Dark Arts

Dark Arts
HOUSE DISCIPLINES
The unholy arts of the Damned are known as Disciplines. Each House has their own unique Discipline that only members of their blood share, while other dark arts are available to any Kindred, no matter their bloodline.

Note: Some Disciplines cost more than one blood point to activate. If this is the case, you may ignore normal rules limiting blood expenditure to activate Powers that you know. For instance, a Neonate can only spend one blood point per turn, but if you know a Discipline Power that requires 2 or more Blood Points to activate, your restriction on blood expenditure is lifted.

MAJESTY
The hallmark of House Ventrue, Majesty is the Discipline of rulers and kings, focusing on empowering the will of the Liege, while lording it over the peasant.

A Ventrue with 3 or more Majesty powers radiates an aura of complete authority and dominance, and gains the Command Edge for free.

Will of Ages: This Discipline is always active, and supernaturally reinforces your will and self control. Whenever you feed while Hungry, you never need roll to maintain control of yourself and risk overfeeding from a vessel. Furthermore, you gain immunity to all attempts to Intimidate or Taunt you. Such foolish tactics only work on those of lesser mettle.

Master of the House: This power is always active, and grants you a supernatural tie to your Haven. You instinctively know where Ghouls and servants are within the walls of your Haven. You can immediately sense unwanted intruders or visitors, even waking you from slumber if during the day. You always can locate important possessions within the walls of your Haven, and you can spend one point of Willpower to open, close and lock doors at will with but a thought (though flagrant uses of this power are certainly breaches of the Masquerade) for one scene.

Oath of Fealty: This power is always active. You are born to be obeyed, and can have a maximum of 6 Ghouls under your service at any one time, no matter what your Spirit die is. Furthermore, for each blood point that you invest empowers 2 Ghouls instead of 1.

Dominate: By meeting eye contact with a Mortal and ushering a command, they are compelled to obey. Brutes obey immediately, while Sidekicks roll a spirit at -2 to resist. This power does not work if the target is blood bound to another Vampire, but can work on Mortal Wild Cards. Demanding someone to do something suicidal or really against their nature might grant the target a +2 bonus to their resistance roll. Demands can be complex orders or simple commands. Victims of Demand remember what they did while under its influence. If your Demand is resisted, the target is immune to your Majesty Powers for 24 hours. The cost of this power depends on the complexity of the command given, costing anywhere from 1 to 5 blood. (Requires Will of Ages)

Trance: You may alter the memories of a Mortal (and mortal only) by use of this power. Most Mortals immediately fall under the effects of this power without resisting, but special Mortals (Wild Cards or the like) get a Spirit roll to resist. An affected Mortal is put into a suggestive Trance for 5 minutes. During this time, they will answer any questions asked to the best of their ability. You may also reconstruct a Tranced target’s memories, restructuring events to your liking. This Power has preserved the Masquerade on more than one occasion. You must meet eye contact with a target to use this power, and spend Blood depending on what you wish to accomplish. This Power costs 1 blood or more, depending on what you want to use it for. Interrogating a Mortal and having them answer your questions honestly costs 1 Blood, while tampering with a Mortal’s mind to have her forget a loved one or make vast changes to their psyche and memories might cost up to 5 blood. You may use this power once per day. You may only entrance a Mortal once per day. (Requires Master of the House)

Lord’s Summons: By spending a point of Blood, you can supernaturally summon anyone that you have physically met to rush to your location. Mortals and Ghouls rush instinctively towards the call of their superior, while Kindred feel the tug and may choose to ignore it by spending a point of Willpower. (Requires Oath of Fealty)

VERVE
The Daeva are the most intricately linked to the world of Mortals, and their iconic Discipline of Verve helps to focus and channel their endless drives and passions. Verve focuses primarily on emotions and interaction with Mortals, making Daeva remarkably deadly predators, all the more skilled at masking their presence among the kine.

A Daeva who has 3 or more Verve Powers gains the ability to Masquerade at will without the expenditure of a blood point. These fiery souls are infused with so much life essence that mimicking a heartbeat and breathing become second nature.

Sense Emotion: By spending a point of Blood and concentrating on a target, you easily pick up their emotional state. Against Mortals, this is automatic. Kindred get a Spirit roll to resist this power. If you fail to read someone’s emotions, you cannot use this power on them again for 24 hours.

Muse: You possess the ability to inspire those around you. You can spend a point of blood to grant any ally within 25 feet of you a +2 bonus to their skill or attack next roll. You cannot use this ability on yourself. The target of this ability must be able to see you so that you can properly inspire them. You may use this ability up to 3 times per day, but you cannot inspire the same target more than once per day.

Succubus Touch: By spending a point of Blood and physically touching a target, you flood them with pleasure. This can turn Mortals into willing vessels easily, and can also be used more practically to dull a Mortal’s pain as a sort of supernatural morphine. This power can be used against willing Kindred, but those who wish to resist the temptations of the Tempests gain a Vigor or Spirit roll to resist. Those who fall victim to the Succubus’ touch cannot help but think about the user of this power for the next 24 hours. This often comes in the form of heated dreams and thoughts.

Pulse of the Canaille: This legendary ability of the Daeva allows the Siren to gain nourishment from the heated lust of a Mortal being. Once per day, you may spend a point of Willpower to gain d4 (This die may ace as per normal) Blood Points from a Mortal within 5 feet of you that is experiencing some manner of extreme pleasure. This can be from a sexual experience, or perhaps even the ecstasy gained from certain drug use.  (Requires Sense Emotion)

Awaken: To the Daeva, few things are as anathema as inactivity. This potent power allows the Daeva to touch a Torpid Kindred and immediately rouse them from Torpor, infusing the slumbering Kindred with a small amount of the Daeva’s frenetic energy. This power costs 3 Blood Points per use and can only be used once per night. A Daeva with this Power can also use it on themselves to rouse them from Torpor, but this costs 5 Blood points and a Willpower Point. Rousing yourself from Torpor is a truly monumental feat that can only be accomplished once per month. (Requires Muse)

Taste of Life: This potent Power enhances the taste of Mortal blood a great deal, and for each 1 Blood the Daeva feeds from a Mortal, they gain 1 extra Blood worth of nourishment. This effectively doubles the nourishment you gain from living Human blood. Note that this only works with living Mortal beings, and not corpses or animals. (Requires Succubus Touch)

PROTEAN
The Gangrel are creatures trapped between the natural and supernatural worlds. Their Discipline of Protean grants the Gangrel malleable control over the Undead form, as well as offering features and abilities of beasts of the wild.

A Gangrel who has three or more Protean Powers has mastery enough over the undead form that they can now make changes to their physical appearance permanent by spending a point of Willpower. Normally, a Kindred arises each evening in the same exact state as they were when they were Spawned (in the case of the Ventrue, they revert back to the peak of the exact point in their development when they stopped aging). Cut hair grows back mystically, tattoos are pushed out of the skin and become useless smudges of ink, etc.

Predator’s Senses: This power allows you to see heat patterns at will. When viewing heat patterns, your eyes glow an eerie red. Beyond the improved sight, you also gain the ability to sense the general age of your fellow predators (Kindred), and can even pick up the subtle hints that denote what House they are a part of. By spending a point of Blood, a Kindred with this power may also track others by scent.

Gift of Arachnis: By spending a point of Blood, you gain the ability to climb up and along walls and other sheer surfaces for one scene. You can move at your Pace while traveling using this method. This effect ends immediately if you take any Health levels of damage.

Tooth and Claw: Your fangs and claws are particularly vicious, and you increase the damage of your Bite and claw attacks to Strength + d6 Lethal damage. Furthermore, you can retract your claws at will instead of by spending a Blood Point.

Wild Shape: This legendary ability grants the Gangrel the ability to assume the form of a natural animal. By spending 3 points of blood, you can assume a flight form no larger than an eagle, or a ground form no larger than a wolf. You can retain this shape for a number of hours equal to half your Vigor die. Most common animal forms are bats or wolves, but crows, vultures, owls, dogs, or even deer have been witnessed. Once you choose a land and air form, it cannot be changed. (Requires Predator’s Senses)

Earth Meld: By spending one blood point, you can seep into the earth and seek shelter from the sun, arising at dusk. Earth Meld only works on natural earth and it takes you three turns to fully sink into the ground. This ability cannot be used during combat or if you are being observed. (Requires Gift of Arachnis)

Bestial Talons: This fearsome Power enhances the potency of your Claws even further, now allowing your Claw attacks to deal aggravated damage. (Requires Tooth and Claw)

NIGHTMARE
The hideous art of the Nosferatu brings terror and madness in its wake, and those touched by the Discipline are rarely ever the same afterwards.

A Nosferatu with 3 or more Nightmare powers radiates an aura of pure malice even more potent that others who share the same foul lineage, and these horrid creatures instill a -1 penalty on all attack rolls made against them as long as the attacker is within 10 feet of the Nosferatu.

Counselor of Worms: The Nosferatu are kin to the lower things of the world, and this horrid power allows for direct communication between the Nosferatu and Vermin creatures like insects and maggots. By merely concentrating, a Nosferatu can engage in a conversation with such creatures and even implore them for information or aid. Those with this Power often attract such pests, and are not ideally suited for social gatherings…

Leper’s Mask: By spending one Blood, you magnify your inner monster, forcing any non-Wild Card mortals who view you to immediately roll a d6. One a result of 2+, the target flees in abject horror from your presence. On a result of 1, the target dies of a fright induced heart attack. This power does not work on Vampires or Wild Card Mortals. While this power may be considered a flagrant violation of the Masquerade, Mortals affected by it only recall being overwhelmed by unholy fear and panic after being affected, not that they witnessed a hissing, growling undead Monster.

Haunting: By spending one point of blood, you infuse an aura of fear and madness to a physical location for 24 hours. Visitors hear whispered voices, get feelings of dread and terror, or may see phantasmal things like bleeding walls or scrawled threats. Most mortals with a lick of good sense will leave Haunted places at once, and those who choose to stay suffer a -1 penalty on any rolls that make sense to be penalized. Nosferatu often use this power to protect their havens, or simply for the fun of it. This power does not impart a penalty to Kindred, but they still see and hear the effects of the power, but know that these are merely phantom projections. To Haunt a location, the Nosferatu must physical venture there when this power is activated.

Taste of Dread: This legendary ability of the Nosferatu allows the Worm to gain nourishment from the frantic terror of a Mortal being. Once per day, you may spend a point of Willpower to gain d4 (This die may ace as per normal) Blood Points from a Mortal within 5 feet of you that is experiencing some manner of intense fear. This can be from a physical threat that you induce, or any source that instills terror into the heart of the victim. (Requires Counselor of Worms)

Whisper of Lunacy: This power requires the expenditure of three Blood points and requires you to speak directly into the target’s ear. Mortals are automatically afflicted and suffer from one Derangement of your choice for 7 days. Kindred can be affected by this power, but get a Spirit roll to resist. Botching this Spirit roll makes this Derangement permanent. Those who resist your use of this Power are immune for 24 hours. You may only have this power affecting one target at any given time. (Requires Leper’s Mask)

Sandman’s Visitation: By spending 3 blood points, you may enter and manipulate the dreams of any Mortal who you have previously afflicted with any Nightmare power. These dreams can be as creative and gory as you wish, and they are never pleasant. While this power does not do overt physical damage, it does insure that the mortal suffers many sleepless nights. Many Nosferatu use this ability to perversely observe the dreams of their prey to gain further insight on how to manipulate or horrify them. (Requires Haunting)

VOID
The Spectri are children of the Abyss, and their Discipline of Void allows them to channel the dark energies found there into the world of the living.

A Shade with 3 or more Void powers is a true kin to the darkness, and can, once per month, choose to physically visit the Abyss by spending 3 Blood Points. This opens up a swirling black portal that engulfs the Spectri, surrounding them in the cold and empty embrace of the Abyss. During this time, the beings of the Abyss whisper incessantly and infuse the Spectri with power. After resting in the Abyss for one hour, a Spectri is healed of all damage (even aggravated) that they suffer.

While this ability is quite useful, it is a harrowing experience, and after the hour is up, the Spectri must make an immediate Spirit roll. Failing this roll means that the experience has truly rattled them, and the Spectri gains a permanent Derangement. 

Shadow Play: By spending a blood point, you can manipulate shadows into any form or shape that you please. Each blood point gives you control of one shadow for one minute.

Sting of the Black Hand: You summon forth a sharp, lashing whip of pure abyssal darkness from your hand that can be used as a weapon by spending 1 blood point. This whip deals Strength +d8 damage against Kindred, but due to the abyssal nature of the weapon, deals a hideous Strength + d12 damage to Mortals. This power lasts for one scene.   

Abyssal Blood: This power is always active. Your blood becomes an inky black substance of the Abyss, dealing one aggravated damage per Blood Point a Kindred ingests of it. Even the most crazed of diablerists wants nothing to do with your life essence. Beyond this, the touch of your black blood against Kindred flesh sizzles and stings with the frozen cold of the desolate Abyss. Whenever a close combat attack deals damage to you, Kindred attackers take d4 damage per Health level of damage inflicted. 

Bleak Cocoon: This power surrounds your form in a cocoon of pure abyssal energy that is granite hard and cold to the touch. Sunlight cannot penetrate this and can be used as an emergency resting place if needed. The cocoon costs 3 blood points to summon and also acts as a protective barrier should the Kindred be found sleeping during the day. The cocoon has a toughness of 15 and has 10 health levels before it is shattered. Fire deals +4 damage to the cocoon. Wrapping yourself in a cocoon of shadow costs 1 blood point and takes 5 minutes of concentration to fully form, as wisps of shadow grow around you one at a time, knitting together the cocoon. This ability requires concentration and cannot be used in combat. (Requires Shadow Play)

Tendrils: You spew forth a set 4 of inky, black tendrils comprised completely of the stuff of the abyss. These wisps of shadow grow out of your back and cost 3 Blood Points to summon. These tentacles aid you in all close combat attacks, granting you a +1 to all close combat attacks. These tentacles also have the ability to crawl and climb along surfaces (just like Doctor Octopus). This power lasts for one scene, but each time you take a health level of damage, two of the tentacles dissipate. Once you have taken two health levels of damage, this powers effects end. (Requires Sting of the Black Hand)

Ride the Void: By spending 3 blood points, you can physically walk into any shadow large enough to fit you and emerge from another Shadow large enough to fit you anywhere within 25 feet. (Requires Abyssal Blood)

UNIVERSAL DISCIPLINES
The following dark arts can be learned by any Kindred, regardless of House.

AUSPEX
Vampires who study the art of supernatural perceptions known as Auspex often have insights and premonitions that boggle the mind of others of lesser perceptive depth. You must have a Notice Skill rating of at least d6 to purchase any Powers of this Discipline. 

Those Kindred who have 3 or more Powers in the Auspex Discipline often times get strange premonitions and visions of things to come. These visions are very often times cryptic and make little sense, but always end up being accurate. Players who choose to delve into this Discipline should be prepared for the consequences of tapping into hidden perceptions…

Heightened Senses:
 Your senses grow to fevered sharpness when you learn this power, and you can see perfectly in darkness, retaining the ability to distinguish colors. This power also negates all range penalties for ranged attacks. You also may never botch a Tracking or Notice roll, and gain the Alertness Edge for free. Such supernatural senses are not without hindrance, however, and Loud noises may cause a Vigor roll, with Failure indicating a Shaken result. This power is always active.

The Spirit’s Touch: By physically holding an item, you get a psychic impression on events surrounding it. This impression comes in the form of a foggy, hazy depiction of events, as if you were witnessing them first hand. Truly horrid or recent events may be clearer and feel as if you are actually at the scene as it happened. This costs one blood to activate.

Movement of the Mind: You can move objects with but a thought. The blood cost depends on the size and weight of the object, with light objects costing one blood per turn of manipulation. You may only lift inanimate objects with this power, but can levitate yourself at the cost of 3 Blood Points for the scene. While levitating, you can travel no faster than walking speed. Use of this power can come in quite handy, but is not a combat ability. You cannot hurl knives through its use or toss a car with the powers of your mind.

Telepathy: 
By spending one blood point, you can communicate telepathically with anyone whom you have physically met. This allows for up to one minute of telepathic communication per use. This only allows for mental communication, and is not mind reading. Your target cannot respond telepathically, however, unless they too have this Power. (Requires Heightened Senses)

Astral Form: By spending 3 blood points, you remove your consciousness from your body and may travel at shocking speeds, unable to interact with the physical world, but able to observe with anonymity. This lasts for one hour, and leaves your body vulnerable to attack. If your body is slain while you are traveling astrally, you roam the ether forever...(Requires The Spirit’s Touch)

Psychic Assault: By spending a point of Blood, you launch a mental assault against a victim. Roll a Smarts test +1 for each Auspex power you possess. The target number to successfully stab a target’s mind is equal to half their Smarts die +2. If the attack succeeds, consider the Toughness of the target to be equal to their Smarts die type. (Requires Movement of the Mind)

ANIMALISM
Normally Vampires are repulsive to animals, who will avoid such creatures and perhaps even attack in some cases. Those with Animalism gain power over beasts, and in fact comfort and attract natural animals. This power deals directly with the Beast that dwells in the hearts of all living beings, which is kin to the unholy Beast that all Kindred hold in their dead, black hearts. 

A Kindred with 3 or more Animalism powers is so in tune with their own inner beast that they gain full control of themselves when they Frenzy, making them truly fearsome opponents. These feral souls are not overtaken by their Beast, but instead, ride it and make use of its vast power.

Feral Speech: You can communicate with any natural animal at will by merely concentrating, and may use persuasion or intimidate skills as per normal against natural beasts.

Primal Eye: By spending a point of Blood, you can see through the eyes of the last animal who you’ve tasted the blood of. This shared vision lasts for one scene. While in use, your body is vulnerable and completely helpless. Frequent use of this power has been known to cause Kindred to become trapped in the senses of a beast, so discretion is warranted.

Howl of the Beast: By spending a point of Blood, you let out a primal howl that, to the ears of the Kine, sounds like some kind of animalistic bellow. This howl, however, is heard by all Kindred within one mile of your person. This Howl speaks directly to the Beast that resides within all Kindred, and there are many different types of Howls: Howl of Distress, Howl of Introduction and Howl of Warning are the most commonly used.

Noah’s Call:
 You may summon any sort of animal with this power. Any animals within one mile of your person will be drawn to your call and assist you in any way they can. Summoning one animal costs one blood, and calling every animal of the type you are summoning costs 5 blood. For instance, calling one Rat to you would cost one blood, but summoning every rat within a mile radius would cost 5 blood. (Requires Feral Speech)

Savage Thirst: Unlike most Vampires, you can draw sustenance from the blood of animals, finding it particularly delicious. Furthermore, for every 1 blood you feed from an animal, you gain an additional 1 point of nourishment. (Requires Primal Eye)

Soothe the Beast: You can stroke and calm the Beast when its hackles rise. By physically touching a Frenzying Vampire or enraged animal and spending Blood (1 for an animal and 3 for a Vampire), you can pull the target out of Frenzy. You may use this power on yourself. (Requires Howl of the Beast)

OBFUSCATE  
Kindred often have need to mask their presence, and Obfuscate allows for such talents. This Discipline grants an array of abilities that the skulking Undead have used for millennia to prey upon the living. You must have a Stealth Skill of at least d6 to purchase any levels of this Discipline.  

Note that any Kindred who have more Auspex Powers than you have Obfuscate Powers can instantly see through any of your applications of this Discipline. On a tie, both parties roll a contested Stealth vs. Notice roll to determine who sees what, if anything. Note that many supernatural beings, Mortals with True Faith, or children have the uncanny ability to penetrate any applications of this power, though these instances are rare.

Kindred with 3 or more Obfuscate powers don’t leave footprints or fingerprints in their wake, nor do they have any sort of natural scent. This makes you, for all intents and purposes, impossible to track. You may deactivate this ability for a scene by spending a point of blood. Keep in mind that those with more Auspex powers than you have Obfuscate powers can still track you.

The Faded Soul: This ability is always active. Whenever you are recorded via photograph or video, some manner of technical glitch somehow masks or corrupts your appearance beyond recognition. For the sake of preserving the Masquerade, you may choose to “turn off” this power for one scene by spending a point of blood.

Silence: By spending a blood point, you surround yourself in a 5 foot radius of total silence in which no sound can escape. This lasts for one minute per blood spent.

Enshroud: By spending 1 Blood Points and touching an inanimate object that you can hold with one hand, you instill a shroud of secrecy over that object. Mortals will overlook the item even if it is within plain sight. This power can allow you to endure a full body search and still not have the pistol in your pocket be found. This effect lasts until you choose to dispel it, or until you Enshroud another object. 

Unknown: This ability is always active. You no longer appear on video or recording devices. You may deactivate this ability for one scene by spending a point of Blood. (Requires The Faded Soul)

The Forgetful Mind: This ability is always active. Mortals who physically meet you have difficulty recalling any details about your physical appearance, and two people who have met you cannot ever seem to agree on just what you look or sound like. Kindred are affected by this power, but may roll a Spirit check to This makes you rather difficult to point out to authorities. You can end this effect for 24 hours by spending a point of blood. (Requires Silence)

Unseen Presence: By spending one blood point, you mask your presence from others around you as long as you walk no faster than normal pace and don’t draw attention to yourself. Mortals simply avert their gaze as you walk past, their subconscious refusing to acknowledge the predator among them. This lasts for one scene.  (Requires Enshroud)

POTENCE
The art of supernatural might is a popular one among the often violent Undead. Those skilled in Potence are some of the most horrifying combatants on either side of the Grave. 

Once per day, Kindred with 3 Potence powers or more may add the amount of Potence Powers they have to one damage roll they make using an attack that deals Strength damage. For instance, someone with Potence 3 can choose to add +3 to any Strength based damage roll they make once per day. You may choose to add this modifier after damage is rolled.

Endless Stride: You can cover a tremendous amount of distance using this power, traversing the cityscape by leaping from rooftop to rooftop at a rapid pace for a scene. Use of this power allows you to travel on foot just as efficiently as if you were driving a car through the city to get to your destination.

Impact: Your unarmed attacks cause brutal harm, and now deal Lethal instead of Bashing damage.  

Herculean Labor: By spending a point of Blood, you can perform one astonishing feat of brute strength without rolling. Such feats include bending a steel pipe, casually lifting a sewer lid, punching a hole through a brick wall, bursting bindings made of chains, or even flipping a car on its side. Such displays are more functional than combat related, however, and can be used primarily to intimidate the daylights out of foes, or make for quick and convenient escape routes.

Stagger: This power is always active. Whenever you deal at least one Health level of damage to a target, they are knocked back a number of feat equal to half your Strength die type PER Health level of damage done to them. For instance, if you have a Strength of 8 and deal 3 health levels of damage to someone with an attack, they are knocked back 12 feet upon impact. (Requires Endless Stride)

Wrath: Your blows are unusually powerful, and you may re-roll all 1’s rolled for damage on any Strength based damage rolls. This power is always active. (Requires Impact)

Unholy Strength: When you spend a blood point to augment your Strength, you gain an additional level of Strength for the scene. (Requires Herculean Labor)

CELERITY
Speed kills, and those Vampires versed in Celerity lend credence to the adage. This Discipline grants supernatural grace and velocity to the Kindred’s already potent arsenal.

A Kindred with 3 or more Celerity powers gain the ability to spend 3 Blood Points once per turn in order to gain one extra attack in that round at no penalty.

Mercury’s Flight:  By spending 1 point of Blood, you double your Pace for Half your Agility die in turns.  

Swiftness: By spending one blood point, you can perform mundane tasks with shocking speed. This is invaluable when the sun is rising and you need to quickly forge a makeshift shelter, or simply a convenient way to get things done speedily. The only use this power has in combat is when reloading weapons, minimizing their load time to 0 rounds. As a rule, you can perform tasks that would normally take ten minutes to perform in one round.

Cat’s Grace: You may spend a point of blood to immediately land on your feet without taking any damage, no matter how long the fall distance. Kindred gifted with this type of agility can leap from rooftops and land safely on their feet as long as the landing area is free of hazard. You couldn’t dive off a building and land safely atop a bed of spikes, for instance.

Zephyr: By spending a point of Blood, you can run up walls and along inclined surfaces with shocking speed for one turn. (Requires Mercury’s Flight)

Riposte: Whenever an opponent misses a close combat attack against you, you may immediately spend 3 points of blood to make an immediate counterattack. You may use this ability once per turn. (Requires Swiftness)

Blur: By spending 1-4 blood points, you become exceedingly difficult to hit in combat, dodging incoming attacks with startling speeds. All attacks on you suffer a -X penalty for three rounds, where X equals the amount of blood points you spend. This affects close combat attacks as well as ranged attacks. (Requires Cat’s Grace)

FORTITUDE
The Undead husk is already resistant to damage, but those who wish for further imperviousness often take up the art of Fortitude. 

A Kindred with 3 or more Fortitude powers can now attempt to soak Aggravated damage by spending a point of Willpower. 

Unholy Resolve: You become immune to all blood borne ailments and diseases. You can feed to bursting on plague victims and never contract a disease.

Indomitable: This power is always active. You cannot be forced to leave your feet unless you wish to be moved. It would take a truly supernatural force to get you off of your feet as long as you are conscious.

Skin of Stone: 
Whenever you attempt to make a Soak roll against Bashing or Lethal damage, roll twice and use the better result.

Expanded Threshold: You gain an additional Bruised Health level. You now have 8 Health levels instead of 7. (Requires Unholy Resolve)

Diamond Hide: Once per day you can spend 3 Blood points to immediately reduce any Bashing or Lethal damage roll made against you to 0. (Requires Indomitable)

Resilient Regeneration: Healing aggravated damage only costs you 3 blood per level instead of 5, and you can heal one level per hour instead of per day. Lastly, you do not suffer Wound Penalties from Aggravated damage. (Requires Skin of Stone)

NECROMANCY
It is said that the Underworld is the natural home of the Kindred, and many find that they have influence over the forces of the realm of Charon. While not all of the Kindred originate from the Underworld directly, they are all touched with the cold chill of Charon’s ageless hand, and he considers all Kindred to be his children. You must have the Knowledge: Occult Skill at d6 or higher in order to learn any Powers of this Discipline.

Those who know 3 or more Necromancy Powers may spend 5 blood to enact a grim 4 hour ritual that summons forth a gateway to the Underworld. A Necromancer and up to his Smarts die type in allies can pass through this mystical portal. The portal lasts for up to 24 hours, or until the travelers return from the Underworld. This ritual is vastly complex and taxing, and can only be performed once per month.

One does not mingle with the forces of the Underworld without losing something of themselves in the process. Those who have even one Power of this Discipline lower their Humanity by 1.

Grave Sense: This Power is always active, and grants you the ability to see, hear and converse with the spirits of the dead. Those with this power often attract spirits and ghosts and are sometimes even implored for aid. Striking deals with the deceased can be a perilous affair, however, and should not be undertaken lightly…

Hand of Destruction: By spending a point of blood and touching a Corpse, you instantly wither the husk to a pile of featureless ashes. This power is simply magnificent when it comes to disposing of bodies.

Foul Familiar: By investing a Blood Point, you create a grotesque undead familiar that can fit in the palm of your hand. Necromantic Familiars are often putrid things like winged eyeballs or dismembered hands that can crawl about and communicate with their Masters. Familiars act as spies and messengers for their Masters, and can communicate telepathically up to a range of 1 mile. If your Familiar is slain, you suffer 3d6 Aggravated damage and must wait 30 days before you can summon another one.

Ethereal Strike: By spending 1 blood point, you can physically interact with any ghosts in your vicinity for one scene. (Requires Grave Sense)

Grim Thirst: You may gain nourishment from the blood of corpses. In fact, you find the taste of dead blood to be particularly delicious. For every 1 point of dead blood you ingest, you gain an extra 1 point to your Blood Pool. (Requires Hand of Destruction)

March of Hades: By spending 3 Blood points (This blood must be dripped into a corpse’s eyes and mouth, you animate the dead body of a once living being. This Corpse servant acts as your guardian and can undertake simple commands (guard this, patrol here, etc). This Corpse Minion has a Toughness of 7, a Fighting score of d8, a Strength score of d8 and deals Strength +d6 damage with its slam attack. It always acts last in combat, and is an earth-shattering violation of the Masquerade. Your Corpse Minion lasts until it, or its creator is destroyed. You may only have one Corpse Minion active at a time. (Requires Foul Familiar)

ELEMENTALISM
The Kindred even claim mastery of the very elements of the world. Those learned in the arts of Elemental Control often claim that it is one of the oldest of Kindred disciplines, stretching back to a time when the forces of the world were wild and unchecked.  

Those with 3 Elementalism powers may control the weather around them by spending 3 points of blood point and enacting a one hour ritual. One could make snowfall in the winter season, or rainfall in the spring, but drastic changes, such as a blizzard in July or the like, are impossible. Fog can be created as well using this power. A natural disaster like a Hurricane or a tornado could be summoned by spending 5 blood and only if current conditions could sustain one. Conditions persist for a 10 mile radius around the vampire. You can make use of this power only once per day.

Neptune’s Step: By spending a point of Blood, you can walk along the surface of water as easily as if it were solid ground. This ability also grants you a +2 bonus to all swimming checks. This Power cannot be chosen by Kindred with the Can’t Cross Running Water Bane.

Granite Heart: This power is always active, and encases your vulnerable undead heart with the strength of earth, making you immune to being staked. This power cannot be purchased by Kindred with the Hex of the Wooden Doom Bane.

Lure of the Flames:
 By spending blood you can extinguish any flame in your line of sight. The size of the flame extinguished determines the cost in blood points, with a Torch costing one blood, or calming a raging inferno costs 5 blood. You can also light candles (and only candles) effortlessly as long as you are within ten feet.

Mist Form:
 This power allows you to morph into a thick cloud of roiling red mist that can seep through cracks and other normally impassible obstacles. This power costs 3 Blood and lasts for 5 rounds, making you invulnerable to physical attack, but not to magical ones. You may not use this power while you are being observed. (Requires Neptune’s Step)

Shape the Stone: By spending 3 points of blood, you can manipulate stone with your bare hands as easily as if it were wet clay for one scene. This power can also affect cement, and can be exceedingly useful within the confines of a city. (Requires Granite Heart)

Jupiter’s Fury: This power works just like the Bolt power, but instead of power points, you spend blood to activate it and enhance its damage/attack multiple targets. The Kindred shoots sparking bolts of lightning energy from their palm. This attack deals aggravated damage. (Requires Lure of the Flames)

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