Post by Matt Shade on Apr 20, 2006 22:12:17 GMT 1
AH, here we are at last, the powers of the Kindred, the source of their strength. Each Power consists of five levels which can be gained by posting enough.
Animalism
1) Feral Whispers:
With eye contact, the vampire may communicate with an animal, and request favors... if the animal feels like listening. No roll is needed for communication.
2) The Beckoning:
By making an animal call, the vampire can summon animals of a particular species who can hear her call. However, she can only call one species at a time. A call can not be retracted.
(you can only call for 5 animals at a time.)
3) Quell of the Beast:
The vampire may steal the Beast of an animal or mortal, pacifying it. A botch indicates that that target becomes permanently immune to Song of Serenity from that vampire. Someone who has no Beast may not use or regain Willpower, and slowly becomes more and more apathetic and incapable of creative thought, until their Beast is returned.
4) Subsume the Spirit
With eye contact, the vampire may possess an animal, but goes into torpor in so doing.
This occasionally leads to the vampire retaining some instincts of the animal;
5) Drawing out the Beast
The vampire may transfer her Beast to someone else, who will frenzy instead of her.
Auspex
1) Heightened Senses
The vampire can sharpen any or all of her senses, at will, for as long as she wants. However, traumas caused by sensory overload (IE very bright lights, loud noises, etc) while in this state last much longer.
2) Aura Perception
The vampire may read the aura of another. If the vampire attempts a second reading on anyone, treat any failure as a botch (a wildly inaccurate reading). Conditions contributing to aura colors, and their corresponding effects, are in the chart below.
CONDITION AURA COLORS
Afraid Orange
Aggressive Purple
Angry Red
Bitter Brown
Calm Light Blue
Compassionate Pink
Conservative Lavender
Depressed Gray
Desirous or Lustful Deep Red
Distrustful Light Green
Enraged Crimson
Envious Violet
Excited Rose
Generous Vermilion
Happy Black
Idealistic Yellow
Innocent White
Love Blue
Obsessed Green
Sad Silver
Spiritual Gold
Suspicious Dark Blue
A Vampire appropriate color is pale
Confused mottle, shifting color
Daydreaming sharp, flickering colors
Diabolist black veins
Frenzied rapidly rippling colors
Psychotic hypnotic, swirling color
Magic Use myriad sparkles
3) The Spirit’s Touch
The vampire may touch an object, and get psychic impressions of the last one who touched it.
4) Telepathy
The vampire may read a target’s mind. The thoughts perceived are in a stream-of-consciousness form, which reflects that reading minds is usually easier than understanding what is being read.
5) Psychic Projection
The vampire may leave her body, and travel in astral form. In this state, she may travel up to 500 miles per hour, connected to her physical body by a silver cord.I this cord is broken it leaves her stranded in the astral plane.
In this state, the vampire may use mental disciplines, but may not interact with physical reality. Otherwise, she is nearly imperceptible in physical reality (except to those with Auspex, Mind 2, etc.).
Celerity
Celerity is a power that gives the Vampires who have it extreme speed, to the point that the experienced vampire appears on one place and then at another in one second.
Chimestry
1) Ignis Fatuus
The vampire may create a static illusion involving one sense. She must be able to sense it to be able to create it, or sustain it. If it is revealed to be an illusion, it disappears.
2) Fata Morgana
The vampire may create a static illusion involving all senses. She must be able to sense it to be able to create it, or sustain it. If it is revealed to be an illusion, it disappears.
3) Apparition
Having created an illusion, the vampire may make it move. This movement is limited to a specific pattern, and may not be changed once she has stopped concentrating on the illusion.
4) Permanency
Having created an illusion, the vampire may cause it to remain for as long as she is in the general vicinity, even if she can no longer sense it.
5) Horrid Reality
The vampire may create illusions, as described above, and use them to "injure" a victim. A victim may not be killed in this fashion, but she will still be subject to wounds.
Dementation (this power's effect lasts for at least five posts of the person who is affected)
1) Passion
The vampire may cause her victim’s emotions to be more pronounced and exaggerated. This does not control the victim’s emotions; it only increases their intensity.
2) Mind Tricks
The vampire may cause her victim to see things in her peripheral vision. These hallucinations may be based on phobias, fears, or anything else.
3) Eyes of Chaos
The vampire may look for patterns in things whose patterns may go unseen to most other individuals. Note that such patterns can be found everywhere, but are not always useful.
4) Voice of Madness
By making eye contact and verbal contact with the victim, the vampire can put a victim in a daze. Most memories will also be jumbled.
5) Total Insanity
By getting her victim to focus on her, the vampire can really f**k up her day. The victim will gain five derangements, chosen by the Caster.
Dominate
1) Command
With eye contact, the vampire may give a one-word command to a target. This command may only be one word, but it may be used with slight emphasis in a sentence, to hide it. This command is obeyed instantly, unless it is ambiguous, in which case temporary confusion ensues.
2) Mesmerize
The vampire can give commands to a target, which may be as simple or detailed as desired. Eye contact must be maintained throughout the command, but is not necessary once the command has been given.
3) The Forgetful Mind
With eye contact, the vampire can alter her target’s memories.
4) Conditioning
The vampire may increase the power it has over a subject. Such a victim will continue to obey the vampire, even when not dominated.
5) Possession
With continuous eye contact, the vampire may possess a mortal, but goes into torpor in so doing.
Fortitude
A type of supernatural toughness and vigor which allows Kindred extra advantages in reisiting the harm to which their kind is especially vulnerable. All vampires have a powerful constitution , and are able to shrug off the injury inflicted by guns and weapons of all sorts. However, most are very susceptable to sunlight and fire, and are easily harmed by them. Those with Fortitude are not easily bowed by even these elemental forces, and are even more resistant to "normal" injuries.
Necromancy
1) Insight
The vampire may look into the eyes of a target no longer living, and see the last things they saw.
2) Summon Spirit
The vampire may summon a spirit, and speak with it. The vampire must know the name of the spirit, and have a fetter, to use this power.
3) Compel
The vampire may attempt to control a spirit, once she has summoned it.
4) Haunting
The vampire may force a spirit into the world of the living, for one day.
5) Soul Stealing
The vampire may force a soul out of its body, treating it as a spirit. The unoccupied body deteriorates as if dead or in torpor, In the meantime, the spirit treats its body as a fetter.
6) Zombie
The vampire may create a zombie from a body that has been dead for less than eight hours.
7) Torment
The vampire may psychically assault a spirit.
8) Soul Exchange
The vampire may switch souls between two bodies. Both victims must be within eyesight of the subject, and within ten feet of each other.
9) Possession
The vampire may place a willing spirit into a body that has been dead less than thirty minutes. This power may be used on any dead body other than that of a vampire.
10) Death Pact
By having a mortal victim sign an appropriate contract in her own blood, the vampire may bind the mortal, effective after death... but she must serve the mortal until then
Obfuscate
1) Cloak of Shadows
The vampire may be unnoticed by most, by hiding completely motionless in a shadow, or in a place that puts an object (not necessarily an object big enough to hide behind) between herself and others who might see her.
2) Unseen Presence
The vampire may go unseen, and even be subconsciously avoided, by others.
3) Mask of the Thousand Faces
The vampire may assume another appearance. This is only in the minds of others, and often others will see different forms. This power may not usually be used for impersonation.
4) Vanish From the Mind’s Eye
The vampire can disappear from view. If more trained that target forgets that the vampire was even there, if the vampire leaves promptly.
5) Cloak the Gathering
The vampire can hide an entire area that's not bigger then a house or small field.
Obteneration
1) Shadow Play
the vampire can manipulate shadows and dim (but can not extinguish) lights
2) Shroud of Night
The vampire may cover ten square feet in a black matter that obscures all light and sound. Most are blind and deaf within it; those with Heightened Senses or Gleam of Red Eyes are not.
3) Arms of the Abyss
The vampire may create dark tendrils.
4) Nightshades
The vampire may create a circle of moving shadows. Within such a circle, all adversaries, and even all allies who don’t have Obtenebration, become blind for 2 posts of the afected this circle is ten feet in diameter.
5) Shadow Body
the vampire may transform into a shadow. In this state, the vampire may see in absolute darkness, slither through cracks, and is invulnerable to physical attack. The drawback is that Rötschreck is closer then normal.
Potence
This Discipline defines the superior strength that vampires possess. This additional physical might allows great feats to be accomplished, far beyond what a normal mortal would be able to perform. Potence allows vampires to jump and leap great distances, lift greater weights, and inflict greater harm upon objects and individuals when they are punched or hit.
Presence
1) Awe
The vampire can make others attracted to her.
2) Dread Gaze
The vampire can adopt a threatening presence against a victim.
3) Entrancement
The vampire may enchant the target, who will seek to please the vampire, of her own free will.
4) Summon
The vampire may make another target come to him. The difficulty varies according to how well the vampire knows the target, The effect only lasts for 24 hours, and may therefore have to be repeated. The target will home in on the vampire as quickly as possible, without knowing why, The target will always find the Caster even if the vampire changes location after using this power.
5) Majesty
The vampire is automatically respected and feared.
Protean
1) Eyes of the Beast
The vampire may see in the dark. When she is using this power, her eyes glow red. This change takes one turn to complete.
2) Feral Claws
The vampire may grow one-inch claws on her fingers, which do aggravated damage.
3) Earth Meld
The vampire may sink into the ground, gaining shelter from sunlight. This only works on earth; this power may not be used on concrete, asphalt, or even earth under a linoleum floor.
4) Shape of the Beast
The vampire can transform into a wolf or a bat.
5) Form of Mist
The vampire can transform into a mist. This mist may not be separated by wind, but it can be moved by it, and Potence must be used to resist being blown around.
Quietus
1) Silence of Death
The vampire may create a zone of a twenty-foot radius around her, within which no sounds will be heard, and no one will hear anything. She herself will only hear sounds made outside the zone.
2) Scorion's Touch
By bringing a point of blood to the palm and touching a victim with it, the vampire may reduce her victim’s Speed and resistance. The victim stays in this condition for the duration of the thread
3) Dagon's call
By bringing three points of blood to the palm and touching a victim with it, the vampire may reduce each of her victim’s physique. The victim stays in this condition for the duration of the Thread
4) Baal's Caress
By coating a bladed weapon of adequate size with her blood, the vampire may use the weapon to inflict aggravated damage.
5) Taste of Death
The vampire may spit blood, at a range of up to twenty feet, this blood is poisoned and, if hit, can immobilize the victim.
Serpentis
1) Eyes of the Serpent
The vampire may paralyze anyone with whom she makes eye contact, for as long as eye contact is maintained. This power may be used on mortals
When the vampire first learns this power, her eyes change into those of a serpent. This is considered a permanent change, though the exact nature of the change varies
2) Tongue of the Serpent
The vampire may change her tongue into that of a serpent, being about eighteen inches long and forked. This tongue can be used to inflict aggravated damage or to drink blood. This should be considered equivalent to the Kiss, including the pleasure caused in those on whom it is used.
3 - The Skin of the Adder
The vampire may enter a form of torpor, in which she is only vulnerable to sunlight and fire, but completely inert. No other damage will affect the vampire in this state.
4 - Form of the Cobra
The vampire can transform into a black, poisonous cobra, of about six feet in length.
5) Heart of Darkness
The vampire may remove her heart on the new moon, and put it in a clay urn. She may even do this to another vampire, though this takes several hours. For the vampire to whom this is done, it makes her unstakeable. If the heart is destroyed, she will die horribly. If the heart is staked, she will enter torpor.
Thaumaturgy
Thaumaturgy consists of several paths, choose one of these anduse them wisely, if you want to change your path, PM an admin.
Path of Corruption
These powers must be used on a victim within arm’s length. Followers of Set may learn this path without knowing Thaumaturgy.
Level 1 - Contradict
The vampire may cause a victim to do the opposite of what she was originally going to do.
Level 2 - Disfiguration
The vampire may alter the facial appearance of a target. This may be used to make someone look better, worse, or just different.
Level 3 - Change Mind
The vampire may choose a Demeanor, and force a victim to adopt it
Level 4 - Cripple
The vampire can make a victim effectively paraplegic
Level 5 - Corrupt Soul
The vampire may choose a Nature, and force a victim to adopt it
Movement of the Mind
the vampire may telekinetically lift or manipulate things as if she were holding them in her own hands. At level three, the vampire is assumed to be able to telekinetically move herself, even if she exceeds 200 pounds.
Neptune’s Might
Level 1 - Eyes of the Sea
By looking into a standing body of water, the vampire may see past occurances in that body of water.
Level 2 - Jail of Water
The vampire may command water to rise, and trap a target. The vampire may dissolve the jail at will, but a target may only be in one of these jails at a time. This power must be used near a large amount of water.
Level 3 - Dehydrate
The vampire may pull water out of a target, leaving exit wounds.
Level 4 - Flowing Wall
touching a standing body of water, the vampire may make a wall of water.
Level 5 - Blood to Water
By touching a victim, the vampire may convert one the victim’s blood to water. This is fatal to mortals, and vampires go into a frenzy. When the vampire sleeps, the water disappears, but the blood does not return.
Lure of Flames
the vampire may create a flame, anywhere within line of sight, that will not burn anything until released.
Blood Thaumaturgy
Level 1 - A Taste for Blood
By touching the blood of a vampire, the vampire may make an approximation as to the last feeding time, the amount of blood left in a vampire, her rough generation, etc.
Level 2 - Blood Rage
The vampire may force a vampiric victim to spill some of his blood
Level 3 - Blood of Potency
The vampire may temporarily reduce her generation. Each success either reduces the vampire’s generation by one, or adds one hour to the time period for which it is reduced.
Level 4 - Theft of Vitae
The vampire may steal blood from a victim
Level 5 - Cauldron of Blood
The vampire may boil some of the blood of another vampire or mortal, which will burn all at once.
Spirit Thaumaturgy
Level 1 - Evil Eye
The vampire may see Spirits
Level 2 - Spirit Sight
The vampire may see spirits in whatever form they have taken, and may even communicate with them.
Level 3 - Spirit Slave
The vampire may demand a service of a spirit in her presence, and if the spirit is capable of this task, it must perform it. The spirit is free to leave afterward.
Level 4 - Fetishes
The vampire can force a spirit to inhabit an object, where it will become a permanent slave. She automatically loses Humanity for doing this, if the spirit was not willing.
Level 5 - Journey
the vampire may leave her body, and roam the physical world as a spirit. In this form, she may be attacked as a spirit, but not physically, and may use mental disciplines. She is generally visible, and appears naked, unless she uses Obfuscate.
Weather Control
The vampire may create weather anomalies.
1 - fog
2 - rain
3 - storm
4 - wind
5 - lightning
Gift of Morpheus (Sabbat)
Level 1 - Cause Sleep
The vampire may put a victim to sleep.
Level 2 - Mass Slumber
The vampire may affect several victims with the power Cause Sleep.
Level 3 - Enchanted Slumber
The vampire may put a victim to sleep, and name an event that must occur that will enable the victim to awaken. If the event does not occur, the victim will stay asleep
Level 4 - Dreamscape
The vampire may project her own image into a dream, but has no control over the dream other than by her own actions within it. The vampire must have a belonging of the victim to use this power.
Level 5 - Master of Dreams
The vampire may start changing the target’s dreams, once she has entered them by using Dreamscape. Once this power has been used, the target may also change her dreams and both characters may act in the dream as if they were awake. If either character dies in this dream, the character also dies for real.
Elemental Mastery
Level 1 - Elemental Strength
The vampire may manipulate inanimate objects
Level 2 - Wooden Tongues
The vampire may communicate with, and get the impressions of, inanimate objects.
Level 3 - Animate the Unmoving
The vampire may animate and control otherwise inanimate objects.
Level 4 - Elemental Form
The vampire may turn into an inanimate object of size roughly equal to her own.
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Level 5 - Summon Elemental
The vampire may summon an Elemental.
Path of Conjuring
The vampire may not summon an object larger or heavier than herself with any power on this path.
Level 1 - Summoning the Simple Form
the vampire may create a simple, featureless object with no moving parts.
Level 2 - Permanency
the vampire may permanently summon a simple, featureless object with no moving parts.
Level 3 - Magic of the Smith
the vampire may summon a complex object with moving parts.
Level 4 - Reverse Conjuration
the vampire may dissolve the conjuration of a target.
Level 5 - Power over Life
the vampire may summon a creature that will intelligently follow her instructions. However, this creature will slowly become more insubstantial, and in a month will have faded away.
Vicissitude
1)Maleable Visage
point, the vampire may change one of her physical features -- anything from the size of her nose, to an animal feature, to her eye color. the vampire may physically alter her flesh to look like someone else
2 - Fleshcraft
the vampire may make more drastic changes in her own flesh, or that of another. (An unwilling victim must first be subdued.)
3 - Bonecraft
the vampire may make very drastic changes in her own bone structure, or that of another. (An unwilling victim must first be subdued.)
4 - Horrid Form
the vampire may transform into a horrible monster. This form is about eight feet tall and muscular, with six to eight fingers on each hand, and has black pus in place of skin.
5 - Inner Essence
The vampire may convert her body parts to blood, which may later be used to reform the body part in question; other than the head, the body part may also be regenerated.
Animalism
1) Feral Whispers:
With eye contact, the vampire may communicate with an animal, and request favors... if the animal feels like listening. No roll is needed for communication.
2) The Beckoning:
By making an animal call, the vampire can summon animals of a particular species who can hear her call. However, she can only call one species at a time. A call can not be retracted.
(you can only call for 5 animals at a time.)
3) Quell of the Beast:
The vampire may steal the Beast of an animal or mortal, pacifying it. A botch indicates that that target becomes permanently immune to Song of Serenity from that vampire. Someone who has no Beast may not use or regain Willpower, and slowly becomes more and more apathetic and incapable of creative thought, until their Beast is returned.
4) Subsume the Spirit
With eye contact, the vampire may possess an animal, but goes into torpor in so doing.
This occasionally leads to the vampire retaining some instincts of the animal;
5) Drawing out the Beast
The vampire may transfer her Beast to someone else, who will frenzy instead of her.
Auspex
1) Heightened Senses
The vampire can sharpen any or all of her senses, at will, for as long as she wants. However, traumas caused by sensory overload (IE very bright lights, loud noises, etc) while in this state last much longer.
2) Aura Perception
The vampire may read the aura of another. If the vampire attempts a second reading on anyone, treat any failure as a botch (a wildly inaccurate reading). Conditions contributing to aura colors, and their corresponding effects, are in the chart below.
CONDITION AURA COLORS
Afraid Orange
Aggressive Purple
Angry Red
Bitter Brown
Calm Light Blue
Compassionate Pink
Conservative Lavender
Depressed Gray
Desirous or Lustful Deep Red
Distrustful Light Green
Enraged Crimson
Envious Violet
Excited Rose
Generous Vermilion
Happy Black
Idealistic Yellow
Innocent White
Love Blue
Obsessed Green
Sad Silver
Spiritual Gold
Suspicious Dark Blue
A Vampire appropriate color is pale
Confused mottle, shifting color
Daydreaming sharp, flickering colors
Diabolist black veins
Frenzied rapidly rippling colors
Psychotic hypnotic, swirling color
Magic Use myriad sparkles
3) The Spirit’s Touch
The vampire may touch an object, and get psychic impressions of the last one who touched it.
4) Telepathy
The vampire may read a target’s mind. The thoughts perceived are in a stream-of-consciousness form, which reflects that reading minds is usually easier than understanding what is being read.
5) Psychic Projection
The vampire may leave her body, and travel in astral form. In this state, she may travel up to 500 miles per hour, connected to her physical body by a silver cord.I this cord is broken it leaves her stranded in the astral plane.
In this state, the vampire may use mental disciplines, but may not interact with physical reality. Otherwise, she is nearly imperceptible in physical reality (except to those with Auspex, Mind 2, etc.).
Celerity
Celerity is a power that gives the Vampires who have it extreme speed, to the point that the experienced vampire appears on one place and then at another in one second.
Chimestry
1) Ignis Fatuus
The vampire may create a static illusion involving one sense. She must be able to sense it to be able to create it, or sustain it. If it is revealed to be an illusion, it disappears.
2) Fata Morgana
The vampire may create a static illusion involving all senses. She must be able to sense it to be able to create it, or sustain it. If it is revealed to be an illusion, it disappears.
3) Apparition
Having created an illusion, the vampire may make it move. This movement is limited to a specific pattern, and may not be changed once she has stopped concentrating on the illusion.
4) Permanency
Having created an illusion, the vampire may cause it to remain for as long as she is in the general vicinity, even if she can no longer sense it.
5) Horrid Reality
The vampire may create illusions, as described above, and use them to "injure" a victim. A victim may not be killed in this fashion, but she will still be subject to wounds.
Dementation (this power's effect lasts for at least five posts of the person who is affected)
1) Passion
The vampire may cause her victim’s emotions to be more pronounced and exaggerated. This does not control the victim’s emotions; it only increases their intensity.
2) Mind Tricks
The vampire may cause her victim to see things in her peripheral vision. These hallucinations may be based on phobias, fears, or anything else.
3) Eyes of Chaos
The vampire may look for patterns in things whose patterns may go unseen to most other individuals. Note that such patterns can be found everywhere, but are not always useful.
4) Voice of Madness
By making eye contact and verbal contact with the victim, the vampire can put a victim in a daze. Most memories will also be jumbled.
5) Total Insanity
By getting her victim to focus on her, the vampire can really f**k up her day. The victim will gain five derangements, chosen by the Caster.
Dominate
1) Command
With eye contact, the vampire may give a one-word command to a target. This command may only be one word, but it may be used with slight emphasis in a sentence, to hide it. This command is obeyed instantly, unless it is ambiguous, in which case temporary confusion ensues.
2) Mesmerize
The vampire can give commands to a target, which may be as simple or detailed as desired. Eye contact must be maintained throughout the command, but is not necessary once the command has been given.
3) The Forgetful Mind
With eye contact, the vampire can alter her target’s memories.
4) Conditioning
The vampire may increase the power it has over a subject. Such a victim will continue to obey the vampire, even when not dominated.
5) Possession
With continuous eye contact, the vampire may possess a mortal, but goes into torpor in so doing.
Fortitude
A type of supernatural toughness and vigor which allows Kindred extra advantages in reisiting the harm to which their kind is especially vulnerable. All vampires have a powerful constitution , and are able to shrug off the injury inflicted by guns and weapons of all sorts. However, most are very susceptable to sunlight and fire, and are easily harmed by them. Those with Fortitude are not easily bowed by even these elemental forces, and are even more resistant to "normal" injuries.
Necromancy
1) Insight
The vampire may look into the eyes of a target no longer living, and see the last things they saw.
2) Summon Spirit
The vampire may summon a spirit, and speak with it. The vampire must know the name of the spirit, and have a fetter, to use this power.
3) Compel
The vampire may attempt to control a spirit, once she has summoned it.
4) Haunting
The vampire may force a spirit into the world of the living, for one day.
5) Soul Stealing
The vampire may force a soul out of its body, treating it as a spirit. The unoccupied body deteriorates as if dead or in torpor, In the meantime, the spirit treats its body as a fetter.
6) Zombie
The vampire may create a zombie from a body that has been dead for less than eight hours.
7) Torment
The vampire may psychically assault a spirit.
8) Soul Exchange
The vampire may switch souls between two bodies. Both victims must be within eyesight of the subject, and within ten feet of each other.
9) Possession
The vampire may place a willing spirit into a body that has been dead less than thirty minutes. This power may be used on any dead body other than that of a vampire.
10) Death Pact
By having a mortal victim sign an appropriate contract in her own blood, the vampire may bind the mortal, effective after death... but she must serve the mortal until then
Obfuscate
1) Cloak of Shadows
The vampire may be unnoticed by most, by hiding completely motionless in a shadow, or in a place that puts an object (not necessarily an object big enough to hide behind) between herself and others who might see her.
2) Unseen Presence
The vampire may go unseen, and even be subconsciously avoided, by others.
3) Mask of the Thousand Faces
The vampire may assume another appearance. This is only in the minds of others, and often others will see different forms. This power may not usually be used for impersonation.
4) Vanish From the Mind’s Eye
The vampire can disappear from view. If more trained that target forgets that the vampire was even there, if the vampire leaves promptly.
5) Cloak the Gathering
The vampire can hide an entire area that's not bigger then a house or small field.
Obteneration
1) Shadow Play
the vampire can manipulate shadows and dim (but can not extinguish) lights
2) Shroud of Night
The vampire may cover ten square feet in a black matter that obscures all light and sound. Most are blind and deaf within it; those with Heightened Senses or Gleam of Red Eyes are not.
3) Arms of the Abyss
The vampire may create dark tendrils.
4) Nightshades
The vampire may create a circle of moving shadows. Within such a circle, all adversaries, and even all allies who don’t have Obtenebration, become blind for 2 posts of the afected this circle is ten feet in diameter.
5) Shadow Body
the vampire may transform into a shadow. In this state, the vampire may see in absolute darkness, slither through cracks, and is invulnerable to physical attack. The drawback is that Rötschreck is closer then normal.
Potence
This Discipline defines the superior strength that vampires possess. This additional physical might allows great feats to be accomplished, far beyond what a normal mortal would be able to perform. Potence allows vampires to jump and leap great distances, lift greater weights, and inflict greater harm upon objects and individuals when they are punched or hit.
Presence
1) Awe
The vampire can make others attracted to her.
2) Dread Gaze
The vampire can adopt a threatening presence against a victim.
3) Entrancement
The vampire may enchant the target, who will seek to please the vampire, of her own free will.
4) Summon
The vampire may make another target come to him. The difficulty varies according to how well the vampire knows the target, The effect only lasts for 24 hours, and may therefore have to be repeated. The target will home in on the vampire as quickly as possible, without knowing why, The target will always find the Caster even if the vampire changes location after using this power.
5) Majesty
The vampire is automatically respected and feared.
Protean
1) Eyes of the Beast
The vampire may see in the dark. When she is using this power, her eyes glow red. This change takes one turn to complete.
2) Feral Claws
The vampire may grow one-inch claws on her fingers, which do aggravated damage.
3) Earth Meld
The vampire may sink into the ground, gaining shelter from sunlight. This only works on earth; this power may not be used on concrete, asphalt, or even earth under a linoleum floor.
4) Shape of the Beast
The vampire can transform into a wolf or a bat.
5) Form of Mist
The vampire can transform into a mist. This mist may not be separated by wind, but it can be moved by it, and Potence must be used to resist being blown around.
Quietus
1) Silence of Death
The vampire may create a zone of a twenty-foot radius around her, within which no sounds will be heard, and no one will hear anything. She herself will only hear sounds made outside the zone.
2) Scorion's Touch
By bringing a point of blood to the palm and touching a victim with it, the vampire may reduce her victim’s Speed and resistance. The victim stays in this condition for the duration of the thread
3) Dagon's call
By bringing three points of blood to the palm and touching a victim with it, the vampire may reduce each of her victim’s physique. The victim stays in this condition for the duration of the Thread
4) Baal's Caress
By coating a bladed weapon of adequate size with her blood, the vampire may use the weapon to inflict aggravated damage.
5) Taste of Death
The vampire may spit blood, at a range of up to twenty feet, this blood is poisoned and, if hit, can immobilize the victim.
Serpentis
1) Eyes of the Serpent
The vampire may paralyze anyone with whom she makes eye contact, for as long as eye contact is maintained. This power may be used on mortals
When the vampire first learns this power, her eyes change into those of a serpent. This is considered a permanent change, though the exact nature of the change varies
2) Tongue of the Serpent
The vampire may change her tongue into that of a serpent, being about eighteen inches long and forked. This tongue can be used to inflict aggravated damage or to drink blood. This should be considered equivalent to the Kiss, including the pleasure caused in those on whom it is used.
3 - The Skin of the Adder
The vampire may enter a form of torpor, in which she is only vulnerable to sunlight and fire, but completely inert. No other damage will affect the vampire in this state.
4 - Form of the Cobra
The vampire can transform into a black, poisonous cobra, of about six feet in length.
5) Heart of Darkness
The vampire may remove her heart on the new moon, and put it in a clay urn. She may even do this to another vampire, though this takes several hours. For the vampire to whom this is done, it makes her unstakeable. If the heart is destroyed, she will die horribly. If the heart is staked, she will enter torpor.
Thaumaturgy
Thaumaturgy consists of several paths, choose one of these anduse them wisely, if you want to change your path, PM an admin.
Path of Corruption
These powers must be used on a victim within arm’s length. Followers of Set may learn this path without knowing Thaumaturgy.
Level 1 - Contradict
The vampire may cause a victim to do the opposite of what she was originally going to do.
Level 2 - Disfiguration
The vampire may alter the facial appearance of a target. This may be used to make someone look better, worse, or just different.
Level 3 - Change Mind
The vampire may choose a Demeanor, and force a victim to adopt it
Level 4 - Cripple
The vampire can make a victim effectively paraplegic
Level 5 - Corrupt Soul
The vampire may choose a Nature, and force a victim to adopt it
Movement of the Mind
the vampire may telekinetically lift or manipulate things as if she were holding them in her own hands. At level three, the vampire is assumed to be able to telekinetically move herself, even if she exceeds 200 pounds.
Neptune’s Might
Level 1 - Eyes of the Sea
By looking into a standing body of water, the vampire may see past occurances in that body of water.
Level 2 - Jail of Water
The vampire may command water to rise, and trap a target. The vampire may dissolve the jail at will, but a target may only be in one of these jails at a time. This power must be used near a large amount of water.
Level 3 - Dehydrate
The vampire may pull water out of a target, leaving exit wounds.
Level 4 - Flowing Wall
touching a standing body of water, the vampire may make a wall of water.
Level 5 - Blood to Water
By touching a victim, the vampire may convert one the victim’s blood to water. This is fatal to mortals, and vampires go into a frenzy. When the vampire sleeps, the water disappears, but the blood does not return.
Lure of Flames
the vampire may create a flame, anywhere within line of sight, that will not burn anything until released.
Blood Thaumaturgy
Level 1 - A Taste for Blood
By touching the blood of a vampire, the vampire may make an approximation as to the last feeding time, the amount of blood left in a vampire, her rough generation, etc.
Level 2 - Blood Rage
The vampire may force a vampiric victim to spill some of his blood
Level 3 - Blood of Potency
The vampire may temporarily reduce her generation. Each success either reduces the vampire’s generation by one, or adds one hour to the time period for which it is reduced.
Level 4 - Theft of Vitae
The vampire may steal blood from a victim
Level 5 - Cauldron of Blood
The vampire may boil some of the blood of another vampire or mortal, which will burn all at once.
Spirit Thaumaturgy
Level 1 - Evil Eye
The vampire may see Spirits
Level 2 - Spirit Sight
The vampire may see spirits in whatever form they have taken, and may even communicate with them.
Level 3 - Spirit Slave
The vampire may demand a service of a spirit in her presence, and if the spirit is capable of this task, it must perform it. The spirit is free to leave afterward.
Level 4 - Fetishes
The vampire can force a spirit to inhabit an object, where it will become a permanent slave. She automatically loses Humanity for doing this, if the spirit was not willing.
Level 5 - Journey
the vampire may leave her body, and roam the physical world as a spirit. In this form, she may be attacked as a spirit, but not physically, and may use mental disciplines. She is generally visible, and appears naked, unless she uses Obfuscate.
Weather Control
The vampire may create weather anomalies.
1 - fog
2 - rain
3 - storm
4 - wind
5 - lightning
Gift of Morpheus (Sabbat)
Level 1 - Cause Sleep
The vampire may put a victim to sleep.
Level 2 - Mass Slumber
The vampire may affect several victims with the power Cause Sleep.
Level 3 - Enchanted Slumber
The vampire may put a victim to sleep, and name an event that must occur that will enable the victim to awaken. If the event does not occur, the victim will stay asleep
Level 4 - Dreamscape
The vampire may project her own image into a dream, but has no control over the dream other than by her own actions within it. The vampire must have a belonging of the victim to use this power.
Level 5 - Master of Dreams
The vampire may start changing the target’s dreams, once she has entered them by using Dreamscape. Once this power has been used, the target may also change her dreams and both characters may act in the dream as if they were awake. If either character dies in this dream, the character also dies for real.
Elemental Mastery
Level 1 - Elemental Strength
The vampire may manipulate inanimate objects
Level 2 - Wooden Tongues
The vampire may communicate with, and get the impressions of, inanimate objects.
Level 3 - Animate the Unmoving
The vampire may animate and control otherwise inanimate objects.
Level 4 - Elemental Form
The vampire may turn into an inanimate object of size roughly equal to her own.
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Level 5 - Summon Elemental
The vampire may summon an Elemental.
Path of Conjuring
The vampire may not summon an object larger or heavier than herself with any power on this path.
Level 1 - Summoning the Simple Form
the vampire may create a simple, featureless object with no moving parts.
Level 2 - Permanency
the vampire may permanently summon a simple, featureless object with no moving parts.
Level 3 - Magic of the Smith
the vampire may summon a complex object with moving parts.
Level 4 - Reverse Conjuration
the vampire may dissolve the conjuration of a target.
Level 5 - Power over Life
the vampire may summon a creature that will intelligently follow her instructions. However, this creature will slowly become more insubstantial, and in a month will have faded away.
Vicissitude
1)Maleable Visage
point, the vampire may change one of her physical features -- anything from the size of her nose, to an animal feature, to her eye color. the vampire may physically alter her flesh to look like someone else
2 - Fleshcraft
the vampire may make more drastic changes in her own flesh, or that of another. (An unwilling victim must first be subdued.)
3 - Bonecraft
the vampire may make very drastic changes in her own bone structure, or that of another. (An unwilling victim must first be subdued.)
4 - Horrid Form
the vampire may transform into a horrible monster. This form is about eight feet tall and muscular, with six to eight fingers on each hand, and has black pus in place of skin.
5 - Inner Essence
The vampire may convert her body parts to blood, which may later be used to reform the body part in question; other than the head, the body part may also be regenerated.