Powers

Here, you will find all Powers, Rituals, Ceremonies, and Formulae that are allowed in play! Regular powers are marked in red while amalgams will be marked in yellow.

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Animalism

Bond Famulus, Animalism 1 (Core p.245)

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.

Sense The Beast, Animalism 1 (Core p.245)

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

Feral Whispers, Animalism 2 (Core p.246)

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

Animal Succulence, Animalism 3 (Core p.246)

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

Quell The Beast, Animalism 3 (Core p.246)

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.

Unliving Hive, Animalism 3 + Obfuscate 2 (Core p.247)

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

Augury, Animalism 3 + Auspex 1 (Tattered Facade pp.89-90)

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.

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

Awaken the Parasite, Animalism 3 (Tattered Facade p.90)

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. 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. 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

Subsume The Spirit, Animalism 4 (Core p.247)

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

Dice Pools: Manipulation + Animalism

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

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

Duration: A scene / indefinitely (see above)

Animal Dominion, Animalism 5 (Core p.247)

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.

Drawing Out The Beast, Animalism 5 (Core pp.247-248)

Cost: One Rouse Check

Dice Pools: Wits + Animalism vs Composure + Resolve

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

Duration: Frenzy duration (see p. 220)

Auspex

Heightened Senses, Auspex 1 (Core p.249)

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.

Sense The Unseen, Auspex 1 (Core p.249)

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

Premonition, Auspex 2 (Core pp.249-250)

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

Haruspex, Auspex 3 + Oblivion 1 (Tattered Facade p.91)

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

Scry The Soul, Auspex 3 (Core p.250)

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

Share The Senses, Auspex 3 (Core p.250)

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

Heart Laid Bare, Auspex 4 (Tattered Facade pp.91-92)

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

Spirit’s Touch, Auspex 4 (Core pp.250-251)

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

Clairvoyance, Auspex 5 + Dominate 3 (Core p.251)

Cost: One Rouse Check

Dice Pools: Intelligence + Auspex

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

Obfuscate

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

Possession, Auspex 5 + Dominate 3 (Core pp.251-252)

Cost: Two Rouse Checks

Dice Pools: Resolve + Auspex vs Resolve + Intelligence

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

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

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

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

Duration: Until ended, voluntarily or involuntarily.

Telepathy, Auspex 5 (Core p.252)

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.

Celerity

Cat’s Grace, Celerity 1 (Core pp.252-253)

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

Rapid Reflexes, Celerity 1 (Core p.253)

Cost: Free

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

Duration: Passive

Fleetness, Celerity 2 (Core p.253)

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

A Thousand Cuts, Celerity 3 (Tattered Facade pp.95-96)

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

Traversal, Celerity 3 (Core pp.253-254)

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

Draught Of Elegance, Celerity 4 (Core p.254)

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

Unerring Aim, Celerity 4 + Auspex 2 (Core p.254)

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

Lightning Strike, Celerity 5 (Core p.254)

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

Split Second, Celerity 5 (Core pp.254-255)

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.

Dominate

Cloud Memory, Dominate 1 (Core p.256)

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

Compel, Dominate 1 (Core p.256)

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

Mesmerize, Dominate 2 (Core p.256)

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.

Dementation, Dominate 2 + Obfuscate 2 (Core pp.256-257)

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.

The Forgetful Mind, Dominate 3 (Core p.257)

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

Submerged Directive, Dominate 3 (Core p.257)

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

Rationalize, Dominate 4 (Core p.257)

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

Mass Manipulation, Dominate 5 (Core p.257)

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

Terminal Decree, Dominate 5 (Core pp.257-258)

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

Fortitude

Resilience, Fortitude 1 (Core p.258)

Cost: Free

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

Duration: Passive

Unswayable Mind, Fortitude 1 (Core p.258)

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

Toughness, Fortitude 2 (Core pp.258-259)

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

Enduring Beasts, Fortitude 2 + Auspex 1 (Core p.259)

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.

Defy Bane, Fortitude 3 (Core p.259)

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

Fortify The Inner Facade, Fortitude 3 (Core p.259)

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

Draught Of Endurance, Fortitude 4 (Core pp.259-260)

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

Flesh Of Marble, Fortitude 5 (Core p.260)

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

Prowess From Pain, Fortitude 5 (Core p.260)

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

Obfuscate

Cloak Of Shadows, Obfuscate 1 (Core p.261)

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

Silence Of Death, Obfuscate 1 (Core p.261)

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

Unseen Passage, Obfuscate 2 (Core pp.261-262)

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.

Ghost In The Machine, Obfuscate 3 (Core p.262)

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

Mask Of A Thousand Faces, Obfuscate 3 (Core p.262)

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

Conceal, Obfuscate 4 + Auspex 3 (Core pp.262-263)

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.

Vanish, Obfuscate 4 (Core p.263)

Prerequisite: Cloak of Shadows

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

Cloak The Gathering, Obfuscate 5 (Core p.263)

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

Impostor’s Guise, Obfuscate 5 (Core p.263)

Prerequisite: Mask of a Thousand Faces

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

Potence

Lethal Body, Potence 1 (Core p.264)

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

Soaring Leap, Potence 1 (Core p.264)

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

Prowess, Potence 2 (Core p.264)

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

Brutal Feed, Potence 3 (Core pp.264-265)

Cost: Free

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

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

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

Duration: One feeding

Spark Of Rage, Potence 4 + Presence 3 (Core p.265)

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

Uncanny Grip, Potence 4 (Core p.265)

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

Draught Of Might, Potence 4 (Core pp.265-266)

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

Earthshock, Potence 5 (Core pp.265-266)

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

Fist Of Caine, Potence 5 (Core p.266)

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

Presence

Awe, Presence 1 (Core p.267)

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

Daunt, Presence 1 (Core p.267)

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

Lingering Kiss, Presence 2 (Core pp.267-268)

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

Dread Gaze, Presence 3 (Core p.268)

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

Entrancement, Presence 3 (Core p.268)

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

Irresistible Voice, Presence 4 + Dominate 1 (Core p.268)

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

Summon, Presence 4 (Core pp.268-269)

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

Majesty, Presence 5 (Core p.269)

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

Star Magnetism, Presence 5 (Core p.269)

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

Protean

Eyes Of The Beast, Protean 1 (Core p.270)

Cost: Free

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

Weight Of The Feather, Protean 1 (Core p.270)

Cost: Free

Dice Pools: Wits + Survival

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

Feral Weapons, Protean 2 (Core pp.270-271)

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

Earth Meld, Protean 3 (Core p.271)

Cost: One Rouse Check

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

Duration: One day or more, or until disturbed

Shapechange, Protean 3 (Core p.271)

Cost: One Rouse Check

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

Duration: One scene unless ended voluntarily before that

Metamorphosis, Protean 4 (Core p.271)

Prerequisite: Shapechange

Cost: One Rouse Check

System: Same as Shapechange.

Duration: One scene unless ended voluntarily before that

Mist Form, Protean 5 (Core pp.271-272)

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.

The Unfettered Heart, Protean 5 (Core p.272)

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

Blood Sorcery

A Taste For Blood, Blood Sorcery 1 (Core p.273)

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

Corrosive Vitae, Blood Sorcery 1 (Core p.273)

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

Shape the Sanguine Sacrament, Blood Sorcery 1 (Tattered Facade p.92)

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

Extinguish Vitae, Blood Sorcery 2 (Core p.273)

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

Blood Of Potency, Blood Sorcery 3 (Core pp.273-274)

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

Scorpion’s Touch, Blood Sorcery 3 (Core p.274)

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

Fulminating Vitae, Blood Sorcery 4 (Tattered Facade pp.92-93)

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

Marionette, Blood Sorcery 4 (Tattered Facade p.93)

Prerequisite: Shape the Sanguine Sacrament

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

Theft Of Vitae, Blood Sorcery 4 (Core p.274)

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

Baal’s Caress, Blood Sorcery 5 (Core pp.274-275)

Cost: One or more Rouse Checks

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

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

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

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

Duration: The poison remains potent for one scene

Cauldron Of Blood, Blood Sorcery 5 (Core p.275)

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

Rituals

Blood Walk, Level 1 (Core p.276)

Ingredients: A silver cup filled with Blood from the subject. (One Rouse Check’s worth).

Process: The user mixes their Blood with the subject’s and repeats an incantation over the cup, spending an roughly an hour.

System: A win on the Ritual roll (see General Systems) allows the user to learn the generation and name of the subject as well as the subject’s sire. A Critical Win also informs the user of any Blood Bonds active on the subject, as regnant or thrall.

Clinging Of The Insect, Level 1 (Core p.276)

Ingredients: A living spider.

Process: The caster fills a vial with their own Blood and crushes the spider into it, mixing the ground bits with the Blood before ingesting it. (This does not refund any Hunger gained.) The caster can only perform this ritual on themselves; others gain no benefit from drinking the mixture.

System: A successful Ritual yields the ability to cling to walls and ceiling for a scene, while a critical win extends the duration to a whole night. The caster must cling to the surface with both hands and feet; they move at approximately half their usual rate.

Craft Bloodstone, Level 1 (Core pp.276-277)

Ingredients: A pebble of iron ore or a small magnet and a liter of blood from any source in a silver bowl.

Process: The user spills their Blood into the blood in the bowl and then recites a chant over it for an hour, repeating the chant over the next two nights. The pebble (or magnet) absorbs the blood over the three nights; upon successful completion, the liquid appears translucent.

System: Make the Ritual roll at the end of the third night. On a win the caster attunes their mind to the Bloodstone. The caster can unerringly sense the direction and distance to the stone. This effect lasts until the Bloodstone is destroyed or a week has passed. A caster can have and keep track to a number of stones up to their Resolve.

Wake With Evening’s Freshness, Level 1 (Core p.277)

Ingredients: The burnt bones and feathers of a rooster.

Process: The caster mixes the ashes with their own Blood, drawing a circle with the mixture around their place of sleep.

System: Do not make a Ritual roll unless true danger appears. If the caster is threatened during the day, make the Ritual roll then, with the caster rousing on a win. For the duration of the scene the vampire ignores the daytime penalties for staying awake. On a critical win, the effects last until the following dawn.

Ward Against Ghouls, Level 1 (Core p.277)

Ingredients: Nothing apart from the caster’s Blood.

Process: The caster pours their Blood on the object to be warded, tracing the glyph in it with their bare finger. Once the caster wipes the Blood off, the ward becomes invisible. The Ward lasts until the warded object is physically destroyed or broken; the trespasser cannot do this.

System: Do not make the Ritual roll until the first time the trespasser touches the Ward, triggering its effect. Gloves or other garments offer no protection. If the caster wins the Ritual test, the victim suffers one point of Aggravated Health damage. On a critical win, damage for this Ward is three points of Aggravated damage. The caster does not need to make the Ritual roll for each trespasser touching the Ward, only the first. Anyone affected who wants to touch the warded object again must spend a point of Willpower and then win a Stamina + Resolve test (Difficulty 4, or 7 for a critical-success Ward) to make the attempt.

Sense the Unseen (Auspex 1) can detect a Ward with a contest of Intelligence + Auspex vs the caster’s Intelligence + Blood Sorcery.

Communicate With Kindred Sire, Level 2 (Core p.277)

Ingredients: An object previously possessed by the sire and a silver bowl filled with clear water.

Process: The caster submerges the object in water and lets their Blood drip into the bowl, concentrating upon the last memory of their sire for up to 30 minutes.

System: Make the ritual roll after 15 minutes have passed. A win allows for ten minutes of two-way silent mental communication once 15 more minutes have passed. A critical win allows immediate communication. Any major disturbance on either end breaks the connection.

Eyes Of Babel, Level 2 (Core p.277)

Ingredients: A fresh eye and tongue of a person

Process: Plucking the ingredients fresh from the victim, the vampire chews and swallows them. (This most likely incurs a Stain.)

System: The Rouse Check required for this ritual allows for the supernatural dissolution of the ingredients once swallowed. Once this is done, make the Ritual roll. A win gives the caster the ability to read and speak any language known by the victim, at the same skill level for a week. A critical win extends the duration to a month.

Illuminate The Trail Of Prey, Level 2 (Core p.277)

Ingredients: A white satin ribbon.

Process: The performer of the ritual soaks the ribbon in their own Blood, setting it alight.

System: If the Ritual roll is a win the ribbon catches fire despite being wet, burning fiercely like a fuse. Once consumed, the ritual takes effect. While the ritual remains active, the caster can follow faint traces of the target even in areas where they left no tracks, such as crowded cities. To follow the tracks, the caster makes an Intelligence + Survival roll against a Difficulty equal to 6 minus the margin on the ritual test. The target must be known by face by the caster, who sees the path travelled by the victim over the previous 24 hours. The path remains visible for the entire night; a critical win extends this to two nights.

Truth Of Blood, Level 2 (Core pp.277-278)

Ingredients: One pint of blood from the subject.

Process: The performer of the Ritual mixes their own Blood with that of the subject in a vessel large enough to allow for the dipping of the finger.

System: Instead of the regular Ritual roll, the caster immerses their finger in the mixture and makes a Resolve + Blood Sorcery vs Composure + Occult roll for every statement made by the subject. The first failed contest ends the Ritual. A Win tells them whether that statement is true, as far as the subject knows. On a critical win by the caster, the subject involuntarily expands upon their answer, providing more information, including details they glancingly saw or subconsciously forgot. (The Storyteller should inform the caster if there is no more information about that topic.) The mixture bubbles and seethes during the process, turning completely to ash at the end of the scene.

This Ritual cannot pierce Cloud Memory, the Forgetful Mind, or other memory-wiping powers. The caster may well guess the cause of a blank or foggy recollection, but cannot recover the actual memory.

Ward Against Spirits, Level 2 (Core p.278)

Ingredients: A handful of salt (in some versions, a handful of brick dust) mixed with the Blood.

Process: The caster mixes the salt or dust with their Blood and pours it on the object to be warded, tracing the glyph in it with their bare finger. Once the caster wipes the Blood off, the ward becomes invisible. The Ward lasts until the warded object is physically destroyed or broken; the trespasser cannot do this.

System: Do not make the Ritual roll until the first time the trespasser touches the Ward, triggering its effect. Gloves or other garments offer no protection. If the caster wins the Ritual test, the victim suffers one point of Aggravated Health damage. On a critical win, damage for this Ward is three points of Aggravated damage. The caster does not need to make the Ritual roll for each trespasser touching the Ward, only the first. Anyone affected who wants to touch the warded object again must spend a point of Willpower and then win a Stamina + Resolve test (Difficulty 4, or 7 for a critical-success Ward) to make the attempt.

Sense the Unseen (Auspex 1) can detect a Ward with a contest of Intelligence + Auspex vs the caster’s Intelligence + Blood Sorcery.

Warding Circle Against Ghouls, Level 2 (Core p.278)

Ingredients: The caster draws the Warding circle with a human bone dipped in three Rouse Checks worth of Blood.

Process: The caster paints the circle and pentacles, which can cover up to a three-meter radius. It takes one full night to cast and a Ritual roll made at the time (at +2 to Difficulty) if the caster wants it to last a year and a day; otherwise it dissipates at dawn.

System: When the trespasser attempts to cross the circle, roll a contest of Intelligence + Blood Sorcery vs the trespasser’s Willpower. (If the Storyteller or player wrote down the result of the original Ritual roll used to cast a year-long Warding circle, they can use that result here.) If the Warding circle fails, the trespasser can enter it. If the caster wins, the trespasser takes three points of Superficial Health damage (three points of Aggravated damage on a critical win) and cannot enter. The trespasser must spend a point of Willpower to attempt to enter the circle again. If the trespasser wins the contest, enters the circle and leaves it again, they must repeat their half of the contest (the caster’s initial result remains) to re-enter it.

Dagon’s Call, Level 3 (Core p.278)

Ingredients: A gold inlaid ceremonial dagger.

Process: Before proceeding with the ritual the victim must be exposed the caster’s Blood, either by drinking it or having it touch an open wound or even their bare skin: a single drop smeared across the arm is enough. After an hour but before a week has passed the caster can perform the ritual by piercing their own skin with the ceremonial dagger, shedding blood. As their Blood hits the ground the ritual takes effect.

System: Make a Resolve + Blood Sorcery vs Stamina + Resolve roll. Every point of margin on a win does a point of damage to the victim, as their blood vessels burst and their lungs fill with blood. This damage is Aggravated for mortals, but only Superficial on vampires. The caster can repeat this process up to two more times, each time requiring them to make an additional Rouse Check.

Deflection Of Wooden Doom, Level 3 (Core pp.278-279)

Ingredients: Wood splinters or shavings.

Process: The vampire mixes the shavings with their Blood and draws a circle around themselves. They must then meditate in this circle for an hour, concluding by placing one splinter of wood under their tongue.

System: Make no Ritual roll until the vampire is staked. If the Ritual roll is a win, the stake shatters as it touches the skin of the vampire. (A critical win blinds the attacker for two turns, showering their face with splinters.) This only works on genuine attempts at staking - merely holding the stake against the vampire does not trigger the effect. The protection lasts until the end of the night or until the splinter is removed from under the tongue of the vampire, whichever comes first.

Essence Of Air, Level 3 (Core p.279)

Ingredients: Leaves and berries of belladonna.

Process: The caster steeps the belladonna in their Blood, reducing the brew over a brazier while incanting words

System: Make the Ritual roll when reducing the mixture. (A critical win prepares two doses worth of potion.) The caster can tell whether the ritual succeeded, so they won’t end up with a dud. The resulting black potion retains its potency for a night and activates when imbibed. The potion enables the caster (and only them) to fly or hover at approximately running speed for a scene. The caster can carry a human-sized mass, though their speed drops to walking speed. Grabbing and carrying aloft an unwilling subject, or pulling the flier to the ground, both require a contest between the caster’s Strength + Blood Sorcery and the other’s Strength + Athletics.

Firewalker, Level 3 (Core p.279)

Ingredients: A fingertip of the caster.

Process: The vampire cuts one of their fingertips off and burns it together with their Blood in a golden chalice or bowl.

System: Make a Stamina + Resolve test (Difficulty 3) to cut off a fingertip. On a winning Ritual roll, a bluish flame consumes the Blood and fingertip, signaling the completion of the ritual. For the rest of the night fire damage to the caster is halved. This ritual can be performed on others, but the fingertips sacrificed must all belong to the caster. The mutilation is not enough to count as damage to the caster; the fingertip regrows during day-sleep.

Grim Chrysalis, Level 3 (Tattered Facade pp.93-94)

Ingredients: 200g of human hair, a moth or butterfly. Old-school sorcerers insist on death’s-head moths and hair from a corpse; younger licks suggest that a store-bought bottle of keratin supplements and any random caterpillar works just as well.

Process: The vampire makes a Rouse Check, ingests and swallows the hair and the moth over a fifteen-minute period. It can form the Grim Chrysalis any time that night, and automatically begins forming it three minutes before sunrise unless it can vomit up the mass with a Resolve + Athletics test (Difficulty 3).

System: The vampire begins drooling its keratin-laced saliva into the air, where it expands and hardens into the Grim Chrysalis. The Ritual test determines whether the cocoon forms entirely or remains incomplete. It only takes three turns to form the cocoon. Inside the cocoon, the vampire can mend all Superficial damage in one night, or 2 Aggravated Health damage; no Rouse Checks are needed for this mending. If the vampire has Vicissitude (Players Guide, p. 81), use of this Power within the cocoon requires no test but assumes a number of successes equal to the user’s Discipline pool.

The shell of the cocoon is hard as nails yet pliant. It protects the user from sunlight, lets in no air or liquids, and protects the user from fall damage from less than a hundred meters. Breaking it open by force requires inflicting a total of 30 levels of damage with an appropriate tool or weapon, such as an axe. The cocoon also takes damage from fire and acid, smelling like burning hair and giving off a thick black smoke. It takes three turns to destroy a Grim Chrysalis in this way, and the vampire within, floating in a thick blood sludge, may emerge before the damage reaches them.

The process of breaking out of the cocoon can be a disturbing sight. Vampires that have undergone extensive Vicissitude within emerge, shredding their previous form like a molting insect.

Duration: At least one day unless the cocoon is broken earlier. Vampires that remain in the cocoon risk torpor according to the usual starvation rules.

Ward Against Lupines, Level 3 (Core p.279)

Ingredients: A handful of silver dust mixed with the Blood.

Process: The caster mixes their Blood with the silver powder and pours their Blood on the object to be warded, tracing the glyph in it with their bare finger. Once the caster wipes the Blood off, the ward becomes invisible. The Ward lasts until the warded object is physically destroyed or broken; the trespasser cannot do this.

System: Do not make the Ritual roll until the first time the trespasser touches the Ward, triggering its effect. Gloves or other garments offer no protection. If the caster wins the Ritual test, the victim suffers one point of Aggravated Health damage. On a critical win, damage for this Ward is three points of Aggravated damage. The caster does not need to make the Ritual roll for each trespasser touching the Ward, only the first. Anyone affected who wants to touch the warded object again must spend a point of Willpower and then win a Stamina + Resolve test (Difficulty 4, or 7 for a critical-success Ward) to make the attempt.

Sense the Unseen (Auspex 1) can detect a Ward with a contest of Intelligence + Auspex vs the caster’s Intelligence + Blood Sorcery.

Warding Circle Against Spirits, Level 3 (Core p.279)

Ingredients: The caster draws the Warding circle with an iron knife dipped in salt and Blood.

Process: The caster paints the circle and pentacles, which can cover up to a three-meter radius. It takes one full night to cast and a Ritual roll made at the time (at +2 to Difficulty) if the caster wants it to last a year and a day; otherwise it dissipates at dawn.

System: When the trespasser attempts to cross the circle, roll a contest of Intelligence + Blood Sorcery vs the trespasser’s Willpower. (If the Storyteller or player wrote down the result of the original Ritual roll used to cast a year-long Warding circle, they can use that result here.) If the Warding circle fails, the trespasser can enter it. If the caster wins, the trespasser takes three points of Superficial Health damage (three points of Aggravated damage on a critical win) and cannot enter. The trespasser must spend a point of Willpower to attempt to enter the circle again. If the trespasser wins the contest, enters the circle and leaves it again, they must repeat their half of the contest (the caster’s initial result remains) to re-enter it.

Defense Of The Sacred Haven, Level 4 (Core pp.279-280)

Eyes Of The Nighthawk, Level 4 (Core p.280)

Ingredients: The eyes of the bird used, taken at the conclusion of the Ritual.

Process: The caster feeds their Blood to the bird and enters a trance.

System: On a winning Ritual roll the caster can control the bird and see through its eyes. On a critical win, the bird can perform simple actions under control, such as picking up objects or manipulating keys or dials. The caster can use most non-physical Disciplines through the bird, even Dominate assuming the caster has Telepathy (p. 252) or some other way to communicate with targets non-verbally. There is no limit to the range the bird can fly, though unless the caster plucks the eyes out of the bird at the end of the night they themselves suffer blindness for three nights to come.

Incorporeal Passage, Level 4 (Core p.280)

The Balm of Bathory, Level 4 (Tattered Facade p.94-95)

Ingredients: One cup of vitae from the sorcerer, one pint of blood from a youthful victim (or victims) of clear complexion (the needed amount doubles per brewing, see below), chamomile flowers, and shea butter or sheep’s fat; optional essential oils for scent

Process: The sorcerer collects their own Blood and that of their victim in a heat-resistant container, adding the other ingredients while stirring and heating up the mixture. While brewing the mixture, the sorcerer concentrates on how it will perfect their imperfections, making them young and beautiful. Some believe it strengthens the balm if the victim suffers as much as possible when their blood is drawn.

System: Make the Ritual test before taking the mixture off the heat. On a win, the balm emulsifies into a smooth and fragrant blend that can be used directly on the skin or dissolved in bath water. It remains effective for a week past brewing, as long as it’s applied regularly. The user gains the temporary effect of the Stunning Advantage (Core, p. 179) This effect supersedes any innate Beautiful or Stunning Advantage possessed by the user and is not cumulative with these.

However, the use of the Balm of Bathory can be highly addictive and the amount of mortal blood required doubles per brew. (The eighth brew requires 128 pints, enough blood to fill a small bathtub, but the amount does not increase afterward.) The first batch of the balm has no side effects, but after the second batch, the balm turns toxic on the user’s flesh past the first week. They suffer 1 Superficial damage worth of necrotic flesh wounds nightly, affecting any part of their body exposed to the balm, until they either brew another batch or until they go without the balm for one month per batch brewed.

Ward Against Cainites, Level 4 (Core p.280)

Ingredients: Ash warm from a still-burning fire; casters risk terror frenzy, and cannot inscribe this Ward that night if they succumb to it.

Process: The caster mixes their Blood with the hot ashes (Getting the ashes requires a frenzy check at Difficulty 2) and pours their Blood on the object to be warded, tracing the glyph in it with their bare finger. Once the caster wipes the Blood off, the ward becomes invisible. The Ward lasts until the warded object is physically destroyed or broken; the trespasser cannot do this.

System: Do not make the Ritual roll until the first time the trespasser touches the Ward, triggering its effect. Gloves or other garments offer no protection. If the caster wins the Ritual test, the victim suffers one point of Aggravated Health damage. On a critical win, damage for this Ward is three points of Aggravated damage. The caster does not need to make the Ritual roll for each trespasser touching the Ward, only the first. Anyone affected who wants to touch the warded object again must spend a point of Willpower and then win a Stamina + Resolve test (Difficulty 4, or 7 for a critical-success Ward) to make the attempt.

Sense the Unseen (Auspex 1) can detect a Ward with a contest of Intelligence + Auspex vs the caster’s Intelligence + Blood Sorcery.

Warding Circle Against Lupines, Level 4 (Core p.280)

Ingredients: The caster draws the Warding circle with a silver knife dipped in wolfsbane and Blood.

Process: The caster paints the circle and pentacles, which can cover up to a three-meter radius. It takes one full night to cast and a Ritual roll made at the time (at +2 to Difficulty) if the caster wants it to last a year and a day; otherwise it dissipates at dawn.

System: When the trespasser attempts to cross the circle, roll a contest of Intelligence + Blood Sorcery vs the trespasser’s Willpower. (If the Storyteller or player wrote down the result of the original Ritual roll used to cast a year-long Warding circle, they can use that result here.) If the Warding circle fails, the trespasser can enter it. If the caster wins, the trespasser takes three points of Superficial Health damage (three points of Aggravated damage on a critical win) and cannot enter. The trespasser must spend a point of Willpower to attempt to enter the circle again. If the trespasser wins the contest, enters the circle and leaves it again, they must repeat their half of the contest (the caster’s initial result remains) to re-enter it.

Escape To True Sanctuary, Level 5 (Core pp.279-280)

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

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

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

Heart Of Stone, Level 5 (Core p.281)

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

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

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

Shaft Of Belated Dissolution, Level 5 (Core pp.281-282)

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

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

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

Warding Circle Against Cainites, Level 5 (Core p.282)

Ingredients: The caster draws the Warding Circle with a rowan wand dipped in the mixture of ash from a still-burning fire and Blood.

Process: The caster paints the circle and pentacles, which can cover up to a three-meter radius. It takes one full night to cast and a Ritual roll made at the time (at +2 to Difficulty) if the caster wants it to last a year and a day; otherwise it dissipates at dawn.

System: When the trespasser attempts to cross the circle, roll a contest of Intelligence + Blood Sorcery vs the trespasser’s Willpower. (If the Storyteller or player wrote down the result of the original Ritual roll used to cast a year-long Warding circle, they can use that result here.) If the Warding circle fails, the trespasser can enter it. If the caster wins, the trespasser takes three points of Superficial Health damage (three points of Aggravated damage on a critical win) and cannot enter. The trespasser must spend a point of Willpower to attempt to enter the circle again. If the trespasser wins the contest, enters the circle and leaves it again, they must repeat their half of the contest (the caster’s initial result remains) to re-enter it.

Oblivion

Ceremonies

Formulae

Far Reach, Level 1 (Core pp.284-285)

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

Activation Cost: One Rouse Check

Dice Pools: Resolve + Alchemy vs Strength + Athletics

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

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

Duration: One turn unless held (see above).

Haze, Level 2 (Core p.285)

Ingredients: In addition to the alchemist’s Blood and phlegmatic human blood, dry ice or cigar smoke or auto exhaust

Activation Cost: One Rouse Check

System: Upon activation a cloud of mist-like vapor surrounds the alchemist, masking their features and obscuring their silhouette. Anyone attempting to identify the user or hit them with ranged weapons suffers a two-dice penalty to their pool. The user can extend the cloud to encompass a group of up to five people by making another Rouse check.

Duration: One scene or until voluntarily ended.

Envelop, Level 2 (Core p.285)

Ingredients: The alchemist’s Blood, melancholic and phlegmatic human blood, potassium chlorate, smog or halon gas

Activation Cost: One Rouse Check

Dice Pools: Wits + Alchemy vs Stamina + Survival

System: The alchemist activates the power and chooses a target within sight. A swirling mist envelops the target, obscuring their sight and penalizing them three dice from all sight-based detection and ranged attack dice pools. In addition, the alchemist can make the mist suffocate a mortal with a contest of Wits + Alchemy vs. Stamina + Survival. On a win, the target can take no action except coughing and choking; on a critical win, the target loses consciousness. The alchemist can only employ Envelop on single targets, and only on one at a time.

Duration: Until scene ends or the alchemist ends the effect voluntarily.

Defractionate, Level 3 (Core pp.285-286)

Ingredients: The alchemist’s Blood, sanguine and melancholic human blood, O-negative human blood (only a few ml), moldy spinach, hot black coffee, sodium octanoate

System: The alchemist taps their vessel (Calcinatio), or their own vein (Athanor Corporis) to get the Defractionate elixir if they do not use Fixatio. For each success on the distillation roll, they get enough elixir to turn one blood bag (slakes 1 Hunger) from fractionated to unfractionated blood. Any vampire can consume this blood and slake Hunger with it.

Athanor Corporis: The alchemist can tap their own vein once per night for this elixir until their next feeding, or until they reach Hunger 5. They need not pay the distillation cost again.

Calcinatio: If the vessel survives the tap, the alchemist can tap them again in a week for more elixir. They need not pay the distillation cost again, but the vessel pays the Health cost (3 Aggravated damage) each time they are tapped.

Profane Hieros Gamos, Level 3 (Core pp.286-287)

Ingredients: The alchemist’s Blood, melancholic and phlegmatic human blood, entheogenic substances.

Activation Cost: One Rouse Check

Dice Pools: Stamina + Resolve

System: Whoever imbibes the formula mixed with a Rouse Check worth of their own Blood instantly falls into a catatonic fever dream until the following night, the depths of their psyche plumbed for their personal idealized form, or a form strongly desired.

The effects of Profane Hieros Gamos are limited to the external morphology of the human form, the body refusing transformations too outlandish and fantastical to be without the wondrous spectrum of human anatomy. The imbiber makes a Stamina + Resolve roll against a difficulty of 8 minus the successes on the distillation roll, adding their Bane Severity to the Difficulty of the test. On a win, the transformation process is successful and their physical body molds to the desired shape. A critical win can grant and remove Merits and Flaws of the Looks category, though like all Advantages they need to be paid for with Experience points (p. 180). A messy critical or a bestial failure might cause a new Flaw to manifest, ranging from Repulsive, Obvious Predator, Stigmata or even Organovore as the Beast interferes with the transformation.

Not even the blood of the Duskborn can spare the Nosferatu from their Bane, the process incorporating the clan’s hideous affliction despite the user’s mental image.

Duration: Permanent until performed again.

Airborne Momentum, Level 4 (Core p.287)

Ingredients: The alchemist’s Blood, choleric and sanguine human blood, champagne, bird blood, helium, scopolamine or belladonna extract

Activation Cost: One Rouse Check

Dice Pools: Strength + Alchemy vs Strength+Athletics (if resisted)

System: The potion enables the alchemist (and only them) to fly or hover at approximately running speed. The flier can carry a human-sized mass, though their speed drops to walking speed. Grabbing and carrying aloft an unwilling subject or pulling the flier to the ground both require a contest between the alchemist’s Strength + Alchemy and the other’s Strength + Athletics.

Duration: One scene

Awaken The Sleeper, Level 5 (Core p.287)

Ingredients: The alchemist’s Blood, choleric or sanguine human blood, adrenaline, ammonium carbonate, hartshorn, caffeine or benzedrine, melatonin

System: The alchemist taps their vessel (Calcinatio), or their own vein (Athanor Corporis) to get the Awaken the Sleeper elixir if they do not use Fixatio. They then mix the elixir into human blood. For each success above 2 on the distillation roll, the elixir can awaken a vampire of that Blood Potency.

Athanor Corporis: The alchemist can tap their own vein once per night for this elixir until their next feeding, or until they reach Hunger 5. They need not pay the distillation cost again.

Calcinatio: If the vessel survives the tap, the alchemist can tap them again in a week for more elixir. They need not pay the distillation cost again, but the vessel pays the Health cost (5 Aggravated damage) each time they are tapped. The Alchemist can also simply feed the vessel’s blood to the sleeper directly.

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