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6 Disciplines 6.1 Animalism "Man is a noble animal." These words bear special weight to Kindred as the Embrace splits a Kindred's nature into two distinct parts, the primal, animal side known as the Beast and the logical, noble side commonly referred to as Humanity. In a mortal, these parts are fused; intellect and instinct working as one. In Kindred, the animal side and the noble side are separate and fight a constant internal struggle over control of the Kindred's actions. The noble side, while not always good in a moral sense, allows enlightened thought, logical decisions, sel ess acts, calculated deceit, and self control. The primal part, or Beast, is selfish, instinctual, and controlled by its basest needs. However, the Beast is also a Kindred's connection with nature and the driving force behind the will to survive. Fueled by primal desire, the Beast provides a pool of will that allows one to triumph in situations where logic alone would have conceded defeat. The discipline of Animalism allows insight into this dual nature and some control over the Beast, be it in Kindred, Kine, or animal. Many of the powers of Animalism require the expenditure of control points. However, you cannot spend your last control point.

Beast Within When the Embrace splits the nature of a Kindred, it creates a weakness that is hard to remove. The Beast can now take control of the Kindred in a state unchained by logic or rational thought, known as Frenzy. Frenzy is divided into three types, each named for the primal need which causes the Beast to take control. With this most basic power of Animalism, you are able to call upon your own Beast to stimulate one of these primal needs in another, causing the target's control over her Beast to slip, sending her closer to a Frenzy. In order to use this power, you must be within your target's presence. You must then spend a control point, specify a type of Frenzy to the target (Terror, Rage, or Blood), and win a challenge (Social + Survival +

Level of Animalism versus your target's Social + Survival + Level of Animalism). If you win this challenge, your target will lose four control points (if the target is a creature with control points).

If an individual loses enough control points to reduce her temporary control rating below one in a round in which she was the target of a successful Beast Within challenge, the individual will enter a Frenzy (See section on Frenzy, pg. 30). This Frenzy will be of the type specified in the Beast Within challenge. If an individual is the target of multiple successful Beast Within challenges, which differ in the type of Frenzy specified, the target may choose which one of the specified types of Frenzy to enter. The type of Frenzy may be changed to Rage by the Brujah Clan advantage as per other Frenzies (See section on Brujah, pg. 6).

The effects of this discipline may be ignored by the target with the expenditure of willpower. This expenditure must be done immediately after the conclusion of the challenge. It may not be done at a later time. Such expenditure of willpower to ignore the effects of this discipline may be counterspent with the expenditure

of willpower by the attacker. This willpower battle may continue back and forth until one side runs out or declines to spend additional willpower. If the attempt is unsuccessful, due to losing the challenge or willpower battle, you must wait a scene or ten minutes before attempting this power on the same target again. Although the target will recognize that she is the target of a Beast Within challenge, the source of the attempt is not obvious to anyone (See section on Sourceless Challenges, pg. 14).

Beckoning Kindred are the ultimate predators. When dealing with a Kindred, an animal can sense the Kindred's predatory nature. Recognizing a superior predator, the animal will treat the Kindred with fear and hostility. If pressured, the animal will attack with berserk ferocity. Even the power of the Blood Bond is not enough to overcome this instinctual response. However, through your growing mastery of Animalism, you are able to hide your predatory nature from animals. In fact, you are able to use your Beast to send out a mystical summons to which nearby animals will respond.

If you summon animals for the purpose of gathering blood, the entire process will take 15 minutes. By spending two control points to send a general summons to nearby animals, you can summon 5 blood points worth of animals. You are assumed to have killed the animals in some manner and either imbibed the blood or placed in an appropriate container during the 15 minutes. The time limit, number of control spent, and amount of blood gathered are static values. However, additional control may be lost due to the sight and smell of blood. This action must be taken at the Influence Desk.

If you summon animals for a purpose other than taking their blood, the control cost and time till arrival will depend on the rarity of the animal, the size of the animal, the distance from the location of the summons, and some other factors. A Storyteller is needed to adjudicate using the Beckoning in this way. The use of this power is not obvious and cannot be done during combat.

Song of Serenity All creatures, Kindred, Kine, or animal, possess a will to survive. This primal drive to continue is a font of strength that can be called upon in moments of need. Your intimate understanding of the Beast in all its forms, coupled with the power of your own Beast, can now be used to suppress another individual's connection with her primal side, thus eliminating her ability to call upon that font of strength. In animals, this effect will make them immediately docile, although the animal will still attack if threatened. In Kindred or Kine, the effect is much more subdued. The mind and emotions of the individual are unchanged, only her ability to focus her will is affected. In order to use this power, you must be within your target's presence. You must then spend a control point and win a challenge (Social + Survival + Level of Animalism versus your target's Social + Survival + Level

of Animalism). If you win this challenge, your target will lose the ability to use willpower at the end of the round.

The duration of this discipline depends on the state of the target at the time of the challenge. If the target is not in a Frenzy at the time of a successful challenge, the target will be unable to use willpower, lose control, spend control, or enter Frenzy for the next hour. However, if the target is in a Frenzy at the time of a successful challenge, the target will be unable to use willpower, lose control, spend control, or enter Frenzy for only the next thirty minutes. Additionally, the target will be brought out of the Frenzy at the end of the round.

Once the duration of this discipline has elapsed for the target, the target's current pool of control points will be restored to her permanent control rating. The effects of Song of Serenity cannot be removed by the user of the discipline or broken by another individual's use of Beast Within or Phobia on the target.

The effects of this discipline may be ignored by the target with the expenditure of willpower. This expenditure must be done immediately after the conclusion of the challenge. It may not be done at a later time. Such expenditure of willpower to ignore the effects of this discipline may be counterspent with the expenditure of willpower by the attacker. This willpower battle may continue back and forth until one side runs out or declines to spend additional willpower. If the attempt is unsuccessful, due to losing the challenge or willpower battle, you must wait a scene or ten minutes before attempting this power on the same target again.

Although the target will recognize that she is the target of a Song of Serenity challenge, the source of the attempt is not obvious to anyone (See section on Sourceless Challenges, pg. 14).

Sense of the Predator Nature forms a tangled web of predator and prey. In this web, all creatures have a place. Through your growing powers of Animalism, you are able to mystically tap into this web and gain insight into the movements of your chosen prey and into the actions of those that consider you their prey. Specifically, you are able to use the power of your Beast to track your chosen prey for one hour. Also, you gain a supernatural sense of when you are about to be attacked. With the supernatural awareness granted by this power, if you are caught by a surprise attack (See section on Surprise, pg. 21) by an opponent, you will be able to completely eliminate the effects of the surprise from

this opponent by winning a challenge (Social + Survival + Level of Animalism versus the relevant bid of the effect that is causing the surprise). This power will work against surprise of any level and of any type.

In order to use this power to track an individual, you must be within your target's presence. You must then spend a control point and win a challenge (Social + Survival + Level of Animalism versus your target's Social + Survival of Level of Animalism). If you win this challenge, you will be able to track the target for the next hour.

While tracking an individual, you are aware of what direction to go to find the target and an approximate distance. This knowledge is not enough, however, to navigate through complex structures such as the sewers. This tracking ability is attuned to the physical body of the target, not a spiritual manifestation. Sense of the Predator does not help you determine the location of a Possessor's real body when used on a host body. If you are tracking an individual who is attempting to hide herself with Unseen Presence or similar power, you will track her to a general location (such as a room) but will not know exactly where your target is located.

You are only able to track one individual at a time. If you attempt to track an individual other than your current target, you will lose your awareness of your current target regardless of the results of the challenge to track the second individual. If the attempt to track is unsuccessful due to losing the challenge, you must wait a scene or ten minutes before attempting this power on the same target again.

The target of the tracking cannot spend willpower to negate the results of the challenge. Willpower can only be spent to boost traits for the challenge. The use of Sense of the Predator is not obvious to observers or the target.

Embrace the Beast That which the Embrace divided, you have made whole. Through your control over the Beast, you are now able to recombine your primal side and your noble side. Although the separation can never fully be mended, this discipline does provide a means of harnessing the Beast, channeling its power with your logical mind. To be specific, the Beast can provide some measure of protection against other's attempts to control you through mental or emotional manipulation. Through rigid control of your will, you are able to summon forth your Beast to repel these attempts. However, this rigid control has a price. Forever more, if you allow the

Beast to rule you, you will only be barely out of its grasp when it releases you. The Beast has become one of your greatest allies, but it remains a fickle friend. It will still destroy you in a moment of weakness. While this power is active, you are able to tap into the strength of your Beast in order to resist a Presence or Dominate challenge. After the challenge is announced, yet before traits are compared, you may spend two control points to resist the challenge. Your opponent has no way of overcoming the effects of such an expenditure. However, resisting a Dominate or Presence in this manner does not count as a failure for your opponent (she does not have to wait ten minutes before trying again). While Embrace the Beast is active, you are also less susceptible to the effects of Majesty. When attempting to pierce someone's Majesty, you must win a challenge (Social + Survival + Level of Animalism versus your

target's Social + Leadership + Level of Presence). If the challenge is lost, you must either wait an hour or spend two control points before attempting to pierce the Majesty again.

When Embrace the Beast is active, you cannot frenzy or lose control points to an outside source. As such, you are immune to Beast Within and Phobia. Additionally, you are immune to Song of Serenity while Embrace the Beast is active. Embrace the Beast has two additional side effects. First, you are no longer subject to the blood storage limitation based on your permanent control rating (See section on Blood Storage, pg. 34). Second, you

have a new minimum for your permanent control rating. This minimum is one more than your permanent willpower rating (this minimum does not remove the 10 control maximum).

Embrace the Beast is always active. No one can force you (such as through Dominate) to drop your Embrace. You may choose to suppress your Embrace by spending a blood point for this purpose. Even then, your Embrace will only be suppressed for as long as you wish. You may release the suppression at will, with two exceptions. First, if you should enter Frenzy while your Embrace is suppressed, the Frenzy will resolve as normal except that at the end of the Frenzy, you will be left with only one control point. While in Frenzy, you cannot bring your Embrace back up. Second, if you are the successful target of a Song of Serenity challenge, you cannot bring your Embrace back up until the end of the Song of Serenity's duration. The use of Embrace the Beast is not normally obvious. However, if you use Embrace the Beast to resist a Presence or Dominate challenge, your opponent will know she was unsuccessful, and that it was due to

Embrace the Beast.

6.2 Auspex This discipline set defines your ability to perceive the world around you. As this path advances, your ability to perceive things also increases. In fact, the more advanced you become, the better able you are to extend your net of senses from your own mind to the world around you.

Heightened Senses You can vastly enhance one of your senses. Any one sense can be enhanced, but no more than one at a time. A narrator or storyteller may require a test to use the discipline for particularly difficult tasks. Also, if a character is bombarded by large sensory input it is possible to lose use of that sense for a while. Remember, using this discipline to "listen" in a crowded room will most likely deafen the user.

Heightened Senses also allows you to detect opponents that are hidden (using the powers of Unseen Presence, Cloak of Shadows, Skin of the Chameleon, Vanish from Mind's Eye, or Cloak the Gathering). If such an opponent is within your line of sight (in an out of game sense, since you cannot actually see her) and is moving, then you may make a challenge. If you win this challenge, you will see your opponent's current appearance as if she were not hidden at all. This will be the case as long as you continue to watch your opponent. You are not able to penetrate these powers if your opponent is standing still. If you fail the challenge, you notice nothing amiss.

The test to see through such powers of obfuscation is your Mental + Investigation + Level of Auspex versus the relevant bid of the discipline that your opponent is using to remain hidden. Heightened Senses does not give you the ability to pierce through changes in a person's appearance, such as with the use of Mask of 1000 Faces, or Changeling. This will be the case even if you have pierced other forms of obfuscation that your opponent may be using, such as Unseen Presence. Heightened Senses can also help to reduce or eliminate surprise. If you are caught by a surprise attack by an opponent, then by winning a challenge you will reduce the surprise by one level (total surprise to

partial surprise, or partial surprise to no surprise). This method of downgrading surprise does not allow you to reduce the surprise caused by supernatural speed (surprise caused by high levels of Celerity or Body Arsenal). The test to downgrade surprise is Mental + Investigation + Level of Auspex versus the relevant bid of the discipline that is causing the surprise. If your attacker is not using a discipline to cause surprise (situational

surprise) then her bid will be Physical + Stealth + Level of Celerity. You may only use Heightened Senses during combat in order to reduce surprise, not pierce Obfuscate or similar powers.

The use of Heightened Senses is not obvious to observers or the target.

Aura Perception Your senses have grown to the point that you are now able to pick up the subtle aura that surrounds all things. This allows you to detect things such as changes to a person's appearance, as well as other subtle characteristics that others will miss. If someone that is disguising her permanent appearance using Mask of 1000 Faces, Changeling, or Body Craft is within your line of sight, you may make a challenge. If you win this challenge, you will pierce through this

disguise and see the target's permanent appearance. If you fail the challenge, you will notice nothing amiss. If a person has had her permanent appearance changed by the use of Changeling or Body Craft, this fact cannot be determined by using Aura Perception.

You are also able to detect other subtle characteristics. By winning a challenge, you may determine any one of the following things about your target: type of creature, diablerie within the past six months, current emotional state (which should depend on current control rating), and honesty. The challenge to pierce a disguise to permanent appearance using Changeling or Body Craft, is your Mental + Investigation + Level of Auspex versus the opponents Mental + Medicine + Level of Vicissitude. The

challenge for all other Aura Perception tests is your Mental + Investigation + Level of Auspex versus the opponents Mental + Subterfuge + Level of Obfuscate.

Aura Perception requires concentration and cannot be accomplished within a single combat round. You need to spend a small amount of time concentrating on the object you are reading to get an accurate reading. If you lose the challenge, you must wait ten minutes before initiating the challenge for that specific question, but not for others you have not already asked. The answers you will get, should you lose the challenge, are the following: human creature, no diablerie, calm emotional state and telling the truth, based on what question you asked.

Your target of the reading cannot spend willpower to lie about the result of the challenge. Willpower can only be spent to boost the traits for the challenge. Aura Perception may not be used during combat. The use of Aura Perception is not obvious to observers or the target. Note: If you fail an Aura Perception challenge for any tests except piercing a disguise to permanent appear-ance or testing emotional state, re-testing once to double-check yourself is acceptable, but re-testing multiple

times is not. You would have no suspicion to re-test more than once.

Insight The development of your senses has led to the discovery of a new sense, one that allows you a number of perceptions never encountered before. You now possess a higher awareness of your surroundings, and things that were once hidden are now clear to you. Using Insight, you are able to:

1. Read impressions off of objects. 2. Detect the presence of rituals on a person or object. 3. Detect the presence of psychic projectors. 4. Detect possessors. 5. Be immune to the effects of Partial Surprise (See section on Surprise, pg. 21) generated by stealth or situation.

Certain dramatic events leave an indelible mark on objects in the form of psychic impressions. Insight allows you to sense and interpret these impressions. To use this ability, contact a Storyteller. (Note: Actions taken by player characters will rarely, if ever, leave impressions on objects.) Rituals, too, leave their marks on both objects and individuals. With a successful challenge (Mental + Investigation + Level of Auspex versus the subject's Mental + Subterfuge + Level of Obfuscate), you may

detect the presence of rituals on an individual or on an object carried by an individual. You may detect rituals on objects not carried by an individual without the need of a challenge.

Insight also gives you heightened abilities to detect those that are Psychically Projected. If an individual who is currently Psychically Projected is in your presence, you may run a challenge (Mental + Investigation + Level of Auspex vs. the projector's Mental + Investigation + Level of Auspex) to see if you detect her. You may also make a challenge (Mental + Investigation + Level of Auspex versus the subject's Mental + Authority + Level of Dominate) to see the overlapped spirit indicative of a possessor.

With the power of Insight, you are immune to the effects of Partial Surprise generated by situation or stealth (Unseen Presence and similar powers). You are still fully susceptible to the effects of Total Surprise and Partial Surprise generated by supernatural Speed. This discipline is not a surprise downgrade and is applied after the challenges for any relevant surprise downgrade attempts.

Telepathy Your mental powers have grown such that you are able to create and maintain a link from your mind to the mind of another. This link allows you some access to your target, who may be willing or unwilling. The link you can forge is quite quick and can be used for a variety of purposes. Using Telepathy, you have the ability to:

1. Forcibly scan your target to learn her secrets. 2. Detect whether a memory has been altered. 3. Mentally communicate with your target. 4. Transfer static mental images to and from your target.

You can only use this power on one person at a time. In order to telepathically link into someone, you must have line of sight and if the subject is unwilling, you must win a challenge. The bids for this challenge are your Mental + Investigation + Level of Auspex versus the target's Mental + Subterfuge + Level of Obfuscate. As an exception to the condition for line of sight, you may initiate a challenge to establish your own Telepathic link with anyone who currently has a Telepathic link with you. This is called reversing the link. More complicated ways of creating a Telepathic link by following other Telepathic links (multiple hops, etc.) are not possible. Once you have initiated the telepathic link, line of sight is no longer needed. The link you forge is only active for one hour. After the hour has elapsed, you must re-initiate the link. After you have entered your

target's mind, you do not have to immediately communicate with or scan your victim, although this time does count as part of the one hour.

Using Telepathy, you are able to scan your target's mind in order to learn her secrets 1 . Once you have won the initial challenge to enter your target's mind, you are able to ask her yes/ no questions. After you ask a question, your victim has the option of ejecting you from her mind with willpower. If she chooses not to spend willpower in this fashion or this willpower is counter-spent, then a test is done. If you win the challenge (the bids are the same as when initiating the link), the question must be answered with yes or no (but truthfully). If you lose the challenge, you may not ask that question again for one hour. You may continue this as long as you are in her mind. If your victim agrees, you may ask her non yes/ no questions. You must tell her the question you wish to ask before making the challenge for the question. If she agrees to answer the question and you win the challenge,

she must answer truthfully. If the victim does not agree to the non yes/ no question, you must resort to the yes/ no question method to get the answer.

If you successfully use Telepathy to get the answer to a question regarding a specific memory, you may also ask if the memory has been altered (such as with Forgetful Mind or Mesmerism). The target must truthfully tell you whether that specific memory has been altered. When you are using Telepathy on someone who is staked, you are able to ask more general questions, that need not have yes/ no answers. A challenge is still necessary. But if the challenge is won, the staked person

must answer the question truthfully. While staked, the victim cannot eject the Telepath with willpower. You are not able to establish a Telepathic link with someone that is in torpor.

When using Telepathy to scan your target, she will be aware of the questions to which you are scanning for answers (unless this is later followed by Forgetful Mind). You are able to carry on a conversation with your target across the Telepathic link. This conversation is the equivalent of a mental telephone call. This type of communication may only be done with a willing target. If the target is unwilling, then you must revert to yes/ no questions as detailed above. You are also able to transfer static mental images both to and from your target across a Telepathic link. It takes several seconds to transfer such an image. This facility is not sufficiently powerful to transfer real-time

mental imagery. These mental images are enough for you to visually identify someone or the target's location, but are not sufficient for Character Recognition for the purposes of Summons. This type of communication may only be done with a willing target. If the target is unwilling, then you must revert to yes/ no questions as detailed above.

At any time during a telepathic conversation or while transferring mental images, your target may spend a willpower to eject you. This willpower can be counter-spent in the standard fashion. The only discipline that works through a Telepathic link is Dominate. You are able to use all the various powers of Dominate, except Possession and the part of Mastery that involves conditioning. For the purposes of Dominate, the link works just as well for your target as it does for you. 1 Telepathy cannot be used to determine a person's generation, but it can be used to determine a person's lineage. Note, someone's lineage and generation may completely different (i. e.: I have fifteen vampires in my lineage all the way back to Caine, but I am ninth generation. This could happen when all my sires and their sires have committed many diableries.)

When using Telepathy to scan your target, while communicating, or transferring mental images, you must concentrate on the Telepathic link and are not able to use any disciplines that require concentration (besides the Telepathy itself). When you are using Dominate over the Telepathic link, you are not able to use any other discipline that requires concentration (other than the Dominate and the Telepathy).

Telepathy may only be used in combat for three purposes. First, Telepathy may be used to initiate a Tele-pathic link with an individual. This requires an entire combat round to achieve and the link becomes active at the end of the round. Secondly, Telepathy may be used to communicate (with a willing participant) over an established link. Communication can occur at any time during the combat round, however communicat-ing is the only action you may take that round. The third and final thing that Telepathy can be used for is Dominating over an established link. You cannot forcibly scan an unwilling victim while in combat.

A Telepathic link does not allow you to gain extra information about your victim other than that in which they communicate to you, or which you extract with a Telepathic scan. The use of Telepathy does not automatically allow you to determine which disciplines are used by your target or against your target (except those which are done through your Telepathic link). Similarly, Telepathy does not automatically allow you to determine if your target is the subject of any additional telepathic links (although she may willingly relay this information to you, or you may forcibly scan for the answer to this question).

If the initial challenge to establish a Telepathic link fails, your target knows she was the target of a Telepathy attack, but does not know the source.

Psychic Projection Your senses have progressed to such a degree that you may now cast your awareness into the world and leave your body. You leave your physical body at some risk, as it will fall motionless where it stood. Mundane barriers cannot stop your Projection, but supernatural ones, such as some wards, can. When you are projecting in this fashion, you will wear a Silver Sash so that other players will recognize that you are in psychic form (See section on Sashes, pg. 36). While in psychic form, you are able to manifest yourself to others. If you do, then anyone looking at you can see you, although you will appear ghostlike. While manifesting, you are able to talk and hear in a normal

fashion, although you cannot touch or move objects. When you are manifesting in this fashion, you will wear a Red Sash, so that players will recognize that something is unusual about your character (See section on Sashes, pg. 36). Depending on the abilities of observers, your unmanifested psychic form can be detected. If you enter the presence of an individual with Insight while in your psychic form, she gets a challenge (your Mental +

Investigation + Level of Auspex versus the observer's Mental + Investigation + Level of Auspex) in order to see and hear you (See section on Insight, pg. 46). If you enter the presence of an individual with Psychic Projection (who is currently not in psychic form), she will see and hear you without the need for a challenge. If you enter the presence of an individual with Psychic Projection (who is currently in psychic form), then each projector will see and hear the other without the need for a challenge. Each projector also has the option of initiating a challenge (Mental + Investigation + Level of Auspex versus the other projector's Mental + Investigation + Level of Auspex) to see the silver cord of the other projector. This silver cord is the connection between the wandering awareness of the projector and her real body. A projector may initiate this challenge only once per hour per other projector. If one of the projectors is successful in seeing the silver cord of the other, she should contact a storyteller if she wishes to follow it to the real body of the other projector (requires winning two simple tests). While in your psychic form, the only disciplines that can affect you are Summon, Majesty, Anathema, Telepathy (if you are seen in some manner, or if someone reverses a Telepathic link you have established

with her), Lobotomy, and Dominate (via Telepathy or in the standard method if you are manifested). If someone summons you, then you are able to appear in your psychic form, but only if you were in this form at the time the Summon was initiated.

While in your psychic form, the only disciplines that you are able to use are all of Auspex (except the reading of impressions from Insight), Soul Mask (only the ability to lie), Majesty, Embrace the Beast, and Dominate (discussed next). You may use Dominate while projecting. This may be done either using Telepathy in the standard fashion or by manifesting. When using Dominate while manifesting, eye contact is required as normal. The Dominate

powers you are able to use while manifesting are exactly the same as those you may use via Telepathy. While projecting you are vulnerable to the effects of spirit wards whether cast on an area or a weapon. Your psychic form can not cross the boundary of a spirit warded area (unless you are attuned to the ward).

If a weapon enchanted with Ward versus Spirit successfully strikes your psychic form (you defend against such strikes using your Mental + Investigation + Level of Auspex), your real body will take one aggravated wound. When moving from location A to location B in psychic form, or if returning to your body, you may do so as an instant action. The travel time is essentially instantaneous. But when traveling between different points,

you do not gain any knowledge of the locations in between. There is a limit to the distant from your real body in which you can project your spirit while in psychic form. This distance is equivalent to 1 hour of in-game time.

You may only project your awareness using this power, during the night. You must return to your body before sunrise. When you return to your body after projecting, any Telepathic connections you initiated are broken. A connection that someone else established is still valid.

6.3 Celerity This discipline represents a vampire's ability to move with a blinding speed. During combat, you are now able to make certain actions faster than an opponent who doesn't possess similar skills. The section on Combat Resolution contains the details on how this discipline is applied during combat. Use of this discipline above Haste is considered a breach of the Masquerade due to the fact that witnesses cannot reasonably explain the speed at which you can move.

Each level of Celerity allows you to take an additional eight steps of ground based movement, or four steps of ying movement during the movement phase of combat (See Movement, pg. 19). In order to activate Celerity, you must spend one blood to activate it over the course of a single round, or three blood to activate it instantly. Once activated, the discipline lasts for ten minutes or one scene (in-game time). The discipline bonus that is received during a challenge for possessing a certain level of Celerity is always available, regardless of whether Celerity is activated or not.

Haste Your physical speed is so great that you are able to avoid being surprised by your foes. If you are caught by a surprise attack by an opponent, then by winning a challenge you are able to downgrade the surprise by one level. This method of downgrading surprise does not allow you to downgrade the surprise caused by supernatural speed (higher levels of Celerity, and Body Arsenal).

The test to downgrade surprise is Physical + Brawl + Level of Celerity versus the relevant bid of the discipline that is causing the surprise. If your attacker is not using a discipline to cause surprise (situational surprise) then her bid will be Physical + Stealth. Unlike the other levels of Celerity, Haste is always active (including for the purposes of increased movement) and does not have an activation cost.

Alacrity You now have the capability of First Strike. During combat, if you strike your opponent at Alacrity speed or greater, then your first Martial attack will take place before the first Martial attack of opponents who are not attacking at Alacrity speed or greater.

Swiftness Your speed has grown so great that you can now gain partial surprise on your opponent. In the first round in which you make a Martial attack against an opponent, if you attack your opponent at Swiftness speed or greater, then due to the supernatural nature of your speed you will startle her to such a degree that you will partially surprise her (See section on Surprise, pg. 21). This surprise will only apply to the first opponent you attack in a given combat. You are able to achieve this surprise, even if your opponent initiated the combat.

This partial surprise can only be downgraded if your opponent has Sense of the Predator. The test to downgrade this surprise will be your Physical + Brawl + Level of Celerity versus your opponents Sense of the Predator bid (See section on Sense of the Predator, pg. 43).

Rapidity You are now starting to develop the capability of Second Strike. Your speed has grown to such great levels that you are now able to make two Martial attacks in a single combat round. But due to the fact that you have not yet perfected this capability, you do only half damage in your Second Strike (rounded down, minimum one), and do not receive a Staking challenge in your Second Strike, even if you successfully attack with a Stake. In order to get this Second Strike, you must actually be attacking at Rapidity speed, and not just have it activated.

Fleetness You have now perfected the capability of Second Strike. Your speed has grown to such great levels that you are now able to make two Martial attacks in a single combat round, at full effectiveness. In order to get this Second Strike and do full damage, you must actually be attacking at Fleetness speed, and not just have it activated.

6.4 Dementation By the laws of science, when two opposing forces meet, there is energy. By the laws of society, when two opposing ideas meet, there is con ict. By the laws of the mind, when two opposing natures meet, there is madness. At their core, Kindred exist in a state of perpetual madness. Forever torn by the con ict of their raging Beast with their dwindling spark of Humanity, any appearance of sanity is at best a shallow veneer. For most Kindred, the only release from this madness is the cold embrace of Final Death or the feral sanity of complete surrender to the Beast. Through this madness, a weakness in the Kindred mind exists. The ancient Discipline of Dementation was designed to take advantage of this weakness. Once believed lost in Kindred history, Dementation reappeared in the Summer of 1999 after a mysterious torpor swept over the Malkavian Clan. Madness is again a weapon in the Jyhad. For in this modern world, who can truly claim to be sane?

Catatonia The mind is a fragile thing. When the psyche is injured, the mind will stop responding to outside stimuli and enter a withdrawn state known as Catatonic Shock. With this most basic power of Dementation, you are able to manipulate the psyche of another so as to cause them to temporarily enter a state much like Catatonic Shock, hence the name.

In order to use this power, you must have line of sight on your target. You must then win a challenge (Mental + Empathy + Level of Dementation versus your target's Mental + Empathy + Level of Dementation). If you win the challenge, your target will lose the will to act. If you are successful, your target will enter a state of Catatonia. Your target will be aware of her surroundings, but for the duration of the power, she will be unable to force herself to act on what she sees. In fact, your

target will not be able to take any actions (including movement or speech) or initiate any challenges until the Catatonia ends.

The Catatonia lasts for the remainder of the scene, 10 minutes, or until the Catatonia is broken. The Catatonia may be broken by outside stimuli in one of two general ways. First, if an individual in Catatonia is chosen as the target of any attack, the Catatonia will immediately be broken and the individual may take an action in that combat round as normal. The nature of this attack may be Social, Mental, or Physical, damaging or otherwise. The second way the Catatonia may be broken is through direct danger from the general environment. For example, an individual will not remain in Catatonia while standing inside a burning building, sitting outside minutes before sunrise, or in other such situations where the environment, not other individuals within the environment, poses a direct threat. If in such an environment, the Catatonia is broken and the individual may act as normal. The effects of this discipline may be ignored by the target with the expenditure of willpower. This expenditure must be done immediately after the conclusion of the challenge. It may not be done at a later time. Such

expenditure of willpower to ignore the effects of this discipline may be counterspent by the expenditure of willpower by the attacker. This willpower battle may continue back and forth until one side runs out or declines to spend additional willpower. If the attempt is unsuccessful, due to losing the challenge or willpower battle, you must wait a scene or ten minutes before attempting this power on the same target again.

The use of this power (and its source) is only obvious to the target.

Clarity of Thought Madness is a tool like any other. It can be used to create or to destroy. To fully utilize a tool, one must have some understanding of it. To understand madness is, in some degree, to understand the frailty of the mind. Upon mastering this power of Dementation, you are able to recognize the frailty within your own mind and guard against its exploitation. Stimuli that would once have crippled your concentration will longer affect you. Additionally, you are able to analyze the psyches of others and discern the weaknesses within their minds.

First, you are completely immune to the effects of confusion (See section on Confusion, pg. 24). However, you are not immune to disciplines that cause Confusion, as some have additional effects to which this power does not grant immunity. Second, you may scan the minds of others in order to discern their Derangements (See section on Derange-ments, pg. 32). In order to use this power, you must have line of sight on your target. You must then win

a challenge (Mental + Empathy + Level of Dementation Vs. your target's Mental + Empathy + Level of Dementation). If you win the challenge, your target will inform you of all the Derangements listed on her character sheet. By using Clarity of Thought to scan the mind, you are making an invasive study of your target's psyche. Your target will be aware of the attempt, recognize what was attempted, and know the source. This scan is

different than Telepathy in both use and feel.

This discipline is complex and requires a few seconds of concentration in which to scan the target's mind. Due to this need for time and concentration, you are unable to perform the scan within a combat round. If the attempt is unsuccessful, due to losing the challenge, you must wait a scene or ten minutes before attempting this power on the same target again. The use of this power (and its source) is only obvious to the target.

Phobia Fear. Fear haunts our dreams and fills our waking moments. Fear shapes us, drives us, and protects us. But fear should never control us. For fear is the most primal of emotions, and in its grip, we are reduced to nothing more than animals. Through your growing power to manipulate the psyche, you can implant an overwhelming terror into the mind of another.

In order to use this power, you must have line of sight on your target. You must then spend a blood, inform the target of the object of the Frenzy, and win a challenge (Mental + Empathy + Level of Dementation versus your target's Mental + Empathy + Level of Dementation). If you win the challenge, your target will imediately enter a Terror Frenzy (See section on Frenzy, pg. 30).

If the target of this discipline is a Kindred, the target's current control rating is immaterial (See section on Control Rating, pg. 29). Willpower cannot be spent to prevent the Terror Frenzy by refreshing the control pool because loss of control is not the cause of the Frenzy. The object of the Frenzy remains the same even if the Terror Frenzy is changed to a Rage Frenzy by the Brujah Clan advantage (See section on Clan Brujah, pg. 6). The duration and resolution of the Frenzy are as normal (See section on Frenzy, pg. 30). If the target of this discipline is a human or ghoul, the target will enter a state of panic similar to a Terror Frenzy. In fact, this state of panic will resolve as if the target were a Kindred in a Terror Frenzy. The

duration and resolution of the Frenzy are as normal (See section on Frenzy, pg. 30). The effects of this discipline may be ignored by the target with the expenditure of willpower. This expenditure must be done immediately after the conclusion of the challenge. It may not be done at a later time. Such

expenditure of willpower to ignore the effects of this discipline may be counterspent by the expenditure of willpower by the attacker. This willpower battle may continue back and forth until one side runs out or declines to spend additional willpower. If the attempt is unsuccessful, due to losing the challenge or willpower battle, you must wait a scene or ten minutes before attempting this power on the same target again.

The use of this power (and its source) is only obvious to the target.

Delusions Hallucinations. Voices only you can hear. The sensation of bugs crawling across your skin. These are the more famous signs of insanity. Now, they are weapons in your arsenal of madness. When this power is used, the targets are assaulted with a variety of phantom stimuli. Whether visual, auditory, tactile, or other, these tricks of the mind will temporarily hamper each target's ability to concentrate. This impediment to their concentration will have a negative effect on their ability to fight. In order to use this power, you must have line of sight on each of up to three targets. You must then spend one blood point and win a challenge against each target (Mental + Empathy + Level of Dementation versus

your target's Mental + Empathy + Level of Dementation). If you win this challenge, that target will be Confused (See section on Confusion, pg. 24) for a single combat round. Any Willpower spent by you to increase your bid on this challenge will apply against all three targets that round. When used in combat, the test and resolution of this discipline will be made in the instant phase, although it will be considered the user's combat action for that round (See section on Confusion, pg. 24). Additional

instant and delayed actions may be taken during that combat round as normal.

This power may be used against no more than three opponents in each round. Willpower may not be used to directly ignore the results of this discipline. However, an unresisted Willpower may be spent to ignore the Confused state for that combat round (See section on Confusion, pg. 24).

If this power is unsuccessful or Willpower is spent to ignore the effects of Confusion, there are no restrictions on attempting this power on the same person again in the next combat round. The use of this power (and its source) is only obvious to the targets.

Lobotomy Throughout history, there have been many attempts to cure insanity. One of the most barbaric was lobotomy, the practice of surgically removing a portion of the brain in hopes of removing the portion that caused the insanity. Often, this practice removed more than was intended, such as the ability to speak, to, write, to sing, to walk, or almost anything else we take for granted. Now, through your mastery of Dementation, you are able to stop an individual from using much of their mental faculties. While not on as basic a level as a surgical lobotomy, this discipline works with much more precision. Only the ability to use mental disciplines or mental skills is removed. Memory, speech, and physical coordination are unaffected. In order to use this power, you must have line of sight on your target. You must then spend one willpower point and win a challenge (Mental + Empathy + Level of Dementation versus your target's Mental +

Empathy + Level of Dementation). If you win this challenge, your target will be unable to maintain or initiate any mental based disciplines or utilize any mental based abilities for a scene or ten minutes.

If you are successful, the target will suffer the loss of a number of mental based faculties. First, any of the target's currently active mental powers will terminate. These powers include any Telepathic link created by the target, Psychic Projection, Possession, Unseen Presence, Mask of 1000 Faces, Vanish from Mind's Eye, Cloak the Gathering, Cloak of Shadows, Tentacle of Shadows, Hand of Flame, Fire Strike, Flight, Snare, Channel the Lost, Enslave the Dead, the change of appearance made by Changeling (which requires concentration), the change of appearance made by Body Craft (which requires concentration), and Skin of the Chameleon. Second, the target will be unable to initiate any mental powers. These powers include all of Auspex; all of Dementation; all of Dominate; all of Obfuscate; all of Obtenebration excluding Shadow Body; Weakness,

Taste of Death, and Torment from Quietus; all Paths of Thaumaturgy; Changeling and Body Craft from Vicissitude; and Skin of the Chameleon and Whispers of the Chamber from Visceratika.

The immunity to partial surprise (from Stealth) granted by Insight, the ability to see psychic projectors granted by Psychic Projection, the immunity to the effects of Confusion granted by Clarity of Thought, the ability to lie granted by Soul Mask, the ability be silent and to improve your level of surprise granted by Silence of Death, the immunity to control loss from the presence of blood granted by Taste of Vitae, the immunity to control loss from the presence of fire granted by Shield of Fire, and the ability to know the location of those around you (visible or invisible) granted by Whispers of the Castle are not affected by Lobotomy as these mental powers require no tests or concentration. Third, the target will be unable to initiate mental based ability challenges. Examples of these ability challenges are Firearms challenges, Throwing Challenges, and Security Challenges. Knowledge based abilities

such as languages, Science, and Sewer Lore are fully accessible to the target during the duration of the Lobotomy.

Finally, the target is unable to cast rituals while under the effects of Lobotomy. Rituals already active on the target are unaffected. Lobotomy only limits the target's capability to make use of specific mental faculties. The target's capability to defend from mental based attacks is unaffected. Memory, intellect, and motor skills are also unaffected. Physical and Social based disciplines and abilities may be used by the target as normal.

The effects of this discipline may be ignored by the target with the expenditure of willpower. This expenditure must be done immediately after the conclusion of the challenge. It may not be done at a later time. Such expenditure of willpower to ignore the effects of this discipline may be counterspent by the expenditure of willpower by the attacker. This willpower battle may continue back and forth until one side runs out or declines to spend additional willpower. If the attempt is unsuccessful, due to losing the challenge or willpower battle, you must wait a scene or ten minutes before attempting this power on the same target again.

The use of this power (and its source) is only obvious to the target.

6.5 Dominate This discipline clearly defines one of the most commonly accepted powers bestowed upon Kindred. This powerful discipline allows you to easily manipulate the minds of others.

In order to have the chance of successfully dominating someone, you must be at least the same generation as your target. If your target has more potent blood, dominate simply does not work, no test is necessary. Sunglasses do not prevent the use of Dominate on someone. In order for Dominate to work, your target needs to be able to see your eyes. The effects of any of the levels of Dominate detailed below may be ignored by the victim by the expenditure of willpower. This expenditure of willpower must be done immediately after the conclusion of the relevant challenge. It may not be done at a later time. Such expenditures of willpower to ignore the effects of Dominate may be counterspent by the expenditure of willpower by the attacker. This willpower battle may continue in a back and forth manner until one side runs out or declines to spend any additional willpower.

Command This discipline is a form of mind control exercised through the use of a piercing gaze and commanding voice. In order to Command your victim, you must first make eye contact. You must then state your simple command (it must be a simple sentence; no conjunctions) and then win a challenge. The bids for this

challenge are Mental + Authority + Level of Dominate. If you win this challenge, the Command must be obeyed as long as it would not clearly, immediately, and directly cause the death of the victim. (You are not able to Command someone to sleep under any conditions.) If the challenge is unsuccessful, you must wait ten minutes before attempting this power on the same person again.

The effects of any Command will last for a maximum of ten minutes. The use of this power is only obvious to the victim. Observers may hear the spoken command, but will not necessarily know that Command has been used. The use of this power will be obvious to the victim, but

this knowledge will not allow her to resist its effects.

Forgetful Mind A character may use her mental powers to warp the conscious and unconscious memories of a victim. In order to use Forgetful Mind on someone, you must first make eye contact. You must then state (in-game) the memories (concerning a single event) which you are attempting to add, remove, or modify. Then you

must win a challenge. The bids for this challenge are Mental + Authority + Level of Dominate. If you win this challenge, then you may add, modify, or eliminate those memories in your victim. When you are altering someone's memories in this way, you have the option of erasing the memories of the act of Forgetful Mind itself. This must be declared immediately after the challenge is won.

If the challenge is unsuccessful, you must wait ten minutes before attempting this power on the same person again. The original memories that have been altered, and the memories related to the act of Forgetful Mind itself, cannot be recovered in any way. This change is permanent and cannot be undone. With the use of Telepathy, it can be determined that a memory has been altered (See section on Telepathy, pg. 46). But it cannot be determined what the original memory was, or what level of Dominate altered or erased the memory.

This discipline is complex and requires time and effort to succeed. You are not able to use this discipline within a combat round because of its complexity. It requires a few seconds of concentration to erase or place a memory. This concentration interferes with any combat actions you may wish to take. The use of this power is only obvious to the victim. Observers may hear the spoken words, but will not necessarily know that Forgetful Mind has been used. The victim will remember the use of this power only

if the challenge is unsuccessful or the Dominator does not erase the memories of the act of Forgetful Mind.

Mesmerism You are now able to creep into someone's mind and implant both a suggestion and a trigger. As long as the suggestion is something that is not suicidal, if the triggering event occurs, your victim will shed all dignity and follow your suggestion. In order to Mesmerize your victim, you must first make eye contact. You must state (out-of-game) the suggestion and trigger you are attempting to implant, and then win a challenge. The bids for the challenge

are Mental + Authority + Level of Dominate. The actual Mesmerism itself does not require any spoken command.

If you win the challenge, you are able to implant the suggestion and trigger into your victim, such that it will only be activated if the triggering event occurs. You are only able to plant one suggestion at a time. The Mesmerism remains in the victim until the triggering event takes place, or you replace that Mesmerism with another one. It does not require any concentration to maintain a Mesmerism in your victim, once it has been implanted. When you win a challenge for Mesmerism, you have the option of automatically erasing the memories associated with this Mesmerism. This will erase the memories of the act of Mesmerism itself, and any

knowledge of the suggestion and its associated trigger. If you wish to erase these memories, this must be declared at the time the challenge is won.

If the challenge is unsuccessful, you must wait ten minutes before attempting this power on the same person again. The memories erased in this way with Mesmerism cannot be recovered in any way. This change is permanent and cannot be undone. With the use of Telepathy, it can be determined that a memory has been altered (See section on Telepathy, pg. 46). But it cannot be determined what the original memory was, or what level of Dominate erased the memory.

Successfully planting another Mesmerism into the same person will erase any previous Mesmerism you have place in this individual. However, several different people can implant a Mesmerism into the same individual. The use of Mesmerism is only obvious to the victim. The victim will only be aware of the Mesmerism if the challenge is unsuccessful, she successfully counters the Mesmerism with willpower, or the Dominator does not erase the memories associated with the Mesmerism. If the victim is aware of an attempted Mesmerism, or is aware that a Mesmerism has been implanted in her mind, then she will know both the suggestion and its associated trigger. But such knowledge will not allow her to resist the effects of an implanted Mesmerism. You cannot use Mesmerism during combat.

Mastery You have now honed your mental abilities to such an extent that you can exert immense control over the minds of others. This power manifests itself in several different ways:

1. You may now make use Command (Dominate 1A) without the need for eye contact. Now only line of sight is necessary. 2. You may force someone to answer a question truthfully. 3. You can condition someone to become so attached to you that they will simply follow your orders, regardless of the danger.

You now have the ability to make a simple Command without the need for eye contact. Now only line of sight is required, although the simple command must still be spoken out loud as before. This is a modification to your Dominate 1A (Command) ability, and not a new power. Therefore the mechanics (and effects) for this are exactly the same as for Dominate 1A (Command), except that only line of sight is necessary.

Your powers of Dominate have grown great enough, that you may force your victim to tell the truth when asked a simple question. Each question will require a separate challenge (Mental + Authority + Level of Dominate). If this challenge is won, your victim will answer that question truthfully. If the challenge is lost (or is countered with willpower), the victim may refuse to answer, or may lie. An exception is made if your victim has Soul Mask. In this case, even if the challenge is won, your victim may still lie. This Authority challenge is an out-of-game mechanic, and does not allow the user of this power to know if the question has been answered truthfully (including the case where willpower has been spent and/ or counterspent). You also have the ability to condition the minds of others. In order to condition someone, you must have complete control over the victim for at least three consecutive nights. In this time, you will erode her will to

the point that you may easily manipulate her. Once this has been done, you will permanently lose a mental attribute as a result of your intense concentration. (Note: If the character retires or is killed, the mental attribute is returned to the conditioner). As a result of this conditioning, you now have a fanatically loyal servant. The degree of control is quite intense. If you give an order (eye contact is not necessary), it will be followed, even if the order is self-destructive.

This is automatic, and there is no test. But your conditioned victim does have the option of spending willpower to ignore the order (subject to standard counter-spending rules).

Also, your conditioned victim gets additional traits to help resist the effects of Dominate by anyone other than the conditioner. These traits are determined by the level of the Conditioner's Dominate. The conditioned individual receives four traits if the conditioner only has Mastery or receives five traits if the conditioner has Possession. These traits can only be bid when the victim is defending against Dominate from someone other than the conditioner. Conditioning your victim does not break any previous blood bonds. But if a previous blood bond exists, and the Regnant and the Kindred who conditioned the subject issue a contradictory order, then the conditioning

will prove stronger than the blood bond. As long as the victim is not in the presence of the conditioner, she can lead a full life. However, while in the presence of the conditioner, she will yield in all ways to the Conditioner's will. It is possible to break

someone's conditioning, however, the process is dangerous and can possibly leave the victim a vegetable.

Possession Your degree of mental control has reached unbelievable proportions. You are now able to move your entire mind into a prepared host. To enact this process, your own consciousness leaves your real body and enters the host body. When this happens, you have full control over your new body. Imprinting your consciousness on a host requires five minutes of time.

As Possession allows full control of another body, only specially prepared bodies may be inhabited. These prepared bodies may be either human or ghoul, but can not be Kindred in origin. All hosts have a physical attribute of 7, no social or mental attributes, no skills, no influences, no willpower, and no disciplines. In other words, they are mindless shells waiting to be inhabited by you. Ghoul hosts have the standard blood pool of 4, which may only be used to soak wounds to the host body or to increase the physical traits of the host body during physical challenges. All other necessary blood expenditures must come from your real body's blood pool. While possessing a host body, your real body is quite helpless. Short of the natural re ex of soaking damage, there is nothing your body can do while your mind is elsewhere. In fact, you are totally unaware of anything

that happens to or around your real body short of it taking a wound level. At that time, you may choose to end the possession and snap back to your real body.

If your host body dies, you are immediately thrown out of the host body and must snap back to your real body. If you should choose to leave or are forced out of a host body for any reason, your awareness immediately snaps back to your real body. In either case, your mind reinhabits your real body, and you may begin taking actions from within it as normal. If you snap back to your real body in the presence of an individual who is currently in psychic form (See section on Psychic Projection, pg. 48), that individual can run a challenge (your Mental + Authority + Level of Dominate versus the projector's Mental + Investigation + Level of Auspex) to follow your eeing awareness back to your real body. As Possession merges your psyche into a different body, you are now the sum of your new parts. You will use your own abilities, influences, willpower, mental attributes, and social attributes when taking most actions

or engaging in most challenges. If a challenge or action requires the use of physical attributes, those of the host body will be used. As your entire mind and full personality are moved into the host body, you will have access to all your own primarily mental and social disciplines (a table follows the Possession section which details exactly which disciplines may be used). However, none of your primarily physical disciplines may be accessed as they require you to be in your real body. While in a host body (ghoul or human), you will use your own generation for purposes of Dominate. Also, your aura will be the same as if you were in your real body. No matter the level of control that Possession offers, the host body is not your true body so limitations do exist. First, if a prepared host body is a ghoul (which all have Potence), you may not access any of the

physical disciplines of the host. Only the physical attributes and the blood (if a ghoul) may be used. Such blood can only be used to soak or fuel physical actions that require the expenditure of blood. The blood of your real body must be used to fuel any mental or social actions that require the expenditure of blood. Second, there is a limit to the distance in which you may travel while possessing a body. In order to remain in full control of such a body, you must remain within a distance equivalent to 1 hour of in-game time, of your real body. If you should attempt to travel further than this, your consciousness will snap back to your real body. Third, Possession may only be used at night. If you are still possessing the host body at sunrise, your consciousness will be forcibly thrown from the host body and will snap back to your real body.

There are some mystical effects which can affect your real body when done to you while in your host body. While possessing, you are vulnerable to the effects of spirit wards whether cast on an area or a weapon. When in a host body, you can not cross the boundary of a spirit warded area (unless you are attuned to the ward) and still maintain the possession. If forced to cross the boundary, your spirit will be ejected from the host body and snap back to your real body. As a warning, your skin will begin to tingle if you approach too close to a spirit warded area. If a spirit warded weapon successfully strikes your host body, the host body will take full (normal) damage, and your real body will take one aggravated wound. Also, due to the mystical nature of Kindred vitae, any Kindred blood you imbibe while possessing will count toward a blood bond as if you were in your real body. The following table shows all the disciplines that are usable while possessing

Disciplines Allowed with Possession Discipline Path Disciplines Animalism ALL Auspex All except actually psychically projecting Dementation ALL Dominate ALL Obfuscate ALL Obtenebration Cloak of Shadows, Tentacle of Shadows, Shadow Veil Presence ALL Quietus ALL except Blood Agony Serpentis Eyes of the Serpent, Heart of Darkness, Taint of Corruption Blood Thaumaturgy ALL Lure of Flame ALL Movement of the Mind ALL Necromancy ALL Vicissitude Changeling, Body Craft Visceratika Skin of the Chameleon, Whispers of the Chamber, Whispers of the Castle

6.6 Fortitude By your very nature, you are supernaturally tough. Your body is capable of withstanding punishment that would otherwise kill a mortal. However, Fortitude allows your body to not only withstand punishment, but at advanced levels also grants the body the ability to heal damage quicker than is normally possible. This discipline is an innate ability and cannot be turned off. It costs nothing to use and simply makes your vampiric body more durable. Due to the intense forces needed to truly damage your body, the use of the

higher levels of Fortitude can result in a breach of the Masquerade.

Mettle This discipline toughens the body and allows it to withstand more damage. If you have this discipline, you have will have an extra wound level, of the type Bruised. (See section on Wound Levels, pg. 24).

Endurance By using this discipline you have hardened your body to the point that any wounds you take do not affect your ability to function. If you possess this discipline, you can ignore any wound penalties, except for the effects of Mortally Wounded, Torpor or Death (See Wound Levels, pg. 24).

Resilience Your body has become so tough that you are able to withstand severe damage. You are able to soak/ heal aggravated wounds at the same cost as normal wounds. You are also able to "double soak". In other words, you are able to spend up to two blood (instead of one) to soak for every attack against you that causes two or more wounds levels of damage. If an attack only causes one wound level of damage, you may only spend a single blood to soak. It still costs a single blood to soak/ heal one wound level.

Vitality Your ability to withstand damage is amazing. You are able to soak/ heal aggravated wounds at the same cost as normal wounds. You are able to soak/ heal at any time, and for as much damage as you have blood. It costs a single blood to soak/ heal one wound, or two blood to soak/ heal three wound levels. Vitality also allows a small amount of blood to bring you out of torpor, regardless of what kind of blood it is. The blood must be a viable food source and there must be at least a shot-glass full to do it, but if you

are in torpor and the appropriate amount of viable blood is placed on your lips, it will disappear as if being consumed by a sponge and one minute later you will have revived from torpor at one wound level above incapacitation. (Note: If enough blood is not given to the individual, a Blood frenzy will ensue.) Using this ability is a breach of the Masquerade, as anyone watching can find no reasonable explanation for the amount of damage you can withstand.

Aegis Your ability to withstand damage is phenomenal. You are able to soak/ heal aggravated wounds at the same cost as normal wounds. You are able to soak/ heal at any time, and for as much damage as you have blood. It costs a single blood to soak/ heal three wound levels. You now have the ability to bring yourself out of torpor. By permanently spending one physical attribute, you may instantly bring yourself out of torpor. When you leave torpor, you are at one wound level above

incapacitation with an additional blood (not exceeding your generational maximum). You may only do this once per hour.

Using this ability is a breach of the Masquerade, as anyone watching can find no reasonable explanation for the amount of damage you can withstand.

6.7 Obfuscate This power is the Nosferatu's true and only friend in the world, for without it, they would be unable to venture into Kine society for any reason. This power clouds a mind which is not sharp and waiting for surprises, with falsehoods that make it believe a Masquerade. By using Obfuscate, you cause the image you want others to see to replace that which they see, and only a sharp and inquisitive mind is able to penetrate the guise. Because the use of the power is subtle and not shocking, it is not considered a breach of the Masquerade; the viewer rationalizes what he sees and what her mind believes to invent a believable story. This discipline

allows someone to effectively hide themselves while in plain sight, physically and spiritually. You cannot spend willpower to ignore the effects of this discipline. You can spend willpower to boost your traits.

Unseen Presence The use of this power allows you to remain obscured and unseen from untrained eyes. When using this power, players must act as if you are not in their presence. To demonstrate the use of this power, either cross both arms in front of you, or wear a Yellow sash (See section on Sashes, pg. 36). If you are activating this power while someone is watching you (such as for Fair Escape), she will get a challenge to continue to see you. Heightened Senses is not needed in order to receive this challenge. The

bids for this challenge are your Mental + Subterfuge + Level of Obfuscate versus your opponent's Mental + Investigation + Level of Auspex. If she wins this challenge, she will continue to see you as long as she directly

watches you. When someone is watching you, in order to indicate that you are using Unseen Presence, cross both arms with hands open. This power cannot be used while you are in a large form (Aspect of the Wolf, Horrid Form, etc). This power cannot be used to conceal a staked or torpored body that you are holding. Holding a staked or torpored body is considered a large form. If you take any of the following actions, your obfuscation will drop:

You voluntarily drop your obfuscation. You talk, or make any noticeable noise. You touch a fixed object (such as opening a door or window). You make a Martial, Grapple, or Touch challenge against someone (regardless of whether it is successful or does any damage).

You attempt any challenge which has the potential to directly cause an opponent to lose wound levels, blood points, control points, or willpower. You use any discipline that causes you to change to large form (Aspect of the Wolf, Horrid Form). You use any discipline ON another person, with the following exceptions: Haste (downgrading Sur-prise only), Sense of the Predator, Taste of Vitae, Whisper of the Castle, Whisper of the Chamber, Heightened Senses, Aura Perception, Insight, and Telepathy (discussed below).

You otherwise interact with your environment in some way (to be determined by a narrator or story-teller). If you are the successful target of certain actions, your obfuscation will be forcibly dropped:

You are the successful target of a Martial, Grapple, or Touch challenge. You are the successful target of any attack which directly causes you to lose wound levels or blood points.

You are the successful target of an attack which prevents your movement (Grapple, Snare, Tentacle of Shadows). You are the successful target of an attack using Shadow Veil. When you are making any type of attack that will cause your obfuscation to drop, you will be considered visible the moment that you select your target (See section on Combat, pg. 17).

Walking or sitting will not drop your obfuscation. While using this power, you may use any discipline on yourself (such as Mask of 1000 Faces) and not drop your obfuscation, as long as this discipline doesn't involve changing to a large form (Aspect of the Wolf).

When attempting to initiate a Telepathic link, you will drop out of Obfuscate. But once the link is established, you may reestablish your Unseen Presence and then continue with the use of Telepathy (such as forcibly scanning your victim for information) without dropping Obfuscate. But any use of Dominate (via Telepathy) will cause your Obfuscate to drop.

If you initiate combat while under the effects of this power, you will automatically receive Partial Surprise, unless it is downgraded by another power (See section on Surprise, pg. 21).

Mask of 1000 Faces This discipline allows you to affect the minds of others, so that they do not see your permanent appearance. When gazing at you, people will see the disguise that you wish to project. This disguise can either be someone completely unknown, or you may duplicate the appearance of other individuals. When using this power, this should be represented by wearing a green sash (See section on Sashes, pg. 36). Once this power has been activated, it requires no additional concentration. But while in torpor, staked or upon final death, your disguise will fail and people will see your permanent appearance.

You cannot use this power to hide, mask, or emulate any of the following:

The physical changes due to Protean. The physical changes due to Serpentis. The physical changes due to Vicissitude (Body Weaponry, Body Arsenal, Horrid Form). The physical changes due to Visceratika. The visible effects of using Lure of Flame (Hand of Flame, Shield of Fire, etc.). The effects of manifesting as a Psychic Projector. The effects of Majesty.

Although you may be able to loosely simulate these effects, it will not fool anyone who is remotely paying attention.

Vanish from Mind's Eye The use of this power allows you to remain obscured and unseen from untrained eyes. When using this power, players must act as if you are not in their presence. To demonstrate the use of this power, either cross both arms in front of you, or wear a Yellow sash (See section on Sashes, pg. 36). If you are activating this power while someone is watching you (such as for Fair Escape), only those who have Heightened Senses will get a challenge to continue to see you. The bids for this challenge are your Mental

+ Subterfuge + Level of Obfuscate versus your opponent's Mental + Investigation + Level of Auspex. If your opponent wins this challenge, she will continue to see you as long as she directly watches you. When someone is watching you, in order to indicate you are using Vanish from Mind's Eye, cross both arms with fists closed.

This power can be used while you are in a large form (Aspect of the Wolf, Horrid Form, etc). This power can also be used to conceal a staked or torpored body, that you are touching or holding. If you are holding someone that is not staked or torpored, then this power is not sufficient, and Cloak the Gathering must be used instead.

While using this power, the actions that you may take (or have done to you) and not drop your obfuscation, are the same as for Unseen Presence, with the addition that you may now use disciplines which change you to a large form. If you initiate combat while under the effects of this power, you will automatically receive Total Surprise, unless it is downgraded by another power (See section on Surprise, pg. 21).

Cloak the Gathering You are now able to use your powers of Obfuscation to hide others. You and up to four other individuals may be hidden under your cloak. As individuals are assumed to be normal sized forms (with a limit of four), an individual in a large form (Aspect of Wolf, etc.) will count as two normal sized forms toward this limit. Individuals to be hidden under the cloak must be willing, Staked, in Torpor, or Dead.

Cloak the Gathering has some other limitations. First, the effective range of your cloak is eight steps from your person. If an individual hidden under your cloak steps outside of this radius, she will drop out of the cloak and become visible. Second, once a group is hidden under your cloak, you may not add an additional individual to it. You must drop the cloak and initiate it again with the new individual as part of the new group (group size limit permitting). Third, you must always be hidden under a cloak you are generating. If you drop out of the cloak for any reason, the cloak ends and the entire group is visible. Any other individual hidden under the cloak may drop out of the cloak at any time without affecting the rest of the group. Fourth, as Cloak the Gather is a hiding power of Obfuscation, all those hidden under the cloak must abide by the restrictions listed under Unseen Presence (See section on Unseen Presence, pg. 59), or they will drop out of the cloak. If you violate any of the listed restrictions, the cloak is dropped and the entire group will be visible. While generating a cloak, the actions that you may take (or have done to you) and not have the cloak drop are the same as for remaining hidden with Vanish from Mind's Eye (See section on Vanish from Mind's Eye,

pg. 61). The actions that an individual hidden under your cloak may take (or have done to her) and not drop out of the cloak are the same as for remaining hidden with Unseen Presence (See section on Unseen Presence, pg. 59) with the addition that she may use disciplines which change her to a large form as long as the cloak's group size limit will allow it.

If you attempt to generate a cloak within line of sight of observers, only an observer with Heightened Senses gets a challenge (your Mental + Subterfuge + Level of Obfuscate versus the observer's Mental + Investigation + Level of Auspex) to continue to see the group. The observer only gets one test regardless of the number of individuals included within the cloak. If successful, the observer sees the entire group.

If any member of the group moves while hidden under your cloak, an observer with Heightened Senses may initiate a challenge (your (meaning the cloaker's) Mental + Subterfuge + Level of Obfuscate versus the observer's Mental + Investigation +Level of Auspex) to penetrate the cloak. If the observer wins the challenge, that observer may see the entire group as if the group was not hidden. Each observer may only attempt to penetrate the cloak once per scene regardless if another member of the group moves or the same individual moves again.

If you are attempting to cloak a group during combat, your action that round must be to generate the cloak and each individual to be hidden in the cloak must spend their action that round on "being cloaked". An individual cannot take a combat action during a combat round and still be cloaked by someone else in that combat round.

Multiple cloaks cannot be stacked on top of one another. If more than one individual in a group has Cloak of the Gathering, only one of them may cloak the group at a time. Additionally, no individual under a cloak may be hidden with Unseen Presence or similar power unless that individual wishes to drop out of the cloak and hide under her own power.

If you or someone in the group initiates combat while hidden under the cloak, that individual will auto-matically get Total Surprise (See section on Surprise, pg. 21) on the target unless the target can downgrade the surprise with an applicable power (See section on Downgrading Surprise, pg. 23). If the target has an applicable power to downgrade the surprise, a challenge is run (the target's relevant bid versus your (meaning the cloaker's) Mental + Subterfuge + Level of Obfuscate) to see if the downgrade was successful. If more than one individual in the cloak initiates combat in the same round against the same target, the challenges to downgrade surprise are run separately. As the generation of surprise is considered an offensive effect, any willpower you (the cloaker) spend to double your traits will only apply to one downgrade attempt. For each downgrade attempt the target has and for each individual attacking from under your cloak, there is a sepa-rate challenge in which your willpower doubles traits separately. On the opposite side, the target can spend willpower to double traits on a downgrade challenge and it is considered a defensive willpower expenditure so applies on appropriate challenges for the remainder of the combat round (See section on Willpower, pg. 26) At the time the cloak is generated, you and all members of the group to be hidden should cross both arms in front of the chest with fists closed to indicate that you are being hidden with Cloak the Gathering. From

that moment until dropping from the cloak, you and all members of the group should cross both arms in front of the chest or wear a yellow sash (See section on Sashes, pg. 36) to demonstrate that you are hidden by Cloak the Gathering. Observers can only spend willpower to boost traits on the challenges to penetrate the cloak. They cannot spend willpower to ignore the fact that you have hidden a group of individuals with Cloak the Gathering.

Soul Mask You have reached the pinnacle of your powers to hide yourself. Soul Mask does for the soul what Mask of 1000 Faces does for the body. You have the ability to render impotent those abilities that can discern your deepest darkest secrets. Your ability at fooling other people mind's into seeing what you want them to see has progressed to such a level that you can affect other people's minds into seeing what you want even in the subtle nuances that make up your spirit. Soul Mask allows you to alter your aura at will. As such, anyone attempting to read your aura with the power of Aura Perception will only see what you want her to see. When queried about one of the four

characteristics that Aura Perception detects, you may give any answer you wish, regardless of whether the Aura Perception challenge was won or lost.

Soul Mask also makes you somewhat immune to the probing attacks of Telepathy. While Soul Mask does not allow you to keep a Telepathic link from forming, it does allow you to respond to any question asked by a Telepath (See Telepathy, pg. 46) with any answer you wish. Soul Mask can also prevent an individual from successfully scanning your psyche with Clarity of Thought. When an individual wins the challenge to discern your Derangements, you may answer however you wish.

You can tell the truth, tell the individual you have no derangements, or give a list of false derangements. The choice is yours.

Opponents are not able to spend willpower to overcome Soul Mask. Willpower can only be spent to boost traits in the challenge. (Note: Boosting traits in a challenge against someone with Soul Mask will not help win the challenge, as Soul Mask prevents anyone testing from believing anything other than what you say is the absolute truth.)

In addition to your ability to deceive others, you gain the ability to initiate and resolve Unseen Presence (See section on Unseen Presence, pg. 59) during the Instant Action phase of combat at the cost of one blood point. This is still considered your combat action for that round. You may take any additional instant or delayed actions as normal.

If you are staked, Soul Mask is still fully active. If you are in torpor, Soul Mask is not active. Since you cannot speak or be questioned by Telepathy, your mind cannot be scanned. But diablerie veins and creature type will no longer be hidden.

6.8 Obtenebration This discipline combines your natural tendency to skulk in the shadows and the ability to manipulate your environment to some end. Without a doubt, the shadows surrounding you simply bow to your mastery.

Cloak of Shadows With your natural affinity for shadows, you may cause yourself to disappear within them. This power functions exactly as Unseen Presence with the additional restriction that you may not activate this power in a brightly lit area, and your bid is your Mental + Concealment + Level of Obtenebration.

Tentacle of Shadows Your shadow powers have grown a bit. You are now able to extend your influence beyond your own body to affect those around you. It requires a bit of concentration and some deep shadow to do, but as long as there is deep shadow available, you are able to cause the Tentacle to exist. With the expenditure of one blood, you may instantly summon a Tentacle of Shadows to come from any existing shadow within line of sight. This Tentacle may be controlled to attack others, or to make a special

type of grapple maneuver. If the Tentacle is used to attack, it will in ict one normal wound upon a successful strike. You may not use Potence or Celerity to modify the ability of the Tentacle. When attacking, the Tentacle will have a Brawl

bid that is equal to your current Obtenebration bid (Mental + Concealment + Level of Obtenebration). If the Tentacle is used to make the special grapple maneuver, you must win a challenge in the Second Strike/ Grapple phase of combat (See section on Combat, pg. 17). The bids for this challenge are the

Tentacle's Brawl bid (equal to your current Obtenebration bid) versus your opponents Physical + (Brawl or Melee) + Level of Potence. If the challenge is successful:

The Tentacle will hold the victim motionless, until it dissipates or the victim escapes. While the victim is grappled by the Tentacle, she may not make any Martial, Grapple, or Touch attacks against anyone. But during this time, she will defend against all such attacks at normal traits.

The victim is allowed a retest every combat round (in the Second Strike/ Grapple phase) to escape the Tentacle. If you use the Tentacle to strike the victim, while the victim is being grappled by the Tentacle, then the grapple is automatically lost, although the victim will defend against this strike at half traits. If this maneuver is attempted against someone with Potence, the target will automatically win, and the Tentacle will immediately suffer a number of wound levels equal to the amount of damage that the relevant level of Potence will add to successful Brawl challenges.

The Tentacle will dissipate once one of the following occurs: Ten minutes has passed. The Tentacle has suffered 3 wound levels of damage. The user of the discipline loses his concentration. During the time the user has a Tentacle active, the only actions which she may take are normal conversation, movement (ground based only), drinking blood, healing wounds, using Deflection (Thaumaturgy: Movement of the Mind 2B), and using Shield

of Fire (Thaumaturgy: Lure of Flame 1B). Any other actions cause a loss of concentration. The user of the discipline loses line of sight with the Tentacle. The user of the discipline wills the Tentacle to dissipate.

The Tentacle may grab small objects, but may not wield weapons. Willpower can only be spent to boost traits in combat against the Tentacle. Willpower cannot be spent to ignore the Tentacle itself.

The Tentacle itself will be obvious (and a breach of the Masquerade) although the source of the Tentacle's power will not be obvious (See section on Sourceless Challenges, pg. 14).

Shadow Veil You now have the ability to use the shadows to harass and confuse your opponents. In order to use this power, you must have line of sight on your target. You must then spend a blood point and win a challenge (Mental + Concealment + Level of Obtenebration versus your opponents Mental +

Investigation + Level of Auspex). If you win this challenge, you will cause an amorphous blob of darkness to enshroud your victims head for a single combat round.

While a victim's head is enshrouded in darkness, he will be in a state of Confusion (See section on Confusion, pg. 24). This will cause him to be at half traits for all offensive and defensive Martial, Touch, and Grapple challenges. Additionally, the victim will also be unable to initiate or maintain any disciplines that require eye contact or line of sight. But during this time, the victim will also be immune to any disciplines that require eye contact. When used in combat, the test and resolution of this discipline will be made during the instant phase, although it will still be considered the users combat action for that round (See section on Combat, pg. 17).

Additional instant actions may be made during that combat round as normal. This power may be used against only a single opponent in each combat round. Willpower may not be used to ignore the successful use of this discipline, although the target may spend a willpower to ignore the effects of Confusion (See section on Confusion, pg. 24). The other effects of this

discipline cannot be ignored with the use of willpower. The source of the veil is not obvious, even to the target (See section on Sourceless Challenges, pg. 14).

Shadow Body Not only are you able to affect the shadows around you, but now you are also able to meld your own body with those shadows you control.

To shift into this form, you must spend one blood point to transform your entire body in one combat round, or three blood points to transform instantly. While in this form, your body becomes an undefined shape composed of deep shadows. You are able to go where a shadow is able to go. Of course, this means you are able to go through glass or other transparent substances. Although this form is not invisible, it may be made so using Cloak of Shadows (see below). While in this form, you are immune to physical injuries except those due to mystical fire, sunlight, and certain powers of Thaumaturgy (Blood Strike, Flame Bolt, and Engulf). Also, while in this form, you suffer

double damage from mystical fire and sunlight. You are considered to be ying the entire time you are in this form. As such, you face certain limitations on the actions you may take (See Flying and Discipline Use pg. 20). However, the discipline Cloak of Shadows

may be used. Your speed while in this form is slow. In each combat round, you may y at four steps plus four steps per level of Celerity.

Shadow Walk You are at one with the substance of shadows. With the power of your mind and your body's affinity to shadow, you are able to dissipate your body into shadows at one location and reform it from the very substance of a shadow at a different location. To an observer, your body literally evaporates into a black vapor and you seem to step fully formed from a shadow.

To use this power to move to a nearby shadow, you must spend a willpower point and the target shadow must be within your line of sight. To use this power to move to a shadow which is beyond your line of sight, you must spend three willpower points and know the target shadow exists. Even then, the target shadow can at most be a distance away equal to one hour of game time. If the target shadow no longer exists, the willpower points will still be expended, and you will be stunned for the next combat round, while remaining in your original location.

By spending an additional willpower, you may take one passenger with you. The passenger must be willing, staked, or in torpor. You must be touching the passenger in order to transport her through the shadows with you. No touch challenge is necessary, as the target must be willing or incapable of resisting. Shadow Walk is a modification of movement. If used during combat, Shadow Walk takes your combat action (and your passenger's combat action, if applicable) and is resolved during the movement phase (See section on

Combat, pg. 17). At the beginning of the movement phase, you spend the appropriate number of willpower points, move to the location of your target shadow, and then take your normally allowed movement.

Shadow Walk can allow you movement in situations where it would not normally be allowed. If Grapple, Shadow Tentacle, or similar power restrains you, you are still able to use Shadow Walk to move away. Shadow Walk operates as normal is these situations. However, the Thaumaturgical power of Snare can keep you from dissipating into shadow and therefore, you cannot even attempt to use Shadow Walk while held in its mystical grasp. The use of this power is obvious to anyone watching.

6.9 Potence This discipline defines the raw power that some vampires possess. Potence allows you to automatically succeed in actions where raw strength is the only significant factor, such as lifting or breaking things. Note that combat is not included in such actions. The higher the level of Potence used, the more difficult the feat of strength that is possible.

If you use Potence to add wound levels to a successful strike with a weapon, then the weapon will shatter if it is not properly reinforced. See the section on Weapons, pg. 34, for details. If Potence is used to add additional wound levels of damage to an attack that does aggravated wounds (such as Wolf's Claws or a warded sword), the damage added from Potence will be normal wounds, not aggravated wounds.

Strength With Strength, you are now able to do things that the strongest human is able to do. You can lift objects around three hundred pounds with relative ease. Although this level of power is not a breach of the Mas-querade, if you are not a large vampire, people may think it strange that you are able to do such astounding feats of strength.

With this strength, you now have the ability to do one additional normal wound level of damage for each successful Throwing attack.

Prowess With Prowess, you are now able to do amazing feats of strength. With this strength, you now have the ability to do one additional normal wound level of damage for each successful Melee or Brawl strike.

Might With the use of Might, you are now able to perform a special Grapple maneuver on opponents who are of equal or lesser strength.

In order to Grapple your opponent, you must win a challenge during the Second Strike/ Grapple phase of combat. The bids for this challenge are your Physical + Brawl + Level of Potence versus your opponents Physical + (Brawl or Melee) + Level of Potence. You may only attempt this maneuver one time per combat round. Celerity does not modify your Grapple attack in any way.

If you are Grappling someone of lesser strength, you may hold your victim indefinitely unless you move, or attempt an offensive action against someone. If you are Grappling someone of equal strength, your victim will get a Brawl challenge (during the Second Strike/ Grapple phase) every round in order to free herself. You are not able to Grapple those of greater strength. Regardless of the strength level, if you move while Grappling someone, your victim will get a (possibly additional) Brawl challenge (during the Non-attack actions phase) to free herself.

While you are grappling your victim, she may not make any Martial, Grapple, or Touch attack against anyone (except that she will automatically win any Touch challenge against you). During this time, both you and your victim will defend against all Martial and Touch challenges at half traits. If you attack the victim in any way:

The Grapple is automatically lost. If the attack against the victim is a Martial, Grapple, or Touch attack, the victim will defend against the first such challenge from you at half traits.

If the victim attacks you in that same round with a Martial, Grapple, or Touch attack, her first such offensive challenge against you is at half traits. If you attack anyone else, the Grapple is automatically lost. While Grappling someone, the only non-attack actions you may take are movement and healing wounds.

Vigor With Vigor, you are now able to do extraordinary feats of strength. With this strength, you now have the ability to do two additional normal wound levels of damage for each successful Melee or Brawl strike.

Puissance With Puissance, you are now able to do superhuman feats of strength. There are very few things that can withstand this level of Potence, including other Kindred.

With this strength, you now have the ability to do three additional normal wound levels of damage for each successful Melee or Brawl strike, or two additional normal wound levels of damage for each successful Throwing attack.

6.10 Presence By using Presence, you are able to condense your charisma, personality and appeal into a tangible force. You are able to influence other's base emotions with varying degrees of success as you get more and more advanced.

Dread Gaze You are able to project feelings of terror and fear upon others. Eye contact is not necessary to use this power, but your victim must be in your presence.

In order to use this power against your target, you must win a challenge. The bids for this challenge are each side's Social + Leadership + Level of Presence. If you win this challenge, your target will be forced to ee from you in terror. If Dread Gaze is successfully used while in combat, your victim must immediately leave your presence in the combat phase following the one in which this challenge is resolved. She may not take any actions in the

following phases of that combat round, other than to leave the scene (See Combat section, pg. 17). If your victim is unable to leave your presence, she must role-play extreme discomfort. In either case, she is unable to take any action against you or initiate any challenges against you. Your victim is able to ignore the effects of your Dread Gaze by spending a willpower. You are able to counterspend this willpower expenditure by spending willpower yourself.

The terror the victim feels will not compel her to run screaming in the other direction, but will certainly cause discomfort to such a degree that she must leave your presence immediately. Her discomfort with you will last for ten minutes. If you attack the victim of your Dread Gaze, she may defend herself as normal, and henceforth ignore your previous Dread Gaze.

There is no cost (in terms of blood or control) to activate or use Dread Gaze. The use of Dread Gaze is only obvious to your victim.

Entrancement Through the use of this discipline, you are able to amplify your charisma and bring it fully to bear on another individual with the intent of in uencing her emotional state. If you are sucessful, your target will feel a combination of camaraderie, respect, and awe towards you. The affected individual will treat you like a good friend and do her best to aid you, as long as this does not obviously put her like in danger.

In order to use this power, your target must be within your presence. You must spend a blood point and win a challenge (Social + Leadership + Level of Presence). If you win the challenge, your target will be unable to attack you in any way (including verbal attacks such as speaking rudely) for one hour. Additionally, the target will view you in a friendlier light. However, the results of this effect can range from simple civility to strong friendship depending on the original relationship between you and your target. If, during the hour, you attack the individual you have Entranced and the individual knows that you are the source of the attack, the Entrancement breaks and the individual may attack you as normal. Additionally,

you may not Entrance her again for the remainder of the night. Being rude or insulting towards your target is not enough to break the Entrancement.

Your target may ignore the effects of this discipline with the expenditure of willpower. This expenditure of willpower must be done immediately after the conclusion of the challenge. It may not be done at a later time. You are able to counterspend any such willpower expenditure by spending willpower yourself. The willpower battle may continue back and forth until one party is unable or unwilling to spend to spend any additional willpower.

If the attempt is unsuccessful, due to losing the challenge or willpower battle, you must wait ten minutes before attempting this power on the same target again. The use of this power is only obvious to the target, and the target will not recognize the use of this power unless the challenge fails, it is sucessfully countered with willpower, the Entrancement is broken, or until the duration has expired. Note: The shift in relationship is a roleplaying effect. As such, the extent to which this discipline changes the character's view is left to the player.

Summon Your charisma and personality are capable of reaching out and drawing someone to you like a magnet. Your charm is hard to resist and if you successfully use Summon, you are able to bring them to you from whatever location they may be at. In order to use this discipline, you must spend a single blood to attempt the summons, and then win a challenge. The bids for this challenge are each side's Social + Leadership + Level of Presence. If you win

the challenge, your target will feel a compulsion to come to your location. She will not know who has issued the summons, but will feel drawn to the location.

You must be able to recognize the target in order to attempt the summons (See Character Recognition section, pg. 33). Having line of sight on your target is not sufficient. This recognition is based on the person's spiritual essence (i. e.: If you are able to recognize the stranger you spent thirty minutes talking to, and you try to summon her, if she had been masked to look like someone else, you will still get the person under the mask). If you do not fulfill the criteria for recognition, the summons will simply fail. When you summon someone, you should send an out-of-play messenger to find your target. Send the total number of traits you are using, plus the number of willpower points you are willing to use to overcome her

use of willpower, if any. These willpower points are separate from any used to double your traits. You will not be able to use those willpower points until after the summons is resolved. As soon as the challenge is completed, the messenger should return to you and tell you the result. Any willpower you dedicated to the summons but did not use is recovered.

When answering the summons, your target must proceed directly to your location. She can choose her own route and means of getting there, but cannot delay. She can diverge from the path somewhat, but such divergence must be small and reasonable. If there is any disagreement about what is small and reasonable, see a Narrator or Storyteller. Similarly, if there are any impediments or obstacles preventing her from being summoned, she may decide how best to overcome them, as long as reasonable efforts are made. She cannot relent in a challenge that would directly stop her from answering the summons; however, she is not obligated to spend blood or willpower. Once the target is in sight of you, she will know that you are the source of the summons. She is not released from the summons until she has come within six feet of you and made her presence known to you. She must

remain there for one minute or one combat round; after that she is free to leave. Your victim may spend willpower to ignore the summons. This must be done immediately after the challenge. Once the victim has begun the journey to answer the summon, such willpower expenditures are not possible.

Also you are able to counter your target's expenditure of willpower by spending willpower yourself. When you send the out-of-play messenger, you inform him how much willpower you are willing to spend to overcome your target's use of willpower. The messenger can then spend willpower when appropriate. If willpower is spent, you will not be able to regain what is spent.

You cannot have more than one summons going at a time. If you Obfuscate yourself while you have an active summons, the act of hiding yourself with the discipline will break the summon; however, someone else using Obfuscate on you will not prevent the summons from happening. Your summoned target will appear in the area you are standing in, but simply not see you. There is no other way to stop a summons.

When you initiate the summons of someone you recognize, you do not have to remain in one place concen-trating on the discipline. You are free to move around. A summons will remain active for only about ten minutes. If a Summons challenge fails for any reason, you will know that the Summons was unsuccessful, but will not know why it failed. In this case, the intended victim will also know she was the target of a Summons

challenge, but will not know the source.

Anathema The control you exert over your charisma and personality has reached the point where you are able to project feelings of terror and fear upon multiple people simultaneously.

You may use Anathema on a maximum of three people per combat round. It costs a single blood point each combat round it is used. Eye contact with your targets is not necessary, but they must be in your presence. For each target, you engage in a challenge. The bids for these challenges are each side's Social + Leadership + Level of Presence.

For each challenge you win, that particular target must leave your presence. When Anathema is used during combat, the victim will be able to finish that combat round as normal, but must leave your presence at the end of that combat round. If they are unable to leave your presence, they must role-play extreme discomfort and will avoid interacting with you at any cost. In any case, they are unable to take any action against you, or initiate any challenges against you. If Anathema is used on a single target in a particular combat round, then the effects of Anathema cannot be ignored with the use of willpower, although willpower can be spent to double the relevant trait totals for

the initial challenge. Additionally this discomfort with you will last for one hour or one scene (which ever is longer).

If Anathema is used on multiple targets in the same combat round, then willpower may be used to counter-spend. Each target who wishes to counterspend with willpower must declare this intent immediately after the resolution of the test. Any expenditure of willpower by the person using Anathema is considered to apply to counter expenditures from all targets. Additionally any willpower spent by the Attacker to double the trait totals for this use of Anathema, will apply to all her offensive Anathema tests for that combat round. This discomfort with you will last for ten minutes or one scene (which ever is longer).

For example, Andy uses Anathema on Larry, Moe, and Curly, and wins all tests. Larry and Curly declare their intent to counter this Anathema, and each spends a willpower. Andy counters both by spending a single willpower. Larry spends an additional willpower while Curly declines. Andy does not counter this. Therefore Moe and Curly must immediately leave Andy's presence for ten minutes, while Larry is unaffected.

The terror your victims feel will not compel them to run screaming in the other direction, but will certainly cause discomfort to such a degree that they must leave your presence immediately. If you attack any of the victims of your Anathema (excluding the Anathema itself), they may defend as normal, and henceforth ignore your previous Anathema. If you lose the Anathema challenge with a particular target or if that target counters the effects of this Anathema with willpower, then you may not attempt another Anathema on that individual until ten minutes have elapsed. The use of Anathema is only obvious to the intended victims and only if they are supernatural creatures (Kindred, Lupine, etc.). In this case, they will know both the source and nature of the attack. But the use of

Anathema is not obvious to Kine. In this case, they will only feel the urge to ee (if the attack is successful) and will not know the source or nature of the attack. Therefore its use is not a Breach of the Masquerade.

Majesty Your powers of Presence have reached such a level that you are able to use it as a social deterrent. When this power is active, it will produce a combination of fear, respect, and awe in the people around you. Only the most determined will consider treating you with anything other than respect. It costs one blood point to activate this power, and is an instant action. It will remain active until explicitly deactivated. This power can be turned off at will, but will require spending additional blood to reactivate.

When this power is active, you cannot be attacked in any way (including verbal attacks such as speaking rudely) unless the person wanting to initiate the attack can beat you in a challenge. The bids for this challenge are each person's Social + Leadership + Level of Presence. If your attacker succeeds in winning the challenge against you, she has ten minutes (real time) in order to attack you. If no attack is initiated within this window of time, a new challenge must be won. If the challenge is lost, your attacker must either wait one hour or spend one willpower before attempting to challenge your Majesty again.

If you attack an opponent (actually the moment you select your opponent as a target) and the victim knows that you are the source of the attack, then that person may immediately attack you without winning a challenge against your Majesty. The attack upon your opponent must be a real combat attack and does not include verbal insults. This person has ten minutes (real time, starting from the conclusion of the attack) in which to initiate such an attack, or else she must make a Majesty challenge. Making an attack upon an opponent does not drop your Majesty in any for those who may be observing, nor give them extra attempts to pierce your Majesty.

You may activate Majesty during combat. But anyone who has previously made or declared an attacking challenge against you during this combat before your Majesty was activated, may continue to attack without making a challenge. While Majesty is active, it cannot be hidden in any way while you are visible. It can only be hidden if you are completely hidden (Unseen Presence, Cloak of Shadows, etc.). If someone penetrates this obfuscation

(for example, with Heightened Senses) and sees you, then they will notice immediately if your Majesty is active.

No one can force you (such as through Dominate) to drop your Majesty, but your Majesty will automatically drop if you are in torpor or staked. Willpower cannot be used to ignore the effects of Majesty, although it can be spent in order to double the traits used during the challenge. There is no penalty for losing a challenge against Majesty other than the one hour wait. Attempts to challenge someone's Majesty are not obvious to anyone. Note: If you are aware that someone who has Majesty active might be in an area you are about to fire into, destroy, pulverize in some fashion, you will have to win a challenge against her before proceeding. This restriction applies to an immediate physical response to someone you know is nearby. You can still speak badly and act as if you despise the person without testing as long as that person is not immediately in your presence (i. e.: You are not able to see her).

6.11 Protean You have the ability to control your body. It is a mystical control and allows you to manipulate your physical form into various different things.

Wolf 's Claws You are able to instantly grow razor sharp claws from your fingertips with the expenditure of one blood point.

When using this formidable weapon, a successful Brawl strike will in ict a base damage of one aggravated wound. Earthmeld The power you wield over your body allows you to sink into the ground and become one with it. By spending a single blood, you can slowly sink into earth over the course of one combat round. If you spend three blood, you can make this shift instantly.

While attempting to meld into the ground (not instantly), if someone wins a Grapple challenge against you, she can successfully prevent your entering the ground. Once you have been successfully Grappled, you are not able to Earthmeld unless you break free by some other method. You are able to use disciplines such as Psychic Projection, as the discipline does not require your body to move or do anything save be in one place unmoving. Other disciplines that do not require movement, touch

or other physical interaction of any kind can be used while embedded in the ground. If you have used this discipline to meld into the ground and are using disciplines, you must spend one blood for every hour you remain in the ground. When you run out of blood, you can either drop into torpor or go into a feeding frenzy which will force you out of the ground to look for food.

Shadow of the Beast You are able to control your form to such a degree that you can take the form of either a bat or a wolf. Each of these forms has some inherent abilities you can take advantage of; however, these forms also have a few disadvantages as well. In order to assume either of these forms, you must spend one blood point to change over the course of a single combat round, or three blood points to assume this shape instantly.

You will remain in your new form until you decide to change back or until sunrise. It costs nothing to revert to your human form. The bat form is able to move around in the darkness with the use of sonar. This darkness can be complete. The bat form also allows for ying at a rate of sixteen steps plus four steps per level of Celerity, per combat round. You are considered to be ying the entire time you are in this form, and are subject to certain limitations on your actions (See Flying and Discipline Use, pg. 20).

The wolf form is a very effective form for fighting in packs. A pack attack is in constant uid motion that allows for more wolves to actively get involved in the combat. Therefore while in wolf form, you count as 1/ 2 a person in terms of number for attacking. While in wolf form, you may attack your victim by biting her. If such a bite is successful, it will cause one aggravated wound.

While in wolf form, your movement is quite fast. You are able to move at a rate of sixteen steps plus eight steps per level of Celerity, for each combat round. The wolf's sense of smell is very heightened, but not to the extent of Heightened Senses. Her sense of hearing is also heightened, but only at the discretion of the narrator or storyteller on the scene. While in this form, you are able to use disciplines that make sense for the form (i. e. You cannot use Command because you are unable to speak).

Form of Mist Due to the incredible control you now have over your form, you are able to transform your body into a large cloud of fine mist.

To shift into mist form, you must spend one blood point to transform over the course of one combat round, or three blood points to transform instantly. While in mist form, you are able to slip through any structure, provided it is not airtight. While in mist form, you are immune to physical injuries except those due to fire, sunlight, and certain powers of Thaumaturgy (Flame Bolt and Engulf).

While in mist form, you are considered to be ying at all times. As such, you are limited in the actions you may take (See Flying and Discipline Use, pg. 20). Your speed while in this form is slow. In each combat round, you may y at four steps plus four steps per level of Celerity.

Aspect of the Wolf Due to the phenomenal control you now have over your form, you are able to transform your body into a large Wolf-like monster that is frightening to behold.

In order to assume this large form, you must spend one blood point to change over the course of a single combat round, or three blood points to assume this shape instantly. This form bestows great physical ability upon you. While in this form, making a successful strike against an opponent (bid is Physical + Brawl + Level of Protean) will in ict a base damage of two aggravated wounds. Due to the increased agility of this form, you are also able to move at a rate of twelve steps plus eight steps per level of Celerity, for each combat round. Another effect of this discipline is that you are more difficult to stake. Regardless of whether or not you are in this large form, any staking challenge agianst you will require winning an extra static test, though you will still take damage from the stake as normal. Because of its immense size, this form cannot be masked or hidden by the lower forms of supernatural stealth such as Unseen Presence, Cloak of Shadows, or Mask of 1000 Faces. But this form may be hidden by higher

forms of stealth such as Vanish from Mind's Eye or Cloak the Gathering. Using this discipline is a breach of the Masquerade.

6.12 Quietus Quietus, the discipline of assassins. Developed by a rare clan of Kindred known as the Assamites, this discipline path is a collection of dreadful abilities. The ability to cripple an individual with pain, the ability to turn your blood into poison or toxin, the ability to move without sound; all perfect tools for a simple purpose: to hunt and kill another being... or specifically, another Kindred.

Weakness You are taking the first steps on the road to being an assassin. Upon learning this most basic level of Quietus, you need no more than touch your opponent to wrack her body with pain. While the suffering you are able to in ict will not completely stop your opponent, her pain will hopefully impede her ability to fight. By weakening an opponent in a con ict, you have brought yourself that much closer to victory.

In order to use this power, you must first win a Touch challenge against your target (See section on Martial and Touch Challenges, pg. 15). You must then win a challenge (Mental + Stealth + Level of Quietus versus your target's Mental + Stealth + Level of Quietus). If you win the challenge, your target will be wracked with debilitating pain for the next five rounds.

While this discipline does not directly cause wounds, it does cause the target to take the wound penalties as if she were at the Wounded wound level (See section on Wound Levels, pg. 24). If the target is taking the wound penalties from a more severe wound level, this power has no effect unless the cause of the more severe wound penalties is removed (within the duration of this power). Willpower may be spent as normal to ignore the wound penalties generated by this discipline (See section on Willpower, pg. 26). Also, the ability to ignore wound penalties granted by Endurance (See section on Fortitude, pg. 58) and Frenzy (See section on Frenzy, pg. 30) will work as normal on the wound penalties generated by this discipline. The effects of this discipline may be ignored by the target with the expenditure of willpower. This expenditure must be done immediately after the conclusion of the challenge. It may not be done at a later time. Such

expenditure of willpower to ignore the effects of this discipline may be counterspent by the expenditure of willpower by the attacker. This willpower battle may continue back and forth until one side runs out or declines to spend additional willpower. If the attempt is unsuccessful, due to losing the challenge or willpower battle, you must wait a scene or ten minutes before attempting this power on the same target again.

While the attempt to make physical contact with the target is obvious to all observers, the use of this power (and its source) is only obvious to the target.

Blood Agony Poison has always been a valued tool of the assassin. Through your growing mastery of Quietus, you are able to secrete your blood as a poisonous substance to be applied to weapons. The application of this poison is achieved by drawing upon the power of your Blood and running your hand across the blade or striking surface of the weapon. The poison will be secreted from your palm and will immediately soak into the weapon. For as long as the weapon remains in your hand, up to a scene or ten minutes, the weapon will deal aggravated wounds.

The poison may be applied to any Melee, Brawl, or Throwing weapon. Unfortunately, the poison will not work for Firearms. One blood point is required for each weapon to be poisoned. If the base damage of the weapon is one wound, this power will modify the base damage to one aggravated wound. If the base damage of the weapon is two wounds, this power will modify the base damage to one aggravated wound and one normal wound. When applied to a Throwing weapon, the poison will only work for the round in which you throw the weapon. Even if a Throwing weapon is retrieved in the following round, the poison's potency will have faded, and you will have to reapply the poison. You may only poison one weapon in the instant phase of combat (See section on Combat, pg. 17). This does not take your combat action, and additional instant and delayed actions may be taken during that combat

round as normal. If you poison a weapon and hand it to another individual, the potency of the poison will immediately fade, and the weapon will only deal its normal base damage.

You are immune to the effects of the poison you secrete. If by chance or purpose, you should strike yourself with a weapon you have poisoned, the weapon will only do its original base damage to you (plus additional damage from Potence). Observers are able to see you run your hand over the weapon. Otherwise, the use of this power is not obvious. When the weapon is used, observers are able to tell that aggravated wounds are being delivered. However,

the reason for the more severe damage is not apparent.

Taste of Death It is said that the deadliest of poisons can smell the most delightful. In a deadly irony, you can make this statement true. With your growing power in this, the discipline of assassins, you are able to convert your blood into a toxic substance. Though the delivery mechanism of this toxin is strange (you must spit it upon your target), the effect is truly devastating. Bolstered by the mystic power of Quietus, the blood toxin will spatter your target. If the power of your mind is strong enough, the toxin will soak into your victim'sflesh, causing grievous damage to her body while bombarding her senses with the smell of Blood. If you should fail, the toxin will harmlessly evaporate doing no damage and leaving no trace. In order to use this power, you must have line of sight on your target. You must spend a blood point and win a challenge (Mental + Stealth + Level of Quietus versus your target's Mental + Stealth + Level of

Quietus). If you win this challenge, your target will be spattered with the blood you spit at her. This blood will mystically soak into the target doing one aggravated wound and causing the target (and only the target) to lose two control points due to the sight and smell of blood (this control loss may exceed the limit of three control points per scene).

The use of this power is obvious to anyone watching.

Silence of Death Silence... the greatest ally of the assassin. Upon mastering this power, you no longer make noise unless you wish. Your footfalls make no more sound than the soft steps of a cat. Your clothing does not make even the slightest brushing sound. Mechanical devices, such as phones or alarms, will make no noise while on your person. Even the roar of a firing gun will have no sound. Such power has its uses. Now your prey will never hear you coming, and her friends will never hear you leave. This discipline has two effects. Both are always active and have no cost. First, you make no sound unless you wish. While walking, running, falling, swimming, or any other form of movement, you make no noise. As a specific effect, your guns are considered automatically silenced.

However, this mystical silence only works for you. Other people, and objects you are not holding, will make sound as normal.

Second, you are able to improve upon your ability to generate surprise. In an attack where you are using situational surprise or a lower stealth power to generate Partial Surprise (See section on Surprise, pg. 21), you now generate Total Surprise. This effect does not work to raise the Partial Surprise generated by speed (Swiftness and Body Arsenal). In an attack where you are using a higher stealth power (Vanish from Mind's Eye or Cloak the Gathering) to generate Total Surprise, your surprise bid is doubled. This doubling of the bid only works for a Cloak you are generating but will work for every individual attacking out of your Cloak.

Your bid is only doubled for purposes of generating surprise. This power has no effect on moving while hidden under an Obfuscate-like power. This power is not obvious to observers.

Torment You are a master of pain. With your merest touch, you can cripple the strongest of men. Through your ability to manipulate pain, you are now able to in ict a feeling of overwhelming agony upon another. The suffering is so intense that your victim can do nothing. No movement, no rational thought, no concentration, nothing but pain. In fact, your victim will simply collapse, with neither a whimper nor a scream. This is truly the tool of a master assassin... an attack that is fast, silent, subtle, and deadly. In order to use this power, you must first win a Touch challenge against your target (See section on Martial and Touch Challenges, pg. 15). You must then spend one willpower point and win a challenge (Mental

+ Stealth + Level of Quietus versus your target's Mental + Stealth + Level of Quietus). If you win the challenge, your target will be wracked with crippling pain for the next five rounds.

While this discipline does not directly cause wounds, it does cause the target to take the wound penalties as if she had just reached the Incapacitated wound level (See section on Wound Levels, pg. 24). Even if the target is at the Incapacitated wound level from actual damage, the effects of this discipline take precedence. However, if the target is in Torpor or Mortally Wounded, this power has no effect until some of the actual damage is healed (within the five round duration of this power). Unlike Weakness, Willpower cannot be spent as normal to ignore the wound penalties generated by this discipline (See section on Willpower, pg. 26). Also, the ability to ignore wound penalties granted by Endurance (See section on Fortitude, pg. 58) or Frenzy (See section on Frenzy, pg. 30) has no effect on mitigating the wound penalties caused by this discipline. The effects of this discipline may be ignored by the target with the expenditure of willpower. This expenditure must be done immediately after the conclusion of the challenge. It may not be done at a later time. Such

expenditure of willpower to ignore the effects of this discipline may be counterspent by the expenditure of willpower by the attacker. This willpower battle may continue back and forth until one side runs out or declines to spend additional willpower. If the attempt is unsuccessful, due to losing the challenge or willpower battle, you must wait a scene or ten minutes before attempting this power on the same target again.

While the attempt to make physical contact with the target is obvious to all observers, the use of this power (and its source) is only obvious to the target.

6.13 Serpentis This discipline, created by the Setites, gives a Kindred the ability to manipulate corruption, and to assume the attributes of the symbolic form of corruption, the serpent.

Tongue of the Serpent Your ability to emulate the serpent is developing. With a minimum of effort, you are able to make a simple change to your body towards becoming more like the serpent.

With the expenditure of a blood point, you are now able to instantly transform your tongue into a hyper-effective version of a snake's tongue. It is 18 inches in length and forked. While your tongue is in this form, a successful Brawl strike with your tongue will cause a base damage of one aggravated wound. Though the tongue may be concealed within the mouth, any speech while the tongue is serpent-like will be sibilant and the tongue will be very obvious as it extends beyond the lips during speech. When you want your tongue to revert to a normal size and shape, you simply will it to happen; no additional blood is necessary.

Eyes of the Serpent Your power to emulate the serpent can now be used to beguile others. When this power is activated, your eyes appear like those of a serpent, with gold irises and black pupils. By concentrating the hypnotic powers of your serpent-like eyes, you are able to subtly draw your target's attention toward your eyes. This distraction to your target's concentration will have a negative effect on her ability to fight. Though the change to your eyes lasts only one round, anyone looking at you during the round can see the difference. In order to use this power, your target must be within your presence. You must spend a blood point and win a challenge (Social + Persuasion + Level of Serpentis versus your target's Social + Persuasion + Level

of Serpentis). If you win this challenge, your target will be Confused (See section on Confusion, pg. 24) for a single combat round.

When used in combat, the test and resolution of this discipline will be made during the instant phase, although it will still be considered the users combat action for that round (See section on Combat, pg. 17). Additional instant actions may be taken during that combat round as normal.

This power may be used against only a single opponent in each round. Willpower may not be used to directly ignore the results of this discipline. However, an unresisted Willpower may be spent to ignore the Confused state for that combat round (See section on Confusion, pg. 24).

If the challenge is unsuccessful or Willpower is spent to ignore the effects of Confusion, there are no restrictions on attempting this power on the same person again in the next combat round. The use of this attack is obvious to anyone watching (due to the change in your eyes).

Form of the Serpent Your corruption has now had the effect of allowing you to show it by physical representation. Your nature now shows through in one of your forms, that of the snake.

In order to assume this form, you must spend one blood point to change over the course of a single combat round, or three blood points to assume this shape instantly. You can transform your body into a six foot long, six inch diameter black cobra. You gain all the obvious advantages and disadvantages of this form: the ability to slither through small openings, a rarefied sense of smell, fangs, poison, no hands, no ability to speak, and a diminished sense of hearing (Note that the enhanced sense of smell and diminished sense of hearing tend to balance out; hence no trait bonuses or penalties. Where appropriate, the difference may, and is encouraged, to be role-played). While in snake form, you may attack with your bite. A bite will do a base damage of one aggravated wound. A successful bite will also inject a poison into the victim. The poison is only harmful to Kine and will kill

them if they do not receive treatment within thirty minutes of the bite. The poison has no effect on vampires. While in snake form, you may attempt a special grapple maneuver. In order to do this, you must win a challenge in the Second Strike/ Grapple phase of combat (See section on Combat, pg. 17). The bids for

this challenge are your Physical + Brawl + Serpentis versus your opponents Physical + (Brawl or Melee) + Level of Potence. This challenge will automatically fail if your target has any levels of Potence. If the challenge is successful, your target will be unable to take actions to move or make Martial, Touch, or Grapple attacks. Your target will still defend against these attacks at full traits and may make a challenge each subsequent round in the Second Strike/ Grapple Phase (your Physical + Brawl + Serpentis versus your opponents Physical + Brawl) to escape.

While in this form, you are quite fast. You will move at a rate of sixteen steps plus eight steps per level of Celerity, for each combat round. You are not required to concentrate to maintain the form. You will remain a snake until you decide to transform back into human form. You are able to use any disciplines that make sense for the form you are in (i. e.: You cannot Command someone because you are unable to speak.). Willpower cannot be spent to ignore the effects of your poison.

Heart of Darkness You are now able to corrupt those around you, although a great many people would not believe that a safe place for their heart is corruption. With this level of Serpentis, you can simply remove your heart, or someone else's, and place it in another location. Of course, the procedure is far more involved than reaching into a chest cavity and extracting the heart.

In order to extract someone's heart, you must have complete control over her. It will require two hours of uninterrupted surgery to take someone's heart out of her body. If you are interrupted for any reason, a single aggravated wound is in icted and the procedure must start anew. The procedure is very painful and the recipient will receive two aggravated wounds for her trouble, assuming everything goes well.

Once the heart is removed, in order to preserve the heart you must coat it with a point of your blood, every night for three nights in a row. This has the side effect of suppressing any previous blood bonds that your victim might possess, and replacing them with a temporary blood bond to you. Once this entire procedure is completed, you will lose a mental attribute as a result of your intense concen-tration. As an exception to this rule, if the heart you are removing is your own, you will not lose a mental

attribute. (Note: When a character whose heart you have removed, retires or is killed, the mental attribute is returned).

The benefits of heart removal are:

It makes you immune to staking in the usual sense, since there is no heart in your chest. Since the heart is the seat of all passion, you are less likely to lose yourself to the beast; therefore you gain one permanent control point, after all other factors are calculated.

The downside of this is as follows:

If anyone stakes your heart, wherever it may be, you are instantly paralyzed, as if you yourself had been staked in the traditional manner. If your heart is exposed to sunlight, or cast into ame, you suffer as if your entire body had been so treated. While the heart is outside the victim's body, all previous blood bond's are suppressed and replaced with a temporary blood bond to the person that removed their heart. The temporary blood bond that is created in the victim will function as a normal blood bond. All previous blood bonds will be suppressed while their heart remains outside their body. In order to keep the heart preserved, you must recoat the heart with another point of your blood, at least once every 2 months. If this is not done, the victim's heart will regrow in her chest, and the previously removed heart will turn to ash. At this point, any suppressed blood bonds will return. If the heart remains outside the victim's body in this manner for 6 months (and is coated with blood as necessary), then any previous blood bonds are permanently broken, and the victim's blood bond to the

person that remove their heart also becomes permanent (even if no further blood is used to preserve the heart and it regrows in the victims chest).

If you are removing your own heart, then this procedure has the effect of making you immune to blood bonds from other Kindred. While you are performing the major surgery to extract the heart, you cannot do anything else. This procedure cannot be done in combat and requires two hours out of game to accomplish. This is a procedure best left for downtime actions.

Taint of Corruption Your powers of corruption have reached a tangible level to others. In fact, you are now able to distill the essence of corruption and infect others in such a way that it lingers in their very blood.

After a successful Touch attack against your target, by spending a blood point and then winning a Social + Persuasion + Level of Serpentis challenge, the entire blood pool of your target will be tainted. When spending tainted blood for the purposes of soaking, healing, activation of disciplines, fueling of rituals, and pumping of attributes, two points of tainted blood must be spent to equate to the expenditure of one point of untainted blood. For all other purposes, the tainted blood will function as normal.

Additionally, while any tainted blood points remain in the target's blood pool, she is at half traits for all Social challenges (including Majesty). Victim's of this power may burn tainted blood out of their system at will, with no ill effects other than the loss of the blood. If someone has both tainted and untainted blood points in their blood pool, the tainted blood will not "infect" the untainted blood. Also, when spending blood, the victim may decide whether tainted or untainted blood points are spent. The taste of tainted blood is recognizable. If someone drinks tainted blood, she will immediately detect the presence of the tainted blood in her system.

You may only attempt to taint blood that is contained in a living vessel. Due to a lack of any vampiric blood in their system, Humans are unaffected by this power. There are no outward signs of the presence of tainted blood in someone's blood pool. Use of this discipline is only obvious to the target.

6.14 Thaumaturgy This discipline and its paths are the rarest and most closely guarded discipline among Kindred. These powers are found primarily among Kindred of the Tremere bloodline, although reportedly a few Kindred from other Clans have also mastered these powers.

6.14.1 Blood Thaumaturgy, the Path of Blood This path is the foundation of the Tremere's Thaumaturgical power. With this discipline, you are able to control the very essence of Kindred existence, blood.

Taste of Vitae You are now accustomed to the sight, smell, and taste of blood. You are also able to discern important characteristics from the taste of someone's vitae.

The first effect of this discipline is that you will no longer experience the loss of control points due to the sight, smell, or drinking of blood; although you are still susceptible to blood frenzies when you are out of

blood, and when attacked with Beast Within. Additionally, you are no longer subject to the blood storage limitation based on permanent control rating (See section on Blood Storage, pg. 34).

The second effect is that you may now gain considerable knowledge from tasting someone's vitae. You must consume a full point of blood of the person you are testing for information, but when consuming blood for this purpose, no nourishment is garnered and no blood bonds are enacted. You will automatically gain the following information after concentrating on the taste of the blood for the appropriate amount of time:

1. Physical nature (i. e. what kind of creature are you?). 2. Generation. 3. Clan. 4. Presence of blood bonds and vaulderie. 5. Diableries within the last six months.

The information must be gathered in this order, and questions may not be skipped (even if not applicable). Each piece of information requires 5 minutes of concentration.

The use of this discipline is not obvious.

Drain Essence You are now able to drain the essence from your opponents by touching them, and use this to empower yourself.

After a successful Touch attack against your target, by winning a Mental + Occult + Path of Blood challenge, you will steal one blood point from your target's blood pool (which is added to your blood pool) and will

in ict one aggravated wound. Blood stolen by this discipline will not cause blood bonding to occur. The stolen blood enters the blood pool of the attacker, and is automatically transformed into the attackers own blood.

If the target is out of blood at the time this attack is used successfully, then no blood is stolen, but the aggravated wound is still in icted. If this attack causes the target to be left with no blood, she will immediately enter a blood frenzy, unless this is postponed by spending willpower (See section on Frenzy, pg. 30). The use of this power (and its source) is only obvious to the target.

Potency of the Blood Your ability to master blood has reached a level such that you truly understand how blood makes you powerful. With this knowledge, you have mastered the ability to enhance those characteristics that define your power and thus are able to temporarily lower the generation of your blood.

You may lower your generation no more than 3 steps. The cost is 2 blood points for the first generation drop, an additional 4 blood points for the second generation drop, and an additional 6 blood points for the third generation drop. This cost is independent of your starting generation. Due to the difficulty of dropping to very low generations, if you are dropping from 8th to 7th generation, 7th to 6th generation, or 6th to 5th generation, there is an additional cost of five blood points for each such

drop in generation.

Potency of the Blood 13 12 11 10 9 8 7 6 5
13 0 2 6 12 { { { { {
12 { 0 2 6 12 { { { {
11 { { 0 2 6 12 { { {
10 { { { 0 2 6 17 { {
9 { { { { 0 2 11 22 {
8 { { { { { 0 7 16 27

Once you have strengthened your blood in this fashion, you will gain many of the benefits of this lower generation. While this discipline is in effect, you will be considered of this lower generation for the purpose of Dominate, for the purpose of reviving vampires from torpor, and you will possess the blood capacity of this lower generation.

Your blood will re ect this new generation until sunrise. For purposes of Taste of Vitae, Blood Walk, and your revival from torpor, you are considered to be at your original generation.

The use of this discipline requires 5 minutes per drop in generation. You may use a pre-game ritual slot for this time if you have the blood on hand. The blood spent for the purpose of lowering your generation must come directly from your own blood pool. The use of this discipline does not automatically fill your blood pool to its new maximum capacity. Diablerie of someone who has used this discipline will only be effective if the original generation is one that can be used to gain generation. You are only able to lower your own generation, not others. The use of this discipline is not obvious.

Blood Strike You now have the ability to attack an opponent's blood from a distance. By spending one blood point and then winning a Mental + Occult + Path of Blood challenge, you will in ict one aggravated wound to your target and cause the destruction of one blood point from the target's blood

pool. If the target is out of blood at the time this attack is used successfully, then no blood is destroyed, but the aggravated wound is still in icted.

If this attack is used successfully against a target which is in Form of Mist or Shadow Body, then no aggravated wound is in icted, although one blood point is still destroyed (unless the target's blood pool is empty). If this attack causes the target to be left with no blood, she will immediately enter a blood frenzy, unless this is postponed by spending willpower (See section on Frenzy, pg. 30).

You must have line of sight on your target in order to initiate this attack. The use of this power (and its source) is only obvious to the target.

Cauldron of Blood This deadly discipline has now reached its ultimate level. You can now literally boil someone with her own blood. The blood will boil itself out of your victim's body, and in many cases will leave your target completely helpless.

After a successful Touch attack against your target, by spending a willpower and then winning a Mental + Occult + Path of Blood challenge, your target will be immediately reduced to the wound level "Incapaci-tated". Almost all of the target's blood will visibly boil out of her skin, and she will be left with a blood pool which depends on her level of Fortitude (0 blood for no Fortitude, 1 blood for basic Fortitude, 2 blood for intermediate Fortitude, 3 blood for Advanced Fortitude). The damage from this attack cannot be absorbed by armor. If this attack is successfully used against a human, then all of the target's blood is consumed and the human is slain.

If this attack causes the target to be left with no blood, she will immediately enter a blood frenzy, unless this is postponed by spending willpower (See section on Frenzy, pg. 30). Successive uses of this power have no additional effect unless the victim has healed wounds and/ or imbibed blood. If the victim is currently below Incapacitated or has less blood in their blood pool than specified as the result of this disciplines use, then this power cannot be used to improve that condition. Using this discipline is very obvious, as the blood literally boils within your victim's body and can be seen coming out of your victim's skin. This is obviously a breach of the Masquerade.

6.14.2 Lure of Flame, the Path of Flame With this discipline, you are able to control one of the basic forces of nature. You can create ame in small and large amounts depending upon your mastery of this Path.

When multiple characters use Path of Flame against a single opponent, she may be dealt a maximum of six wounds levels of damage from disciplines within this path, per combat round. An exception is made for opponents who take double damage from fire (such as those in the form of Shadow Body), in which case a maximum of twelve wound levels of damage may be in icted from disciplines within this path, per combat round. The ames created by this discipline path are mystical in nature. They do not radiate heat or ignite inanimate objects such as clothing. This is true even for targets to which you cause damage. Also, unless explicitly

noted, these ames do not cause the normal loss of control resulting from exposure to non-mystical ame.

Hand of Flame The power you exert over fire is just beginning to develop. By spending one blood point, you may instantly encase one hand in a small ball of ame.

When making a successful Brawl attack with this hand, you will do a base damage of one aggravated wound. The ame will last as long as desired. Also, it costs nothing to deactivate this power, and happens at will. When using this power, neither you nor your opponent will lose control due to exposure to the ames surrounding your hand.

Use of this discipline is obvious.

Shield of Fire The first effect of this power is that you will no longer lose control points due to the exposure to, or damage from fire.

The second effect is that you may create a shield of fire in which to protect yourself. This power costs one blood to activate and will instantly create a large shield of ames surrounding your body.

This shield will last for one combat round, although you may extend the number of combat rounds it is active by spending additional blood (one combat round per blood point spent). While the shield is active, those who make a successful Brawl challenge against you, will incur one aggravated wound from the fire and lose one control point (this control loss may exceed the limit of three control points lost per scene). An opponent may suffer a maximum of one such wound from your shield, per combat round. Any attack that you make upon others will reach outside the ames that surround your body. Therefore the base damage you in ict while attacking, is unchanged by the use of this power.

While the shield is active, any damage your suffer from fire attacks may be treated as normal rather than aggravated damage, for the purposes of soaking and healing. Such damage still cannot be absorbed by armor. Using this shield requires no concentration once activated, and may be used while making other combat actions. Use of this discipline is a breach of the Masquerade.

Flame Bolt Your ability to control fire has grown powerful enough to throw bolts of ame at an opponent from a distance.

By spending one blood point and winning a Mental + Occult + Path of Flame challenge, you will in ict one aggravated wound to your victim, at range. Additionally the victim will lose 2 control points (this control

loss may exceed the limit of 3 control points lost per scene). Use of this power requires line of sight on the intended victim. Use of this power is obvious to anyone who is watching.

Fire Strike By spending a blood point, you may instantly encase your hand in brilliant, searing ball of fire.

A successful Brawl attack with this hand will cause a base damage of two aggravated wounds. The ame will last as long as desired. Also, it costs nothing to deactivate this power, and happens at will. When using this power, neither you nor your opponent will lose control due to exposure to the ames surrounding your hand.

Use of this discipline is obvious to everyone, and will be a breach of the Masquerade.

Engulf Your ability to control fire has now reached incredible proportions. You are now able to cause your victims to erupt in ames from a distance.

By spending one blood point and winning a Mental + Occult + Path of Flame challenge, the attacker will in ict two aggravated wounds to his victim, at range. Additionally the victim will lose three control points

(this control loss may exceed the limit of three control points lost per scene). Use of this power requires line of sight on the intended victim. Use of this power is obvious, although only the victim knows the source.

6.14.3 Movement of the Mind, the Path of Mind With this powerful path, you are able to affect the physical world with your mind.

Manipulate Your mental capacities will now allow you to make fine manipulations of small objects at a distance.

By spending one blood point and concentrating on a hand-size object, you are able to move, lift, and manipulate the object. This allows you to accomplish tasks such as: removing a stake from a body from a

distance, picking locks, recovering weapons thrown in combat. You must have line of sight upon the object in which you are attempting to manipulate. Depending on the situation, the effect of using this power may or may not be obvious, although the source of this power will not be obvious.

Force Bolt Your mental powers have grown such that you may now forcefully project your thoughts towards your opponents and cause them harm.

By spending a blood point and winning a Mental + Occult + Path of Mind challenge, the attacker will in ict two normal wounds on his victim.

For the purposes of soaking and armor, the wounds in icted by this power should be treated as those from Firearms. You must have line of sight upon the target you are attempting to Force Bolt. The source of such an attack is not obvious, although the victim will be aware that she has been attacked with Force Bolt (See Sourceless Challenges, pg. 14).

Flight By spending one blood point, you now have the ability to y for one scene or 10 minutes. While ying, your movement rate is 32 steps per combat round. This rate is not affected by the use of Celerity.

You may carry one willing person while ying. The number of passengers you may carry is unaffected by Potence. The passenger may not be a large form. Flying requires concentration. The actions and disciplines that you or a passenger may initiate while ying are limited (See Flying and Discipline Use pg. 20). However, you may land and take actions as normal during the duration of this power. The use of this power is obvious.

Deflection Your mental powers have increased to the point that you may now de ect certain combat attacks with your mind.

This power costs one blood point to activate. This will instantly create a mystical shield around your body, which gives increased protection against Martial, Touch, or Grapple attacks.

This shield will last for one combat round, although you may extend the number of combat rounds it is active by spending additional blood (one combat round per blood point spent). While your Deflection is active, in order for an opponent to make a Martial, Touch, or Grapple attack against you, she must first make a challenge (Mental + Occult + Level of Path of Mind) in order to pierce your mystical shield. If the opponent fails to win this challenge, this attack against you automatically fails (it is de ected). If the opponent wins this challenge (and hence pierces your Deflection), she is able to continue the initial Martial, Touch, or Grapple attack against you. While this shield is active, it must be pierced for every Martial, Touch, and Grapple challenge. If multiple such attacks are made against you in a combat round (even if from the same individual), each attack requires

piercing the shield. Using this shield requires no concentration once activated, and may be used while making other combat actions.

The use of this shield is only obvious to those opponents who attempt to pierce it.

Snare The power of your mind has grown so great that you may now ensnare your opponents with your mind, from a distance.

By spending one blood point and winning a Mental + Occult + Path of Mind challenge, you are able to snare an opponent who is currently in your line of sight, and hold her in place. The victim will be suspended

six inches above the ground for as long as the discipline remains active and provided the victim remains in your line of sight.

While Snared, the victim may make normal combat actions (other than movement) and use her disciplines, as long as the target of those actions is within range. This discipline lasts for five combat rounds. At the end of each five combat rounds, you will need to spend another blood and win another Snare challenge in order to continue with the original Snare of your victim. While Snared, a victim cannot move or be moved (even with Potence) or hidden from view using Obfuscate or similar powers. During the time in which you have a victim Snared, the only actions which you may take are movement (ground based only), drinking blood, healing wounds, or using Deflection. Additionally, during this time, you cannot be hidden with the use of Cloak the Gathering. If Snare and Deflection are used simultaneously, the victim of the Snare is not required to pierce your Deflection in order to successfully attack you, although other attackers must pierce your Deflection as normal.

Snare may capture and contain victims even while they are in Form of Mist or Shadow Body. The target cannot spend willpower to ignore the effects of this discipline. The use of this power (and its source) is only obvious to the victim.

6.14.4 Necromancy, the Path of the Dead This discipline, believed to be developed by the Giovanni, allows a Kindred control over many of the aspects of death and the act of dying. Also known as the Path of the Dead, the Thaumaturgical art of Necromancy has never been truly mastered by those of Tremere blood. Some say the Tremere became Kindred to ee Death and that Necromancy reminds them of their remaining mortality too much. Although a Path of

Thaumaturgy, Tremere cannot pick Necromancy as their chosen Path of Thaumaturgy. Only Giovanni may start with Necromancy at character creation. For the usage of Channel the Lost and Reclaim the Soul, the remains of an individual are defined as more than half of the body at time of death. The remains may be in the form of ash, dust, orflesh and bone. In addition, for these powers to function, the individual must have died since the last rising of the sun. Channel the Lost and Reclaim the Soul will not work on the remains of Kindred who has been Diablerized, or any remains from which the soul has been removed by Reclaim the Soul. However, the vial of Aquam Spiritus created by Reclaim the Soul is now considered the remains of the individual for purposes of Channel the Lost.

Channel the Lost Some believe that Death is a doorway, which leads to a different plane of spiritual existence. Others believe that Death is simply the end of a being's individuality and an entropic dispersal of the mental energy they accumulated in Life. Regardless of which philosophy is correct, some part of an

individual stays within, or connected to, her remains after Death. With this most basic power of Necromancy, you are able to reach beyond Death and contact the "mental remains" of the recently deceased.

By placing a hand on the remains of a dead individual and spending one blood point, you are able to summon forth a portion of the individual's spirit. The spirit manifests as a noticeable drop in the ambient temperature and speaks in a disembodied voice. Having left its mortal cares behind, this portion of the individual's spirit is neutral on all issues and will not speak or volunteer any information until coerced, even if their best friend or greatest enemy is present. The purpose of the summoning is the gathering of information. Part of the summoning allows you to attempt to coerce the spirit to truthfully answer three simple questions. After audibly asking each question, run a

challenge (Mental + Occult + Level of Necromancy versus the target's unmodified Mental + Occult + Level of Necromancy). You may spend Blood or Willpower to increase your bid; the spirit cannot. If the challenge is successful, the spirit will truthfully answer the question with the full knowledge it held in life. Only knowledge the individual possessed in life may be accessed this way. The spirit has no memory after the moment of death. If the challenge is unsuccessful, the spirit will not answer. Regardless of success, only three attempts to coerce the spirit are included in the power of each summoning.

The spirit remains summoned for 10 minutes or the remainder of the scene, as long as you keep your hand on the remains. The summoning may be ended at will or by removing your hand from the remains. While a spirit is being Channeled, other powers may be used to coerce answers from the spirit, even if used by other individuals. Both Mastery (Dominate 2B) and Telepathy (Auspex 2B) may be used to question the spirit. Both disciplines are run as normal against the unmodified bids the individual had in life. You may spend Blood or Willpower to increase your bid, the spirit cannot. For Telepathy, no challenge is required to create the necessary link, and simple non yes/ no questions may be asked. To the user of Telepathy, the spirit's mind feels uniquely cold and emotionless. For Mastery, the spirit is treated as per a human for purposes of Generation. Regardless of how questioned, the spirit will only answer if successfully coerced, and then always audible and always truthful (even if the individual possessed Soul Mask (Obfuscate 3A) in life).

The only other non-Necromancy discipline that can affect a Channeled spirit is Forgetful Mind (Dominate 1B). The discipline is used as per normal except that no eye contact is required. The spirit defends with the unmodified bid it held in life and is treated as per a human for purposes of Generation. Only memories made before death may be changed in this manner, as the spirit has no memory after the moment of death. All changes are permanent. The use of this power is obvious to anyone watching. Observers may see the physical touching of the body, feel the change in temperature, or hear the spoken words, but may not necessarily know that Channel the

Lost is being used. On the other hand, the power is distinctive to anyone who has seen it used before, and they will not be fooled by mundane reproductions.

Echoes of Death Death, at the least, can be called a traumatic experience. Your intimate understanding of Death in its many aspects, and the power this understanding gives you, can now be used to force a target to experience, in part, the trauma of dying. When this power is used, the target is assaulted with a bewildering array of mental imagery and feelings caused by the act of dying. Though this barrage of morbid stimuli will cause no actual mental or physical harm, it will temporarily hamper your target's ability to concentrate. This impediment to your target's concentration will have a negative effect on her ability to fight. In order to use this power, you must have line of sight on your target. You must then spend one blood point and win a challenge (Mental + Occult + Level of Necromancy versus your target's Mental + Occult + Level

of Necromancy). If you win this challenge, your target will be Confused (See section on Confusion, pg. 24) for a single combat round.

When used in combat, the test and resolution of this discipline will be made in the instant phase, although it will be considered the user's combat action for that round (See section on Combat, pg. 17). Additional instant actions may be taken during that combat round as normal. This power may be used against only a single opponent in each round. Willpower may not be used to directly ignore the results of this discipline. However, an unresisted Willpower may be spent to ignore the Confused state for that combat round (See section on Confusion, pg. 24).

If the challenge is unsuccessful or Willpower is spent to ignore the effects of Confusion, there are no restrictions on attempting this power on the same person again in the next combat round. The use of this power (and its source) is only obvious to the target.

Harvest the Death Energies When an intelligent, living creature dies, energy is released. This is not the spiritual energy which some would label as the soul, nor is it the mental energy accessed through Channel the Lost. This is simply the energy given off when a being's body goes from a living state to a non-living

state. Practitioners of Necromancy simply call this the "Death Energy". Some practitioners of Necromancy have turned this discipline into an almost ritualized ceremony.

Your power to manipulate the aspects of Death allows you to harness this Death Energy. Through careful preparation and the usage of this discipline, you may capture a portion of the Death Energy released by a being's death and channel it into yourself to replenish your own mind and body. In a process that takes 30 minutes, you may collect the Death Energy of an individual you have killed for this specific purpose. At the end of the process, you regain a point of Willpower toward your maximum.

You may not exceed your individual maximum. The individual killed in the process may be a human, ghoul, or Kindred, but must be alive at the beginning of the process. You must cause Final Death to the individual, personally. The manner of death is your

choice. The remains of an individual killed in this way are still viable for some other powers of Necromancy. Like Hunting, Harvest the Death Energies may be done Off-Site through the Influence Desk. Finding a suitable target for the discipline (i. e. a random human) is included in the 30 minutes that the process takes.

Reclaim the Soul Kindred exist in a nebulous state between Life and Death. Through massive damage or some other means, Kindred can enter a condition called Torpor, which so resembles Death that the powers of Necromancy may work upon them to some degree. Your power to manipulate Death allows you to reach

the spirit of a Kindred in Torpor, and through an act of will, force it to reinhabit its body. If the Kindred entered Torpor through massive damage, this act will cause the Kindred's body to repair itself to a functional state. This discipline also has a darker aspect. Through your power to manipulate Death, you can now strip the entire soul of a being from their corpse and place it in a small container of water. The uid in the container, or Aquam Spiritus as it is called, becomes viscous and slightly luminescent. The entire spirit of the individual will be converted to Aquam Spiritus, leaving the individual's remains as nothing more than an empty husk.

While the essence transferred may not be the soul as defined by some religions, this essence is the same as that taken from a Kindred through the act of Diablerie. By spending one Willpower point and placing your hand on the body of a Kindred in Torpor, you cause that individual to come out of Torpor. If the individual was in Torpor due to damage, her body will automatically heal one wound level of damage for no additional cost (placing the individual at Incapacitated). The damage healed may be aggravated or normal.

For the darker aspect, by spending one blood point and placing your hand on the remains of an individual, you cause the soul of that individual to be transferred to the water in a small container in your other hand. All ties between the individual's remains and her spirit (for usage of Channel the Lost) are transferred to the vial of Aquam Spiritus. This power will work on the remains of Kindred, ghouls, and humans. By imbibing a vial of Aquam Spiritus, the drinker fully commits the Diablerie of the individual Aquam Spiritus from which the liquid was formed (See section on Diablerie, pg. 31). Imbibing a vial of Aquam Spiritus formed from a mortal is not considered Diablerie, and has no effect on the drinker. Being a mystical uid, Aquam Spiritus has some odd properties. Aqui Spiritus from different individuals will not mix together. They will separate out with Aquam Spiritus from Kindred of better generation sinking to

the bottom and Aquam Spiritus from a human oating to the top. If Kindred taste a vial of Aquam Spiritus, they will immediately recognize that they are imbibing a soul, distilled into uid form. Aquam Spiritus will revert to normal water at sunrise after the night it was formed. Also, if the Aquam Spiritus is poured out onto the ground, the uid will revert to normal water. In either case, the spirit will be beyond the reach of Necromancy. Both aspects of this discipline are complex and require time and effort to succeed. You are not able to use this discipline within a combat round because of its complexity. It requires a few seconds of concentration

to call or remove a spirit. This concentration interferes with any combat action you may wish to take.

Enslave the Dead What Death takes is yours to command. Through your affinity with Death, you may animate the dead to serve as extensions of your will. Zombies, as these walking corpses are called, are summoned forth through the power of the Blood and must be controlled with great concentration lest they

return to the dust from which they came. Like the other powers of Necromancy, Enslave the Dead only works on humanoid corpses. To successfully animate a Zombie, you need about half of the body, at least two limbs and the torso. If the corpse is missing

tendons and muscle, or the limbs have been severed but are near the torso, the power you infuse into the corpse causes the limbs to cleave to the torso and gain movement through mystical force. A Zombie moves at a slow pace, crawling if lacking legs. Zombies do not make sounds other than the noise caused by their movement. If a Zombie is created from the body of an individual that just died, theflesh of the body will quickly become dessicated. If the corpse still has a head, the cheeks will become sunken and the eyes will be pulled back into the skull so that the eye-sockets appear empty. Regardless of whether the body is new and in good shape or little more than an arm, a leg, and part of a rib cage with rottingflesh clinging to it, the fact that the corpse is now a Zombie will be obvious.

With the expenditure of three blood points, you may instantly animate a corpse to serve as a Zombie. With the expenditure of one blood, the animation of the corpse takes one full round. You must have line of sight on any corpses you wish to animate. You may attempt to animate as many corpses as you wish in a single round, but you may only have up to three Zombies under your control at any one moment. Any more than three will fall to dust. You may choose which Zombies you keep. After animating a Zombie, you directly control its actions with your mind. Therefore, the only targets your Zombie may attack are those you can normally attack. If your chosen target has Majesty (Presence 3A), you must pierce her Majesty before your Zombie can attack. After you pierce the Majesty, all Zombies you control may attack the individual without you having the need to pierce the Majesty again (during the same scene). If your chosen target is using Deflection (Thaumaturgy: Movement of the Mind 2B), you must pierce the Deflection using your current Movement of the Mind bid (Mental + Occult + Level of Path of Mind) for each attack by each Zombie. If your chosen target is hidden under Unseen Presence or similar power, you must see through the Hiding power as normal for any of your Zombies to select the individual as a target for an attack. If your chosen target uses Unseen Presence or similar power to disappear during combat, you must see through the attempt for the individual to remain a valid target for attacks by you or your Zombies. If a Zombie is used to attack, it will in ict two normal wounds upon a successful strike. Zombie attacks always occur in the Second Strike / Grapple phase of combat (See section on Combat, pg. 17). When attacking, the Zombie will have a Brawl bid that is equal to your current Necromancy bid (Mental + Occult + Level of Necromancy).

If a Zombie is attacked with a Martial, Touch or Grapple Challenge, the Zombie will defend with a Brawl bid equal to your current Necromancy bid (Mental + Occult + Level of Necromancy). Zombies have six wound levels: Undamaged, Functional, Functional, Functional, Functional, Functional, Destroyed. Zombies have no wound penalties. When a Zombie reaches the Destroyed state, it is reduced to dust. This dust counts as the remains of the individual from which the Zombie was created unless the individual was Diablerized or the spirit was removed through the usage of Reclaim the Soul.

If an attack with a compatible surprise enabler (See section on Surprise, pg. 21) is made upon a Zombie, you, the Zombie's controller, may attempt to downgrade the surprise as if you were the target of the attack and if you possess the necessary powers to attempt the downgrade (See section on Downgrading Surprise, pg. 23). At the end of an attempt to downgrade surprise, if you are totally surprised, neither you nor any of your Zombies may target the individual who surprised you in the round in which the attack occurred. However, your Zombies are not at half traits to that individual, as their bids are set from your current Necromancy bid (Mental + Occult +Level of Necromancy) which is unaffected by surprise. At the end of an attempt to downgrade surprise, if you are partially surprised, the Zombies are not at half traits to that individual, as their bids are set from your current Necromancy bid (Mental + Occult + Level of Necromancy) which is unaffected by surprise.

Due to the fact that Zombies are mindless extensions of your will, Disciplines and similar powers that target the mind, emotions, or senses have no direct effect on Zombies. In fact, Zombies are immune to the following list of Disciplines.

All of Animalism except for the tracking ability of Sense of the Predator
From Auspex: Telepathy
All of Dementation
All of Dominate
From Necromancy: Echoes of Death
All of Obfuscate except that Zombies may be hidden by Cloak the Gathering
From Obtenebration: Cloak of Shadows and Shadow Veil
All of Presence
From Quietus: Weakness, Torment
From Serpentis: Eyes of the Serpent and Taint of Corruption
From Visceritika: Skin of the Chameleon
When a Thaumaturgical attack is directed against a zombie, the challenge will use the attacker's normal bid versus your current Necromancy bid (Mental + Occult + Level of Necromancy) as the attacker's magic

comes in con ict with the magic used to animate the corpse. A successful attack with Cauldron of Blood (Thaumaturgy: Blood Thaumaturgy 3A) will reduce a zombie to dust.

You, the controller, may not spend blood or willpower to increase your current Necromancy bid. However, you may spend willpower to negate penalties that affect this bid (Wound Penalties for example).

Zombies are the bodies of individuals who have met Final Death. They are totally controlled by the mind of their creator. As such, Zombies have some odd properties. Zombies have no Potence for purposes of escaping a Grapple, shadow tentacle, or serpent form.
Zombies have no auras.
Zombies have a movement rate of 4 steps per round.
Zombies may not soak or heal.
Zombies may not use weapons.
Zombies may wear armor.
Zombies may be hidden by Cloak the Gathering as long as you, the controller, are also included in the Cloak, and the Cloak is initiated by another individual. If at any time you leave the Cloak, all of your Zombies also leave the Cloak. If you direct a Zombie to attack, you will drop out of the Cloak as

if you were making an attack. Animating other corpses will not cause you to drop out of the Cloak. Otherwise, Cloak the Gathering operates as normal for you and your Zombies.

Zombies have a distinctive appearance. Players representing Zombies should be denoted by wearing a Red Sash (See section on Sashes, pg. 36). Literally the walking dead, Zombies are a terrifying sight. Luckily, they are not indestructible. A zombie will fall to dust once one of the following occurs:

The Zombie has suffered 6 wound levels of damage. The user of the discipline loses her concentration. During the time the user has a Zombie animated, the only actions which she may take are normal conversation, movement (ground based only), drinking blood, healing wounds, using Deflection (Thaumaturgy: Movement of the Mind 2B), using Shield of

Fire (Thaumaturgy: Lure of Flame 1B), and animation of other Zombies. Any other actions cause a loss of concentration.

The user of the discipline loses line of sight with the Zombie. The Zombie is the successful target of an attack with Cauldron of Blood. The user of the discipline wills the Zombie to dissipate. You may not take control of another Necromancer's Zombies, nor may another Necromancer take control of one of your Zombies. If two Necromancer's attempt to animate the same corpse, the Necromancer with the

higher, current Necromancy bid (Mental + Occult + Level of Necromancy) will succeed in animating the corpse. The other Necromancer will know they failed but the blood point( s) will still be expended.

Animation of a corpse is not obvious though the changes to the corpse are apparent to all observers. A Zombie is obvious (and a breach of the Masquerade) although the source of the Zombie's power will not be obvious.

6.15 Vicissitude This discipline entails the ability to manipulateflesh and bone with varying degrees of control. While the more basic disciplines are only able to make coarse changes to the user, the more advanced levels are able to make detailed and precise changes to bodies, including the bodies of others. Note: In some of the White Wolf literature, this discipline path is said to be a disease, rather than a true discipline. We do not use that interpretation in this game.

Body Weaponry You have basic control over theflesh and bone of your body. You are able to shape these elements to create rudimentary weapons to attack others or defend yourself.

By spending one blood, you are able to instantly convert various parts of your body into strange weapons. You may create one weapon for each blood spent in this manner. Once you have made the change, it will remain as you have changed it until you make another change. There is no cost to revert back to your natural form.

You may create three types of weapons:

A Melee weapon capable of dealing a base damage of two normal wounds.
A Throwing object capable of dealing a base damage of one normal wound. This throwing object such as a rib bone, will dissolve into ichor after being thrown, or at the end of the round in which it was created.

Afleshy tendril capable of assisting in Touch or Grapple challenges. The bid used to attack with the Melee weapon and thefleshy tendril is your Physical + Melee + Level of Vicissitude. The bid to attack with the thrown object is your Mental + Throwing Skill + Level of Vicissitude.

Both the Melee weapon and thefleshy tendril must remain connected to you as they are a part of your body. Any weapon created with this power is pocket concealable. Using this discipline is a breach of the Masquerade.

Changeling With this level of Vicissitude, you can now shape yourflesh with precision and detail. Depending on the time taken while making the change, you can now change your appearance to look like someone different, even the appearance of a specific person you have met before. Due to this disciplines ability to manipulate appearances, new terminology is being introduced to help clarify the differences in appearances. Your current appearance refers to the appearance you are currently

projecting to most people. This appearance may be different from your permanent appearance if you are using a discipline such as Mask of 1000 Faces or Changeling. Your permanent appearance refers to the appearance you will show if your current appearance is pierced (such as with Aura Perception). Your permanent appearance is the appearance you have created with the downtime usage of Changeling, or your true appearance if no changes have been made. Your true appearance refers to the actual appearance of your character if no changes with Vicissitude have ever been made. Your true appearance never changes.

Since changes made by this discipline occur at one moment and challenges to pierce this discipline can occur later, a card will be used to record the bid used to create the change at the time the change is made. When the change is made, the bid of the person using Vicissitude is recorded on an index card. This bid is Mental + Medicine + Level of Vicissitude. Also, blood and willpower can be spent at this time to increase the bid as per normal challenges. Wound penalties still apply. These factors are all taken into account and the bid is recorded along with a short description of the appearance it represents. The Narrator at the Influence Desk or a Storyteller on the scene will need to sign the card. No changes may be made later to the bid once it is recorded. No willpower or blood may be spent later to increase this bid. If Vicissitude is used to make another change to the current appearance, this card is thrown away and a new bid is created for the new appearance on a new card.

By spending one blood and taking five minutes, you can make simple changes to your current appearance so as to appear as someone different. While these changes are too limited to look like a specific individual, you will not look like yourself. These changes are fragile and require a limited amount of concentration to maintain. If you are staked or knocked into torpor, you will revert to your permanent appearance. Also, you may revert to your permanent appearance for no cost. By spending one blood, taking an aggravated wound, and spending 5 minutes, you may make a more durable change. This change causes deeper and more structural changes to the appearance. No concentration is

needed to maintain this change. You will retain this appearance even if staked or in torpor. In fact, the change will remain until you heal the aggravated wound. By healing this wound, you will revert to your permanent appearance; as this wound represents the structural changes you have made, to which your body has not yet had the time to adapt.

By spending one blood, taking an aggravated wound, and spending 30 minutes, you may change your current appearance to resemble someone you have met before. This change is also durable. To revert to your permanent appearance, you must heal the aggravated wound. For each of the changes above, you wear a green sash (See section on Sashes, pg. 36) to represent that your current appearance is different from your permanent appearance. Aura Perception is required to see through

these changes and see your permanent appearance. You defend with the bid recorded on the card created at the time of the change.

You may also change your permanent appearance. This change is so great that it may only be done during downtime. Because of the unpredictable way in which the body adapts to these changes, you are unable to duplicate the appearance of someone else. Though, you may change your appearance so as to be completely unrecognizable as the person you were before. Any appearance you create with this power may be recreated in later downtimes. Because of the thoroughness taken in this change, no hint of your previous appearance is detectable. No sash is required and even Aura Perception cannot detect the change.

Due to the tendency of human, ghoul, and Kindred bodies to wish to revert to their true appearance, such changes to your permanent appearance require a "tune-up". Every other month, you must adjust your appearance or you will revert to your true appearance.

Body Arsenal With this level of Vicissitude, the weapons you shape from your tissues are truly creations from nightmares, limited only by your imagination.

By spending one blood, you are able to instantly convert various parts of your body into strange weapons. You may create one weapon for each blood spent in this manner. Once you have made the change, it will remain as you have changed it until you make another change. There is no cost to revert back to your natural form.

You may create three types of weapons:

A Melee weapon capable of dealing a base damage of one aggravated wound and one normal wound. A Throwing object capable of dealing a base damage of one aggravated wound. The throwing object such as a rib bone, will dissolve into ichor after being thrown, or at the end of the round in which it was created.

Afleshy tendril capable of assisting in Touch or Grapple challenges. The bid used to attack with the Melee weapon and thefleshy tendril is your Physical + Melee + Level of Vicissitude. The bid to attack with the thrown object is your Mental + Throwing Skill + Level of Vicissitude.

Both the Melee weapon and thefleshy tendril must remain connected to you as they are a part of your body. If you spend three blood to extrude such a weapon and then immediately (same combat round) use this weapon to initiate an attack, then due to the supernatural speed at which this occurs, you are able to partially surprise your opponent. This surprise may only be caused in the first combat round in which you use Body Arsenal, in a given combat. The surprise generated by such an attack can only be downgraded by those with Sense of the Predator activated. The test to downgrade this surprise will be your Mental + Medicine + Level of Vicissitude versus your opponents Sense of the Predator bid (See section on Sense of the Predator, pg. 43). Additionally, when creating such a weapon, you may choose to spend extra blood to make it even more dangerous. You may add traits to the weapon at the cost of one blood point per trait to a maximum of 5

traits per weapon. These traits last as long as the weapon. The downside to such additional traits, is that the created weapon is larger and more difficult to conceal.

The level of concealability of any weapon created by this power is dependent on the number of traits that it adds. If the created weapon adds 0 or 1 trait, it is pocket concealable. If the created weapon adds 2 or 3 traits, it is jacket concealable. If the created weapon adds 4 or 5 traits, it is trench coat concealable. Using this discipline is a breach of the Masquerade.

Body Craft You have gained mastery over your own appearance and may even cause changes in the appearance of others. Any changes that are possible with Changeling (Vicissitude 1B) may now be done to others. The blood cost for these changes is increased to three blood. The target of these changes must be willing or in your control,

i. e. in torpor or staked. Making changes to permanent appearances will still require "tune-ups" every other month.

Horrid Form You have achieved the ability to manipulateflesh and bone to such a degree that you can change your ordinary normalflesh and bone into a large and ferocious monster. The most distinctive feature about this form are the spikes that protrude from your body at all angles, making it almost impossible to touch you without being injured.

In order to assume this large form, you must spend one blood point to change over the course of a single combat round, or three blood points to assume this shape instantly. This form bestows great physical ability upon you. While in this form, making a successful strike against an opponent (bid is Physical + Brawl + Level of Vicissitude) will in ict a base damage of two aggravated wounds. In addition, due to the spikes coming out of your body, if someone hits you successfully with a Brawl attack, she will take one aggravated wound. This only happens when you are in this particular form.

Due to the increased agility of this form, you are also able to move at a rate of twelve steps plus eight steps per level of Celerity, for each combat round. Because of its immense size, this form cannot be masked or hidden by lower forms of stealth such as Unseen Presence, Cloak of Shadows or Mask of 1000 Faces. But this form may be hidden by higher forms of stealth such as Vanish from Mind's Eye or Cloak the Gathering. Using this discipline is a breach of the Masquerade.

6.16 Visceratika This power is traditionally associated with Gargoyles, although there are rumors of other Kindred who have mastered this power.

Due to the nature of this power, Gargoyles have managed to embed themselves into Kine society in such a fashion that they are simply viewed as methods of warding areas against evil spirits and demons. With this power, a gargoyle is able to hide in plain view without attracting attention to herself, and to guard an area as her own by maintaining a constant vigil. It is believed by many, that Gargoyles (and hence Visceratika) were created by the Tremere in a horrible experiment, probably to guard Chantries and havens all over the world. This particular power makes Gargoyles invaluable to their masters, for such duties.

Skin of the Chameleon Due to your awareness of your immediate surroundings, you are able to conceal yourself in much the same way that a chameleon is able to camou age its body. Through the power of your mind, you, your clothing, and all other objects you carry will appear to change colors to match your surroundings as long as this power is active.

This power functions the same as Unseen Presence, except for the following exception:

It is much more difficult to move. Movement is possible under cover of this power, but anyone with Heightened Senses may test to see you. In such a challenge, you are at half traits (rounded up).

Whispers of the Chamber Your awareness has grown to the point that with a moments concentration, you may know the location of anyone visible in the room you are in (or within 100 feet if outside). You also have a heightened ability to locate those under the cover of various hiding powers (this includes those using Unseen Presence, Skin of the Chameleon, Cloak of Shadows, Vanish from Mind's Eye, and Cloak the Gathering).

There is no challenge or cost for knowing the location of those that are visible. Since you know the location of everyone that is visible, you are immune to situational surprise (someone jumping out from behind the door). In order to use this ability to know the location of an obfuscated character (anyone using the powers listed above), you must win a challenge. This challenge is your Mental + Awareness + Level of Visceratika versus

the relevant bid of the discipline causing the obfuscation. A win results only in your knowing the location of the obfuscated person, not her appearance. If you are successful in locating such an obfuscated individual, then you will be immune to surprise by stealth from this individual. This power only allows you to know the location of the individual, not their appearance. Also, it does not allow you to pierce Mask of 1000 Faces.

This power does not allow you to downgrade surprise. If this discipline is successful, the surprise is simply never generated in the first place. This power does not give any immunity from, or allow you to downgrade the surprise due to supernatural speed (high levels of Celerity, Body Arsenal).

Wings of Stone To facilitate your awareness of your surroundings, you are now able to sprout wings and y. The wings are bat-like in appearance, only much larger. Though light and exible, the wings have a rough feel and a stone-like appearance. By spending one blood point, you may instantly sprout large stony wings from your back. These wings remain extended until you wish to revert to your normal form or sunrise.

These wings allow you to y at a base movement of 28 steps per round. Each level of Celerity you have active will add four steps to your movement. You may carry one willing passenger if you also have Potence 1A, or two willing passengers if you have Potence 2A. You may not carry unwilling passengers.

Flying requires a great deal of concentration. You and any passengers are limited in the actions you can take while airborne. (See section on Flying, pg. 20). However, you may land and take actions as normal during the duration of this power. These wings are not concealable.

Stonemeld Your oneness with your surroundings has reached its physical maximum. You are able to move your body into or through concrete and other stone-like substances, becoming one with it.

By spending one blood point, you may meld your body with stone or any stone-like substance over the course of one combat round. If you spend three blood points, you are able to do this instantly. Alternatively, you can spend three blood points to alter your form so that is able to pass through stone and similar substances. This form change only lasts for one round. When taking Movement, you are able to move through walls, oors, and ceilings as if they were air. Movement through such structures is straight. You may not change direction once you are inside a wall, oor, or ceiling. By the end of your Movement, you must be outside of all structures, in open space. If you are not, you will be ejected to the exterior of the structure at the place at which you entered and you will suffer one aggravated wound. You may not carry passengers through obstructions with this power. You are able to Stonemeld into concrete, asphalt, and other such composite substances. Neither light coverings, such as paint, nor heavy coverings, such as linoleum, will prevent you from using Stonemeld. In

fact, the only materials into or through which you are unable to Stonemeld are wood and earth. While attempting to meld into stone (not instantly), if someone wins a Grapple challenge against you, she can successfully prevent you from entering the stone. Once you have been successfully Grappled, you are

not able to Stonemeld unless you break free by some other method. The disciplines that may be used while melded into the stone, are the same as for Earthmeld. The cost of remaining Stonemelded and using disciplines is the same as per Earthmeld (one blood point per hour). (See

Earthmeld section on pg. 72, for details).

Whispers of the Castle Your awareness of your environment has to such proportions that you are now able to maintain an almost constant vigil of the area surrounding you.

When entering any room (or within 100 feet if outside), you will automatically know the location of everyone in the room, obfuscated or not (this includes those using Unseen Presence, Skin of the Chameleon, Cloak of Shadows, Vanish from Mind's Eye, and Cloak the Gathering). There is no challenge or cost for knowing the location (visible or invisible) of those around you. Since you know the location of everyone around you, you are immune to situational surprise, and surprise by stealth.

If you wish to know the appearance of those obfuscated, you must win a challenge (this can be done regardless of movement). The challenge is your Mental + Awareness + Level of Visceratika versus the relevant bid of the discipline causing the obfuscation. Although this power may allow you to see the appearance of someone (if you win the challenge above), it doesn't allow you to pierce Mask of 1000 Faces.

This power does not actually downgrade surprise. The relevant types of surprise are simply never generated in the first place. This power does not give any immunity from, or allow you to downgrade the surprise due to supernatural speed (high levels of Celerity, Body Arsenal). Willpower cannot be used by a target of the discipline to ignore being discovered.

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