11 combo powers v0dot04

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    Combo Powers V 0.04Aegis of Entropy

    Requirements: Fortitude 3; Mortis(The Graves Decay) 1)Availibility: 4

    Clan Specific: No

    Clan of Origin: Cappadocian

    Game Mechanics: *

    Book: Players Guide to the High Clans

    Pg: 163

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 11

    Alpha Glint

    Requirements: Animalism 4; Fortitude 3

    Availibility: 5

    Clan Specific: Yes

    Clan of Origin: Gangral

    Game Mechanics: The Gangrel are known for their resilience and can call upon such legendary stereotypes in their favor to warn others oftheir fortitude. This makes an excellent combat deterrent. The Gangrel spends a willpower and makes a social challenge

    against any one not already in combat with him. If he wins, no one will act aggressively towards him, but will instead,

    cower or show the proper respect.

    Book: Councile of Primogen

    Pg: 104

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Mondern

    Cost: 10

    An Ear for Lies

    Requirements: Auspex 1, Auspex 2

    Availibility: 4

    Clan Specific:

    Clan of Origin: ~

    Game Mechanics: Make a Static Mental Challenge (difficulty is the subject's Manipulation-related Traits + Subterfuge; retest withEmpathy). With success, the Scion automatically knows if his target lies to him for the rest of the scene/social encounter

    (the Scion's player may ask the target if she is deliberately lying with intent and the target must answer truthfully). Lies of

    omission will not register as falsehood, and a subject who believes he is telling the truth (such as while recalling falsememories from dominate) will likewise not appear as a lair.

    Book: Road of Kings

    Pg: 72

    Other Notes: See note 2

    Rules Origin: WW

    Age: Dark

    Cost: 7/14

    Animal Magintism

    Requirements: Animalism 4; Obfuscate 3

    Availibility: 5

    Clan Specific: Yes

    Clan of Origin: Nosferatu

    Game Mechanics: The Nosferatu channels his primal instincts into pure allure and guile. By spending a willpower and activating Mask of1000 Faces, the Nosferatu adopts a persona of unexpected magnetism. For the remainder of the scene or one hour he gains

    an additional two social traits to be used in intimidation, persuasion or seduction challenges. This power may only be used

    once per night.

    Book: Councile of Primogen

    Pg: 102

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Mondern

    Cost: 9

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    Anticipatory Location

    Requirements: Auspex 4; Obfuscate 3, Anticipitory Visage

    Availibility: 6

    Clan Specific: No

    Clan of Origin: ~

    Game Mechanics: This power does not require the expenditure of blood, as it is considered active when the user has succeeded in invokingAnticipatory Visage. Any time the character utters a short answer to a question (no more than a single moderate sentence

    or so), the player makes Social challenge versus the target using Subterfuge as the retest. If successful, the target hears the

    answer he would have expected from whoever he believes the character to be. This power breaks down in long

    conversation or under in-depth questioning, and it can be seen (heard) through with Auspex if the Kindreds Auspex is

    greater than the characters Obfuscate.

    Book: Archons & Templars

    Pg: 142

    Other Notes: See note 1 ((convertion from OWBN malk clan packet as of Aug 2007))

    Rules Origin: OWBN

    Age: Mondern

    Cost: 10

    Anticipatory Visage

    Requirements: Auspex 4; Obfuscate 3

    Availibility: 5

    Clan Specific: No

    Clan of Origin: ~

    Game Mechanics: The player spends a blood point and makes Social challenge versus the target (Performance is the retest). If successful,the character immediately takes the form (per Mask of a Thousand Faces) of the individual the target most expected The

    character is not immediately aware of the form she has taken, and may have difficulty carrying the ruse further than the

    initial contact. While this power provides the form of the expected individual, it does not provide any knowledge of herpersonality or memories; the character must be exceedingly careful not to give herself away through suspicious behavior.

    A vampire with Auspex can see through this power if her Auspex exceeds the characters Obfuscate.

    Book: Archons & Templars

    Pg: 142

    Other Notes: See note 1 ((convertion from OWBN malk clan packet as of Aug 2007))

    Rules Origin: OWBN

    Age: Mondern

    Cost: 12

    Approximation of Loyalty Absolute

    Requirements: Dominate 5; Presence 5

    Availibility: 8

    Clan Specific: Yes

    Clan of Origin: Ventrue

    Game Mechanics: Establish eye contact and Smile engage a Social Challenge (retest Leadership). Target is subject to the effects of the Bloodbond for the remainder of the evening. In addition while the thrall can leave the presence of his/her master doing so causes

    them emotional pain and anxiety. Once the effect wears off the thrall will have only hazy poignant memories of a lost

    intimate connection with his master and, perhaps, a vague longing for more. If you cause your thrall to act in an abhorent

    manor such as kill a dear friend, humiliate themselves in front of a crowdor similar excesses the memory while vague will

    remain and fill the victim with loathing for the master. The excessive nature of the act must be extreme for that, however,

    as this power incorporates a lingering emotional anesthetic for such stings. Only the most extreme deeds will be to much

    for this to sooth.

    Book: Councile of Primogen

    Pg: 104

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Mondern

    Cost: 15

    Armor of Darkness

    Requirements: Fortitude 2, Obtenebration 4

    Availibility: 5

    Clan Specific: No

    Clan of Origin: Lasambra

    Game Mechanics: Spend a Willpower and 2 blood points and a round of concentration you use your Obtenebration to create Armor againstFire and Sunlight. Gain Armor levels equal to your Obtenebration rating for only use against Fire and Sunlight. You must

    maintain concentration to upkeep this power causing a 1 Trait penalty on all other actions.

    Book: Dark Ages Companion

    Pg: 87

    Other Notes:

    Rules Origin: OWBN

    Age: Dark

    Cost: 8

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    Armory of the Abyss

    Requirements: Potence 3 and/or Fortitude 3; Obtenebration 3

    Availibility: 4

    Clan Specific: No

    Clan of Origin: Lasombra

    Game Mechanics: Armory of the Abyss allows a vampire to fashion weapons and armor from shadows. Summoned items extrude from everyorifice and pore, quickly hardening from darkened phantasm to black crystal even as they assume the desired form. Player

    spends a blood point and concentrates for one full round. The items forms and solidifies at the end of the round. If the

    Vampire is disturbed during this period, the player throws a social verses 7 traits retest appropriate crafts (weapon

    smithing etc.) failure means the half formed shadow creation dissipates. Weapons appear in the owners grasp armor forms

    around the creator. Weapons grant Bonus traits equal to the users Obtenebration rating and Damage equal to half theusers Obtenebration rating rounded Up. Armor grants Armor levels equal to the users Obtenebration rating but provides

    no protection against Fire or Sunlight. Objects created with this power last until the end of the scene or an hour has passed

    whichever is longer and have no negatives. Characters with the Fortitude only power may only create armor, while those

    with exclusive Potence can fashion only weapons. Vampires with with Fortitude 3 and Potence 3 may learn a version that

    provides offense and Defense. Every use of this power requires a separate activation. Neither weapons nor Armor can be

    modified in any way using other powers or abilities. In addition both should be treated as normal for the purposes of

    determining breakage and damage to them.

    Book: Players Guide to the High Clans

    Pg: 163

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 11

    Aspect of the Beast

    Requirements: Anamalism 3; Dominate 3

    Availibility: 5

    Clan Specific: No

    Clan of Origin: Anarch

    Game Mechanics: *

    Book: Guide to the Anarchs

    Pg: 157

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Mondern

    Cost: 8

    Aspect of the Beast

    Requirements: Animalism 3, Dominate 3

    Availibility: 5

    Clan Specific: No

    Clan of Origin: Anarch

    Game Mechanics: This Discipline costs one Blood Trait to activate and requires the user to best the intended victim in a Social Test. It can beretested with Empathy. Those seeing the victim of Aspect of the Beast will perceive her as having a pronounced animal

    characteristic. This feral appearance is the result of the characters temperament and reflects the targets personality. The

    Storyteller has the final say on whether or not an animal aspect is appropriate and approves the appearance of the

    manifestation. A Ventrue loan shark may appear to have a multitude of teeth, making his predatory nature plain, while a

    clever and unscrupulous Nosferatu who has wronged the anarch may appear as a fox with large ears and a pointy muzzle,

    or a brutal and repressive Camarilla scourge might manifest his inner creature by taking on the snout of a pig. If the victim

    has less than three permanent Willpower Traits, he literally appears as a beast-man and will cause Delirium in non-

    supernatural creatures, just as if they have seen a werewolf.. . or worse. The victim is down two Social Traits on all

    challenges and the witnesses reaction to the bestial visage should be actively roleplayed. Remember that this power is a

    Dominate-based Discipline, and the Kindred using it must be of equal or lower generation for it to work. This Discipline

    only functions on one victim at a time, although it can be used on multiple victims per session with additional Blood Traits

    and Social Tests. The effect lasts one full night; the victims appearance returns to normal at sunrise. The victim gains the

    Negative Social Traits Bestial x2, Repugnant and Feral for the rest of the night and must wear an appropriate tag

    describing her altered appearance. Obfuscate will not disguise this feral mien, though the bestial outward form does not

    prevent actual invisibility.

    Book: Laws of the night Anarch Guide

    Pg: 55

    Other Notes:

    Rules Origin: WW

    Age: Modern

    Cost: 8

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    Aura of Accursed Rage

    Requirements: Anamalism 3; Presence 2

    Availibility: 4

    Clan Specific: No

    Clan of Origin: Brujah

    Game Mechanics: *

    Book: Players Guide to the Low Clans

    Pg: 158

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 11

    Aura of Inescapable Truth

    Requirements: Dominate 4, Presence 4, True Tounge 1

    Availibility: 6

    Clan Specific: No

    Clan of Origin: Ventrue

    Game Mechanics: (See True Tounge)Extends the effect of true tounge over every one in the characters vicinity. The Static dificulty is thatof the highest Willpower in ine group that can be affected by the character.

    Book: Road of Kings

    Pg: 73

    Other Notes: See note 2

    Rules Origin: WW

    Age: Dark

    Cost: 7/14

    Aura of Inescapable Truth

    Requirements: see version from Road of kings

    Availibility:

    Clan Specific:

    Clan of Origin: see version from Road of kings

    Game Mechanics: see version from Road of kings

    Book: Libellus Sanguinis 1

    Pg: 95

    Other Notes: newer version in road of kings

    Rules Origin:

    Age: Dark

    Cost: see versi

    Awaken the Slumbering Curse

    Requirements: Auspex 4; Mortis 5

    Availibility: 6

    Clan Specific: No

    Clan of Origin: Cappadocian

    Game Mechanics: *

    Book: Players Guide to the High Clans

    Pg: 164

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 18

    Badger's Hide

    Requirements: Fortitude 1, Protean 4

    Availibility: 6

    Clan Specific: No

    Clan of Origin: Gangral Anarch

    Game Mechanics: This Discipline costs one Blood Trait to activate and lasts for one scene. Any primarily piercing melee attacks such asknives, stakes, spears or arrows will do one less level of lethal damage for that scene, to a minimum of no damage.Weapons that merely slash or hack such as swords or axes are unaffected by this power, unless the attacker is specifically

    attempting to impale the vampire with them (such as trying to stab the vampire through the heart). Additionally, the

    increased resistance conferred while this power is active allows the user to spend a stamina-related Physical Trait to

    receive a retest on any staking tests (including the two additional tests required to stake successfully). Only one Physical

    Trait may be spent per test, however. Staking attacks that inflict no damage after this and other powers reduce damage do

    not receive a chance to stake the vampire. The Storyteller is the final judge over whether Badgers Hide is effective agains

    aparticular form of attack. This Discipline is useless against bullets and other high-velocity projectiles, though other levels

    of Fortitude can be used normally in addition to this power to further ameliorate any damage the user sustains.

    Book: Laws of the night Anarch Guide

    Pg: 56

    Other Notes:

    Rules Origin: WW

    Age: Modern

    Cost: 6

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    Bear's Skin

    Requirements: Anamalism 3; Protean 4

    Availibility: 4

    Clan Specific: Yes

    Clan of Origin: Gangral

    Game Mechanics: *

    Book: Players Guide to the Low Clans

    Pg: 159

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 14

    Bear's Skin

    Requirements: Animalism 2, Protean 4

    Availibility: 4

    Clan Specific: Yes

    Clan of Origin: einherjar

    Game Mechanics: *

    Book: Wolves of the Sea

    Pg: 70

    Other Notes: See note 1

    Rules Origin:

    Age: Dark

    Cost: 9

    Bear's Skin

    Requirements: Animalism 1, Protean 3

    Availibility: 3

    Clan Specific: Yes

    Clan of Origin: einherjar

    Game Mechanics: When a vampire with this Discipline enters Frenzy, he may spend a blood point to activate Bear's Skin. Onceactivated, the power grants the physical traits Brawny x2 and Tough x2 as well as the negative social Bestial. In addition,

    Bears Skin gives a retest to soak damage from Sunlight. Once invoked Bear Skin remains until you leave Frenzy.

    Book: Met Journal 5

    Pg:

    Other Notes:

    Rules Origin: WW

    Age: MA

    Cost: 9

    Beast Meld

    Requirements: Anamalism 3; Protean 6

    Availibility: 6

    Clan Specific: Yes

    Clan of Origin: Gangral

    Game Mechanics: Spend three Blood Traits and make a Physical Challenge. If successful, you merge with the target animal, which must beat least as large as your smallest regular beast form. The animal then behaves normally, unless you make specific effort to

    control it. Spend one Mental trait to geive general directions, or two Mental traits to give specific commands. As

    discussed in the main text, you must also specify a condition upon which you move out of the Beast Meld.

    Book: Revised Gangrel Clanbook

    Pg: 73

    Other Notes: See note 1

    Rules Origin: WW

    Age: Mondern

    Cost: 15

    Beast's Vigor

    Requirements: Animalism 3; Fortitude 3

    Availibility: 4

    Clan Specific: NoClan of Origin:

    ~

    Game Mechanics: *

    Book: Players Guide to the Low Clans

    Pg: 159

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 11

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    Becoming Kupala

    Requirements: Way of Spirit 6; Vicissitude 6

    Availibility: 7

    Clan Specific: Yes

    Clan of Origin: Tzimisce

    Game Mechanics: *

    Book: Players Guide to the High Clans

    Pg: 164

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 21

    Birth the Vozhd

    Requirements: Vicissitude 6; Animalism 6

    Availibility: 8

    Clan Specific: Yes

    Clan of Origin: Tzimisce

    Game Mechanics: You Must first enter into a Hard Test against the Storyteller, and should you lose this test, you must wait a year befor onceagain attempting ot Birth the Vozhd, representing your lack of the physical and spiritual strength that is required for this

    power. It is possible to reduce this waiting period, by spending a willpower trait for each month you wish to decrease from

    the year in waiting. Once these Willpower traits have been spent twords the creation of a vozhd, you can not spend them

    again untill the waiting period has concluded. While a Tzimisce in a live action game may be capable of doing this sort of

    thing, it is very hard to simulate in that medium. Live-action Storytellers are encuraged to disallow this power and use

    vozhd only when the story requires it.

    Book: Revised Tzimisce Clanbook

    Pg: 73

    Other Notes: The xp cost is the same as TT. Since the book lists reduced costs for some of the powers but not others.

    Rules Origin: WW

    Age: Mondern

    Cost: 36

    Blessed Resilience

    Requirements: Fortitude 8, Mortus 4

    Availibility: 9

    Clan Specific: No

    Clan of Origin: Cappadocian

    Game Mechanics: *

    Book: The Cappadocian Clanbook

    Pg: 41

    Other Notes: See note 1

    Rules Origin:

    Age: Dark

    Cost: 18

    Blessing's Warning

    Requirements: Auspex 2; Daimoinon 1

    Availibility: 3

    Clan Specific: No

    Clan of Origin: Balli/Tremere

    Game Mechanics: *

    Book: Players Guide to the Low Clans

    Pg: 159

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 7

    Bliss

    Requirements: Dominate 2; Presence 3;

    Availibility: 3

    Clan Specific: Yes

    Clan of Origin: Toreador

    Game Mechanics: The character must enter a trance while observing art. Within one hour or one sceneafter the trance ends, the player mustmake a Static Mental Challenge against a difficulty equal to double the desired trait's permanent value. If successful, he

    may add one Trait to Self-Control, Conscience or Courage. This Trait remains for remander of one hour or scene. Onlyone Virtue can be increased at a time. When a Kindread uses Bliss to steel another's resolve, the player makes aStatic Mental Challenge against a difficulty equal to double the target Virtue; plus one.

    Book: Revised Toreador Clanbook

    Pg: 73

    Other Notes:

    Rules Origin: WW

    Age: Mondern

    Cost: 7

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    Blood Apocrypha

    Requirements: Auspex 1, Obfuscate 1

    Availibility: 2

    Clan Specific: No

    Clan of Origin: Nosferatu

    Game Mechanics: *

    Book: Libellus Sanguinis 4

    Pg: 75

    Other Notes: See note 1

    Rules Origin:

    Age: Dark

    Cost: 5

    Blood Pearl

    Requirements: Mortis 2, Necromancy 2, Thaumiturgy 2,

    Availibility: 3

    Clan Specific: Yes

    Clan of Origin: Cappadocian

    Game Mechanics: *

    Book: The Cappadocian Clanbook

    Pg: 36

    Other Notes: No xp cost listed

    Rules Origin:

    Age: Dark

    Cost: ?

    Blood Tempering

    Requirements: Fortitude 2, Quietus 4

    Availibility: 5

    Clan Specific: Yes

    Clan of Origin: Assimite

    Game Mechanics: *

    Book: Libellus Sanguinis 3

    Pg: 66

    Other Notes: See note 1

    Rules Origin:

    Age: Dark

    Cost: 8

    Body Armory

    Requirements: Protean 3; Visistitude 3

    Availibility: 5

    Clan Specific: No

    Clan of Origin: Tzimisce

    Game Mechanics: *

    Book: Guide to the Sabbat

    Pg: 123

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Mondern

    Cost: 10

    Body Armory

    Requirements:

    Availibility:

    Clan Specific:

    Clan of Origin: See new version in guide to the sabbat

    Game Mechanics: See new version in guide to the sabbat

    Book: Vampire: The Dark Ages

    Pg: 173

    Other Notes:

    Rules Origin:

    Age: Dark

    Cost: See new

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    Braced for Impact

    Requirements: Fortitude 4; Potence 2

    Availibility: 6

    Clan Specific: No

    Clan of Origin: ~

    Game Mechanics: The character with this power can automatically soak one health level of impact damage for each level ofhand damage they do. This can be bashing, lethal, or aggravated damage (as from falling, car crash, explosions, crushing,

    decompression or struck with very large objects telephone pole) but it must come from impact no cutting, piercing, fire,

    fists, sunlight, or other forms of damage. This does not normally help in normal combat. The Character must also expect

    the impact in order to resist in this manor.

    Book: Mexico City by Night

    Pg: 115

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Mondern

    Cost: 11

    Burning Wrath

    Requirements: Celerity 3; Potence 3

    Availibility: 3

    Clan Specific: Yes

    Clan of Origin: Brujah

    Game Mechanics: The Player spends one Blood trait for each use of Burning Wrath, whether or not the attack is successful - the usage mustbe declared befor determining the challenge's outcome. Successful attacks inflict full amount of damage as aggravated.

    Book: Revised Brujah Clanbook

    Pg: 66

    Other Notes: Only usable with hand to hand combat

    Rules Origin: WW

    Age: Mondern

    Cost: 8

    Call the Wild Hunt

    Requirements: Animalism 5, Protean 4

    Availibility: 6

    Clan Specific: No

    Clan of Origin: Gangral

    Game Mechanics: *

    Book: Libellus Sanguinis 3

    Pg: 30

    Other Notes: See note 1

    Rules Origin:

    Age: Dark

    Cost: 10

    Call Upon the Blood

    Requirements: Anamalism 3; Auspex 3

    Availibility: 5

    Clan Specific: No

    Clan of Origin: Anarch

    Game Mechanics: see call upon the blood from Laws of the Night Anarch Guide

    Book: Guide to the Anarchs

    Pg: 159

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Mondern

    Cost: 9

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    Call upon the Blood

    Requirements: Animalism 5, Auspex 4

    Availibility: 7

    Clan Specific: No

    Clan of Origin: Anarch

    Game Mechanics: This Discipline costs one Blood Trait to activate and requires a Mental Test against a difficulty of six Traits with theStoryteller. (Retest with Suretiettzl.) If successful, the character receives an impression of how many individuals with

    Beasts are nearby, as well as a general idea of their proximity. If a Storyteller is not available, or if the players prefer this

    application in general, this Discipline allows the user to make a Mental Test against a particular individual; if successful,

    the user may ask the target Are you a vampire or a ghoul? The target must answer honestly. Those subjected to this

    power may make an Awareness Test to sense the Disciplines use, as using it gently stirs the Beast, but cannot tell fromwhat or which direction the strange sense is coming - only that someone is probing for the presence of the Beast nearby. A

    character can only use Call Upon the Blood for up to 10 minutes. Attempting it more times in a night than the user has

    Self-Control/Instinct Traits may require the user to test against frenzy or risk fully awakening her own Beast in the

    process. In no case can a character use this Discipline more than twice as many times per night as her rating in that

    particular Virtue Trait.

    Book: Laws of the Night Anarch Guide

    Pg: 57

    Other Notes:

    Rules Origin: WW

    Age: Modern

    Cost: 9

    Catch a Whiff of Madness

    Requirements: Auspex3; Dementation 2

    Availibility: 5

    Clan Specific: Yes

    Clan of Origin: Malkavian

    Game Mechanics: The Malkavian gets close enough to his quarry that he can smell him; the Malkavian can be as discrete or as obviousabout this as he wishes. This power will not work if the Malkavian has no sense of smell and can be overcome by

    especially pungent odors when using this power. The Malkavian then has to specify before the challenge which of three

    things they are smelling for: a negative Mental trait, a Derangement, or a Blood Bond. In any case, the Malkavian makes a

    static Mental perception based challenge versus the target (there is a 3 trait penalty for detecting Blood Bonds). Empathy i

    the retest. If successful, the Malkavian will learn either one negative Mental trait, a Derangement, or a Blood Bond (if they

    exist). This power will not reveal whom the bond is to, although that can be determined through more common means.

    Book: Councile of Primogen

    Pg: 102

    Other Notes: xp cost and ruls from Malk packet as of Sep 2007

    Rules Origin: OWBN

    Age: Mondern

    Cost: 9

    Chaos Fold

    Requirements: Dementation 4; Dominate 4

    Availibility: 6

    Clan Specific: No

    Clan of Origin: Anarch Malkavian

    Game Mechanics: See Laws of the Night Anarch Guide Chaos fold

    Book: Guide to the Anarchs

    Pg: 159

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Mondern

    Cost: 12

    Chaos Fold

    Requirements: Dementation 5; Dominate 4

    Availibility: 7

    Clan Specific:Yes

    Clan of Origin: Malk Anarch

    Game Mechanics: Social Test against the target, retested by Empathy. The wielder is two Traits down on the test if she does not have thatparticular Derangement herself. This Derangement then lies dormant in the targeted character until a trigger event

    happens, at which point it manifests in full force as an active Derangement. If the unfortunate victim of Chaos Fold has

    three or fewer permanent Willpower Traits, the wielder may choose to spend a Willpower Trait to make the Derangement

    permanent once it is triggered, in which case the target must buy it off normally after a period of therapy and similar

    mental rehabilitation. Because this is still aDominate--based power, it can only be used against mortals or Kindred of

    equal or higher generation.

    Book: Laws of the Night Anarcg Guide

    Pg: 57

    Other Notes:

    Rules Origin: WW

    Age: Modern

    Cost: 12

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    Charon's Oar

    Requirements: Auspex 5; Nigrimancy 5

    Availibility: 6

    Clan Specific: Yes

    Clan of Origin: Giovonnii

    Game Mechanics: *

    Book: Players Guide to the High Clans

    Pg: 165

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 18

    Clarity of Emptiness

    Requirements: Auspex 1; Mortis (The Corpse in the Monster) 2 orObtenebration 2

    Availibility: 3

    Clan Specific: Yes

    Clan of Origin: Cappadocian/Lasombra

    Game Mechanics: *

    Book: Players Guide to the High Clans

    Pg: 165

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 7

    Claw Immunity

    Requirements: Anamalism 2; Fortitude 4

    Availibility: 4

    Clan Specific: Yes

    Clan of Origin: Gangral

    Game Mechanics: Spend two Blood traits and specify a type of animal: wolf, deer, bear, etc. Double the effects of Fortitude when soakingdamage from that type for the next hour. Damage that makes it through these and other defenses remains in effect after

    Claw Imunity wears off, without modification.

    Book: Revised Gangrel Clanbook

    Pg: 72

    Other Notes: See note 1

    Rules Origin: WW

    Age: Mondern

    Cost: 9

    Command the Wary Steed

    Requirements: Presence 3, Aniumalism 3

    Availibility: 4

    Clan Specific: No

    Clan of Origin: Brujah

    Game Mechanics: *

    Book: Libellus Sanguinis 2

    Pg: 102

    Other Notes: No xp cost listed

    Rules Origin:

    Age: Dark

    Cost: ?

    Corpse Projection

    Requirements: Auspex 5; Mortis 6

    Availibility: Uniquie

    Clan Specific: No

    Clan of Origin: Cappidocian

    Game Mechanics: *

    Book: Lairs of the Hidden

    Pg: 140

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Mondern

    Cost: 15

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    Craft Ephemera

    Requirements: Chimerstry 5; Fortitude 3

    Availibility: 6

    Clan Specific: Yes

    Clan of Origin: Ravanos

    Game Mechanics: *

    Book: Players Guide to the Low Clans

    Pg: 159

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 18

    Dark Steel

    Requirements: Obtenebration 3, Potence 3

    Availibility: 4

    Clan Specific: No

    Clan of Origin: Lasombra

    Game Mechanics: This power works exactly like Arms of the Abyss with the following changes. Spend 2 blood traits (instead of one). Armscreated have 6 physical traits (instead of 3), are 8 feet long (instead of 6), have six health levels (instead of 4) and gets 2

    physical traits for every blood spent to feed it (instead of 1). Get the Kindreds Potence and Fortitude. Cosmetically they

    should be thicker and have a black metallic sheen.

    Book: Libellus Sanguinis 1

    Pg: 33

    Other Notes: See note 1

    Rules Origin:

    Age: Dark

    Cost: 9

    Denial of Aphrodite's FavorRequirements: Dominate 3; Fortitude 3

    Availibility: 3

    Clan Specific: Yes

    Clan of Origin: Ventrue

    Game Mechanics: This power allws the kindread to ignor the use of Awe, Dread Gaze or Entrancment by any vampire of a higher generationthen the Kindread.

    Book: Revised Venture Clanbook

    Pg: 77

    Other Notes:

    Rules Origin: WW

    Age: Mondern

    Cost: 10

    Diplomat's Boon

    Requirements: Presence 5, Auspex 3

    Availibility: 6

    Clan Specific: Yes

    Clan of Origin: Toreador

    Game Mechanics: *

    Book: Libellus Sanguinis 2

    Pg: 37

    Other Notes: No xp cost listed

    Rules Origin:

    Age: Dark

    Cost: ?

    Distant Friend

    Requirements: Dominate 2; Presence 4

    Availibility: 5

    Clan Specific: Yes

    Clan of Origin: Ventrue

    Game Mechanics: System Once the Kindred with Distant Friend has successfully affected his target with any other Presence Discipline, hisplayer and the target's player make a hard Static challenge (he may spend a willpower to make it an easy static (win on

    ties). If the Player wins, Distant Friend is planted in the targets mind and, for the duration of the effect, anytime the

    Ventrue comes up in conversation, the warm memories evoked by the Presence discipline surge to the fore, coloring

    anything the target has to say on the matter. Duration is the Game (that night or if a Multi-day event the whole event).

    The target may spend a willpower to avoid the effects of this power for 15 minutes.

    Like other many Presence and Dominate powers, the target does not know she was affected by powers.

    Book: Councile of Primogen

    Pg: 104

    Other Notes: See note 1

    Rules Origin:OWBN

    Age: Mondern

    Cost: 10

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    Doubletalk

    Requirements: Auspex 2; Celerity 1, Obfuscate 1

    Availibility: 2

    Clan Specific: No

    Clan of Origin: Toreador

    Game Mechanics: When their characters use Doubletalk, the players involved should make a hand signal to clarify what is spoken normallyand what is secretly communicated. Suggested is the left hand "tugging" the left earlobe, to signify that what is being saiddiffers from what those skilled with Doubletalk hear. When a character listens for Doubletalk in a conversation, theplayer makes a Static Mental Challenge (dificulty five Traits). If successful, the character hears what is said. A failure

    means she heard nothing. When a character speaks Doubletalk in a conversation, the player makes a Static Mental

    Challenge (difficulty six Traits). If successful, the character can seamlessly insert Doubletalk into the conversation. Afailure means he won't be understood. In both cases, a single challenge is necessary for the entire conversation.

    Book: Revised Toreador Clanbook

    Pg: 75

    Other Notes:

    Rules Origin: WW

    Age: Mondern

    Cost: 5

    Double-Tongue

    Requirements:

    Availibility:

    Clan Specific:

    Clan of Origin: See double talk as it is the new version

    Game Mechanics: See double talk as it is the new version

    Book: Libellus Sanguinis 2

    Pg: 37

    Other Notes: No xp cost listed

    Rules Origin:

    Age: Dark

    Cost: See doub

    Draught of the Soul

    Requirements: Auspex 4, Quietis 5

    Availibility: 6

    Clan Specific: Yes

    Clan of Origin: Assimite

    Game Mechanics: *

    Book: Libellus Sanguinis 3

    Pg: 65

    Other Notes: See note 1

    Rules Origin:

    Age: Dark

    Cost: 10

    Drink the Mind

    Requirements: Auspex4; Quietus 5 or Thaumaturgy (path of blood ) 5

    Availibility: 6

    Clan Specific: Yes

    Clan of Origin: Assimite/Tremear

    Game Mechanics: *

    Book: Players Guide to the Low Clans

    Pg: 160

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 18

    Echo of the Subtle Vizier

    Requirements: Obtenebration 2; Dominate 2

    Availibility: 3

    Clan Specific: Yes

    Clan of Origin: Lasombra

    Game Mechanics: *

    Book: Players Guide to the High Clans

    Pg: 165

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 7

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    Effigy of the Sculpted Tomb

    Requirements: Fortitude 2; Potence 2; Mortis (The Graves Decay) 2

    Availibility: 3

    Clan Specific: Yes

    Clan of Origin: Cappadocian

    Game Mechanics: *

    Book: Players Guide to the High Clans

    Pg: 165

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 7

    Elemental Stoicism

    Requirements: Fortitude 8; Obfuscate 8

    Availibility: 10

    Clan Specific: No

    Clan of Origin: ~

    Game Mechanics: *

    Book: Guide to the Camarilla

    Pg: 117

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Mondern

    Cost: 20

    Eminence of Shade Conquering Blood

    Requirements: Obtenebration 5 or Vicissitude 5;Dominate 5Availibility: 6

    Clan Specific: No

    Clan of Origin: Lasombra/Tzimisce

    Game Mechanics: *

    Book: Players Guide to the High Clans

    Pg: 166

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 18

    Enhance Sensation

    Requirements: Auspex 2, Presence 3, Optional Vicissitude 2

    Availibility: 5

    Clan Specific:

    Clan of Origin: ~/Tzimisce (Vicissitude version)

    Game Mechanics: To use this Discipline, a Cainite must touch a target (a Physical challenge if the victim resists), spend a willpower trait andmake a social test (retest empathy) against a difficulty equal to twice the victims Morality rating plus his current willpower

    rating. Success means that the target is flooded with an emotion of the Cainites choice, which should be role-played as

    well as possible, and all sensory input is heightened to an incredible degree. Aside from the possible descriptive flourishes

    this entails, it may also entail any or all of the following game mechanics, at the narrators discretion: wound penalties are

    doubled, Story-teller character mortals are helpless to resist the kiss, Cainites must make self-control/Instinct test to stop

    feeding, and all virtue tests are either two Traits up or two traits down depending on the emotion and situation in question.

    (an overjoyed Cainite lover would be up on virtue tests to resist draining a loved one dry, for instance, but also down on

    Virtue tests to resist frenzying against those that threaten his beloved.) If Vicissitude is added, the effects are largely

    descriptive, though they are generally highly visible (not to mention disturbing) and should be indicated to those present b

    appropriate make up or description cards whenever possible. Wound penalties also triple if vicissitude is added to this

    Discipline.

    Book: Road of Sin

    Pg: 70

    Other Notes: If vicissitude is added to this power then the targets flesh responds to the sensation in a most disquieting manner a

    leering grin for someone overcome with lust, writhing flesh for someone in pain. Etc

    Rules Origin: WW

    Age: Dark

    Cost:

    Enhance the Wild Ride

    Requirements: Animalism 4, Protean 4

    Availibility: 5

    Clan Specific: Yes

    Clan of Origin: Gangral

    Game Mechanics: *

    Book: Libellus Sanguinis 3

    Pg: 29

    Other Notes: See note 1

    Rules Origin:

    Age: Dark

    Cost: 8

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    Ennoia's Mastery

    Requirements: Animalism 1; Protean 3

    Availibility: 5

    Clan Specific: No

    Clan of Origin: ~

    Game Mechanics: Make a Mental Challenge (retest with Survival). Success allows one feature to be changed. Spending additional Mentaltraits allows for extra changes on a one-for-one basis, with no more then four changes permited on a single subject. Somesuggested changes: Claws: Inflict aggrivated damage and curve to allow a two-Trait bonous on climbing challanges.

    Eyes: Gain two bonous Traits on challanges to spot moving targets and suffer a one-Trait penalty on hiden or

    camouflaged targets that are remaining still. Feet/Hands: Flatten and spread to negate all penalties to movment in softsurfaces (snow, swamps, sand) and gain a two-Trait bonous to keep your footing on ice or other treacherous surfaces.These features may be combined with other poweres (which require the usual expenditures and challenges).

    Book: Road of the Beast

    Pg: 72

    Other Notes: See note 2

    Rules Origin: WW

    Age: Dark

    Cost: 11/21

    Esprit De Corps

    Requirements: Potence 5, Presence 5

    Availibility: 6

    Clan Specific: Yes

    Clan of Origin: Brujah

    Game Mechanics: *

    Book: Libellus Sanguinis 2

    Pg: 102

    Other Notes: No xp cost listed

    Rules Origin:

    Age: Dark

    Cost: ?

    Eye of Unforgiving Heaven

    Requirements: Auspex 4; Warrior Valeren 4

    Availibility: 5

    Clan Specific: Yes

    Clan of Origin: Salubri

    Game Mechanics: *

    Book: Players Guide to the High Clans

    Pg: 166

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 14

    Eyes of Blades

    Requirements: Auspex2, Celerity 2

    Availibility: 3

    Clan Specific: Yes

    Clan of Origin: Assimite

    Game Mechanics: *

    Book: Libellus Sanguinis 3

    Pg: 66

    Other Notes: See note 1

    Rules Origin:

    Age: Dark

    Cost: 5

    Fenrir's Talons

    Requirements: Protean 2, Fortitude 2

    Availibility: 3

    Clan Specific: Yes

    Clan of Origin: einherjar

    Game Mechanics: *

    Book: Wolves of the Sea

    Pg: 70

    Other Notes: See note 1

    Rules Origin:

    Age: Dark

    Cost: 6

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    Fenrir's Talons

    Requirements: Protean 2, Fortitude 1

    Availibility: 2

    Clan Specific: Yes

    Clan of Origin: einherjar

    Game Mechanics: Spend one Blood to activate Fenrir's Talons. Fenrir's Talons are claws that are half a foot long, unbreakable, and possesseof a metalic sheen. Grant

    the Sharp trait and deal Aggravated damage like Protean 2. In addtionas you recieve a Simple test for an additional level o

    Aggravated damage and the Ability Destroy Shield., which renders a shield useless with one blow. The draw back is that

    the Kindred must bid an additional trait in all fine manipulation and can not weild weapons or sheilds with Fenir's Talons

    Active.

    Book: Met Journal 5

    Pg:

    Other Notes:

    Rules Origin: WW

    Age: MA

    Cost: 6

    Fenris' Talons

    Requirements: Fortitude 2; Protean 2

    Availibility: 3

    Clan Specific: No

    Clan of Origin: Einherjar

    Game Mechanics: *

    Book: Players Guide to the Low Clans

    Pg: 160

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 14

    Feral Imbuing

    Requirements: Animalism 4; Potence 2

    Availibility: 5

    Clan Specific: No

    Clan of Origin: Nos

    Game Mechanics: *

    Book: Players Guide to the Low Clans

    Pg: 160

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 14

    Flaying Touch

    Requirements: Potence 2, Vicissitude 2

    Availibility: 3

    Clan Specific: Yes

    Clan of Origin: Tzimisce

    Game Mechanics: *

    Book: Players Guide to the High Clans

    Pg: 167

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 7

    Flesh of Wind and Water

    Requirements: Celerity 2; Vicissitude 3

    Availibility: 4

    Clan Specific: No

    Clan of Origin: Tzimisce

    Game Mechanics: Allows one to use the first three powers of Vicissitude on yourself without actually crafting it with your hands. Skin andBone have a Rippling effect as wind on water hence the name of the power. Spend 2 blood points to modify yourself with

    one of the first three powers of Vicissitude (Mallable Visage, Flesh Craft, and Bonecraft) Transformation takes one turn.

    Only a single power may be used at a time so Fleshcraft and Bonecraft would be separate requiring 2 turns and 4 blood.

    All challenges required for Vicissitude must still be made.

    Book: Archons & Templars

    Pg: 141

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Mondern

    Cost: 8

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    Flesh Wound

    Requirements: Fortitude 2; Obfuscate 3

    Availibility: 3

    Clan Specific: Yes

    Clan of Origin: Gangral

    Game Mechanics: Spend one Blood Trait. For the next hour, no damage you suffers produces a visible result: no wounds, no limps fromlameness, no fountains of blood from inconvenient holes. Characters with auspex may attempt to peirce this with the usual

    challenge of Auspex against Obfuscate (see Laws of the Night, Revised Edition, p 137). Bystanders who see particularly

    ludicrous lack of evidence may attempt a Mental challange to see through the illusion. while using Flesh Wound, you have

    a two-Trait bonous to social Tests related to your physical capabilities.

    Book: Revised Gangrel Clanbook

    Pg: 72

    Other Notes: See note 1

    Rules Origin: WW

    Age: Mondern

    Cost: 8

    Forced March

    Requirements: Celerity 2; Fortitude 2

    Availibility: 2

    Clan Specific: Yes

    Clan of Origin: Assamite

    Game Mechanics: You may reduce out-of-game travel time by a factor equal to the number of Celerity powers you possess. For example, ifyou have the second Intermediate Celerity power, for a total of 4 Celerity powers, you devide normal travel times by 4.

    Each hour, or fraction thereof, of movment costs you a number of blood traits equal to half the number of Celerity powers

    you have. you may use this power a maximum number of times per night equal to the number of Fortitude powers you

    possess.

    Book: Revised Assamite Clanbook

    Pg: 71

    Other Notes:

    Rules Origin: WW

    Age: Mondern

    Cost: 6

    Fountain of Ill Humors

    Requirements: Potence 2; Mortis (Path of the Four Humors) 3

    Availibility: 4

    Clan Specific: No

    Clan of Origin: Cappadocian

    Game Mechanics: *

    Book: Players Guide to the High Clans

    Pg: 167

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 11

    Give 'Em Hell

    Requirements: Fortitude 1 or Potence 1, Presence 3

    Availibility: 5

    Clan Specific: No

    Clan of Origin: Anarch

    Game Mechanics: After a suitably inspirational display of courage and physical prowess, the player makes a Social Test against a difficultyof seven Traits, retesting with Leadership. He can then choose up to three other characters within his line of sight who will

    gain an extra Courage Trait for the remainder of the fight. This extra Courage Trait cannot exceed the maximum number o

    Virtue Traits permitted - if this would bring a vampire over the limit, the excess is converted to temporary Willpower

    instead. The wielder cannot use this Discipline on himself, nor can it be used more than once on the same target per

    combat, though it may be used multiple times to cover a number of different allies. Anarchs known to use Give Em Hell

    are watched closely by theirmore cynical comrades; sell-outs occasionally use this power to bolster the strength of foes of

    the Movement just before betraying their former companions, causing not only a devastating defeat but also a crippling

    blow to local morale.

    Book: Laws of the Night Anarch guide

    Pg: 58

    Other Notes:

    Rules Origin: WW

    Age: Modern

    Cost: 6

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    Give'em Hell

    Requirements: Fortitude 1 or Potence 1; Presence 3

    Availibility: 5

    Clan Specific: No

    Clan of Origin: Anarch

    Game Mechanics: *

    Book: Guide to the Anarchs

    Pg: 159

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Mondern

    Cost: 6

    Glare of Lies

    Requirements: Auspex 2; Valeren 1

    Availibility: 3

    Clan Specific: Yes

    Clan of Origin: Salubri

    Game Mechanics: *

    Book: Players Guide to the High Clans

    Pg: 168

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 7

    Goddess Among Beasts

    Requirements: Animalism 1; Ogham 1

    Availibility: 2

    Clan Specific: Yes

    Clan of Origin: Lhiannan

    Game Mechanics: *

    Book: Players Guide to the Low Clans

    Pg: 160

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 4

    Greater Inspire Greatness

    Requirements: Inspire Greateness 1

    Availibility: 6

    Clan Specific:

    Clan of Origin: ~

    Game Mechanics: (See Inspire Greatness)By spending extra traits in the initial challenge he can inspire from two people (with one trait) up to all in his immediate vicinity (with 5 traits) 1 Trait 2 People2 Traits 4 People3 Traits 8 People4 Traits 20 People5 Traits Every one in the characters immediate vicinity ( an entire troop in battle for example)Example:As in the example for inspire greatness if the character wished to inspire 2 of his ghouls the net blood cost would be9+1 or 10 blood, for 4 Ghouls would be 11 blood and so on.

    Book: Road of Kings

    Pg: 72

    Other Notes: See note 2

    Rules Origin: WW

    Age: Dark

    Cost: 7/14

    Guardian Vigil

    Requirements: Auspex 1; Celerity 1; Fortitude 1

    Availibility: 3

    Clan Specific: No

    Clan of Origin: Anarch

    Game Mechanics: See. Laws of the night Anarch guide

    Book: Guide to the Anarchs

    Pg: 160

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Mondern

    Cost: 8

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    Guardian Vigil

    Requirements: Auspex 1; Celerity 1; Fortitude 1

    Availibility: 2

    Clan Specific: No

    Clan of Origin: ~

    Game Mechanics: *See laws of the night anarch Guide

    Book: Players Guide to the Low Clans

    Pg: 161

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 4

    Guardian Vigil

    Requirements: Auspex 1, Celerity 1, Fortitude 1

    Availibility: 3

    Clan Specific: No

    Clan of Origin: ~

    Game Mechanics: Inessence, this Discipline allows the anarch to enter a trance-like state ofhyperawareness for long periods of time, ready tospring into action at a moments notice. Should a direct threat appear, the user can activate her Celerity to pre-empt the

    threat normally, even if its something like a sniper attack or is otherwise not normally covered by Alacrity. The normal

    rules for Obfuscate apply, so if a person attempting to sneak by the user has more Obfuscate than the anarch has Auspex,

    the cloaking effect of Obfuscate protects the transgressor. In the case of resisted tests, the anarch is two Traits up to detect

    the Obfuscated character, due to the users increased awareness of her surroundings. Guardian Vigil completely prohibits

    the use of Stealth and other mundane methods of sneaking past the anarch - they simply do not work, regardless of how

    skilled someone is in such abilities. As potent as it is, there are limits to Guardian Vigil - the actions taken against the

    anarch using this Discipline must affect him directly and immediately for this power to activate. While it can foil a sniperon the rooftop, it does not detect a camera placed there during the day and remote-controlled at night to record the

    vampires present, for example, nor would it detect or prevent a threat against one of the users companions. It can be

    activated as often as one likes per game, but each activation costs an additional Blood Trait and works for only one

    immediate threat.

    Book: Laws of the night Anarch Guide

    Pg: 59

    Other Notes:

    Rules Origin: WW

    Age: Modern

    Cost: 7

    Halo of Steel

    Requirements: Fortitude 3; Willpower 5+

    Availibility: 5

    Clan Specific: No

    Clan of Origin: ~

    Game Mechanics: As a reflexive action, the Faithful character can call upon the strength of her devotion to continue to fight on, long afterothers would have been reduced to ash. The Cainite must spend a Blood Trait to activate this power; this allows her to

    ignore all wound penalties, including Incapacitated and Topor ( but not Final Death), for a number of turns equal to her

    Road Traits. In other words, only decapitation, staking, total destruction of the vampire's form (as determined by the

    Storyteller), fire or sunlight will prevent the Cainite with this power from continuing to act - anything less and she will

    continue to fight on, although her eventual fate will still likely be quite dire. This power may be used more than once; each

    subsequent activation requires another Blood trait. Blood spent to activate this power does not count against the character'

    generational maximum per turn. At the end of this time, the Cainite suffers the normal penalties for her injuries; she may

    even be reduced to dust if her injuries are sufficiently severe. (Storyteller's discretion, but certainly appropriate if the

    character has suffered horrendous amounts of damage)

    Book: Road of Heaven

    Pg: 69

    Other Notes:

    Rules Origin: WW

    Age: Dark

    Cost: 11

    Hand of the Master Artisan

    Requirements: Auspex 1, Celerity 1

    Availibility: 2

    Clan Specific: Yes

    Clan of Origin: Toreador

    Game Mechanics: The vampires player spends one point of Willpower plus a variable quantity of blood. The desired artistic task has itsduration divided by the number of blood points spent, rounded up. Thus, a mosaic that normally required three hours to

    assemble would require only one if the vampires player spent 3 blood points. The trance of accelerated speed applies only

    to the single selected task. The vampire may break off and perform other actions without breaking the power, as long as he

    spends no more than a single hour away from the endeavor. This power may aid only in acts of deliberate artistic creation.

    Book: Players Guide to the High Clans

    Pg: 168

    Other Notes: See note 1

    Rules Origin: OWBN /

    Age: Dark

    Cost: 4

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    Hatch the Viper

    Requirements: Protean 2, Serpentis 4

    Availibility: 5

    Clan Specific: Yes

    Clan of Origin: Setite

    Game Mechanics: *

    Book: Players Guide to the Low Clans

    Pg: 161

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 14

    Hatch the Viper

    Requirements:

    Availibility:

    Clan Specific:

    Clan of Origin: See newer version in guide to the low clans

    Game Mechanics: See newer version in guide to the low clans

    Book: Vampire: The Dark Ages

    Pg: 164

    Other Notes:

    Rules Origin:

    Age: Dark

    Cost: See newe

    Heart's Desire

    Requirements: Auspex 4; Chimerstry 2

    Availibility: 4

    Clan Specific: Yes

    Clan of Origin: Ravnos

    Game Mechanics: To use Heart's Desire, the player must spend a Blood Trait and a Willpower Trait, then engage in a Mental Challengeagainst the target to discern her heart's desire and create a reasonable facsimile. Once the Ravnos has used this power on a

    target, he can recreate the illusion at will using Fata Morgana normally.

    Book: Revised Ravnos Clanbook

    Pg: 68

    Other Notes: See note 1

    Rules Origin: WW

    Age: Mondern

    Cost: 10

    I Am Legion

    Requirements: Daimoinon 3, Obfuscate 2

    Availibility: 5

    Clan Specific: Yes

    Clan of Origin: Baali

    Game Mechanics: *

    Book: The Baali Clanbook

    Pg: 47

    Other Notes: No xp cost listed

    Rules Origin:

    Age: Dark

    Cost: ?

    Inspire Greatness

    Requirements: Presence 3, Fortitude or Potence 2

    Availibility: 5

    Clan Specific:

    Clan of Origin: ~

    Game Mechanics: The Scion must begin by inspiring or urging his subject to a physical feat of strength or stamina, the subject must look tothe Scion for leadership, which the Scion attempts to provide by words or actions. The Scion must make a Social

    Challenge (retest with leadership). Success allows him to spend blood traits to grant his target a bonus to use in Strength-

    or Stamina-related challenges. The Scion may not spend more blood per turn then his generation allows, nor may he grant

    any higher then his rating in Fortitude or Potence. Vampires and ghouls gain levels of Fortitude or Potence even if they

    had no previous levels of them, and the powers act normally. Mortals can gain extra physical Traits, even above and

    beyond their normal rating, but may not gain Fortitude or Potence. The benefits last for one scene or until the feat iscompleted. Example: If a character (with Potence 5 and Fortitude 4) wished to grant Potence 5 and Fortitude 4 to hisghoul would need to spend 5 Blood traits while attempting to inspire the ghoul to the feat of strength then initiate the

    social challenge and win. The character would then need to spend 4 more traits while seeking to inspire the character tofeats of stamina and win another social challenge.

    Book: Road of Kings

    Pg: 72

    Other Notes: See note 2Must have minimume of 2 in the physical disciplen they wish to grant

    Rules Origin: WW

    Age: Dark

    Cost: 11/21

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    Instantaneous Transformation

    Requirements: Celerity 2; Protean 5 or Obtenebration 5

    Availibility: 8

    Clan Specific: Yes

    Clan of Origin: Templar

    Game Mechanics: If you possess the Protean version, expend 1 blood trait. You may turn into animal form or mist form at the end of theturn, instead of waiting the required 3 rounds. If you possess the Obtenebration version, expend 3 blood traits to turn into

    Tenebrous Form, instead of waiting the normally required 3 rounds.

    Book: Archons & Templars

    Pg: 143

    Other Notes: Some Archons have it and could teach it but it is very rare

    If the character wishes to use this power for both Obtenebration and Protean, she must buy it twice, once for each

    Discipline . This power could conceivably be purchased with other shapeshifting Disciplines (such as Serpentis) at the

    Storyteller's prerogative .

    Rules Origin: OWBN

    Age: Mondern

    Cost: 12

    Iron Faade

    Requirements: Fortitude 1, Obfuscate 3

    Availibility: 4

    Clan Specific: No

    Clan of Origin: ~

    Game Mechanics: You may activate this power at any time. Once active it lasts for the scene. While active no damage you suffer produces avisible result: no wounds, no limps from lameness, no fountains of blood from inconvenient holes. Characters with Auspe

    may attempt to Pierce this with the usual challenge of Auspex Versus Obfuscate. Bystanders who see particularly

    ludicrous lack of evidence may attempt to see through the illusion.

    Book: Archons & Templars

    Pg: 140

    Other Notes: The ST decides what is and is not ludicrous

    See note 1

    Rules Origin: OWBN

    Age: Mondern

    Cost: 5

    Iron Heart

    Requirements: Potence 3; Presence 3

    Availibility: 3

    Clan Specific: Yes

    Clan of Origin: Brujah

    Game Mechanics: A kindred with this power wins on ties to resist any attempt to use Dominate, Presence or Thaumaturgical mind control

    against him. Also the Kindred may use this power to strengthen the will of another; The player spends one WillpowerTrait and the subject of his choice gains an automatic retest on any attempts to use the above powers. This lasts for the

    remainder of the scene, or one hour, whichever comes first.

    Book: Revised Brujah Clanbook

    Pg: 66

    Other Notes:

    Rules Origin: WW

    Age: Mondern

    Cost: 9

    Itugen's Embrace

    Requirements: Animalism 1, Protean 3

    Availibility: 4

    Clan Specific: Yes

    Clan of Origin: Anda

    Game Mechanics: *

    Book: Wind from the East

    Pg: 71

    Other Notes: See note 1

    Rules Origin:

    Age: Dark

    Cost: 5

    Jaws of the Dragon

    Requirements: Koldunic Sorcery 7, all five Koldunic Ways at 5

    Availibility: 8

    Clan Specific: Yes

    Clan of Origin: Tzimisce

    Game Mechanics: *

    Book: Players Guide to the High Clans

    Pg: 168

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 25

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    King of the Hill

    Requirements: Fortitude 2; Presence 2

    Availibility: 4

    Clan Specific: No

    Clan of Origin: Anarch

    Game Mechanics: See Laws of the night Anarch Guide

    Book: Guide to the Anarchs

    Pg: 160

    Other Notes: See note 1See Laws of the night Anarch Guide

    Rules Origin: OWBN

    Age: Mondern

    Cost: 6

    King of the Hill

    Requirements: Fortitude 5, Presence 3

    Availibility: 7

    Clan Specific: No

    Clan of Origin: Anarch

    Game Mechanics: This power costs nothing to use and is considered always on, and prevents a Kindred from being knocked off her feet byany means that would not instantly cause Final Death. Attacks still inflict damage normally, but will not knock the anarch

    down, force her back or otherwise move her short of inflicting Final Death. Using this Discipline often breaches the

    Masquerade - a car that hits a vampire using King of the Hill will be knocked back or wrapped around the Kindred as if it

    hit a telephone pole - but as a means of intimidation or morale boosting it remains impressive. The user receives a free

    retest on all Intimidation or Leadership tests with any witnesses who have seen her demonstrate her inhuman endurance in

    the current scene.

    This Discipline will not protect Kindred from completely encompassing or inhumanly powerful impacts such as a

    speeding train or a crashing airplane. Such devastating impacts and the fire caused by the resultant spilled fuel would turn

    Kindred to ash, send various body parts flying all over and otherwise cause Final Death. (Rumors persist of an even more

    powerful variant that includes Potence and allows for truly staggering feats of resilience.. . but they remain rumors at

    present.) Naturally, additional levels of Fortitude can be used to alleviate the damage withstood using King of the Hill

    until the Kindred reaches Incapacitated. When Incapacitated, he is still standing up, but can only bid Stamina-related

    Traits. Only when the user enters torpor or Final Death is inflicted does he at last fall. The severity of a given objects

    impact and the damage sustained are ultimately up to the Storyteller.

    Book: laws of the night Anarch Guide

    Pg: 59

    Other Notes:

    Rules Origin: WW

    Age: Modern

    Cost: 8

    Lifesong

    Requirements: Dominate 1; Presence 1

    Availibility: 1

    Clan Specific: Yes

    Clan of Origin: Ventrue

    Game Mechanics: This power requires a Mental Challenge (retest with Empathy) to discern the target's Demeanor. As s tated previously, thepower does not work on Kindred.

    Book: Revised Venture Clanbook

    Pg: 77

    Other Notes:

    Rules Origin: WW

    Age: Mondern

    Cost: 2

    Loki's Gift

    Requirements: Animalism 4; Protean 4

    Availibility: 5

    Clan Specific: No

    Clan of Origin: ~

    Game Mechanics: *

    Book: Players Guide to the Low Clans

    Pg: 162

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 14

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    Long March

    Requirements: Celerity 2, Fortitude 2

    Availibility: 3

    Clan Specific: See forced march

    Clan of Origin: See forced march

    Game Mechanics: See forced march

    Book: Players Guide to the Low Clans

    Pg: 162

    Other Notes: See note 1 See forced march

    Rules Origin: OWBN

    Age: Dark

    Cost: See force

    Maddening Halo

    Requirements: Auspex 2; Dementation 3

    Availibility: 4

    Clan Specific: Yes

    Clan of Origin: Malkavian

    Game Mechanics: *

    Book: Players Guide to the Low Clans

    Pg: 162

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 11

    Madman's Quill

    Requirements: Auspex 3, Dementation 1

    Availibility: 4

    Clan Specific: Yes

    Clan of Origin: Malkavian

    Game Mechanics: *

    Book: Libellus Sanguinis 4

    Pg: 110

    Other Notes: See note 1

    Rules Origin:

    Age: Dark

    Cost: 8

    Martyr's Resilience

    Requirements: Auspex 4; Fortitude 7

    Availibility: 9

    Clan Specific: No

    Clan of Origin: ~

    Game Mechanics: *

    Book: Guide to the Camarilla

    Pg: 117

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Mondern

    Cost: 18

    Mask of Cathay

    Requirements: Animalism 3; Chimerstry 3

    Availibility: 3

    Clan Specific: Yes

    Clan of Origin: Ravnos

    Game Mechanics: For a Ravnos to use Eastern Mask, the player must spend one Willpower Trait and one Blood Trait to invoke the Mask

    until sunrise. During that time, the Ravnos is perceived through supernatural means as a yin-aspected Cathayan (see Lawsof the East), not as one of the Kindred.

    Book: Revised Ravnos Clanbook

    Pg: 68

    Other Notes: See note 1

    Rules Origin: WW

    Age: Mondern

    Cost: 7

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    Measure the Will

    Requirements: Auspex 2, Dominate 2

    Availibility: 3

    Clan Specific: No

    Clan of Origin: ~

    Game Mechanics: *

    Book: Players Guide to the High Clans

    Pg: 168

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 7

    Memory Rift

    Requirements: Obfuscate 2; Presence 2

    Availibility: 4

    Clan Specific: No

    Clan of Origin: Anarch

    Game Mechanics: See laws of the night Anarch Guide

    Book: Guide to the Anarchs

    Pg: 160

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Mondern

    Cost: 5

    Memory Rift

    Requirements: Obfuscate 2; Presence 2

    Availibility: 3

    Clan Specific: No

    Clan of Origin: Nos

    Game Mechanics: See Laws of the night anarch guide*

    Book: Players Guide to the Low Clans

    Pg: 162

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 7

    Memory Rift

    Requirements: Obfuscate 5, Presence 3

    Availibility: 7

    Clan Specific: No

    Clan of Origin: ~

    Game Mechanics: This Discipline requires the expenditure of a Blood Trait and a Mental Trait, and the user must make aSocialTest againstthe target, retesting withsubterfuge. The user may attempt to influence more than one target in a scene, but must spend

    Traits and test against each target individually; she cannot make agroup challenge with this power. If successful, the target

    not only ignores the character, but by the coming dawn forgets the user was ever there. Once activated, the character can

    take no aggressive action against the target and must leave within five minutes after activating the Discipline, remaining

    out of the targets sensory range for at least a full hour of game play. Failure to stay out of sensory range, even if

    Obfuscated or otherwise supernaturally concealed, causes the targets memories of the user to flood back at dawn and

    essentially ruins the use of this power.

    Remember that targets still recall any events that happened, just not the presence of the anarch using Memory Rift. If a

    target witnessed the anarch shooting someone, he will still remember the shooting - his mind will simply make up another

    suspect or even alter his memories to ensure that I didnt get a good look at him. Or her. Im not even sure. Sorry.The

    use of this Discipline can be uncovered with the proper use of Dominate and similar powers that probe the memory,

    though its insinuative nature puts such seekers three Traits down on all relevant tests unless they know exactly what they

    are looking for and/or have dealt with this Discipline in the past.

    Book: Laws of the Night Anarch

    Pg: 60

    Other Notes: This is not an anarch only power and was created by the nos (see guide to the low clans) However it has a availivbility ofbecasuse in modern nights it is primarily found with the anarchs. Sts may wish to allow Nos with elder Nos mentors to

    reduce the availibility rating as if they were both anarchs do to the powers history.

    Rules Origin: WW

    Age: Modern

    Cost: 5

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    Mind of the Wilds

    Requirements: Animalism 2, Auspex 4

    Availibility: 5

    Clan Specific: Yes

    Clan of Origin: Ravanos

    Game Mechanics: *

    Book: Libellus Sanguinis 4

    Pg: 33

    Other Notes: See note 1

    Rules Origin:

    Age: Dark

    Cost: 8

    Mind's Eye

    Requirements: Auspex 4; Dominate 3

    Availibility: 5

    Clan Specific: No

    Clan of Origin: Archon/Templar

    Game Mechanics: With this power, an archon or templar can actually experience a memory belonging to someone else. Sight, sound, scent,and other details - all are potentially just as intense as they were for the subject when they first occurred. While Mind's Ey

    can be used on a cooperative subject who simply wisheWith this power, an archon or templar can actually experience a

    memory belonging to someone else. Sight, sound, scent, and other details - all are potentially just as intense as they were

    for the subject when they first occurred. While Mind's Eye can be used on a cooperative subject who simply wishes to

    provide the most accurate report possible, it is often used as a form of interrogation and intelligence gathering. Character

    must make eye contact (or other appropriate Dominate contact Obedience etc.) and spend a blood trait. If the subject is

    cooperating, or is a mortal, or a Kindred of higher generation make a static Mental challenge difficulty of the subjects

    Mental traits retest Subterfuge. If the Subject is of equal or lower generation and resisting make a contested Mentalchallenge with them retest Subterfuge. You may search for a specific memory in one of two ways. You may search for a

    specific time (what did you do yesterday at midnight) or by event (what happened the last time you two talked).

    Book: Archons & Templars

    Pg: 143

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Mondern

    Cost: 13

    Moment of Grace

    Requirements: Dominate 4, Presence 3

    Availibility: 6

    Clan Specific:

    Clan of Origin: ~

    Game Mechanics: By spending a Willpower Trait and a Blood Trait, the Faithful may attempt to defeat her target in a test of her Road Traits

    against his. (Compare Willpower scores if a tie occures and both have equal Road Traits.) This power does not functionagainst other Faithful -- let them progress on their own time -- nor does it function against other Cainites with a higherRoad rating than the user. Only those of exceptional devotion typically have any luck with this power. If successful,the target's Road is effectively changed to the Road of Heaven for the next scene or hour, whichever is longer. His

    effective Road Traits are considered equal to that of the user, and during this time he must also test for degeneration as any

    follower of the Road of Heaven would with the same number of Road Traits. Any loss of Road Traits carries over to his

    normal Road when he reverts back to his old ways of thinking, however -- if he lost a Road Trait during this time on the

    Road of Heaven, his old Road rating is reduced by one, even if the sin which caused the loss would normally not concern

    him. It should be noted that this is truly a genuine conversion as well as an in-game mechanic -- while the player may

    know that the change only lasts for a short time, the character does not, and should roleplaytheir sudden shift in

    perspective and values accordingly. More then one Cainite has lapsed into extreame self-loathing over their "depraved"past acts, and some few have even destroyed themselves in shame.

    Book: Road of Heaven

    Pg: 69

    Other Notes:

    Rules Origin: WW

    Age: Dark

    Cost: 14

    Mood Shift

    Requirements: Auspex 2; Dominate 4

    Availibility: 5

    Clan Specific: Yes

    Clan of Origin: Tremere

    Game Mechanics: *

    Book: Councile of Primogen

    Pg: 103

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Mondern

    Cost: 9

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    Mortal Terror

    Requirements: Animalism 3; Presence 2

    Availibility: 4

    Clan Specific: No

    Clan of Origin: ~

    Game Mechanics: Either touch your subject or make Eye contact. Engage in a Social challege retest intimidation. If successful the Subject isunder the effects of Roshreck from the user of this power and must flee by the fastest and most direct route until

    succeeding in 5 checks. If the Power fails the Subject must throw Self-Control to resist Frenzy at difficultly 3 traits.

    Book: Archons & Templars

    Pg: 142

    Other Notes: OWBN conversion originated in the Midwest/ohio games (see note 1)

    Rules Origin: OWBN

    Age: Mondern

    Cost: 9

    Mystic Sight

    Requirements: See thaumiturgical sight

    Availibility:

    Clan Specific: See thaumiturgical sight

    Clan of Origin: See thaumiturgical sight

    Game Mechanics: See thaumiturgical sight

    Book: Players Guide to the Low Clans

    Pg: 163

    Other Notes: See note 1 See thaumiturgical sight

    Rules Origin: OWBN

    Age: Dark

    Cost: See thau

    Name of the Fallen

    Requirements: Auspex 3; Thumaturgy 1

    Availibility: 4

    Clan Specific: No

    Clan of Origin: ~

    Game Mechanics: The player must spend a blood point and mental Challenge (empathy to retest); the difficulty depends on whether thesubject was mortal or vampire, as well as on the length of time since he died. The character must have in her possession at

    least a small piece of the corpse, though something as tiny as a finger bone or even the ashes of a Kindred who has

    suffered Final Death will suffice. If the roll fails, that character may not try to identify that particular subject again unless

    she can find a new sample of the body. If the roll indicates a botch, the character receives false information. The

    knowledge granted by this power appears instantly; the character falls into no "trance" such as that experienced when

    using Spirit's Touch. The Kindred with this power may identify a deceased person, Kindred or Kine, simply by handling a

    piece of the corpse. This Identification is supernatural in nature and cannot be fooled because the dead individual looks

    like and or has the same name as someone else. If the person in question is not actually dead this power will not work. If

    part of someone who is not yet dead is tested and the player wins the challenge they may make 2 follow up hard challenge(lose on a tie) if they win both they relies the person the part is from must still be alive but they do not know who the part

    belongs to.

    Time since death Diff if Kindred Diff if Mortal

    Less than 24 hours.6...6

    Less than 1 week8..6

    Less than 1 month.12.8

    Less than 6 months...15..8

    Less than 1 year ..Ties8

    Less than 10 years...Ties*.12

    Less than 1 century Ties**15

    Older than 1 century.NA..Ties

    Ties: Player loses on ties

    *: Retest if player wins the challenge

    **: Second retest if player wins retest challenge

    Book: Archons & Templars

    Pg: 140

    Other Notes: See note 1Name of the Fallen could likely be made to function

    with Necromancy in place of Thaumaturgy at the

    Storyteller's discretion .

    Rules Origin: OWBN

    Age: Mondern

    Cost: 5

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    Nightmare Curse

    Requirements: Auspex 4, Chimestry 5

    Availibility: 6

    Clan Specific: Yes

    Clan of Origin: Ravanos

    Game Mechanics: *

    Book: Libellus Sanguinis 4

    Pg: 33

    Other Notes: See note 1

    Rules Origin:

    Age: Dark

    Cost: 10

    Pater Szlachta

    Requirements: Protean 4; Vicissitude 3

    Availibility: 4

    Clan Specific: Yes

    Clan of Origin: Tzimisce

    Game Mechanics: Your body increases its mass for every blood trait you spend. You must first enter into a Static Physical Challenge againstthe Storyteller, and if successful, you can increase your Physical Trait category by two Traits for every blood Trait

    consumed in this fasion, possibly even exceding the limits of your generation.

    Book: Revised Tzimisce Clanbook

    Pg: 72

    Other Notes: The xp cost is the same as TT. Since the book lists reduced costs for some of the powers but not others.

    Rules Origin: WW

    Age: Mondern

    Cost: 18

    Penitent Resilience

    Requirements: Fortitude 3, Valeren 4

    Availibility: 5

    Clan Specific: Yes

    Clan of Origin: Salubri

    Game Mechanics: *

    Book: Players Guide to the High Clans

    Pg: 169

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 14

    Phobic Affliction

    Requirements: Dementation 3; Dominate 2

    Availibility: 4

    Clan Specific: Yes

    Clan of Origin: Malkavian

    Game Mechanics: The Malkavian must make eye contact with his target and speak a threat (however veiled) to her. The Malkavian thenmakes a Social challenge versus the target's current Willpower rating using Intimidation for a retest. If the player succeeds,

    the target is overwhelmed by unrelenting waves of terror and anxiety -- stemming from the threat and its repercussions --

    for one minute plus an additional minute per Social trait expended. A target thus affected is unable to do anything but

    cower or flee. While others may hear the threat, they won't be able to understand the degree of its impact on the target. If

    the Malkavian has more than double the target's permanent Willpower, the target immediately enters fear frenzy.

    Book: Councile of Primogen

    Pg: 102

    Other Notes: xp cost and rules form malk packet as of Sep 2007

    Rules Origin: OWBN

    Age: Mondern

    Cost: 9

    Prophecy

    Requirements: Auspex 4, Dementation 3

    Availibility: 5

    Clan Specific: Yes

    Clan of Origin: Malkavian

    Game Mechanics: *

    Book: Libellus Sanguinis 4

    Pg: 109

    Other Notes: See note 1

    Rules Origin:

    Age: Dark

    Cost: 5

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    Psychic Double

    Requirements: Auspex 5; Obfuscate 3

    Availibility: Uniquie

    Clan Specific: No

    Clan of Origin: Nos

    Game Mechanics: *

    Book: Lairs of the Hidden

    Pg: 140

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Mondern

    Cost: 12

    Pulse of Undeath

    Requirements: Auspex 1, Potence 3

    Availibility: 3

    Clan Specific: Yes

    Clan of Origin: Brujah

    Game Mechanics: To learn which of the three Disciplines another character possesses, the player must succeed in a static mental challengeagainst the target's Mental Traits. If she succeeds, she may spend one Mental Trait per Disciplen to learn what level the

    target has of each.

    Book: Revised Brujah Clanbook

    Pg: 66

    Other Notes:

    Rules Origin: WW

    Age: Mondern

    Cost: 3

    Quicken Sight

    Requirements: Auspex 1; Celerity 2

    Availibility: 3

    Clan Specific: No

    Clan of Origin: Archon/Templar

    Game Mechanics: Expend a blood trait. For the remainder of the scene, you may make a simple mental challenge to perceive objects movingtoo fast to normally perceive, or to see objects clearly when you are moving too quickly to have a moment to study them

    (IE, you can either see a bullet being fired from a gun and watch its passage through the air, or you can read the headlines

    of a newspaper laying on the ground as you speed by it in a car at 70 mph).

    Book: Archons & Templars

    Pg: 140

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Mondern

    Cost: 5

    Quickened Instincts

    Requirements: Auspex 1, Celerity 2

    Availibility: 3

    Clan Specific: No

    Clan of Origin: ~

    Game Mechanics: *

    Book: Players Guide to the Low Clans

    Pg: 163

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 7

    Quicksilver Contemplation

    Requirements: Auspex 2;Temporis 3

    Availibility: 4

    Clan Specific: YesClan of Origin:

    True Brujah

    Game Mechanics: *

    Book: Players Guide to the High Clans

    Pg: 169

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 11

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    Random Patterns

    Requirements: Auspex 2; Dementation 2

    Availibility: 3

    Clan Specific: No

    Clan of Origin: Malkavian

    Game Mechanics: The character spends a point of blood to activate the power. The character then makes a static Mental challenge versus theopponents Mental traits (modified by the STs decision of how predictable the opponent is; Derangements can increase

    the difficulty). The retest is Empathy. If successful, then for the rest of the round the character gets a free retest on all

    opposed challenges with the opponent. For example, the bonus could be applied to pursuit, Melee or Dodge, but not to the

    activation of a Discipline.

    Book: Archons & Templars

    Pg: 141

    Other Notes: convertion form malk packet as of Sep 2007See note 1

    Rules Origin: OWBN

    Age: Mondern

    Cost: 7

    Read the Winds

    Requirements: Animalism 4, Auspex 5

    Availibility: 6

    Clan Specific: No

    Clan of Origin: Gangral

    Game Mechanics: *

    Book: Libellus Sanguinis 3

    Pg: 30

    Other Notes: See note 1

    Rules Origin:

    Age: Dark

    Cost: 10

    Record Recall Sensation

    Requirements: Auspex 3 or 4 , Vicissitude 2

    Availibility: 6

    Clan Specific: No

    Clan of Origin: Tzimisce

    Game Mechanics: This power consists of two component parts: recording and replaying. Recording a sensation for later use requires that theCainite touch the target and make a mental test (retest Empathy) against a difficulty based on how direct and easily

    perceived the sensation to be recorded is the pain of a suffering torture victim would be fairly easy, while the pleasure of

    a woman customarily kissing her husband goodnight would be much more difficult to record. Characters with Eidetic

    Memory win all ties when recording sensations in this fashion. If successful, sensations are stored for a number of days

    equal to the users Willpower rating; this duration can be extended to sessions with the expenditure of a willpower trait.

    To replay the sensation, the Cainite must touch her target and make a Social test (retest Empathy) against the targets

    Willpower rating plus his Self-Control/Instinct rating. If successful, the target immediately experiences the sensations

    exactly as the original target did, including any wound penalties, Willpower loss due to torture, incapacitation due to

    extreme bliss and so on. The Narrator has final say on the exact game mechanics involved in any replay situation. This

    Discipline lasts for a number of minutes/turns equal to the users Willpower rating minus the targets Willpower rating

    (minimum one minute/turn). Once used in this fashion, a sensation is lost, though if the Discipline wielder uses it on

    herself, she may spend a Willpower trait to retain the sensation for later. A Cainite may record a maximum number of

    sensations equal to her Willpower rating at any one time. The Advanced version of this power is identical in every way to

    the basic version, save that the physical contact is no longer required to record or replay, only clear line of sight to the

    target.

    Book: Road of Sin

    Pg: 71

    Other Notes:

    Rules Origin: WW

    Age: Dark

    Cost: 11 (basic

    Respite of Lucidity

    Requirements: Animalism 5; Dementation 2

    Availibility: 6

    Clan Specific: No

    Clan of Origin: Malkavian

    Game Mechanics: *

    Book: Players Guide to the Low Clans

    Pg: 163

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Dark

    Cost: 16

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    Retain the Quick Blood

    Requirements: Celerity 3; Quietis 3

    Availibility: 5

    Clan Specific: No

    Clan of Origin: Assamite

    Game Mechanics: See Laws of the night Anarcg Guide*

    Book: Guide to the Anarchs & low clans

    Pg: 161

    Other Notes: See note 1

    Rules Origin: OWBN

    Age: Mondern

    Cost: 8

    Retain the Quick Blood

    Requirements:

    Availibility:

    Clan Specific:

    Clan of Origin: See new version in anarch guide

    Game Mechanics: See new version in anarch guide

    Book: Vampire: The Dark Ages

    Pg: 163

    Other Notes:

    Rules Origin:

    Age: Dark

    Cost: See new

    Retain the Quick Blood

    Requirements: Celerity 5; Quietis 5

    Availibility: 7

    Clan Specific: Yes

    Clan of Origin: Assimite

    Game Mechanics: Any Blood Traits spent to activate Celerity (and only Celerity) return to the characters system in one full hour. BloodTraits returned in this manner can never exceed the characters maximum Blood Trait pool, and any excess returning

    Traits are lost. The vitae returns due to astrange anomaly in the Kindreds biology, the same anomaly that makes Assamite

    blood so unique and deadly. This Disciplines use is not visible to onlookers. This Discipline does not bestow an unlimite

    supply of vitae on its user, as it takes time to regain the expended Blood Traits, and hunger frenzy is still arisk in combat

    when avampire pushes her limits using Disciplines that require blood to fuel them.

    Book: Laws of the night Anarch Guide

    Pg: 61

    Other Notes: Storytellers should keep a close eye on those seeking to learn this Discipline - it is exceedingly rare even for a combinatioDiscipline, and those few Assamite anarchs who know its secrets never impart it without asking a high price in return.

    Accordingly, its acquisition should be the culmination of a suitably involved and demanding story, not just a way to spend

    a few excess Experience Traits one has lying around.

    Rules Origin: WW

    Age: Modern

    Cost: 10

    Revoke the Gift of Adam

    Requirements: Animalism 4; Protean 4

    Availibility: 6

    Clan Specific: No

    Clan of Origin: ~

    Game Mechanics: This power changes a human target into a prey animal such as a stag. Once a mortal target is caught and subdued, he isfed at least 2 traits of blood, and the power enacted, starting with a touch on the parts to be transformed. (as the target is

    supposed to be subdued, this requires no challenge.) The ritual is complete in five minutes, during which time the mortal

    transforms as his Beast comes to the surface. If the target is fed more blood, he gains greater body mass ( one trait for 10%

    increase). packs can pool their blood for this transformation, yet only the leader need know how to enact this ritual. The

    new animal has no human understandings or memories, but it still possesses the mental Traits it had as a human and will

    use them to their fullest extent to avoid its pursuers. At the end of the night the mortal reverts to his normal form,

    complete with his memories of the night's activities. Lupines and others who are intimately familer witht he behavior of

    prey animals will know there is somethign wrong with a deer or the like that can push a cart or work a lever.

    Book: Road of the Beast

    Pg: 73

    Other Notes: See note 2

    Rules Origin: WW

    Age: Dark

    Cost: 14/28

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    Righeous Gaze

    Requirements: Potence 3; Presence 2

    Availibility: 5

    Clan