disciplines business card size
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Heightened SensesInstantDice Pool:
Typically none.(Wits + Composure + Auspex)
When the power is activated, all of thevampires senses sharpen to a razor’sedge, effectively doubling both rangeand clarity of all stimuli received.
PG 120, V:TR
A uspex A ura S ignifiers
Afraid Orange Innocent White
Aggressive Purple Love struck Bright Blue
AngryBrightRed
Obsessed Bright Green
Bitter Brown Sad Silver
Calm Light Blue Spiritual Gold
Compas-sionate
Pink Suspicious Dark Blue
Conservative Lavender Confused Shifting
Depressed Gray Daydreaming Flickering
Desirous/Lustful
Deep Red Diablerist Bla ck Veins
DistrustfulLightGreen
Dominated Muted
EnviousDarkGreen
FrenziedRapidShifting
Generous Rose Vampire Pale colors
Happy Vermilion Shape shifter Vibr ant
Hateful Black Ghost Intermittent
Idealistic Yellow Magic Use Sparkles
Excited Violet Psychotic Hypnotic
Animalism
ObedienceInstant
Dice Pool:Presence + Animal Ken + animalism -animals Composure
The kindred’s connection with hisown feral nature now allows him tocommand beasts, no longer need hebeg, threaten or cajole animals intodoing his will. He demands and theyobey as best they can. Requires eye
contact as feral whispers.
PG 116, V:TR
Feral WhispersInstant
Dice Pool:Manipulation + Animal Ken + animal-ism
The kindred with this ability haslearned to understand the lesser crea-tures that surround her, and to speak with them and make herself under-stood. Because this requires initial eye
contact, animals that cannot see cannotbe effected.
PG 115, V:TR
Animalism
Call of the WildCost 1 Vitae
InstantDice Pool:
Presence + Animal Ken + Animalism
The kindred is so fully in tune withher own beast that she an call out in aferal voice, that beckons all creaturesof a specific type any animal of thatsort within a given area is compelled
to respond.
PG 116, V:TR
Animalism
Subsume the Lesser SpiritCost 1 Vitae
InstantDice Pool:
Manipulation + Animal Ken + Ani-malism
By locking eyes with an animal, avampire may psychically enter thecreatures body and possess it asthough it were his own, the animalsown mind and instincts are completelysubsumed, allowing the kindred free
reign to take whatever actions hechooses. The vampires own body fallsinto a torpor-like state.
PG 117, V:TR
Animalism
Lashing the BeastCost 1 Vitae
InstantDice Pool:
Manipulation + Empathy + Animal-ism
VS Composure + Blood Potency
The vampire’s connection with theBest is so powerful that she can ma-nipulate not only the lesser c reaturesaround her but her own beast and that
of other kindred. This is not overtcorol as with Obedience or DominateDiscipline. Rather the kindred learnsto rouse the Beast’s instincts, inspiringit.
PG 118, V:TR
Animalism
TelepathyCost None for mortals
1 willpower unless willing InstantDice Pool:
Intelligence + Socialize + Auspex -Subject’s Resolve
At this level of advancement of one’sextrasensory perceptions, a vampiremay project his consciousness into anearby individual’s mind.
Costs 1 willpower for a supernaturalsubject unless the subject is willing
PG 122, V:TR
A uspex
PG 121, V:TR
The Spirits TouchInstantDice Pool:
Wits + Occult + Auspex
The Kindred’s Powers of perceptionhave progressed to the point that hecan pick up psychic impressions fromobjects by simply handling them for amoment or two.
A uspex
Aura PerceptionInstantDice Pool:
Intelligence + Empathy + Auspex -Subject’s composure
With this mystic power, a vampire canopen his perceptions to the psychicauras that surround all sentient crea-tures.
PG 120, V:TR
A uspex
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RevelationCost 1 VitaeContested, Resistance is reflexiveDice Pool:
Manipulation + Expression + Majesty
Versus subjects composure + BloodPotency
The allure and reassurance of a kin-dred with this power is enough tomake others forego caution and sharetheir compassionate words or heartfelt
look from the vampire can break down a person’s prudence and fear,inspiring a desire to share deep feel-ings or dark secrets.
PG 129, V:TR
EntrancementContested, Resistance is reflexiveDice Pool:
Manipulation + Expression + MajestyVersus subjects composure + Blood
Potency
This power is perhaps the closestthing that majesty gets to seriouscommand over the thoughts of an-other. Its power warps the emotionalstate of the subject, making him a
willing servant of the vampire. Sub- jects retain their sense of identity andfree will, believing that they are actingon their on volition.
PG 130, V:TR
AweInstantDice Pool:
Presence + Expression + Majesty
This power makes the user seem expo-nentially more charismatic and mag-netic than he normally is. Whateverthe vampire says, people are likely tolend serious credence to his positionand views.
PG 129 V:TR
PossessionCost: 1 willpowerContested, Resistance is reflexiveDice Pool:
Intelligence + Intimidation + Domi-
nateVersus Resolve
By this point, the kindred need notrely on spoken commands and limitedunderstanding. Once the kindred has
crushed the victim’s will, she literallytakes over the body, inhabiting it andcontrolling it as easily as she does herown
PG 127, V:TR
ConditioningCost: 1 willpower per rollContested and extended
6-15+ successesDice Pool:
Wits + Subterfuge + Dominate versusResolve + Blood Potency
Through constant veiled whispers,subtle hints and frequent sustainedmanipulation, a vampire can slowlyrender a particular victim substantially
more suggestible. Each success repre-sents one week of mental manipula-tion.
PG 127, V:TR
The Forgetful MindExtended (1-100+ successes)
Dice Pool:Wits + Persuasion + Dominate - Re-solve
A Vampire with this power can liter-ally delve into a subject’s mind, steal-ing or reshaping memories at whim.Simple alterations, such as blurringbrief and recent memories, are simple
enough. More comprehensive altera-tions are possible albeit substantiallymore difficult.
PG 127, V:TR
MesmerizeContested, Resistance is reflexive
Dice Pool:Intelligence + Expression + DominateVersus Resolve + Blood Potency
The Source of many legends of thevampire’s hypnotic gaze, Mesmerizeallows the kindred to implant a falsethought or suggestion into the sub-
ject’s subconscious mind. Mesmerize
can deliver complex and long-termcommands.
PG 125, V:TR
CommandContested, Resistance is reflexive
Dice Pool:Intelligence + Intimidation + Domi-nateVersus Resolve + Blood Potency
Once he has established eye contact,the vampire issues a single, one-wordcommand that must be obeyed in-stantly. The order must be clear and
straight forward — freeze, jump, run,stop, fall, cough, blink, and so forth.
PG 124, V:TR
CelerityCost: 1 Vitae per turn
ReflexiveDice Pool:
Celerity Is unlike other disciplines inthat it is not actively rolled.
Tales and legends of vampires ascribethem inhuman speed, the ability tomove faster than the eye can see,Celerity adds to the initiative of dur-ing the turn which it is active. Sped
increases by itself again for each dotof celerity and multiply that numberby his speed.
PG 124, V:TR
Twilight ProjectionCost: 1 willpower
InstantDice Pool:
Intelligence + Occult + Auspex
Commonly seen as the pinnacle of auspex achievement, this power al-lows a vampire to project her percep-tions out of her physical body. Hersenses take on an existence their own,traveling the material world like a
specter.
PG 123, V:TR
A uspex Celerity Dominate Dominate Dominate
MajestyMajestyMajestyDominate Dominate
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SummoningCost 1 vitae
Contested, Resistance is reflexiveDice Pool:
Manipulation + Persuasion + Majestyversus subject’s composure + Blood
Potency
This potent power allows the vampireto call any individual he knows per-sonally to his side. The summonedindividual knows whos presence he
travels and may pause to make ar-rangements before departure, if neces-sary.
PG 130, V:TR
SovereigntyCost 1 Willpower per scene
InstantDice Pool:
Presence + Intimidation + Majestyversus subjects Composure + Blood
Potency
Sovereignty is considered “alwaysactive” during scenes in which it isactivated. People can speak freely
around the vampire as long as theydon’t try to criticize him, any onewishing to attack the vampire, how-ever must overcome the sovereigntyto do so.
PG 132, V:TR
DreadCost 1 Vitae
ContestedDice Pool:
Manipulation + Empathy + Nightmareversus subject’s Composure + Blood
Potency
Gloom, Disquiet and uncertaintycreeps into the hearts of people aroundthe vampire. Any one within 3 yardsper willpower dot that the vampire
posses can be effected. One contestedroll may be made reflexively for acrowd. Those loose suffer – 2 on allactions, no willpower can be spent.it.
PG 133, V:TR
Monstrous CountenanceContested
Dice Pool:Presence + Intimidation + Nightmareversus subject’s Composure + BloodPotency
The true face of a vampire is frighten-ing thing, indeed — made all the moreterrifying by the assistance of thispower. When a kindred activated thispower. Subjects will flee the vam-
pire’s presence, using all availablemeans.
PG 133, V:TR
Eye of the BeastCost 1 Vitae
Contested; Resistance is reflexiveDice Pool:
Presence + Empathy + NightmareVersus subject’s Composure + Blood
Potency
The vampire reveals the inner core of the kindred's being. The victim isparalyzed with fear, incapable of moving or taking any action. If a
victim is attacked or molested thevictim will spend the remainder of thescene trying to flee the creature.
PG 134, V:TR
Shatter the MindCost 1 WillpowerContested; Resistance is reflexiveDice Pool:
Manipulation + Empathy + Nightmare
Versus subject’s Composure + BloodPotency
The vampire confronts a subject withher greatest fear, Victims loose theirnext action and reels from the visionwhich she is confronted. Her defense
still applies, but she cannot dodge. Allother actions are performed at a – 1and looses one willpower point, sufferfrom a mild derangement.
PG 134, V:TR
Mortal FearCost 1 WillpowerInstantDice Pool:
Presence + intimidation + nightmare -
Composure
The Vampire is able to inspire fear asa weapon unto its self. A victim is sothoroughly and intensely frightenedby the vampire that he suffers physicaldamage. He ages prematurely, even
other vampires can be effected, thesubject must be able to see the vam-pire employing this power.
PG 134, V:TR
Touch of ShadowInstantDice Pool:
Wits + Larceny + Obfuscate
This level of Obfuscate allows thevampire to conceal small items, eitherin her grasp or on her person. If she i sskilled enough, even a thoroughsearch fails to turn up a hidden object.
PG 135, V:TR
Mark of TranquilityDice Pool:
This power involves no roll, and isconsidered “always on”
The kindred masters the art of hidinghimself to such a degree that he maysubvert some of the stains that un-death leaves upon his soul. A vampirewho knows this power can mask hiskindred nature from onlookers, leav-
ing them without the impression of the predator’s taint.
PG 136, V:TR
Cloak of NightInstantDice Pool:
Intelligence + Stealth + Obfuscate
Cloak of night allows a vampire toliterally fade from sight, becomingcompletely invisible to observers. Theprocess of fading away is subtle butits effect on witnesses might not be.Mortals are likely to panic and flea.
Successful use of cloak of night ren-ders the character invisible until hedoes something to draw attention tohimself.
PG 136, V:TR
Majesty Majesty Nightmare Nightmare Nightmare
Nightmare Nightmare Obfuscate Obfuscate Obfuscate
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The Familiar StrangerContested; Resistance is reflexive
Dice Pool:Wits + Subterfuge + Obfuscate versusSubject’s Resolve + Blood Potency
This power allows the character toassume the image of whomever thesubject most expects to see under thecircumstances in which they meet.The character has no immediate
knowledge of what aspect he is per-ceived to have, unless the target givesthe identity away through verbal orbehavioral clues.
PG 137, V:TR
Cloak the GatheringInstant
Dice Pool:Intelligence + Stealth + Obfuscate
A vampire can hide one extra individ-ual per dot of obfuscate she posses,not counting her self. While under theeffects of this power, each individualsmust obey the rules of cloak of night.
PG 138, V:TR
Aspect of the PredatorInstant
Dice Pool:This power involves no roll to invoke
The most basic ability of this disci-pline allows a vampire to project asupernatural mien of savage predatoryferocity. A character is not subject tothe usual relationships of blood po-
tency upon meeting an unknownkindred for the first t ime. If the char-acters blood potency is lower than thatof the unknown kindred it is treated asequal.
PG 138, V:TR
Haven of SoilCost 1 Vitae
InstantDice Pool:
This power involves no roll to invoke
A vampire can blend his form withsoil. While so interred, the character isimmune to threat from the sun’s rays,or to any physical attack as his corpo-real form is actually merged with that
of t he substance itself.
PG 138, V:TR
Claws of the WildCost 1 Vitae
ReflexiveDice Pool:
This power involves no roll to invoke
Upon activation of this power, thevampires nails grow into long, fear-some talons. These ferocious weaponsoffer a +1 bonus to attack pools inunarmed close combat, and inflict
aggravated damage.
PG 139, V:TR
Shape of the BeastCost 1 VitaeInstantDice Pool:
This power involves no roll to invoke
A kindred can take the shape of anordinary animal, most commonly a bator a wolf. While in this form, thevampire retains his mind and tempera-ment. Every 3 experience spent on
this ability allows the character trans-form into additional animal forms.
PG 139, V:TR
Body of SpiritCost 1 VitaeInstantDice Pool:
This power involves no roll to invoke.The full change takes one action tocomplete.
The pinnacle of most vampiresachievement in the transfiguring art,this power enables a kindred to trans-form his entire body into a fine mist.
As a small cloud of vapor, the charac-ter can float along above the round athis normal speed.
PG 140, V:TR
ResilienceCost: 1 Vitae per sceneReflexiveDice Pool:
Resilience Is unlike other disciplinesin that it is not actively rolled.
Legends abound of vampires who areable to withstand even the most brutalpunishment to their unloving form.Each dot of resilience increases thecharacters stamina by one fore the
scene win which the discipline isactive, this bonus also increases thecharacters health dots during thescene.
PG 140, V:TR
VigorCost: 1 Vitae per sceneReflexiveDice Pool:
Vigor Is unlike other disciplines inthat it is not actively rolled.
Nearly every vampire legend acrossthe globe expresses the preternaturalstrength possessed by the undead.Each dot of vigor increases the char-acters strength by one while the disci-
pline is active.
PG 141, V:TR
Pangs of ProserpinaCost 1 VitaeDice Pool:
Manipulation + Occult + CruacVersus targets Composure + BloodPotency
The sorcerer causes feelings of intensehunger in a subject, who must bewithin sight. The afflicted subjectfeels the desire to eat or feed. Thevictim will avail himself to any avail-
able sustenance available, short of cannibalism or drinking of blood (fora mortal). Kindred might attack nearby vessels or fellow vampires, if their hunger is sever enough to makethem frenzy.
PG 143, V:TR
Cr u ac Vigor Re s i lience Protean Protean
Obfuscate Obfuscate Protean Protean Protean
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Rigor MortisCost 1 Vitae
Dice Pool:Manipulation + Occult + CruacVersus targets Composure
With the power of this ritual, a vam-pire may temporarily interrupt thereanimating effect of vampiric vitae,rendering a kindred immobile as thestiffening of muscles common to deadbodies takes hold. The number of dice
by which the victims next physicaldice pool is penalized. This appliesonly to dice pools for physical actions,and does not affect physical resis-tances.
PG 143, V:TR
ChevalCost 1 Vitae
Dice Pool:Manipulation + Occult + CruacVersus targets Composure
This ritual allows the performer toride the senses of his subject. Thesubject must be within direct sightwhen the ritual is performed, but thesubject can stray from the caster toany distance thereafter. At any time he
wishes for the duration of the effect,the performer may see or hear throughthe subject.
PG 143, V:TR
The Hydra’s Vitae Cost 1 Vitae
Dice Pool:Manipulation + Occult + Cruac
By invoking this ritual, the performerprotects himself from would-bediablerists and from those who wouldotherwise feast on his blood. Thisritual transforms the sorcerer’s vitaeinto a kind of poison. Kindred who
drink it suffer one point of lethaldamage for every vitae consumed.The blood returns to normal when itleaves the kindred’s body.
PG 143, V:TR
Deflection of Wooden DoomCost 1 VitaeDice Pool:
Manipulation + Occult + Cruac
The performer invokes a mystic pro-tection against attempts to impale herheart with a steak. Steaks used in thismanner rot or disintegrate as wielders
attempt to use them against the per-former. This power cannot be used toprotect others, this ritual fades atsundown on the subsequent night,though may be performed immedi-ately thereafter.
PG 144, V:TR
Touch of the MorriganCost 1 Vitae
Dice Pool:Manipulation + Occult + Cruac
The caster performs this ritual andchannels his righteous ire into a tangi-ble force. If the performance roll issuccessful, the user’s mere toughbecomes deadly. The sorcerer must
then touch a subject with his openpalm. Contact inflicts an amount of lethal damage equal to the successesgained on the activation roll. Cannotbe delivered through a punch or otherunarmed close-combat attack.
PG 144, V:TR
Blood PriceCost 1 VitaeDice Pool:
Manipulation + Occult + CruacVersus targets Composure + Blood
Potency
The sorcerer mystical claims one thirdof the vitae that a subject imbibes. Thesubject must be within sight when theritual is performed. Every time thesubject feeds, a third of the vitae he
consumes is denied him and transfersinvisibly to the sorcerer, regardless of either's location, this vitae is neutral,
PG 144, V:TR
Willful VitaeCost 1 VitaeDice Pool:
Manipulation + Occult + Cruac
The performer makes herself immuneto the vinculum and blood addictionwhen another kindred’s vitae is con-sumed. After this ritual is performed,if another vampire’s blood is taken inthe same night, no step is t aken to-
ward vinculum with the provider of the blood, and no addiction to bloodforms for the character. Of course, theblood donor has no idea that the re-cipient is immune.
PG 145, V:TR
Blood BlightCost 1 VitaeDice Pool:
Manipulation + Occult + CruacVersus targets stamina + Blood Po-
tency
This potent ritual taints the blood of its target, weather mortal or vampire.Number of success deal lethal damageto the target . Vampires also lose theequilivalent of vitae in his system.
PG 145, V:TR
Feeding the CroneCost 1 VitaeDice Pool:
Manipulation + Occult + Cruac
When the performer calls upon thepower of the crone herself, and a vitaeis spent, the vampires mouth trans-forms into a maw of wicked, gnashingteeth. The vampire need not perform agrapple attack in order to bite a vic-tim; the attack is made directly. The
number of success achieved on theactivation roll is added as bonuses tothe attack roll, these teeth are so vi-cious that feeding cannot occur whenthey are Bourne.
PG 145, V:TR
Blood ScourgeCost Blood spent + 1 Willpower Dice Pool:
Intelligence + Academics + ThebanSorcery
For Each dot that the character pos-sesses in Theban sorcery, hey matcreate a stinging whip of vitae withwhich to scourge his foes. An attack with the weapon has a dice pool equal
to the characters strength + weaponry+ number of lashes created, and in-flicts lethal damage, the weapon lastsfor a number of turns equal to thesuccesses on the invocation roll.
PG 146, V:TR
Cr u ac Cr u ac Cr u ac Cr u ac Cr u ac
Cr u ac Cr u ac Cr u ac Cr u ac Theban Sorcery
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Vitae ReliquaryCost one object
1 WillpowerDice Pool:
Intelligence + Academics + ThebanSorcery
The character takes an ordinary objectand stores an amount of vitae in it thatmay be called upon later . The amountof vitae that can be stored in the object
is the number of successes the playerachieves on the invocation roll, al-though the caster may infuse the ob-
ject with less if he chooses.
PG 146, V:TR
Curse of BabelCost An animal or persons tongue
1 WillpowerDice Pool:
Intelligence + Academics + ThebanSorcery - Subject’s Resolve
This ritual leaves a victim speaking intongues, unable to communicate. Evenhis written word is rendered nonsen-sish. The number of successes deter-mines the duration of the ritual: one
hour per success or until the nextsunrise, whichever comes first. Thesubject must be within earshot whenthis ritual is performed.
PG 146, V:TR
Liars PlagueCost An Insect’s Carapace
1 WillpowerDice Pool:
Intelligence + Academics + ThebanSorcery - Subject’s Resolve + Blood
Potency
The character curses her subject sothat if he speaks any lies over thecourse of the scene, beetles swarmfrom his mouth.
PG 147, V:TR
Blandishment of SinCost a Scrap of paper
1 WillpowerDice Pool:
Intelligence + Academics + ThebanSorcery - Subject’s Resolve + Blood
Potency
The Subject of this power suffersincreased damage the next time anyharm is inflicted on him. That woundis upgraded one degree of damage.
Thus, bashing damage becomes lethal,lethal becomes aggravated.(Aggravated wounds do not increaseto any other sort)
PG 147, V:TR
Malediction of DespairCost lock of hair from the subject
1 WillpowerDice Pool:
Intelligence + Academics + Theban
Sorcery - Subject’s Resolve + BloodPotency
The Sorcerer curses his subject withregard to a specific action. Next timethe subject engages in that action, her
normal dice pool is not rolled. Achance roll is made instead.A player may spend a willpower androll composer + resolve. If this rollyields more successes than wereachieved during the invocation then
the curse does not come to pass.
PG 147, V:TR
Gift of LazarusCost a Communion wafer
1 WillpowerInstantDice Pool:
Intelligence + Academics + ThebanSorcery
A successful invocation of this ritualbrings the dead back to a semblanceof life, though a pale echo at best. The
length of time in nights that the crea-ture remains animate equals the num-ber of successes on the Theban sor-cery roll to create it.
PG 147, V:TR
StigmataCost A crucifix
1 WillpowerInstantDice Pool:
Intelligence + Academics + ThebanSorcery - Subject’s Stamina
The Victim of this ritual must bewithin sight when it is cast. He bleedsfrom the wrists, feet, and side, thetraditional five wounds of Christ.
Mortals suffer one point of lethaldamage per turn from blood loose,while kindred loose one vitae eachturn.
PG 147, V:TR
TransubstantiationCost A drop of liquid gold
1 WillpowerInstantDice Pool:
Intelligence + Academics + ThebanSorcery - Subject’s Stamina + BloodPotency
The Character transforms one sub-stance into another. It can be waterinto blood, for example or a tree
branch into a snake. Or a person intosalt. The object becomes a perfectlynormal, mundane version of whateverit is.
PG 148, V:TR
Wrathful JudgmentCost eye or hand of the casterInstantDice Pool:
Intelligence + Academics + Theban
Sorcery - Subject’s Stamina
This ritual metes out divine punish-ment by turning a Kindred’s ownvitae into fire. The sorcerer chargesthe ritual with multiple willpowerpoints, each point of will power in-
vested can deal one point of aggra-vated damage to the subject and con-sumes one vitae.
PG 148, V:TR
Blood Seeps Slowly
The Dragon’s undead body doesn’tdemand as much Vitae to animateitself as do t hose of other, less enlight-
ened kindred. The player need spendonly one vitae for his character towake for a number of nights equal tothe vampires resolve. So a kindredwith Resolve of 2 looses a vitae everyother night for rising.
PG 149, V:TR
Theban Sorcery Theban Sorcery Theban Sorcery Theban Sorcery Theban Sorcery
Theban Sorcery Theban Sorcery Theban Sorcery Theban Sorcery The Coil of Blood
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Blood of Beasts
No mater what the vampire’s BloodPotency is, she can take sustenancefrom animals and humans.
PG 149, V:TR
Perspicacious Blood
The Character gains three vitae forevery two vitae she takes from a hu-man, and receives double vitae con-sumed from kindred or other super-
natural vessels.
PG 149, V:TR
Conquer the Red Fear
The Character gains +2 bonus to resistfear frenzy triggered by fire orsunlight. Fear frenzies triggered by
other stimuli occur as normal.
PG 149, V:TR
Surmounting the Daysleep
The player can spend a willpowerpoint for the character to remain
awake for an entire day without pen-alty (though the character must stilltake precautions to remain out of thesunlight and “waking” the next nightstill costs a vitae) dice pools duringthe day are still limited by humanity
(see p. 184, V:TR) if the characterdoes sleep and disturbed add threedice to the players wake-up roll.
PG 149, V:TR
Sun’s Forgotten Kiss
Sunlight at twilight and dawn causesonly bashing damage to the Dragon,rather than aggravated. After the sunhas fully risen, however, its rays causeaggravated damage as usually.
PG 149, V:TR
Chastise the Beast
The player spends a willpower pointfor his character to resist a frenzy of
any kind automatically. The playermay choose to roll Resolve + Com-poser as usual for his character toresist frenzy, spending the willpoweronly if the roll fails.
PG 149, V:TR
Lure the Beast
“Riding the wave” des not cost awillpower point, and it requires a base
of only three successes, not five. Allother rules still apply
PG 150, V:TR
Exhaust the Beast
The Character may spend an hour pernight in frenzy (usually doing so
under controlled conditions such as ina locked room or far from mortals).For the rest of the night, the characterdoes not enter frenzy unless shewishes to do so, no mater how strongthe trigger is.
PG 150, V:TR
Knowing the StrangerAuspex, ObfuscateContested, Resistance is reflexiveDice Pool:
Intelligence + Empathy + Obfuscate
versusResolve + Blood Potency
The familiar stranger is a versatile anduseful ability, but its use becomesperilous when the vampire has no idea
who he should be impersonating.Knowing the stranger allows the char-acter to discern in advance who thetarget most expects.
PG 150, V:TR
Arcane SightAuspex, CruacInstantDice Pool:
Wits + Occult + Auspex
Those who know this devotion havelearned how to expand their mysticalsight. Rather than sensing patterns of emotions as with aura perception, theuser sees the ebb and flow of magical
power, and can learn a variety of information.
PG 150, V:TR
The Coil of Blood The Coil of Blood The Coil of Banes The Coil of Banes The Coil of Banes
The Coil of Beast The Coil of Beast The Coil of Beast
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Body of WillResilience, Vigor
ReflexiveDice Pool:
Composure + Athletics + Resilience
Each Success gained on the activationroll allows the character to ignore anycurrent wound penalties as well as anypenalties he acquires from newwounds, for one turn. Therefore, if
three successes are rolled the charac-ter is wound-penalty free for the dura-tion of the turn and for two turnsthereafter.
PG 151, V:TR
Instantaneous TransformationCelerity, ProteanReflexive
Dice Pool:Stamina + Survival + Protean
Success on the activation roll indi-cates the character transforms into analternate shape instantly — so fast infact, that he may still take a normalaction in that turn
PG 151, V:TR
DiagnoseInstantDice Pool:
Intelligence + medicine + Cachexy
Probably the most important power of this discipline, diagnose helps morbusvampiresidentify suitable vessels fromthe throngs of the kine. The powerreveals the tain in someone’s blood asit moves through his body. A morbuscan also use diagnose to identify
kindred who’ve been feeding ontainted blood (and weather thosekindred are morbus)
PG 249, V:TR
ContaminateCost 1 VitaeInstantDice Pool:
No roll required to activate this power
Contact with the blood of a morbusmight result in infection from what-ever diseases he has sampled, but thispower ensures it., reflexive staminaroll to resist the disease.
PG 249, V:TR
Veridical TongueDominate, MajestyInstantDice Pool:
Presence + Subterfuge + majesty -
Composure
With this power, a character is able toshift through the tide of kindred liesby rendering the subject unable to lie,if the roll is successful, the target mustspeak the truth for a number of turns
equal to the successes gained.
PG 153, V:TR
Touch of DeprivationAuspex, DominateContested, Instant if willi ngDice Pool:
Intelligence + Medicine + Auspex
versusResolve + Blood Potency (if unwill-ing)
With a simple touch, the kindred cantemporarily shut down one on thevictim’s five senses. Some kindred
have been known to use this power onallies in a crisis, if the roll is success-ful, the target has one of her sensesshut down for a number of turns equalto successes gained.
PG 153, V:TR
Quicken SightAuspex, Celerity ReflexiveDice Pool:
No roll to invoke
With this power, the kindred is able tocombine her heightened senses andsuperhuman reaction time. Any timethe character wishes to observer,follow or examine something that
moves too quickly to follow withnormal sight, the player may add fivedice to a wits + composure roll whilethis devotion is active.
PG 152, V:TR
Partial TransformationProtean, ResilienceInstantDice Pool:
This power involves no roll to invoke
With this power, any vampire is capa-ble of assuming a bestial or inhumanshape may choose to stop the processpart way through, granting herself a
single aspect or trait of the animal,nose of a wolf, wings of a bat or bird.
PG 153, V:TR
Lessons in the SteelAuspex, Resilience
InstantDice Pool:
Resolve + Investigation + Resilience -Opponents Resolve
Some rather intrepid kindred developthe ability to gain insight into a foe’scombat prowess by willingly subject-ing themselves to opponents’ attacks.Upon suffering at least one point of
damage of any type the vampire maymake a roll to determine the combatabilities of his opponent.
PG 151, V:TR
Iron FacadeObfuscate, Resilience
InstantDice Pool:
Intelligence + Survival + Obfuscate
With a successful invocation roll, thecharacter can hide the full extent of hisinjuries. Wounds are invisible and hedoes not appear to slow down, limp orgrow weary. Iron Façade does not
actually heal any wounds or reducedice pool penalties.
PG 151, V:TR
Ca c hexy Ca c he xy
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InflameCost 1 vitae
InstantDice Pool:
Wits + Survival + Cachexy -subject’s stamina
Once a morbus successfully infects avictim, or identifies a pre-existingdisease with diagnose, he can call outto it with the power of his blood. Thecharacter inflames the victims condi-
tion temporarily inflicting a – 2 modi-fier to all the victims rolls for a num-ber of turns equal to the successesrolled.
PG 249, V:TR
Plague BearerCost 1 Vitae per turn
InstantDice Pool:
Intelligence + Medicine + Cachexy
By concentrating and burning theblood within himself a morbus canspread one of the diseases that hecarries to a crowd of unsuspectingvictims, the morbus infects up to threemortals or one kindred per success.
Another vitae may be spent each turnafter the initial turn to infect the samenumber each turn thereafter.
PG 250, V:TR
Accelerate DiseaseCost 1 willpower
InstantDice Pool:
Wits + Survival + Cachexy -subject’s Stamina
The morbus inflames a disease bycalling on the power of his taintedblood and its sympathy with that of the victim. Each success automaticallyinflicts a lethal point of damage to the
victim.
PG 250, V:TR
Moonlight PreservationCost 1 Vitae
InstantDice Pool:
Composure + Medicine + Getsumei
Moonlight preservation, magicallypreserves a corpse for a period of onemonth per success rolled. After thetime is up, the character must use the
power again. This does not repairdamage done to a corpse.
PG 251, V:TR
Crow’s Harvest InstantDice Pool:
Wits + Investigation + Getsumei
This power allows a burakumin tostare into the eyes of a corpse and seereflected there the last thing the deadman witnessed.
PG 251, V:TR
Corpse SkinCost 1 VitaeInstantDice Pool:
Stamina + Athletics + Getsumei
The kindred slices a token of acorpse’s flesh and uses it to mysticallyenhance his physical resistance. Thecharacter suffers a – 1 penalty on allpresence and manipulation based rollsin exchange, the character receives the
benefit of temporary armor. 1 persuccess rolled.
PG 251, V:TR
Channel of Hasu-KoCost 1 Vitae InstantDice Pool:
Dexterity + Crafts + Getsumei
This power enables a character toconstruct a tiny, autonomous servitorfrom the bodies of dead men. Theseservitor appear as grotesque insects ordeformed homunculi, and can beuseful as spies.
PG 252, V:TR
Convocation of HotokeCost 1 Vitae + 1 Willpower min.InstantDice Pool:
Intelligence + Occult + Getsumei
With this power the kindred can com-mand a number of dead bodies to riseand perform relatively simple func-tions. The character animates onecorpse per success on the activation
roll, provided there are enough around
Requires 1 willpower point to be spentto change the orders given after theyhave been raised.
PG 252, V:TR
Ca c hexy Ca c hexy Ca c hexy Getsumei
Getsumei Getsumei Getsumei Getsumei