> For the complete documentation index, see [llms.txt](https://wiki.capetownvtm.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://wiki.capetownvtm.com/material-availability/powers.md).

# 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>. Powers that have prerequisites will be marked in <mark style="color:purple;">purple</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:** [Bond Famulus](#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 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>Atavism, Animalism 2 (Winter's Teeth #3)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Composure + Animalism

**System:** The target must be able to sense (smell, hear, or see) the user in question to use this power. Roll Composure + Animalism vs. Difficulty 1-4, depending on type of animal, its training, and whether or not it is a ghoul. A win against the target allows the user to choose one of two primal responses: Fight or Flight. If Fight is chosen, the creature reacts in kind, lashing out at the closest perceived threat or prey. If Flight, the creature instead flies into a panic, trying to escape its surroundings at any cost to their safety. Well-trained and faithful animals tend to shake off this reaction quickly, and so, clever users tend to time their uses of this power in order to create maximum effect.

**Duration:** A number of rounds equal to the test margin plus one, or the entire Scene in the case of a critical win

</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 + Fortitude 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:** [<mark style="color:purple;">Animal Messenger</mark>](#animal-messenger-animalism-2--auspex-1-players-guide-p.69), either [<mark style="color:purple;">Compel</mark>](#compel-dominate-1-core-p.256) or [<mark style="color:purple;">Mesmerize</mark>](#mesmerize-dominate-2-core-p.256)

**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 (Core, 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

</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>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>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>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 (Core, p.220)

</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>

## 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: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>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: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>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: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>Vermin Vision, Auspex 3 + Animalism 2 (Fall of London p.30)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Resolve + Animalism

**System:** The user can view through the eyes of a group of animals (such as mice or cockroaches) and hop from one individual specimen to the next as suits her.

**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.

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

**Prerequisite:** [<mark style="color:purple;">Panacea</mark>](#panacea-auspex-2--fortitude-1-players-guide-p.70)

**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 (Core, 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 (Core, 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>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>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>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:** [<mark style="color:purple;">Blink</mark>](#blink-celerity-3-core-pp.253-254)

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

**Prerequisite:** [<mark style="color:purple;">Blink</mark>](#blink-celerity-3-core-pp.253-254)

**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. (Core, p.300). If the attacker fails this test they still perform a regular attack, as per Blink power (Core, p.253), and Unseen Strike is also subject to the same movement restrictions as Blink.

**Duration:** One turn

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

**Prerequisite:** [<mark style="color:purple;">Mesmerize</mark>](#mesmerize-dominate-2-core-p.256)

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

**Prerequisite:** [<mark style="color:purple;">Cloud Memory</mark>](#cloud-memory-dominate-1-core-p.256) or [<mark style="color:purple;">The Forgetful Mind</mark>](#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>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 (Players Guide, 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:yellow;"><strong>Obdurate, Fortitude 2 + Potence 2 (Winter's Teeth #3)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Wits + Survival

**System:** When activated, a vampire may use this power to become a sturdy and strong immovable object. Vampires falling from great heights find themselves able to literally hit the ground running. Vampires struck by moving vehicles don't budge an inch while the car crumples like aluminum. Users may consciously activate this ability in advance or may instinctively activate it by making a successful Stamina + Survival check at Difficulty 3. Any superficial damage received from falling or collisions is reduced by the user's Fortitude score, before being halved.

**Duration:** One Scene

</details>

<details>

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

**Prerequisite:** [<mark style="color:purple;">Unswayable Mind</mark>](#unswayable-mind-fortitude-1-core-p.258)

**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>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>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: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>Seal the Beast's Maw, Fortitude 3 (Forbidden Religions p.44)</strong></mark></summary>

**Cost:** Two Rouse Checks

**System:** At any time during a scene, the vampire may make two Rouse Checks and ignore the effects of Hunger for the remainder of the scene. Doing this reduces all dice pools by a number equal to half (rounded up) of their current Hunger rating. If their Hunger increases by any other means during this time, their dice pools reduce by an additional die. If a dice pool reduces to zero through the use of this power, the character must roll to resist a fury frenzy, as stifling their Hunger intensifies the Beast’s rage.

**Duration:** One scene

</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>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:purple;"><strong>Shatter, Fortitude 4 (Cults of the Blood Gods pp.104-105)</strong></mark></summary>

**Prerequisite:** [<mark style="color:purple;">Toughness</mark>](#toughness-fortitude-2-core-pp.258-259)

**Cost:** One Rouse Check

**Dice Pools:** Stamina + Fortitude vs. Stamina (+ Fortitude, if the attacker is attacking unarmed and possesses Fortitude)

**System:** Anyone who makes a successful Brawl attack against the user suffers the damage which Toughness subtracts (Core, p.258) as Superficial Health damage. Melee weapons also suffer reflected damage, and break once they endure their damage modifier’s worth (unless it is holy, magical, or otherwise unbreakable). This power may only be used while Toughness is active, and can be used in response to an attack so long as the vampire has yet to use a Discipline during the current turn.

**Duration:** One scene (or until hit)

</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 (Core, 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>](#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: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:yellow;"><strong>Ghost's Passing, Obfuscate 2 + Animalism 1 (Forbidden Religions pp.18-19)</strong></mark></summary>

**Cost:** One Rouse Check

**System:** Animals under the user’s influence that the user targets with this power leave no track or trace that can be seen by mundane means. Sense the Unseen (Auspex 1) can still discern signs of an effected creature’s passing however, as per the general Obfuscate rules.

**Duration:** One session

</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>Ventriloquism, Obfuscate 2 + Auspex 2 (Players Guide pp.76-77)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Wits + Obfuscate (opposed by the target’s Resolve + Composure if they’re unwilling)

**System:** The power can be used on anyone in the user’s line of sight, granting the possibility to speak in the recipient’s ear from a distance so nobody else hears what’s being said.

**Duration:** One scene

</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: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>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: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>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 (Core, 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 (Core, p.257).\
**Duration:** One night

</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>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: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. (Core, 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: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, Potence 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 (Core, 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:yellow;"><strong>Spark Of Rage, Potence 3 + 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 3 (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:purple;"><strong>Wrecker, Potence 3 (Players Guide p.79)</strong></mark></summary>

**Prerequisite:** [<mark style="color:purple;">Prowess</mark>](#prowess-potence-2-core-p.264)

**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:** [<mark style="color:purple;">Soaring Leap</mark>](#soaring-leap-potence-1-core-p.264)

**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 (Core, 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: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 (Core, 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 (Core, 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>Clear the Field, Presence 3 + Dominate 3 (Fall of London p.31)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Composure + Presence

**System:** This roll is Difficulty 3 for mortals and ghouls, and opposed individually by Wits + Composure by other vampires. Gwenllian can select a number of people equal to her Composure to be exempt from the effect. Everyone else clears a space equal to a large room around the Brujah, in a calm and orderly manner.

**Duration:** One Scene

</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:** [<mark style="color:purple;">Awe</mark>](#awe-presence-1-core-p.267)

**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 (Tattered Facade pp.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>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:yellow;"><strong>True Love's Face, Presence 3 + Obfuscate 3 (Cults of the Blood Gods p.85)</strong></mark></summary>

**Cost:** One Rouse Check

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

**System:** To impersonate someone the victim has strong emotions for, the vampire must know their appearance and what the victim feels for them. How they uncover this will vary between vampires. When activated the Storyteller rolls a hidden contest between the user’s Manipulation + Presence and the victim’s Composure + Wits, where failure means the visage holds no emotional charge, which is deeply uncanny and sours any social interaction with the victim. It also prevents them from falling victim to this power for the\
rest of the story.

On a win, the vampire adds their Presence rating to any rolls for affecting a mortal’s resonance or a vampire’s emotional state. Appearing as a vampire’s Touchstone is a dangerous game, especially if the victim possesses Sense the Unseen (Core, p.249), but played right it can lead to Stains for the victim as their Touchstone appears to become damaged or detached entirely through shifts in behavior, ideals, or even apparent death.

**Duration:** One Scene

</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:yellow;"><strong>Magnum Opus, Presence 4 + Auspex 3 (Winter's Teeth #3)</strong></mark></summary>

**Cost:** One or more Rouse Checks

**Dice Pools:** Charisma or Manipulation + Craft

**System:** Before embarking on a Project Roll to create a work of art the user must make One Rouse Check for each roll made. The difficulty of the project must be 10 or higher. Upon successful completion of the project, the user finds that residual traces of their Presence linger within the work itself. When your artwork is on display, audiences must roll Composure + Resolve (Difficulty equal to the user's Presence rank) or succumb to the rough equivalent of either Awe or Daunt exuding from the piece. A Critical Success on the resistance roll renders the subject immune to further influence by the piece. Note: By integrating Disciplines into its creation, the work of art has no true staying power, aside from the initial exposure. Critics and observers may find themselves suddenly able to critique flaws or imperfections once they have left the immediate area.

**Duration:** N/A

</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>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: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: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 (Core, 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.

&#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: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 (Core, p.219).

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

</details>

<details>

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

**Prerequisite:** [<mark style="color:purple;">Vicissitude</mark>](#vicissitude-protean-2--dominate-2-players-guide-pp.81-82)

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

**Prerequisite:** [<mark style="color:purple;">Vicissitude</mark>](#vicissitude-protean-2--dominate-2-players-guide-pp.81-82)

**Cost:** One Rouse Check

**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: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:** [<mark style="color:purple;">Vicissitude</mark>](#vicissitude-protean-2--dominate-2-players-guide-pp.81-82)

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

**Prerequisite:** [<mark style="color:purple;">Earth Meld</mark>](#earth-meld-protean-3-core-p.271)

**Cost:** Two Rouse Checks

**Dice Pool:** N/A

**System:** As with Earth Meld (Core, 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>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:yellow;"><strong>The Heart of Darkness, Protean 5 + Fortitude 2 (Cults of the Blood Gods pp.85-86)</strong></mark></summary>

**Cost:** None

**System:** This power requires no roll, but inflicts two Aggravated Health damage to the vampire when removing their heart. No powers can be used to mitigate this damage, and reattaching the heart requires two Rouse Checks. Once removed the vampire gains a two-dice bonus to resist frenzy, but suffers a two-die penalty on Remorse rolls.

If the heart is dealt Aggravated Health damage equal to or greater than the vampire’s Health, they fall into torpor. If an extracted heart is destroyed — only possible with fire or sunlight — the vampire experiences final death. While the heart is removed, the vampire’s body cannot be staked unless the heart is located and separately impaled, in which case the vampire falls paralyzed. If blood is fed to the heart, it will slake the vampire’s Hunger as normal (even Blood Bonding them if fed Kindred vitae from the vein), and the heart can be fed from in the same way — possibly leading to diablerie. The vampire is still susceptible to death via fire or sunlight even without a heart.

**Duration:** Permanent (or until the heart is destroyed/returned)

</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>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>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>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 [<mark style="color:purple;">Scorpion’s Touch</mark>](#scorpions-touch-blood-sorcery-3-core-p.274), 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>

## 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>Oblivion's Sight, Oblivion 1 (Players Guide p.85)</strong></mark></summary>

**Cost:** Free

**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: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:yellow;"><strong>Arms of Ahriman, 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. (Core, 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 Precognition, Oblivion 2 + Auspex 2 (Players Guide p.87)</strong></mark></summary>

**Cost:** One Rouse Check

**Dice Pools:** Resolve + Oblivion

**System:** The vampire must be able to see or hear their target when they use this power. After rolling Resolve + Oblivion (Difficulty 3 or more at the Storyteller’s discretion), the vampire becomes paralyzed in place as the vision plays out, preventing them from any form of physical or social interaction for that turn. The higher the margin, the clearer the vision. A win grants sight of the corpse, and with each point of margin an additional clue is provided, such as the manner of death, time and place of death, or the name and face of the first living person to find the corpse. A critical win on this roll grants the vampire a vision of crystal clarity, along with a sense of the motive, if the target is intentionally killed. A total failure renders the vampire blind for the remainder of the scene, and unable to use this power on the same target again.

If anyone attempts to subvert the fate observed in this way, they find everything working against their hubristic ambition. Add one to all Difficulties while working to directly circumvent the precognition as cars break down, storms erupt from nowhere, and people become hostile for no reason. This penalty applies until the prophecy is fulfilled or avoided, or the current story ends.

**Duration:** Until fulfilled, avoided, or the story ends.

</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

**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 (Core, 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>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>Stygian Shroud, Oblivion 4 (Players Guide p.90)</strong></mark></summary>

**Cost:** One Rouse Check

**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>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 [<mark style="color:purple;">Necrotic Plague</mark>](#necrotic-plague-oblivion-4-players-guide-pp.89-90) — with any debilitating effects from this condition occurring immediately. The condition’s effects are for the Storyteller to determine, but they should be severe (Core, 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>

<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>Withering Spirit, Oblivion 5 (Cults of the Blood Gods p.208)</strong></mark></summary>

**Cost:** Two Rouse Checks, Stains (variable amount)

**Dice Pool:** Resolve + Oblivion vs. Resolve + Occult or Fortitude

**System:** The vampire makes two Rouse Checks to expend sufficient vitae to coat both hands, and touches the victim. After rolling Resolve + Oblivion vs. the victim’s Resolve + Occult (Those with Fortitude may use it in place of Occult), the victim suffers two Aggravated Willpower damage for each point of the vampire’s margin. The attack erodes the victim’s spirit until they’re a broken husk, and if Impaired by this power they will not return as a wraith after death.

Storytellers may decide that the spirit-destroying nature of this power warrants Stains, though as always, an appropriate Conviction may mitigate these.

**Duration:** One turn

</details>
