Elder and Master Disciplines

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    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.

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    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

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    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.

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    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

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    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

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    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

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    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.

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    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

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    !enius -ociThis power enables the vampire to tap into the

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    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

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    )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

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    %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

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    '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.

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    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,

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    +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

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    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

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    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

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    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

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    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.

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    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

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    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

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    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.

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    (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(

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    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(

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    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

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    $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(

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    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#

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    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(

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    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

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    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.

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    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

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    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