Discipline Powers

Animalism

Savage Provocation

Animalism ●●
Amalgam: Presence ●●

You have learned how to manipulate the aspect of a creature's core. When you issue a challenge, there is no backing down from you.

Cost: One Rouse Check
Challenge Pool: Charisma + Animal Ken vs. Wits + Resolve

System:

Make one Rouse Check and spend your Standard Action to verbally taunt or challenge a target character within 12 steps of you to activate Savage Provocation. Until your target succeeds in a contested challenge against you that she initiates, she may not initiate an offensive challenge against anyone else. Any challenge will suffice, though an attack is certainly a common response to this power. During this time, if you willingly move away from your target or become invisible to the target, whether through breaking line of sight or through the effect of Obfuscate, Savage Provocation immediately ends. You may only target one character at a time with this power. Targeting a second character immediately ends the effect on the first character, regardless of whether or not you succeed.

Duration: Until the target successfully initiates an offensive challenge against you.

Celerity

Between the Ticks

Celerity ●●●●●

Your speed is the stuff of legends, allowing you to move so quickly that you can defend whole groups of allies at the same time. You seem to glide in just in time to deflect or parry incoming attacks against one ally before blurring over to protect another.

Cost: 1 Rouse Check

System:

As long as you have not taken any offensive actions this turn, you may make 1 Rouse Check at any point in the initiative order to activate Between the Ticks for one turn. While active, you may not take any offensive Physical actions. Instead, when an ally within six steps of you is attacked, you may declare the Assist Defender maneuver to temporarily move to within one step of them and defend them without expending an action. After completing the Assist Defender maneuver, you return to the location from which you started. You may do this up to five times per turn.

Duration: 1 turn

Dominate

Delirium

Dominate ●●●●
Amalgam: Auspex ●●

You are capable of turning the world of your enemies upside down, shaking it up and then smashing it on the ground. They are left disoriented, unable to perceive anything around her and forced to assume everything in her line of sight is an enemy trying to kill her.

Cost: 1 Rouse Check
Challenge Pool: Manipulation + Intimidation vs. Wits + Composure

System:

Make one Rouse Check, expend your Standard Action, and make an opposed challenge against a target character. Your target can no longer separate friend from foe for the scene. She considers all characters to be her enemies. She is no longer able to employ beneficial powers on allies or take actions that directly benefit any other characters, such as Assist Defender. She cannot benefit from helpful powers originating from other characters, and she is never considered a willing target for any mechanics. On her next turn, she must spend a simple action to end any powers she is currently maintaining that positively affect other characters. She must then attack or use a power to attack the person who is physically nearest to her as if they were attempting to kill her, and she was defending herself in a fight for her life against them. She continues to use her simple and Standard Actions each turn to best attack the person nearest to her for the duration of the power, changing targets as necessary if a new person comes closer to her. Powers that enhance attacks, such as Puissance or Staggering Strike, must be applied to any attacks, and the most effective, damaging, and/or disabling power must be used. The Storyteller may exercise their discretion to determine the appropriate action in the situation. This power is not broken by being attacked, even if the user does not possess Terminal Decree.

Duration: 3 turns.

Fortitude

Earth's Perseverance

Fortitude ●●

You are as unmoving as a block of granite. While active, you cannot be moved by any means unless you wish to be moved. Cars wrap around you, and even the strongest kindred cannot drag you to your grave.

Cost: One Rouse Check

System:

This power can be activated at any point during the initiative order. Once active, the user cannot be moved in any way unless she chooses to be moved. This power does not make her immune to damage, such as from being hit by an oncoming car. However, such a collision will not move the character. It will severely hamper the normal movement of the vehicle. Objects that hit you are likely damaged and deflect off of you with substantially reduced momentum. Collisions such as this are blatant breaches of the Masquerade. Because you are fixed in position, using this power while in a moving vehicle is very dangerous. Your body will tear through the vehicle as it moves through your position. Whatever the reason, if you collide with a moving object with sufficient mass to injure a person, you take damage equal to the Structure of the object you collide with. Your Storyteller is the final arbiter on other results of such collisions.

Duration: 1 scene

Gorgon's Scales

Fortitude ●●●

Blood Resonance can give vampires defenses against their own weaknesses and the attacks of others. It can be hard to find the right vessel, but some cruel vampires keep multiple vessels with different Resonances readily available for quick manipulation.

Cost: One Rouse Check

System:

This power can be activated at any point during the initiative order with no action cost. It can also be activated preemptively outside of initiative order to prevent specific effects, as described below. Once activated, the vampire gains a specific immunity based on the Resonance of the blood they most recently fed upon. • Choleric: While active, the first time a stake would usually pierce the vampire's heart, it instead decays to ash without doing any damage. • Melancholy: While active, the first three damage a vampire takes from fire damage is automatically reduced to Normal damage. • Phlegmatic: When active, the first time an Auspex power is used during a scene to reveal something about your character or something they know, the power fails without a test. • Sanguine: During the scene, the first four damage a vampire takes from the sun is automatically reduced to Normal damage. Once any of these four effects are triggered, the Resonance of the blood weakens, and the vampire must feed before activating this power again. If they have a Dyscrasia card, they may keep and use it as per usual.

Duration: 1 scene or until the Resonance is lost, whichever comes first.

Obfuscate

Mental Maze

Obfuscate ●●●
Amalgam: Dominate ●

Using the tricks of Obfuscate and commands of Dominate, you can turn any room into an impossible maze for your target with three simple words: "You cannot escape".

Cost: 1 or 2 Rouse Checks
Challenge Pool: Manipulation + Stealth vs Wits + Resolve

System:

Make one Rouse Check and spend your Standard Action while saying "you cannot escape" to a target whose Gaze and Focus you have. If successful on an opposed challenge, your target's mind tricks them by creating mental obstacles that keep them trapped in the building they are presently in. They are unable to leave the room or declare Fair Escape from a combat scenario for a scene, even if helped by another character. You must make an additional Rouse Check to trap a target inside a single room or a densely packed outdoor environment, such as a forest or a construction site. If you attempt to use this power on a target and fail, you cannot use it on them again for 5 minutes. This power may not be overcome using Auspex. This power fails if the environment becomes dangerous (such as if the building is on fire), or if the target is attacked, unless you also possess the power Terminal Decree.

Duration: Scene

Psychonautics

Obfuscate ●●●●●
Amalgam: Presence ●●

Your command over the perceptions of others is nearly absolute. You can manipulate a target's mind to lie to them, causing wondrous and debilitating illusions, rendering them easy prey.

Cost: 1 Rouse Check
Challenge Pool: Manipulation + Subterfuge vs. Intelligence + Resolve

System:

Make one Rouse Check and expend your Standard Action. If you succeed on an opposed challenge, your target's perceptions are twisted into a distorted experience that prevents them from accurately perceiving the world around them. Mechanically, they are rendered Impaired for the scene. This power may not be overcome with Auspex.

Duration: Scene

Potence

Spark of Rage

Potence ●●●
Amalgam: Presence ●

By combining your Presence and Potence, you've learned how to channel your own strength into your voice and your words saying exactly the right thing to send them into a blind fury.

Cost: 1 Rouse Check
Challenge Pool: Strength + Intimidation vs. Intelligence + Composure

System:

Spend a Standard Action inciting a target vampire or other supernatural creature capable of Frenzy, whose Gaze and Focus you have, to enter Fury Frenzy with your words and gestures. If successful on a contested challenge, your target immediately tests for Fury Frenzy against a difficulty of 8. If they Frenzy, their source of anger is the closest character. This power may be used with Capricious Visage.

Duration: Immediate

Presence

Beneath Notice

Presence ●●●
Amalgam: Obfuscate ●●

Blending in often involves interacting in an expected way. As long as you don't draw attention to yourself, observers will treat you as someone who belongs where they are.

Cost: 1 Rouse Check

System:

Make one Rouse Check and use a simple action to activate Beneath Notice for up to one hour. While Beneath Notice is active, observers will assume that you are an expected and legitimate part of their surroundings so long as you do not draw undue attention to yourself. They assume you have an authentic reason to be there and will not question your presence. You can interact with mortals while under the effect of this power so long as you do not startle them or give them any reason to scrutinize your appearance. In addition, no one will stop to ask you for identification or credentials. They will casually overlook you, assuming that they have already verified your reasons for being in the area, along with everyone else. Beneath Notice will fail immediately if you attempt to enter a restricted area alone. Any mortals observing you or interacting with you are incapable of describing you in any specific detail after the effects of this power end. Mortals will only remember a bland-seeming individual with the proper credentials and reasons to be present and little else. If you are detected using another power, threaten or attack another character, or otherwise draw significant attention to yourself, this power immediately ends. Supernatural creatures may attempt to pierce this power using Sense the Unseen or other similar powers.

Duration: 1 hour.

Suffuse the Edifice

Presence ●●●●

You have learned to extend some of your Presence powers to the very structure of a building.

Cost: One Rouse Check

System:

A vampire who possesses the powers Awe, Daunt, or Majesty may extend them through the structure of a building. You may only extend one of the listed powers at a time. Anyone inside or looking at the building treats it and you as the source of the power you are extending. These powers work as follows: • Awe: A building under the influence of Awe will cause people within line of sight to flock to the building and try to get inside unless they spend a Willpower point to ignore Awe. • Daunt: Will cause all mortals within line of sight to be nervous and afraid of the building. They will refuse to enter or try to harm the building unless they win a Resolve + Composure challenge vs. difficulty 3. Supernatural creatures can sense the threatening aura of the building but may act freely. • Majesty: When Majesty is used to suffuse a building, treat the entire building as if it were the vampire itself. When Majesty is used to suffuse a building, it is hazardous to the Masquerade. If you attack or use a power on an individual affected by Suffuse the Edifice, this power ends for that person. They are rendered immune to your use of Suffuse the Edifice for the next hour and act normally. This breaking of Suffuse the Edifice only affects that specific individual; others in the area who are affected by Suffuse the Edifice are not freed simply by witnessing your attack or power use on their friend. Those characters previously affected by Suffuse the Edifice are then immune to your uses of the power for the rest of the night.

Duration: As the power suffused

Protean

Visceral Absorption

Protean ●●●
Amalgam: Blood Sorcery ●●

Clean up on aisle 7. With this power, you become a temporary permeable sponge for blood and viscera, absorbing it inside you in a whirlwind of gore.

Cost: 1 Rouse Check

System:

Make one Rouse Check and spend your Standard Action while you are within 15 steps of at least one human body that died within the last 30 minutes. For each dead body present within 15 steps of you, you may Slake 1 Hunger as you absorb the body into your own. You may Slake Hunger in this way a number of times up to your dots in Blood Sorcery. You may not reduce your Hunger below 1 with Visceral Absorption. When complete, no evidence of any dead body is left, no blood splatter, dead flesh, or bones, as the evidence has been absorbed into you with no change in your body mass. The use of this power is very efficient at covering up a messy scene. However, while in use, it is a massive breach of the Masquerade as a vortex of blood and viscera swirl around and are slowly absorbed into you.

Duration: 1 turn per body