Upload
bea-millward
View
217
Download
0
Embed Size (px)
Citation preview
8/11/2019 Elder and Master Disciplines
1/70
Animalism
ELDER ANIMALISM
Animal Succulence
Most vampires find animal blood tasteless and less nourishing than human blood, not to mentionsomewhat dclass. Those with this power have learned to make greater use of such stuffs.
Once this power is learned, it is always in effect. Simply put, every one lood Trait you gain from
an animal counts as two.
Shared Soul / Quickened Unity
Through the use of this power, you may probe the mind of any one animal within reach. Shared Soul
is a somewhat difficult e!perience for both parties, as both are completely immersed in the
thoughts and emotions of the other.
"ith enough effort and time, both participants can gain a complete understanding of the other#s
mind. Shared Soul#s primary use is in e!tracting memories of a specific event from the mind of an
animal, but some $angrel have been known to use this power in search of enlightenment and
understanding of their own easts. %owever, too close a bond can leave both parties entangledafter the sharing ends, causing the vampire to adopt behaviour patterns similar to those of the
animal.
To use Shared Soul, you must touch the intended sub&ect, make a Social 'hallenge and spend a
"illpower Trait. (f successful, you can now make contact with the animal#s mind. )or every memory
you wish to read from the sub&ect, you must spend time searching through the animal#s mind before
you can e!perience said memory.
(f you wish to form a complete bond with the animal, you must spend an entire minute touching the
animal and concentrating, then spend another "illpower Trait and make another Social 'hallenge
with the Storyteller. (f successful, you can now access all of the sub&ect#s memories at will and no
longer need to maintain physical contact with the sub&ect.
Species Speech
The power of )eral "hispers allows you to communicate with a single animal, but Species Speech
goes one step beyond * it allows you to communicate with all the members of a species in your
presence and to issue commands to animals. (t is most often used after a large group of the species
has been summoned with eckoning.
+ou must spend a "illpower Trait to establish contact with a group of animals and make a Social
'hallenge against the group. The Storyteller determines the difficulty, but most animal groups
particularly the -higher animals/ have the e0uivalent of 1 to 2 Traits. There is no limit to how
many animals you can command with this power, but all the animals must be in your presence. +ou
may not command animals to kill themselves or act in a suicidal way.
Beast Walk3 Sense the Savage Way
This power is a development upon Subsume the Spiritcreated by the 4osferatu. Through this
power, the 4osferatu casts his mind into an animal#s body. More than that, however, he can &ump
from that first animal to another animal, then a third, a fourth, and so on indefinitely, while his
torpid body remains at his haven. $iven time and a bit of luck, the 4osferatu can mentally travel
around the world.
5s per Subsume the Spirit, you make an opposed Social 'hallenge against an animal as you look into
its eyes. +ou then possess it as per Subsume the Spirit. +our body is in torpor for the duration of
the Beast Walk. +ou wake up as soon as you end the possession which you can do at any time/.
Once you free your mind from your body, you can &ump to another animal#s body if your currenthost can see the other animal. The usual range for this is about 67 feet.
8/11/2019 Elder and Master Disciplines
2/70
Beast Walk also surpasses Subsume the Spirit in that you can possess an animal#s body by day
without the need for your own body to stay awake. 5s with Subsume the Spirit, if the possessed
animal dies, you enter full torpor, with the duration set by your 8ath rating.
(n addition, Beast Walkhas an additional function * you may access other creatures# senses. +ou
become a passive observer, merely seeing what the animal sees, tasting what it tastes. 9ven thougha beast cannot be controlled with this power, many 'ainites find bestial sensations educational.
+ou make a Social 'hallenge against an animal of your choice. "hile you need not touch or even
see the creature when employing this power, the beast must be within a mile. +ou maintain the
connection for as long as she desires, but can perform no other action while doing so.
Eye of the Szlachta
5s the name would imply, this power was developed by the T:imisce, but is of use to any 'ainite
withAnimalism.5ny )iend who;s been around for a while knows how to possess a lowly beast, but a
few can ride any ghoul who shares their blood. y locking eyes with the ghoul and yes, both
parties must have eyes/, the )iend can transfer his soul into the creature, while his body falls into a
state resembling torpor. 5lthough some T:imisce consider such intimate contact with their servants
distasteful, sometimes it;s necessary to calm a rampagingvozhdin a disposable vessel or to
8/11/2019 Elder and Master Disciplines
3/70
an opposed Social 'hallenge against the group. The Storyteller determines the difficulty, but most
animal groups particularly the -higher animals/ have the e0uivalent of 1 to 2 Traits. There is no
limit to how many animals you can command with this power, but all the animals must be in range
of your voice. +ou may not command animals to kill themselves or act in a suicidal way. +ou create
a bond so strong that it will never fadeD thereafter, the animals and their offspring obey. 5n animal
can perform highly comple! actions.
8/11/2019 Elder and Master Disciplines
4/70
penalty to all challenges when not alone. (n combat, you are alone if you are the only person
targeting an enemyD in other situations, you are alone if there is no*one within A ft./
Ursine/large animal* +our bites deal an additional level of damage and you gain the 8rotean
power $eral 'la%s, you gain 6 bonus 8hysical Traits, but when you are wounded for the first time in
a scene, you must make a Self*'ontrol3(nstinct challenge against a difficulty e0ual to the levels of
damage taken ma!. A/ or enter fren:y.(odentC +ou gain 6 bonus 8hysical Traits, you may move 6 additional steps in combat, you gain a
bonus dot of theAthletics andDod#e5bilities, the 5uspe! power(ei#htened Senses scent only/,
but when you are wounded for the first time in a scene, you must make a 'ourage Test against a
difficulty e0ual to the levels of damage taken ma!. A/ or flee.
(eptile* +ou gain = bonus 8hysical Trait, a venomous bite that deals @ levels of aggravated damage
to mortals, and 6 levels of aggravated damage to 'ainites, scaly skin every time you are wounded,
you may soak one level of damage if you win a difficult test, this is ineffective against sunlight/,
but you must spend a "illpower Trait whenever you are confronted by a chance to commit
treachery in order to avoid being treacherous.
Send the Eighth &lague3 Tainted )asis
This is one of the most destructive powers among any of the Bisciplines. 5n ancient $angrel called
Halentinian demonstrated its immense potential for ruination shortly after the )ourth 'rusade.
5ngry with (talian 'ainites intruding upon his lands, he called upon his mastery of 5nimalism and
brought starvation down on an entire trading town. Send the Ei#hth )la#uecan lay waste to
villages, towns and entire baronies, for it calls upon rats, mice locusts and other pests to gather
and plague a target of the wielder;s choosing. (n the Bark Medieval, when every harvest was a
gamble, the mere threat of this power could intimidate 'ainite princes and lords, who would have
rather not seen their source of blood starve to death.
Spend =7 lood Traits and meditate for a full turn, then pick a number of Social Traits to spend. 5
mighty plague of vermin appropriate to the area will begin to gather and ravage all foodstuffs and
perishables in a = mile radius for one night. )or each Social Trait spent, Send the Ei#hth
)la#ue lasts for an additional night or affects an additional mile radius. +ou may choose to have the
vermin originate from a logical point, such as a rat hole, in order to attempt subtlety, or you may
opt to simply have the vermin swarm the area with no discernible origin. Jnleashing Send the
Ei#hth )la#uein an area temporarily lowers the (nfluence rating of others who occupy or use that
area for the duration of the plague.
5dditionally, you may taint animal habitats by spending any number of lood Traits. )or each Trait
spent, the habitat is tainted for one month. 5nimals who feed there regularly during the affected
time grow unnaturally strong and more loyal to the vampire whose blood they are imbibing. The
animals gain a bonus health level, inflict an e!tra level of damage and gain 6 bonus 8hysical TraitsDin addition they gain a one Trait blood*bond to you, and you are 6 Traits up when using any powers
ofAnimalismon them. 8rolonged feeding at a tainted habitat also passes on some of the 'ainite#s
predatory nature, though. Gumours abound of affected predators thinning the local herd needlessly
and herbivores in constant challenges for herd dominance.
$rykolas
Brawing on his unholy connection to the beasts of the wilds, the Hampire drinks the blood of a
ferocious animal * a wolf, bear, boar, or what have you. (mmediately after draining, a
metamorphosis occursI The T:imisce takes on some of the features of the beast, becoming a hybrid
monster. )iends often use this power in combination withA%aken the *ulo Shapeand 'hiropteran
+arauder, especially when making war on Eupines.The T:imisce drains all the blood from an animal. Over the ne!t three turns, the T:imisce sprouts
8/11/2019 Elder and Master Disciplines
5/70
fur, tusks, claws, horns and other assorted weaponry the precise accoutrements depend on the
animal killed/. $enerally speaking, the )iend gains a health level, claws inflicting aggravated
damage, and a bite inflicting aggravated damage. 5ll Social Traits drop to :ero.
This power costs two lood Traits to activate. The T:imisce must have a Hicissitude score of > or
greater to use this power.
*eep Song
The origins of this power are unknown, but $itano Gavnos have claimed responsibility for its
creation. Similar to Son# of Serenity, this power allows a vampire to influence the moods of his
listeners by singing to them. %owever, at this level, any desired emotion can be producedD through
the words of the song, a Gavnos may attempt to sway the passions of his audience. 8eople affected
by Deep Son#are often easily manipulated by the singer. (f filled with love or regret, they can be
fleeced of their money, and if filled with anger or hate, they can be provoked to violence, or
incited to riot.
The 'ainite makes an opposed Social 'hallenge against any number of targets, all of whom must be
able to hear the 'ainite sing. This must happen in person C the effects cannot be conveyed across
radio waves or recorded./ On a success you may alter the listener;s emotional state as desired. The
target of the song never clearly remembers its true power, recalling only that she was deeply
moved by the performance. The effects of the Deep Son#last for a scene.
Shepherd#s +nnocence
"hile not all animals run away at a vampire;s approach, the relations between Kindred and most
creatures are far from the best. Bogs tend to bark in their presence, cats leave the room and
horses often throw them. On the other hand, animals find those undead with Shepherd,s
-nnocencenot only inoffensive but e!tremely attractive.
"ith an opposed Social 'hallenge, a character can 0uickly calm a charging lion, gain the trust of
growling guard dogs and ride happily on the back of a wild elephant. (f successful, the character
may attempt nearly any sort of activity with the creatures/ this makes feeding from it absurdly
simple/.
Song in the *ark
efore the 4osferatu clan could hide in labyrinths buried beneath the cities of men, 5ncients relied
upon vast caves and caverns for their survival. The most powerful Methuselahs didn;t limit
themselves to the few that e!isted C they created new ones. Eoremasters tell tales of vast
creatures underground, forgotten things from the early days of the world, monsters that 4osferatu
himself could not destroy. $iants in the earth, these atavisms sluggishly tunnel and crawl countless
miles beneath the surface world. 5lthough cynical and scientific 4osferatu autarkis or otherwise/
deny the e!istence of such creatures, human scientists cannot fully predict the occurrence of
earth0uakes and similar subterranean events.
Some 4osferatu occultists claim that only 4osferatu Methuselahs are potent enough to draw uponthis power. 5 few insist that might vampires employ this Biscipline to create sinkholes, collapse
unstable sewer tunnels or open up vast caverns in rural areas are as desperately essential to their
descendants. The most outrageous stories concern entire ecosystems based around massive
chthonic worms, subterranean leviathans or other burrowers beneath the 9arth;s crust. "hether
this supernatural power if it e!ists at all/ involves summoning these creatures or merely shifting
vast amounts of earth with the power of the mind remains a point of con&ecture.
Son# in the Darkis superficially similar to theAnimalismpower"he Beckonin#, but this power
enables contact with the monstrous deni:ens of the underworld. The nature and power of these
creatures are up to the StorytellerD some legendary beasts are rumoured to be larger than blue
whales.
5 'ainite should theoretically be able to summon and command a creature once each year for fivepoints of "illpower he possesses. The 'ainite must be underground or on the surface above or near
8/11/2019 Elder and Master Disciplines
6/70
some sort of underground cavern area. )irst, the vampire burns these temporary points for a period
of at least one monthD he cannot regain them until this time has elapsed. The si:e of the
subterranean disturbance depends on a Social 'hallengeD the difficulty depends on how rural the
chosen location is. 5n uninhabited plot of land in the midst of the Sahara would be difficulty 1D
downtown Manhattan is difficulty =7./ (f successful, then there is an appropriate creature in the
vicinity Storyteller;s discretion/I something will answer the call. The creature is not under the'ainite;s direct control, but it is generally not hostile toward the caller, or at least is more likely to
devour the 'ainite;s enemies.
MASTER ANIMALISM
'on,uer the Beast
Masters of 5nimalism have a much greater understanding of both beasts in general and the east in
particular. Those who have developed this power can master their own easts to a degree
impossible for lesser Kindred to attain. 'on0uer the east allows the vampire both to control her
fren:ies and also to enter them at will. Some elders say that the development of this power is one
of the first steps on the road to $olconda.
Spend a "illpower Trait at any point to enter or e!it any form of )ren:y including GLtschreckD any
)ren:y you enter using 'onuer the Beast is controlled as if you were riding the wave#. "hilst in
fren:y of any form, you gain three bonus 8hysical Traits. "henever you enter GLtschreck you are
immune to all effects of purely Mental or Social Bisciplines and any current effects you are
suffering from as a result of said Bisciplines are negated.
Engling ury
+ou may now feed off an animal#s spirit to replenish all your lost "illpower Traits. Jse of this power
destroys the animal and its soul, however, and may be invoked once per session.
Stampede
5 deep, innate knowledge of animal instinct allows the 'ainite to trigger a very specific fear in hisvictims F a unthinking panic that pushes hundreds of creatures into headlong flight. This ability
only works on large groups of peopleD too few, and the aggregate fear will not be enough to
override sensible plans of action. 5lso, the crowd or herd must be already agitated by some
mundane occurrence, such as the smell of a large predator, a lost football game by the home team
or a shortage of this year;s fad toy during prime shopping season. The 'ainite may cause the
8/11/2019 Elder and Master Disciplines
7/70
for the vampire to control. 5nimals pushed too hard may fren:y, and people have a disturbing
tendency to riot.
The Stampede affects everyone within A7 yards of youD each additional Social Trait you pay e!tends
the range another A7 yards. (ndividuals whose "illpower is e0ual to or less than half of your Social
Trait total succumb automatically. (ndividuals whose "illpower is at least half your Social Traits
total may spend a point of "illpower to make an opposed Social 'hallenge against youD if theysucceed, they resist the urge to stampede. 'haracters whose "illpower e0uals or e!ceeds your
Social Trait total may make the same test without spending "illpower.
Auspex
ELDER AUSPEX
'lairvoyance / arsight"ith 'lairvoyanceyou can perceive distant events without the aid of )sychic )ro/ection. 5fterconcentrating on a familiar person, place or ob&ect, you perceive events surrounding the sub&ectwhile remaining aware of your own surroundings.To use this power, spend a "illpower Trait and one round concentrating on a familiar sub&ect, thenmake a Mental 'hallenge against the person, or a Static 'hallenge against the area. "ith success,you may perceive everything that happens around the chosen sub&ect. +our perspective is largelyfocused on your chosen sub&ectD if you concentrated on another Kindred, your visions would followher actions and thoughts and be unable to see around the comer to the muggers lying in wait forher. Other 5uspe! abilities may also be used to gain more information about the events that passprovided you can win any tests they re0uire/. The power remains in effect as long as youconcentrate, and you must have met your sub&ect before to use this power. (f you have onlyencountered the target through )sychic )ro/ectionor similar means, the difficulty of the Mental'hallenge is increased by >. 'ainites that possess 'lairvoyancewill be given an opposed Mental'hallenge against the originator of the power if they are ever the target of another'ainite;s'lairvoyanceD on a success, they realise that they are being spied on."hile using 'lairvoyance, you must bid two additional Traits for any tests to resolve events that
occur in your physical surroundings as you are e!periencing events in two locations simultaneously.'ainites who use a crystal ball or other scrying implement are two Traits up on the Mental'hallenge re0uired to activate 'lairvoyance.
&rediction"ith"elepathy you can read another#s thoughts. "ith )rediction, however, you keep a channelcontinuously open to all those around you, a constant background bu:: of surface thoughts andemotions. (t is not a deep probe, nor sufficiently accurate to pick up specific thoughts, but givesclues to others# moods and attitudes, especially when in close contact with a particular sub&ect. (tis far less about true prediction and more that you sense a thought being formed before it is spokenaloud although the words unspoken are often far more interesting/."ith )rediction, you may not be surprised even if your concentration is on other matters, such as
an attack or a debate, or your facilities are impaired due to drugs or mental control/. +ou cansense your enemy#s intentions, giving you a free 8rediction Biscipline Getest on related challenges.This effect has a radius of =7 feet. Obviously, this offers no protection against sniping from thebuilding across the street or other similar long*distance attacks.
'elestial %armonyThis power is a little dangerous to use, but its effects are well worth any price the vampire mayhave to pay. (t allows a 'ainite to open up his mind to the river of thoughts and emotions createdby the souls of those nearby, flooding his head with a torrent of unfamiliar images, voices and otherless identifiable sensory input. uilt in to this power, however, is a screening mechanism by whichthe user may be able to perceive at least general impressions of whose thoughts belong to who.This influ! of information, coupled with the usual complement of skills possessed by eldervampires, provides a 0uick and efficient way of analysing one;s surroundings and gleaning the most
useful information from them without having to e!pose oneself or interrogate those nearby.)or e!ample, a 'ainite with this power enters a local watering hole in a town unfamiliar to him.
8/11/2019 Elder and Master Disciplines
8/70
5fter activating this power, he becomes attuned to the souls of those nearby, his mind in harmonywith theirs. 5fter a few moments, he has learned that the waitress fears for his well*beingstrangers aren;t very welcome in this bar/, the cashier behind him is single and looking, and thestocky man in the cheap suit is an undercover agent of some kind. Jnfortunately, this brand of masstelepathy doesn;t allow the user to shut out certain stimuli or
8/11/2019 Elder and Master Disciplines
9/70
!enius -ociThis power enables the vampire to tap into the
8/11/2019 Elder and Master Disciplines
10/70
choose to view the area as it was at the time of the map;s creation, or as it is at the present time.(f you also have 'lairvoyance, you may ;:oom in; on a particular location.
Spirit -ink"ith Spirit 1ink, you can engage in telepathic communication with a number of people e0ual toyour dots in 5uspe!. 9veryone thus engaged can communicate at leisure with all the others in
the Spirit 1ink. 9ach individual in the link can hear what anyone else says. This power may not beused to read minds.
+nsight of the Talespinner(nsight allows a character to delve far into her own mind, finding entire books and stories. The'ainite can summon forth highly detailed characters and picture them in any situation to gain aninnate feel for how each would react. (n addition, the Biscipline opens up the writer;s vocabulary toits full e!panse, allowing her to customi:e each character;s vocabulary to fit his personality andbackground.5 'ainite using this power finds it easier to write good stories. This does not help creativity, sincethe writer must come up with the situation on her own. %owever, if the 'ainite comes up with agood plot, the characters will practically tell the tale on their own. Often, the writer will not evenknow how the story will end until she is finished.
(n addition to its artistic uses, the power has another function. 5n entertainer can attempt to tell astory off the top of her head. 5ll those who are listening may try to resist. (f they fail they findthemselves caught up in the story they will be unable to do anything else. The character using thispower may determine the length of the tale, but it cannot last longer than one scene.The 'ainite spends a lood Trait and uses this power to capture the full attention of the listeners,making a Mental 'hallenge against anyone within listening range. Those who fail their roll mustlisten to the tale without interruption. (n addition, the 'ainite gains three bonus dots ofthe Expression5bility for the rest of the night as soon as this power is activated.MASTER AUSPEX
Anima !athering
The power of )sychic )ro/ectionallows limitless e!ploration. %owever, many of the e!periences
that it grants cannot be ade0uately conveyed to individuals who cannot share them. Other would*be observers on the astral plane are left blind and deaf. The vi:iers believeAnima
0atherin# originated as a techni0ue for leading warrior*caste mystics on vision 0uests. (t allows a
willing seer to bring a small group of companions into the astral realms with him.
Spend a lood Trait for each
8/11/2019 Elder and Master Disciplines
11/70
)erceptionto probe the inner workings of a sub&ect;s mind and soul. Knowledge ac0uired in this
fashion can be used in many ways, and a vampire who has developed this power is undoubtedly
familiar with all of them.
5s a refle!ive action, spend a "illpower Trait and make an opposed Mental 'hallenge against a
target you can see. (f successful you gain all the information about the target that can possibly begleaned withAura )erception.
(n addition, you learn whether the target follows %umanity or a 8ath of 9nlightenment, and if so,
what path.
+ou also learn the 4ature ? Bemeanour of the target.
+ou may also determine if the target is under the effects of any Mental or Social powers, such
asDominateor )resence and if so, which ones but not the originator of the effects/.
+ou also learn a sub&ect#s "illpower, Hirtue ratings and %umanity38ath rating.
+ou also gain some knowledge of the sub&ect#s Karma, detecting any relevant merits or flaws, such
as 1uckyorDark $ateas well as a vague, sub&ective sense of how good# or bad# a person they are.
+ou may also receive visions of one or more incidents in the sub&ect;s past that radically altered
their destiny.
"irror (efle03The "ind (evealed
This power was developed by a Toreador elder who made a fearsome reputation through her
fencing prowess, acting as a hired champion in do:ens of Hentrue duels.This power e!pands upon
the abilities granted by "elepathy. Though it does not allow the user to probe deeply into the mind
of her sub&ect, it does allow unlimited access to surface thoughts. These thoughts are generally so
fully formed that they do not appear as images or illusions, but as vague sentences and direct
impulses. Knowing the language of the sub&ect is not necessary F the vampire automatically
understands the sub&ect#s thoughts and intentions."he +ind 2evealedcan be a boon in social
situations as lying to the wielder of this power is 0uite difficult and it#s easy for the user to know
appropriate things to say/ as well as in combat where the user can know her enemy#s ne!t move/.
To use this power, the player spends a "illpower Trait as an action and makes an opposed Mental
'hallenge against the target. (f successful, the power reveals the foremost thoughts in the target#s
mind. This power affects only one sub&ect at a time and lasts for one scene. The surface thoughts
normally appear as an image of the action that the target is about to take, granting the ability to
spend a lood Trait per retest to cancel any number of retests used by the target against you.
(n addition, while "he +ind 2evealedis active on someone you can always detect when your target
is lying to you.
&ersonality "etamorph
This power, developed by Toreador actors, allows a 'ainite to actually reach within her own mind
and draw forth original characters, complete with backgrounds and personalities. The 'ainite thentakes on another personality as if it were her own. asically, this power gives the character
controllable multiple personality disorder. The character could become a skilled assassin, an
outstanding artist, a small mortal child, or the spirit of a murder victim. The only limits are those
imposed by the Storyteller and the player;s imagination. %owever, the alternate personalities
should not be more powerful that the core personality.
y spending a "illpower Trait, the character can assume a new personality for one scene, though
an additional "illpower Trait may be spent each scene to maintain it. +ou may not dismiss this
power prematurely. The new personality will have its own Social and Mental 5ttributes, 5bilities
and Hirtues, along with its own %umanity and "illpower scores. (n some cases, it might even have
its own set of Bisciplines. "hile the new personality is dominant, the character;s actual Hirtues,5bilities, %umanity, "illpower and Bisciplines may not be used. lood 8ool is not affected, and
8/11/2019 Elder and Master Disciplines
12/70
%ealth and 8hysical 5ttributes remain unchanged.
+ou may create a number of -personalities e0ual to your Self*'ontrol, each of which must be
created as if they were new characters using the character creation rules. "ithout the A7!p
kickerQ/ They must be submitted to the refs before you wish to play them at a game, but need not
all be created at the same time C you may add another -personality as long as you have not
reached your limit/ years later if you wish. +ou must have a dot in the relevant clan1ore ability tocreate a personality who is of that clan. -8ersonalities may not die or be destroyed, although your
primary character may, of course, die while playing one.
&luck the Secret
The 'ainite speaks a single word to her sub&ect. The sub&ect then reveals everything she knows
about that topic to the vampire. The revelation may be delivered through thoughts or speech,
depending on whether the vampire wants her sub&ect to talk.
The vampire must see her sub&ect, though eye contact is not necessary. The player spends a lood
Trait and makes an opposed Mental 'hallenge against the sub&ect. On a success you may learn what
the sub&ect knows on the sub&ect of your choiceD this will take the form of an e!haustive ?
organised revelation on sub&ects of even vast comple!ity.
Stealing the "ind#s Eye
'ainites who have been banished by others of their kind developed this power to spy on their rivals.
The vampire links her mind with that of a mortal slave or ghoul servant, and passively views what
the person sees, and hears what he hears. 5lthough seemingly helpless to the whims of the
8/11/2019 Elder and Master Disciplines
13/70
'asting a horoscope re0uires knowledge of the sub&ects date of birth and date of embrace, if
'ainite, and a night of work./ To use Supernal A%areness, you make a Mental 'hallenge against a
difficulty of the sum of the target;s "illpower and $eneration Traits. (f the target if of lower
$eneration than yourself, the power fails. Supernal A%arenesssupplies information that you could
gain by sight or hearing, if you could see and hear everything that ever happened to your
target. Supernal A%arenessdoes not supply thoughts, motivations or e!planations * &ust the rawobservations. (f an attempt atSupernal A%arenessfails,you cannot use this power on the same
target for one full year.
Other supernatural beings don#t have $eneration, but they usually possess some Trait of their own
that measures their raw magical potential. These Traits can substitute for $eneration in
determining whetherSupernal A%areness succeeds. Mages, for instance, measure their power using
a Trait called 5rete, while Gank might do for "erewolves. (f you do not have the appropriate
reference, &ust multiply the target creature#s "illpower by =.A to find the difficulty for Supernal
A%areness. Mortals lack any such Trait, so for them the difficulty is strictly "illpower.
Celerity
ELDER CELERITY
lawless &arry
Spend Three lood TraitsD until the start of your ne!t turn you automatically succeed on any
8hysical 'hallenges to avoid attacks made by anyone with an e0ual or lesser rating in 'elerity* if
you take damage during this period you may make $ortitudechallenges as normal. +ou may move
normally, with the activation of $la%less )arryconstituting your action for the turn, but may not
initiate any attack of any form, including offensive Bisciplines. (f you have a low enough generation
to activate further 'elerity powers in addition to $la%less )arry, you may use any e!tra actions to
move or to activate non*aggressive discipline usages such as 3nseen )resenceorAura Si#ht.
&recision
"hile many elders 'ainites simply develop their superhuman refle!es to truly ama:ing levels,
others find new and varied uses for the ability * like 8recision. This focused techni0ue allows its
wielder to apply all of his intense energy to the smallest of targets. %e effectively increases his fine
manipulation capabilities beyond those of the most advanced mechanical lathes by moving so
0uickly as to disturb absolutely nothing save that which he actually touches. 'ainite sculptors who
have mastered 8recision are capable of creating works of near*microscopic detail by striking so
swiftly as to remove only the tiniest shavings of wood or stone. 5 certain medical specialist of the
vi:ier caste is reputed to be capable of wielding surgical tools so deftly as to be able to reattach
severed spinal tissue.
Spend Two lood Traits. )or the ne!t scene, you gain two free )recisionBiscipline retests on allchallenges related to precision, fine manipulation or moving something without disturbing its
surroundings. This bonus cannot be applied in combat under any circumstances, as it re0uires
concentration.
&ro1ectile
The supernatural speed of the Kindred doesn;t operate by conventional physics, and thus items or
weapons handled by them often have problems keeping up. )or e!ample, while the actual firing of
a gun can occur in the blink of an eye, the bullet still leaves the barrel of the gun at a normal
speed. 5 thrown rock slows down to normal speed at the instant it leaves the vampire;s hand. There
is no sensible e!planation for thisD most vampires &ust shrug and accept this fact. %owever, some of
the more powerful Kindred have managed to work their way around this * ob&ects they throw or fire
move at supernatural speeds and become truly impressive weapons.
8/11/2019 Elder and Master Disciplines
14/70
To use this power, spend a lood Trait to activate the power for the sceneD you can then perform
ranged attacks during your additional celerity actions.
)urthermore, bashing attacks such as throwing a simple rock/ become lethal attacks due to the
incredible speed the pro&ectile travels at. (f the attack is already a lethal attack such as a
throwing knife or a bullet/, it will now cause one additional health level of damage. 5ll other levelsof 'elerity can be used in con&unction with this, including )leetness, which will inflict an e!tra
level of damage on a winning tie if you made three attacks against a single target in that round
consolidated into one challenge./
Tireless Tread
Spend a lood Trait at the start of the turnD you move so swiftly that you are nearly unlimited in
the number of paces you can take in a combat round. (n effect, you may walk any distance to
anywhere you could see at the start of the combat round and use your normal number of attacks
upon anyone you pass and anyone you pass within reach of can attack you back as normal/. Once
you have finished attacking your movement ends. Overland you can travel at speeds in e!cess of
27mph, although this is naturally a breach of the Silence of the lood if anyone sees you.
MASTER CELERITY
lower of *eath
Spend a lood Trait at the start of the sceneD for the rest of the scene you gain a bonus to 8hysical
Traits e0ual to your number of levels of 'elerity. 5ctivating this power does not cost an action.
(efinement
(f a character possesses 'elerity2efinement, the player need not state at the beginning of the turn
how much of her character#s'elerity she is activating. (nstead, the character may take e!tra
actions as appropriate during the turn C the player simply spends blood as necessary when she
wishes the character to take additional actions. She may not take more actions than normallyallowed, and the actions cannot be taken at times when 'elerityactions cannot be taken.
Quickness
(f you spend an additional blood each turn, you may make an additional action during that turnD
this in addition to the > bonus actions granted from $leetness. (n combat, this means that if you
outright win you deal @ hits, while a draw would hit > times.
Sanguinary Wind
'ainites with this knowledge of 'elerity move almost inconceivably 0uickly. (n combat, they
become whirling dervishes of destructive force, reacting to their enemies# movements before theirenemies have even moved.
The 'ainite spends 6 lood Traits to activate. Once active, the 'ainite moves so 0uickly that an
opponent who has less dots of the Bodge 5bility than the 'ainite#s 'elerity rating cannot use their
Bodge against the attacks of the 'ainite. The 'ainite 0uickly positions her weapon in the e!act
spots where her opponent moves to.
Once activated, the power remains functional for the duration of the scene.
Stutter2Step
'alling upon her preternatural speed, a Kindred using this power appears to undertake several
actions at once,
8/11/2019 Elder and Master Disciplines
15/70
+ou may spend a lood Trait at the start of the turn. )or the turn in which the 'ainite calls upon
this power, she may use si! additional 8hysical Traits for the purposes of defence. These bonus
Traits do not apply to the 'ainite;s attacks. She also gains a single
8/11/2019 Elder and Master Disciplines
16/70
mind or its aura. The automatic failure to perceive any sense of the target;s thoughts or emotions
will usually be passed off as bad luck or simple lack of concentration, or whatever reason any
Kindred might construct to e!plain why he didn;t succeed in gleaning information through
supernatural means. 5 Gavnos can use $alse 2esonanceto overlay auras and thoughts on illusions, as
well as leave a trace that other emotionally resonant powers can detect later. (t applies to any
illusions the Gavnos creates. "hen another Kindred uses a Biscipline likeAura)erceptionor "elepathy, resolve it normally against the Gavnos; current Mental Traits. (f the Gavnos
player wins the challenge, he or a Storyteller/ provides the false information in the illusion. This
information can only be something simple as noted above. 5ny attempt to delve deeper than
surface thoughts will reveal nothing F the illusion has only surface thoughts.
atuus "astery
5 Gavnos with$atuus +asteryhas no restriction on how often she may use the first three levels
-#nis $atuus, $ata +or#anaandApparition/ and can maintain or control illusions with minimal
concentration or fatigue. Kindred who rely on the high cost of 'himerstryto limit a Gavnos; ability
to use illusions are in for a very rude surprise when they encounter a Gavnos with this power. The
player need not e!pend lood Traits or "illpower to use the asic and first
(ntermediate'himerstryBisciplines. (llusions can engage in comple! activities as if the Gavnos were
concentrating on maintaining the illusion, but concentration is not necessary. The illusion will
remain until sunrise, unless the player spends blood to make it permanent
Shared 3ightmare
9ven though(orrid 2ealityis visible to all onlookers, it can only inflict
8/11/2019 Elder and Master Disciplines
17/70
for one night, but you may spend a "illpower Trait at the end of each night to e!tend it for another
6@ hours.
ar atuus
This power is the province of the 8huri Bae, who use it in con&unction with highly
developedAuspexpowers. (t allows a Gavnos to pro&ect illusions to any area he can see or
visuali:e. Jnder most circumstances, accomplishing this re0uires him to have visited the location in
0uestion before he can pro&ect illusions there. 5lthough more difficult, a Gavnos may pro&ect
illusions on the basis of a description, a photograph or a television image.
To affect somewhere as familiar as one;s haven or that you are currently viewing
with'lairvoyance adds no additional cost to the use of 'himerstry. (f you have visited the location
once or are viewing on a live feed camera you must spend an additional lood Trait to use
your'himerstryon the location. (f the location is being described in detail or you have seen it on
television or have a photograph you must spend an additional "illpower Trait to affect the
location.
"irror#s $isage
This techni0ue allows the vampire to create illusory duplicates of herself. Those hounding the
Gavnos find themselves chasing three or four different copies, each capable of independent
movement.
9ach image mirrors the Gavnos down to the smallest detail. The Gavnos can send her likeness into
potential ambushes or give the illusion of superior numbers. Sociable Gavnos can leave their
duplicates to distract boring party guests while they go about their business elsewhere.
+ou must spend a lood Trait for each duplicate createdD these duplicates may be created as a freeaction. 5 mirror image of you appears several feet from you.The counterfeits move and behave
e!actly as you do. The images speak, smell and even feel like the real thing. 5nyone e!amining
multiple images cannot tell the illusions from the genuine article. The effects of this power last for
one scene.
Jnless otherwise controlled, the images move and talk in the e!act manner as you do. +ou can only
concentrate on the movements of one duplicate at a time. +ou must be able to see the illusion to
issue mental commands. Once out of sight, the illusion continues to follow its orders until you allow
it to fade or return to issue new commands.
(f both you ? the images are visible, others have an e0ual chance of interacting with the illusions
instead. (f you have one image, they have a A7IA7 chance of interacting with either of you, whereasif you have five images they have a one*in*si! chance of interacting with you. 5n observer can
overcome this by possessing an e0ual or greater amount ofAuspexthan you have 'himerstryand
making a 'lash of "ills test as normal./ (f a mirror image is attacked, the weapon passes through it,
alerting the attacker to its illusionary nature. (f you are not present to command the image to
respond accordingly, it does not react at all and continues whatever action it was last assigned.
Suspension of *is4elief
5 Gavnos with this power can imbue her 'himerstry with a sense of reality that makes it easier for
viewers to believe in the illusion. 4o matter how strange or surreal the illusion is, an onlooker will
accept it as real. (f the illusion is wildly unrealistic fire*breathing dragons, a pack of gray aliens/,once it is no longer in his sight, the observer will 0uestion what he saw and eventually deny the
8/11/2019 Elder and Master Disciplines
18/70
event ever happened. 5 Gavnos can also use this power to make something appear unbelievable,
whether it;s real or not. (n this case, observers will write off what they;re seeing as some kind of
trick or hallucination.
The player makes a Social 'hallenge against everyone who can see the illusion.
DementationELDER DEMENTATION
Ba44le/ The 'all
5 Malkavian development on "elepathy, Babblegrants a 'ainite the ability to hold telepathic
communications. The vampire can converse with a number of other targets up to her dots in
the +alkavian "ime 5bility at any distanceD all the minds may be linked together, so that they can
converse with each other. %owever, all such communications must be spoken aloud, at the same
volume as would be necessary to be heard if the speaker was in the same setting as the listener. 5s
with"elepathy, no challenge is needed for a willing target, otherwise you must succeed on an
opposed Mental 'hallenge against the target. The user can add more people than he has dots in
the +alkavian "ime 5bility if those people have derangements.
This power also grants the ability to communicate with the clan. 5lthough many clan gatherings
happen spontaneously, the 'allarising from a general subconscious need shared by a city;s
Malkavian population, it is possible to send the 'all deliberately.To do so, a Malkavian spends a
"illpower Trait. The originator of the 'allmay decide how far to e!tend the 'allwhen they make
it, with options includingI all Malkavians within the cityD all Malkavians within the countyD all
Malkavians within the countryD all Malkavians on the continent or all Malkavians in the world.
The'allas broadcasted is not a verbal thingD it merely conveys an impression of a place and a
time. There is no sense of purpose, nor even the name of the gathering pointD still, neither is really
necessary. The 'all is so instinctive that if an 5merican Malkavian who didn;t speak a word of)rench were visiting 8aris, and heard the 'all, he;d be able to follow his impressions and visions to
the gathering place as readily as any native Eunatic. The 'all is not bindingD all Malkavians who
hear it may choose to ignore it if they wish.
'ipher/Enigmatic Te0t
The Malkavians; familiarity with madness renders them peculiarly able to e!tract information from
sources where it should not e!ist. Some elder Malkavians, including Bemetrius, who developed this
power, can reverse the process and plant information in hidden forms. They usually do this through
speech or writing, but Malkavians have planted hidden messages in paintings, music, flower
arrangements, trash scattered around the haven or anything else that the hand or mind could
shape. 5 person who sees, hears or reads the Malkavian;s work for an e!tended period recogni:esthe hidden meaning, though he cannot say e!actly where the information comes from. Once the
Malkavian has mastered the art of the cipher, they find that they can understand any written
material, even in a language with which she is unfamiliar or scribed in code. Only words with some
supernatural nature * such as a Malkavian;s'ipher or Thaumaturgical runes * are not always sub&ect
to this effect.
'ipherre0uires the e!penditure of a lood TraitD thereafter, you can read a specific language or
decipher a specific code for an entire scene. Thus, a Malkavian who speaks neither )rench nor
Gussian could, if he spent 6 lood Traits, read both )rench and Gussian for one sceneD alternatively,
he could read one work written in )rench and encoded one success for the language, one for the
code/.
(f you are attempting to read supernatural writing, compare your total level of Bementation to the
8/11/2019 Elder and Master Disciplines
19/70
level of the writer;s relevant Biscipline at the time the words were written. (f, for instance, you are
trying to read another Malkavian;s 'ipher, compare your Bementation to the other Malkavian;s
Bementation. (f your Bementation is higher, the words can be read with the e!penditure of a lood
Trait and a successful static Social 'hallenge with a difficulty e0ual to the Social Traits of the
writerD if the other Malkavian;s Bementation is e0ual or greater, you cannot.
9nigmatic communication re0uires a simple success on a Static Social 'hallenge. The difficulty
depends on the medium. 8lanting a hidden meaning in words is difficulty 1D in a non*verbal medium
that is nevertheless a recogni:ed form of communication, such as a painting, is difficulty D and a
form that does not normally cover information at all, such as piles of pebbles or a table*setting, is
difficulty 2. (f, however, you want to store the enigmatic te!t in a permanent form so that anyone
can perceive the message later, this costs you a "illpower Trait.
(f someone receives an enigmatic te!t directly from you, no challenge is neededD the target always
understands the message.
8/11/2019 Elder and Master Disciplines
20/70
as they occur to them.
Devil in the +indlasts for one scene. Supernatural creatures including ghouls/ can resist it by
spending a "illpower Trait each time they wish to resist blurting something out. Once this power
subsides, the victim reali:es that something was not right, though she does not necessarily suspect
outside influence.
indred Spirits
5 more powerful version of "he (auntin#, this power works on all supernaturals as well as on
mortals.
Speak to your target and spend a number of lood Traits up to your generational ma!imum. (f you
succeed on a Social 'hallengeD your target temporarily gains all of your Berangements and replaces
their 4ature, 8ath of 9nlightenment and Morality score with your own, including temporarily
changing Hirtues if necessary. They act in a similar way to you, but are by no means under your
control. This lasts for a night.
iss of the "oon
The effects of this ability are not as dramatic as "otal -nsanity, but unlike that power, iss of the
+oon is permanent. The vampire chooses a pair of related disorders and, after a few moments#
conversation with the target, she passes them on to that poor soul. These afflictions haunt the
victim for the rest of his e!istence. Gumours persist that the user of this power can withdraw the
insanity it brings as will, but few Malkavians are willing to stop the flow of enlightenment that such
madness brings, and almost no 'ainites outside of Malkav;s get are talented enough
with Dementationto attempt such a thing.
Make a Social 'hallenge against the target. (f you succeed, you may select two derangements or
describe two, if you have particular ideas that the Storyteller approves/ and apply them to the
target. The target cannot eliminate these derangements, but he may fight them as he would any
other derangement. The Storyteller may allow you to withdraw derangements that you create
with iss of the +oon, but he will undoubtedly re0uire an e!cellent reason for doing so. 9ven then,
the 'urse of Malkav may be irreversible.
-ingering "alaise
"hile lesser Malkavians are only able to inflict temporary though sometimes very long*lasting/
insanity on their victims, your power to twist the psyche has progressed to such an e!tent that you
can gift your sub&ects with permanent psychological shifts and dementia.
+ou must speak to your victim for at least a minute, describing in vivid and precise detail the
derangement that you wish to inflict upon her. This may take place in the middle of an ordinary
conversation if you wishD you do not have to e!plicitly state what you are doing until you make the
challenge. "hen you have described the derangement in sufficient detail, spend a "illpower Trait
and make a Social 'hallenge. (f you win, your target receives one permanent derangement of yourchoice. +ou may only inflict one derangement per game session on any given target, though you
may make multiple attempts until you succeed.
(n the interest of fairness, it#s polite to get Storyteller approval for any -non*standard i.e. -not
published in a +ind5s Eye "heatrebook/ derangement.
Shattered "irror
5lthough some Dementation powers are subtle, initiating or promoting insanity, Shattered
+irror results in immediate and devastating effects. "ith but a glance, you grant your victim some
portion of your insight into the true, and utterly insane, nature of the universe, causing them to
instantly enter a confused state.
To inflict Shattered +irror, make eye contact with your target, spend a "illpower Trait and defeat
8/11/2019 Elder and Master Disciplines
21/70
her in a Social 'hallenge. (f you win, your victim must make a difficult challenge to act each round.
This power lasts for one scene.
MASTER DEMENTATION
'hildmind
This dreaded ability allows the Malkavian to give another person the e0uivalent of a psychic
lobotomy. y focusing the power of Dementation, the Eunatic can strip away much of a target;s
power of reasoning, reducing his victim to a childlike state.
The Malkavian must make eye contact with his victim in order to use this ability. Once eye contact
is established, the player spends a "illpower Trait and makes an opposed Social 'hallenge. On a
success, the target#s Mental Traits are capped at > for the ne!t month.
The target should roleplay regressing to childlike behaviour. 5t least she;s still somewhat functional
some of the time...
*elayed *elirium
One of the many things in which Malkavians delight is seeing ostensibly sane individuals suddenly
overcome with madness. This refined version ofiss of the +oonimplants a Berangement of the
vampire;s choice in any victim, mortal or 'ainite, to be released at a later date. Many a vampire
has used this power to trigger insanity in a target to coincide with meticulous plans * &ust as many
others have applied it purely on a whim.
+ou must speak to the victim, describing the effects you want the target to manifest. The dialogue
may be interspersed in innocuous conversation. +ou may choose to activate any other power of
Bementation and delay their effects for any amount of time. +ou pay any activation costs at the
end of the conversation ? make any appropriate challenges. "hen the power is delayed, you may
choose to either activate it at a time of your choosing or to specify a
8/11/2019 Elder and Master Disciplines
22/70
the Malkavian. 5nother e!ampleI if the Malkavian were making a 'rafts5bility test and had passed,
the Storyteller could call a +elan#e Biscipline retestD if the Malkavian failed this, they would fail
the entire 'raftscheck.
"ind of a iller
Touch your target, spend a "illpower Trait and beat them in a Social 'hallengeD the ne!t person toinsult the target in even the most trivial manner becomes the ob&ect of homicidal rage. The target
must do everything in their power to kill the ob&ect of their wrath, even if they are blood*bound to,
in love with or vastly outmatched by the target. )urthermore, the target must pass a Self*'ontrol
or (nstinct 'hallenge against a difficulty of five or )ren:y if they are ever in the presence of their
newfound nemesis for =7 minutes or more. +ind of a illerlasts until the killer urge is satisfied.
(estructure / 'hange the Soul
5t this level of mastery, you may now rewrite the most fundamental aspects of a sub&ect#s mind,
changing his very self*image and worldview. Hictims of Gestructure often compare the e!perience
to a religious rebirth or a philosophical epiphany and state that their new mindset feels completely
natural and they don#t really understand why they used to act the way they did. +our target retains
all his memories but may view his previous actions in a radically different light.
To 2estructurea sub&ect, make eye contact with him, and initiate a Social 'hallenge. (f you win,
his 4ature changes to one of your choice, and your sub&ect should roleplay his new mindset
appropriately. This effect is permanent unless undone by another application of 2estructure,
though even such a restoration is hardly flawless due to the comple!ity of the effort.
(f you lose the Social 'hallenge, including all retests, your victim may spend a "illpower Trait to
initiate a Social 'hallenge against you. (f he wins, your 4ature changes to his 4ature for the ne!t
lunar month.
Si4yl#s Tongue
9lder Malkavians have a well*deserved reputation as seers and prophets. The power of the Sibyl,s
"on#uetakes this predilection one step furtherI The 'ainite so blessed can call on her advanced
Bementation to go deliberately 0uesting into the Eegion*mind for the answer to a particular
0uestion. (f some Malkavian somewhere knows the answer, then the sibyl has a chance of making
the connection to that Malkavian;s memories and drawing forth the information.
)ailure carries a penalty, though. To open oneself to the Eegion*mind and deliberately tread naked
into its waters F that;s dangerous stuff. "henever a 'ainite uses this talent, she runs the risk of
having the Malkavian clan;s collective mad thoughts invade her head in a rush. The process is...
highly unpleasant.
The 'ainite must first think of a 0uestion that they would like answeredD they then focus for a turn
to attune herself to the 4etwork. Make a simple test C if you win or tie, your Malkavian is able totap into the 'obweb and dig up the information you wantD the reply may be as cryptic as the
Storyteller likes, as it originates from a Malkavian. %owever, the answer must be something that
some Malkavian somewhere knows e!cluding Malkav himself, of course, under general
circumstances, although the eldest of clan may intervene where he feels appropriateR/
(f the test is failed, then the Malkavian is in trouble. The stew of psychoses that makes up the
4etwork invades her personal headspaceD at such a speed that it;s impossible to filter out what she
wants. She immediately gains two additional derangements for the duration of the scene.
5t the Storyteller;s option, particularly dangerous 0uestions might inflict an e!tra derangement
even if the test is successful, and have even more severe penalties for failure. This is especially
true of 0uestions that re0uire tapping the mind of a Methuselah F a place nobody, no matter howwell*prepared, wants to go.
8/11/2019 Elder and Master Disciplines
23/70
(f a storyteller is not available to narrate this power, or if you &ust want to speed gameplay, the
Malkavian can use it to gain access to special 1ore and information that he might not otherwise
have. Spend a lood Trait and make the test described above. (f successful, you gain access to one
level of 1ore5bility beyond what you would normally know for the scene. This may only be used
once per an individual1ore5bility per scene.
Sleep of (eason
This macabre power gained its name from a $oya print that has achieved remarkable popularity
among the clan. The Malkavian with this ability can reach into his victim;s mind, pull forth whatever
hobgoblins he finds there, and set them bu::ing to the attack. The hobgoblins can appear as almost
anything, but they;re usually caricatures of whatever insecurities or bad memories the target might
possess.
The player makes an opposed Social 'hallenge against the targetD on a success, the Malkavian must
spend one lood Trait for each hobgoblin he summons, up to the generational ma!imum.
5 hobgoblin has 8hysical Traits e0ual to those of its target, and can attack with a bite, punch, claw
rake or whatever attack is reasonable for its form. 5t the end of each turn, the target makes an
opposed 8hysical 'hallenge against each hobgoblinD for each one failed, the hobgoblin deals 6
lethal damage to the target. The target may not use any retests, as the hobgoblins will possess the
same retests ? cancel those of the target.
5s creations of the victim;s own psyche, the hobgoblins are immune to any mental powers the
victim uses against them. 5 victim cannot use 4bfuscateto hide from his own persecutors, nor can
heDominatethem into leaving him alone. Other vampires can affect the victim;s hobgoblins with
these Bisciplines, but the difficulty to do so is the same as if they were using those powers against
the victim himself. (n any event, the hobgoblins will ignore all other beings save their target unless
compelled otherwise, and cannot damage anyone other than their victim.
The malicious little beasties can fly as 0uickly as their victim can run, and can find him wherever
he runs. (f not destroyed by the end of the scene, the hobgoblins melt back into the ether from
which they sprang.
Wave of +nsanity
Ordinarily, Bementation can only be used on a single target at any given time. %owever, a truly
skilled elder can e!tend this power to entire groups of people, rendering her literally able to drive
crowds to insanity.
+ou may use "otal -nsanityagainst multiple targets. Spend a "illpower Trait for each creature that
you wish to affectD you need only make eye*contact with one member of the group. Make a mass
Social 'hallenge against your targets, and resolve as per "otal -nsanity.
Dominate
ELDER DOMINATE
Still the Mortal Flesh/ Autonomic Mastery
Despite the somewhat deceivi! ame" this powe# wo#$s e%ua&&' we&& o
vampi#es ad mo#ta&s( A vampi#e with this powe# ca ot o&' ove##ide the
su)*ect+s mid" )ut his )od' as we&&( That ma' mea cutti! o, someoe+s
seses o# eve stoppi! he# hea#t( It is #umou#ed that this powe# used to come
mo#e easi&' to -id#ed i the distat past" )ut mode# medicie has made it
easie# .o# mo#ta&s to #esist this powe#+s e,ects( Despite this" it is sti&& a
.#i!htei! potet powe#(This powe# was deve&oped )' the 0et#ue" o. whom
o&' a .ew &ea# this pa#ticu&a#&' dead&' techi%ue .#om thei# e&de#s(
8/11/2019 Elder and Master Disciplines
24/70
To use this powe#" sped a 1i&&powe# T#ait ad ma$e a Meta& 2ha&&e!e a!aist
the su)*ect( I. success.u&" 'ou ma' shut o, o# sta#t oe o. the su)*ect+s
ivo&uta#' .uctios" o# cause them to 3uctuate e##atica&&'( 4ea#i!" si!ht"
hea#t)eat" ci#cu&atio" )#eathi!" pe#spi#atio" #e3ex movemets ad simi&a#
.uctios a#e a&& via)&e ta#!ets( O a success" the e,ects o. this powe# &ast .o# a
um)e# o. tu#s e%ua& to 'ou# dots o. Dominate(
A mo#ta& whose hea#t is stopped wi&& die immediate&'" a&thou!h he ma' possi)&'
)e #evived i. he #eceives p#ope# medica& attetio i the ext .ew miutes( 1hi&e
cutti! o, a vampi#e+s ci#cu&atio o# #espi#ato#' s'stems is comp&ete&'
ie,ective" #ede#i! he# dea. o# )&id is %uite use.u&(
Command Obedience
This powe# a&&ows a maste# o. Dominate to .o#e!o the o#ma& #e%ui#emet
o.Dominate5 e'e cotact( Istead" the wie&de# ma' Domiate a victim usi! a
s&i!ht touch o#" with mo#e e,o#t" he# voice( This powe# is $ow to )e acietad is a .avou#ite amo! Lasom)#a ad 0et#ue i positios o. &eade#ship( It is
u$ow whethe# o# ot a' mem)e#s o. the T#eme#e c&a have
mai.ested Command Obedience(
1ith this powe#" a cha#acte# ma' emp&o' a&& he# othe# Dominatepowe#s th#ou!h
eithe# touch o# voice( 1ith a touch" a Ph'sica& 2ha&&e!e ma' )e ecessa#'( The
touch eed ot )e maitaied th#ou!hout the eti#e time it ta$es to issue
theDominatecommad(
I. o&' voice is used" the a&& that is #e%ui#ed is that the ta#!et hea#s the wo#ds
ad that the' a#e spo$e &oud&' ad c&ea#&' i a &a!ua!e the ta#!etude#stads( Such attempts #e%ui#e the expeditu#e o. a 1i&&powe# T#ait" as it is
ha#de# to e.o#ce oe6s wi&& th#ou!h voice tha th#ou!h touch o# e'e cotact( I.
'ou a#e usi! a Domiate powe# that #e%ui#es 1i&&powe# expeditu#e" such as
2hai o. 2ommad" o# Mass Maipu&atio" 'ou ma' exped o&' a si!&e
1i&&powe# T#ait to activate )oth powe#s(
Fealty
7ou ca t#ust a' oath vo&uta#i&' swo# to 'ou" .o# this powe# !ua#atees that
the !ive# wi&& ot )#ea$ his wo#d(
Oce someoe has .#ee&' swo# a oath" vow o. a&&e!iace o# simi&a#&' )idi!
p#omise" !#ave&' p#oouce that 'ou accept the oath" exped a 1i&&powe# T#ait
e!a!e 'ou# su)*ect i a Meta& 2ha&&e!e( I. 'ou wi" the su)*ect automatica&&'
&oses a' cha&&e!es that wou&d #esu&t i the )#ea$i! o. that oath ove# the
cou#se o. the ext 'ea#( A&& who witess this excha!e a#e awa#e that the oath is
somehow supe#atu#a&&' e.o#ced(
This powe# o&' esu#es that the wo#d o. the oath wi&& )e o)e'ed( The su)*ect
caot wo#$ a!aist the oath" )ut he ma' wo#$ a!aist 'ou o# 'ou# ite#ests i
a' .ashio ot cove#ed )' the oath(
Sice the oath must )e .#ee&' !ive" 'ou caot Dominatesomeoe itoswea#i! a oath to 'ou(
8/11/2019 Elder and Master Disciplines
25/70
Oberons Grail
Memo#' maipu&atio !ives e,ective optios .o# i3uece" p#otectio o. sec#ets
o# itimidatio( Emp&o'ed ca#e.u&&'" such methods ca cha!e motives ad
pe#.o#m su)t&e a&te#atios to a su)*ect6s pe#soa&it'( Sometimes" thou!h" a .ew
su)t&e a&te#atios a#e6t eou!h" ad whe eti#e i!hts o. memo#' &ead to
t#ou)&e" a me#e 89 miute a&te#atio wo6t do( This powe# was deve&oped )' the
T#eme#e( T#eme#e e&de#s ma' )e )e!ui&i! scheme#s" )ut sometimes eve the'
must #eso#t to )#ute .o#ce( Reca&cit#at memo#ies wiped awa' who&e evei!s
&ost to m'ste#' : #umou# ho&ds that some T#eme#e ca do this ad mo#e( ;ut who
wou&d eve# #emem)e#a& ad d#amatic cu#e to p#o)&em witesses(
The Forgetful Mindca o&' #emove o# a&te# sma&& sectios o. memo#' at a time"
)utOberon's Grailhas o such &imitatio( A si!&e app&icatio ca wash awa' a
eti#e i!ht(
Those e&de#s who maste# Oberon's Grailuse it o&' #a#e&'( The touch ca6t#emove expe#tise : someoe who &ea#s a s$i&& caot )e made to .o#!et how to
do it : )ut it ca ma$e the victim ua)&e to #eca&& how o# whe he &ea#ed
somethi!" o# to #ea&i?e that he $ows a)out it( Most o.te" the @#ai& he&ps to
!ua#d the Mas%ue#ade" p#otect c&a sec#ets" ad puish those who vio&ate
-id#ed custom( ;ecause the @#ai&6s e,ects a#e so p#o.oud ad so o)vious" it6s a
!ood wa' to ma$e eemies" ad it6s thus #a#e&' used" )ut it is pe#haps mo#e
e,ective .o# its th#eat tha its p#actice(
7ou must ma$e e'e cotact" as usua& .o# Dominate" ad ma$e a opposed Meta&
2ha&&e!e a!aist the ta#!et( O a success" 'ou comp&ete&' wipe out a&& memo#'.#om suset uti& the powe# was used( I. 'ou desi#e" a&& the victim6s .utu#e
memo#ies o. the time )etwee the activatio o. the powe# ad su#ise disappea#
oce the victim .a&&s as&eep( I e,ect" the victim seems to .uctio o#ma&&'
except" o. cou#se" .o# the &oss o. eve#'thi! .#om suset to the touchB uti& he
wa$es up the ext da' o# i!ht" at which poit he #ea&i?es that he has o
#eco&&ectio whatsoeve# o. the who&e p#evious i!ht(
A&thou!h Oberon's Graildest#o's memo#ies" it caot #emove Att#i)utes"
A)i&ities" Discip&ies" o# othe# T#aits( This powe# wo#$s a!aist victims
with Eidetic Memoryo#ma&&'C a vampi#e who ete#s to#po# couts as .a&&i!
as&eep(
Shou&d 'ou )e a&&owed to imp&at .a&se memo#ies .o# the i!ht=
Rationale
Those whom 'ou Dominatea#e coviced that thei# actios a#e eti#e&' o. thei#
ow desi!" ad we#e #i!ht p#ope# ude# the ci#cumstaces( 1he
'ou Dominatesomeoe" the ta#!et )e&ieves that whateve# he did ude# the
i3uece o. 'ou# success.u& Dominate2ha&&e!e was doe o. his ow vo&itio(
Repression of the ObviousDeve&oped )' the Ma&$avias" the 2aiite ca &oo$ at aothe# setiet )ei! ad
8/11/2019 Elder and Master Disciplines
26/70
$ow that the ta#!et is most di#ect&' #ep#essi! at that momet( It cou&d )e a
simp&e idea &i$e" I #ea&&' have to !o to the )ath#oom" )ut this !u'6s #ati!s a#e
too ite#esti! to &eave ow( O# I6d &ove to st#a!&e that sc#aw' Ma&$avia
.oost )#i!s up the su)*ect i
cove#satio o# somehow puts the ta#!et i mid o. it(
As usua& with Dominate"Repression of the Obvious#e%ui#es e'e:cotact( Ma$e
a opposed Meta& 2ha&&e!e a!aist the ta#!etC o a success" 'ou &ea# what
the' a#e thi$i!" as with theAuspe powe# !elepathy( 7ou ma' choose to have
the ta#!et )&u#t the #ep#essed idea out &oud( @#eat .u du#i! die# pa#ties o#
tese t#ia&s(
Tranuillity
This is a su)t&e powe#" u&i$e othe# .o#ms o.DominateC this does ot #e%ui#e e'e
cotact to activate( O&' a .ew -id#ed possess it( A cha#acte# with this powe#ma' ca&m a vampi#e who is i .#e?'(
7ou ma$e a Meta& 2ha&&e!e a!aist the ta#!et( A success meas the .#e?' is
ove#come comp&ete&'(
Chain the psyche
1he co##ect&' app&ied" eve &owe# &eve&s o. Dominatea#e usua&&' eou!h to
$eep the puppets i &ie" )ut this is6t eou!h .o# some e&de#s( 1ith Chain the
"syche" the su)*ect wi&& expe#iece icapacitati! pai i. he attempts to )#ea$
.#ee o. cot#o&(
Sped a ;&ood T#ait whe 'ou use Dominateo a su)*ect( I. the su)*ect attemptsto diso)e' imp&ated commads o# #ecove# &ost memo#ies" he )ecomes
icapacitated as ho##i)&e" pu&sati! pai &aces th#ou!h his head( 4e wi&& )e
ua)&e to act .o# the ext 8 miutesC it+s a&& he ca do to sta' up#i!ht( 1he
usi!Chain the "syche" 'ou must decide how ma' attempts to #esist 'ou wish
to c#ush ad sped a Meta& T#ait .o# each F .o# examp&e" to c#ush >ve attempts
to #esist" 'ou must sped >ve Meta& T#aits whi&e usi! Dominate( The T#aits
spet i this .ashio caot )e used du#i! the #est o. the i!ht the expeditu#e
o. a 1i&&powe# T#ait ca #esto#e a&& Meta& T#aits" as pe# o#ma&B( This powe# .ades
a.te# a&& o. the attempts to #esist have )ee made(
Depedi! o the ci#cumstaces" 'ou ma' wish to $eep the um)e# o. T#aits 'ousped a sec#et ad i.o#m the Sto#'te&&e# istead" who $eeps ta)s o how ma'
times the su)*ect attempts to ove#come the meta& shac$&es(
!oyalty
7ou# commads a#e so deep&' imp&ated i the su)*ect+s mid that othe#
vampi#es >d it ve#' diGcu&t o# eve impossi)&e to ove##ide them )'
usi! Dominate o thei# ow( The ame is somewhat mis&eadi!" as this powe#
isti&s o pa#ticu&a# .ee&i!s o. &o'a&t' i the su)*ect( Reputed&' the e&de# who
deve&oped this powe# .e&t #athe# st#o!&' that &o'a&t' shou&d )e madato#'" ot
vo&uta#'( Not ve#' su#p#isi!&'" a&& o. his miios hea#ti&' a!#eed with the
statemet(
8/11/2019 Elder and Master Disciplines
27/70
I. aothe# vampi#e attempts to use Dominate o the su)*ect i a wa' that wou&d
cause he# to act a!aist a p#evious&' imp&ated commad .#om 'ou" the vampi#e
attempti! theDominate must exped ext#a 1i&&powe# T#aits e%ua& to 'ou#
pe#maet 1i&&powe# T#aits these t#aits ma' )e acc#ued ove# seve#a& i!hts
wo#$(
Command Obedience
1hi&e Dominateo#dia#i&' #e%ui#es e'e cotact" a vampi#e withCommand
Obedience has &ea#ed to !o )e'od that( Istead" the wie&de# ma' Domiate a
victim usi! the )#ie.est ph'sica& touch o#" with mo#e e,o#t" he# voice( This
powe# is $ow to )e aciet ad is a .avou#ite amo! Lasom)#a ad 0et#ue i
positios o. &eade#ship( It is u$ow whethe# o# ot a' mem)e#s o. the
T#eme#e c&a have mai.ested Command Obedience(
1ith this powe#" a cha#acte# ma' emp&o' a&& he# othe# Dominatepowe#s th#ou!heithe# touch o# voice( 1ith a touch" actua& s$i:to:s$i cotact is ecessa#' F
touchi! a pe#so+s c&othi! is6t eou!h( A Ph'sica& 2ha&&e!e ma' )e
ecessa#'( The touch eed ot )e maitaied th#ou!hout the eti#e time it ta$es
to issue the Dominatecommad( 7ou ca o&' issue oe commad i this
.ashioC I. 'ou wish to use Dominate o the su)*ect a!ai" 'ou must touch him
a!ai(
I. o&' voice is used" the a&& that is #e%ui#ed is that the ta#!et hea#s the wo#ds
ad that the' a#e spo$e &oud&' ad c&ea#&' i a &a!ua!e the ta#!et
ude#stads( Such attempts #e%ui#e the expeditu#e o. a 1i&&powe# T#ait" as it isha#de# to e.o#ce oe6s wi&& th#ou!h voice tha th#ou!h touch o# e'e cotact(
MASTER DOMINATE
Chain of Command
Sometimes a si!&e th#a&& is6t suGciet to accomp&ish a !ive tas$( Chain of
Command a&&ows a cha#acte# to imp&at a su!!estio much &i$e those a&&owed
)'Mesmerise" except eve mo#e comp&exB( Ho# istace" the su)*ect cou&d )e
commaded to .o&&ow a idividua& ad #epo#t who she spea$s to" o# t#ave& .#om
Mexico 2it' to 4usto ad de&ive# ite&&i!ece .#om a ude#cove# A#cho to the
p#ice the#e(Chain of Commanddoes mo#e tha this howeve#( Shou&d the th#a&&
)e ua)&e to comp&ete his assi!ed tas$" Chain of Command !#ats him the
powe# to pass the compu&sio a&o! to someoe e&se( This pe#so cou&d" i tu#"
pass the compu&sio a&o! to a thi#d a!et" ad eve a .ou#th" uti& the o)*ective
is comp&eted(
7ou sped oe 1i&&powe# T#ait ad ma$e a opposed Meta& 2ha&&e!e whe
imp&ati! the su!!estio i the >#st th#a&&( Shou&d the th#a&& ecoute# a
impedimet o# ci#cumstace that she hoest&' )e&ieves wi&& p#evet he# .#om
.u&>&&i! the o)*ective : pe#haps she is i*u#ed ad ua)&e to &eave the hospita&" is
#eco!i?ed )' the idividua& she6s tai&i!" caot a,o#d to t#ave& to he#destiatio" o# the &i$e : she wi&& attempt to pass the compu&sio o to aothe#
8/11/2019 Elder and Master Disciplines
28/70
idividua& whom she *ud!es capa)&e o. cotiui! the assi!met( Shou&d the
th#a&& )e&ieve he#se&. to )e d'i!" she wi&& choose whoeve# is most coveiet( I.
the cha#acte# possesses the powe# o. Command Obedience" the compu&sio ca
)e passed )' touch o# voiceC othe#wise it #e%ui#es e'e cotact( Chain of
Command&asts eithe# uti& the tas$ is comp&ete" a th#a&& is $i&&ed without the
chace to pass the compu&sio o" o# uti& the cha#acte# chooses to ed it(
Dynastic "o#er
Eve#' wise vampi#e .ea#s the powe# thei# aciet" most#ous acesto#s ma'
wie&d ove# them( A mo#e teuous t#asmissio o. )&ood occu#s amo! mo#ta&s"
)ut a .ew vampi#es ca sed thei# wi&&s a&o! this &ie o. descet( A vampi#e
withDynastic "o#er ca supe#atu#a&&' i3uece he# mo#ta& descedats( who&e
.ami&ies ma' wo#$ at the di#ectio o. a acesto# the' )e&ieve &o! dead" o# have
comp&ete&' .o#!otte( The Lasom)#a am#a deve&oped this powe#(
Dynastic "o#er a,ects o&' oe descet at a time" ad 'ou must have some wa'to ideti.' that descedat" such as a ame o# a pictu#e( 7ou caot simp&' wi&& a
commad )&id&'" hopi! that some !#eat:!#adchi&d wi&& o)e'(
7ou ma$e a Meta& 2ha&&e!e" with a diGcu&t' o. J K the um)e# o. mo#ta&
!ee#atios )etwee the vampi#e ad the descedat( Thus" a mo#ta& chi&d
wou&d )e diGcu&t' C a !#adchi&d" diGcu&t' 9C ad so o" to a maximum o. 8
!ee#atios" which wou&d have a diGcu&t' o. 8J t#aits( I. 'ou succeed" 'ou ca
imp&at a h'potic su!!estio as pe# theMesmerisepowe#(
Evetua&&'" the )&ood coectio )ecomes too #emote .o#Dynastic "o#erto
wo#$( A 2aiite ca o&' a,ect descedats .o# up to a maximum o. 8
!ee#atios( A vampi#e ca exted the powe#6s use.u&ess )' a##a!i! uios)etwee descedats( I)#eedi! the .ami&' this wa' $eeps the )&ood coectio
st#o!5 The p#o!e' o. >#st o# secod cousis o# eve c&ose# #e&atiosB do ot
ic#ease the diGcu&t' o. Dynastic "o#er( To maitai a he#d o. exp&oita)&e
descedats .o# seve#a& cetu#ies #e%ui#es ca#e.u& supe#visio o. the stoc$(
Mass Manipulation $ Mob Rule
O#dia#i&'" Dominateca o&' )e used o a si!&e ta#!et at a' !ive time(
4oweve#" a t#u&' s$i&&ed e&de# ca exted this powe# to eti#e !#oups o. peop&e"
#ede#i! he# &ite#a&&' a)&e to cot#o& masses(
7ou must dec&a#e the use o. Mass Manipulation)e.o#e 'ou attemptthe Dominate cha&&e!e( Sped a 1i&&powe# T#ait" ad choose a um)e# o.
ta#!ets up to 'ou# dots iDominate( Ma$e a mass Dominate test a!aist the
eti#e !#oup( 7ou eed o&' ma$e e'e:cotact with oe mem)e# o. the !#oup )ut
'ou must )e awa#e o. a&& the ta#!ets .o# examp&e" 'ou wou&d ot a,ect
a Obfuscated idividua& u&ess 'ou had some meas o. pe#ceivi! themB( A&&
the ta#!ets must )e the c&osest idividua&s to the su)*ect o. 'ou# e'e:cotact :
'ou caot pic$ 'ou# ta#!ets .#om the eti#e #oom(
Command the !e%ion
As a)ove" )ut o&' Commandma' )e used o the !#oup o othe# powe#s
o. Dominate(
8/11/2019 Elder and Master Disciplines
29/70
Strin%s of the Marionette
1ith this powe#" the -id#ed6s a)i&it' to commad the mids o. othe#s is so !#eat
that she ma' eve ove#come the pa#a&'sis imposed )' sta$ed" o# the &a!uo# o.
to#po#(
The su)*ect must )e aothe# 2aiite who is eithe# sta$ed o# i To#po#(
7ou must >#st ph'sica&&' touch the su)*ect ad ma$e a opposed Meta&
2ha&&e!e a!aist them( O a success" 'ou !ai cot#o& ove# the su)*ect .o# the
du#atio o. the scee( The su)*ect o. this powe# is &imited i the actios he ca
pe#.o#m whi&e sta$ed o# to#pidC the ta#!et caot access Discip&ies that #e%ui#e
coscious e,o#t to activate( 1ithi these pa#amete#s" howeve#" the su)*ect ca
)e .o#ced to ta$e a' actios the cha#acte# desi#es(
Tyrants Ga&e
This powe# is a uusua&&' a!!#essive ad ove#t use o. Domiate( 1ith it" a
2aiite ma' wea$e the meta& .acu&ties" socia& s$i&&s o# )odi&' st#e!ths o. ata#!et(
The use o. this powe# demads e'e cotact" u&ess the wie&de#
possesses Command Obedience" )ut it does ot #e%ui#e wo#ds( 7ou sped a
;&ood T#ait ad choose which Att#i)ute cate!o#' to a,ect5 Ph'sica&" Socia& o#
Meta&( 7ou the ma$e a opposed Meta& 2ha&&e!e a!aist the ta#!et( I. 'ou
.ai&" the ta#!et )ecomes awa#e that 'ou we#e t#'i! to a,ect he#( O a success"
the victim+s t#aits a#e #educed to 8 i the #e&evat cate!o#' uti& the ed o. the
i!ht( The victim6s t#aits a#e capped at 8" #e!a#d&ess o. a' powe#s that add to
t#aits" o# o. 1i&&powe# T#aits spet to #e.#esh t#aits(
Fortitude
ELDER HORTITUDE
&ersonal Armour
Often, the best defence is to disarm your opponent. This is the concept )ersonal Armour is based
onI any weapon used on you shatters from the impact.
"ith the e!penditure of a lood Trait, you can activate)ersonal Armour the duration of the scene.
(f someone punches or kicks you, the attacker suffers as much lethal damage as he inflicted on
you.
"henever you are attacked with a weapon, you may e!pend a "illpower TraitD if you do so, allattacks against you inflict their normal damage, but if you are hit with melee weapons, the weapon
shatters on impact and becomes completely unusable.
This power is somewhat useless against ranged attacks, as bullets still do damage even as they
shatter. 4on*physical attacks, such as $ire Bolt or "aste of Deathare handled normally.
)etishes, klaives and magical weapons will be immune to this, as can specially made weapons if
made with enough skill.
4ote that you cannot be staked if you have activated )ersonal Armour, as the stake shatters before
it can properly pierce your heart.
Sensory Shield
8/11/2019 Elder and Master Disciplines
30/70
Developed by the Gangrel, a Cainite using this power supernaturally hardens his senses against
injurious input. The vampire cannot be blinded by spotlights or sudden bursts of radiance, or deafened
by explosions or gunfire; even his capacity to withstand pain is improved. is eyes, ears, nose, and
open wounds glow with an eerie light while this power is active.
!pending two blood points activates this power for a scene. "undane and supernatural sources of
overwhelming sensory input, such as searchlights, mu##le flash, or pepper spray have no effect, even
if sensory$enhancing powers li%e eightened !enses are in use. &ven being at ground #ero for a
massive explosion will not stun the possessor of this power.
The phosphorescent glow streaming from the vampire's orifices and wounds is nearly impossible to
hide, and results in the Cainite being ( Traits down on social interactions with mortals )other than
intimidation*.
Stand A%ainst All Foes
+ith this power, a vampire may plant her feet solidly on the ground and ensure that she cannot be
moved by anything. &ven being hit by the charge of a fully armoured %night or being pounced upon by
an enraged upine will not move or %noc% down the user. This power was first made well %nown by
the -entrue %night ohann /riegsmeister, a warrior in the service of ord 0rgen, who often found
himself carried away from his coterie by the ebb and flow of battle. 1ow he stands firm, often acting
as a bodyguard.
2n order to use this power, the character must be on relatively stable ground 3 a solid plan% floor, a
tamped earth basement or even the forest floor is acceptable; a crumbling castle parapet or a soggymarsh is not. The player spends a blood point. 4ntil the user decides to end this power, she is
impossible to move by normal means.
MASTER HORTITUDE
+mperviousness
+our ability to shrug off most forms of damage has reached unbelievable heights. +ou may perform
a difficult test at the start of each combat round. (f you succeed, you may negate all non*
aggravated damage inflicted during that round.
(esilient "indsBeveloped by the $angrel, at this level of accomplishment, the 'ainite e!tends her preternatural
resistance to the very depths of her personality. Jpon ac0uiring this power, the vampire may
suddenly shed centuries of paranoia, tics, 0uirks and other perturbations that have accumulated in
the cobwebby recesses of her brain. 5dditionally, it becomes more difficult to use mental
Bisciplines against the vampire.
The 'ainite may spend a "illpower Trait any time that they gain a derangement or an animal trait,
for a $angrel/. (f they do so, they may make a simple testD on a success, the derangement is
negated. Jpon learning this power, the 'ainite may also spend "illpower Traits ? make this test for
any e!isting derangements, potentially removing them completely. This may only be done when the
power is first ac0uiredD the 'ainite may not choose to do so at a later date.
(n addition, the vampire permanently gains a free retest against any Biscipline or other
supernatural power that re0uires a Mental 'hallenge.
8/11/2019 Elder and Master Disciplines
31/70
8/11/2019 Elder and Master Disciplines
32/70
heart, ignoring its effects. 9ach use of this power affects only one stake. (f the Kindred suffers the
same fate again, she may make a new attempt if the player chooses to spend the "illpower Trait
again. 5fter the stake has been turned away from the heart, it remains in the Kindred;s body,
overgrown by dead flesh and probably protruding at an unsettling angle. The Kindred may cut the
stake out at any time she wishes thereafter, suffering two unsoakable/ health levels of aggravated
damage in the process.
Obfuscate
ELDER O;HUS2ATE
Blithe Acceptance
Many 5ssamites undertake pursuits that would seem less than savoury to most observers. (ndeed,
simply being known as an 5ssamite is enough to draw suspicion in many circles. They developed this
Obfuscate techni0ue, which serves to dampen the repercussions of its practitioner;s actions to a
certain e!tent, making anything he might be doing seem much more tolerable. ear in mind
thatBlithe Acceptancehas is limitsI "hile carrying a rifle down the street might be overlooked
8/11/2019 Elder and Master Disciplines
33/70
vampire holds in her hands. This makes it 0uite an efficient tool for a thief.
+ou choose your weapon and you spend a lood Trait as a free action. The weapon is cloaked
by 4bfuscate for one scene and is invisible to anyone who does not have sufficientAuspex to see
through the 4bfuscate. 5ny attacks break the invisibility of the weapon, but only with regard to the
person attacked. Others still see the wielder as empty*handed. 5fter attacking, the wielder canchoose to maintain the weapon;s complete invisibility, at the cost of one lood Trait each round.
This power also works on bows and crossbows, cloaking the missiles fired, as well as on thrown
weapons. 5ttacking with a cloaked weapon grants a -surpriseQ retest, as if attacking
from 4bfuscate. This power cannot be used with 'loak the 0atherin#.
"anifold !uise
Most 'ainites believe that4bfuscateis only good for hiding. 5fter all, the 4osferatu are hideousD
why else would they use this Biscipline if not to conceal their repugnant forums The 4osferatu
wield Obfuscate to shroud their presence, true, but it is also a tool of survival and a means to
confuse the enemy. Manifold $uise enables the vampire to drape his countenance or that of
another person present/ over everyone around him. "hat better way to elude a party of hunters
bent on your destruction than giving them plenty of you to hunt after
8ossessing+anifold 0uiseallows you to use 'loak the 0atherin#on unwilling targets. Once you
learn +anifold 0uise, you may also use'loak the 0atherin#without the usual cost of a Mental Trait
per sub&ect. +ou may use 'loak the 0atherin#in a range of up to everyone in the same room, and
you must leave the area or choose to end this ability for the effect to fade. 5nyone who moves out
of the room automatically reverts back to normal.
(f you choose to use +ask of a "housand $acesto alter everyone;s usual appearance the only way
for people to detect each other is if one target notices movement or actions that are typical of his
a