disciplines business card size

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Heightened Senses Instant Dice Pool: Typically none. (Wits + Composure + Auspex) When the power is activated, all of the vampires senses sharpen to a razor’s edge, effectively doubling both range and 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 Angry Bright Red Obsess ed Bright Green Bitter Brown Sad Silver Calm Light Blue Spiritual Gold Compas- sionate Pink Suspicious Dark Blue Conserva tive Lavender Confused Shifting Depressed Gray Daydreami ng Flickering Desirous/ Lustful Deep Red Diablerist Bla ck Veins Distrustful Light Green Dominated Muted Envious Dark Green Frenzied Rapid Shifting 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 Obedience Instant Dice Pool: Presence + Animal Ken + animalism - animals Composure The kindred’s connection with his own feral nature now allows him to command beasts, no longer need he beg, threaten or cajole animals into doing his will. He demands and they obey as best they can. Requires eye contact as feral whispers. PG 116, V:TR Feral Whispers Instant Dice Pool: Manipulation + Animal Ken + animal- ism The kindred with this ability has learned 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 cannot be effected. PG 115, V:TR Animalism Call of the Wild Cost 1 Vitae Instant Dice Pool: Presence + Animal Ken + Animalism The kindred is so fully in tune with her own beast that she an call out in a feral voice, that beckons all creatures of a specific type any animal of that sort within a given area is compelled to respond. PG 116, V:TR Animalism Subsume the Lesser Spirit Cost 1 Vitae Instant Dice Pool: Manipulation + Animal Ken + Ani- malism By locking eyes with an animal, a vampire may psychically enter the creatures body and possess it as though it were his own, the animals own mind and instincts are completely subsumed, allowing the kindred free reign to take whatever actions he chooses. The vampires own body falls into a torpor-like state. PG 117, V:TR Animalism Lashing the Beast Cost 1 Vitae Instant Dice Pool: Manipulation + Empathy + Animal- ism VS Composure + Blood Potency The vampire’s connection with the Best is so powerful that she can ma- nipu late not only the lesser c reatur es around her but her own beast and that of other kindred. This is not overt corol as with Obedience or Dominate Discipline. Rather the kindred learns to rouse the Beast’s instincts, inspiring it. PG 118, V:TR Animalism Telepathy Cost None for mortals 1 willpower unless willing Instant Dice Pool: Intelligence + Socialize + Auspex - Subject’s Resolve At this level of advancement of one’s extrasensory perceptions, a vampire may project his consciousn ess into a nearby individual’s mind.  Costs 1 willpower for a supernatural subject unless the subject is willing PG 122, V:TR A uspex PG 121, V:TR The Spirits Touch Instant Dice Pool: Wits + Occult + Auspex The Kindred’s Powers of perception have progressed to the point that he can pick up psychic impressions from objects by simply handling them for a moment or two. A uspex Aura Pe r ception Instant Dice Pool: Intelligence + Empathy + Auspex - Subject’s composure With this mystic power, a vampire can open his perceptions to the psychic auras that surround all sentient crea- tures. PG 120, V:TR A uspex 

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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