Difference between revisions of "Vampire Rules"

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: Level 3) {{PowerTip|Confess Guilt}}, 1 Blood, Other
 
: Level 3) {{PowerTip|Confess Guilt}}, 1 Blood, Other
 
: Level 4) {{PowerTip|Premonition}}, 1 Blood, Other, 10 minutes
 
: Level 4) {{PowerTip|Premonition}}, 1 Blood, Other, 10 minutes
: Level 5) {{PowerTip|Freeze}}, 1 Blood, Other
+
: Level 5) {{PowerTip|Freeze}}, 1 Blood, Other & {{PowerTip|Elemental Form}}: Fire, 1 Blood, Self, 60 seconds
: Elder) {{PowerTip|Remove Vulnerability}}: Fire, 1 Blood, Self, 1 hour
+
: Elder) {{PowerTip|Remove Vulnerability}}: Fire, 1 Blood, Self, 1 hour & {{PowerTip|Thorns}}: 1 Fire, 2 Blood, Self, 60 minutes
 
: Elder) {{PowerTip|Pathogen}}, 3 Blood, Other, Touch, 10 cards
 
: Elder) {{PowerTip|Pathogen}}, 3 Blood, Other, Touch, 10 cards
 
; Dementation
 
; Dementation

Revision as of 21:14, 31 July 2017

Vampires have been part of a secret society for a very long time. They have their own legal system with laws that supersede the mortal legal system amongst them (since it’s a secret society mortals don’t necessarily know about this). There are two major factions within Vampiric society: The Camarilla, and the Sabbat. A second type of organization exists in that Vampires separate themselves into Clans. You can find significantly more information on Vampiric society in both the source material from White Wolf and on our website.

Advantages to playing a vampire:

  • Fast access to your energy source - Blood. The Kiss covers up your feeding.
  • You may be taught any number of levels at once up to Level 5.
  • May create supernatural blood bonds and create Ghouls
  • May convert blood into health for self and others
  • May reach significantly higher health levels than mortals
  • Native Realm: Realm

Disadvantages to playing a vampire:

  • Costume requirements - you must cover your head (hat or better) and hands (gloves) and as much skin as possible.
  • You have a supernatural beast and are thus able to frenzy, losing control.
  • If you become less human your beast gains control.
  • You cannot be healed by mundane means. Healing potions still affect you.

Building a Vampire

  • Start by following the Universal Character Creation section in the Universal Character Information chapter and then…
  • You may (but do not need to) take the Merit Static Nature for no XP cost at character creation.
  • Choose a Clan (listed below)
  • Choose a Morality (listed below) - most characters should start on Humanity. Fill in 7 dots in that Morality.
  • If you wish to improve your Generation, as per the chart above, locate the Generation merit. Choose a Generation, and then fill in an appropriate amount of Blood Pool on your character sheet.
  • Spend 18 points on Backgrounds. (Mortal Rules)
  • Spend 12 points on Powers (called Disciplines.)
  • Spend 10 points (freebies) anywhere you like on your sheet.
  • Elder Powers cost the same as Level 5 Powers.

When purchasing powers as a vampire, you must purchase them in order. In order to purchase a level 2 power, you must have purchased the level 1 of the same tree. To purchase a level 3 power, you must purchase the level 2 power from the same tree, etc…

Built-In Powers

Vampires come with a set of built-in powers, many of which are detailed below.

  • AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), 1 Blood, Self, 60 seconds
  • Blood BondBlood Bond: Other. Please see the Vampire section for Blood Bonds., 1 or more blood per day, Other, enforced
  • Blood FeedingBlood Feeding: To feed from a target, place your hand on their shoulder and start a 3 count of “biting” - once completed, switch to “Draining blood [n]” where N is the total amount of blood drained so far. You may drain 1 blood per count. If the target can not spend energy as blood then they lose 1 Health per count. You gain 1 blood for each health taken this way; see the Vampire section for exceptions. When feeding from a character's health pool, you may not feed from the same target again for 10 minutes. Feeding from a Changeling causes Enchantment. This effect can be resisted with Willpower. The Changeling player must provide an Enchantment card., No Cost, Other
  • Blood HealingBlood Healing: Vampires may also choose to restore health to another target with their blood. To do so, the vampire must cut themselves - A thrown weapon prop, a bladed weapon prop, or the vampire's fangs may be used for this (call "cutting 1, cutting 2, cutting 3" regardless of the implement, while pantomiming the action); you will take no damage from this process. Begin using the sig call "Giving Health" to heal the target by 1 for each blood given. Although conscious targets may choose to reject this health, unconscious targets must accept it. Successfully giving health this way incurs a Blood Bond. A target in the Dying state may have life restored to them through this mechanic. If they do you may choose to keep them Unconscious until awakened by any player (no damage required, roleplay shaking or otherwise trying to awaken them) or for 10 minutes, whichever comes first (notify the player). You may give blood above someone's maximum health, though they will not receive health above their maximum. More than 1 health in 10 minutes to a single mortal target will create a Ghoul; more than five in a single blood healing will cause the Embrace. Out-of-game consent is vital before taking these in-game actions. The player of the vampire is required to warn the player of the mortal about the imminent ghouling/embrace., 1 Blood Per Health, Other
  • Cure AilmentCure Ailment: Remove a single disease or poison effect from the target. If curing a disease effect, the target may destroy any disease cards they have on them. Touching a target while using this power to cure a disease prevents the remaining disease cards from being handed to you., 2 Blood, Self
  • DiablerieDiablerie: Physical. Please see the Vampire section for Diablerie., No Cost, Other
  • Energy to HealthEnergy to Health: While conscious the character may spend any amount of energy to regain the same amount of health. While out of combat you may use this power with no cooldown., Variable, Self, 1x/60 seconds
  • EnrageEnrage: Mental, Instant. If the target is capable of Rage Frenzy, causes the target to enter Rage Frenzy - you will be the first target of their Beast’s onslaught., 1 Willpower, Self
  • GrappleGrapple: Physical, Disable. Touch the target's shoulder, spend energy if required, and call out “Grapple,” the target becomes grappled. Neither character in a grapple can use powers that have the Physical tag or do anything to cause damage. A grappled character may break out with a 10 count of "breaking free". If you remove your hand from the grappled character's shoulder this also breaks the grapple., No Cost/1 Blood, Other, No Cost when used out of Combat, 1 Blood when used in combat
  • The KissThe Kiss: While feeding from a target, state "Invoking Kiss". The target should feel a sense of euphoria and will forget the 30 seconds before you began feeding and the time it takes you to feed. While under the effects of this power the target cannot act on their own. They cannot move, use powers, skills, or speak to anyone except you - if speaking to you, they must speak in a near-whisper. They will remember a pleasant sensation, but will not necessarily know why., No Cost, Other, after "Biting 3"
  • After 10 minutes in the Dying state you may spend 1 Blood to regain 1 Health.
Vampire Pools
Blood' - This is the Vampire Energy pool - use this to power your Disciplines.
Ritual and Fetish Access
Vampires with Thaumaturgy, Necromancy, or Ritemaster of the Sabbat have access to Rituals. Other Vampires do not. All vampires may use blood-fueled Fetishes.
Learning Non-Innate Disciplines
You may learn any level of a Discipline Tree using the rules found in the section: “teaching and learning non-innate powers, skills, abilities, and techniques”. Each level requires a teacher, however vampires may specify any number of levels being taught at once up to Level 5. Elder Powers must be taught individually.
Power Interaction: Maximum Health Gains
When purchasing powers, whenever an Innate Tree reaches Level 5, you gain 1 maximum health.
Frenzy

Vampires have two types of Frenzy: Rage and Hunger.

Rage Frenzies are generally caused by the Enrage power but can come from other sources. When a character enters a Rage Frenzy they gain an instant level of Augment and become immune to Mentals except for Quell Beast. While in this state you cannot use active resists, Mentals, or Status powers, but can use any other powers on your character sheet. While in Frenzy you may not choose the targets of your wrath, you simply attack your nearest possible target. If you do not have a weapon or brawl boffers you may instead choose to behave like an aggressive beast. Upon entering Frenzy it is recommended that if you have a form power you enter it. You may enter any Form you have once for no additional cost when entering Frenzy. This effect lasts 60 seconds.

Hunger Frenzies are caused by reaching 0 blood. Once this occurs, you will attempt to obtain blood at all costs. When a character enters a Hunger Frenzy they gain an instant level of Augment and become immune to Mentals except for Quell Beast. While in this state you may not use active resists, Mentals, or Status powers, but can use any other power that does not require blood expenditure. You will defend yourself, and may attack any character who contains blood or health. If you are able to feed from a willing target you may do so. You will attempt to feed from a living target until your blood pool is full, regardless of the target’s state of health. If you are unable to find a willing target, you must attack the nearest target until you reduce them to 0 health, then attempt to feed from that target. A dying target still has blood in their body, even if they have no remaining health (note, they do not necessarily have a Blood Pool) and only a Hunger Frenzying Vampire can draw this out. As soon as you complete the 'biting 3' count when feeding from a dying target you will gain a single point of blood and the Frenzy effect will end. You may also attempt to grapple-feed, as described later in this chapter.

Costume Requirements and Exposure to Sunlight

Vampires are creatures of the night and outside of our bizarre little town cannot walk in sunlight. Here, for whatever reason, daylight will not kill them instantly - it can, however, cause damage and agonizing pain. Unless you are wearing something that covers as much of the head as a wide brimmed hat, a long sleeve shirt (thin materials are fine), full length pants, and gloves or other covering that at least covers the palm and top of the hand, being in direct sunlight will cause Exposure Damage. This damage is considered aggravated. For purposes of costuming, you may have a gap of no greater than 2 inches between any two pieces of clothing without burning to death in sunlight (for example, between gloves and sleeves.)

Blood Feeding

When vampires feed from targets that can not use the blood energy type, they feed from the health pool of those targets - after all, blood is health for most life on earth. On the other hand, feeding from a target that can spend Energy as blood will drain from the Energy pool before it drains from the health pool. When feeding, the return is always 1 blood drained to 1 blood regained except when feeding from Shifters or Ghouls (see below).

Shifters with rage pools feed at double density - 1 blood drained becomes 2 blood in system, however vampires will automatically frenzy from this feeding. The frenzy can be resisted with willpower. Similarly, ghouls feed you at a double density rate as long as you are feeding from their energy pool but do not cause the frenzy effect. Once you reach and start feeding from health, the rate becomes the normal drain rate of 1 blood per health drained. The downside to feeding on ghouls is that you cannot feed blood to and from the same ghoul target in a 1 hour period. Ghouls also receive 2 effective blood for every 1 point of blood you feed them.

Without a specific power you cannot drain blood while in Astral. Additionally, you can never drain Wraiths or Gaian Spirits in the Umbra of blood; they don't have any, they're non-substantial. Once a Wraith or Gaian Spirit materializes in the Realm, they have a corporeal body, blood and all.

The Kiss

While feeding from a target, that target may be placed in a state of bliss where they forget the feeding. Be sure to call “Invoking Kiss” while feeding.

Vampires and Grapple

A vampire grappling another character may make the biting call. The Kiss will make the target forget the duration of the grapple as well as the normal feeding time.

Blood Healing

Vampires may also choose to restore health to another target with their blood. To do so, the vampire must cut themselves - A thrown weapon prop, a bladed weapon prop, or the vampire's fangs may be used for this; (call “cutting 1, cutting 2, cutting 3” regardless of the implement, while pantomiming the action) you will take no damage from this process. Then follow the rules for the Blood HealingBlood Healing: Vampires may also choose to restore health to another target with their blood. To do so, the vampire must cut themselves - A thrown weapon prop, a bladed weapon prop, or the vampire's fangs may be used for this (call "cutting 1, cutting 2, cutting 3" regardless of the implement, while pantomiming the action); you will take no damage from this process. Begin using the sig call "Giving Health" to heal the target by 1 for each blood given. Although conscious targets may choose to reject this health, unconscious targets must accept it. Successfully giving health this way incurs a Blood Bond. A target in the Dying state may have life restored to them through this mechanic. If they do you may choose to keep them Unconscious until awakened by any player (no damage required, roleplay shaking or otherwise trying to awaken them) or for 10 minutes, whichever comes first (notify the player). You may give blood above someone's maximum health, though they will not receive health above their maximum. More than 1 health in 10 minutes to a single mortal target will create a Ghoul; more than five in a single blood healing will cause the Embrace. Out-of-game consent is vital before taking these in-game actions. The player of the vampire is required to warn the player of the mortal about the imminent ghouling/embrace. power. Although conscious targets may choose to reject this health, unconscious targets must accept it. Successfully giving health this way incurs a Blood Bond (see below). A target in the Dying state may have life restored to them through this mechanic. If they do you may choose to keep them Unconscious until awakened by any player (no damage required, roleplay shaking or otherwise trying to awaken them) or for 10 minutes, whichever comes first (notify the player). You may give blood above someone's maximum health, though they will not receive health above their maximum.

Blood Bond

Blood bonds are a type of supernatural bond between a vampire (called a regnant) and another being (called a thrall). Even a vampire may be blood bonded to another vampire.

  1. Taking a vampire's energy, even a single point, initiates a blood bond - the one giving blood is the regnant, the one receiving blood is the thrall.
  2. Being given health by the call "giving blood", even a single point, initiates a blood bond. A target must either be unconscious or willing in order to be given health this way.
  3. The vampire player *must* state that the bond has been initiated upon the first point of blood given.
  4. There are 3 levels of Blood Bond. All last until the end of the following game unless otherwise broken, and at that point they decrease one level. Only one step may be added per game day.
    • The first level is a minor, or "1-step," bond. A minorly bound character should be mildly infatuated with their regnant and will not refuse blood given by them again. A character may spend 1 willpower to resist taking blood from the regnant for 24 hours. If they were conscious when they were originally given blood, they will remember the event, and there is nothing to prevent them from talking about it. If they have reason to believe that their regnant may be harmed they may act to protect the regnant.
    • The second level is a major, or "2-step," bond. A majorly bound character should be in love with their regnant and will not refuse blood given by them again. A character may spend 2 willpower to resist taking blood from the regnant for 24 hours. A major bond is incurred by giving blood to the target on a different day while the minor bond is still in effect. If they were conscious when they were given blood they will remember the event. They will do as asked, but unless asked/told specifically not to by their regnant they may talk about the feeding - they might not realize there is a problem with doing so. If the bound character has reason to believe that their regnant may be harmed in any way they must attempt to protect the regnant unless ordered not to.
    • The third level is a full, or "3-step," bond. A fully bound character should be absolutely in love with their regnant and may be jealous of attention that their regnant gives to other characters. They will obey orders to the best of their abilities and understanding. A full bond is incurred by giving blood to the target yet again, on a separate day, after they are already majorly bound, and while the major bond is still in effect. A fully bound character will do anything their regnant asks and will easily sacrifice their life to save their regnant's, though they will follow orders to the best of their ability and knowledge.
  5. A full blood bond may be refreshed by the regnant feeding a single point of blood to the thrall. The effects last until the end of the following game.
  6. A thrall may be subject to major and minor bonds from any number of sources, but may have only one full bond at a time. To change the regnant they are fully bonded to a thrall must reduce their full bond to a major bond (by not consuming any blood from their regnant for an entire game), and then acquiring a new full bond the following game.


Diablerie

Immortal souls are tasty. So tasty, in fact, that there’s a mechanic for eating them. Among Vampires, the act of devouring another Vampire’s soul is called Diablerie. To commit this heinous act, one must reduce their target vampire to 0 health and 0 blood. At this point you need to start sucking out the soul (remember, it’s tasty!) - use the call “Devouring Soul 1, Devouring soul 2 … Devouring Soul 10” - at the end of this 10-count the target immediately dies - they should head to ST camp to NPC or build a new character. You should head down there soon afterward (finish any scenes that you must on the way) - you get some stuff for eating a tasty soul. If the target was a lower generation than you then you get two options - you may either improve your generation by 1 or you may choose to take a level in one of their innate disciplines without finding a teacher and for the innate cost. You may learn up to 2 additional levels of this discipline at non-innate costs without a teacher. You cannot exceed your Generational Power capacities. If they are not a lower Generation, you only have the power option. You can choose to take neither benefit. In case I hadn’t mentioned it already though, souls are tasty. Note down the Diablerie on your character sheet, and pay attention to your morality… you may have just lost some. Ask the deceased what their Maximum Willpower was - if it was equal to or higher than yours, gain a permanent Derangement flaw.

Morality Paths

Vampires constantly struggle with their Beast - the side of themselves that comes out during a Frenzy. A monster with no control and nothing but the instinct to feed, kill, repeat, driving it. In order to retain control, they choose a path of morality to help tie them to their conscious selves.

Losing Morality

When a character commits a sin against their Path they have 1 hour to spend 1 willpower and begin to roleplay contrition, or they lose 1 Path. Path can only be lost in this way once per game, however, for every act that a character commits below his new sin level the character must feel contrition for the remainder of the game. At game down, players who lost Morality are expected to leave a 3x5 in the check-out box stating their name, the date, their character's name, the name of their Path, and the new Path value. Once your Morality reaches 3 or fewer you gain an uncleansable subtle wyrm taint. If your morality raises above 3 again, this additional level of taint goes away. If your Morality reaches 0, you become a Wight and enter a Rage Frenzy that cannot be ended in any way, even due to time. If you manage to get out of combat, head down to ST camp and trade your character sheet in. Be ready to change to another character should your vampire become a wight - the character becomes unplayable and will likely not live much longer.

Gaining Morality

A player may purchase morality back for 3 XP per morality point, however we expect players to only do this if they feel they have played up higher morality than their current level. You may only purchase one point of morality per game.

Switching Morality Paths

A character may change paths once they reach a path rating of 2 on their current path. They must find a teacher for the new path and spend 2 games learning the new path. For each game, the teacher must submit a 3x5 card at end of game stating their name, the date, their character’s name, “Teaching” and the name of their Path, the name of the learning player, and the name of the learning character. Check-in must receive two of these on separate dates in order to complete a path change. Paths aside from humanity all come with an uncleansable subtle taint. The type is defined next to the description of each path below.

Sins of the Path of Humanity
10 - Selfish Thoughts
09 - Minor selfish acts
08 - Injury to another, including in self defense.
07 - Theft
06 - Accidentally drinking a vessel dry
05 - Intentional property damage
04 - Manslaughter, killing a vessel in hunger frenzy
03 - Murder, savored exsanguination
02 - Casual murder, overfeeding, etc...
01 - Utter perversion or heinous acts

Vampire Moralities - See Vampire Moralities on the wiki at https://darkprospects.us/moralities .

  • Path of Blood - +1 permanent wyrm taint - Usually taken by the Assamite clan, this path is about honor, obligation, and Caine.
  • Path of Bones - +1 permanent wyrm taint - Converts are nearly religious in their behavior, they believe death is something to respect and study, rather than a punishment. They do not seek their own death, but to learn from the deaths of others, and when death comes they must not hide from it.
  • Path of Cathari - +1 permanent wyrm taint - Converts to this path live life to the fullest, ignoring obligation and going to extremes. They operate on instinct and should not behave like normal humans.
  • Path of the Feral Heart - +1 permanent wyrm taint - Converts believe you need to work with your Beast rather than against it in order to truly progress as a Vampire. They operate on Instinct and should not behave like normal humans.
  • Path of Honorable Accord - +1 permanent weaver taint - Duty and Honor are major elements in this path.
  • Path of Night - +1 permanent wyrm taint - This path is about being a superior hunter. One must never feel guilty or weak when one is the greatest hunter of all.
  • Path of Paradox - +1 permanent wyrm taint and +1 permanent wyld taint - A path dedicated to serving the self and denying others their realities.
  • Path of Power and the Inner Voice - +1 permanent weaver taint - A path dedicated to gaining and maintaining power as well as respecting order.
  • Path of Typhon - +1 permanent wyrm taint - Usually taken by the Setite clan, this path is dedicated to corrupting others and thus bringing about the resurrection of their Patron, the god Set.


Generation

The default Generation at Dark Prospects is 12. The 11-13th Generation flaws, the 13th Generation Technique benefit, and the 8th Generation Techniques flaw apply to your character creation points and XP spent. All other benefits and flaws apply only to XP spent, not to free character creation points.

Generation Benefit Flaw
13th Prices for all Abilities and Skills are reduced by 1. You may start with the first level of 1 Technique for free. Starting Blood Pool: 10 You may only have 2 of your clan’s innate disciplines and start with only 8 points for powers.. May not access Elder Powers.
11th-12th Standard prices for Abilities, Techniques, Skills, and Powers. Starting Blood Pool: 10 May not access Elder Powers.
9th-10th You may access one Innate Elder Power in each tree. Starting Blood Pool: 11 Costs for Rank 4 and 5 Skills and Techniques increase by 1. Cost for all Abilities increase by 1.
8th You may access both Innate Elder Powers in each tree. You may additionally access one Non-Innate Elder Power in each tree. Starting Blood Pool: 12 May not purchase Techniques. Costs for all Skills and Abilities are increased by 1. If you become this Generation during gameplay then you may receive a refund for Techniques you had previously.

The Clans

The Common Clans

Brujah
Disciplines: Celerity, Potence, Presence
Weakness: Short Fuse - You must take the Short Fuse flaw for no cost benefit.
Clan Brujah are known for philosophy, grace, and quick tempers. They go back and forth between being referred to as “scholars” and “brawlers” as a clan, and can often be both.
Gangrel
Disciplines: Animalism, Fortitude, Protean
Weakness: Beastial Traits - Every third frenzy Gangrel must add a new animal trait to their game makeup
Clan Gangrel are closer to their Beasts than most clans, they are famous for their unique Discipline of Protean and often act as soldiers for their sect.
Lasombra
Disciplines: Obtenebration, Dominate, Potence
Weakness: Light averse - Exposure damage from sun sets in after 10 seconds.
Clan Lasombra is known for their love of darkness and thus their Obtenebration discipline. They often aim for positions of leadership among other Kindred, which causes conflict between them and the Ventrue.
Malkavian
Disciplines: Auspex, Obfuscate, one of Dementation or Dominate
Weakness: Cracked - All Malkavians must take at least one Derangement Flaw for no cost benefit. This derangement can never be bought off.
Clan Malkavian are collectively insane. They can take advantage of this through the Dementation discipline, but for the most part they are known to be ‘pranksters’ - often with rather dark pranks.
Nosferatu
Disciplines: Animalism, Obfuscate, Potence
Weakness: Hideous - Nosferatu are expected to wear makeup that makes them either look diseased or disfigured. This is considered a costume requirement.
The Nosferatu are horribly cursed by their appearance. That doesn’t stop them from being known as some of the best spies in Kindred society.
Toreador
Disciplines: Auspex, Celerity, Presence
Weakness: Artistic Trance - The first time a Toreador experiences a new piece of art they become Frozen (unable to move or act) for 60 seconds while they study it. Being attacked or physically moved will break this effect.
The Toreador are usually beautiful and seductive. They also tend toward making and maintaining art and will latch onto other artists.
Tremere
Disciplines: Auspex, Dominate, Thaumaturgy: Path of Blood
Weakness: Initiation - One-step bound to Clan Tremere. Tremere override the Unbondable Merit.
Clan Tremere are the wizards of Kindred society - they have an odd internal structure that is very rigid, involving rank and magic and blood… it’s all very interesting.
Tzimisce
Disciplines: Animalism, Auspex, Vicissitude
Weakness: Tied to the Land - must keep 2 “Earth Fetter” jars with them. If they are without either of them for 24 hours their health pool halves. Without both, their health pool is reduced to one quarter.
The Tzimisce are an atrocity - their unique discipline, Vicissitude is based around the concept of modifying the physical form, molding it into whatever they like. Beneath a pleasant exterior, they are usually cold and lifeless.
Ventrue
Disciplines: Dominate, Fortitude, Presence
Weakness: Prey Exclusion - You must take the Prey Exclusion flaw for no cost benefit.
They call themselves the Clan of Kings - and their disciplines are pretty obviously aimed in this direction. The Ventrue tend toward natural leaders and perform that role somewhat regularly.
The Rare Clans
Assamite (Warrior)
Disciplines: Celerity, Obfuscate, Quietus
Weakness: Blood Addiction - Must ingest 1 point of blood from another vampire every game. If they fail to do so, they may not spend blood or willpower until they do. If a power would reveal diablerie they must answer yes even if they have never committed that sin.
Historically the Warriors were defenders of their Clan’s homeland. As the Assamites have pushed their way out into the world, they tend toward the heavy lifting of assassinations.
Assamite (Sorcerer)
Disciplines: Obfuscate, Quietus, Thaumaturgy: Elemental Path
Weakness: Blood Addiction - Must ingest 1 point of blood from another vampire every game. If they fail to do so, they may not spend blood or willpower until they do. If a power would reveal diablerie they must answer yes even if they have never committed that sin.
The Sorcerers are seekers and keepers of mystery - always looking for the next mystical secret. They are also quite secretive themselves - they will not admit to their existence.
Assamite (Vizier)
Disciplines: Auspex, Celerity, Quietus
Weakness: Blood Addiction - Must ingest 1 point of blood from another vampire every game. If they fail to do so, they may not spend blood or willpower until they do. If a power would reveal diablerie they must answer yes even if they have never committed that sin.
Viziers tend to the mortal herd, caring for them, teaching, and learning. They are fairly rare outside of their homeland and will not admit to their existence.
Daughters of Cacophony
Disciplines: Fortitude, Melpominee, Presence
Weakness: Schizophrenic - Must take the schizophrenia derangement for no cost benefit.
Suspected to be a bloodline of either the Toreador or the Malkavians, the Daughters tend toward song and beauty, but with that they bring madness.
Giovanni
Disciplines: Dominate, Necromancy (Any Path), Potence
Weakness: Painful Feeding - The Giovanni may not induce The Kiss while feeding.
The Giovanni are a family as much as a Clan - they are the usurpers who stole the gifts of the blood from Clan Cappadocian and are obsessed with death.
Ravnos
Disciplines: Animalism, Chimerstry, Fortitude
Weakness: Derangement: Compulsion for a specific criminal activity
Clan Ravnos are known as tricksters and criminals - for a reason. More often than not though they look to introduce others to their deepest desires.
Salubri
Disciplines: Auspex, Fortitude, Obeah OR Valeren
Weakness: Bad Blood - Feeding from an unwilling target causes 1 damage to the Salubri per blood taken.
Clan Salubri are mostly extinct, thanks to the Tremere. You see, the Tremere diablerized their clan’s progenitor and made it worse by claiming the entire clan were demons and must be murdered. Not true, of course.
Samedi
Disciplines:Fortitude, Obfuscate, Thanatosis
Weakness: Rotting Flesh - You are expected to wear makeup that represents your body decaying, greenish gray with patches of red. This is a costume requirement.
The Samedi are a group of vampires in a constant state of decay. They resemble zombies and have a much closer relationship to death than other vampires.
Setite / Follower of Set
Disciplines: Obfuscate, Presence, Serpentis
Weakness: Light averse - Exposure damage from sun sets in after 10 seconds.
Setites are corrupters and looking to do whatever they can to bring their clan’s Patron, the god Set, back to this world from wherever he is.

Other Vampires

Caitiff
Disciplines: Any 3 of the following; Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, Presence
Weakness: Hard Learners - Innate Power Trees cost 1 more than normal
Caitiff are the riffraff - for whatever reason their blood did not correctly tie itself to a parent clan and they are not technically part of any because of this.
Gargoyles
Disciplines: Fortitude, Potence, Visceratika
Weakness: Stony Flesh - You are expected to wear visibly gray or grayish makeup. This is considered a costume requirement.
Gargoyles were created by Clan Tremere to act as guardians of their weird magical lairs. Most Gargoyles remain slaves to the Tremere, but some few have escaped to become free.

Vampire Powers: Disciplines

Animalism
Level 1) SnarlSnarl: Mental, Signaled, Disable. Hold your arm straight toward a target with your index finger pointed straight down and use the sig call "Snarl: Kneel before me." The target must kneel in place, is unable to attack in any way, and cannot speak louder than a quiet voice unless prompted by the power user. This power additionally ends if the user steps away., 1 Blood, Other, 10 minutes & Sense BeastSense Beast: Mental, Instant, Sensory. Use the sig call "Sense Beast, do you possess a Frenzy mechanic?". Yes answers by the target would include vampires, ghouls, and anyone with a Rage pool (even temporarily). Impostor and other deceptive powers allow a "no"., 1 Blood, Other
Level 2) Quell BeastQuell Beast: Mental, Instant. Use the sig call "Quell Beast, calm your Frenzy" and designate your target. The Frenzy effect is removed from that target., 1 Blood, Other
Level 3) EnrageEnrage: Mental, Instant. If the target is capable of Rage Frenzy, causes the target to enter Rage Frenzy - you will be the first target of their Beast’s onslaught., 1 Blood, Other & ResistResist: You may call resist to the power(s) described on the power descriptor line.: Status, 1 Blood, Self
Level 4) Shared StrengthShared Strength: Grant the allowed power(s) to another target for up to 1 hour unless otherwise specified on the power descriptor line. Shared Strength may only be used to grant one power per use. The cost listed is to use the Shared Strength power itself. You must also pay the cost of the power described. In the ItemMaker, this means the cost of the unmodified item. In a power tree, this is the cost of the power in that tree. If the power is not located in that tree, there is no additional cost. If the power can be used multiple times during that hour, you must spend energy per use you wish to give. Notify the player with sig call: “Shared Strength: [power name] [number] uses [time]”. The target does not *need* to use the power if they do not wish to. You may not give Shared Strength as a power. Shared Strength is freely resistible.: ImmunityImmunity: You are immune to the effect in the title. Immunity effects with durations are exclusive.: Frenzy, 1 Blood, Other, 1 hour
Level 5) Conquer BeastConquer Beast: You may expend energy to resist the Frenzy effect, to exit any Frenzy, or to voluntarily enter Frenzy. If you voluntarily enter Frenzy, you may exit at any time without needing to expend further energy., 1 Blood, Self
Elder) Crimson FuryCrimson Fury: Physical. Upon having your energy drained you may immediately respond with the "Enrage, Frenzy" call to your attacker. The Enrage effect is a Mental, Instant. You may make this call even if you could not otherwise make signature calls (for example, due to The Kiss)., No Cost, Self
Elder) SustenanceSustenance: Physical, Gain additional blood for every 2 blood drained while feeding. This additional blood only applies to actual feeding, not to blood gained through other means. This additional blood rounds down., No Cost, Self, Always On
Auspex
Level 1) Aura SenseAura Sense: Mental, Instant, Sensory. Use the sig call "Sense Aura", you may ask the target their current strongest emotion, if they are supernatural, if they are your Type, if they are under a ritual effect, or if they have any magic items on them., 1 Blood, Other, 60 seconds & Sense ItemSense Item: If you are able to physically read the tag or 3x5 card on an item then you may read and understand its contents. This means that you must be within range to study the item. If you see that an item is tagged and you are standing near the person, you may ask to see the tag. The in-game effect is that the individual sees you staring at their item. A person using this ability is obviously and in-game studying the object in question., No Cost, Self, Always On
Level 2) TelepathyTelepathy: Mental, Special. Use the telepathy hand sign, hand with first 3 fingers closed, thumb and pinky spread. Look into the eyes of your target - the target may refuse Telepathy by simply not returning the gesture for no cost. Speak in a whisper or very soft voice - your target will hear your voice in their mind. Others who see this should ignore your communication., 1 Blood, Other, may use for 10 minutes & ResistResist: You may call resist to the power(s) described on the power descriptor line.: (any Breach power), 1 Blood, Self
Level 3) Cloak SightCloak Sight: Buff, Sight. You may see any individual with the cloak hand sign up who is in a realm you can see; you are are aware they are cloaked, and can target them normally., No Cost, Self, Always On
Level 4) Astral ProjectionAstral Projection: Drop a 3x5 card that states “All who see this card may read it”, [Your name], [Your character's name], and "Astral Projection". Then equip a white headband and travel as normal. While in Astral Projection, you may use any Mental or Status powers against targets in the Umbra but may not attack anyone physically, you also effectively have the Gauntlet Sight power active. If you would take damage from any source, lose 1 willpower instead. If your willpower reaches 0, go out of game, return to your body, then remove any headbands you may have on. You return to consciousness with 0 willpower. You may return to your native realm instantly at any time - there is no energy cost for this. When returning to your native realm, regardless of the reason, go out of game and return to where you left your body card, then remove any headbands you may have on and return to game. While in Astral Projection you may open doors as if in the Realm., 1 Blood, Self
Level 5) ClairvoyanceClairvoyance: Other, Irresistible. As Astral Projection, except that you equip an orange headband and may only visit a character who you believe is friendly to you, a target who you can currently see, or the thing defined on the power descriptor line. You may follow the target, listening and seeing what they do for up to 10 minutes at which point you must return to your body. While traveling to or from the target you may not overhear or oversee events. While this power is active you may not use any powers except for Possessing Heal - you are only able to follow, listen, and watch. This power is not usable in combat., 1 Blood, Self, 10 minutes
Elder) Sap WillSap Will: Status, Instant. Throw a packet with the sig call "Sap 1 Will" - if your packet hits the target the target immediately loses 1 willpower if they have any. This power can be used while in Astral Projection., 2 Blood, Other
Elder) Deep SenseDeep Sense: Mental, Instant, Sensory. Use the sig call "Deep Sense" - you may ask the target three of the following questions: their current Willpower rating, if they are under a Mental Effect, how many ritual effects they are under, if they have Magic Susceptibility, If they have the Infernalist effect on them, or if they are under a Blood Bond, Charm, Love, or Obsession. Shifters, Gaian Spirits, and Kinfolk may ask if the target is Kinfolk. Vampires and Ghouls may ask the target's Path, Path rating, if they have committed Diablerie, or if they are a Ghoul. You may use this power multiple times on a single target to ask 3 questions for each expenditure., 1 Blood, Other, 60 seconds & Sense WatchersSense Watchers: You may see characters in orange headbands who are either following another individual or are stationary. This allows you to see individuals using Clairvoyance or Possession. If a player is out of costume or obviously not playing a character, this power does not allow you to see them. A player wearing an orange headband who is truly out of game (if you're not sure) may clarify their out of game status by flashing or maintaining a second Out Of Game signal., No Cost, Self, Always On
Celerity
Level 1) Hasty EscapeHasty Escape: Cross your arms over your chest in an “X”. As long as you take no action other than moving away from enemy targets as quickly as you safely can you will take no damage. This power has a 1 minute cooldown., 1 Blood, Self, 10 minutes
Level 2) AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), 1 Blood, Self, 10 minutes
Level 3) DisarmDisarm: Physical. Use the sig call: "Disarm, drop your gear", while attacking. You must make a successful attack with this sig call to cause the Disarm. Targets struck with Disarm drop one weapon that is held in hand. If they have a second weapon and are struck with a second Disarm, they drop the second weapon. The same holds true for shields or magical weapons. If specified on the command line, you may call "Disarm, give me your weapon", instead of dropping, the target should pass their weapon to you.: Melee/Brawl, 1 Blood, Other & ResistResist: You may call resist to the power(s) described on the power descriptor line.: Status, 1 Blood, Self
Level 4) EnhanceEnhance: Increases your damage with bows, firearms, and thrown weapons by 1 to a maximum of 4. This ability stacks with other instances of Enhance, but you cannot use the same source of Enhance twice (each use must come from a different power tree location.), No Cost, Self, Always On
Level 5) CounterCounter: When you are struck by the damage type described you may spend energy to call "Resist, counter [resisted call]", where number is the amount of damage you would have been dealt. Your attacker takes that damage instead of you. This damage cannot be modified and can also be countered back.: Melee or Brawl Damage, 2 Blood, Self
Elder) ProjectileProjectile: Thrown weapons receive all Augment and Enhance bonuses. You must have a thrown weapon or projectile dart/arrow to use this ability. As with both Augment and Enhance, you may not deal more than 4 damage in a single attack., No Cost, Self, Always on
Elder) Flawless ParryFlawless Parry: Hold 2 weapons up in an "X" - you may call "resist" to any damaging attack directed at you. This effect can last no longer than defined on your power descriptor line. You may not attack as long as you are in Flawless Parry. You must have 2 weapons to use this ability., No Cost, Self, 60 seconds, 1x/10 minutes
Chimerstry
Level 1) MonstersMonsters: Mental. Call out "Monsters". The target believes they are surrounded by monsters. They may choose to react by attacking or hiding from them, but will do so indiscriminately., 1 Blood, Other, 10 minutes
Level 2) Trash is TreasureTrash is Treasure: Target may use any single untagged weapon as if it were a basic tagged version of the same item. If another player asks to see or use the item they should note that it lacks a tag and is thus unusable. Gaian Spirits may use any item they bring back with Trash is Treasure in any realm. Firearms still do not work in the Umbra. You may only use any given untagged item once per weekend this way, though it can be used by another person when you’re done. We won’t hold it against you if you accidentally use the same weapon twice because someone hands you something you already used but didn’t realize. Just try to keep it in mind. You may extend the duration of this power to 6 hours with the expenditure of 1 Willpower., 1 Blood, Self, 1 hour
Level 3) DisplaceDisplace: Mental, Instant. After using a power or causing damage to a target, point at a second target and use the sig call: "Displace: They did it" - the target of the original power is affected as though the power or damage came from the second target, even if they might not otherwise be able to sense that a power was used. Any resource or answer is returned to the caster., 1 Blood, Other
Level 4) DaydreamDaydream: Mental. Hand the target a 3x5 card. The first line on both sides should be the word: “Daydream” - this does not count as a word for determining word counts. On one side, describe a dream that character would have. On the other, give a 10 word command. For the duration, the target should attempt to follow that command as long as it does not directly counter their nature. Someone is not likely to attack individuals they consider trusted allies, but they might be unable to attack when they would otherwise be aggressive. If the target is asleep, they may not resist this ability., 1 Blood, Other, 24 hours
Level 5) PremonitionPremonition: Mental. Disable. Call "Paralyze; Premonition." The target is affected by the Paralyze power. Hand the target a 3x5 containing the text: “Premonition” followed by descriptions of ways the character may die - these should be quite grisly. These are the images pouring through the character's mind while Paralyzed. The Paralyze power cannot be used this way without the 3x5 card., 1 blood, Other, 10 minutes
Elder) Ultimate LogicUltimate Logic: Mental, Persistent. After 10 minutes of conversation with a target, use the sig call: "Ultimate Logic: [10 word statement]" - the target believes this statement is true until end of game, or until significant evidence is presented to them otherwise. This effect can be broken by Clarity., 1 Blood, Other, Until end of game
Elder) Truth in LiesTruth in Lies: This power provides a foil to Honesty. When commanded to give an Honest answer through powers or rituals you may answer with a falsehood., 1 Blood, Self, 10 minutes
Daimoinon
Using any level of Daimoinon gives the user the Infernalist effect for 1 hour.
Level 1) ElementElement: Physical. Throw a packet with the sig call: “[name of element] [amount of damage]” (Example: Fire 3). If the element is not defined, you may use any of the 4 Western elements (Earth, Air, Fire, Water) or the five Eastern elements (Fire, Earth, Water, Wood, Metal) - you must choose which elemental system you intend to use before ever using this ability and should not switch between them. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4. 2: Fire, 1 Blood, Other
Level 2) TerrorTerror: Mental. Use the sig call "Terror: Run from me." The target must flee from you and must attempt to remain away from your presence for the duration., 1 Blood, Other, 10 minutes
Level 3) Confess GuiltConfess Guilt: Mental, Instant. Use the sig call: “Confess Guilt”. The target must tell you what their character feels the greatest guilt over in-game., 1 Blood, Other
Level 4) PremonitionPremonition: Mental. Disable. Call "Paralyze; Premonition." The target is affected by the Paralyze power. Hand the target a 3x5 containing the text: “Premonition” followed by descriptions of ways the character may die - these should be quite grisly. These are the images pouring through the character's mind while Paralyzed. The Paralyze power cannot be used this way without the 3x5 card., 1 Blood, Other, 10 minutes
Level 5) FreezeFreeze: Status, Disable. Use the signature call “Freeze” and throw a packet. If successful the target may not move their body for the duration of this power. Characters under this effect may move their head and speak, as well as use mental effects, self powers, and resist powers. Resisted effects will not end this power., 1 Blood, Other & Elemental FormElemental Form: Form. Equip a mask that clearly represents the element you are going to be using. You become immune to all damaging effects for the specified duration and may throw Element 4 for that element at no cost during that time. Call “Immune” when an effect you are immune to is used on you.: Fire, 1 Blood, Self, 60 seconds
Elder) Remove VulnerabilityRemove Vulnerability: The damage type on the Power Descriptor Line may deal no more than 1 damage to you, and no longer applies the Aggravated Damage effect.: Fire, 1 Blood, Self, 1 hour & ThornsThorns: Variable. For the duration of this power, whenever you experience the condition described at the end of the power descriptor line you may reply "Thorns: [Effect]"; the effect will be listed on the power descriptor line. You may filter the incoming strike, but may not resist or immune out of the effect in order to use the Thorns call.: 1 Fire, 2 Blood, Self, 60 minutes
Elder) PathogenPathogen: This ability cannot be resisted, but cannot be used in combat. Call "Subtle Pathogen", then hand your target 10 cards with the following text: "Subtle Pathogen, Disease: Your maximum health is immediately reduced by 2. For the remainder of game you cannot regenerate your own health without energy expenditure, and the Medicine skill will not have an effect. If you have more than one of these cards, hand approximately half of them to the next person who touches you or who you touch. Keep at least 1 card.” The caster of Pathogen is Immune to the Pathogen power for 10 minutes after use and may return any Pathogen cards handed to them during this time., 3 Blood, Other, Touch, 10 cards
Dementation
Level 1) Instill EmotionInstill Emotion: Mental, Instant. Use the sig call "Instill Emotion: [name of emotion]". The emotion becomes the primary thing the character feels, pushing all other emotions to the side. This change in emotion may only be instant, but the effects last until external forces begin to impact that character. Making a character happy may only last until they turn to see their friend bleeding out again. Making a character angry may only last until someone offers them a kindness. , 1 Blood, Other, 10 minutes, Things you can feel passionate about
Level 2) HauntingHaunting: Mental. Use the sig call "Haunting: The Voices Call". For the duration of this power your target must roleplay hearing voices and sounds that aren't there., 1 Blood, Touch, Other, 10 minutes
Level 3) Instill DesireInstill Desire: Mental. Use the sig call: “Instill desire: [an identifiable person or object physically at game]” - for the duration of this power the target will try to obtain that person or object, whatever that means to them. If the duration of this power is 'persistent', you may simplify the sig call to 'Persistent: Desire'., 1 Blood, Other, 10 minutes
Level 4) Mass PowerMass Power: Use the described power(s) as mass powers. Targets should be described on the power descriptor line.: TerrorTerror: Mental. Use the sig call "Terror: Run from me." The target must flee from you and must attempt to remain away from your presence for the duration., 3 Blood, Other (mass), 10 minutes, “All who hear me: Terror”
Level 5) Total InsanityTotal Insanity: Mental, Disable. Touch your target, use the sig call "Total Insanity: Collapse". The target should immediately drop to the ground and gibber or otherwise cease to make any sense. They must remain in this state for the duration., 1 Blood, Other, Touch, 10 minutes
Elder) DerangeDerange: Mental. Give a target an active Derangement for the next 10 minutes. You may choose the Derangement., 1 will, Other, 10 minutes
Elder) Sap WillSap Will: Status, Instant. Throw a packet with the sig call "Sap 1 Will" - if your packet hits the target the target immediately loses 1 willpower if they have any. This power can be used while in Astral Projection., 2 Blood, Other
Dominate
Level 1) CommandCommand: Mental, Signaled, Disable. Use the sig call "Command: [single word]" in conjunction with the command hand signal. The target must attempt to complete the command as given to the best of their understanding. The target must continue to attempt to enact this command for as long as the hand signal is maintained, or until they are out of line of sight from the user. Example commands are: “Dance”, “Duck”, “Come”, “Follow”, “Stop”, "Leave". If the command is nonsensical or impossible to achieve, the target may choose to either attempt to do so anyways, or may stand still and think about how they could do so for the duration., No Cost, Other, 60 seconds
Level 2) ObedienceObedience: Mental. Lasts 10 minutes or until task is completed, whichever comes first. Use the sig call "Obedience: [command less than 10 words]" in conjunction with the command hand signal. The target must attempt to complete the command as given. This power cannot be used to force a character to do anything that would obviously cause them to suffer damage, change their state of consciousness, or prevent them from defending themselves when attacked., 1 Blood, Other, 10 minutes
Level 3) Forgetful MindForgetful Mind: Mental, Instant. Use the signature call “Forgetful Mind” - the target forgets the last 10 minutes of in-game activity., 1 Blood, Other
Level 4) ExtendExtend: This power has two uses. The first will Extend the duration of a power designated on the power descriptor line. Prefix your sig call with "Extend:". Powers modified by Extend may only be used with hostile intent. The alternate usage clears the Extend effect from the target. To use this form, use the sig call "Remove Extend" and designate the target. If the power has more than 10 minutes remaining then the remaining time is halved. Removing an Extend does not remove the effect itself., No Cost, Other, +10 minutes, Dominate powers & TurncoatTurncoat: Mental. Sig Call: "Turncoat, you are my ally" The allegiances of the target switch entirely. The target must attempt to fulfill the goals of the user of this power by whatever means are available. The target must defend and heal the allies of the power user, and attempt to defeat the enemies of the power user to the best of their ability. The target will be inclined to follow the orders of the power user, but will act to the benefit of the power user even when orders and objectives are unclear. This power cannot force a character to directly injure themselves or to kill another fallen character. This power ends when the target is dropped unconscious. After the effect of this power ends, the target may come to the conclusion that their actions were somehow manipulated, but not necessarily how or by whom without reason., 1 Blood, Other, 10 minutes
Level 5) PossessionPossession: Mental. Place your hand on target's shoulder, call "Possession", and if the power is not resisted equip an orange headband, then for the duration you can give simple commands to the target - the target must follow your commands to the best of their ability. If you command the target to do something that would cause them damage they may expend a willpower to resist the command. You may not repeat a resisted command or attempt to circumvent the resisted command. While possessing a target the possessor may use any Mental or Status powers they possess except for Possession or Clairvoyance or any power that crosses the Gauntlet. Powers that have an actual verbal or physical component, such as Command, must be performed by the possessed. Upon crossing the Gauntlet, Possession becomes broken. The possessor is affected by any Mental powers, the possessed is affected by any other powers. You may possess possess a dead or dying target, when doing so, the target's death timer immediately freezes. Since the target has no health at this point, any damage dealt to the target instead harms the possessor., 2 Blood, Other, Touch, 10 minutes, Realm target & ResistResist: You may call resist to the power(s) described on the power descriptor line.: Mental, 2 Blood, Self
Elder) TriggerTrigger: Mental, Special. Instill a trigger in the target with 10 or fewer words. When that trigger condition is met, the target receives the effect described on the power descriptor line. Unless specified in the sig call, this effect cannot last beyond the end of game. The Trigger ends when the triggered power begins.: Body WrackBody Wrack: Status, Disable. Throw a packet with the call "Body Wrack". Your target falls to the ground in agony., 2 Blood, Other, "If you break my [Dominate Power] Irresistable Body Wrack"
Elder) VitalsignsVitalsigns: Mental. You may give a target a different answer to any diagnostic question. Touch the target and state the sig call “Alter Vitals” followed by the status, such as "If asked your health levels, you are at 10." "If asked what happened to you, you fell on a rock." Or even "If asked any diagnostic question, the answer is 'no'". Each imprinted answer incurs the cost. The effect lasts for 10 minutes unless otherwise specified., 1 Blood, Self/Other, Touch, 10 minutes
Fortitude
Each level of Fortitude purchased increases your maximum Health by 1.
Level 1) Hard-to-killHard-to-kill: You may remain in the dying state for up to the duration of this power. Overrides Aggravated Damage., No Cost, Self, 20 minutes
Level 2) ResistResist: You may call resist to the power(s) described on the power descriptor line.: (Physical,Damage,Body Wrack), 1 Blood, Self
Level 3) Health IncreaseHealth Increase: Increase your maximum health by the amount given on the power descriptor line. This ability stacks with other instances of Health Increase, but you cannot use the same source of Health Increase twice (each use must come from a different power tree location.) This power also increases your current health if your current health is at more than half of your maximum pool. 2 + ResilienceResilience: Exposure damage takes 60 seconds between ticks rather than 10, and takes 60 seconds for the first tick rather than 30., No cost, Self, Always On
Level 4) Hardened FleshHardened Flesh: Call "Hardened Flesh" to activate this effect. You may not take more than 2 damage from each hit for the duration of this power., 1 Blood, Self, 1 hour
Level 5) AegisAegis: Physical. Use the sig call “Aegis” and designate the target. Target is immune to all damage and Status for the next 60 seconds and all brawl or melee attacks deal at least 4 damage. Target can still be affected by Mentals, but will not take damage while under their effects. Use the Immune calling rules when struck. Irresistible damage does not penetrate Aegis. This power may not be used for at least 1 minute after the effect ends., 2 Will, Self, 60 seconds, 1x/1 minute
Elder) Remove AggRemove Agg: Use the sig call “Remove Agg” to remove the Aggravated Damage effect from a target., No Cost, Self, 1x/5m, usable while unconscious
Elder) Shared StrengthShared Strength: Grant the allowed power(s) to another target for up to 1 hour unless otherwise specified on the power descriptor line. Shared Strength may only be used to grant one power per use. The cost listed is to use the Shared Strength power itself. You must also pay the cost of the power described. In the ItemMaker, this means the cost of the unmodified item. In a power tree, this is the cost of the power in that tree. If the power is not located in that tree, there is no additional cost. If the power can be used multiple times during that hour, you must spend energy per use you wish to give. Notify the player with sig call: “Shared Strength: [power name] [number] uses [time]”. The target does not *need* to use the power if they do not wish to. You may not give Shared Strength as a power. Shared Strength is freely resistible., 1 Blood, Other, 10 minutes, this tree
Melpominee
Level 1) One Way TelepathyOne Way Telepathy: Make an L shape with your thumb and forefinger, place the thumb at the center of your forehead and point at your target. They can elect to ignore the message if they wish. Speak in a whisper or very soft voice - your target will hear your voice in their mind. Others who see this should ignore your communication., No Cost, 1 other
Level 2) Silent VoiceSilent Voice: Offer a white 3x5 card to a target of your choosing. The target may read the card in its entirety but need not do so immediately upon receiving the card. The card must start with the text: "Phantom Speaker, you hear a voice:" followed by the full text you wish to convey. As 3x5s are not physical objects in the world of our game, the message cannot be intercepted intentionally or otherwise., No Cost, Other, 1 card
Level 3) Instill EmotionInstill Emotion: Mental, Instant. Use the sig call "Instill Emotion: [name of emotion]". The emotion becomes the primary thing the character feels, pushing all other emotions to the side. This change in emotion may only be instant, but the effects last until external forces begin to impact that character. Making a character happy may only last until they turn to see their friend bleeding out again. Making a character angry may only last until someone offers them a kindness. , 1 Blood, Other, duration: "While I sing: Instill Emotion"
Level 4) ParalyzeParalyze: Mental, Disable. Use the sig call "Paralyze" and designate a target. For the duration the target may not move their body. Characters under this effect may move their head and speak, as well as use mental effects, self powers, and resist powers. Resisted effects will not end this power., 1 Blood, Other, duration: "While I sing: Paralyze"
Level 5) Mass PowerMass Power: Use the described power(s) as mass powers. Targets should be described on the power descriptor line.: ParalyzeParalyze: Mental, Disable. Use the sig call "Paralyze" and designate a target. For the duration the target may not move their body. Characters under this effect may move their head and speak, as well as use mental effects, self powers, and resist powers. Resisted effects will not end this power., 3 Blood, Self, duration: "While I sing", “All who hear me” & Mass PowerMass Power: Use the described power(s) as mass powers. Targets should be described on the power descriptor line.: Instill EmotionInstill Emotion: Mental, Instant. Use the sig call "Instill Emotion: [name of emotion]". The emotion becomes the primary thing the character feels, pushing all other emotions to the side. This change in emotion may only be instant, but the effects last until external forces begin to impact that character. Making a character happy may only last until they turn to see their friend bleeding out again. Making a character angry may only last until someone offers them a kindness. , 3 Blood, Self, duration: "While I sing", “All who hear me”
Elder) Shattering CrescendoShattering Crescendo: Physical. For the duration of this power you may throw a damage packet for "2 sonic" once every 5 seconds., 2 Blood, Other, 60 seconds
Elder) Persistent EchoPersistent Echo: Hand a 3x5 card to an individual with the following text: "[name], [delay up to 1 hour], [melpominee power and effect], [duration of song if applicable]" - the target will receive that effect for the duration once the delay runs out., 1 Blood, Other, 1 hour or less

Necromancy - You must reach Level 3 in your first Path before you can purchase a second path. You must reach Level 3 in your second path to take a third. If other paths come into game they may be purchased in this same fashion. You must have a teacher for every level of Necromancy unless Necromancy is innate. This discipline cannot be stolen with Diablerie. Additional paths are purchased for non-innate costs.

The Sepulchre Path (Necromancy)
Level 1) Gauntlet SightGauntlet Sight: Buff, Sight. You can perceive across the gauntlet, into both realms at once. You are aware which side the gauntlet someone is on, or if they're in both. You may not target cross-gauntlet (including sensory powers) without Breach or similar., No Cost, Self, Always On
Level 2) BreachBreach: You may use the described power Cross-gauntlet. Use the sig call “Breach:” preceding your normal sig call. Unless otherwise specified, you may also use the power without the Breach call to use it in your current realm. If the power you are using over Breach has its own cost, you must also pay the cost of that power.: ObedienceObedience: Mental. Lasts 10 minutes or until task is completed, whichever comes first. Use the sig call "Obedience: [command less than 10 words]" in conjunction with the command hand signal. The target must attempt to complete the command as given. This power cannot be used to force a character to do anything that would obviously cause them to suffer damage, change their state of consciousness, or prevent them from defending themselves when attacked., 1 Blood, Other, Cross-gauntlet only, Umbra-only
Level 3) Gauntlet StrikeGauntlet Strike: Physical. You may use your melee or brawl attacks across the Gauntlet. You must call “Gauntlet Strike” before calling the melee attack damage., 1 Blood, Other
Level 4) Summon SpiritSummon Spirit: Mental, Instant. Use the sig call ”Summon Spirits, Appear to me”. Any Umbral Beings in the room are immediately drawn to the caster and made to Appear as with the “Appear” power in the Realm next to the user. An additional point of energy must be spent for each target beyond the first. Targets not naturally from the Realm who are brought into it this way may not use powers except for Astral Projection, Materialize, Shunt (Self), Traverse Gauntlet, or Convergence. Upon being struck by a damaging attack, they take no damage and immediately return to the Umbra. The target cannot deal damage to themselves in this state., 1 Blood, all nearby Wraiths & Induce CatharsisInduce Catharsis: Mental, Instant. Touch your target, call "Induce Catharsis" - if the target is a Wraith or Specter then they immediately enter Catharsis., 1 Blood, Other
Level 5) BreachBreach: You may use the described power Cross-gauntlet. Use the sig call “Breach:” preceding your normal sig call. Unless otherwise specified, you may also use the power without the Breach call to use it in your current realm. If the power you are using over Breach has its own cost, you must also pay the cost of that power.: SoulbindSoulbind: Mental. Your target must be a Wraith, notify them that they are now bound to a card for 10 minutes, place the card. The Wraith must remain within 15 feet of the card for the next hour and cannot pick it up or move it., 1 Will, Other, 1 hour, 15 feet, Cross-Gauntlet & TurncoatTurncoat: Mental. Sig Call: "Turncoat, you are my ally" The allegiances of the target switch entirely. The target must attempt to fulfill the goals of the user of this power by whatever means are available. The target must defend and heal the allies of the power user, and attempt to defeat the enemies of the power user to the best of their ability. The target will be inclined to follow the orders of the power user, but will act to the benefit of the power user even when orders and objectives are unclear. This power cannot force a character to directly injure themselves or to kill another fallen character. This power ends when the target is dropped unconscious. After the effect of this power ends, the target may come to the conclusion that their actions were somehow manipulated, but not necessarily how or by whom without reason., 1 Blood, Other, 10 minutes
The Ash Path (Necromancy)
Level 1) Cloak SightCloak Sight: Buff, Sight. You may see any individual with the cloak hand sign up who is in a realm you can see; you are are aware they are cloaked, and can target them normally., No Cost, Self, Always On
Level 2) VentriloquismVentriloquism: This effect lasts 60 seconds. Use the sig call "Ventriloquism: Repeat after me, [short phrase]". The target must repeat the phrase verbatim in a loud, clear voice. For the remainder of the effect, you need only say “Ventriloquism: [phrase]”, No Cost, Other, Unconscious/Dead/Dying target
Level 3) Soul WalkSoul Walk: Count to 10, then equip a white head band to enter the Umbra. All damage that counts as aggravated to Wraiths counts as aggravated to you. You may return to your native realm instantly at any time simply by removing the head band - there is no energy cost for this., 1 Will, Self, 10 count
Level 4) Umbral BodyUmbral Body: Equip a distinctively orange and white striped headband - you may achieve this effect by twisting your white and orange headbands if you do not have another headband available, as long as the striping is clearly visible and discernible. In addition to the headband, you may optionally wear a green glowstick to help indicate this power in dark conditions. A character affected by this power exists in both the Realm and the Umbra at the same time. Characters who are Native Realm: Realm behave as they normally do in the Realm. Characters who are Native Realm: Umbra behave mechanically as if under the effects of Materialize. Being shunted ends this effect and returns you to your native realm., 1 Will, Self & Break CatharsisBreak Catharsis: Mental, Instant. Use the sig call "Break Catharsis" and touch the target. If the target is in Catharsis, they immediately exit the Catharsis state., 1 Blood, Other
Level 5) Gauntlet LockGauntlet Lock: Physical. Your target is unable to cross into or out of the Umbra in any way for the duration of this power, even if another power would normally let them do so., 1 Blood, Other & BreachBreach: You may use the described power Cross-gauntlet. Use the sig call “Breach:” preceding your normal sig call. Unless otherwise specified, you may also use the power without the Breach call to use it in your current realm. If the power you are using over Breach has its own cost, you must also pay the cost of that power.: ShuntShunt: Mental, Instant. Force another target into or out of the Umbra. If the target is entering the Umbra you must be able to provide the white headband., 1 Blood, Other, Cross-gauntlet
The Bone Path (Necromancy)
Level 1) TremensTremens: For 60 seconds you may give precise commands to an unconscious, dying, or dead character. These commands should be whispered. Start these 60 seconds with the sig call: "Tremens: Act as I command" - the target cannot speak, stand up, or walk, but may do things like "roll onto your back", "sit up", "lift and lower your right arm", etc., No Cost, Other, 60 seconds, Unconscious/Dead/Dying target
Level 2) ZombieZombie: Use the sig call "Zombie, do my bidding" against single dying target, this immediately freezes their death timer for the duration of the power, a command (such as "Defend me") must be given when the target is placed in the zombie state. A zombied character has 10 health and cannot use powers. Zombies are immune to mentals while active. Reducing the target zombie to 0 health removes the Zombie effect., 1 Blood, Other, 10 minutes, single Unconscious/Dead/Dying target
Level 3) ZombieZombie: Use the sig call "Zombie, do my bidding" against single dying target, this immediately freezes their death timer for the duration of the power, a command (such as "Defend me") must be given when the target is placed in the zombie state. A zombied character has 10 health and cannot use powers. Zombies are immune to mentals while active. Reducing the target zombie to 0 health removes the Zombie effect., 1 Blood, Other, 10 minutes, multiple Unconscious/Dead/Dying targets
Level 4) Shared StrengthShared Strength: Grant the allowed power(s) to another target for up to 1 hour unless otherwise specified on the power descriptor line. Shared Strength may only be used to grant one power per use. The cost listed is to use the Shared Strength power itself. You must also pay the cost of the power described. In the ItemMaker, this means the cost of the unmodified item. In a power tree, this is the cost of the power in that tree. If the power is not located in that tree, there is no additional cost. If the power can be used multiple times during that hour, you must spend energy per use you wish to give. Notify the player with sig call: “Shared Strength: [power name] [number] uses [time]”. The target does not *need* to use the power if they do not wish to. You may not give Shared Strength as a power. Shared Strength is freely resistible.: PossessionPossession: Mental. Place your hand on target's shoulder, call "Possession", and if the power is not resisted equip an orange headband, then for the duration you can give simple commands to the target - the target must follow your commands to the best of their ability. If you command the target to do something that would cause them damage they may expend a willpower to resist the command. You may not repeat a resisted command or attempt to circumvent the resisted command. While possessing a target the possessor may use any Mental or Status powers they possess except for Possession or Clairvoyance or any power that crosses the Gauntlet. Powers that have an actual verbal or physical component, such as Command, must be performed by the possessed. Upon crossing the Gauntlet, Possession becomes broken. The possessor is affected by any Mental powers, the possessed is affected by any other powers. You may possess possess a dead or dying target, when doing so, the target's death timer immediately freezes. Since the target has no health at this point, any damage dealt to the target instead harms the possessor., 2 Will, Other, 10 minutes
Level 5) Shared StrengthShared Strength: Grant the allowed power(s) to another target for up to 1 hour unless otherwise specified on the power descriptor line. Shared Strength may only be used to grant one power per use. The cost listed is to use the Shared Strength power itself. You must also pay the cost of the power described. In the ItemMaker, this means the cost of the unmodified item. In a power tree, this is the cost of the power in that tree. If the power is not located in that tree, there is no additional cost. If the power can be used multiple times during that hour, you must spend energy per use you wish to give. Notify the player with sig call: “Shared Strength: [power name] [number] uses [time]”. The target does not *need* to use the power if they do not wish to. You may not give Shared Strength as a power. Shared Strength is freely resistible.: Astral ProjectionAstral Projection: Drop a 3x5 card that states “All who see this card may read it”, [Your name], [Your character's name], and "Astral Projection". Then equip a white headband and travel as normal. While in Astral Projection, you may use any Mental or Status powers against targets in the Umbra but may not attack anyone physically, you also effectively have the Gauntlet Sight power active. If you would take damage from any source, lose 1 willpower instead. If your willpower reaches 0, go out of game, return to your body, then remove any headbands you may have on. You return to consciousness with 0 willpower. You may return to your native realm instantly at any time - there is no energy cost for this. When returning to your native realm, regardless of the reason, go out of game and return to where you left your body card, then remove any headbands you may have on and return to game. While in Astral Projection you may open doors as if in the Realm., 1 Will, Other, 1 hour, Enforced
Obeah
Level 1) HealerHealer: You receive the first 3 levels of the Medicine skill at no cost when you purchase this power. (Bandage, Assess, Stabilize), No Cost, Self
Level 2) Remove AggRemove Agg: Use the sig call “Remove Agg” to remove the Aggravated Damage effect from a target., No Cost, Other, 1x/1 minute
Level 3) Healing TouchHealing Touch: Touch the target and use the sig call “Healing Touch [x]”. The target of this power is healed for the amount designated on your power descriptor line. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4. 2, 1 Blood, Other, Levels & Third EyeThird Eye: Expose a third eye (drawn or prop) on your forehead. For Valeren, this eye must be red, while Obeah eyes should generally be natural colors. Reduce blood costs for Obeah and Valeren powers by 1 but add a 15 second cooldown. With this third eye exposed the skills granted by Healer heal for twice as much and you may choose to spend 3 Blood instead of a Will for Obeah or Valeren powers., No Cost, Self
Level 4) GuardianGuardian: Physical. Touch as many as 2 willing targets - they may not take damage as long as you remain in contact with them. They cannot attack, or use Abilities or Powers, but may break contact to do so. If you wish to bring them back to this damage immunity, you must spend another will. The user of this power may still be damaged., 1 Will per target, Other, Touch, 10 minutes
Level 5) ClarityClarity: Mental, Instant. Remove any single Mental Effect or Dream effect or shut off a Derangement - if shutting off a Derangement it cannot be reactivated again for 10 minutes., 1 Blood, Other, Touch, 30 second charge & Merciful SleepMerciful Sleep: Mental, Disable. Designate the target and call “Merciful Sleep”. The target falls unconscious for 10 minutes., 1 Blood, Other
Elder) RevitalizeRevitalize: Make a silent 15 count. You may not use any offensive powers or speak while making this count. Touch your target and use the sig call: “Revitalize, your health pool is now full.” The target is healed to their full health value. + Cleanse TaintCleanse Taint: You may remove 1 level of taint and 1 additional level of taint per energy spent above the base cost. To do so, call “Cleanse [number] [type] Taint” - if type is not defined, you may call “any.”, 3 Blood, Other, Touch, 15 second charge
Elder) Rebuild SoulRebuild Soul: Choose a willing Vampire target with at least 2 Humanity (this does not work on other paths.) This character becomes a shell of themselves who will follow the user's every command - they will not speak unless spoken to and even then will respond in very few words. They may defend themselves but can take no aggressive actions. During this time, they are immune to all Frenzy mechanics. This effect must be played for 1 waking hour before it will wear off. This ability may only be used once per game. At the end of game place a 3x5 in the check-in box stating your name, your character’s name, “Rebuild Soul”, the target player and target character name. The target receives a humanity gain for no XP cost at the following game session., 1 Will, Other (vampire target w/ 2+ humanity), 2 hours, 1 use/game
Obfuscate
Level 1) CloakCloak: Buff. Use the cloak hand sign: place your hand in front of your face, palm inward, fingers spread. You are considered invisible except to the power Cloak Sight. You cannot be targeted by a character who cannot see you, but you are affected by mass powers.You may not move your feet, speak, use any power which requires your character to speak, or take any aggressive action aside from Mental powers while using this power. This power has a 1 minute cooldown., No Cost, Self
Level 2) VisageVisage: After a 10 count, you may alter your outward appearance; equip or remove any mask or prosthetic including mantles that represents another power. You may wear any other mask or prosthetic that you wish; if you equip an item you do not get the benefits of that power. You may remove any mask, mantle, or prosthetic that you wish; if you remove an item that is a requirement for a power, pause any timers and suppress all effects of the associated power. The power returns at its original timers when you release Visage, requiring you to restore any props required. You may also remove any costuming requirements while this is in effect. Using this power *only* to remove costume requirements has no cost. If this effect was used on you, you may cancel it after its minimum duration., 1 Blood, Self, minimum 10 minutes
Level 3) ConcealConceal: You may wrap a number of tagged items described in your power descriptor line with an orange band, making them out of game. If the power does not describe a number, then you may do this with a single item. If someone searches you for tagged items you do not need to turn these items over. If you do this with a weapon and a concealed weapon check is used on you, you may answer “no” regarding that weapon. If you have other weapons on you, you must still answer “yes”. In order to use an item that was previously Concealed, you must first remove the orange band., No Cost, Self, 2 items
Level 4) UnseenUnseen: While in Cloak, spend the required energy, you may choose to move. If you leave Cloak then this power ends. You may use this power with Mass Cloak with no cost increase., 1 Blood, Self
Level 5) Mass CloakMass Cloak: Physical. Place one hand from up to 2 targets on your shoulders, call “Mass Cloak”, then you and the associated targets use the cloak hand sign; place your hand in front of your face, palm inward, fingers spread. If either of those targets take an action or speak then they leave cloak. If you leave cloak, all targets leave cloak. If you wish to bring a target into cloak without leaving cloak, you may bring that target’s hand to your shoulder assuming you are able to. Cost is per target and must be spent each time you place a hand on your shoulder., 1 Blood, 1-2 others & ResistResist: You may call resist to the power(s) described on the power descriptor line.: Mental, 2 Blood, Self
Elder) VanishVanish: Target must go Out of Game for no more than the duration and no less than 1 second under the duration. This does not break Mental or movement impairing effects, otherwise the target may move as normal during the time they are OOG., 1 Blood, Self, 6 seconds
Elder) ReminisceReminisce: Mental. Use the sig call "Reminisce: I am an old friend" - the target believes they have known you for a long time but does not know any details they may not already have known - they simply have vague memories of knowing you for a long time., 1 Blood, Other, 10 minutes
Obtenebration
Level 1) TentaclesTentacles: You may use 1 or 2 long brawl boffers marked as tentacles. While using these boffers you receive Augment. In order to deal damage with Tentacles you must have the Brawl skill. You may use them to defend even if you may not deal damage. , 1 Blood, Self, 10 minutes
Level 2) BlindnessBlindness: Status, Disable. Throw a packet at the target and call "Blindness" - the target cannot see anything while this effect is active. The player is expected to keep their eyes open for safety reasons, but cannot use any power that would normally require sight. That is, they cannot throw packets, attack, or use any non-touch power., 1 Blood, Other, 60 seconds
Level 3) MonstersMonsters: Mental. Call out "Monsters". The target believes they are surrounded by monsters. They may choose to react by attacking or hiding from them, but will do so indiscriminately., 1 Blood, Other, 10 minutes
Level 4) War FormWar Form: Form. Equip a mask designated by this power. This power lasts until deactivated unless otherwise specified. Falling unconscious while in this form reverts you to your natural form. Remember that while wearing an animal mask you inflict the Delirium effect on mortals. While in this form, gain access to the powers Resist: Mental, 3 Energy, Self and Aggravated Damage, 1 Energy, Other, 1 brawl attack - if you have two Energy Types, use the Primary with these powers., 1 Blood, Self, no duration, black mask, 2 tentacles, augment
Level 5) Incorporeal BodyIncorporeal Body: Moved to Shadow Body , 1 Blood, Self, 10 minutes
Elder) ShadowstepShadowstep: While not in combat you may step into a shadow, go out of game, immediately travel to any other shadow within line of sight, then return to game. During this travel time you may not open any doors, nor retain any information you overhear or see., No Cost, Self
Elder) AegisAegis: Physical. Use the sig call “Aegis” and designate the target. Target is immune to all damage and Status for the next 60 seconds and all brawl or melee attacks deal at least 4 damage. Target can still be affected by Mentals, but will not take damage while under their effects. Use the Immune calling rules when struck. Irresistible damage does not penetrate Aegis. This power may not be used for at least 1 minute after the effect ends., 2 Will, Self, 60 seconds, 1x/1 minute
Potence
Level 1) ImmunityImmunity: You are immune to the effect in the title. Immunity effects with durations are exclusive.: DisarmDisarm: Physical. Use the sig call: "Disarm, drop your gear", while attacking. You must make a successful attack with this sig call to cause the Disarm. Targets struck with Disarm drop one weapon that is held in hand. If they have a second weapon and are struck with a second Disarm, they drop the second weapon. The same holds true for shields or magical weapons. If specified on the command line, you may call "Disarm, give me your weapon", instead of dropping, the target should pass their weapon to you., No Cost, Self, Always On
Level 2) BypassBypass: You may open Locks of the Class defined on your power descriptor line (or Class 1, if not defined). If a door, you alone may enter, closing the door behind you. If this power levels this amount increases by 1 for every second level you purchase in its associated power tree past where it was obtained, maximum 3. 1, No Cost, Self, Always On, Levels
Level 3) AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), 1 Blood, Self, 10 minutes
Level 4) AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), No Cost, Self, Always On
Level 5) ShatterShatter: Physical. Destroy a tagged item by touching it with a physical attack. Use the sig call "Shatter.", 3 Blood, Other (item)
Elder) ForceForce: Physical, Subtle. Throw a packet to deal up to 3 melee damage at range. Use sig call “Subtle Force [number]” where number is the number of damage you wish to cause. The target is aware they have taken damage, but not the source. This ability cannot receive a benefit from augment. 3, 1 Blood, Self
Elder) ImprintImprint: Provides a level of augment when using fist boffers (this cannot be used with weapons or any other form of natural weapons). You may hit for up to 5 damage this way., No Cost, Self, Fist boffers, Always On
Presence
Level 1) FascinationFascination: Mental, Signaled, Disable. Use the sig call "Fascination: While we converse" or "Fascination: While I entertain". As long as you can maintain your end of a conversation or otherwise provide entertainment the target must keep their attention focused on you and may not attack you. You may not initiate power usage while this power is in use., 1 Blood, Other, 10 minutes
Level 2) TerrorTerror: Mental. Use the sig call "Terror: Run from me." The target must flee from you and must attempt to remain away from your presence for the duration., 1 Blood, Other, 10 minutes
Level 3) UnforgettableUnforgettable: Mental. Use the sig call "Unforgettable". The target is subjected to a 2 point Bond-like effect., No Cost, Other, 1 hour
Level 4) LoveLove: Mental. Use the sig call: "Love me". The target is overcome with love, respect, and adoration for you. The target will protect you to the best of their ability, but will not necessarily sacrifice their life for yours. The target is inclined to do things you ask, short of inflicting harm to themselves or others., 1 Blood, Other, 10 minutes
Level 5) MajestyMajesty: Hold your arms down and outward, palms forward. None may take any aggressive action against you. You may not run while using this power, you may only move at a walking pace. You may not attack while this power is active. This power has a 1 minute cooldown., 1 Blood, Self, 1 minute
Elder) ParalyzeParalyze: Mental, Disable. Use the sig call "Paralyze" and designate a target. For the duration the target may not move their body. Characters under this effect may move their head and speak, as well as use mental effects, self powers, and resist powers. Resisted effects will not end this power., 1 Blood, Other, 10 minutes
Elder) Short TemperShort Temper: Mental. Touch a target, call "Short Temper". The target begins looking to start a fight or argument over any little thing., 1 Blood, Other, 10 minutes
Protean
Level 1) ImmunityImmunity: You are immune to the effect in the title. Immunity effects with durations are exclusive.: BlindnessBlindness: Status, Disable. Throw a packet at the target and call "Blindness" - the target cannot see anything while this effect is active. The player is expected to keep their eyes open for safety reasons, but cannot use any power that would normally require sight. That is, they cannot throw packets, attack, or use any non-touch power., No Cost, Self, Always on & AvertAvert: Mental, Signaled. Hold your arm straight toward a single target with your palm out and fingers pointed upward, use the sig call "Avert: come no closer". The target may not move closer to you but can move in any other direction as long as you maintain the hand position. You may not attack a character you have Averted., 1 Blood, Other, 10 minutes
Level 2) ClawsClaws: You may use 1 or 2 Claw boffers. While using these boffers you receive Augment (does not stack with Augment from War Form or Beast Form). You may defend with your Claws, but must have the Brawl skill to attack with them., 1 Blood, Self, 10 minutes, 2 claws
Level 3) MeldMeld: Place a marker (an orange 3x5 card) that states “[Player Name] / [Character Name] [Time], Meld”. Make an audible 3 count and go out of game. You may not return to game for a minimum of 4 hours and may remain out of game as long as you would like beyond that. This power may be used to sleep. This power may not be used in combat., 1 Blood, Self, 4+ hours
Level 4) War FormWar Form: Form. Equip a mask designated by this power. This power lasts until deactivated unless otherwise specified. Falling unconscious while in this form reverts you to your natural form. Remember that while wearing an animal mask you inflict the Delirium effect on mortals. While in this form, gain access to the powers Resist: Mental, 3 Energy, Self and Aggravated Damage, 1 Energy, Other, 1 brawl attack - if you have two Energy Types, use the Primary with these powers., 1 Blood, Self, no duration, wolf mask, 2 claws
Level 5) Vaporous BodyVaporous Body: Equip a white mantle. You are immune to Damage and Status effects, may only use non-offensive or Mental powers, and may not use any power that is considered “Physical”. You may not use Medicine, Resist: Mental, or any effect which is tagged as Physical while in Vaporous Body. While in Vaporous Body, you may walk through any door, even if locked with a level 3 lock. Call “Immune” when you are hit with an effect that you are immune to., 1 Blood, Self, 10 minutes
Elder) Stone BodyStone Body: Equip a red mantle. While in this state, you reduce all incoming damage to 1. You may not move faster than a walking pace, but you may otherwise attack and act as normal. While in Stone Body no damage is considered aggravated., 1 Blood, Self, 10 minutes
Elder) Incorporeal BodyIncorporeal Body: Moved to Shadow Body , 1 Blood, Self, 10 minutes
Quietus
Level 1) ToxicityToxicity: Your blood is dangerous to drink. When someone feeds from you, lose a point of blood (or health if you have no blood) as normal, but respond to the feeding with “Resist, 1 irresistible damage” - the individual feeding will not gain any blood and will instead take 1 damage. This effect cannot be resisted. This effect also applies to the Devouring Soul call as well., No Cost, Self, Always On
Level 2) WeakenWeaken: Status. Throw a packet with the sig call “Weaken”. If it connects your target receives no benefit from Augment effects for 60 seconds., 1 Blood, Other, 60 seconds
Level 3) Boiling BloodBoiling Blood: Physical. Touch the target and call "Boiling Blood 2" - if the target has blood as their energy type they lose 2 energy and take 2 damage. Otherwise the target simply takes 2 damage., 1 Blood, Other
Level 4) Deadly StrikeDeadly Strike: Physical. You may spend energy to strike for 4 damage with a brawl or melee weapon. Note that this is not an Augment ability and can be used even if you may not use Augment., 1 Blood, Other, you must have not have left combat since the last damage taken.
Level 5) ElementElement: Physical. Throw a packet with the sig call: “[name of element] [amount of damage]” (Example: Fire 3). If the element is not defined, you may use any of the 4 Western elements (Earth, Air, Fire, Water) or the five Eastern elements (Fire, Earth, Water, Wood, Metal) - you must choose which elemental system you intend to use before ever using this ability and should not switch between them. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4. 4: Toxic, 1 Blood, must have dealt damage to yourself within the last 10 minutes.
Elder) ClarityClarity: Mental, Instant. Remove any single Mental Effect or Dream effect or shut off a Derangement - if shutting off a Derangement it cannot be reactivated again for 10 minutes., 1 Blood, Other, Touch & Break BondsBreak Bonds: Touch your target, say “Break all Bonds” - if the target is under the effect of any bond-like effects then they are removed., 1 Blood, Other, Touch
Elder) Shared StrengthShared Strength: Grant the allowed power(s) to another target for up to 1 hour unless otherwise specified on the power descriptor line. Shared Strength may only be used to grant one power per use. The cost listed is to use the Shared Strength power itself. You must also pay the cost of the power described. In the ItemMaker, this means the cost of the unmodified item. In a power tree, this is the cost of the power in that tree. If the power is not located in that tree, there is no additional cost. If the power can be used multiple times during that hour, you must spend energy per use you wish to give. Notify the player with sig call: “Shared Strength: [power name] [number] uses [time]”. The target does not *need* to use the power if they do not wish to. You may not give Shared Strength as a power. Shared Strength is freely resistible.: ToxicityToxicity: Your blood is dangerous to drink. When someone feeds from you, lose a point of blood (or health if you have no blood) as normal, but respond to the feeding with “Resist, 1 irresistible damage” - the individual feeding will not gain any blood and will instead take 1 damage. This effect cannot be resisted. This effect also applies to the Devouring Soul call as well., 1 Blood, Other (non-vampire), 24 hours
Serpentis
Level 1) FreezeFreeze: Status, Disable. Use the signature call “Freeze” and throw a packet. If successful the target may not move their body for the duration of this power. Characters under this effect may move their head and speak, as well as use mental effects, self powers, and resist powers. Resisted effects will not end this power., 1 Blood, Other, 60 seconds
Level 2) Aggravated DamageAggravated Damage: Physical. You may call the described damage as Aggravated. Use the sig call “[number] Agg”. If a duration is not specified, this power lasts for a single attack., 1 Blood, Other, “1 agg” packet
Level 3) Hardened FleshHardened Flesh: Call "Hardened Flesh" to activate this effect. You may not take more than 2 damage from each hit for the duration of this power., 2 Blood, Self, 1 hour
Level 4) Beast FormBeast Form: Form. Equip a mask designated by this power. This power lasts until deactivated unless otherwise specified. Falling unconscious while in this form reverts you to your natural form. Remember that while wearing an animal mask you inflict the Delirium effect on mortals. While in this form, gain the powers Augment and Resist: Status, 2 Energy, Self - if you have more than one Energy type, use your Primary Energy type for this., 1 Blood, 1 tentacle, green reptilian mask
Level 5) Heart of DarknessHeart of Darkness: Physical. Call "Heart of Darkness: Immune to staking," and follow that by a 30 count while touching a vampiric target. For the next 24 hours your target is immune to staking. At the end of this effect, the target begins to lose maximum health at a rate of 1 per hour until they are reduced to half of their normal maximum health. This health can be restored by having the power used a second time. Either to return the heart (“Heart of Darkness: Returning heart”) or to reinforce the effect. If the target would be staked, they may call resist. At the same time, fill out a 3x5 with “Heart”, their character’s name, and the start time. If you or anyone else presents this card to the target and calls “Crushing Heart” the target must immediately fall unconscious as if effected by Merciful Sleep - this effect cannot be resisted. If you use the Heart of Darkness Power on a mortal, Werewolf, manifest Spirit or manifest Wraith, if the target does not escape the 30 count they are immediately reduced to 0 health and enter the Dying state. If used on a Wraith or Spirit not in the Realm, the target may call a free “Resist”., 2 Will, Other, willing target
Elder) War FormWar Form: Form. Equip a mask designated by this power. This power lasts until deactivated unless otherwise specified. Falling unconscious while in this form reverts you to your natural form. Remember that while wearing an animal mask you inflict the Delirium effect on mortals. While in this form, gain access to the powers Resist: Mental, 3 Energy, Self and Aggravated Damage, 1 Energy, Other, 1 brawl attack - if you have two Energy Types, use the Primary with these powers., 1 Blood, Self, green or black reptilian mask, 2 claw boffers
Elder) AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), No Cost, Always On, Natural Weapons only
Thanatosis
Level 1) ConcealConceal: You may wrap a number of tagged items described in your power descriptor line with an orange band, making them out of game. If the power does not describe a number, then you may do this with a single item. If someone searches you for tagged items you do not need to turn these items over. If you do this with a weapon and a concealed weapon check is used on you, you may answer “no” regarding that weapon. If you have other weapons on you, you must still answer “yes”. In order to use an item that was previously Concealed, you must first remove the orange band., No Cost, Self, 1 item
Level 2) Aggravated DamageAggravated Damage: Physical. You may call the described damage as Aggravated. Use the sig call “[number] Agg”. If a duration is not specified, this power lasts for a single attack., 1 Blood, Other, “1 agg” touch
Level 3) MeldMeld: Place a marker (an orange 3x5 card) that states “[Player Name] / [Character Name] [Time], Meld”. Make an audible 3 count and go out of game. You may not return to game for a minimum of 4 hours and may remain out of game as long as you would like beyond that. This power may be used to sleep. This power may not be used in combat., 1 Blood, Self, 4+ hour
Level 4) Wither LimbWither Limb: Status. Your target loses the ability to use one of their limbs. If holding weapons in both hands or a weapon and shield they must drop one of them. If holding a 2-handed weapon, you may not use that weapon. If holding only one weapon or shield, drop that piece of equipment. Being struck a second time by this power affects the opposite limb, but the original limb returns to a functional state., 1 Blood, Other, 60 seconds
Level 5) Vaporous BodyVaporous Body: Equip a white mantle. You are immune to Damage and Status effects, may only use non-offensive or Mental powers, and may not use any power that is considered “Physical”. You may not use Medicine, Resist: Mental, or any effect which is tagged as Physical while in Vaporous Body. While in Vaporous Body, you may walk through any door, even if locked with a level 3 lock. Call “Immune” when you are hit with an effect that you are immune to., 1 Blood, Self, 10 minutes
Elder) ZombieZombie: Use the sig call "Zombie, do my bidding" against single dying target, this immediately freezes their death timer for the duration of the power, a command (such as "Defend me") must be given when the target is placed in the zombie state. A zombied character has 10 health and cannot use powers. Zombies are immune to mentals while active. Reducing the target zombie to 0 health removes the Zombie effect., 1 Blood, dying target, 10 minutes
Elder) PathogenPathogen: This ability cannot be resisted, but cannot be used in combat. Call "Subtle Pathogen", then hand your target 10 cards with the following text: "Subtle Pathogen, Disease: Your maximum health is immediately reduced by 2. For the remainder of game you cannot regenerate your own health without energy expenditure, and the Medicine skill will not have an effect. If you have more than one of these cards, hand approximately half of them to the next person who touches you or who you touch. Keep at least 1 card.” The caster of Pathogen is Immune to the Pathogen power for 10 minutes after use and may return any Pathogen cards handed to them during this time., 3 Blood, Other, Touch, 10 cards

Thaumaturgy - You must reach level 3 in your first path before you can purchase a second path. If Thaumaturgy is innate, your first path is determined by your clan. Tremere start with Path of Blood, Assamite Sorcerers start with the Elemental Path, and Setites may take the Setite Sorcery merit to gain access to Path of Corruption. You must reach level 3 in your second path to take a third, etc... You must have a teacher for every level in Thaumaturgy unless Thaumaturgy is innate. This discipline cannot be stolen via Diablerie. Additional paths are purchased for non-innate costs.. Additional paths are purchased for non-innate costs.

Path of Blood (Thaumaturgy)
Level 1) Blood SenseBlood Sense: Other. By draining one blood from a target you may ask how much blood or health remains in their system, whether the target is under a Blood Bond, if the target is a Vampire, what Generation Vampire, or whether the target has ever committed Diablerie. You may not ask the Generation or Diablerie questions without first knowing the target is a Vampire. You may ask all questions from a single point of blood. If you are draining more than one point of blood you must drain a point between each question up until the last., Drain 1 Blood, Other
Level 2) Sap BloodSap Blood: Status, Instant. Throw a packet, use the sig call “Sap 2 Blood” - the target loses 2 Blood if they use the Blood Energy type. If they do not, they need not call a resist, there is simply no effect., 1 Blood, Other
Level 3) Boiling BloodBoiling Blood: Physical. Touch the target and call "Boiling Blood 2" - if the target has blood as their energy type they lose 2 energy and take 2 damage. Otherwise the target simply takes 2 damage., 1 Blood, Other
Level 4) Blood of PotencyBlood of Potency: You may purchase Powers as if 1 generation classification lower, however any power purchased this way costs an additional blood to use., No Cost, Self, Always On
Level 5) Subtle Blood TheftSubtle Blood Theft: Mental, Instant. Drain 1 blood from your target without the count call. Use the call "Subtle Blood Theft 1" to do so. You may only drain 1 blood from any 1 target once every 10 minutes this way. Please note that this power can be used in combination with Blood Sense. The target will not feel pain from this or notice the effect for at least 10 minutes. Because it immediately enters your system it is not considered swallowed - you will not incur a blood bond or be forced to frenzy via this type of drain. If the target does not use the Blood energy type they will instead lose a point of Health., No Cost, Other, Touch, 1x/10 minutes
Path of Corruption (Thaumaturgy)
Level 1) Instill EmotionInstill Emotion: Mental, Instant. Use the sig call "Instill Emotion: [name of emotion]". The emotion becomes the primary thing the character feels, pushing all other emotions to the side. This change in emotion may only be instant, but the effects last until external forces begin to impact that character. Making a character happy may only last until they turn to see their friend bleeding out again. Making a character angry may only last until someone offers them a kindness. , 1 Blood, Other, 10 minutes
Level 2) Instill GoalInstill Goal: Mental. In 10 words or fewer give the target a purpose to achieve. They need not act overtly, but must do everything in their power to complete it before the duration runs out. The purpose may not directly kill the target. If the duration is 'persistent', you may simplify the sig call to 'Persistent: Goal'., 1 Blood, Other, 24 hours
Level 3) DispassionateDispassionate: Mental. Target becomes unable to feel emotions. This also prevents anyone with a Frenzy mechanic from Frenzying., 1 Blood, Other, 10 minutes
Level 4) Confess GuiltConfess Guilt: Mental, Instant. Use the sig call: “Confess Guilt”. The target must tell you what their character feels the greatest guilt over in-game., 1 Blood, Other
Level 5) DisplaceDisplace: Mental, Instant. After using a power or causing damage to a target, point at a second target and use the sig call: "Displace: They did it" - the target of the original power is affected as though the power or damage came from the second target, even if they might not otherwise be able to sense that a power was used. Any resource or answer is returned to the caster., 1 Blood, Other & Disguise TaintDisguise Taint: No matter your taint level, you may respond to Sense Taint powers with any amount or type. It is highly recommended that you only respond with a value of the type requested, rather than answering with some other type., 1 Blood, Self, 1 Hour
Elemental Path (Thaumaturgy)
Level 1) ElementElement: Physical. Throw a packet with the sig call: “[name of element] [amount of damage]” (Example: Fire 3). If the element is not defined, you may use any of the 4 Western elements (Earth, Air, Fire, Water) or the five Eastern elements (Fire, Earth, Water, Wood, Metal) - you must choose which elemental system you intend to use before ever using this ability and should not switch between them. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4. 1: Fire, 1 Blood, Other, Levels
Level 2) Bind FootBind Foot: Status. Throw a packet with the call "Bind Foot". The affected target may not move from their current location., 1 Blood, Other
Level 3) ShatterShatter: Physical. Destroy a tagged item by touching it with a physical attack. Use the sig call "Shatter.", 2 Blood, Other
Level 4) Body WrackBody Wrack: Status, Disable. Throw a packet with the call "Body Wrack". Your target falls to the ground in agony., 1 Blood, Other
Level 5) Elemental FormElemental Form: Form. Equip a mask that clearly represents the element you are going to be using. You become immune to all damaging effects for the specified duration and may throw Element 4 for that element at no cost during that time. Call “Immune” when an effect you are immune to is used on you., 3 Blood, Self, 60 seconds, 1x/10 minutes
Path of Mars (Thaumaturgy)
Level 1) ResistResist: You may call resist to the power(s) described on the power descriptor line.: (Physical + Damage), 1 Blood, Self
Level 2) AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), 1 Blood, Self, 10 minutes
Level 3) Punch ThroughPunch Through: Physical. You may make a single melee or brawl attack for at least “4 Irresistible Agg”. If the player physically dodges the attack you lose the energy but the target does not take the damage. If the target is immune to damage then they take no damage., 1 Blood, Other
Level 4) ResistResist: You may call resist to the power(s) described on the power descriptor line.: Mental, 3 Blood, Self
Level 5) Shared StrengthShared Strength: Grant the allowed power(s) to another target for up to 1 hour unless otherwise specified on the power descriptor line. Shared Strength may only be used to grant one power per use. The cost listed is to use the Shared Strength power itself. You must also pay the cost of the power described. In the ItemMaker, this means the cost of the unmodified item. In a power tree, this is the cost of the power in that tree. If the power is not located in that tree, there is no additional cost. If the power can be used multiple times during that hour, you must spend energy per use you wish to give. Notify the player with sig call: “Shared Strength: [power name] [number] uses [time]”. The target does not *need* to use the power if they do not wish to. You may not give Shared Strength as a power. Shared Strength is freely resistible., 1 Blood, Other, 10 minutes, this tree
Valeren
Level 1) HealerHealer: You receive the first 3 levels of the Medicine skill at no cost when you purchase this power. (Bandage, Assess, Stabilize), No Cost, Self
Level 2) Sense LiabilitySense Liability: Mental, Instant, Sensory. Use the sig call: "Sense Liability: Are you under any negative effects?" - the target must answer yes if they are under any harmful Mental, Status, or Physical effect. You may not choose to use a more precise call., 1 Blood, Other
Level 3) Body WrackBody Wrack: Status, Disable. Throw a packet with the call "Body Wrack". Your target falls to the ground in agony., 1 Blood, Other,60 seconds & Third EyeThird Eye: Expose a third eye (drawn or prop) on your forehead. For Valeren, this eye must be red, while Obeah eyes should generally be natural colors. Reduce blood costs for Obeah and Valeren powers by 1 but add a 15 second cooldown. With this third eye exposed the skills granted by Healer heal for twice as much and you may choose to spend 3 Blood instead of a Will for Obeah or Valeren powers., No Cost, Self
Level 4) ArmorArmor: Place your hands on an in-game shirt, worn or unworn (if worn, get permission from the player) - this item must not be tagged Armor. Make a 3 count of "Creating Armor", then spend the described amount for every 2 armor pool you wish to infuse the item with. This armor lasts up to 24 hours.. This armor, once lost, cannot be repaired. Attach a 3x5 to the shirt with: “Armor: [your name], [your character's name], [the start time], [the end time], and [the total amount of armor provided]”. No target may have more than 10 armor pool added this way., 1 Blood, Self
Level 5) Punch ThroughPunch Through: Physical. You may make a single melee or brawl attack for at least “4 Irresistible Agg”. If the player physically dodges the attack you lose the energy but the target does not take the damage. If the target is immune to damage then they take no damage. + ImprintImprint: Provides a level of augment when using fist boffers (this cannot be used with weapons or any other form of natural weapons). You may hit for up to 5 damage this way., 1 Blood, Other
Elder) Cleansing BlowCleansing Blow: Use the sig call: “Cleansing Blow: Agg from Taint”. Removes all taint from the target and deals an amount of aggravated damage equal to the highest taint level the target had on them., 1 Will, Other
Elder) Elemental WeaponsElemental Weapons: Call “Elemental Weapons: [type]” As described in the power descriptor line. Described damage is dealt as that element and you are immune to damage from that element.: Fire, 1 Will, Self, 60 seconds, Melee Damage
Vicissitude
Level 1) Shared StrengthShared Strength: Grant the allowed power(s) to another target for up to 1 hour unless otherwise specified on the power descriptor line. Shared Strength may only be used to grant one power per use. The cost listed is to use the Shared Strength power itself. You must also pay the cost of the power described. In the ItemMaker, this means the cost of the unmodified item. In a power tree, this is the cost of the power in that tree. If the power is not located in that tree, there is no additional cost. If the power can be used multiple times during that hour, you must spend energy per use you wish to give. Notify the player with sig call: “Shared Strength: [power name] [number] uses [time]”. The target does not *need* to use the power if they do not wish to. You may not give Shared Strength as a power. Shared Strength is freely resistible.: ClawsClaws: You may use 1 or 2 Claw boffers. While using these boffers you receive Augment (does not stack with Augment from War Form or Beast Form). You may defend with your Claws, but must have the Brawl skill to attack with them., 1 Blood, Self/Other, 30 count, 10 minutes
Level 2) VisageVisage: After a 10 count, you may alter your outward appearance; equip or remove any mask or prosthetic including mantles that represents another power. You may wear any other mask or prosthetic that you wish; if you equip an item you do not get the benefits of that power. You may remove any mask, mantle, or prosthetic that you wish; if you remove an item that is a requirement for a power, pause any timers and suppress all effects of the associated power. The power returns at its original timers when you release Visage, requiring you to restore any props required. You may also remove any costuming requirements while this is in effect. Using this power *only* to remove costume requirements has no cost. If this effect was used on you, you may cancel it after its minimum duration., 1 Blood, Self/Other, minimum 10 minutes
Level 3) Frozen FormFrozen Form: Physical. Your target is locked in their current form for the duration of this power. They may not equip masks or mantles even if another power would allow them to do so. Revert Form removes Frozen Form in addition to reverting., 2 Blood, Other, 10 minutes
Level 4) Stone BodyStone Body: Equip a red mantle. While in this state, you reduce all incoming damage to 1. You may not move faster than a walking pace, but you may otherwise attack and act as normal. While in Stone Body no damage is considered aggravated., 2 Blood, Self, 10 minutes
Level 5) Vaporous BodyVaporous Body: Equip a white mantle. You are immune to Damage and Status effects, may only use non-offensive or Mental powers, and may not use any power that is considered “Physical”. You may not use Medicine, Resist: Mental, or any effect which is tagged as Physical while in Vaporous Body. While in Vaporous Body, you may walk through any door, even if locked with a level 3 lock. Call “Immune” when you are hit with an effect that you are immune to., 1 Blood, Self, 10 minutes
Elder) ToxicityToxicity: Your blood is dangerous to drink. When someone feeds from you, lose a point of blood (or health if you have no blood) as normal, but respond to the feeding with “Resist, 1 irresistible damage” - the individual feeding will not gain any blood and will instead take 1 damage. This effect cannot be resisted. This effect also applies to the Devouring Soul call as well., No Cost, Self, Always On & ElementElement: Physical. Throw a packet with the sig call: “[name of element] [amount of damage]” (Example: Fire 3). If the element is not defined, you may use any of the 4 Western elements (Earth, Air, Fire, Water) or the five Eastern elements (Fire, Earth, Water, Wood, Metal) - you must choose which elemental system you intend to use before ever using this ability and should not switch between them. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4. 2: Toxic, 1 Blood, Other, requires Vaporous Body & TerrorTerror: Mental. Use the sig call "Terror: Run from me." The target must flee from you and must attempt to remain away from your presence for the duration., 1 Blood, Other, requires Vaporous Body
Elder) ElementElement: Physical. Throw a packet with the sig call: “[name of element] [amount of damage]” (Example: Fire 3). If the element is not defined, you may use any of the 4 Western elements (Earth, Air, Fire, Water) or the five Eastern elements (Fire, Earth, Water, Wood, Metal) - you must choose which elemental system you intend to use before ever using this ability and should not switch between them. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4. 4: Fire, 1 Blood, Other, requires Stone Body & Remove VulnerabilityRemove Vulnerability: The damage type on the Power Descriptor Line may deal no more than 1 damage to you, and no longer applies the Aggravated Damage effect.: Fire, No Cost, Self, requires Stone Body
Visceratika
Level 1) CloakCloak: Buff. Use the cloak hand sign: place your hand in front of your face, palm inward, fingers spread. You are considered invisible except to the power Cloak Sight. You cannot be targeted by a character who cannot see you, but you are affected by mass powers.You may not move your feet, speak, use any power which requires your character to speak, or take any aggressive action aside from Mental powers while using this power. This power has a 1 minute cooldown., No Cost, Self
Level 2) ImmunityImmunity: You are immune to the effect in the title. Immunity effects with durations are exclusive.: Staking mechanics, 1 Blood, Self, 6 hour
Level 3) MeldMeld: Place a marker (an orange 3x5 card) that states “[Player Name] / [Character Name] [Time], Meld”. Make an audible 3 count and go out of game. You may not return to game for a minimum of 4 hours and may remain out of game as long as you would like beyond that. This power may be used to sleep. This power may not be used in combat., 1 Blood, Self, 4+ hours
Level 4) Remove VulnerabilityRemove Vulnerability: The damage type on the Power Descriptor Line may deal no more than 1 damage to you, and no longer applies the Aggravated Damage effect.: Fire, 1 Blood, Self, 1 hour
Level 5) Stone BodyStone Body: Equip a red mantle. While in this state, you reduce all incoming damage to 1. You may not move faster than a walking pace, but you may otherwise attack and act as normal. While in Stone Body no damage is considered aggravated., 1 Blood, Self, 10 minutes
Elder) Remove VulnerabilityRemove Vulnerability: The damage type on the Power Descriptor Line may deal no more than 1 damage to you, and no longer applies the Aggravated Damage effect.: Sunlight, No Cost, Self, up to 1 hour, may not move, 1x/1 minute
Elder) Elemental FormElemental Form: Form. Equip a mask that clearly represents the element you are going to be using. You become immune to all damaging effects for the specified duration and may throw Element 4 for that element at no cost during that time. Call “Immune” when an effect you are immune to is used on you.: Earth, 1 Will, Self, 60 seconds, 1x/10 minutes

Vampire Merits and Flaws

Vampire Merits
Extra Discipline - 7 Point Merit - You may purchase an extra Power Tree at Innate costs. You may choose from the list: Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, Presence. This merit is Discipline Exclusive and may not be taken with other Discipline Exclusive merits
Generation - 5 Point Merit - May be taken twice. Taking Generation once reduces your generation to 10th or 9th (your choice). Taking it a second time reduces your generation to 8th.
Hidden Diablerie - 5 Point Merit - If a power would reveal your Diablerie you may answer “no”, even if you have committed the act. Assamites may not take this Merit.
Ritemaster of the Sabbat*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 6 point Merit - As a member of the Sabbat you can use Thaumaturgy Rituals (you do not have access to Thaumaturgy itself unless you have it by other means.)
Setite Sorcery*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 5 Point Merit - As a Setite, you may purchase Thaumaturgy: Path of Corruption. This merit is Discipline Exclusive and may not be taken with other Discipline Exclusive merits
Unbondable - 4 Point Merit - You cannot be effected by a blood bond.
Vestiges of Greatness - 10 Point Merit - As a Caitiff, you may purchase an extra Power Tree at Innate costs. You may choose from the list: Chimerstry, Dementation, Melpominee, Obeah, Obtenebration, Protean, Quietus, Serpentis, Thanatosis, Vicissitude. This merit is Discipline Exclusive and may not be taken with other Discipline Exclusive merits
Gift of Proteus - 2 Point Merit - You may use an animal mask other than Wolf in your Protean War Form. Protean must be innate to take this Merit.
Additional Humanity - 3 point Merit - Start the game with 1 more Path than normal - only available if that path is Humanity. You may take this Merit up to 2 times.
Vampire Flaws
13th Generation - 4 Point Flaw - You are 13th generation - see the chart above. You may not create childer.
Conspicuous Consumption - 5 Point Flaw - You feed at half the normal vampire rate. You must drain 2 blood to receive 1 blood.
Diablerist - 0 Point - you have committed Diablerie. This flaw provides a single level of a non-innate Discipline at innate cost. You may additionally learn up to the third level of that Discipline at non-innate costs without a teacher. Decrease your starting Morality by 1 and improve your Generation by 1. When asked if you have committed Diablerie by a power, the answer is yes. You may take this Flaw multiple times, however the Generation improvement is only received once.
Disrupted Generation - 0 point Flaw - You receive the flaws of your Generation but not its benefits. You may not buy this Flaw off, however buying up to your proper generation automatically removes this flaw. You may not take this flaw at character creation.
Permanent Fangs - 2 Point Flaw - You must wear fang prosthetics at game. This is a costume requirement.
Prey Exclusion - 3 Point Flaw - Choose a type of person that represents between approximately ⅓ and ½ of the player base - you may only feed from this type of person - example: men or women. Feeding from any other character does not grant Blood, but can still result in other effects, such as Blood Bonds.
Vulnerability to Silver - 2 Point Flaw - You take aggravated damage from silver.
Weak Blood - 3 Point Flaw - You may not create childer, maintain a blood bond, or heal others with your blood.
Loss of Path - 2 point Flaw - start the game with 1 lower Path. This Flaw may be taken up to 3 times.

Category:Chapters