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
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