong></mark></summary>

**Cost:** Free

**System:** The vampire can choose to use this power during each feeding where they sate at least one Hunger. The victim gains a bonus equal to half the user’s Presence (round up) to one Social Attribute of their choice. This benefit lasts for a single night. Once it fades, withdrawal strikes and all the victim’s actions not spent working toward acquiring a new fix receive a dice penalty equal to the initial bonus. A victim in withdrawal can spend Willpower to ignore the penalties for a scene, and the penalties go away after a number of nights equal to the user’s Presence rating.

This power cannot be used on other vampires by a user who is under the thrall of a Blood Bond. Also, vampires with the Unbondable Merit cannot acquire this power.

**Duration:** A number of nights equal to the user’s Presence rating

</details>

<details>

<summary><mark style="color:red;"><strong>Melpominee, Presence 2 (Players Guide p.80)</strong></mark></summary>

**Cost:** Free

**System:** The vampire is able to use Awe, Daunt, Dread Gaze, Entrancement, and Majesty through their voice alone. They do not need to see the target, and the target does not have to be in their presence save to be close enough to hear their voice.

**Duration:** N/A

</details>

<details>

<summary><mark style="color:yellow;"><strong>Thrown Voice, Presence 3 + Auspex 1 (Players Guide p.80)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** No roll is required, apart from the Rouse Check. If using this power in combination with Irresistible Voice, Melpominee, or similar powers, they must roll as usual.

**Duration:** One Scene

</details>

<details>

<summary><mark style="color:red;"><strong>Suffuse the Edifice, Presence 4 (Players Guide pp.80-81)</strong></mark></summary>

**Cost:** N/A

**Dice Pools:** As power transmitted

**System:** Anyone seeing the building from outside or who are present inside it needs to resist the power used as if the vampire was present, unless the vampire is within eyesight, at which point they themselves becomes the focus. As a building does not generally make Skill checks, apply the bonuses instead to any reaction the victim has to the place. A nightclub under the influence of Awe will have queues stretching around the block, while a haven under Daunt will turn away all but the most staunch investigators. Use of Majesty has to be done with extreme caution, as the results can be spectacular and volatile, far exceeding the effect of the more subtle powers.

**Duration:** As power transmitted

</details>

<details>

<summary><mark style="color:red;"><strong>Dread Gaze, Presence 3 (Core p.268)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Charisma + Presence vs Composure + Resolve

**System:** Displaying their fangs, their face twisted in a predatory grimace, the user rolls a contest of Charisma + Presence against their target’s Composure + Resolve.

*Failure:* Mortals are unable to act other than in their own defense, backing off for a turn. Vampires are unaffected.

*Win:* Mortals run in fear. Vampires are unable to act other than in their own defense for a turn unless they spend Willpower equal to the users margin of win (to a minimum of one).

*Critical Win:* Mortals freeze or crumple into a fetal position. Vampires must make a terror frenzy test (Difficulty 3). If they win, they are still affected as above.

**Duration:** One turn

</details>

<details>

<summary><mark style="color:red;"><strong>Entrancement, Presence 3 (Core p.268)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Charisma + Presence vs Composure + Wits

**System:** The vampire only needs to gain the subject’s attention and win a contest of Charisma + Presence vs Composure + Wits. The effect lasts for roughly one hour plus one per point of margin on the win. The vampire can renew this effect indefinitely, but a failure ends the effect and makes the subject immune for the rest of the night.

After succeeding, the user adds dice equal to their Presence rating to any Social dice pool against the entranced subject. Requests resulting in obvious harm to the subject or their loved ones, or that oppose the subject’s Tenets, fail and require an immediate power contest roll as above, or the Entrancement immediately fails.

**Duration:** One hour plus one per point of margin

</details>

<details>

<summary><mark style="color:purple;"><strong>Invigorating Display, Presence 3 (Live From the Succubus Club p.28)*</strong></mark></summary>

**Prerequisite:** Awe

**Cost:** One Rouse Check

**Dice Pools:** Composure + Presence

**System:** The vampire spends a scene entertaining a crowd of mortals (a minimum of ten people are required), Rousing the Blood and making a Composure + Presence test against Difficulty 3 (Storytellers may raise or lower this depending on the quality of the performance). If successful, the crowd’s reaction is notable and the vampire absorbs a specific Resonance from the audience, leaving them drained.&#x20;

The Resonance absorbed is usually intense, but may be accute (a Dyscrasia) on a critical win at the Storyteller’s discretion. Affected audience members are left with a fleeting Resonance at best. This power can be used once per scene.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:yellow;"><strong>Passion Leech, Presence 3 + Auspex 2 (Tattered Facade p.104)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Composure + Auspex

**System:** The vampire must spend a scene in close proximity to a mortal target but needn’t directly engage them. (This Power has no effect on Kindred targets, even Humanity 10 Kindred.) After rousing, test Composure + Auspex against Difficulty 3 (Storytellers might lower this in situations where emotions are running high or are deliberately provoked). On a success, the vampire gains all the benefits of Humanity 10 until sunset (although they still gain Stains and roll Remorse at their current Humanity rating). On a critical win, they may also heal a Willpower damage of either type. On a bestial failure or Messy Critical, the surge of emotion is too much to bear, and the vampire suffers a Compulsion. Vampires can only benefit from this euphoric feeling once per night but can keep trying should they fail.

Human targets of this Power lose all trace of Resonance in their blood for three nights, turning it to a fleeting Empty Resonance (p. 48–49) . While empty of Resonance, the target can freely indulge their basest desires, descending into psychopathy with no higher nature or positive emotion to push back on these impulses.

**Duration:** Until sunset for the vampire, three nights for mortal victims

</details>

<details>

<summary><mark style="color:yellow;"><strong>Inflame Desire, Presence 4  + Obfuscate 1 (Tattered Facade pp.104-105)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Manipulation + Presence vs Composure + Resolve

**System:** The user must touch the subject and win a Manipulation + Presence vs Composure + Resolve test for the power to take effect. (At the Storyteller’s discretion, mortals are affected with no test necessary.) If affected, the victim is afflicted by the Need Compulsion (see below), directed at whatever the target wanted most in the current scene, excluding any desire provoked by supernatural means, such as through other Presence powers, as well as desires unattainable in the current scene. At the Storyteller’s discretion, a vampire with Hunger 3 or above gains the Hunger Compulsion instead.

If the subject’s object of desire is up for bargaining, the user gains a four-dice bonus to any negotiation test.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:yellow;"><strong>Irresistible Voice, Presence 4 + Dominate 1 (Core p.268)</strong></mark></summary>

**Cost:** No additional cost

**System:** The user's voice alone is now enough to Dominate a target. This does not apply to voices transmitted through electronic media such as phones, television, or apartment door-buzzer speakers.

**Duration:** Passive

</details>

<details>

<summary><mark style="color:red;"><strong>Summon, Presence 4 (Core pp.268-269)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Manipulation + Presence vs Composure + Intelligence

**System:** The user needs to concentrate for five minutes and think of the person being summoned, then rolls Manipulation + Presence vs Composure + Intelligence. On a win, the target hears the summoning, but may or may not heed it. On a critical win, the target arrives as quickly as possible, barring immediate risk to their well-being.

**Duration:** One night

</details>

<details>

<summary><mark style="color:red;"><strong>Wingman, Presence 4 (Blood-Stained Love p.152)</strong></mark></summary>

**Cost:** One Rouse Check in addition to power used

**System:** As a full action and with an additional Rouse Check, the user can provide the benefits of one of their Presence powers to another willing vampire, using the Presence rating and Blood Potency bonus of the vampire using Wingman.

If the subject also possesses Presence, use the higher of the bonuses but not both. The subject cannot gain the benefit of the same Presence power twice. The vampire using Wingman cannot use the same power on themselves while extending it to another subject. Both the user or the subject must be visible to anyone affected by the extended power.

**Duration:** As power used.

</details>

<details>

<summary><mark style="color:red;"><strong>Majesty, Presence 5 (Core p.269)</strong></mark></summary>

**Cost:** Two Rouse Checks

**Dice Pools:** Charisma + Presence vs Composure + Resolve

**System:** People in the presence of the user can only stare, slack-jawed, or avert their eyes in fear or submission. Anyone wanting to act in any way in opposition to the user, except for self-preservation, must successfully win a contest of their Composure + Resolve vs. the vampire’s Charisma + Presence. A win allows one turn of freedom, plus one per point of margin; only a critical win resists the effect for the entire scene.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Star Magnetism, Presence 5 (Core p.269)</strong></mark></summary>

**Cost:** One additional Rouse Check

**System:** Awe, Daunt, and Entrancement can be transmitted through live feeds via screens or phones. If Entrancement is used, the victim’s name must be spoken clearly, as that power only affects one person at a time. Anyone else viewing the same transmission only finds the user charming, but not supernaturally so.

**Duration:** As power used

</details>

## Protean

<details>

<summary><mark style="color:red;"><strong>Eyes Of The Beast, Protean 1 (Core p.270)</strong></mark></summary>

**Cost:** Free &#x20;

**System:** No roll is required to activate Eyes of the Beast. While active the user ignores any sight penalties imposed by darkness, including supernatural. While active, the inhuman appearance of the eyes confers two bonus dice to Intimidation pools against mortals.

**Duration:** As long as desired

</details>

<details>

<summary><mark style="color:red;"><strong>Squirm, Protean 1 (Tattered Facade p.105)</strong></mark></summary>

**Cost:** Free or 1 Rouse Check

**System:** Add the user’s Protean rating to any dice pools to wriggle through tight spaces, escape a grapple, or escape any form of restraints. The user can squeeze into tight spaces so long as their head fits into the space as their other bones can dislocate and reconnect with ease.

If the user has about five minutes, they can make a Rouse Check to force their body into an even more pliable state. Their flesh and bones spread and collapse to let them fit through impossibly tight spaces about two inches (or five centimeters) in diameter. If the user is interrupted or forcibly yanked out of such a tight space, they suffer one Aggravated damage to Health.

</details>

<details>

<summary><mark style="color:red;"><strong>Weight Of The Feather, Protean 1 (Core p.270)</strong></mark></summary>

**Cost:** Free &#x20;

**Dice Pools:** Wits + Survival &#x20;

**System:** If the vampire has time to prepare, no roll is required. As a reaction, such as during a sudden fall, activating the power requires a Wits + Survival roll at Difficulty 3. As long as the power is in effect, the vampire is immune to damage from falls, collisions, and being thrown. The user also avoids triggering devices that rely on pressure, at the Storyteller’s discretion.

**Duration:** As long as desired

</details>

<details>

<summary><mark style="color:red;"><strong>Feral Weapons, Protean 2 (Core pp.270-271)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** No skill roll is needed to activate this power. When activated, the vampire’s natural weapon of choice becomes a light piercing Brawl weapon with a +2 modifier to damage. Vampiric Bite Attacks still only deal two points of Aggravated damage despite the number of successes, but do not suffer the 1-Success penalty. Superficial damage inflicted by the user’s natural weapons is not halved while Feral Weapons is active.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:yellow;"><strong>Vicissitude, Protean 2 + Dominate 2 (Players Guide pp.81-82)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pool:** Resolve + Protean

**System:** Roll Resolve + Protean. Every success on the roll allows a single Vicissitude change to be made to the user, though the total number of changes cannot exceed the user’s Protean rating, no matter the number of applications or successes. Each change causes the loss of a single Physical Attribute dot of the user, as the body mass must come from somewhere. (No Attribute can be taken below 1.) Each use of the power takes one full turn to perform.

Potential Vicissitude changes are listed below:

&#x20;\+ Redistribution: Add a single dot to any of the user’s Physical Attributes. This cannot cause any Attribute to exceed 5 dots. These changes are visible, but not Masquerade-threatening. Note that player characters need to keep track of their original values as these are still used to calculate experience cost for Attributes.

&#x20;\+ Weapons (Once per subject only): The user gains the equivalent of a light piercing or heavy impact weapon (+2 Damage) in the form of bone spurs or bludgeons of dense cartilage. (In contrast to Feral Weapons, the damage caused by these weapons is mundane, but Feral Weapons employed by a vampire proficient in Vicissitude often take the shape of similar osseous spikes and blades.)

&#x20;\+ Armor: One Attribute point can be turned into two points of armor value (Vampire: The Masquerade, p. 304), with an upper limit of six points of armor. This often takes the form of reinforced sub-dermal reinforced bone or layers of fat and cartilage, and appears increasingly inhuman as the points so allocated increase. While vampires gain little benefit from this, apart from a disturbing appearance, it serves a purpose on mortal and ghoul retainers. (See Fleshcrafting, below.)

&#x20;\+ Appearance: The user can change their appearance, either for the sake of hiding their identity, enhancing their Looks Merit, or to mimic someone else. This is a time-consuming affair, taking an entire scene to perform, and requires a Dexterity + Craft test in order to succeed. Difficulty is 3 to hide one’s identity, 4 to increase Looks (each level of the Merit counts as one change) and 5 to mimic a specific person. A failure on the test yields no result (but the Attribute dot is still lost) while a total failure causes the Looks Merit to drop one level, potentially turning into a Flaw if at baseline. Nosferatu are unable to use this aspect of the power for anything but hiding their identity.

&#x20;\+ Other changes: More creative uses of this power, such as creating a secret pouch somewhere on the body or moving eyes around, are beyond the scope of these mechanics, and the Storyteller needs to decide on the number of changes (and Attribute points lost) required, and the Difficulty and time required for the operation. Dexterity + Craft or Intelligence + Medicine rolls may be required in these cases.

Changes can be mended as Aggravated damage, with each change equivalent to a single level of damage (restoring lost Attribute points accordingly).

**Duration:** Permanent

</details>

<details>

<summary><mark style="color:purple;"><strong>Fleshcrafting, Protean 3 + Dominate 2 (Players Guide pp.82-83)*</strong></mark></summary>

**Prerequisite:** Vicissitude

**Cost:** One Rouse Check

**Dice Pool:** Resolve + Protean vs. Stamina + Resolve

**System:** In order to use this power, the user must be able to work undisturbed on the subject, who thus either needs to be willing or restrained. For a willing subject, follow the same system as Vicissitude (above). An unwilling subject can resist with their Stamina + Resolve, with the user’s margin counting as Vicissitude successes. Each use of this power takes a full scene to perform. Again, the total number of changes cannot exceed the user’s Protean rating, no matter the number of applications or successes. In case of multiple users working on a single subject, only count the highest Protean rating.

Changes can be mended as Aggravated damage, with each change equivalent to a single level of damage. (Mortals thus require extensive surgery.)

**Duration:** Permanent

</details>

<details>

<summary><mark style="color:purple;"><strong>Horrid Form, Protean 4 + Dominate 2 (Players Guide p.83)*</strong></mark></summary>

**Prerequisite:** Vicissitude

**Cost:** One Rouse Check

**Dice Pool:** Resolve + Protean vs. Stamina + Resolve

**System:** Horrid Form takes a full turn to activate, during which time the vampire can only defend, using their pre-Horrid Form dice pools. It then grants the vampire a number of free Vicissitude changes (no Attribute dots are lost) equal to their Protean rating. These can be spent on Redistribution, Weapons, and Armor. Generous Storytellers can also consider other changes such as wing-like membranes allowing the vampire to glide, extended limbs for reach, or other creative (but fair) uses. However, with the Beast so close to the surface, any criticals rolled while using Horrid Form for any reason are considered messy criticals, and any Frenzy test taken is at +2 Difficulty. The vampire also assumes an unmistakably inhuman appearance and is unable to communicate in anything but grunts, hisses, and roars.

**Duration:** One scene, unless voluntarily ended sooner

</details>

<details>

<summary><mark style="color:purple;"><strong>One With the Land, Protean 5 + Animalism 2 (Players Guide p.83)*</strong></mark></summary>

**Prerequisite:** Earth Meld

**Cost:** Two Rouse Checks

**Dice Pool:** N/A

**System:** As with Earth Meld (Vampire: The Masquerade, p. 270), except the vampire is not limited by the makeup of the surface where they take their rest. Some vampires have been known to suffuse themselves into the walls of their manors while others secrete themselves beneath the warped floorboards of a squat, or even hide beneath a shallow pool of “dead water.”

Additionally, in a distance of roughly one kilometer in any direction from where the vampire’s body has become One with the Land, the vampire may elect to experience any sensory stimuli within that area, such as listening to a conversation therein, physically enjoying a lovers’ tryst, or catching the scent of a fire that an unruly mob may be stoking. The vampire experiences these senses through the presence of animals, however minute, in the vicinity of the events. If the events are discreet or intentionally hidden, a Wits + Animalism test vs. the relevant opposing dice pool used is required.

Rising from this state before nightfall the day after it has been entered requires a Resolve + Protean test at Difficulty 4, and even then it can take up to an hour for the vampire to fully reemerge. A critical win allows them to rise instantly, however.

**Duration:** One day or more, or until physically disturbed

</details>

<details>

<summary><mark style="color:red;"><strong>Serpent’s Kiss, Protean 2 (Blood-Stained Love p.153)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** When the Kindred bites or kisses another, they may make a Rouse check to force some of their own vitae into their victim. The victim of the bite or kiss is treated as though they tasted the Kindred’s Blood for purposes of the Blood Bond, learning a Discipline Power, becoming a Ghoul, or other effects of imbibing blood.

If the Kindred’s Blood normally or temporarily has deleterious effects, those are passed on to the victim as well. Additionally, Blood Sorcerers can use powers such as Scorpion’s Touch or Baal’s Caress via their bite, much to the surprise of those they Kiss.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:yellow;"><strong>The False Sip, Protean 2 + Fortitude 1 (Blood-Stained Love p.153)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** The character must activate this power immediately upon consuming blood from any source. The user is able to keep the blood down, but it doesn’t enter their system nor slake any Hunger, though the user can taste it. No other blood or vitae can be consumed during this time. The Kindred has one scene to vomit the blood back up, otherwise it enters their system. The effect can be extended to another scene by a second Rouse Check.

**Duration:** One scene or more

</details>

<details>

<summary><mark style="color:red;"><strong>Earth Meld, Protean 3 (Core p.271)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** No test is required, but the vampire must be on a natural surface: rocks, raw earth, grass, etc. This power does not work on concrete, asphalt, or other artificial surfaces. It takes a turn for the vampire to sink into the earth, leaving carried objects behind atop the soil. While in the earth the vampire is aware of their surroundings, except during day-sleep. At those times, disturbances (e.g., digging or loud noises) awaken them or not as with all vampires (p. 219).

**Duration:** One day or more, or until disturbed

</details>

<details>

<summary><mark style="color:yellow;"><strong>Masque of Death, Protean 3 + Oblivion 2 (Live From the Succubus Club p.28)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** The Kindred assumes the appearance of a corpse, either freshly dead, mummified, rotting, or even a dried-up skeleton. While so transformed, the Kindred cannot move or physically communicate, but retains enough of their senses to understand what is happening around them. Disciplines can still be used at the Storyteller’s discretion. Only injuries that would cause Aggravated damage are applied to the vampire, and only once they return to their unliving state. A Kindred may also choose to enter Torpor voluntarily when activating this power, where the power’s duration extends until they wake from Torpor.

**Duration:** Until ended by the user or the user wakes from Torpor, otherwise until sunset.

</details>

<details>

<summary><mark style="color:red;"><strong>Shapechange, Protean 3 (Core p.271)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** No test is required. The transformation takes one turn, during which the user may take no other actions. Upon transformation, the vampire gains the Physical Attributes, senses, and native Skills associated with that ani mal (see p. 373) and also gains that animal’s natural limits of communication, manipulation (most animals can carry one thing in their mouth), and so forth. The vampire can use other Disciplines, at the Storyteller’s discretion. (By and large, they can use Auspex, Animalism, Celerity, Fortitude, Potence, and Protean; many powers of Dominate, Obfuscate, and Presence pose problems; Blood Sorcery is completely off the table.)

**Duration:** One scene unless ended voluntarily before that

</details>

<details>

<summary><mark style="color:red;"><strong>Metamorphosis, Protean 4 (Core p.271)</strong></mark></summary>

**Prerequisite:** [<mark style="color:purple;">Shapechange</mark>](https://wiki.capetownvtm.com/material-availability/powers#shapechange-protean-3-core-p.271)

**Cost:** One Rouse Check

**System:** Same as Shapechange.

**Duration:** One scene unless ended voluntarily before that

</details>

<details>

<summary><mark style="color:yellow;"><strong>Bloodform, Protean 5 + Blood Sorcery 2 (Gehenna War p.47)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** The user transforms themselves into a liquid. In this form, they cannot be harmed by most conventional weapons (including stakes), though sunlight and fire still affect them as normal. The user can squeeze through small cracks, and even flow cleanly up walls or across ceilings. While in bloodform (or partially in bloodform), the user can perform general actions such as pushing and pulling, but the difficulty of fine manipulation of electronic devices or liquids increases by two if manipulating them as Blood.

The user may use Disciplines as normal, provided they do not need to make eye contact or speak, though they can make a Rouse Check to partially reform eyes, a vocal tract, limbs, or head.&#x20;

The Kindred can transform only part of the body, such as a finger or leg, as desired, though it still needs to remain in touch with the main body. If part of the mass is separated (or entirely consumed) the user’s consciousness goes with the largest portion of Blood and the user reforms with one additional level of Hunger for each limb (or equivalent body mass) lost. If a portion of the user is consumed, it creates Blood Bonds as normal but the user cannot control their Blood after its been ingested by another.

**Duration:** One scene or until the user ends the transformation

</details>

<details>

<summary><mark style="color:purple;"><strong>Face of the Victim,</strong></mark><strong> </strong><mark style="color:purple;"><strong>Protean 5</strong></mark><strong> </strong><mark style="color:purple;"><strong>(Live From the Succubus Club pp.28-29)*</strong></mark></summary>

**Prerequisite:** Vicissitude

**Cost:** One Rouse Check

**System:** The Kindred must activate this power in the same scene after they’ve slaked one or more Hunger from a mortal or Kindred. The vampire assumes the physical appearance of the last mortal or Kindred they fed from, including their voice, but does not gain any clothing, artificial implants, knowledge, or items the vessel had. When attempting to pass as the person copied to somebody who knew them well, a Manipulation + Performance vs Wits + Insight test must be made to avoid suspicion.

**Duration:** Until reaching Hunger 5, or using this power again.

</details>

<details>

<summary><mark style="color:purple;"><strong>Master of Forms, Protean 5 (Gehenna War p.48)</strong></mark></summary>

**Prerequisite:** [<mark style="color:purple;">Shapechange</mark>](https://wiki.capetownvtm.com/material-availability/powers#shapechange-protean-3-core-p.271)

**Cost:** None

**System:** The user is no longer limited to choosing one animal form when using Shapechange or Metamorphosis. Rather, they can take on the form of any creature that falls within the limits of those abilities, different each time if they so wish. Each time they choose a beast form, such as a wolf, owl, or bat, they assume the same specific form, which may be recognized by witnesses. Thus, if the character turns into a swan on multiple nights, it always looks like that specific swan.

All other limitations of Shapechange and Metamorphosis still apply.

**Duration:** As Shapechange or Metamorphosis

</details>

<details>

<summary><mark style="color:red;"><strong>Mist Form, Protean 5 (Core pp.271-272)</strong></mark></summary>

**Cost:** One to three Rouse Checks

**System:** No roll is required. The transformation takes three turns, though it can be sped up with additional Rouse Checks on a one-for-one basis. While in mist form, the vampire moves at walking pace and perceives their surroundings through mystical means as if there as normal. A vampire in mist form cannot make eye contact or speak. They can use only those Disciplines requiring no physical form or presence, at the Storyteller’s discretion. While in mist form the vampire can only be damaged by sunlight, fire, and immaterial supernatural attacks (such as some Rituals).

**Duration:** One scene unless ended voluntarily before that.

</details>

<details>

<summary><mark style="color:red;"><strong>Swarm, Protean 5 (Tattered Facade p.106)</strong></mark></summary>

**Prerequisite:** [<mark style="color:purple;">Shapechange</mark>](https://wiki.capetownvtm.com/material-availability/powers#shapechange-protean-3-core-p.271)

**Cost:** Two Rouse Checks

**System:** The vampire Rouses the Blood and spends a full turn, their body breaking down into a swarm of creatures. The vampire may choose the species, but the creatures must be small, barely bigger than a human hand. Typical choices include bats, crows, rats, mice, cockroaches, spiders, flies, locusts, snakes, and leeches. Once chosen, the species remains constant for all uses of Swarm.

While transformed, the vampire gains all the features of the swarm, including speed and movement abilities, and perceives everything the swarm does (although the mass of input makes it hard to focus on detail without concentrating). Disciplines cannot be used, as the vampire’s consciousness is spread too thin.

The swarm can attack a number of individuals equal to the vampire’s Blood Potency rating each turn. Swarmed targets receive a two-dice penalty to all tests and sustain 1 damage each turn (Aggravated for mortals, Superficial for supernatural creatures). Conventional attacks aren’t enough to meaningfully damage the swarm, but fire and sunlight are still just as deadly, as are area effects. If even a single member of the swarm survives, the vampire can fully regenerate with no ill effects; if none remain, they meet their final death.

Many mortals must make Willpower tests or flee in terror when swarmed. Difficulties start at 3 but may be raised or lowered depending on potential phobias or mental conditioning.

**Duration:** One scene, or until ended voluntarily

</details>

<details>

<summary><mark style="color:red;"><strong>The Unfettered Heart, Protean 5 (Core p.272)</strong></mark></summary>

**Cost:** Free

**System:** Increases the Difficulty on any non-combat test to stake the vampire by three. In Melee combat, only if the stake-wielder rolls a critical win does the stake penetrate the user’s heart. Even if staked, the user can make a Rouse Check and roll their Strength + Resolve (Difficulty 5) once per hour. A win means they manage to free themselves from paralysis as the stake is pushed out of their body. They cannot attempt such stake expulsion at Hunger 5.

**Duration:** Passive

</details>

## Blood Sorcery

<details>

<summary><mark style="color:red;"><strong>A Taste For Blood, Blood Sorcery 1 (Core p.273)</strong></mark></summary>

**Cost:** Free

**Dice Pools:** Resolve + Blood Sorcery

**System:** The user dabs the blood on their tongue and makes a Resolve + Blood Sorcery roll (Difficulty 3). With a win, the user can determine the resonance and intensity of the blood if human. They can also identify whether the blood belongs to a mortal, ghoul, vampire, or other supernatural creature (it may not necessarily be able to identify the supernatural creature if not Kindred or ghoul). Tasting vitae also determines the relative Blood Potency (and thus the likely generation band) of the vampire. A critical win also reveals whether the subject has ever committed diablerie, and the generation (within one) of the vampire. If the user knows of the supernatural creature in question, they can identify the specific supernatural creature on a critical win after tasting the blood.

**Duration:** N/A

</details>

<details>

<summary><mark style="color:red;"><strong>Corrosive Vitae, Blood Sorcery 1 (Core p.273)</strong></mark></summary>

**Cost:** One or more Rouse Checks

**System:** No additional skill roll is required. The user concentrates for a turn and forces Blood through an open, usually self-inflicted, wound. The user then spills their Blood on a nonliving object (except unliving flesh such as that of the Kindred) to corrode and decompose it. Each Rouse Check corrodes approximately 35 cm of matter in all directions from the splash; this takes approximately five minutes (longer on soft metals like copper or cast iron). Harder metals such as alloys and steel merely scar and pit; whether they meaningfully weaken remains at the Storyteller’s discretion. (This power might corrode through handcuff chains given enough time and vitae.)

**Duration:** N/A

</details>

<details>

<summary><mark style="color:red;"><strong>Koldunic Sorcery, Level 1 (Blood Sigils p.61)</strong></mark></summary>

**Cost:** One Rouse Check, and some Aggravated Health damage.

**System:** After making the Rouse Check, the koldun opens the old cut of their initiation. They may inflict 1 point of Aggravated Health damage to themselves per dot of Blood Sorcery they possess. For each point of damage taken, the koldun extends their senses farther out.

<table><thead><tr><th width="230" align="center">Aggravated Damage Taken</th><th align="center">Perception Radius</th></tr></thead><tbody><tr><td align="center">1</td><td align="center">15 meters</td></tr><tr><td align="center">2</td><td align="center">90 meters</td></tr><tr><td align="center">3</td><td align="center">500 meters</td></tr><tr><td align="center">4</td><td align="center">1.5 kilometers</td></tr><tr><td align="center">5</td><td align="center">8 kilometers</td></tr></tbody></table>

\
Their perceptions focus through their chosen element. For example, a fire-bonded koldun sees, smells, hears, and feels through flames, stoves, furnaces, heater coils, lit cigarettes, etc., within their radius of effect. Koldunic Sorcery can perceive mystically-hidden beings such as Obfuscated vampires with a successful contest of Resolve + Blood Sorcery against Wits or Resolve + Obfuscate (or other relevant supernatural Trait).

**Duration:** One scene, although the koldun can renew this power at its previous level at any time that night by making another Rouse Check and losing 1 point of Aggravated Health damage. The power expires completely at sunrise.

</details>

<details>

<summary><mark style="color:red;"><strong>Shape the Sanguine Sacrament, Blood Sorcery 1 (Tattered Facade p.92)</strong></mark></summary>

**Cost:** Free (or one Rouse Check if using your own Blood)

**Dice Pools:** Manipulation + Blood Sorcery

**System:** The vampire makes a Manipulation + Blood Sorcery test and by concentrating on the image to be formed, sends the blood or vitae flowing into the prescribed pattern or shape. Difficulty varies with the pattern’s complexity: from a simple “SOS” (Difficulty 2), to a portrait (Difficulty 4), or topologically complex sorcerous sigil (Difficulty 6). Failure spatters the blood randomly; a critical win not only forms the desired image but also allows the vampire to change its shape freely during the scene.

**Duration:** For the remainder of the scene or until dispelled by user

</details>

<details>

<summary><mark style="color:red;"><strong>Blood’s Curse, Blood Sorcery 2 (Gehenna War p.48)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Intelligence + Blood Sorcery vs Stamina + Occult or Fortitude

**System:** The user targets another vampire or ghoul. On a win, add two (or four on a critical win) to the victim’s Blood Potency for purposes of Bane severity and feeding penalty (for vampires) only. When targeting a ghoul, Caitiff, or thin-blood, the target gains a clan Bane based on the clan of the vampire they most recently fed from or their own ancestry, as determined by the Storyteller.

**Duration:** Until dawn

</details>

<details>

<summary><mark style="color:red;"><strong>Extinguish Vitae, Blood Sorcery 2 (Core p.273)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Intelligence + Blood Sorcery vs Stamina + Composure

**System:** The user rolls a contest of Intelligence + Blood Sorcery vs the Stamina + Composure of a target vampire in line of sight while concentrating for a turn and gesturing subtly. A win increases the target’s Hunger by one while a critical win increases it by two. The victim can discern who afflicts them if they can see the user while making an Intelligence + Occult vs Wits + Subterfuge roll.

**Duration:** N/A

</details>

<details>

<summary><mark style="color:red;"><strong>Scour Secrets, Blood Sorcery 2 (The Book of Nod Apocrypha p.34)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** The user makes the Rouse Check and tests Intelligence + Blood Sorcery against a Difficulty set by the Storyteller: anything from 2 for a single letter in a regular office up to 5 for encrypted information hidden in a vast library. If the information has been supernaturally concealed the Difficulty increases further. The time spent depends on the size of the area to be searched: A single room might be scoured in minutes, while a library requires hours, if not the whole night. Additionally, the power does not impart the ability to parse the information if it comes in an unknown language or in a cipher. If the knowledge sought is stored in non-written formats, such as painting, music, or on old floppy disks, the power works at the Storyteller’s discretion, though the Difficulty is likely higher.

**Duration:** One night or until the information is found or the search comes up short, whichever comes first.

</details>

<details>

<summary><mark style="color:red;"><strong>Blood Of Potency, Blood Sorcery 3 (Core pp.273-274)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Resolve + Blood Sorcery

**System:** The user makes a Resolve + Blood Sorcery roll against a Difficulty of 2 + their Blood Potency. A win increases their Blood Potency by one for that scene; a critical win increases it by two. The vampire can use this power to exceed their generation limit on Blood Potency during its duration.

**Duration:** One scene or one night

</details>

<details>

<summary><mark style="color:red;"><strong>Ripples of the Heart, Blood Sorcery 3 (Blood-Stained Love p.153)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** The vampire chooses to affect their own Blood, or the blood of a mortal or Kindred from whom they are feeding. Choose any compulsion (including a clan compulsion). The next Kindred to drink the altered blood is affected by that compulsion. In a mortal, the blood remains altered for one month. In a vampire, the blood remains altered until they reach Hunger 5 or one month has passed, whichever happens first. The user of this power does not suffer its effects.

Alternatively, the user may augment or reduce the target’s blood Resonance. The user may reduce the target’s blood Resonance from acute to intense, intense to fleeting, or fleeting to none. A Kindred may augment a Resonance only from fleeting to intense. The change is instantaneous, but not necessarily long-lasting as blood Resonance naturally changes and can be further influenced. Typically the Resonance of mortal blood has changed again after a few days, a week at the most.

</details>

<details>

<summary><mark style="color:red;"><strong>Scorpion’s Touch, Blood Sorcery 3 (Core p.274)</strong></mark></summary>

**Cost:** One or more Rouse Checks

**Dice Pools:** Strength + Blood Sorcery vs Stamina + Occult or Fortitude

**System:** The user concentrates for a turn and forces Blood through an open, usually self-inflicted, wound. Each Rouse Check worth of poison made takes a turn and emits enough Blood to coat one bladed melee weapon stickily or to fill one mouthful to be spat at a foe. Spitting poison at someone involves a Dexterity + Athletics attack roll (which can be dodged like any ranged attack), although vampires have been known to French kiss a victim and transfer the poison that way. Even more subtle vampires scorpionate their Blood to poison would-be diablerists: drinking poisoned Blood from the vein guarantees a hit! Aside from such vein-to-fang transmission, however, scorpionated Blood is a contact poison that sublimes away in liquids and is too viscous to inject with a syringe. The user cannot poison beverages with it or (thanks to the pressure differential) inject it by their own bite. Arrowheads and bullets carry too little Blood to use this power with ranged weapons; the effect does not last long enough for the user to fill hollow bullets with scorpionated Blood.

If the poison hits, the user rolls a contest of Strength + Blood Sorcery vs Stamina + Occult. (Vampires with Fortitude may resist with Stamina + Fortitude.) If the user wins, the poison does the margin in Aggravated Health damage to mortals and in non-halved Superficial Health damage to vampires. A mortal who takes even one point of damage collapses unconscious.

**Duration:** The poison remains potent for one scene

</details>

<details>

<summary><mark style="color:red;"><strong>Fulminating Vitae, Blood Sorcery 4 (Tattered Facade pp.92-93)</strong></mark></summary>

**Cost:** Two Rouse Checks

**Dice Pools:** Stamina + Blood Sorcery

**System:** When the vial is broken — whether that’s by a cleverly timed explosive, a well-aimed throw, or an accident — the Fulminating Vitae explodes outward in a radius of approximately 20 feet. It deals Aggravated damage to any Kindred in its path equal to the margin on a Stamina + Blood Sorcery vs Wits + Athletics test. Mortals take only Superficial damage, in part due to the accelerated healing brought on by the Blood mixing with theirs. Inanimate objects are completely unaffected.

Anyone taking damage from this Power also is affected by the vitae as though they tasted it for purposes of learning Disciplines and the Blood Bond.

**Duration:** The vial remains “armed” until dawn

</details>

<details>

<summary><mark style="color:red;"><strong>Blood Aegis, Blood Sorcery 4 (Players Guide p.98)</strong></mark></summary>

**Cost:** One or more Rouse Checks

**System:** The user expends Blood equal to one or more Rouse Checks. For each Check the floating barrier can reduce damage from incoming ranged attacks by five. The effect is automatic as the vitae intercepts each incoming projectile in a shower of Blood, only to reform as long as the power remains active. Once the protection is spent the Blood turns inert as it lies splattered over the zone of conflict.

**Duration:** One scene or until damage levels are spent, whichever comes first.

</details>

<details>

<summary><mark style="color:red;"><strong>Marionette, Blood Sorcery 4 (Tattered Facade p.93)</strong></mark></summary>

**Prerequisite:** [<mark style="color:purple;">Shape the Sanguine Sacrament</mark>](https://wiki.capetownvtm.com/~/changes/150/material-availability/powers#shape-the-sanguine-sacrament-blood-sorcery-1-tattered-facade-p.92)

**Cost:** One Rouse Check

**Dice Pools:** Manipulation + Blood Sorcery

**System:** The vampire concentrates for a turn, Rouses the Blood, and makes the activation test. Make tests against spilled blood (or dead bodies) at Difficulty 2, while living creatures can resist with Stamina + Occult (or Fortitude). For each point of margin, the vampire has full control over the blood for one turn and uses Manipulation + Blood Sorcery for all the marionette’s physical actions.

Living targets maintain their faculties while being puppeteered and can still speak — although this rarely amounts to more than terrified screams once they realize their body moves seemingly of its own volition. Living targets can force control for a turn; however, the effort inflicts 1 point of Aggravated damage as their blood shreds their flesh from within. Blood without a body temporarily solidifies and sharpens, and inflicts +2 damage during combat.

During the process, the sorcerer must maintain concentration — simple movement and conversation is fine, but most offensive actions requiring dice pools break the spell and end the power unless the user has a Critical Win on the offensive action’s test. Vampires and vitae cannot be puppeteered, only the blood of the living.

**Duration:** One turn per point of margin

</details>

<details>

<summary><mark style="color:red;"><strong>Theft Of Vitae, Blood Sorcery 4 (Core p.274)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Wits + Blood Sorcery vs Wits + Occult

**System:** The user makes a beckoning gesture toward a mortal target in line of sight and rolls their Wits + Blood Sorcery vs Wits + Occult. A win opens an arterial wound, and the vampire can start feeding from across the room. (A target wearing full-body protection such as a hazmat suit merely bleeds ecstatically out into the suit.) The user can do nothing else while feeding, but they can feed at twice the normal speed (at triple speed on a critical win) thanks to the sorcerous pressure of this power.

**Duration:** One feeding

</details>

<details>

<summary><mark style="color:red;"><strong>Baal’s Caress, Blood Sorcery 5 (Core pp.274-275)</strong></mark></summary>

**Cost:** One or more Rouse Checks

**Dice Pools:** Strength + Blood Sorcery vs Stamina + Occult or Fortitude

**System:** This power uses the same system (and its poison has the same restrictions) as Scorpion’s Touch (p. 273), with increased damage.

If the poison hits, the user rolls a contest of Strength + Blood Sorcery vs Stamina + Occult. (Vampires with Fortitude may resist with Fortitude in lieu of the Occult Skill.) If the user wins, the poison does the margin in Aggravated Health damage to mortals and vampires alike. A mortal who takes even one point of damage dies instantly.

If a vampire target takes Aggravated damage from this poison, the user rolls the contest again; on a win, the vampire enters torpor when next they go to sleep.

**Duration:** The poison remains potent for one scene

</details>

<details>

<summary><mark style="color:red;"><strong>Cauldron Of Blood, Blood Sorcery 5 (Core p.275)</strong></mark></summary>

**Cost:** One Rouse Check and gain one (or more) Stains

**Dice Pools:** Resolve + Blood Sorcery vs Composure + Occult or Fortitude

**System:** The user pays the cost and touches the victim (Dexterity + Athletics in combat or similar situations), rolling a contest of Resolve + Blood Sorcery vs Composure + Occult. (Vampires with Fortitude may resist with Composure + Fortitude.) On a win, each point of margin causes one point of Aggravated damage in the victim. Mortals taking at least one point of damage die screaming. Vampire victims add 1 Hunger per point of damage inflicted, until Hunger is at 5.

**Duration:** One turn

</details>

## Rituals

<details>

<summary><mark style="color:red;"><strong>Antebrachia Ignium, Level 5 (Players Guide pp.102-103)</strong></mark></summary>

**Ingredients:** Sufficient vitae (from any vampire) to coat the caster’s arms up to the elbows, and a source of flame (such as a lighter).

**Process:** The vampire immerses their arms in the blood and withstands the urge to feed or Frenzy. After extracting their arms, exposure to flame ignites the vitae rather than the vampire it coats. The vampire can then go on to set targets alight using the fire on their skin.

**System:** If the user is at Hunger 4 or more, make a Hunger Frenzy test at Difficulty 3 to avoid draining the ingredients. At any point during the night they may expose the vitae to fire and make a Ritual roll. Any success ignites flames on the vampire’s hands and arms, a spectacular display provoking a Terror Frenzy test (Difficulty 2) in all nearby vampires except the caster. They may touch others with Dexterity + Brawl in physical combat to inflict two Aggravated Health damage. Entering a grapple ignites the both combatants’ clothes, continuing the damage each turn until they make a Composure + Survival roll (Difficulty 3) to smother the burn. The caster is only resistant to flame on their arms, and burns as usual elsewhere. The fiery arms extinguish when the caster wills it or when the scene ends.

</details>

<details>

<summary><mark style="color:red;"><strong>Dominion, Level 5 (Players Guide p.103)</strong></mark></summary>

**Ingredients:** Seal made of iron embedded over every doorway in the building.

**Process:** The ritual takes three hours to cast. During this time, the caster must be embedding iron seals over every doorway, consecrating them with their own vitae, and carving sigils on the doors.

**System:** Upon a successful Ritual roll, the Blood sorcerer stops any uses of Animalism, Auspex, Dominate, or Presence except by themselves. Any uses of the Disciplines within the building still cause any Rouse checks to occur, though the amount of Blood spent to perform the Ritual varies – from Rouse Check for an apartment up to five for a large manor. The Ritual lasts indefinitely but can be broken by the destruction of at least one seal.

</details>

<details>

<summary><mark style="color:red;"><strong>Atrocity’s Release, Level 5 (Gehenna War p.49)</strong></mark></summary>

**Ingredients:** Human reproductive organs thinly sliced, moss or a sea sponge, and scrapings of bezoar.

**Process:** The performer must first create a number of poultices from the ingredients, something that takes at least one night to prepare, disregarding the time it takes to procure the components. Then, the sorcerer presses the ritually prepared poultices to a series of deep cuts on their target’s body, drawing out the stolen Blood. The Blood-soaked poultices are then burnt, their ashes left exposed to the sunrise.

**System:** An unwilling target may resist with Resolve + Blood Potency, the Ritual’s Difficulty counting as the greater of the target’s successes or the standard difficulty. If successful, The Ritual reverses the most recent instance of diablerie that the target has committed, including changes to Blood Potency, Disciplines, or personality, though not Humanity.

Even if the ritual is successful, the spirit of the previous victim of the diablerie remains destroyed. On a total failure, the target’s essence is destroyed instead, the victim becoming effectively possessed by their latest diablerie victim.

</details>

<details>

<summary><mark style="color:purple;"><strong>Elemental Attack, Level 5 (Blood Sigils pp.71-72) *</strong></mark></summary>

**Prerequisite:** <mark style="color:purple;">Koldunic Sorcery</mark>

**Ingredients:** A weapon representing or made from the element, such as a wooden club, an icicle, a meteoric iron knife, a torch, etc.

**Process:** Wielding the weapon, the koldun opens their initiation scar and makes a Rouse Check while commanding the element to attack a target the koldun perceives. Magical perception counts for this purpose.

**System:** On a win, the element attacks the target. If the element is already awake during the casting (commanding air during a thunderstorm, for instance), the koldun adds one die to their Ritual pool. The target takes one point of Aggravated Health damage per success, and the same damage again every round afterward until they win an appropriate escape contest (e.g., Dexterity + Athletics) vs. the koldun’s Resolve + Blood Sorcery. Excepting fire, the elements only do Superficial damage to vampires, but they may still bury them, carry them away in a flood or tornado, etc. On a critical win, the element attacks every suitable target at the caster’s discretion within sight of the main target. The effect continues until the koldun does anything else besides command the elements: fight, move, make any other skill roll, etc.

**Chain:** When chained with Elemental Grasp (p. 62) and Tiamat Glistens (p. 64), this ritual unleashes a nigh-apocalyptic elemental effect: earthquake, tsunami, tornado, magma flow, etc. Damage doubles to the targets, but collateral damage gets wildly out of hand, and continues until the kolduny stop casting.

</details>

<details>

<summary><mark style="color:red;"><strong>Escape To True Sanctuary, Level 5 (Core pp.279-280)</strong></mark></summary>

**Ingredients:** Two charred circles of approximately a meter in diameter.

**Process:** The caster burns the circles into the ground or floor with an open flame, then consecrates each circle. Consecration requires two hours of chanting per night and two Rouse Checks, for three consecutive nights. In total, this ritual takes twelve Rouse Checks worth of Blood from the caster.

**System:** Once the circles are complete the caster need but step into the one designated for departure and concentrate for a turn, making a Ritual roll. (The caster makes the Ritual roll each time they attempt to travel, but can only make one attempt per scene.) On a win the caster vanishes, reappearing in an instant in the middle of the exit circle. There is no limit to the distance between the two circles, but they must be inscribed on the ground or on the floor of a building, not on the floor of a vehicle. The caster can transport one person or an object or objects totaling roughly human mass with them. Damaging either circle ruins the ritual completely and renders both circles inert. A vampire can only have one pair of these circles functional at any given time.

</details>

<details>

<summary><mark style="color:red;"><strong>Fisher King, Level 5 (Blood Sigils pp.72-73)</strong></mark></summary>

**Ingredients:** A landmark representing a region, dirt from the region, a horse-hair paintbrush

**Process:** The vampire blends a Rouse Check’s worth of blood with dirt from the region they wish to observe. With the blend, the sorcerer paints magical symbols on a landmark important to the land’s inhabitants.

**System:** On a win, the caster develops a mental connection to the land. Once per session, the sorcerer may make a Wits + Streetwise (if urban or suburban) or Wits + Survival (if rural) test. For each success, the Storyteller truthfully answers one question the player has about the land: its greatest threat, does an enemy reside there, the Resonance of its inhabitants’ blood, etc. This ritual lasts until the end of the story, during which the caster may ask one more question per session. After that, the caster must replenish their symbols, making another Rouse Check and Ritual roll to renew it.

**Chain:** When chained with Land’s Sustenance (p. 64) and Compel the Inanimate (p. 69), the coterie has almost total control over the place of power and its surrounding area. They have near-omniscience over the land, with three free questions about it per session, per caster. The land’s structures or trees watch and warn the casters of hostile approach, unless magically disguised or shielded. While on the land, the casters can mend up to 5 points of Aggravated damage per night, total (split between the casters on a first-come, first-serve basis).

</details>

<details>

<summary><mark style="color:red;"><strong>Heart Of Stone, Level 5 (Core p.281)</strong></mark></summary>

**Ingredients:** A stone slab and a wax candle drenched with the Blood of the caster.

**Process:** The caster lies on the stone slab with the candle on their chest letting it burn down to nothing over the course of a night. As the fire reaches their chest, it causes one point of Aggravated damage and forces a terror frenzy roll (Difficulty 3). If the caster fails the frenzy roll, the ritual ends. If the caster does not enter frenzy, they make the Ritual roll. On a win the ritual completes; a critical win heals the candle-fire damage. The effect persists indefinitely, and should the caster wish to reverse the process they must repeat the ritual.

**System:** While under the effect of the ritual, the caster’s heart is literally made of stone. Stakes fail to penetrate it, breaking if forced. The caster also exhibits a complete emotional detachment, subtracting three dice from any Remorse rolls as well as active (not resisting) Social-related rolls, except for Intimidation and Dominate. The caster cannot employ Presence but gains three bonus dice to pools used to resist the effects of that Discipline.

</details>

<details>

<summary><mark style="color:red;"><strong>Reawakened Vigor, Level 5 (Gehenna War p.49)</strong></mark></summary>

**Ingredients:** 5 or more Rouse Checks worth of the sorcerer’s vitae, a finely crafted ceramic receptacle, molten lead

**Process:** The sorcerer pours their vitae into the receptacle, stoppers it with lead and bloody sigils, and buries it in a place of power.

**System:** The Sorcerer places at least 5 Rouse Checks worth of Blood into the receptacle. They may stop to feed while enacting this Ritual, but the ritual fails if interrupted for more than an hour, meaning any vessels needed to slake Hunger must be kept close at hand. On completing the task, the vampire crafts a rust-colored orb containing a small amount of their concentrated vitae. If this vitae is consumed (and on a successful ritual test), it restores one point of Blood Potency lost due to Torpor. For each success in the margin, another lost point of Blood Potency can be restored. If no Blood Potence has been lost to torpor, the ritual has no effect on the user.

Any vampire other than the ritualist drinking the essence must test Stamina + Blood Sorcery or Fortitude against a difficulty of 6. For each point of margin of failure, they suffer one Aggravated Health damage.

A sorcerer can only have one active use of this ritual cast at a time, and it loses potency at dawn once unearthed.

</details>

<details>

<summary><mark style="color:red;"><strong>Shaft Of Belated Dissolution, Level 5 (Core pp.281-282)</strong></mark></summary>

**Ingredients:** A stake carved of rowan wood, inscribed with baneful runes.

**Process:** The caster drenches the stake with two Rouse Checks worth of their Blood, while blackening it in an oak-wood fire while reading incantations over it. The ritual takes five hours to complete.

**System:** This stake confers a three-dice bonus to any pool on any attempt to stake a vampire, whether hammered in while the victim sleeps, wielded in melee, or fired from a crossbow. The caster need not wield the stake themselves. If the attack roll wins with a margin of five or better, the vampire withers to dust in a single turn as if consumed by an invisible fire. If the stake hits, but the roll has insufficient margin (under five) to pierce the heart, the stake breaks off in the wound, the tip burying itself as it slowly begins to inch its way toward the heart of the victim. Depending on where it struck this can take hours or nights, but unless extracted by medical or mystical means, Final Death is assured. To remove it surgically someone other than the victim needs to win a roll of Dexterity + Medicine (Difficulty 6) in a process that takes up to four hours. If no medical expertise can be found, someone can remove the splinter by severing the afflicted limb – unless the splinter has already reached the torso.

</details>

## Oblivion

<details>

<summary><mark style="color:red;"><strong>Ashes to Ashes, Oblivion 1 (Players Guide p.85)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Stamina + Oblivion vs. Stamina + Medicine or Fortitude

**System:** The vampire makes a Rouse Check to expend vitae, and introduces the vitae to the corpse. Unless the corpse is animated, the body disintegrates over three turns with no test necessary. If it is, the user rolls a contest of Stamina + Oblivion against Stamina. (Corpses with Fortitude may resist with Stamina + Fortitude.) If the user wins, the animated corpse dissolves in five turns, minus the margin (minimum one, and disintegrating corpses suffer physical Impairment). On a critical win, the corpse disintegrates immediately. On a total failure, the corpse is subsequently immune to this power from any user.

**Duration:** Variable

</details>

<details>

<summary><mark style="color:red;"><strong>The Binding Fetter, Oblivion 1 (Players Guide p.85)</strong></mark></summary>

**Cost:** Free

**Dice Pools:** Wits + Oblivion

**System:** On activation, the user’s senses become supernaturally attuned to the energies of fetters, and they may identify these auras by sight, smell, and their other senses. While this power is in use, the vampire is distracted from other activity around them, conveying a −2 penalty to Dexterity and Wits rolls.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Oblivion's Sight, Oblivion 1 (Players Guide p.85)</strong></mark></summary>

**Cost:** Free

**Dice Pools:** Wits + Oblivion

**System:** On activation, the user’s eyes become supernaturally attuned to darkness, allowing them to ignore all low-light penalties, including those of supernatural origin. They still need their eyes to see and are affected by blindfolds and the like as usual.

If a ghost is present and not attempting stealth or using a power to conceal its presence, the spirit becomes visible to the vampire using Oblivion’s Sight. In such cases, ghosts appear as they wish to appear, whether as humans bearing the wounds that caused their death, as spectral monstrosities, or as perfectly immaculate corpses. Ghosts do not automatically realize when a vampire spots them, but if they do, many react with fear or anger rather than passivity.

This power does not grant the ability to make physical contact with ghosts, and the pitch-black eyes incur a two-dice penalty to social interactions with mortals while active.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Shadow Cloak, Oblivion 1 (Players Guide pp.85-86)</strong></mark></summary>

**Cost:** Free

**Dice Pools:** N/A

**System:** The vampire gains a two-dice bonus to Stealth rolls, as well as on Intimidation versus mortals.

**Duration:** Passive

</details>

<details>

<summary><mark style="color:yellow;"><strong>Arms of Oblivion, Oblivion 2 + Potence 2 (Players Guide pp.86-87)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Wits + Oblivion

**System:** The user takes one turn and pays the cost, summoning the extensions. Using these, the vampire can perform bludgeoning and grappling attacks against distant targets every subsequent turn. Additional arms can be created by splitting the dice pool, enabling the user to engage multiple opponents. (Vampire: The Masquerade, p. 125). The shadows use the vampire’s Wits + Oblivion to attack and deal Superficial damage or grapple, adding half the user’s Potence rating (round up) as a damage bonus. The vampire can do nothing else except control the shadows while this power is active.

They can also use the shadows to perform simple actions (such as opening doors and pulling levers) but nothing as advanced as typing or controlling vehicles. The extrusions have a length (in yards/ meters) equal to twice the Oblivion dots of the user. (Note that they, being shadows, move across surfaces, not air, and any distances must take this into account.)

The shadow arms can only be banished by bright light, such as from a powerful torch or daylight, but a successful Wits + Oblivion roll against Difficulty 3 allows the shadows to avoid the light for a turn.

**Duration:** One scene or until ended or destroyed

</details>

<details>

<summary><mark style="color:yellow;"><strong>Fatal Prediction, Oblivion 2 + Auspex 2 (Players Guide p.87)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Resolve + Oblivion vs Wits + Occult

**System:** The vampire makes a Resolve + Oblivion test against the mortal target’s Wits + Occult. For every success in the margin, the target suffers one point of Aggravated damage at some point during the next 24 hours. The source can be anything from sudden illness to freak accidents, but at no point must the vampire interact, directly or indirectly, with the victim as doing so risks negating the power. (The Storyteller decides exactly where the line is drawn on “indirect” interaction, but things like sending flunkies to “hasten” the outcome is definitely on the list.) Use of this power is invisible, though an onlooker can detect some sense of foul play on a Wits + Occult test at Difficulty 3. Only mortals (including ghouls) can be affected by this power, as vampires are dead already and far more resistant to these kinds of entropy manipulations.

**Duration:** A night and a day – 24 hours

</details>

<details>

<summary><mark style="color:red;"><strong>Shadow Cast, Oblivion 2 (Players Guide p.87)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** Activating the power conjures a supernatural shadow from the vampire’s body. As long as the power is active, the user casts this shadow, which cannot be removed except by direct sunlight. Anyone witnessing the practitioner notices the shadow cast from no visible light source on a Wits + Awareness roll (Difficulty 3). The vampire can direct their shadow, elongating or distorting (but not detaching) it at will, though it can sometimes act on its own accord, at the Storyteller’s discretion. For the purposes of other powers such as Shadow Perspective, the practitioner can lengthen the shadow to up to twice the practitioner’s Oblivion rating in yards/meters. For anyone standing within the shadow’s reach, the Willpower damage from social conflict increases by 1 (after halving for Superficial damage). Standing in Oblivion’s shadow is a terrifying prospect.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Where the Veil Thins, Oblivion 2 (Players Guide pp.87-88)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pool:** Intelligence + Oblivion&#x20;

**System:** Following a Rouse Check, the player rolls Intelligence + Oblivion (Difficulty 3) and on a win may determine the density of the veil in their nearby area, as large as an entire building or landmark. On a critical win, this roll reveals whether the veil density recently changed. On a total failure, the power backfires and gives a false reading.

<table><thead><tr><th width="149" align="center">Shroud Density</th><th align="center">Possible Cause</th><th width="333">Effect</th></tr></thead><tbody><tr><td align="center">Impenetrable</td><td align="center">No deaths took place here, sacred ground</td><td>Wraiths cannot cross the veil here</td></tr><tr><td align="center">Thick</td><td align="center"><p>Long ago a death took place here, a place</p><p>of joy</p></td><td>No effect</td></tr><tr><td align="center">Thin</td><td align="center">A death recently took place here,<br>melancholic mortals often pass through<br>this place</td><td>−1 Difficulty on Oblivion Ceremony rolls</td></tr><tr><td align="center">Frayed</td><td align="center">A series of deaths took place here,<br>Oblivion Ceremonies are often enacted<br>here</td><td>−2 Difficulty on Oblivion Ceremony rolls</td></tr><tr><td align="center">Absent</td><td align="center">Split the Veil (p. 96) was used here, wraiths<br>regularly pass through this part of the veil</td><td>−2 Difficulty on Oblivion Ceremony<br>rolls, wraiths can freely pass to and from<br>the lands of the dead, mortals suffer two<br>Superficial Health damage in this area that cannot be healed until they depart</td></tr></tbody></table>

Without use of this power, Oblivion users cannot benefit from a thinning of the veil, though penalties apply at the Storyteller’s discretion.

**Duration:** One turn

</details>

<details>

<summary><mark style="color:red;"><strong>Aura of Decay, Oblivion 3 (Players Guide p.88)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pool:** Stamina + Oblivion vs. Stamina + Medicine or Fortitude

**System:** The vampire makes a Rouse Check. Following a win on a Stamina + Oblivion roll (Difficulty 3), unintelligent organic and inorganic material within five yards/ meters of them suffers — plants turn black and die, food rots in its packaging, and even bricks start crumbling. Material affected in this way can become toxic to ingest, if for instance this power is used in a kitchen or a water supply. Such toxic food and drink, if consumed, can be expected to inflict two Superficial Health damage in the following scene to the individual who eats it, and for each scene thereafter until treated with an Intelligence + Medicine roll (Difficulty 3).

If anything living is caught in the aura, it makes a Stamina + Medicine contest against the vampire’s activation roll. For every point of margin the vampire has, the victim suffers one point of unhalved Superficial Health damage. This damage is slowly applied throughout the scene. Repeated applications of the power in the same scene have no effect on the Health of mortals already affected.

The power is an aura that lasts for an entire scene before it fades away. Anyone with a sense of smell can detect a rotting odor emanating from the vampire during the time the power is active, inflicting a two-dice penalty to any Social rolls the vampire makes.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:yellow;"><strong>Passion Feast, Oblivion 3 + Fortitude 2 (Players Guide pp.88-89)</strong></mark></summary>

**Cost:** Free

**Dice Pool:** Resolve + Oblivion vs. Resolve + Composure

**System:** A vampire with this power can drain a wraith of their passion. While in close proximity (three yards/meters or closer) to the wraith, they may roll a contest of Resolve + Oblivion vs. the wraith’s Resolve + Composure. A win for the vampire inflicts one Aggravated Willpower damage to the wraith and reduces the vampire’s Hunger by one. Feeding from a wraith may merit a Stain at the Storyteller’s discretion, as the consumed passion dulls the wraith’s reason for being, likely sending them down a path to self-destructive acts. The Storyteller determines the number of passions a wraith possesses (though five or more is rare), and may deem that the wraith becomes an uncontrollable, murderous spectre once all passions have been consumed.

**Duration:** Passive

</details>

<details>

<summary><mark style="color:red;"><strong>Shadow Perspective, Oblivion 3 (Players Guide p.89)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pool:** Resolve + Oblivion vs. Resolve + Composure

**System:** Following a Rouse Check, the presence of the vampire’s senses in the shadow is undetectable by anything but supernatural means. (Sense the Unseen, for example). While this power is active the vampire perceives both their surroundings as well as what can be gleaned from the Shadow Perspective, as if looking through a screen or hole.

**Duration:** Up to one scene

</details>

<details>

<summary><mark style="color:red;"><strong>Shadow Servant, Oblivion 3 + Auspex 1 (Players Guide p.89)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pool:** N/A

**System:** The servant has no mind of its own, but follows its creator’s mental commands. The shadow travels at running speed and can effortlessly slip under doors, climb walls, or slip into or through the smallest cracks, although it cannot endure brightly lit areas. It can also cling to moving vehicles, and its range is limited only by how far it can travel in one night. It hears and sees everything in its vicinity and can convey the information as soon as it is reabsorbed into its creator’s shadow. The shadow servant can only be banished by bright light, such as from a powerful torch or daylight, but a successful Wits + Oblivion roll against Difficulty 3 allows the servant to avoid the light for a turn.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Touch of Oblivion, Oblivion 3 (Players Guide p.89)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pool:** N/A

**System:** Following a Rouse Check, the vampire grips their victim, requiring a Strength + Brawl roll if the victim is trying to avoid the vampire. Once gripped, the victim suffers two levels of Aggravated damage as well as a crippling injury.

If this injury is inflicted to an arm or leg, the targeted limb is rendered crippled and in the case of mortals requires lengthy rehabilitation, while vampires can mend the damage as regular Aggravated damage. Likewise, Touch of Oblivion may render a target mute, deaf, or blind. See crippling injuries (Vampire: The Masquerade, p. 303) for mechanical details. Storytellers may decide that inflicting such mutilation warrants Stains.

**Duration:** One turn

</details>

<details>

<summary><mark style="color:red;"><strong>Necrotic Plague, Oblivion 4 (Players Guide pp.89-90)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pool:** Intelligence + Oblivion vs. Stamina + Stamina or Fortitude

**System:** The user makes a Rouse Check and then rolls Intelligence + Oblivion while touching their mortal victim. If the victim is weak (a baby, elderly, unwell, recovering from an illness, dying, or with 3 unmarked Health boxes or less), they are automatically infected. If the victim is healthy, they make a Stamina test (those with Fortitude may resist with Stamina + Fortitude), resisting the disease if they roll more successes than the vampire.

Victims of the disease take one Aggravated Health damage at the start of every scene following their infection. The victim suffers from the disease for a number of scenes equal to the user’s Oblivion rating. This damage cannot be medically treated, as it is supernatural in origin, but it can be healed through drinking vitae.

If the player rolls a critical win when activating this power, they can choose to make the disease communicable via touch, with subsequent recipients suffering the disease for one turn fewer than the victim by whom they were infected.

Use of this power warrants Stains, at the Storyteller’s discretion.

**Duration:** One turn to activate, variable length of condition

</details>

<details>

<summary><mark style="color:red;"><strong>Stygian Shroud, Oblivion 4 (Players Guide p.90)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Manipulation + Oblivion vs. Composure + Resolve

**System:** The user makes a Rouse Check and spends a turn concentrating, spreading the shadow over the desired surfaces. The effect covers a circular area with a radius equal to twice the user’s Oblivion rating in yards/meters. The area is centered on the user or a spot in their line of sight.

Anyone caught in the Stygian Shroud receives a three-dice penalty to all rolls, unless they possess the ability to see through supernatural darkness. Any mortals caught in the Stygian Shroud suffer one level of Superficial damage for every turn they remain within it, due to the power’s suffocating effects.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Profane the Sanctified, Oblivion 4 (Tattered Facade p.100)</strong></mark></summary>

**Prerequisite:** <mark style="color:purple;">Aura of Decay</mark> or <mark style="color:purple;">Touch of Oblivion</mark>

**Cost:** One Rouse Check

**Dice Pools:** Resolve + Oblivion vs. Willpower

**System:** The user must make a contest of Resolve + Oblivion vs. the True Faith holder’s Willpower. On a win, the user can direct this Power against their opponent or one of their holy symbols. Used on the symbol, it corrodes it and renders it inert. Used on a believer, it negates their True Faith rating for one turn and causes them to stagger, costing them an action. (The apparent rot and decay does no damage; the shades merely reveal what inevitably must occur.) The vampire can repeat this contest each subsequent turn, without the need for additional Rouse Checks; however, the opponent loses no more actions. Losing the contest ends this power.

If the user has a religious Conviction with this attack, the use of this Power incurs a Stain.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>The Darkness Within, Oblivion 5 (Tattered Facade pp.100-101)</strong></mark></summary>

**Cost:** Two Rouse Checks

**Dice Pools:** Manipulation + Oblivion vs. Composure + Resolve

**System:** The vampire makes a series of beckoning gestures toward their target as the two enter into a contest of Manipulation + Oblivion vs. Composure + Resolve. If the vampire wins, they summon a dark entity from the victim, inflicting one level of Aggravated damage as it separates itself from its host. The victim must be clearly visible to the vampire.

The entity possesses the same Physical Attributes and Skills as its host, no Willpower, six Health levels, and takes damage as a vampire. If its host has supernatural powers that supplement their physical capabilities — such as Disciplines — the doppelganger possesses those (ratings are halved and rounded down, while activation costs consume Health instead). It has one goal — the destruction of its living host — and ignores all other distractions.

**Duration:** One scene, or until either it or its host are destroyed

</details>

<details>

<summary><mark style="color:red;"><strong>Shadow Step, Oblivion 5 (Players Guide pp.90-91)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** The vampire must enter a shadow large enough to cover them, and emerge from another one turn later. The target shadow must be within sight, though it can be perceived by mystical means, such as Shadow Perspective, if desired.

It is possible to bring another through the passage, but unless that person is willing, they must be held by a successful grapple. If a Stain is incurred as a result of using this power, the passenger also receives one.

**Duration:** One turn

</details>

<details>

<summary><mark style="color:red;"><strong>Skuld Fulfilled, Oblivion 5 (Players Guide p.91)</strong></mark></summary>

**Cost:** Two Rouse Checks

**Dice Pool:** Stamina + Oblivion vs. Stamina + Stamina or Fortitude

**System:** The vampire makes two Rouse Checks as they expend sufficient vitae to coat both their palms and their face with blood, recalling the faces of their targets. If the user succeeds in a contest of Stamina + Oblivion vs. the victim’s Stamina x 2 (those with Fortitude may resist with Stamina + Fortitude), the targeted individual is affected by a serious condition they’ve historically suffered and recovered from, such as treated cancer, a broken bone, or a disease — including one gained through Necrotic Plague (p. 90) — with any debilitating effects from this condition occurring immediately. The condition’s effects are for the Storyteller to determine, but they should be severe (See the Crippling Injuries table for inspiration, Vampire: The Masquerade, p. 303). If the victim is a ghoul, this power removes their immunity to aging and eliminates any vitae in their system, potentially resulting in older ghouls dying or even disintegrating where they stand. On a critical win, this power may kill the victim by stopping their heart completely if the user wishes. On a total failure, the vampire cannot use this power against that individual again.

**Duration:** Variable, dependent on whether the condition is treatable

</details>

<details>

<summary><mark style="color:red;"><strong>Tenebrous Avatar, Oblivion 5 (Players Guide p.91)</strong></mark></summary>

**Cost:** Two Rouse Checks

**System:** The transformation takes one turn, during which the vampire is unable to do anything else. Once the transformation is complete the vampire can move at walking pace across the ground or along walls, hampered only by hermetically sealed barriers.

Vampires using Tenebrous Avatar can envelop victims, causing the victim to reduce all their dice pools by three and suffocating mortals as with Stygian Shroud, above. If surrounding a mortal, the vampire can feed from them without penetrating the skin with fangs.

Practitioners of this power take no damage from physical sources but can be harmed by fire and sunlight as normal. Mental Disciplines can still be used at the Storyteller’s discretion.

**Duration:** One scene or until ended

</details>

## Ceremonies

<details>

<summary><mark style="color:purple;"><strong>The Gift of False Life, Level 1 (Players Guide p.92) *</strong></mark></summary>

**Prerequisite Power:** Ashes to Ashes

**Ingredients:** A human body (or multiple bodies), a small concoction of blood, phlegm, and bile.

**Process:** After applying the concoction to the corpse or corpses and performing the Ceremony, the affected bodies animate into a form of false life. They follow a single simple command from the vampire, providing the corpse is physically capable of performing it, such as “sweep the floor,” “hold this door shut,” or “walk around the house perimeter.” They have no ability to think or calculate, so conditional or complicated commands such as “attack the next person to walk through this archway,” “drive this car,” or “build a shack” do not work. They may be directed towards a specific target for attack or other action if the user points at the target.

**System:** The vampire makes their Ceremony roll and upon a win they raise a number of corpses equal to their Oblivion rating, or the number of bodies they have prepared (whichever is lower). A critical win doubles their Oblivion rating for the purpose of determining corpses raised. The mindless corpse’s animation ends when it is destroyed or it concludes its task. These corpses do not defend themselves from attacks, and decay as normal; the Ceremony does not grant them any form of immunity to the elements or time.

**Mindless Corpse Stat Block**

**Standard Dice Pools:** Physical 2, Social 0, Mental 0\
**Secondary Attributes:** Health 4, Willpower 0\
**Exceptional Dice Pools:** Intimidation 4\
**Special:** Mindless corpses take Superficial and Aggravated damage in the same way as vampires, except they are immune to sunlight. They cannot heal or mend damage, and rot at least one Superficial Health damage each day. They cannot be mentally dominated or influenced as they are bound to their master. They do not react to motion, words, or interference from anyone but their reanimator. Mindless corpses may always contribute to Teamwork (Vampire: The Masquerade, p. 122) for menial labor such as digging, lifting, or pushing even if they lack Skills.\
**General Difficulties:** 2/1

</details>

<details>

<summary><mark style="color:purple;"><strong>Summon Spirit, Level 1 (Players Guide pp.92-93) *</strong></mark></summary>

**Prerequisite Power:** The Binding Fetter

**Ingredients:** One of the targeted wraith’s fetters (see The Binding Fetter, p. 85), a photo or other visual depiction of the wraith or their signed name, and the caster’s vitae.

**Process:** The necromancer pours their vitae over a wraith’s fetter, and studying the picture or signature, calls out the wraith’s name. The wraith feels their fetter’s call, and begins a journey from their location in the Underworld to that of the caster. Though geography has differing scales in the Underworld, a journey may still take several nights if the spirit is on the other side of the world. If the veil is thin enough in the summoning location, the wraith is pulled through the veil between worlds by the fetter’s strength. The summoned wraith is under no obligation to serve the vampire upon being called and may act with hostility if they feel the vampire is threatening their fetter. Alternatively, the wraith may be grateful for the summoning and the possibility of companionship.

**System:** The caster daubs the fetter with their vitae and makes an Oblivion Ceremony roll. The wraith cannot pass through the veil if it’s impenetrable in the Ceremony location (see p. 88). Moving the fetter after the Ceremony doesn’t help, as the wraith’s ability to pass through the veil disappears if the fetter leaves the Ceremony site. The wraith disappears at the end of the scene unless a separate Ceremony is used to compel or bind them.

Wraiths summoned in this way do not manifest physically, but as shadows on the walls, quavering silhouettes of their living selves, from which voices might emerge. Wraiths speak the same languages they did in life, unless they’ve gone to the trouble of learning new ones in the Underworld.

</details>

<details>

<summary><mark style="color:purple;"><strong>Awaken the Homuncular Servant, Level 2 (Players Guide p.93) *</strong></mark></summary>

**Prerequisite Power:** Where the Veil Thins

**Ingredients:** The required body part or animal carcass, the weapon used to sever/kill it, a small concoction of urine, fecal matter, and semen.

**Process:** The caster coats a blade (or other device suited to the task) in a gross cocktail of bodily fluids, and uses it to cut the targeted appendage off its root limb or body, or kills the small animal (which cannot be larger than a small dog and cannot fly, regardless of whether it has wings). After massaging vitae into the target, it comes to life as a homuncular servant, unfailingly loyal to its master.

**System:** The necromancer makes an Oblivion Ceremony roll and on a win gains a homuncular servant that spies, follows, or intimidates at the necromancer’s command. If it strays farther than 100 yards/meters from the vampire, it falls inert, only awakening again once the vampire enters that range. Otherwise, it remains active for a number of nights equal to the number of successes rolled. A critical win on the roll keeps the servant active forever, while a total failure destroys all components involved in the Ceremony.

Most homunculi can scale walls, hop (even if it lacks the limbs to do so), and hide effectively, though individual variation is great and depends on the tasks it was created to perform. While it cannot speak or perform actions requiring deep thought, it can telepathically communicate single images, scents, or sounds to its creator.

**Homuncular Servant Stat Block**

**Standard Dice Pools:** Physical 1, Social 0, Mental 1\
**Secondary Attributes:** Health 3, Willpower 1\
**Exceptional Dice Pools:** Athletics 4, Stealth 6; Intimidation 4\
**Special:** Homuncular servants take Superficial and Aggravated damage in the same way as vampires, except they are immune to sunlight. They cannot heal or mend damage. They cannot be mentally dominated or influenced as they are bound to their master. They do not need eyes or ears to perceive everything around them as someone with unimpeded vision and hearing might. They can telepathically broadcast a single image per scene to their master.\
**General Difficulties:** 3/1

</details>

<details>

<summary><mark style="color:purple;"><strong>Compel Spirit, Level 2 (Players Guide p.94) *</strong></mark></summary>

**Prerequisite Power:** Where the Veil Thins

**Ingredients:** A wraith’s fetter, the caster’s vitae, and an item (or threat) sufficient to damage the fetter.

**Process:** The vampire must be in close proximity to a wraith in order to use this Ceremony, typically through use of Summon Spirit (see p. 92). The necromancer casts a handful of their own vitae in the wraith’s direction as they hold a destructive item to the fetter (a knife, a hammer, a gun, or potentially holding the fetter over a fire) or speak threatening words that the wraith believes. The vampire and wraith engage in a contest of wills. If the vampire wins, the wraith must serve as the vampire decrees, at least temporarily. On a loss, the vampire is left mentally debilitated and the fetter disappears from their grasp.

**System:** Make an Oblivion Ceremony roll vs. the wraith’s Resolve + Composure. If the vampire has no way of physically threatening the fetter, also make a Manipulation + Intimidation roll (Difficulty equal to the wraith’s Resolve + Composure).

If the necromancer wins both rolls, they can command the wraith to perform a number of moderately difficult tasks (spying, research, answering questions truthfully, etc.) equal to the number of successes rolled on the Ceremony roll. For every two successes, the vampire can instead command the wraith to perform a difficult task (such as attacking someone, doing something repugnant to the wraith’s sensibilities, etc.). On a critical win, the vampire can demand any action from the wraith, and it tries its best to complete the task. The wraith remains in the vampire’s service until the end of the chronicle or until it has fulfilled its master’s commands, at which point it returns to the Underworld with an eternal enmity for the necromancer.

If the wraith wins either contest, the vampire suffers the margin in Superficial Health damage, and the wraith then re-enters the Underworld.

The compulsion placed on the wraith ends immediately if the vampire attacks it. If the vampire harms the threatened fetter, the wraith suffers between one and three Aggravated Willpower damage (depending on the importance of the fetter) and the wraith is sent back to the Underworld to be tormented by, and possibly converted into, a murderous spectre (Vampire: The Masquerade, p. 377).

</details>

<details>

<summary><mark style="color:purple;"><strong>Ashen Relic, Level 2 (The Book of Nod Apocrypha p.35) *</strong></mark></summary>

**Prerequisite Power:** Ashes to Ashes or Oblivion’s Sight

**Ingredients:** The decaying body of a vampire, plus salt and herbs associated with embalming.

**Process:** The concoction is applied to the body or body part of the destroyed vampire. Since the decay of the remains — especially supernatural features such as fangs — only takes a few minutes at most, a swift performance is essential.

**System:** The player makes their Ceremony test. A win preserves one small body part, such as a finger bone or a fang, while three successes in the margin can preserve a femur or skull.

Once created, the relic (usually in the form of a mummified hand, skull, femur, or desiccated eye) persists until destroyed or exposed to sunlight. At the Storyteller’s discretion, a particularly high roll or a critical success may grant the relic the power to persist despite sunlight.

</details>

<details>

<summary><mark style="color:red;"><strong>Maw of Ahriman, Level 2 (Blood-Stained Love p.152)</strong></mark></summary>

**Ingredients:** A room that no light enters and is quiet as the grave.

**Process:** The vampire performing the Ceremony contemplates the darkness and the silence, then unleashes their voice as loudly as possible, casting it out to make room for the darkness of the Abyss.

**System:** The vampire’s player makes a Ceremony roll. The character’s mouth or another orifice becomes a void of inky blackness, destroying inanimate objects placed within in a matter of seconds.

For the duration of the Ceremony, the character cannot speak if the power was used on the mouth, as it most commonly is. A bite attack deals 1 aggravated point of Willpower damage in addition to the fang damage. The vampire is unable to slake Hunger while this Ceremony is in effect, though, as any blood swallowed is annihilated.

The Ceremony lasts until sunrise or the vampire cancels it. Canceling the Ceremony requires the character to pay in flesh: they must stick a small portion of their body into an orifice, dealing 1 point of Superficial damage which cannot be reduced in any way as a bit of flesh is consumed by the Abyss. It can be mended normally.

</details>

<details>

<summary><mark style="color:purple;"><strong>Host Spirit, Level 3 (Players Guide pp.94-95) *</strong></mark></summary>

**Prerequisite Power:** Aura of Decay

**Ingredients:** A gift to be made as tribute to a wraith (whether the wraith values it depends on the individual), a parasitic bug, and two teeth extracted from the vampire’s mouth.

**Process:** The vampire must be in close proximity to a wraith in order to use this power, typically through use of Summon Spirit (see p. 92). The necromancer presents a tribute to the wraith, sometimes in the form of alcohol poured on the wraith’s gravesite, or a bag of coins to be buried in the earth, or even the freshly decapitated head of one of the wraith’s until-recently living enemies. The vampire then pulls two teeth from their mouth, usually with pliers, and bites into a parasite with their remaining teeth. The vampire then opens their mouth and the wraith can choose to enter it, inhabiting the vampire’s body.

The benefits of having a wraith ride one’s body include an enhanced physique, access to whichever memories the wraith chooses to share, and the wraith’s voice offering the vampire advice. The wraith can take complete possession of the vampire if they wish to, which some necromancers view as a blessing to be experienced, and others deem the main reason not to use this power.

Allowing a wraith to control one’s actions for a night effectively subdues the Beast, as well as demonstrating physical prowess and knowledge the vampire may not usually possess.

**System:** Make a successful Oblivion Ceremony roll. If the wraith agrees to the proposition, it then enters the vampire’s body and can remain for a number of scenes equal to the successes rolled on the Oblivion Ceremony roll. With the wraith inside them, the vampire gains two dice to all Physical Attribute rolls and +2 Health until the wraith departs. The vampire can hear the wraith in their head, offering advice, and they can substitute the wraith’s Skills for their own, at the Storyteller’s discretion.

A wraith can choose to assert its possession instead of acting as a passenger. If the vampire resists, they make a Resolve + Composure roll vs. the wraith’s Resolve + Composure. If successful, they reject the wraith’s influence. If failed, the wraith steers the vampire until the end of the scene, though it can’t make the vampire do anything self-destructive.

</details>

<details>

<summary><mark style="color:purple;"><strong>Shambling Hordes, Level 3 (Players Guide pp.95-96) *</strong></mark></summary>

**Prerequisite Power:** Aura of Decay

**Ingredients:** A mortal corpse (or multiple corpses), and a fresh mortal sacrifice.

**Process:** The vampire must have a separate corpse in addition to a mortal prepared for sacrifice. The vampire slays the sacrificial victim, spilling their blood on the corpse or corpses intended for animation. If the Ceremony is successful, the corpses stand (the recent sacrifice does not) and serve the vampire’s commands.

**System:** Due to the amount of blood spilled in this Ceremony, the caster must first test to resist Hunger Frenzy (Difficulty 2). Make a Ceremony roll, possibly incurring Stains in the process depending on the chronicle Tenets and the Storyteller’s discretion. Upon a win a number of aggressive dead equal to the necromancer’s Oblivion rating or the number of prepared bodies (whichever is lower) receive the gift of animation. Corpses animated this way do not decay and only enter repose if commanded to by the vampire, if the vampire meets final death, or if destroyed.

The animated corpses can parse moderately complex orders such as “kill everyone who enters,” “groan if you see anyone pass this way,” or “terrorize that neighborhood.” Unlike the corpses raised using the Gift of False Life (see p. 92), these animated dead do not sit idle if left without commands, instead attacking anyone around them except for their master.

As per the rules for temporary Advantages like these (Vampire: The Masquerade, p. 180), their continued usefulness beyond the current story must be ensured with Experience — such as through the Retainers Background (Vampire: The Masquerade, p. 196; one dot per loyal corpse) — or the aggressive corpses may become unstable and unruly.

**Aggressive Corpse Stat Block**

**Standard Dice Pools:** Physical 4, Social 0, Mental 0\
**Secondary Attributes:** Health 6, Willpower 0\
**Exceptional Dice Pools:** Brawl 6; Intimidation 5\
**Special:** Aggressive corpses take Superficial and Aggravated damage in the same way as vampires, except they are immune to sunlight. They cannot heal or mend damage. They cannot be mentally dominated or influenced as they are bound to their master. They do not need eyes or ears to perceive everything around them as someone with unimpeded vision and hearing might. Bites from the aggressive dead inflict +2 Health damage which is Aggravated to mortals.\
**General Difficulties:** 3/2

</details>

<details>

<summary><mark style="color:purple;"><strong>Craft Flesh Golem, Level 3 (Tattered Facade p.101) *</strong></mark></summary>

**Prerequisites:** <mark style="color:purple;">Aura of Decay</mark> or <mark style="color:purple;">Necrotic Plague</mark>

**Ingredients:** At least three dismembered adult-sized corpses, embalmed or otherwise relatively free of decay; sea-bed clay and copper dissolved in nitric acid; a brass or platinum burin or other engraving tool

**Process:** This Ceremony must be carried out in a location with a split or extraordinary thinning in the Veil. The vampire stitches the corpse parts into a single golem, pouring the acid into the golem’s body along the patterns of spine, viscera, and veins. The final step is engraving the word of Power tzel in the golem’s mouth with the burin, and dripping the vampire’s vitae onto the word to control and charge it. This act draws shadows from the Abyss into the golem’s body and animates it.

**System:** The stitched corpse can be assembled manually (with a successful Difficulty 3 Resolve + Medicine or Difficulty 4 Resolve + Crafts test) or with the aid of a successful Difficulty 2 Fleshcrafting (Players Guide, p. 82) test while the bodies are alive and then turned into corpses. Make a Ceremony test once the prepared corpse is ready. A failure on either the preparation or ceremony test ruins the body parts and wastes the acid. On a total failure, the shadows break free from the golem and attack the vampire in a three-round contest of Intelligence + Oblivion (they have four dice in their pool), doing Aggravated Willpower damage with their wins. The flesh golem’s Strength equals the total margin of success on both the preparation and Ceremony tests. It obeys the orders of its creator until the word in its mouth is destroyed; if its creator enters torpor or otherwise becomes uncommunicative, it follows its last order.

</details>

<details>

<summary><mark style="color:purple;"><strong>Wisdom of the Dead, Level 3 (The Book of Nod Apocrypha p.35) *</strong></mark></summary>

**Prerequisite Power:** <mark style="color:purple;">Oblivion’s Sight</mark> or <mark style="color:purple;">Where the Veil Thins</mark>

**Ingredients:** The head or skull of the deceased, pure water and a small flame.

**Cost:** One Rouse Check

**Dice Pools:** Resolve + Oblivion

**System:** The cermonist must possess a skull or head. After rolling Resolve + Oblivion (Difficulty 2 for a mostly intact head, or 3 for a skull), the Kindred begins to glean knowledge from the deceased. The Storyteller will name one skill the deceased was most knowledgeable about in life (or unlife if a Kindred skull) and an additional skill per point of the margin of success. For the rest of the night, the user may draw upon the deceased’s knowledge: each time the user rolls one of the deceased’s skills, so long as they are still carrying their skull or head, they may add 2 dice to your dice pool. This only applies if the deceased had a higher skill rating than the user.

At dawn, roll one die for each skill roll boosted: a failure on any of these dice indicates the skull or head dissolves to ashes as the Ceremony ends and it cannot be reconstituted by any means.

**Duration:** Until dawn or the head/skull is destroyed.

</details>

<details>

<summary><mark style="color:purple;"><strong>Create Corpse Suit, Level 3 (Tattered Facade pp.101-102) *</strong></mark></summary>

**Prerequisite:** <mark style="color:purple;">Shadow Perspective</mark> or <mark style="color:purple;">Touch of Oblivion</mark>

**Ingredients:** Sufficient skin of a mortal with Melancholy Resonance, fat of a mortal with Phlegmatic Resonance, waxed thread, any decorative elements desired\
Process: The vampire calls on the powers of Oblivion and their hands fill with shadows from the Abyss as they cut, treat, and sew their chosen garment. It’s considered best to do this work by candlelight. Once sewn, the vampire rubs the garment with the fat while speaking to it as a friend.

**System:** The more successes the vampire has on the Ceremony test, the nicer the Corpse Suit will look. At the end of the Ceremony, the vampire must convince the now vaguely sentient Corpse Suit that it will be their new closest and most treasured companion, making a test of Manipulation + Persuasion or Subterfuge (depending on sincerity) at Difficulty 2. The Storyteller need not reveal whether the test has been successful. If the vampire fails to convince the suit, it waits for an opportunity to betray them. When the vampire dons the suit, they gain a Folkloric Bane and Folkloric Block flaw chosen by the Storyteller.

A correctly functioning Corpse Suit attunes to subtle signs of danger and senses all types of curses, wards, and the presence of ill-willed monsters. Noticing when its maker is about to walk into danger, the suit makes their skin prickle as if stuck by many small needles — assuming they’re wearing it. A discontented suit occasionally times these warnings to put the wearer at risk. The suit never contains any money except what others place in it.

**Duration:** The suit lasts forever, re-knitting any damage over the course of a night. It cannot be destroyed except with fire, Blood Sorcery, or Oblivion.

</details>

<details>

<summary><mark style="color:purple;"><strong>The Shallow Slumber, Level 3 (Gehenna War p.50) *</strong></mark></summary>

**Prerequisite:** <mark style="color:purple;">Passion Feast</mark> or <mark style="color:purple;">Touch of Oblivion</mark>

**Ingredients:** Charcoal and one Rouse Check of the user’s vitae.

**Process:** The performer carefully writes a series of sigils on themselves or another vampire, while cursing the names of various gods or saints responsible for good health.

**System:** So long as the sigils remain on the target’s body, for each success in the margin on the ceremony test, their Blood Potency counts as one lower for the purpose of torpor duration and premature awakening. Likewise, their Humanity counts as a similar number of dots higher but only for purposes of torpor duration. A total failure on the Ritual test extends the torpor instead, as if the subject had another dot more in Blood Potence and a dot less in Humanity. Only one attempt per subject per torpor can be made.

A vampire can use this ceremony on themselves or another vampire, even if the subject has not yet fallen into torpor. The sigils stay on the subject’s body until they are washed away, marred by injury, or intentionally defaced, though rarely longer than a week due to natural abrasion.

**Duration:** Indefinite, so long as the sigils remain.

</details>

<details>

<summary><mark style="color:purple;"><strong>Bind the Spirit, Level 4 (Players Guide p.96) *</strong></mark></summary>

**Prerequisite Power:** Necrotic Plague

**Ingredients:** A wraith’s fetter, the sacrifice of an innocent mortal, and sufficient salt to surround a property or individual. If the target for haunting is an individual, the necromancer must possess something of their body, such as fingernails, hair, blood, or skin.

**Process:** The vampire must already have a wraith under their control using Compel Spirit (see p. 93). The vampire kills an innocent mortal (though innocence is subjective, this tends to apply to the young, caregivers, and genuinely pious individuals) in or close to a location or person they want their wraith to haunt. Subsequently, they mix their vitae with sufficient salt to surround the target for haunting, and paint a circle with the mixture. They place the wraith’s fetter somewhere within the location, or in the target’s possession.

**System:** Following the steps of the Ceremony, the vampire may incur Stains from the murder depending on the Chronicle Tenets and the Storyteller’s discretion. They make an Oblivion Ceremony roll that cannot be resisted, as the wraith must already be compelled for this power to work.

The wraith is bound to the location or individual targeted, with no duration applied to this Ceremony’s effects. Any emotion the wraith feels intensely during its binding affects the inhabitants of the location or the individual to whom it’s bound, with each person affected suffering a two-dice penalty to all rolls made to resist acting or feeling the way the wraith feels. Therefore, an angry wraith may make vampires more inclined to Frenzy, while a depressed wraith might make a mortal more likely to stop self-care. Bound wraiths have the same powers as spectres (Vampire: The Masquerade, p. 377).

The wraith is forever bound to the target, unless the vampire cancels the Ceremony, the fetter ever moves from the location or individual’s possession, or the wraith is destroyed. Binding also ends if the necromancer attacks the wraith. Most wraiths bound in this way are furious or melancholic about their plight, and their mood affects the area around them. Many necromancers use this method to defend their havens or haunt their enemies.

</details>

<details>

<summary><mark style="color:purple;"><strong>Split the Veil, Level 4 (Players Guide pp.96-97) *</strong></mark></summary>

**Prerequisite Power:** Necrotic Plague

**Ingredients:** A blade that’s been used to cut into someone living, chalk or charcoal, a silk sheet, and a human sacrifice.

**Process:** The vampire hangs a silk sheet over a wall in a place where the veil density (see p. 88) is standard, thin, or frayed. They then perform a human sacrifice against the sheet, and as blood coats the sheet, cut it open with a blade. The Ceremony widens the portal between the world of the living and the world of the dead.

**System:** The caster performs the sacrifice, which may result in Stains depending on the chronicle Tenets and the Storyteller’s discretion. When cutting the silk sheet, their player makes the Ceremony roll). Due to the amount of blood spilled in this Ceremony, the caster must roll to resist Hunger Frenzy (Difficulty 2). For every success on the Ceremony roll, the veil’s density reduces by one level, down to being absent (see Where the Veil Thins on p. 87).

Importantly, if the veil rating is reduced to absent, wraiths can spill into the physical world for the remainder of the session (or night). Once that period concludes, a veil density of absent increases to frayed and the gateway for wraiths closes.

</details>

<details>

<summary><mark style="color:purple;"><strong>Bind to Mortal Form, Level 4 (Tattered Facade p.102) *</strong></mark></summary>

**Prerequisite Power:** <mark style="color:purple;">Necrotic Plague</mark> or <mark style="color:purple;">Skuld Fulfilled</mark>

**Ingredients:** The chosen mortal, an Oblivion-touched iron chain, a candle made with human tallow, dirt from a fresh grave, a thimble of blood or other body fluids from the mortal

**Process:** The vampire must be in possession of an iron chain that has been marked by the shades of Oblivion. They can create this themselves using Touch of Oblivion (Players Guide, p. 89) on the chain, or use one prepared by someone else or which hails from the Abyss. They begin the Ceremony proper by lighting the candle, which sputters and casts a circle of warm light around the two. The mortal must then swallow the grave dirt. Using a blowtorch or a similar high-power heat source, the vampire proceeds to heat up the chain, using it to brand the mortal. This sucks all the light out of the room, extinguishing the candle. It also traps the spirit of the mortal within their decaying flesh. The vampire then has three nights to deliver the blood or fluids gathered from the mortal to the same grave where they got the dirt.

**System:** The necromancer tests Resolve + Oblivion (Difficulty 5). Each rolled success adds a decade to the mortal’s natural lifespan, but if the test is not an overall win, or if the vampire fails to take the mortal’s blood to the grave within the deadline, the mortal ages at twice the speed they would have otherwise aged, as the shadows binding their spirit eat away at their life force.

Bind to Mortal Form can be performed several times on the same mortal; however, the chain loses its power with use. The shadows binding the mortal’s lifeforce also grow stronger with each Ceremony. Thus, the Difficulty for the Resolve + Oblivion test increases by 1 with each subsequent casting. A mortal sustained by Oblivion shades eventually grows withdrawn, confused, and fearful of the light.

</details>

<details>

<summary><mark style="color:purple;"><strong>Gift of True Life, Level 5 (Tattered Facade pp.102-103) *</strong></mark></summary>

**Prerequisite Power:** <mark style="color:purple;">Necrotic Plague</mark> or <mark style="color:purple;">Passion Feast</mark>&#x20;

**Ingredients:** Two willing or unwilling mortals, a length of silk rope

**Process:** Opening a vein on each mortal’s wrist, the vampire presses their wounds together, securing them with the rope. Holding on to each mortal, the vampire channels shadows from the Abyss to push vitality from one mortal into the other.

**System:** The vampire makes their Rouse Check as they open the veins and a Ceremony contest of Resolve + Oblivion against the Stamina + Resolve of the mortal being drained as they start channeling the Abyss. A failed Ceremony contest forces the shadows to slink back to where they came from. A win starts the process of pushing vitality from one mortal to another. The results become apparent quickly. For every five minutes of siphoning, the targeted mortal loses 10 years’ worth of life they could have lived to the other. When the target has lost their ordained lifespan (traditionally 70 years), they start deteriorating quickly. The effect on the receiving mortal is more subtle. They become the image of health but aren’t otherwise immediately affected. Following the Ceremony, they age half as quickly as other mortals until the extra lifespan they have been granted has been spent (at which point, they once again age normally). Diseases develop at half the speed as well. They aren’t in any other ways protected from death.

The conversion rate of vitality is 1:1 for mortals who are related or deeply emotionally bonded. Otherwise, the targeted mortal must give a decade for each three years of life received by the other.

The vampire must make a Ceremony test of Resolve + Oblivion at Difficulty 6 to stop the process and cut the bond before the targeted mortal shrivels up like a dried prune and turns to dust. If the vampire cannot stop the Ceremony this way, simply killing the mortal works as well. Regardless of the outcome, the vampire performing this Ceremony most likely gains one or several Stains.

Even more than most, this Ceremony is likely to attract attention from the other side of the Veil.

</details>

<details>

<summary><mark style="color:purple;"><strong>Lazarene Blessing, Level 5 (Players Guide pp.97-98) *</strong></mark></summary>

**Prerequisite Power:** Skuld Fulfilled

**Ingredients:** One mortal sacrifice, incense, the heart of any mammal, and powdered silver.

**Process:** The necromancer burns incense to perfume the air before performing an act of sacrifice, cutting the heart of the victim out and replacing it with the heart of another mammal, though it doesn’t need to be stitched in and working for the Ceremony to function. After pouring a bag of powdered silver over the open eyes of the dying or dead mortal, the vampire invites a wraith to take the deceased mortal as a host. Wraiths cannot be forced to possess a body, but few refuse the opportunity to walk around in semi-living shoes again.

**System:** Killing a mortal for this Ceremony may incur Stains, depending on the chronicle Tenets. If the replacement heart was likewise taken from someone the vampire murdered, that murder might also incur Stains. Following a successful Ceremony roll, a wraith can enter the freshly-dead body and live in it as if it were their own. The wraith must be present during the act of sacrifice.

The possessed corpse wakes bearing the wounds that killed it, though the replacement heart is functional (no matter its origin or placement) and the body heals one point of Health damage upon possession. The remaining Health damage recovers with time (as vampiric healing). The body gains no special resistances to harm beyond Disciplines it might have possessed in life. The body possesses the same Physical Attributes, Disciplines (if a ghoul), and Advantages it had in life. Social and Mental Attributes, Skills, and any form of morality rating match those of the wraith.

This possession lasts indefinitely, or until the possessed body dies again or the wraith is exorcized from the host.

</details>

## Formulae

<details>

<summary><mark style="color:red;"><strong>Body Paint, Level 1 (Blood Sigils p.73)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, choleric mortal blood, tattoo inks, henna, marker fluid, or any substance that stains skin.

**Activation Cost:** One Rouse Check

**Dice Pools:** Dexterity + Craft; Stamina + Resolve

**System:** On Distillation rolls with 1–3 successes, the body paint dries faster, and the alchemist must Win a Dexterity + Craft test at Difficulty 3 to finish their work before drying. On Distillations with 6 or more successes, the target may reshape the tattoo any time after a week with a Stamina + Resolve Test at Difficulty 5. The alchemist may change the fluid’s colors at will while working, as can the target if they’re able to reshape their tattoo.

**Duration:** Permanent, unless erased by flesh colored Body Paint.

</details>

<details>

<summary><mark style="color:red;"><strong>Checkout Time, Level 1 (Blood Sigils p.74)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, phlegmatic mortal blood, embalming fluid, myrrh, a toad’s skull.

**Activation Cost:** One Rouse Check

**System:** The alchemist writes a span of times and dates on the subject’s left arm in Roman numerals. The subject can be the alchemist themself. At the starting time, the subject enters a deep torpor and cannot be awakened until either the ending time transpires, or someone rewrites the ending time. Coming out of this slumber does not require a Rouse Check. While in this state, the recipient is indistinguishable from a corpse. They have no aura, they don’t need to make nightly Rouse Checks, and they don’t take damage from any accidental exposure to sunlight or similar banes.

**Duration:** The written time span determines the duration, but cannot exceed nine nights.

</details>

<details>

<summary><mark style="color:red;"><strong>Elevate, Level 1 (Blood Sigils p.74)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, sanguine mortal blood, fermented chocolate, rice vinegar, black coffee, often some kind of fun street drug.

**Activation Cost:** One Rouse Check

**Dice Pools:** Stamina + Alchemy

**System:** Whoever consumes the formula instantly feels a rush of warmth and pleasure flowing through them, relaxing their muscles and quickening their nerves. They get a +1 on any Dexterity dice that they roll during the scene. El also can act as a carrier for regular street drugs, although the effects shift unpredictably if usually toward ecstatic stimulation. Badly made El makes the user feel great, but actively degrades Dexterity with a −1 penalty.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Far Reach, Level 1 (Core pp.284-285)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, choleric human blood, melted nylon fibers or a grated refrigerator magnet or weird nootropics ordered off the internet

**Activation Cost:** One Rouse Check

**Dice Pools:** Resolve + Alchemy vs Strength + Athletics

**System:** The alchemist can lift, push, or pull a physical object or person under 100 kg, within their sight and closer than 10 meters. The object moves swiftly, but not rapidly enough to injure a person with the blow; the object may break if it is fragile. The exception: knives or other small metal tools, which the alchemist can wield with a Resolve + Alchemy test, at a two-dice penalty because of the need for precision. A knife used this way does only one point of extra damage.

Trying to move someone actively resisting requires a contest of Resolve + Alchemy vs Strength + Athletics. On a win, the alchemist can pull the victim within grabbing or clawing range, or throw them one meter for each point of margin on the contest, doing an equal amount of Superficial damage. They land prone. Keeping someone or something floating in mid-air requires a Resolve + Thin-Blood Alchemy (Difficulty 3) roll every turn. Fine manipulation (such as pulling the pin of a grenade) requires a Wits + Alchemy roll at a suitable Difficulty, as determined by the Storyteller.

&#x20;Duration: One turn unless held (see above).

</details>

<details>

<summary><mark style="color:red;"><strong>Food Stain, Level 1 (Blood Sigils pp.74-75)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, melancholic mortal blood, some highly colored flavoring such as BBQ sauce, mustard, cheez-puff flavor dust, etc.

**Activation Cost:** One Rouse Check

**System:** If someone — mortal or Kindred — is marked by consuming or contacting this goo, the next individual who feeds from them becomes obvious to the alchemist who made it. Obvious means that if they see that person, hear them or smell them, they know. In the rare case that the alchemist has at least Auspex 2, they become aware the instant the feeding occurs. Moreover, for about an hour after, they know the direction toward the drinker, though not distance.

**Duration:** Once created, the mystic potential of the substance persists until consumed or applied, but it starts to smell pretty bad after a week, even if refrigerated.

</details>

<details>

<summary><mark style="color:red;"><strong>Speak From the Heart, Level 1 (Blood Sigils p.75)</strong></mark></summary>

**Ingredients:** A soft drink, the alchemist’s Blood, melancholic human blood, mercury, ink or paint.

**Activation Cost:** One Rouse Check

**System:** The alchemist imprints the message while brewing the soda. Grape soda can carry seventy-one words or less. Orange reveals a sketched image in the drinker’s mind for about a minute. Lemon-lime conveys a brief but vivid emotional sensation. It’s possible that a mortal who drank the carrier’s blood would also get the effects, but no one’s run that experiment.

**Duration:** The messages take about sixty seconds. They persist in the carrier until death, or until someone drinks their blood.

</details>

<details>

<summary><mark style="color:red;"><strong>Advanced Torpor, Level 2 (Blood Sigils p.75)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, choleric and phlegmatic mortal blood, neem extract, diazepam, diphenhydramine, chamomile flower.

**Activation Cost:** One Rouse Check

**System:** The alchemist creates (or for other Distillations, they or their vessel bleeds) a bright pink, watery fluid. Mixing this substance with mortal blood creates an elixir that causes its imbiber to immediately fall into torpor. This torpor lasts as long as if they have entered it through ordinary means.

Unlike regular torpor, a vampire in Advanced Torpor always has a Rouse Check re-roll while under its effects, whether it’s for the day passing or for mending any damage. Should the vampire end their Advanced Torpor not at Hunger 5, they may keep their current level of Hunger when they awaken. All vampires in Advanced Torpor mend as a vampire, even if a Thin-Blood Flaw otherwise makes that impossible.

If the vampire’s Hunger rises above Hunger 5 while in Advanced Torpor, the vampire enters regular torpor for the remaining portion of their torpor, and standard rules apply.

***Athanor Corporis:*** The alchemist can tap their vein once per night until their next feeding or reach Hunger 5. There is no further Distillation cost.

***Calcinatio:*** If the vessel survives the tap, the alchemist can tap them again in one week. The vessel takes 5 Aggravated Health damage per tap.

**Duration:** Until the target awakens from torpor.

</details>

<details>

<summary><mark style="color:red;"><strong>Blacklight Surprise, Level 2 (Blood Sigils pp.75-76)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, sanguine and choleric mortal blood, sunflower seeds, hand sanitizer, Luminol.

**Activation Cost:** One Rouse Check

**System:** A UV source smeared with Blacklight Surprise does 1 point of Aggravated damage every turn its light hits a vampire. It provokes fear frenzy like sunlight does. Kindred who already take damage from UV take an extra point.

**Duration:** At least one hour, plus an additional hour for every success the alchemist scores with the dice. If the light source breaks, the formula burns off.

</details>

<details>

<summary><mark style="color:red;"><strong>Blue State, Level 2 (Blood Sigils p.76)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, melancholy and phlegmatic mortal blood, cobalt.

**Activation Cost:** One Rouse Check

**System:** Someone under the effects of Blue State cannot forgive. The next time a friend or ally violates the target’s Convictions, the target takes 1 Stain. A mortal target merely holds a seemingly unreasonable, intractable grudge.

**Duration:** The Stain remains until the characters have, at least, a very uncomfortable conversation.

</details>

<details>

<summary><mark style="color:red;"><strong>Haze, Level 2 (Core p.285)</strong></mark></summary>

**Ingredients:** In addition to the alchemist’s Blood and phlegmatic human blood, dry ice or cigar smoke or auto exhaust

**Activation Cost:** One Rouse Check

**System:** Upon activation a cloud of mist-like vapor surrounds the alchemist, masking their features and obscuring their silhouette. Anyone attempting to identify the user or hit them with ranged weapons suffers a two-dice penalty to their pool. The user can extend the cloud to encompass a group of up to five people by making another Rouse check.

**Duration:** One scene or until voluntarily ended.

</details>

<details>

<summary><mark style="color:red;"><strong>Envelop, Level 2 (Core p.285)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, melancholic and phlegmatic human blood, potassium chlorate, smog or halon gas

**Activation Cost:** One Rouse Check

**Dice Pools:** Wits + Alchemy vs Stamina + Survival

**System:** The alchemist activates the power and chooses a target within sight. A swirling mist envelops the target, obscuring their sight and penalizing them three dice from all sight-based detection and ranged attack dice pools. In addition, the alchemist can make the mist suffocate a mortal with a contest of Wits + Alchemy vs. Stamina + Survival. On a win, the target can take no action except coughing and choking; on a critical win, the target loses consciousness. The alchemist can only employ Envelop on single targets, and only on one at a time.

**Duration:** Until scene ends or the alchemist ends the effect voluntarily.

</details>

<details>

<summary><mark style="color:red;"><strong>Whiff-Its, Level 2 (Gehenna War pp.50-51)</strong></mark></summary>

**Ingredients:** The alchemist’s vitae, phlegmatic or sanguine human blood, cologne or perfume, fresh compost, ammonia, crushed fingernails from an animal

**Activation Cost:** One Rouse Check

**System:** When used, the potion grants the alchemist heightened olfactory abilities. For the next night, the alchemist can catch the scent of the Kindred with the highest Blood Potency in the area (as determined by the Storyteller). If there are multiple Kindred who share the same Blood Potency in the area, success on a subsequent Resolve + Awareness test at Difficulty 3 allows the alchemist to distinguish between individual Kindred and follow their trail. Kindred sealed in containers might likewise require a similar test to detect, with a Difficulty determined by the Storyteller.

**Duration:** Until dawn

</details>

<details>

<summary><mark style="color:red;"><strong>Bleed Out, Level 3 (Tattered Facade p.107)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, Melancholic human blood, diuretics, energy drinks, cornflower

**Distillation Cost:** One Rouse Check

**Activation Cost:** Free

**System:** The alchemist vomits the formula into the victim’s mouth (Athanor Corporis), forces the victim to drink it from the vessel’s mouth (Calcinatio), or forces the victim to drink from the elixir container (Fixatio). Once the victim consumes the formula, the alchemist makes the activation test to determine the results. On a failure, the victim simply dies; their blood feeds one vampire as normal. On a total failure, their blood turns septic and can feed nobody. On a win, victims choke and drown on their own blood over an agonizing hour. This death provides enough blood to feed an entire coterie of Duskborn (and only Duskborn — true vampires can’t stomach the blood), reducing everyone’s Hunger to zero. Every participant gains at least one Stain from the act. The remains must be properly disposed of, as the resultant sack of skin and bones is bound to rouse suspicion.

</details>

<details>

<summary><mark style="color:red;"><strong>Defractionate, Level 3 (Core pp.285-286)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, sanguine and melancholic human blood, O-negative human blood (only a few ml), moldy spinach, hot black coffee, sodium octanoate

**System:** The alchemist taps their vessel (Calcinatio), or their own vein (Athanor Corporis) to get the Defractionate elixir if they do not use Fixatio. For each success on the distillation roll, they get enough elixir to turn one blood bag (slakes 1 Hunger) from fractionated to unfractionated blood. Any vampire can consume this blood and slake Hunger with it.

***Athanor Corporis:*** The alchemist can tap their own vein once per night for this elixir until their next feeding, or until they reach Hunger 5. They need not pay the distillation cost again.

***Calcinatio:*** If the vessel survives the tap, the alchemist can tap them again in a week for more elixir. They need not pay the distillation cost again, but the vessel pays the Health cost (3 Aggravated damage) each time they are tapped.

</details>

<details>

<summary><mark style="color:red;"><strong>Diamond Skin, Level 3 (Blood Sigils p.76)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, melancholic human blood, ground up granite, diamonds, or ceramics, lotion or oil.

**Activation Cost:** One Rouse Check

**System:** A number of Aggravated damage points equal to the alchemist’s successes on the Distillation roll become Superficial damage to the user. This only affects physical damage from slashes, punctures, or impact; it has no effect against fire, sunlight, sorcery, or acid.

**Duration:** Until the margin is used up; on a critical win on the Distillation roll, the effect lasts for one scene.

</details>

<details>

<summary><mark style="color:red;"><strong>Fireskin, Level 3 (Blood Sigils p.76)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, powdered elemental salamander bone, tobacco, sulfur.

**Activation Cost:** One Rouse Check

**System:** Whoever drinks the Fireskin formula feels like their skin and the air around them is strangely cold — at odds with the little flames that start to lick up and down their skin. The fire doesn’t spread from them, but their body is superheated and painful to the touch. They do +1 fire damage when they strike with their body (only the additional damage counts as fire), and can increase that to +2 if they manage to grapple someone. Fire does no damage to the user during this period, but cold damage is doubled.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Hospital Chains, Level 3 (Blood Sigils pp.76-77)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, phlegmatic mortal blood, a sample from a fatal carcinoma, hydrofluoric acid.

**Activation Cost:** One Rouse Check

**Dice Pools:** Distillation Roll vs. Stamina

**System:** Once Hospital Chains touches an injured person, they cannot clear physical injury by any means. Blood is Roused in vain; hospital visits yield no improvement, only bills.

**Duration:** The restriction on improvement lasts for 2 days per point of margin; on a critical win, it lasts 2 days for each success on the Distillation roll.

</details>

<details>

<summary><mark style="color:red;"><strong>Martian Purity, Level 3 (Blood Sigils p.77)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, choleric mortal blood, iron filings, gunpowder ash.

**Activation Cost:** One Rouse Check

**System:** This only works on a mortal or Kindred carrying a blood-transmissible infection. When consumed, the elixir forces the impurity out through their skin, outgassing through the pores of the back. It ignites on contact with air, doing 2 points of Aggravated damage to the carrier. It is up to the Storyteller whether this works on individual supernatural infections.

**Duration:** Two rounds

</details>

<details>

<summary><mark style="color:red;"><strong>Mask Off, Level 3 (Blood Sigils p.77)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, choleric and melancholic mortal blood, ground mustard seed, lemon juice, amphetamines, ground match heads.

**Activation Cost:** One Rouse Check

**Dice Pools:** Distillation roll vs target’s Stamina + Resolve

**System:** The alchemist creates (or for other Distillations, they or their vessel bleed) a yellow-reddish paste. When loaded into an explosive and detonated, it creates an acrid gas that covers an area 3 by 6 meters, roughly the size of a large meeting room. The explosion and the gas inflict no damage, but any true vampires with the Blush of Life caught in the blast must make a contest of their Stamina + Resolve versus the alchemist’s Distillation roll. Any true vampires that lose the contest have their Blush of Life instantly, painfully come to an end for all to see. They also cannot use Blush of Life for the rest of the night.

On Distillation rolls between 1–3 successes, true vampires that lose the contest have a few moments to hide before the gas takes effect. On a critical win on the Distillation roll, true vampires that lose the contest must also make a Fury Frenzy check at Difficulty 2.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Profane Hieros Gamos, Level 3 (Core pp.286-287)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, melancholic and phlegmatic human blood, entheogenic substances.

**Activation Cost:** One Rouse Check

**Dice Pools:** Stamina + Resolve

**System:** Whoever imbibes the formula mixed with a Rouse Check worth of their own Blood instantly falls into a catatonic fever dream until the following night, the depths of their psyche plumbed for their personal idealized form, or a form strongly desired.

The effects of Profane Hieros Gamos are limited to the external morphology of the human form, the body refusing transformations too outlandish and fantastical to be without the wondrous spectrum of human anatomy. The imbiber makes a Stamina + Resolve roll against a difficulty of 8 minus the successes on the distillation roll, adding their Bane Severity to the Difficulty of the test. On a win, the transformation process is successful and their physical body molds to the desired shape. A critical win can grant and remove Merits and Flaws of the Looks category, though like all Advantages they need to be paid for with Experience points (p. 180). A messy critical or a bestial failure might cause a new Flaw to manifest, ranging from Repulsive, Obvious Predator, Stigmata or even Organovore as the Beast interferes with the transformation.

Not even the blood of the Duskborn can spare the Nosferatu from their Bane, the process incorporating the clan’s hideous affliction despite the user’s mental image.

**Duration:** Permanent until performed again.

</details>

<details>

<summary><mark style="color:red;"><strong>Saraimu, Level 3 (Tattered Facade p.107)</strong></mark></summary>

**Ingredients:** A cup of vitae each from three vampires including the alchemist, baking powder, crushed chalk (optional, for a soft voice), iron nails (for strength), battery acid (for oomph)

**Activation Cost:** One Rouse Check

**Dice Pools:** Resolve + Alchemy

**System:** The alchemist combines the ingredients by heating up the three cups of vitae in the athanor and adding baking powder and chalk. As the mixture bubbles, they stir in the nails, and when they add the battery acid and activate the mixture, it hisses aggressively and comes to something resembling life. The blob familiar is approximately the size of a football. Its personality takes a bit from each of the vampires whose Blood it was made from, and it can speak in simple, fragmented sentences. It probably calls the alchemist mommy or master.

The blob is affectionate but slimy and inherently unstable. It can perform many simple tasks, including spying, fetching things, and tasks around the alchemist’s lab. It knows it’s incomplete and longs to be back inside the bodies where it came from. It never sleeps and tries to burrow inside its masters while they do, assuming it’s not currently out on a mission for them. It has many rows of short, sharp nail-teeth.

**Duration:** The blob falls apart one to three weeks after it was created. The Storyteller may roll a die to determine the exact time. If its masters die before it does, the saraimu knows enough alchemy to prolong its existence until it can find — and burrow its way into — a new alchemist.

</details>

<details>

<summary><mark style="color:red;"><strong>TLC, Level 3 (Blood Sigils pp.77-78)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, animal blood, choleric mortal blood, nettles, iron pieces, meat glue.

**Activation Cost:** One Rouse Check

**System:** The alchemist creates (or for other Distillations, they or their vessel bleed and must sift out) a bluish-brown powder. Feeding the powder to an animal allows a vampire to feed on the animal as if it were a human. For every success on the Distillation roll, the alchemist can enrich enough animal blood to slake one point of Hunger, although only the largest dogs can slake more than 1 point of Hunger without dying. Horses, cattle, and other large mammals contain enough blood to slake 8–10 points of Hunger, if it’s dosed with TLC. Killing an animal under the effects of TLC cannot slake a vampire’s Hunger to 0.

</details>

<details>

<summary><mark style="color:red;"><strong>Troll the Pious, Level 3 (Blood Sigils p.78)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, melancholic mortal blood, used hot tub water, cornstarch, a body hair from a living green-eyed natural redhead.

**Activation Cost:** One Rouse Check

**System:** The procedure produces enough goo to wax about three square meters of floor — you can rub it into carpet, but it’s messy — or anoint one person all over, or smear a dozen books or about half the tools in a small workshop. Anyone who believes in a benign higher power, or whose profession involves religion, feels uneasy when in a waxed location, or when their attention is drawn to an anointed object. This is sufficient to give a one-die penalty to Social and Mental pools, and to Physical pools requiring close concentration. People with True Faith take a two-dice penalty and also have horrible hallucinations that feel like profound insights into the nature of evil but are actually expressions of their own fears and prejudices.

To be fair, it is possible the fears of the truly faithful really could provide insights into evil. This penalty does not affect any pool (such as resisting vampires) to which they would add their True Faith, however.

**Duration:** On a location, one dose lasts a couple of months. On an object, two months if no one touches it, one month if it’s handled infrequently, a week if it’s handled often. On a person, a dose lasts three days, and on the first day their skin looks waxy and oily.

</details>

<details>

<summary><mark style="color:red;"><strong>Airborne Momentum, Level 4 (Core p.287)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, choleric and sanguine human blood, champagne, bird blood, helium, scopolamine or belladonna extract

**Activation Cost:** One Rouse Check

**Dice Pools:** Strength + Alchemy vs Strength+Athletics (if resisted)

**System:** The potion enables the alchemist (and only them) to fly or hover at approximately running speed. The flier can carry a human-sized mass, though their speed drops to walking speed. Grabbing and carrying aloft an unwilling subject or pulling the flier to the ground both require a contest between the alchemist’s Strength + Alchemy and the other’s Strength + Athletics.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Copycat, Level 4 (Blood Sigils p.79)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, choleric and phlegmatic mortal blood, mirror glass, donor blood, Boquila trifoliolata leaves, chameleon skin.

**Activation Cost:** One Rouse Check

**System:** Upon drinking, the user feels the unpleasant sensation of something wet and sticky oozing to cover their face. That feeling remains for the next twenty minutes, slightly itchy and tight as the Copycat brew slowly loses potency. When it’s finally through, a slightly itchy white residue like dry glue is left over the skin.

For those who know the donor by sight, telling the drinker from the donor requires an Intelligence + Awareness test against a Difficulty equal to the Distillation roll’s successes.

**Duration:** Twenty minutes (usually one scene if you’re smart).

</details>

<details>

<summary><mark style="color:red;"><strong>Half-Living Conductor, Level 4 (Blood Sigils p.79)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, choleric and sanguine mortal blood, molten conductive metal (gold, silver, copper, and aluminum are popular choices), ground rubber, rainwater from a thunderstorm.

**Activation Cost:** One Rouse Check

**Dice Pools:** Stamina + Alchemy

**System:** The alchemist is immune to all physical damage taken from any electrical source, be it lightning, tasers, live wires, or a supernatural ability. Upon exposure to an electrical current, the alchemist may choose to redirect the current. They amplify the incoming electricity in their body and shoot it out in an arc from their fingertips, mouth, or eyes.

Using electrical redirection in a conflict is a ranged attack using Dexterity + Alchemy. It inflicts margin + 2 in Superficial Health damage for vampires and in Aggravated Health damage for mortals.

On Distillation rolls with 1–3 successes, the alchemist is protected from electrical forces, but their redirected electrical attacks do no additional Health damage. On Distillation rolls with 6 or more successes, the alchemist’s body bursts with electrical power. Their attacks inflict Aggravated Health damage to mortals and supernaturals alike.

**Duration:** One scene or until voluntarily ended.

</details>

<details>

<summary><mark style="color:red;"><strong>Juice Box, Level 4 (Gehenna War p.51)</strong></mark></summary>

**Ingredients:** The ingredients required for the original formula, methuselah vitae, and an empty juice box, complete with traces of concentrated fruit juice.

**Activation Cost:** One Rouse Check

**System:** The alchemist distills the target formula as normal, but includes methuselah vitae in the concoction before performing additional treatment to it. Once distilled, the brew must rest in the juice box for 24 hours before activation. The result allows any Duskborn or Kindred to benefit from the brew created by the alchemist. All activation costs, dice pools, and duration apply per the original blood alchemy formula.

**Duration:** As target formula

</details>

<details>

<summary><mark style="color:red;"><strong>Red State, Level 4 (Blood Sigils p.79)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, sanguine and phlegmatic mortal blood, iron oxide.

**Activation Cost:** One Rouse Check

**System:** When applied or consumed, this places the subject in a peculiar state of moral forgetfulness. The next time someone close and trusted violates the drugged person’s Convictions or commits an act against them, those memories simply do not take. It slips free of the mind like amnesia, and cannot be restored. Being told, “Saphir killed your sister, man! Why are you still friends with him?!?” sounds fake and makes no sense. The very notion that the crime might have occurred fades within moments.

**Duration:** Permanent until the target imbibes a choleric Dyscrasia.

</details>

<details>

<summary><mark style="color:red;"><strong>Vitae MSG, Level 4 (Blood Sigils pp.79-80)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, sanguine mortal blood, MSG, powdered sugar, knockoff (not genuine) Chanel No. 5.

**Activation Cost:** One Rouse Check

**System:** The production process yields a clear, watery liquid that smells faintly of vanilla and jasmine. It does nothing until it is rubbed onto the skin of a person or animal, causing that being to inflame vampiric thirst. Any vampire who sees or smells anyone who has Vitae MSG on them feels an intense desire to feed on them. They can resist this urge with a point of Willpower, or by accepting an additional point of Hunger. If the vampire spends more than thirty minutes in the presence of the anointed one after that, they must feast — or else spend another Willpower, or accept more Hunger. The compulsion partially offsets the Ventrue Bane — blue bloods can feed from the person enhanced by Vitae MSG by spending 1 Willpower less if they aren’t in their preferred category.

**Duration:** Once someone is anointed, the desire lasts until the next dawn, if they survive.

</details>

<details>

<summary><mark style="color:red;"><strong>Awaken The Sleeper, Level 5 (Core p.287)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, choleric or sanguine human blood, adrenaline, ammonium carbonate, hartshorn, caffeine or benzedrine, melatonin

**System:** The alchemist taps their vessel (Calcinatio), or their own vein (Athanor Corporis) to get the Awaken the Sleeper elixir if they do not use Fixatio. They then mix the elixir into human blood. For each success above 2 on the distillation roll, the elixir can awaken a vampire of that Blood Potency.

***Athanor Corporis:*** The alchemist can tap their own vein once per night for this elixir until their next feeding, or until they reach Hunger 5. They need not pay the distillation cost again.

***Calcinatio:*** If the vessel survives the tap, the alchemist can tap them again in a week for more elixir. They need not pay the distillation cost again, but the vessel pays the Health cost (5 Aggravated damage) each time they are tapped. The Alchemist can also simply feed the vessel’s blood to the sleeper directly.

</details>

<details>

<summary><mark style="color:red;"><strong>Beast Mode, Level 5 (Gehenna War p.51)</strong></mark></summary>

**Ingredients:** The alchemist’s vitae, choleric or sanguine human blood, vitae of Blood Potency 4+, phenylcyclohexyl piperidine, adrenaline injector, spoiled two percent milk, sodium bicarbonate

**Activation Cost:** One Rouse Check

**System:** Beast Mode imbues the alchemist with access to a single level 5 power from the Disciplines of Celerity, Fortitude, or Potence, counting that Discipline rating as 5 for the duration of the formula. When consumed, the alchemist must succeed on a Willpower test (Difficulty 2) to avoid frenzy. The Kindred whose vitae was used in the distillation must possess the power’s associated Discipline at level 5 or the brew fails.

**Duration:** One scene

</details>

<details>

<summary><mark style="color:red;"><strong>Da Bomb, Level 5 (Tattered Facade p.108)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, Sanguine human blood, accelerants, matchstick heads, grains of sand from a sand timer

**Cost:** One Rouse Check

**System:** This Formula is very temperamental and only works when imbibed by mortals (or brewed directly in a mortal via calcinatio). Once consumed, the potion remains in the drinker’s system for a week, during which time the mortal feels nauseous and unwell. The alchemist can activate the Formula at any time by making a Rouse Check, but if not activated while still potent, it passes harmlessly from the drinker’s system.

When activated, the victim experiences a turn of panicked awareness, before exploding in a torrent of gore. Those within close range take Aggravated damage equal to twice the victim’s Stamina, while those further away halve that. Any vampires caught in the blast must also test for Hunger Frenzy at Difficulty 3.

**Duration:** One week

</details>

<details>

<summary><mark style="color:red;"><strong>Saturn’s Flux, Level 5 (Blood Sigils p.80)</strong></mark></summary>

**Ingredients:** The alchemist’s Blood, phlegmatic mortal blood, lead, laxative, horse hair.

**Activation Cost:** One Rouse Check

**System:** The process yields a thumbnail sized pellet, crackly and gray. To gain the effect, smoke it in a steel pipe on a bed of ash, taking precautions as Kindred must for dealing with a small open flame. Within twenty-four hours of ingestion, the smoker literally shits out the Blood Bond — painful and bloody but not injurious for mortals. Kindred, with withered digestive tracts, take a point of Aggravated damage as the unwholesome influence resists expulsion.

**Duration:** As mentioned above, the effect kicks in within a day’s span of ingestion—sometimes waking Kindred from daysleep with agonizing cramps. Until used, the pellet seems to stay fresh indefinitely. Given that this stuff has only been around two years, it may just be that its shelf life has not yet been reached.

</details>


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