Clan Disciplines
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Index
 
Animalism Ekstasis Obeah Sanguinus
Auspex Fortitude Obfuscate Scriptus
Celerity I Fusion Obtenebration Serpentus
Celerity II Katalavehno Potence Thanatosis
Chemistry Mytherceria Presence Vicissitude
Dominate Necromancy Protean Visceratika

The Disciplines List

Animalism
 index
Animalism allows empathy with and power over the animal world as well as the animal within. If the character has at least one dot in animalism. Animals are not bothered by their presence even if they normally are. This is exactly like the inoffensive to animals merit.

O Sweet Whispers

The possessor of sweet whispers can take part in a mental conversation with an animal. He must stare into the animals eyes for the length of the conversation.

OO The Beckoning

The possessor of The Beckoning is able to summon animals on an Empathy + Animalism roll (difficulty 14). The character must actually sing in the voice of the animals summoned. You may only call one species of animal at a time. Animals called are not obligated to obey the commands of the summoner. For each 3 over the target number one animal of the type summoned responds. For very common animals two animals are summoned per 3.

OOO Song of Serenity

This power allows you to expel the savagery from an animal or mortal, causing the target to become passive and listless. By touching the individual and singing a soothing song the Beast can be removed from the target.
This requires an extended roll vs a difficulty of the target's Will + Beastial rating + 8. Once five or more successes are obtained their Beast is removed for the duration of the scene. When a creature's Beast is removed they cannot spend willpower or rage and they have a +4 difficulty for any attacks or dodges. Other affects may be added as appropriate.

OOOO Sharing of Spirits

By staring into the eyes of an animal, your spirit or conscious mind moves within the animal and possesses it. This allows you to control the actions of the animal as if you were the animal. You body becomes unconscious and remains motionless during this time
The character rolls Empathy + Animalism (difficulty 14). The number of successes decides how complete the possession and how many of his special abilities he can use while possessing the creature. The character must look into the animal's eyes to possess it.

OOOOO Drawing out the Beast

Effectively, you induce frenzy in another being or animal, to avoid losing control yourself. When the supernatural is about to lose control she can place her anger in another being. The target must be within sight. This is a Empathy + Animalism roll (difficulty target's Will +10 ).  Using this power still adds +1 to temporary Beastial. 

Successes Effect
Flub The character's frenzy is +2 difficulty to control in any way including stopping and attempting to control things like eating of friends, spending a willpower point requires a will roll at difficulty 6.
0 successes The loss of control is longer in duration and generally more extreme.
1 success The character transfers the Beast but it goes to the closest person
2 successes The character is stunned by the effort and cannot act on the next turn but the Beast is transferred
3 successes The character is completely successful


5 + O Species Speech

Species speech allows the character to communicate with an entire group of creatures. The character can only address one species at a time, and all animals to be addressed must be within earshot. If the character quits speaking to the creatures the affect is removed though they will still probably follow the character's direction.

5 + O Shared Soul

This power allows the character to momentarily share experiences with any one animal he can touch. While both beings maintain freedom of thought and action. The participants' perception, emotions, and even hopes and fears are shared. Memories are likewise shared if enough time is spent in this state. Roll Empathy + Animalism (difficulty 15). How completely memories are shared is decided by the number of successes.

5 + OO Master's Voice

This power allows the character to communicate with an entire group of creatures. All animals to be addressed must be within earshot. If the character quits speaking to the creatures the affect is removed though they will still probably follow the character's direction.

5 + OOO Twin Spirits

The character can take complete control of a creature and still move about perfectly freely in his own form. Add 3 to the difficulty of all rolls while maintaining both forms. The character makes a Empathy + Animalism roll (difficulty 15).
  

Successes Effect
botch The character is transferred to the animal for one hour. Only mental disciplines can be used.
1 success The character can control the creature for up to one hour.
2 successes The character can control the creature for up to six hours.
3 successes The character can control the creature for up to one day.
4 successes The character can control the creature for up to one week.
5 successes The character can control the creature indefinately.
5 + OOO Mass Summons

This power allows the character to summon all the animals in the vicinity. The animals are not under the control of the character though they will be friendily disposed towards the character and will not harm the character, his companions, or the other animals summoned unless they are first harmed. The summoner can if he wishes specify the types of animals she wants to respond. Roll Empathy + Animalism (difficulty 15).
  

Successes Effect
Flub All animals within half a mile respond but are decidedly unfriendly to the character and will attack. They cannot be affected by the character's animalism powers for the duration of the scene.
1 success All animals within one city block or 1/2 mile in the wilderness will respond unless something prevents them from doing so. Ghouled animals will not respond.
2 successes All animals within two city blocks or within one mile in the wilderness will respond unless it would knowingly be life-threatening for them to do so. Ghouled animals will not respond.
3 successes All animals within five city blocks or five miles in the wilderness will respond unless it would be knowingly life-threatening. Ghouled animals do not respond.
4 successes All animals within 1/2 mile in the city or seven miles in the country will respond unless it would be knowingly life-threatening to do so. Even ghouled animals that are particularly close (block/half-mile) answer the summons.
5 successes All animals within 1/2 mile in the city or seven miles in the country will respond unless it would be knowingly life-threatening to do so. Even ghouled animals will respond. All animals within 1 city block (or 1/2 mile wilderness) will respond despite the danger.
5 + OOOO Flesh Bond

The practitioner of Animalism who develops this level of Animalism can actually merge his physical form with that of lower animals.
The character can actually absorb smaller animals into his very being. He may release the animals at will. Each creature thus absorbed forces the character to spend one of his 1 blood points per 5 blood points in the animal's blood pool immediately and one additional blood point each day per 5 blood points in the animals blood pool. This blood takes care of all the animal's physical needs (food, water, air) and keeps them dormant until used. To use this power requires a Body Type + Animalism roll (difficulty 15).
The practitioner may also meld his body into that of other animals. If the animal is large enough it may completely cover the vampire and allow him to move about in the body by day. While inside the animal the practitioner has benefit of the animal's body to protect him from all blows as  well as access to the animal's senses if the  animal is on the surface.  If the animal does not completely cover the vampire the storyteller will decide which areas are covered. Other advantages and disadvantages may accrue to the character while in this form. This requires a successful Body Type + Animalism roll (difficulty 15) and the expenditure of one blood point.
Any being who uses Auspex or any similar power upon the person who has used Flesh Bond will detect an unusual tinge of any creature covered  and will detect the animals within the practitioner.

5 + OOOOO Army of Beasts

This power allows the character to summon all animals within an area and control them while her body is motionless. She can also sense through and move each animal with no difficulties in concentrating on the many tasks. The character rolls Empathy + Animalism (difficulty 15). Animals Ghouled to any other vampire always ignore this affect.
  

Successes Effect
Flub Summoned animals within one mile respond and attack the character.. They cannot be affected by the character's animalism powers for the duration of the scene.
1 success Summon all animals within one mile. 
2 successes Summon all animals within two miles.
3 successes Summon all animals within four miles.
4 successes Summon all animals within eight miles.
5 successes Summon all animals within sixteen miles.
Suggested extra powers:

Level 2 -- the ability to awe animals. Not only are animals not bothered by your presence but they are actually drawn to you.
Level 3 -- the ability to communicate with an animal as level one but no eye contact is required.  They must be within 10 feet.

Auspex
 index
Auspex is a discipline of extrasensory awareness, empathy, and perception. For each dot the character has in Auspex they Add +3 to any  to sense roll for impending danger.  If no roll would be allowed the character may roll Auspex alone to detect.  Also add +1 to sensory checks for each dot in Auspex.

O Heightened Senses

You can sharpen all five of your senses to an extraordinary degree. This can be done at will and lasts as long as the character wishes. Your senses are doubled in effectiveness However, the senses may overload due to the input.

OO Aura Perception

You can sense the aura of other beings, the colors of which indicate their moods, identities and levels of hostility. This power also allows you to recognize (and in some cases identify) other supernatural creatures. The character makes a Empathy + auspex roll (difficulty 15).
  

Successes Effect
Flub The Storyteller makes it up.
1 success Only the brightness of the Aura can be detected. (vampires glow dimly, werecreatures and magus glow brightly there are other examples) 
2 successes The Auspex practitioner can distinguish the color as well.
3 successes The Auspex practitioner can recognize patterns.
4 successes The Auspex practitioner can notice subtle shifts in the patterns.
5 successes The Auspex practitioner can identify mixtures of color and pattern.


OOO The Spirit's Touch

With this ability you may pick up an object and gain impressions of one of the individuals who last held it (as aura perception and visions). This ability also gains some information on the most powerful forces acting on the object. The character must make a Intelligence + Auspex roll (difficulty determined by the object difficulty 14 for an incredibly strong aura on the object, 18 for a medium power aura and 22 for a weak aura on the object). The number of successes determines the amount of information gained.

OOOO Telepathy

You can probe the surface thoughts of any nearby subject. The player rolls an Empathy + Auspex roll with a difficulty equal to subject's Will +7 rating. For each success rolled the character gains one item of information

OOOOO Psychic Projection

You are able to travel astrally. You can journey anywhere on earth within the astral realm but the character cannot reach the Umbra. The physical body is left behind and the character is not aware of what is going on with their body. The character must make an  Intelligence + Auspex roll difficulty decided by the complexity of the trip (lowest difficulty 15). The character can travel at up to 500 miles per hour while in astral form. Creatures in the near umbra can attack and be attacked by the character in this form. The character's attributes are identical to the attributes in their body. The character may spend a willpower point to make himself perceptible to the physical world for a few moments. Any mental disciplines may be used though the difficulty is 3 higher.

5 + O Clairvoyance

The character can see and hear distant events without the need of Psychic Projection. This power activates in a virtually instantaneous fashion -- like turning on a television -- and the character need only concentrate on a familiar place or person to see and hear all that goes on in the vicinity of that place or person. The player must make an Intelligence + Auspex (difficulty 15) to "tune in" successfully. The character may also use other Auspex powers through the Clairvoyance though they must be rolled separately and the difficulty is 3 higher to the roll for the other power.

5 + O Dreaming

A character with this power can perceive the world when he is asleep or in torpor. These perceptions take the form of dreams. There is no distance limit he can perceive anything that will potentially affect him. The dreams are often confusing and hard to interpret.

5 + O Eagle's Sight

This is less selective form of Clairvoyance. The character can mentally scan a wide area as if he were airborne, allowing him to make very rapid searches visually very large areas. The area covered is approximately 2 miles, and the apparent altitude is about 250 feet. It is not possible to look through solid objects with this power.

5 + O Perceive Aura Area

The character can detect auras on an entire group of people. The area examined is approximately 10 feet radius from a defined center point within clear sight range. The character makes an Empathy + Auspex (difficulty 18). The number of successes defines the depth of information received as per the aura perception roll.

5 + O Telepathic Communication

Telepathic projection allows her to read a subject's mind and converse with the subject and transmit image, emotions and sensory input to anyone she can see. The character is required to roll Empathy + Auspex (difficulty target's Will rating  + 10). The target can voluntarily open himself up for the telepathic projection. The effect is removed when the Auspex practitioner drops the effect or the practitioner sleeps or goes unconscious. The target can force a roll each scene to keep the affect up if he is aware of the effect.

5 + O Tower of Babel

The possessor of this power can comprehend a language they have never studied. By listening to or reading the language for a few minutes, he may draw upon the collective unconscious to gain an understanding of that language. Once this effect fades, the Auspex practitioner will be left with no ability to understand that language. This is extremely useful when in a new culture or when attempting to decipher the writings of a long-forgotten tongue. The character rolls Intelligence + Auspex (difficulty 15), the number of successes determines the length of the effect. More ancient or obscure tongues may be assigned a higher difficulty at the Storyteller's discretion.
  

Successes Effect
Flub The character receives a false translation and has problems understanding languages they already know for the remainder of the night. +1 difficulty to linguistics rolls.
1 success The character can understand the language for five minutes as a linguist who knows that language 
2 successes The character can understand the language for one hour as a long experienced speaker of the tongue.
3 successes The character can understand the language for one day as a native speaker or reader of the tongue.
4 successes The character can understand the language for one week as a native speaker or reader of the tongue.
5 successes The character can understand the language for one month as a native speaker or reader of the tongue.


5 + O Eyes of Saulot

By employing this power, the possessor may discover the whereabouts of that which she seeks, but only if she has some knowledge of what it is. The power will not work unless the possessor has some specific idea of what she is searching for. This power does not work on beings, living or otherwise. Furthermore, the possessor must be in a quiet place where she can close her eyes and concentrate for several minutes. If successful, she will instinctively know the object's location. Roll Intelligence + Auspex (difficulty 15), the number of successes determines the area that she may sense. If the object is not within that range, than the search fails. Objects that are warded or hidden by other Magickal means, may be assigned a higher difficulty at the Storyteller's discretion.
  

Successes Effect
Flub The storyteller gives the character false information.
1 success The character can sense the object within their immediate area 
2 successes The character can sense the object within a small house or equivalently sized object.
3 successes The character can sense the object within a skyscraper or equivalently sized object.
4 successes The character can sense the object within a city block or any equivalent distance.
5 successes The character can sense the object within a city or any other equivalent distance.


5 + OO Soul Scan

The character can discover the location of anyone he knows, wherever the target may be in the world. The character rolls Intelligence + auspex (difficulty 13 +3 difficulty/ level of Obfuscate the target possesses).

5 + OO Spirit Link

The character can engage in telepathic communication with other of people. Everyone thus engaged can communicate at leisure with all the others in the Spirit Link. Each individual in the link can hear what anyone else says. This power may not be used to read minds. The auspex practitioner rolls Empathy + Auspex (difficulty 13 +3/person beyond the 3rd). The practitioner does not count against the number of persons in the link.  This power does not work with an unwilling subject.

5 + OOO Psychic Assault

The character may force her way into another person's mind and use the strength of their mind to cause actual damage. Roll Intellgence  + Auspex (difficulty target's Will rating +8). The result depends on the number of successes.
  

Successes Effect
Flub The target becomes immune to the character's Auspex (and in fact does not set off the character's danger sense) for one night.
Failure The target is unharmed and may make a roll Intelligence + Auspex to detect the attempt.
1 success The target is shaken up and has to make a Will check (difficulty 9) to not run away. The target also loses one willpower point If willpower is reduced to zero the target is rendered unconscious.
2 successes The target is shaken up and has to make a Will check (difficulty 13) to not run away. The target also loses three willpower points. If willpower is reduced to zero the target is rendered unconscious.
3 successes The target is shaken up and has to make a courage check (difficulty 16) to not run away. The target also loses six willpower points. If willpower is reduced to zero the target is rendered unconscious and wakes up with a psychological derangement.
4 successes The target loses all willpower points and loses consciousness. When the target regains consciousness the target has a permanent psychological derangement.
5 successes The target goes into a coma (or torpor) for 10 - current willpower weeks. Without proper treatment most mortals will die and most vampires will wake up in hunger frenzy.


5 + OOO Omniscience

The character immediately gains a very deep understanding of the personalities and identities of all those around him. The character rolls Empathy + auspex (difficulty 15) the number of successes determines the exactness of the information. The character understands hopes, fears, true nature, supernatural nature, closest ties, dreams, and long term goals. This in most cases allows the character to know when anyone is plotting against him.

5 + OOOO Precognition

This power allows the character to gain an amazing insight into what might happen in any time or place by reading the past and the present. The power is not exact and is very hazy. Precognition does not actually allow the character to tell the future; it instead allows the character to identify what might happen if all circumstances remain the same. This power can give excellent guidance. The character rolls Intelligence + Auspex (difficulty 18). The closer the information is to current the more dependable the information.
  

Successes Effect
Flub The character gains completely inaccurate information.
Failure The veil of time is too strong.
1 success The character can see one hour into the future.
2 successes The character can see one day into the future.
3 successes The character can see one week into the future.
4 successes The character can see one month into the future.
5 successes The character can see one year into the future.


5 + OOOOO Umbral Passage

The Auspex practitioner can send himself and up two person's per success into the Umbra. The Auspex practitioner rolls Intelligence + Auspex (difficulty 18). Any target may make a Will roll (difficulty 17) to resist the affect. The persons sent into the Umbra must be within 10 feet of the character. The targets sent into the Umbra have no ability to communicate with the physical world (unless they already possessed it) and cannot leave the Umbra on their own (unless they already possessed the ability to do so). Any vampiric character so placed in the Umbra (including practictioner) takes 1 point of damage/hour in the Umbra until they enter the real world.  These may be healed normally.

Suggested extra powers:

level 2 - heightened senses 2 -- allows the character to chose which senses to raise each turn.

level 4 - umbral sight - the character can perceive the umbra as well as the physical world.

Celerity I
 index
This discipline is the supernatural speed and reaction time that vampires (and some others typically have). For each dot in this ability the character can gains an extra turn of action due to their great speed.  The practitioner must spend a vitae (demonkin) or blood strength point (vampire) for each extra action they want. The turn of action is treated normally including the ability to spend willpower for extra successes, initiative rolls (though these may not be necessary), and blood points that may be spent. These turns take place equidistant throughout the normal turn.

This ability works for one combat turn. The points spent on celerity do not count for the maximum blood spent per turn. No ability is required to use Celerity though actions still require rolls.

Celerity II
 index
Celerity is a direct body specific telekinesis that allows your mind to move your body at great rates of speed. It also allows flight. This power also makes the character immune to air friction caused by movement. Note this movement power does not include the ability to handle sharp turns.
No skill is required to use Celerity, rolls normally required are based on acrobatics or athletics.
 
Dots Speed Flight Speed (this adds to all other flight abilities.) Other effects
O Move x 2  Cannot fly None
OO Move x 4  Hover 1 cm over surface move = 2  Move over liquid surfaces.
OOO Move x 8 Levitate move = 4  
OOOO Move x 15 Move = 8 Visible as blur when at top running speed
OOOOO Move x 28 Move 15 Invisible at top running speed.
5 + O Move x 40 Move 25  
5 + OO Move x 60 Move 40  
5 + OOO Move x 100 Move 60 Visible as blur at top flight speed.
5 + OOOO Move x 150 Move 100  
5 + OOOOO Move x Move 150 Invisible at top flight speed.

suggested extra powers

level 3 -- Speed attack. Repeat one attack. Difficulty as normal attack. Struck once per success over opponent's dodge. Does normal damage per attack
level 3 -- Slicing touch. Add 1d6/2 per dot in Celerity 2

Chimestry
 index
This discipline involves the creation of illusions.

O Ignis Fatuus

These minor static illusions affect one sense. Anyone in the area can detect the illusion with that sense but not with any others. The practitioner must spend one willpower point to create the illusion and it lasts until the character leaves the area or decides to end it.

OO Fata Morgana

This power allows the character to create full sense (or any chosen number of senses) static illusions. These illusions cost one willpower point to create and last until the character leaves the area or decides to end it.

OOO Apparition

This power is used in conjunction with either of the first two powers and allows the illusion to move. The character must concentrate on each set of movements though the illusion can be set into a specific set of motions and simply repeat those over and over.

OOOO Permanency

This power is used in conjunction with any of the first three powers. This allows the illusion to continue out of sight of the character. The character spends one blood (or vitae) point and the illusion will stay until dissolved.

OOOOO Horrid Reality

This power is only effective against one victim at a time. The victim believes completely in the reality of the illusion to such an extent that the victim can be harmed by the illusion.
The practitioner spends two willpower and rolls Will + Chemistry (difficulty the victim's Intelligence + Awareness/Notice). Each success can do one health level of damage upon the victim (though the practitioner can limit the damage by choice). This is rerolled each turn.
Other appropriate effects of this power will be decided on a case by case basis based on the player description.

5 + O Fatuus Mastery

The practitioner no longer needs to spend willpower to use the first three levels of Chemistry.

5 + O Mass Reality

This power allows the practitioner to affect several victims with an illusion of reality. The victims believe completely in the reality of the illusion to such an extent that the victim can be harmed by the illusion.
The practitioner spends two willpower and rolls Will + Chemistry (difficulty the victim's Intelligence + Awareness/Notice, the victim with the highest roll decides the difficulty). Each success does one health level of damage upon the victims (though the practitioner can limit the damage and who is hit by choice). This is rerolled each turn.
Other appropriate uses of this power will be decided on by the storyteller and the player.

5 + OO Far Fatuus
This allows the character to use the first four levels of Chemistry at a distance. The only provision is that the practitioner of Chemistry be able to picture mentally the destination of the illusion. The character must make a Intelligence  + Chemistry (difficulty decided by the exactness of the mental picture minimum 15) to use this power.

5 + OOO Pseudo Blindness

A character with this power is incapable of viewing illusions of any sort. This means that illusions, and obfuscate below level nine (also any spells or affects that affect the mind the character is immune to) have no affect on the character. She simply cannot perceive the illusion even if she wishes.

5 + OOOO Sensory Deprivation

This power denies the target access to any senses. For the duration of the affect the target can sense nothing unless they have a magical affect the equivalent of level nine auspex. The practitioner rolls Will + Chemistry (difficulty the target's current will + 10). The effect lasts for a duration indicated by the table below
  

Successes Effect
Flub The target is permanently immune to the practitioner's Chemistry.
1 success The effect lasts for one turn.
2 successes The effect lasts for one hour.
3 successes The effect lasts for one day.
4 successes The effect lasts for one week.
5 successes. The effect lasts for one month.


5 + OOOOO Reality

This allows the illusion master to tap another in an alternate reality. Until the victim escapes or is let free, she wanders around in a universe where everything from its appearance to its physical laws are defined by the wielder of this power. Once a location is created more than one person can be sent to this world and they can interact. Use of this power requires a Will + Chemistry (difficulty target's Will +10). The victim must spend a total number of willpower equal to the number over the target number the practitioner rolled in the original roll once he discovers that he is trapped in an alternate world to be able to escape.

suggested powers

level 3- illsionary disguise Appearance + Chemistry (difficulty 15) to take on form. This works much as Obfuscate in appearance but it is a real illusion that does not require avoiding cameras.

level 5 -- allows the use of level 2 without spending a willpower point but instead making a Will  roll (difficulty 13). If the willpower roll is made no willpower is spent if the willpower roll is failed a willpower is spent as normal. If the willpower roll is flubbed two willpower are spent.

Dominate
 index
This discipline reflects the mystical ability of vampires to influence the minds and actions of others. Dominate always requires eye contact with the subject. Difficulty may vary depending on the difference in power level of the dominator and the dominated.

O Command the Wearied Mind

You are able to give a short phrased command to another; the command must be obeyed immediately. The command has one meaning and needs to be understood by the character. The character makes a Will + dominate (difficulty of target's Will +5). The target may spend a number of willpower points equal to the successes to ignore the command.

OO Mesmerize

You can implant a suggestion into the unconscious mind of a subject. This requires intense concentration and the careful and precise use of instructions for the intent of your orders to be carried out properly. You must maintain eye contract for the entire time it takes to plant the suggestion. Careful wording is essential, as the target will unconsciously attempt to pervert the spirit of the suggestion as much as possible. Maintaining eye contact is no longer necessary once the command is given. With this ability the victim can be "programmed" to act a particular way under a certain stimulus.
The practitioner rolls Will + Dominate (difficulty target's Will +5). The number of successes define how well the suggestion took. With less than three successes the victim will not do anything that seems strange to them. At five or more successes just about any type of command can be given.

OOO The Forgetful Mind

With this power the character can alter and manipulate the memory of another. The practitioner rolls Will + Dominate (difficulty is the target's Will +8) .
  

Successes Effect
Flub The target is immune to the character's dominate abilities for one day.
1 success Memory loss lasts for one day.
2 successes Memory may be removed but cannot be altered in any way.
3 successes Slight alterations may be made in memory.
4 successes Memory may be altered and entire scenes removed from the subject's memory.
5 successes. Whole periods of the subject's life may be reconstructed.


OOOO Conditioning

Over time an individual can be conditioned so that they can be more easily dominated by the character and less easily dominated by others. Conditioning takes a great deal of time (five weeks minus one week per success). Only one roll may be made per five week period. The practitioner rolls Will + Dominate (difficulty is target's Will +8). Once a character is conditioned the character can dominate the victim without even being physically present. Add 5 to the difficulty for all others to dominate the victim. The practitioner however may dominate the victim with a +8 to the roll.  Conditioning is permanent unless another manages to condition the same victim.

OOOOO Possession

With this power you can completely take control of another's mind and body. By actually entering the other person's mind , you may control her actions in a very precise manner. The subject is an automon completely incapable of independent action. While controlling the automon the practitioner's body is motionless. The character rolls Will + Dominate (difficulty target''s original will +8) each turn. The victim loses one willpower point per success. When the target's willpower is reduced to zero the target is possessed. If the character botches the target is completely immune to domination by the character permanently.

5 + O Obedience

The character may use other powers of Dominate without the necessity of eye contact. A touch is all that is required, and that does not have to be maintained (though the effect only lasts for one conversation). Skin to Skin contact is not required clothing is sufficient. The roll is normal for all powers used in this manner.

5 + O Loyalty

The character can make a person especially resistant to Dominate attempts by others. The target does not have to have been dominated in any manner by the character in the past. Add +15 to the target's resistance from Domination by any being but the original user of the loyalty power.

5 + O Rationale

Those who have been dominated by the practitioner will be convinced that their actions are their own (unless the Dominator specifically decides not to use this power). The other use of dominate is rolled as normal but an additional roll is made. The practitioner rolls Will + Dominate (difficulty target's Will + 8). The dominator can always convince the character what happened but only if they truly wish to do so. The prince standing over you and telling you to make him tell the truth is irrelevant unless the dominator has a legitimate desire to make him say so.
  

Successes Effect
Flub The target is aware they have been dominated and what they are being made to do (this gives them the option of spending willpower points to avoid an action as well as allows the user to avoid aspects due to moments of freedom).
1 success The target will not believe he was dominated but can be convinced easily.
2 successes The target believes that his actions were his own, but will begin to suspect as time passes
3 successes The target will insist that his actions were entirely his own, but can be eventually talked out of this philosophy
4 successes The target will insist his actions were his own and can only be convinced otherwise by strong proof to the contrary.
5 successes. Nothing can convince the character hat the actions taken were not his own. The target may become enraged if pushed to hard.
5 + O Tranquillity

This power allows the practitioner to drop another being out of frenzy. The dominate practitioner makes a Will + Dominate roll (difficulty 13 +2 / permanent Beastial the character has). This power can only be used once per frenzy. The target is lethargic until the target sleeps (add 3 to the difficulty of all target's die rolls until he sleeps).

5 + OO Mob Rule

This power allows the dominate practitioner to attempt to dominate more than one person at a time. For every extra success over what was required to dominate the original victim the practitioner may use the power on one additional person. The first victim must be the most difficult to dominate. If he cannot be affected neither can the other victims (though the practitioner can exclude that potential victim on a second attempt).

5 + OOO Far Mastery

This power allows the Dominate practitioner to use his powers without touching or gaining eye contact with another. The Dominator must know the location of the person to be Dominated. The practitioner can dominate another from any distance. The target must be known to the Dominate practitioner. The dominate practitioner rolls Intelligence + Dominate (difficulty 15, greater distances may up difficulty). If a single success is obtained contact is made and the character may then use any other dominate power as if the target was in eye contact.

5 + OOOO Best Intentions

Someone dominated with Best Intentions requires no specific commands. The target acts as the character would wish until the effect is broken. The practitioner must make a Will + Dominate (difficulty target's Will +10). The effect is broken when the Dominate practitioner removes the effect, when the target increases their permanent willpower, or when the character gains a Beastial point.

5 + OOOOO Puppet Master

Someone so dominated is simply an extra body for the dominator. The two are in constant mental contact and the dominator can completely control the actions of the puppet. The body acts as the dominator acts always in the best interests of the dominator and with all the skills and mental abilities of the dominator. The dominator must roll a Will + Dominate roll (difficulty target's Will +8). The number of successes indicates how completely the personality is subsumed. This power can only be attempted once per year on a particular target. 

Successes Effect
Flub The character is confused and cannot dominate that target ever again.
1 success Confusion reigns, but on occasion the puppet will take an action as the master would have him do.
2 successes Schizophrenic, the victim's personality remains. Half is his own and half is that of his master.
3 successes Except for occasional (but severe) lapses the victim thinks as the master would have him think.
4 successes The victim consistently (but not always) thinks and acts as the master would have him think.
5 successes. The mastery is complete. The dominator completely controls both bodies and may use all non-physical abilities in both bodies.


suggested extra powers

level 3 - The angry mind. The character can completely remove the target's ability to resist their passions. Vampire's will be placed in frenzy, Demonkin will gain two passion and go into frenzy, Werecreatures will frenzy. Mortal's will be unable to control their temper and will attack another at the slightest provocation. Character rolls Will + Dominate (difficulty target's Will +8)

Ekstasis
 index

This discipline is the ability to manipulate the desires and pleasures of other beings.

O Mortal Sensuality

The Ekstasis practitioner has the advantages of the Baby Face and Eat Food merits. They have body fluids like a mortal. They also produce sex pheromones and sexual fluids like a mortal. This causes them to feel, look, sound and smell mortal. This level also allows them to spend blood and gain mortal body heat for one hour per blood point spent.  All of these advantages stay even if the character is unconscious (though of course the body heat will fade once the time is passed)

OO Seduce

This ability allows the Ekstasis practitioner to cause a being to feel lust for him; this desire can only be satisfied by sexual activity. The mortal will feel incredibly drawn to the practitioner. The practitioner makes an Attractiveness + Ekstasis roll against the target's Will +10. The target may resist acting on the effect but they will feel the effect. This effect slowly fades over time much like a normal attraction.  As a normal attraction the strength of the desire may go down with particularly distasteful actions on the part of the Ekstasis practitioner or by prolonged separation. This desire may also become more powerful by prolonged exposure and strong like. Use of this power is primarily role-played.

OOO Touch of Pleasure

The Ekstasis practitioner can now induce incredible sensual pleasure in anyone within fifty feet, giving them sensual pleasures unlike anything any mortal could provide. If the target is willing, the feelings overwhelm him for as long as the practitioner desires. If the target is resisting, roll Will + Ekstasis against target's Will +10. For every success, remove one die from the target's dice pool. This lasts for a full turn, but can be used again though the effects are not cumulative.

OOOO Sensual Sustenance

The Ekstasis practitioner can now take blood directly from anyone she is touching. This form of feeding leaves no marks. The feeling is much more intense than usual to both the Vampire and the Vessel. This ability is extremely useful in maintaining the Masquerade simply because it eliminates the need to bite, and therefore does not leave mortals with awkward memories. The practitioner can feed from anyone with whom she is involved in physical contact. Roll Will + Ekstasis against the target's Body Type +10. Each success the practitioner gains allows her to take 1/4 Blood volume point (limit 1/4 per turn). The effect is ended when physical contact is lost. This effect requires the entire turn so a quick hit in combat is not sufficient to drain blood but the pleasure touch is immediate. The practitioner may willingly limit the number of blood points taken. For a target to act when under the effect of the sensual sustenance requires spending a willpower point.

OOOOO Love

Use of this potent ability allows the Ekstasis practitioner to cause anyone nearby to fall thoroughly in love with her. This works in a fashion similar to the entrancement ability except the victim continues to believe the feelings were genuine. The actual draw will no longer exist but the victim may reinforce the desire himself. The practitioner rolls Attractiveness + Ekstasis against the subject's Will +10, with each success strengthening the feelings he has for the Ekstasis practitioner.

5 + O Guard of Honor

This ability helps guarantee the safety of the Ekstasis practitioner who possesses it. When she uses it, all those nearby who would find her attractive will jump to her defense. This may be used after the other levels that causes others to be attracted to her. When the Ekstasis practitioner chooses to use this ability, she rolls Attractiveness + Ekstasis against a difficulty of 18. The duration is one Combat round per point over the original the practitioner rolls. It only affects those who would find the practitioner attractive. During that time, those affected will help defend the Ekstasis practitioner who uses it.

5 +O Orgiastic Indulgence

The Ekstasis practitioner can cause entire groups of people to experience a level of lechery generally unheard of. This generally causes an orgy of epic proportions during usage. Roll Will + Ekstasis, difficulty is 15. Those subject to this ability can spend Willpower points to avoid the effects, but must leave the area or be forced to spend another point every few minutes.
  

Successes Effect
Flub The practitioner is immediately in need of sexual satisfaction. For each 10 minutes that passes before relief add one to the difficulty of all self-control rolls.
1 success Three people feel the effect.
2 successes Six people feel the effect.
3 successes Twelve people feel the effect.
4 successes Eighteen people feel the effect.
5 successes. Twenty-four people feel the effect.


5 + O Lonely heart

The target of this ability feels unfulfilled whenever the Ekstasis practitioner is not around. He feels lost, lonely and often incompetent. When the Kindred is nearby, he will brighten up considerably, going to her for advice and assistance. He will also be far more confident than at any other time. To determine the effectiveness of this ability, roll Attractiveness + Ekstasis, difficulty target's Will +10 add the number of successes x2 to the target's difficulty whenever the Ekstasis practitioner is not around. Add 2 to all of the target's rolls whenever the practitioner is around and showing favor to the victim.

5 + OO Cupid's Arrow

With this power, the Ekstasis practitioner can cause any one person to fall in love with any other person, although both must be in her presence. Roll Will + Ekstasis against a difficulty against the victim's Will +10.  One roll must be made per victim.  The number of successes determines the strength of the bond.

5 + OO Curse of the Broken Heart

The Ekstasis practitioner can create a soul deep weakness in the person it is directed at, causing him to lose most physical capacity. The effects are characterized by a total loss of hope, ambition and will to live, as well as a feeling that the love of his life is forever gone. The Ekstasis practitioner rolls Will + Ekstasis Difficulty the target's Will +10. Drop all the target's attributes by two for the duration decided by the number of successes.
  

Successes Effect
Flub The victim is immune to the effects of the practitioner's Ekstasis permanently
1 success The effect lasts for one hour.
2 successes The effect lasts for one day.
3 successes The effect lasts for one week.
4 successes The effect lasts for one month. 
5 successes. The effect lasts for one year.


5 + OOO Love at First Sight

The Kindred with this power causes all who gaze upon her to instantly fall in love. They will desire nothing more than to please her, pleasure her and otherwise make her happy. This will continue long after she leaves the area, regardless of Blood Bonds. The Ekstasis practitioner may decide when and on whom to use this power can decide when to use this power.
Anyone in the Ekstasis practitioner's presence must make a Will roll with the Ekstasis practitioner's Attractiveness + Ekstasis talent as the target number. Those who fail immediately fall in love with her. To break the effect the victim's must spend a number of willpower points equal to seven minus the number of successes (minimum 1) they made on their roll to resist the effect.

5 + OOOO If Looks Could Kill

With use of this ability, an Ekstasis practitioner can kill a mortal with a glance and send Kindred into torpor. A mortal who is subject to this power will die of a heart attack induced by overexcitement. Kindred lose all health levels and drop into torpor. Roll Attractivness + Ekstasis against the target's Will + 10. If the Ekstasis practitioner rolls 3 or more successes the target dies or drops into torpor.   One and two successes act much like love at first sight.  The practitioner cannot limit the effect.

5 + OOOOO Rulership of Aphrodite

The Ekstasis practitioner's ability to seduce is extended over an area equal to the size of a large city or small country. The effect isn't precisely sexual attraction so much as a desire to please and obey the practitioner. The commands need not be verbal, she simply concentrates upon what she wishes done, and the populace does it. Each individual's part in the change must be quite small but this can build up to a major alteration Example: a local election could be altered with ease, a local charity might get a dollar from each person in the area. In short the affect can be quite strong but not on the individual scale. Roll Will + Ekstasis against an difficulty of 18, with the number of successes determining the alacrity with which the populace responds.
  

Successes Effect
Flub The practitioner can never use this power in this area again.
1 success The effect lasts for one hour.
2 successes The effect lasts for one day.
3 successes The effect lasts for one week.
4 successes The effect lasts for one month. 
5 successes. The effect lasts for one year.
Suggested extra powers:

level 3 Dread Curse of Impotence
With this ability, the Kindred can cause any being to lose all sexual function. While not exceptionally powerful, it certainly can be frustrating. It does not remove sexual desire and in fact heightens it slightly. The effect lasts for a time determined by the number of successes on a Will + Ekstasis roll difficulty target's Body Type +10. The effect can be canceled at any time by the Ekstasis practitioner that placed it on the victim. 

Successes Effect
Flub The victim is immune to the practitioner's Ekstasis for one month.
1 success The effect lasts for one day.
2 successes The effect lasts for one week.
3 successes The effect lasts for one month.
4 successes The effect lasts for 6 months. 
5 successes. The effect lasts for one year.
level 5 Pleasurable Aura
This works much like Touch of Pleasure, but can be used against more than one target at a time. As per Touch of Pleasure, although this allows the Ekstasis practitioner to affect a number of subjects equal to her 1/2 her Ekstasis skill.

Fortitude
 index
This discipline defines the unnatural toughness of vampires and other similar creatures. For each dot in fortitude the character add +4 to SP.  This SP is added in after all other armor is taken into account but before the Body Type Modifer.  This SP can also be used to resist Aggravated damage (that would normally ignore BTM and Supernatural damage that would normally ignore armor. This does not change the weight or appearance of the practitioner.

Fusion
 index

The discipline was created in the early parts of this century when it became obvious that machines were not going to go away. Fusion allows control and empathy with machines. It is assumed that every machine has a portion of itself that exists in the spirit realm. The fusion discipline allows connection between the vampire and that spirit portion and therefore abilities relating to it in the physical world.

O The bonding

This power became much more powerful in the far future. This allows a bonding and an ability to access and use pieces of machinery that is always worn or permanently attached to the practitioner's body. By this ability also allows the practitioner to use any pieces of machinery inside the body of the practitioner. Examples of use: Allows awareness of the time by accessing an always worn watch. It also allows the use of prosthesis and internal netlinks (after 2017). This piece of machinery must be touching the person's body for one full month. If it is ever removed during the first month the process must be begun again.  If it is on the body for less than 10 hours per day the process must be repeated.

OO Synthesize

With this power the character can create special machines with inefficient parts (A Team and MacGyver style). These makeshift machines function to do a specific task. The character spends a willpower point and can construct a machine to do a specific task with the materials available. The character must roll intelligence + fusion against the difficulty of the intended machine. Once operational the machine will work for one scene only.

OOO Insight

The fusion practitioner can instantly recognize the function of any machine simply by touching it. He does not, however, automatically gain the knowledge of how to work it. The fusion practitioner rolls intelligence + fusion (difficulty decided by the machine) The number of successes decides how complete the understanding.

OOOO Bonding

The fusion practitioner with this power can touch a machine and become joined with it. She may feel and understand all that is the machine. She may also control the machine as if it were her own body. The fusion practitioner must first touch the machine and spend a willpower point. (One willpower point must be spent per hour joined with the machine). Once this is done she becomes very distracted subtract 2 from all dice pools.
The greatest portion of her mind is in the machine, it is the machine. She has complete control over the machines operation and can feel where the machine is, although unless the machine itself is capable of movement she cannot move it. If the machine is part of a network she may move around the network just as the machine could but can only control it with commands that would function from that particular node (e.g. a computer terminal). Machines with a sentience of their own Gain a roll to resist of Will +5 difficulty 10 + practioner's fusion skill.  The sentient machine may also resist this effect with willpower. The circumstances where this would occur would be up to the Storyteller.

OOOOO Conduct

The character can manipulate machines from a distance by sending his will to command it. If the character spends a willpower point he can operate a machine as if he were touching it for that scene.

5 + O Download

With this power the character turns her whole body into an electronic signal and can travel across computer networks and electrical cables. The practitioner may enter or leave the network from any electrical medium with which humans can communicate, e.g. TV, telephone, monitor etc. The practitioner spends two blood points rolls Intelligence +Fusion (difficulty 15) and may enter the communication or electrical network. It takes two rounds to complete the transformation. The character is immune to sunlight in this form and may travel about during the day (if she can stay awake), however there are stranger dangers lurking in the global electronic web. The character can only travel where the network allows, and may need to roll computer or electronics to find her way around. Most important computers will be protected by Programs.

5 + OO Machine Mastery

The character may use Fusion level 2, level 4, and level 5 without the expenditure of willpower.

5 + OOO Netmastery

The character can manipulate the net in an incredibly complex way.  1) The character may create backdoors in any program they wish.  The character rolls Intelligence + Fusion difficulty 15 to gain access to any system.  2) Also the character can change his icon at will. 3) The character may create mystical affects within the Web.  They may create any programming affect they wish at a Strength equal to the practioner's willpower.  These effects are subject to storyteller discresion.

5 + OOOO CyberLoad

The character can imitate the form and function of technological devices without actually adding the Cyberware itself.  The character must bond (level 5)with the particular piece of cyberware.  Once this is done the character may freely use the abilities found in that cybernetic.  This ignores all cyberware limits (in fact assume the character has touched just about any sort of cyberware that is common).  Also this has no permanent costs no humanity or vitae.

 5 + OOOOO Invention

The practitioner may invent incredibly compex machinery ignoring the years of research and necessary technological advances.  The only limitation is the practitioner must have the available materials.  Though the practitioner can invent those as well.  Each use of this power requires a roll of Tech + Fusion (difficulty decided by invention) costs 1 willpower point and takes 1 week.  The number of steps required to invent an object is up to the storyteller.  These inventions once made can be recreated at will and the practitioner understands it as if they had done all the necessary research.

Suggested extra powers:

level 3 Affinity
The fusion practitioner has an affinity with machines and can operate them much easier than any normal person. This is anything from a gun (to disassemble not to target) to a tractor to a supercomputer. Add 5 to all of the character's rolls for operating any item of technology.

level 5 The Easy Bond
Allows use of other fusion powers that cost willpower to make instead a Will roll difficulty 15. Flubbing costs two willpower points, failure requires spending a willpower while if the roll succeeds the practitioner does not have to spend willpower to use the effect.

Katalavehno
 index
This discipline allows communication over great distances (in space and time). is also capable of removing difficulties in communication. In short it is a discipline that reaches into the mind and allows two people to communicate whatever the differences.

O Friend's Voice

This power allows the practitioner to project his voice to any other Katalavehno practitioner. The user of the power will not hear the sounds unless he is within earshot. The character makes a Will + Katalavehno roll (difficulty 15) each success allows the practitioner to speak for one turn. Difficulty may go up with great distances.

OO The Voice

This power allows the practitioner to project her voice to any point or person with which she is familiar. The practitioner will not hear the sounds unless she is within earshot. The practitioner makes a Will + Katalavehno roll (difficulty 15) each success allows the practitioner to speak for one turn. Difficulty may go up with great distances.

OOO The Meeting

This power allows the practitioner to project his voice to any other practitioner of Katalavehno. The practitioner may include as many people in the meeting as he has successes. They all hear the voice simultaneously and may respond. The person who uses the power must make a Will + Katalavehno roll (difficulty 15) each success allows the character to speak for one scene.

OOOO Sight's Meeting

This power allows the practitioner to project her voice to any other practitioner of Katalavehno. The practitioner may include 3x successes people in the meeting. They all hear the voice and all responses. The person must make a Will + Katalavehno roll (difficulty 15). This power lasts for one scene.
There is also a slight visual aspect which creates a translucent image of each participant to each participant.

OOOOO The Great Meeting

This power allows the practitioner to project his voice to any being they know. The target may also willingly participate in a great meeting. They all hear the voice and see a dream image which. This power lasts for one scene. The person can include 5x successes people in the meeting on a Will + Katalavehno roll (difficulty 15).

5 + O Meeting of the Minds

This power allows the practitioner to create a meeting much as the great meeting except that instead of being allowed to include five persons per success the character can include 25 person's per success. The Katalavehno practitioner rolls Will + Katalavehno (difficulty 15).

5 + OO Meeting of Time's Past

This power allows the practitioner to not only meet with practitioner's of Katalavehno who are currently living but also the practitioner's of time past. It is theorized that this power is closely related to Necromancy but those pulled to the land of the living remember nothing of being dead and in fact claim to be alive. The Katalavehno practitioner rolls Will + Katalavehno (difficulty 18).  The practitioner must know the name of the target three Katalavehno practitioners from times past can be pulled forward per success.  This power lasts for one scene.
It is theorized that somehow that Meeting of Time's Past somehow pulls forward in time those who practice Katalavehno a moment before their death to the meeting. It has also been theorized that somehow the practice of Katalavehno somehow keeps their souls available for later use for the future practitioners. In short no one truly knows what allows this power to function (a fact that causes the rather calm Alexandrians to be animated and upset).  This power can be used along with the meeting of the minds power.

5 + OOO Understanding

While using any Katalavehno power any language difference is ignored. No matter how esoteric the language every being involved in the meeting understands all other beings involved in the meeting.

5 + OOOO Alexandria's Home

The practitioner of Katalavehno may call every other practitioner of Katalavehno who is currently living (the practitioner may also limit it -- ie only Alexandrians) to a great meeting. This power is used once per year to keep all Alexandrians close. Other practitioners may simultaneously place nonpractitioners in the link and they may accompany the link. In short, this use allows the Alexandrians to remain closely in contact with one another. The practitioner rolls Will + Katalavehno (difficulty 15). The meeting lasts for one day per success. All participants do not have to eat or sleep while the meeting goes on.

5 + OOOOO Calling Knowledge Home

This power is used only in the direst of circumstances. The practitioner of Katalavehno may call all practitioners of Katalavehno alive or dead to a great spiritual meeting. The practitioner rolls Will + Katalavehno (difficulty 15). The number of successes defines how long the meeting lasts. (While the meeting is taking place those involved do not have to sleep or eat) The meeting lasts for one night per success.

Suggested Extra Powers

level 4 -- the practitioner may include person's in a meeting (level 3 power) who does not have the Katalavehno discipline but they must be familiar to the practitioner

Mytherceria
 index
This discipline closes the gap between the practitioner and any aspects of the fae that may exist within him. Fairykin have this ability as an additional clan discipline, anyone to possess this discipline must have fairy affinity or be fairykin. Learning the first level removes the typical dislike that fairiekind possess for vampires. Note: faerie are quite rare.

O Fey Sight

The practitioner of this discipline can see things with fairy sight. This allows them to see fairy regions in the way a fairy would. They can also see through fairy glamours (though the difficulty goes up with the strength of the glamour). This also allows the practitioner to see faint outlines of spirits. A secret Intelligence + Mytherceria (to see areas as fairy see it no roll necessary, to see through fairy glamours variable difficulty depending on power, and to see spirits difficulty 15) is made by the storyteller.

OO Darkling Trickery

The practitioner can cause minor magical pranks. This power requires Will + Mytherceria (difficulty 15). Number of successes determines the strength of the effect and how long it lasts. The practitioner tells the storyteller the general effect and the storyteller defines the effect within that. Here are a few example uses.
  

Minimum successes Example use
1 Practitioner screeches and deafens those within 10 feet (1 success though they get a stamina roll to resist effect)
1/victim chosen victims slip (one success per victim, victim must make a dexterity + athletics roll difficulty 15 to avoid slipping).
variable Machine malfunctions when chosen victim uses it (number of successes depends on the machine).
2 Stones fall from a mysterious source in the air for one turn. The stones are small doing 1 die of damage per stone.
2 Victims hair falls out.
3 Blight crops for a chosen victim.
4 Victim sees fairies at every turn. These fairies may interrupt sight at an important moment, anger the victim.
OOO Goblinism

The practitioner of this discipline has an innate understanding of earth and stone and may instantly identify natural minerals (and will know the general composition of manmade minerals). The practitioner also innately knows the direction when underground.
With this strong innate understanding the practitioner can summon goblins to help him build complex structures. The character makes a Attractiveness + Mytherceria (difficulty based on how far they are underground and how far they are from humans). For each success one goblin will appear to build the structure. The roll must be remade each day. The number of goblins effects how long the structure takes to build.
Anyone who has this level of Mytherceria may spend Backgrounds on goblin Retainers, Friends, or Allies (or others with storyteller ok)

OOOO Faerie Wards

The practitioner can ward an area with faerie glyphs causing any who enter the area to be disoriented and confused. Any who enter the area add plus 3 to all difficulties involving mental attributes. They also must make a Magical + Enigmas roll (difficulty 18) to avoid getting lost. The practitioner rolls Intelligence + Mytherceria (difficulty 15) the glyphs last for a length of time based on the number of successes.
  

successes Effect
Flub The character suffers the effects of the wards.
1 success The wards last for one hour.
2 successes The wards last for one day.
3 successes The wards last for one week.
4 successes The wards last for one month.
5 successes The wards last for one year


OOOOO Riddle Phantastique

As soon as someone hears the Riddle Phantastique, she can do nothing but try to solve it. The practitioner rolls Intelligence + Mytherceria (difficulty the target's Will +10). To break the effect the victim must get five times the number of successes that the practitioner received. The victim rolls Intelligence + Enigmas (difficulty equal to the practitioner's Intelligence + Mytherceria + 5). The victim makes the roll when first told the riddle and makes another roll each ten minutes until she has gathered enough successes to break the effect. The riddler can end the effect by simply telling them the answer but no one else can do so.
Each time the victim flubs the roll they must begin accumulating successes again.

5 + O Summon Fae

The character may summon fairies from Arcadia. The character rolls Charisma + Mytherceria (difficulty depending on the goal). These fairie are well disposed towards the character. Generally the more powerful the fairy the less the fairy will be willing to do for the character so a very weak fairy will be willing to give his all while a very powerful fairy will give little to nothing but that little will useful. The base summoned fairy (difficulty 15) is equivalent to an average player character.
The character with this level of Mytherceria may spend background points to recieve fairy: retainers, friends or allies (or any others that seem appropriate)

suggested extra powers:

level 4 - summon fairy - this summons minor fairies Attractiveness + Mytherceria (difficulty depending on goal fairy). The average fairy summoned (difficulty 7) is equivalent in power to an average ghoul.

Necromancy
 index
This discipline allows a vampire to summon, converse, and control spirits. It also allows the practitioner various powers over dead bodies (not undead). This discipline is of little use against highly experienced free spirits since they have learned the tricks to avoid it.

O Insight

This power allows the practitioner to look into the eyes of a corpse and see the last thing those eyes beheld. Roll Intelligence + Necromancy (difficulty 15). This can even be done for supernaturals who had a first death (vampires, mummies, immortals) even when they are still functioning (difficulty 25). The number of successes indicates how much is learned.
  

successes Effect
Flub The character is given false information.
1 success The character has a sense of how the subject died, or what caused it.
2 successes The character can see what happened in the minutes before the death.
3 successes The character can see and hear what happened in the minutes before death.
4 successes The character can see and hear what happened up to half an hour before death.
5 successes The character can completely understand everything that happened up to an hour before death.
OO Summon Spirit

This power allows the practitioner to summon a known spirit. The spirit gains a Will roll to resist the effect (difficulty 12). The spirit's name must be known and there must be some object or person who has a connection to the spirit. The vampire must make an intelligence + Necromancy roll (difficulty 15). The number of successes indicates how close the contact is and how well disposed the spirit is to the summoned.

OOO Compel

The power allows the necromancer to actually control the summoned spirit (Intelligence + necromancy (difficulty spirit's will + 10)). The number of successes indicates the degree of control.  The Practitioner has no idea about how complete the control is.
  

successes Effect
Flub The spirit is enraged and attacks the character. The spirit may not be compelled by the character for the duration of the scene.
Failure The spirit leaves immediately and may attack the character.
1 success The spirit is compelled to remain and to refrain from attacking any creature without the character's permission.
2 successes The spirit is bound to remain peaceful and answer any questions truthfully though they may twist the answers.
3 successes The spirit is bound to remain peaceful and answer any questions truthfully and fully though may still twist the wording.
4 successes The spirit is bound to remain peaceful, answer any questions without twisting the wording and perform any task that they are not strongly adverse to (ie kill something when they are strongly against killing).
5 successes The spirit is bound to remain peaceful and obey the character completely. They may spend one willpower point per turn to act on their own volition.
OOOO Haunting

The character may keep a spirit from returning into the astral realm. The spirit stays visible as a slightly translucent form. Roll Will + necromancy (difficulty spirit's Will +10 if unwilling or 15 if the spirit is willing). The spirit is kept in the mortal world for one day per success. The practitioner may also lock the spirit into a given location. (difficulty spirit's Will +10)

OOOOO Soul Stealing

The character may summon the spirit from a living body. Success indicates the spirit has been drawn from the body and may be treated as a ghost. The body loses one health level per day. The victim may spend a number of willpower points equal to the successes made on the original roll to reenter their body immediately. The spirit cannot reinhabit their body for one day per success otherwise. The practitioner rolls Intelligence + Necromancy (difficulty Will of victim +10).

5 + O Zombie

The use of this power allows a character to empower a newly dead body with motion. This will work as long as the body was not more than eight hours dead. The zombie is incapable of independent thought and must be told what to do by the Necromancer. The zombie will continue to function as long as it is given one blood point per day.
A zombie has 2 additional points in Body Type and Reflexes (but no skills). In short, it is an automon with only its natural physical abilities.

5 + OO Torment

The practitioner is able to inflict mystical damage upon a spirit. Each success scored on a Will + Necromancy roll (difficulty spirit's Will +10) causes physical damage to the spirit. This also affects any creatures who do not have a physical form temporarily. When they regain their physical form all damage will carry over unless they actually left their physical form behind. The target must be within ten feet of and visible to the practitioner.

5 + OOO Soul Exchange

The character is able to transfer two spirits from physical creatures into each other's bodies. Thus a bird can be transferred into a dog's body and vice versa. To succeed, the character must roll Intelligence+ Necromancy (difficulty 15). He must garner a number of successes equal to the combined willpower of the two targets in an extended action. Both targets must be no more than 10 feet apart at the time of the exchange and must be within eyesight of the necromancer. If the effect in interrupted the character must begin to garner successes again.   If the practitioner flubs the targets are immune to this effect by the practitioner for life.

5 + OOOO Possession

The character may after summoning a spirit place it in a recently dead body. The spirit then begins to maintain the body and may control it as if it were his own. The spirit must be willing and the body must not be more than thirty minutes unanimated if it is a normal body. The original spirit must be absent from the body. (This power is a method of Construct creation though the body must still be created somehow)

5 + OOOOO Death Pact

This power allows the character to draft a written pact between himself and another willing victim for her soul. As long as the letter of the contract is fulfilled the victim's soul is the practitioners to do with as he wishes. The victim's spirit is then available for summoning and no roll must be made to use any necromantic affects upon the victim's spirit. The pact is drawn up and signed with a drop of the practitioner's and the victim's blood. No one but the practitioners may use the pact. Anyone with this ability can buy spirit friends and companions freely with background points.

Obeah
 index
This discipline allows healing and some control over the person's body and spirit. The development of this discipline causes the development of a third eye in the center of the forehead. This eye is fully developed by 3rd level and becomes able to see spirits at 5th level.

O Panacea

The practitioner may lick a wound made with another's body and heal it. The practitioner spends the number of blood points (or vitae) necessary to fix the damage in themselves + 1. ( IE for aggravated damage 6 blood points per two damage points and for regular damage 2 blood points per two damage points). The practitioner may use this power on themselves to heal aggravated wounds faster. The practitioner may only heal two damage per wound.

OO Anesthetic Touch

The practitioner may touch another and stop them from being able to feel pain, and paralyzing them. The numbness and paralysis lasts a length of time decided by the number of successes. (roll Will + obeah difficulty target's Will +10). The target may spend a willpower point to remove the effect.
  

Successes Effect
Flub They are paralyzed but still feel pain as normal for one turn.
1 success The target cannot feel pain for one turn.
2 successes The target cannot feel pain for two turns.
3 successes The target cannot feel pain for five turns.
4 successes The target cannot feel pain for 30 minutes.
5 successes The target cannot feel pain for one hour.
OOO Neutral Guard

This power allows the practitioner to protect themselves and those very close to the character with a mystic shield. This mystic shield is 10 feet in radius centered on the practitioner. This mystic shield requiring any with a who mean harm to the character or those he perceives to be under his protection to make an extended contest of wills (Will) contest against the practitioner of Obeah. (The target rolls Will +4 while the practitioner rolls Will + Obeah). If the practitioner of Obeah ever accumulates five successes the person meaning harm is paralyzed for 10 minutes (unless she spends a willpower point). The person attempting to enter the area must win the contest of wills each turn she wishes to remain in the area.

OOOO Treat the Sick Mind

The character's third eye can perceive the derangements (and sanity level if using that alternative rule) in another. The character may attempt to cure the derangement and the sanity loss by rolling Will + Obeah (difficuly is target's Will rating +10 or target's Will rating + Target's sanity rating if using sanity rules).
  

Successes Effect
Flub The character is given a derangement.
1 success The character can weaken the derangement temporarily.
2 successes The character can weaken the derangement permanently.
3 successes The character can remove the derangement temporarily.
4 successes The character can remove the derangement permanently.
5 successes The character can remove a derangement permanently. Also the practitioner gains a +2 for all future workings on that target's mind.
OOOOO Unburdening of the Bestial Soul

This power allows the practitioner of obeah to pull someone's soul from its body and work powerful healing magics upon it. The soul is stored within the body of the Obeah practitioner and the body of the target becomes a mindless zombie. To use this power the obeah practitioner looks at the target with her third eye and makes an extended Will (Will + Obeah) check against the target's Will +10. The character must accumulate 3 successes.  If the process is interrupted or the practioner gains no successes 1 turn the process must begin again. No roll is necessary with a willing target.
Once the target's soul is inside the character the character may spend willpower to restore Sanity 1/point or to remove Beastial 1/ willpower point  A character may unburden any soul but once per year (though the storyteller may allow more than once in special circumstances).

5 + O Renewed Vigor

By touching the target's bare skin, a character using this Discipline is able to heal all Health Levels lost. Aggravated health levels will change into normal wounds. This ability can only be used once per week on a particular target unless the character is willing to spend a willpower point.

5 + O Pain for Pleasure

The character is able to dull the senses of another that he feels pleasure instead of pain, and loses no dice for wound penalties unfortunately the character does not know the extent of the damage done to them. The effect lasts for only one scene and the target must be willing.

5 + OO Repulsion

This power renders the practitioner's spirit unsightly, causing others to avoid contact with him. This power does not attract attention to the practitioner, but simply makes people avoid the practitioner as best they can, without consciously realizing what they are doing. The sensation engendered is something like an unpleasant deja vu. Although the experience is not actually painful, there is no urge to search out the source. In this manner, people can be avoided without attracting undue supernatural attention.

5 + OOO Vitae Block

This power enables the user to render a certain portion of the target's blood or vitae inert. It still keeps the character from frenzying and can be used to fuel the one blood point per day requirement for a vampire to survive. The practitioner rolls Intelligence + Obeah (difficulty equal to target's current Will + 10) The number of successes indicates the number of blood (or vitae) points blocked off.  Each success blocks 1/4 blood volume point from the victim's pool. To remove the effect the blood (or vitae) must be naturally used to power his existence (ie one blood point per day in the case of vitae it also fades at a rate of 1/day), or the target must spend one willpower point per success all at once to remove the effect. This power can be used more than once in succession.  Flubbing this roll removes 1/4 blood volume point of the practitioner's blood.

5 + OOOO Spirit Marionette

This discipline gives the character complete control over the target's body and spirit. The character must make a Will + Obeah roll (difficulty target's Will +10). The character can then bend the will of the target to his will. The practitioner also gains access to all the target's skills and supernatural abilities in that body while controlling the body.

5 + OOOOO Resurrection

This power allows the character to summon the soul of a recently dead human back to its body or another created one. The practitioner must spend one willpower point per hour the soul has been absent and roll Will + Obeah Difficulty 15+2/hour soul has been absent. The body will instantly heal though it must be at least 80 percent complete. The third eye will shed a bright light that no one can gaze into.

suggested powers:

level 4 -- healing -- allows healing of others at a cost of one blood point extra. May heal as many woulds as they can afford.

Obfuscate
 index
Obfuscate is the ability to affect others minds to make them not notice you and others. Or to make others see you as other than you are. Auspex and Obfuscate are directly opposed to one another. Anyone with a higher auspex (or other appropriate supernatural ability as decided by the storyteller) than the character's obfuscate can see through obfuscate but they will not know that obfuscate is being used except by other's reactions.

O Cloak of Shadows

The practitioner may when still conceal themselves. The practitioner must have some sort of cover but that cover can be very minor and only slightly obscure the sight of others. As long as the practitioner meets the criterion they remain undetectable. Very minor movements can be made (breathing, slight shifting) but any other movement removes the effect.

OO Unseen Presence

The practitioner can now conceal herself and move around. As long as no one is specifically looking no rolls need be made. People will move in ways subconsciously to avoid her path. When there is a search the person searching makes a Intelligence + Awareness/Notice (difficulty obfuscated character's Will + Obfuscate +5) If the practitioner draws attention to herself (by speaking to someone, or attacking someone) she becomes visible to that individual. The search can be generalized.  If people are searching for: anyone in the room or secret listeners the searchers may make a roll.

OOO Mask of a Thousand Faces

This ability makes you appear to be someone else. Your appearance does not change -- you simply make people see someone else. The player must roll Will + Obfuscate (difficulty 15) to determine how well the mask is assumed.
  

Successes Effect
Flub The practitioner takes on a form not his own and possibly not human and cannot remove it for one night.
1 success People could still pick you out of a police line up but they would be unsure and their would be flaws.
2 successes The practitioner looks somewhat different; different subjects describe him differently
3 successes The desired look is successfully broadcast.
4 successes The practitioner can appear to be someone of the opposite sex and all appropriate body signals are seen by the recipients.
5 successes The practtioner can appear to be virtually anyone. Add Obfuscate dice to any acting rolls.
OOOO Vanish from Mind's Eye

The practtioner can actually disappear from plain view. Even if you are standing face to face with another you can simply vanish. Moreover, those with particularly weak will may forget they saw you there at all (they make a Will roll difficulty 12). To disappear the practitoner must roll Will + Obfuscate (difficulty 15). If three or more successes are made the vampire completely vanishes from sight. Anyone attempting to see someone who has vanished in this way makes an  Intelligence + awareness/notice  roll (difficulty obfuscated character's Will + obfuscate skill +8).

OOOOO Cloak the Gathering

The practitioner can use obfuscate powers to include others. The practitoner can include himself + his obfuscate skill others If one of the targets compromise the disguise then only she is removed from the effect. However, if the practitioner using the obfuscate compromises the disguise then all the targets covered are compromised.

5 + O Mind Blank

The practitioner is able to conceal her mind as well as her body. On a successful roll of Will + Obfuscate (difficulty 15), the vampire becomes completely impervious to any sort of telepathic contact. Any being attempting to read the practitioner's mind (or knowing the mind is there) must overcome all successes made on the Mind Blank roll.  The practitioner must reroll this ability every scene..

5 + O Conceal

The practitioner may conceal an inanimate object up to the size of a small house. Concealing an object containing other objects conceals all objects inside as well. The practitioner must be within 30 feet of the object concealed. As long as no one is specifically looking no rolls need be made. People will move in ways subconsciously to avoid the object. When there is a search the person searching makes a Intelligence + Awareness/Notice (difficulty obfuscate practitioner's will + Obfuscate +5) If the object draws attention to itself (ramming into a truck, running over someone) it becomes visible to that individual.

5 + O Soul Mask

The practitioner may create an artificial aura in which he can disguise himself. This aura is read with level 2 auspex and appears exactly as the practitioner wishes it to appear. If the Aura Read roll obtains more than 4 successes there is a hint of the original aura.

5 + OO Cache

This power allows the practitioner to maintain an obfuscate power while absent. The practitioner must be present to conceal people, places or objects in the first place, but can then leave without the concealment being dropped.

5 + OOO Old Friends

The practitioner can cause another to believe the practitioner is someone different -- someone the viewer would like to see. Not only will the viewer accept the practitioner's presence, but he will likely divulge information he otherwise would not and will generally treat the practitoiner with a great deal of warmth. This power requires a Will + Obfuscate (difficulty target's Will +10). The more successes the more complete deception.

5 + OOOO Create Name

Not only does the practitioner using this power appear to be someone else, but he virtually becomes a new person. He creates an entire new mindset and aura, thus allowing himself to masquerade in near-total safety. Telepaths reading his mind will read that of the assumed identity unless six successes are obtained (which are treated as one for the effect), and aura readers will see the false aura unless they also roll six successes (which are also treated as one).

5 + OOOOO Memory's Fading Glimpse

With this power the practitioner can erase all traces of her existence from the annals of time and mind, leaving absolutely no trace that she ever existed. Only those she wishes to remember her remember her and only when she wishes them to remember. The effect is automatic and complete, affecting everyone without some magical equivalent of Auspex level 10. All physical information about the character is overlooked (though it does not erase).

suggested extra powers

level 1 -- hide object. The practitioner can hide small objects on his person. The object hideable in this manner can be larger and larger depending on the number of successes. Requires Will + Obfuscate (difficulty 15).

level 3 -- hide trail. This causes the practitioner to become harder to track. All tracks left by the practitioner are temporarily harder to follow. The trail is only harder to follow for the amount of time the practitioner concentrates on hiding that trail. Requires Will + Obfuscate roll (difficulty 15) each success adds 3 to the difficulties of any tracking rolls.

level 5 -- the hidden trail. The practitioner is simply harder to track. Any attempts to track her is at +8 difficulty.

Obtenebration
 index
This discipline allows the manipulation of shadows and dark though the practitioners access to a dark mystical shadowrealm (not the umbra but a realm within it) . With this comes a very small amount of control of light.

O Shadow Play

The practitioner can manipulate shadows and dim light in an area. This power gives the vampire up to +5 on stealth and intimidation rolls by subtly manipulating the light in an area. This power requires no roll. The character may also make shadow puppets with this ability though this has no real game effect.

OO Shroud of Night

The practitioner can evoke an area of inky black matter. The darkness obscures light and lessens sound. This blackness cannot be seen through at all. The darkness is static but may be moved about at walking speed (though this takes full concentration). For each success on a Will + Obtenebration roll (difficulty 15) a 10 by 10 by 10 cube may be covered. The target area must be within 50 yards and must be in sight though it may be kept up when the practitioner cannot see. This power requires spending a blood point (or vitae). The area affected must be connected though the shape can be any the practitioner chooses.

OOO Arms of the Abyss

The practitioner can summon one or more tendrils of darkness from a shadowy area to grasp foes. Each tendril has a Body Type of 8 and Reflexes of 10 for purpose of attacks and dodges. The practitioner makes a Will + obtenebration (difficulty 15) each success call  one tendril. The tendril's are six feet long (a success may alternately be spent to add six feet to a tendril).
Many practitioners wear billowly cloaks to use the shadows for this ability.

OOOO Nightshades

The practitioner can evoke murky shadow figures. The images are completely incorporeal and attacks merely pass through them. The images are man-sized though they may be made larger with extra successes. The practitioner rolls Will + Obtenebration (difficulty 15) each success creates one man-sized nightshade.
Alternately the practitioner may shroud an entire area with an array of forms that are not quite visible. The practitioner rolls Will + Obtenebration (difficulty 15) each success covers a 5 by 5 by 5 cube. Those trapped in the covered area increase their initiative difficulties by 3 and add 2 to all difficulties.

OOOOO Shadowbody

The practitioner can turn her body into an oozing form of shadow. In this form, the practitioner may see in pitch blackness, slither through the tiniest of cracks, and is immune to physical harm (though they cannot harm others physically). Any supernatural damage (ie the damage of fire and sunlight to vampires) still affects the creature normally. Shadowy vampires may not fly but can slither along surfaces (including liquids) at normal speed irregardless of normal gravity requirements. This power requires expenditure of three blood points (or vitae) and the practitioner rolls Will + Obtenebration (difficulty 15) to invoke or end the power and it takes three turns to enter or leave the state.

5 + O Call the Lamprey

This power allows the obtenebration practitioner to summon the dark force within himself. This darkness emerges from the practitioner's mouth and envelops a target. Once the target is enveloped the Lamphrey drains one blood point per turn. The damage takes the form of hundreds of tiny bleeding bites. The Lamphrey lasts for a number of turns equal to successes made on a Body Type + obtenebration (difficulty 15). The Lamphrey once it drains blood from another can exist for a number of turns equal to the blood points drained. The Lamphrey has a Body Type of 5 Reflexes 5 and the same combat skills as the practitioner.

5 + O Eyes of the Night

This power allows the character to perceive the world through any of his  obtenebration effects no matter where it is. The character also automatically gains the ability to see in complete darkness.

5 + O Shadow Step

The vampire can walk through one shadow and exit another up to 50 feet away. The practitioner may use it to bypass solid walls, ascend a floor on a building, and get around other obstacles. The practitioner may also take others through the shadow as well. The practitioner makes a Will + Obtenebration (difficulty 15) to go anywhere. Failure means that the effect doesn't work. A botch means the character moves about randomly. Each success allows the character to take one additional person through the shadow. An unwilling participant requires that they be brawled into the proper location.

5 + OO Shadow Slave

The practitioner may bring his own shadow to life. The shadow lasts for 30 minutes per success on a Will + Obtenebration (difficulty 20 to begin). The shadow has all abilities and physical disciplines of the practitioner.
Every three times this power is used lowers the difficulty by one (once difficulty one is reached the shadow is capable of living on his own). The shadow is incapable of verbal sounds and cannot move more than 150 feet from its creator. The shadow may move through solid objects but is harmed by normal weapons. The shadow if destroyed cannot be called again for one week. The shadow may learn disciplines on its own once it is created.
The shadow has the same personality as the practitioner but is very loyal to the practitioner.  Once freed the shadow slave's personality will depend on the circumstances of the shadow's "life" storyteller discresion.

5 + OOO Entombment

This power allows the practitioner to encase a single person in impenetrable darkness. The darkness is so potent that no senses can pierce the darkness (including auspex below level 8). Once within the victim cannot break free by any normal means. The practitioner may manipulate the darkness so that it will not allow air to pass as well. The darkness lasts for as long as it is not exposed to direct sunlight. Trapping a victim requires a Will + Obtenebration roll (difficulty target's reflexes + dodge +5). The effect can be dispelled at will by the practitioner.

5 + OOO Master of Night

The practitioner is able to summon three shades. These creatures are made of solid darkness. The shades suffer no wound penalties until they reach mortal 0 (at which point they disappear). The shades will serve the practitioner for as long as the practitioner gives them blood. They will fully obey the practitioner as if under the effect of a blood bond. The practitioner must spend one blood point per shade per day. The practitioner must create an area of shadow to create the shade's from. As a general rule they are created fresh each day or they begin to gain their own desires and wants.
Shade: Body Type 6 Reflexes 8 social and mental attributes equal to practitioner's own. Skills identical to practitioner's own. Disciplines: celerityII 5, others are half the rating of the practitioner. The shades may move through solid objects though they can be harmed by normal weapons.

5 + OOOO Summon the Abyss

This power allows the practitioner to draw forth a darkness so powerful that it sucks the life out of all caught within it. The abyss takes the bodies of the slain with it when it returns to the place from whence it came. The abyss springs forth from the hand of the practitioner and stays for only one turn before leaving. The abyss branches out though the practitioner can direct it somewhat. The summoner makes a Will + obtenebration (difficulty 15). Everyone within the area of affect takes successes x4 points of aggravated points of general body damage.

5 + OOOOO Banishment

The practitioner can remove his victim from this world and send him to the abyss from whence the darkness originates. There is no system the victim simply ceases to exist except within the umbral realm of darkness which the force originates. No one has ever escaped on his own. The practitioner may bring any victims back at will. The victim must be within sight and only one victim may be sent per day.  The practitioner must also spend one willpower point to use this power.

Osmosis
 index
This discipline allows manipulation of blood directly in contact with the practitioner's body.  Osmosis uses blood points not blood volume points due to the mystical nature of the blood.

O Blood Bath

At this level, the Kindred can absorb one point of blood volume per turn that has already been extracted from the vessel. This can be absorbed through the skin of any part of the body.  This blood has the blood strength of the vessel at the time of draining if absorbed immediately. If it takes more than one minute then this has the blood strength of a body bag (x1).  The practitioner rolls Will + Osmosis difficulty 10.

OO Absorption of Vitae

This level allows absorption of blood directly through the vessel's unbroken skin at a rate of one blood point per turn.This blood has the blood strength of the vessel at the time of draining if absorbed immediately. If it takes more than one minute then this has the blood strength of a body bag (x1). The practitioner rolls Will + Osmosis difficulty target's will + 10.

OOO The Hard Blood

The Osmosis practitioner can use blood in his body by excreting it through pores in his skin and shaping it. The effects are highly varied. The blood may become hard and sharp (about as hard as hard wood and sharp as a sharp knife). The shape once made is in that shape until the end of the turn. The color of the object is always blood red.
This effect takes one turn. The effect lasts for one scene. The shaped object must be kept in contact with the practitioner. When the practitioner looses contact (about 2 seconds later) or when the scene is ended the blood becomes liquious again and falls to the ground.  The practitioner must roll Will + Osmosis (difficulty 15) for simple effects.
Examples of use: blood claws 2d6 normal damage (takes one blood point), blood armor +3 to SP (takes two blood points), blood shield +8 SP (Takes 1 blood point per foot).

OOOO Mingling of the Blood

This level allows the user to "exchange" blood points with another or transfer blood through a wound that they have been able to touch Roll Will + Osmosis (difficulty 18). If the target is unwilling they have a Magical + Occult roll (difficulty 15) to detect the effect. This can be used to keep ghouls fed or to blood bond another. This effect lasts for one week of disuse but may be practically permanent if regularly used. Also possessors of Auspex get a danger sense roll to detect the effect.

OOOOO The Liquious State

The practitioner of Osmosis is able to change their body to a blood red liquious state. The practitioner can move slowly and may actually absorb blood in this state. The practitioner may control the form as long as the blood is kept within 100 feet. This form is practically immune to kinetic effects though it cannot attack by any physical means.
When the natural form is taken it is assumed that at least one blood volume was lost.

5 + O Acidic Blood

The practitioner may turn a portion of his blood into an acid and sling it from his skin. Any blood once changed cannot be used for any other purpose. It causes aggravated damage to any who touch it. Each blood point that contacts another being does 3d6 dice of aggravated damage. The blood will eat through most things given enough time.
The practitioner makes a Reflexes + Athletics roll (range 1 meter). The blood may remain an acid for one night and then must be discarded. The blood does no damage to the osmosis practitioner.

5 + OO Blood Arsenal

The practitioner gains greater control of the blood in her system. The practitioner can now coat the surface of her body with blood and can use this as various weapons or armor as needed. This blood once pushed outside the surface cannot be reabsorbed. However, as long as the blood stays in contact with the practitioner and the practitioner concentrates on it she can shape it once per turn.

5 + OOO Bomb of Blood

This level of Osmosis functions identically to level six acid blood except the practitioner can create a sack that is impervious to the acid but can be thrown this sack also keeps the acid fresh until it breaks. The bomb does 3d6 of aggravated damage and covers a 1 meter radius/point used (yes more than one point may hit the same target, in that case 1/2 the damage after the first). This requires a Reflexes + Athletics
The sack is incredibly hard to harm (20 SP 5 Structural Capacity) though a mental command from practitioner makes it fragile and it will burst easily with the slightest impact. The practitioner must be touching the sack to command it to become fragile. The osmosis practitioner is completely unharmed by his own acid. Sunlight causes the sack to become fragile.

5 + OOOO Body of Blood

The practitioner of Osmosis is able to change their body to a blood red liquious state. The practitioner can move quickly and can absorb blood in this state. The practitioner may control the form as long as the blood is kept within 100 feet. This form is practically immune to kinetic effects except when part of the body is hard. Any portion of the body that is hard may be attacked as normal. This form may also at will assume just about any form that the practitioner can imagine.
When the natural form is taken it is assumed that at least one blood point of blood volume was lost.

5 + OOOOO Blood Strength

The practitioner can change any nonliving substance into blood that can then be used for alteration with other levels of osmosis. The practitioner can change up to 20 lbs of a substance into manipulatable blood per success rolled. The practitioner rolls will  + Osmosis (difficulty depending on the substance examples: truly dead flesh dif 13, steel dif 30). This maliable blood may not feed the body but may be manipulated (as per body of blood and blood weapons). There is approximately 1 blood volume point per pound of matter. This blood is only effective for one scene but that is usually sufficient to completely finish off any enemies. At the end of that scene it changes into its natural form. Anyone unfortunate enough to drink this blood has a real problem depending on its natural form.

Potence
 index
This discipline is the discipline of superior strength. For each dot of potence the character add +5 to any strength rolls.  This effects damage caused by melee attacks as well as all other aspects of strength.  This does not change the weight or appearance of the practitioner.

Presence
 index
Presence affects the emotions of others. This discipline does not require eye contact or touch but those affected by presence are still relatively free to act as they normally would.

O Awe

When you employ this power, everyone near you becomes intensely attracted to you. Those affected may roll Will to resist the affect (difficulty practitioner's Appearance + Presence ). This is an automatic affect but for purposes on deciding how many persons answer the call to go towards you roll Appearance + presence (difficulty decided by situation usually 15). This also allows feeding rolls 1/30 minutes instead when being used.  If you are trying to Awe a particular person roll his Will +10 with a difficulty of the roll made on the original Awe roll.
  

Successes Effect
Flub The effect is reversed. Those around you have a strong dislike of you. They are immune to your presence for the remainder of the scene.
1 success The effect brings one person your way.
2 successes The effect brings two persons your way.
3 successes The effect brings six persons your way.
4 successes The effect brings twenty persons your way.
5 successes The effect brings everyone in the immediate vicinity your way.
OO Dread Gaze

The character flashes his fangs and shows the true nature of the beast existing within them. The character rolls Will + Beastial + Presence (difficulty target's Will +13).
Any successes indicate that the target is cowed, while three or more successes will cause the victim to run in fear, five or more successes may cause a temporary insanity. Those who have a powerful Beast are especially resistant to the effect (Add Beastial x3 to the difficulty of the roll).

OOO Entrancement

Entrancement is used to convince another to serve you. The subject of entrancement will be enchanted by and attempt to do your bidding. Once the effect wears off in most cases the former victim will be most upset.
Appearance + Presence (difficulty target's Will +10). The number of successes determines how long the effect lasts. A flub means that your presence will never be usable on that person again.
  

Successes Effect
Flub Your presence will never be usable on that person again.
1 success The effects last one hour. 
2 successes The effects last one night.
3 successes The effects last one week.
4 successes The effects last one month.
5 successes The effects last one year.
OOOO Summon

With this ability you may cause another person to come to you. The subject does not know exactly why he is going to the user of summon. This ability may be used to summon someone from a great distance and they will come at a variable speed depending on successes. Summons must be repeated each day if it takes once per day. Roll Attractiveness  + presence difficulty target's Will (+5 for a close intimate friend +15 to summon a stranger).
  

Successes Effect
Flub Target is immune to further summonings from the practitioner.
1 success Target approaches, but slowly and hesitantly.
2 successes Target approaches reluctantly and is easily thwarted by obstacles.
3 successes Target approaches with reasonable speed.
4 successes Target comes with haste, overcoming any obstacles in the way.
5 successes Target rushes to you, doing anything to get to you.
OOOOO Majesty

You are almost universally respected and feared. Unless others consider their feelings about you they will tend to treat you respectfully without conscious thought. All persons viewing must make a Will roll (difficulty 15) if she wishes to be rude, crass or even non-servile to the practitioner. The victim may spend a willpower point to act rude, crass or even non-servile.

5 + O Love

This power duplicates the power of a Blood Bond for as long as the target is in the presence of the character. The character requires a roll of Will + Presence (difficulty target's Will +4)

5 + O Rage

The presence practitioner may induce feelings of irritation and hostility in those around him by Awakening their  Beast.  The Beast does not  actually have to be awake or present prior to this effect. Add 1 + Practitioner's Beastial + Successes to the Beastial of the people in the area for the duration of 1 scene
The slightest spark will generally be enough to cause arguments and fights. Roll Will + Presence (difficulty 15) and affects a variable number of targets depending in the number of successes. Victim's may spend willpower to keep from acting on the rage they feel.
  

Successes Effect
Flub Two persons feel rage but it is directed at you. The vampire cannot use presence on those victims for the duration of the scene.
1 success Two persons feel the effect.
2 successes Four people feel the effect.
3 successes Eight people feel the effect.
4 successes Twenty people feel the effect.
5 successes Everyone in the character's immediate vicinity.
5 + OO Mind Numb

The use of this power removes emotions from people. When a character uses this power all in the area lose whatever emotions they possess and tend to be lethargic. They do continue any normal habituated actions but don't make any special effort to do anything. Roll Will + Presence (difficulty 15). The number of successes determines the number of persons affected.  Those with especially high Will may gain a roll to resist at storyteller's discresion.  Target's cannot spend willpower while under this effect.  The effect last for one night per success but may be removed by the practitioner at will.
  

Successes Effect
Flub This will affect randomly any friends or allies of the character.
1 success Three people feel the effect.
2 successes Six people feel the effect.
3 successes Fifteen people feel the effect.
4 successes Thirty people feel the effect.
5 successes Everyone in the character's immediate vicinity.
5 + OO Mask Empathy

This power allows the presence practitioner to delicately cut away emotions. This power is much less extreme than Mind Numb, however, the practitioner can cause one to lose love for a loved one, lose the emotional reaction related to an immoral act or many other similar emotions. The number of successes defines how exact and extreme the effect is and how long it lasts. The practitioner rolls Will + Presence ( difficulty target's Will +10). The effect lasts for one day per success.

5 + OOO Invoke Frenzy

The presence practitioner can invoke frenzy in another. The presence practitioner rolls Will + Presence (difficulty target's Will +10). The victim must spend one willpower point per success to remove the effect.

5 + OOOO Heart of the City

A character with this level of presence can make an entire urban area feel one emotion of the practitioner's choice. This emotion is not extreme in nature. Only those in the city with a close emotional tie to the city are affected. The character rolls Will + Presence (difficulty 20), and must spend a willpower point before making the roll. The number of successes says how long the affect lasts. the practitioner may end the effect at any time.  On an individual basis the victim may roll Will (difficulty 15) 1/hour to resist the effect.
  

Successes Effect
Flub A feeling exactly opposite the desired feeling is felt for 10 minutes.
1 success The effect lasts for one minute.
2 successes The effect lasts for ten minutes.
3 successes The effect lasts for one hour.
4 successes The effect lasts for one day.
5 successes The effect lasts for one week.
5 + OOOOO Dream World

A character with this power can affect the dreams of the beings in a large area. The character can send symbols, themes, stories and images to those who fall victim. The area affected is that of a large city. The practitioner rolls Will + Presence(difficulty 20). The number of successes indicates how profoundly the people are affected by the dream.
  

Successes Effect
Flub The broadcast has the reverse effect.
1 success The victims don't necessarily remember the dream but the dream may affect them subconsciously
2 successes The victims remember the dream in bits and pieces 
3 successes It is firmly imbedded in the imagination of the victims and parts of it emerge into consciousness over the day.
4 successes The victims remember it and brood over it all day 
5 successes The victims may wake suddenly and the dream is forever imbedded in their brains.
suggested extra powers:

level 2 -- focused awe -- may use awe on a chosen set of targets

level 3 -- projected image -- doesn't change the image but makes people feel a given way about you.

level 5 -- raw emotion -- works like dread gaze except on a group of people.

Protean
 index
Protean is the discipline of direct body manipulation. Protean is not very subtle so its changes tend to be significant but subtlety has been traded for raw power. For this reason other shape altering disciplines tend to be less powerful than protean.

O Gleam of Red Eyes

You can see perfectly normally in complete darkness. The character's eyes glow an eerie red. The effect takes one turn to turn on and one to turn off.

OO Wolf Claws

You are able to grow inch longs claws from your fingers. These claws make excellent weapons (doing 1d6 + Beastial + BTM aggravated damage). The claws take one turn to grow and cost one blood point (or vitae) each time they are grown.
Any Bast who possesses this discipline has claws that resemble their Beastform. A demonkin also adds their Passion rating to the damage of these claws d6/2 per point of passion.

OOO Earth Meld

The vampire can sink into the earth. There must be a clear path to the earth nothing can lie between (example no linoleum or concrete). The practitioner must spend one blood point and roll Will + Protean (difficulty 15) to enter the earth.

OOOO Shadow of the Beast

You may transform into a wolf, bat or spider. When in the form you have all the physical abilities of the new form (though all supernatural changes to physical existence remain example potence 2)  The practitioner may use all mental disciplines that do not require some movement the practitioner cannot make (storyteller's discresion). The practitioner takes 2 turns to take the new form it costs one blood point (or vitae).
Any Bast who possess this discipline also possess the ability to change into their Beastform

OOOOO Form of Mist

The vampire may transform into a mist. The mist has several advantages. You can float any direction at walking speed, are not affected by physical attacks, and can slip into the tiniest of openings with ease. Additionally, you take d6 less damage from from sunlight (subtact a die from the roll).
The practitioner spends one blood point (or vitae). It takes 2 turns to make the alteration.

5 + O Flesh of Marble

Once this power is taken the practitioner's skin becomes as hard as stone while losing none of its flexibility. It is nearly impossible to cut or stake the practitioner without proper equipment or preparation. Ten successes are required to stake the character. The practitioner has an SP 12 from all types of damage except fire, sunlight and holy objects. This power is obvious the skin of the practitioner turns a milky white color.

5 + O Earth Control

The practitioner is no longer limited to melding with the earth, she may now move through the earth as though she were swimming in water. The practitioner must spend blood to enter the earth but can stay in and move around, day and night (though the practitioner must still rest at some point).  The practitioner must still enter the earth using the Earth Meld ability.

5 + OO Homunculus

The practitioner can create a three-inch-tall duplicate of himself, drawing it from deep in his mouth. The Homunculus lacks disciplines, but is in all other respects a three inch duplicate of the practitioner. Its personality is usually a twisted version of the practitioner's own.
This power may only be employed once a day, and the creature will only remain as long as it is fed one Blood Point per day. The creature may over time learn disciplines up to level 3 though all disciplines are bought as if nonclan. The creature can hold 1 blood volume point has a body of 3 and dies if it reaches mortal status However, at least 1 point of damage must be aggravated.

5 + OO Form of Ghost

The character is able to transform himself into an insubstantial form that appears no different from her regular form. She can move as fast as she can in her regular form but is unaffected by gravity or momentum, and may fly in this form at her normal walking speed. She does not require an opening to pass through walls or nonmagical barriers. Physical attacks have no affect on the character, though magical aggrevated damage will still have an effect.  She would also be able to speak underwater and if she normally requires air she will not require it while using this power.

5 + OOO Movement of the Slowed Body

With this power the character can move even if in torpor, staked, or paralyzed. The movement is exceptionally slow. The character can move one body part at a rate of two inches per minute. This movement is usually slow enough that most observers would not notice it until it became quite extreme.

5 + OOOO Dual Form

With this power, a character can split herself into two weaker forms, both of which act as the original. If either form should die the remaining regains all information, and powers in the other form. Neither of the two forms is as strong as the original, and all physical are reduced by two. The character's disciplines are repeated in both forms.
When the two forms rejoin the two forms have a contest of wills (each rolls Will the one with the highest roll is now the primary personality). This usually makes no difference unless the forms have been apart for some time (ie several weeks). Any skills, magical training, disciplines (or anything else appropriate) learned by either form is present in the combined form when they rejoin and will be present in both should they split.

5 + OOOO Shapeshift

This power allows the practitioner to instantly assume any form. These forms must be anywhere between 1 lb and 5 times the practitioner's mass. The practitioner may or may not be able to use disciplines depending on the form. The practitioner cannot gain new disciplines but can gain attributes and natural abilities of the new form. There is no roll to assume these forms but only one form can be taken per turn. The practitioner cannot make subtle changes.  He can become a Crinos form werecreature but cannot alter his eyes to that of a cat.  The forms take 1 turn to assume.

5 + OOOOO Body of the Sun

With a great expenditure of blood, the character can turn his body into an invulnerable ball of fire, burning and blinding all around him. While in this form, the character cannot be hurt by anything physical -- whatever is not destroyed by the heat and flames passes safely through this gaseous form. The character maintains her old form and height, but her appearance is hazy and unclear. The character must spend three blood points to assume this form and two blood points per turn to maintain the form. This flame catches any flammables within five feet on fire. Also anyone touched by this flame takes 2d6aggravated health levels of damage. Anyone who suffers from flight frenzy from Sunlight must make a Will roll difficulty 12.

suggested extra powers

level 2 -- extra form about the power of cat

level 3 -- extra form about the power of a wolf

level 4 -- extra form about the power of a midsize feline

level 5 -- extra form about the power of a tiger.

Sanguinus
 index
This discipline is the ultimate bond between two individuals. This allows the use of one person's abilities in various ways by others.

O Brother's Blood

By spending a blood point the practitioner of Sanguinis may heal 1 point of damage in a chosen target aggravated damage may be healed at a rate of 1 point per five points spent.  The target must be within 25 feet and only one health level per wound may be healed in this way. No other action may be taken by the practitioner that turn.

OO Borrow Organ

The donor and recipient must each spend a blood point (or vitae) and the donor must concentrate. The next round one of the donor's exterior organs -- eyes, ears, nose, arms, or legs will appear on the recipient's body and disappear off the donors. The donor may still perceive and control all organs placed on another. This exchange must be willing.

OOO Link

The user of this ability forms a mental link between a small group of people (3 person's + 1 per success, roll Will + Sanguinus difficulty 15). This mind link allows them to share perceptions and skills (though no supernatural abilities). Add 3 to the difficulty of all physical kinesthetic skills die except for the one who actually learned. Skills do not alter for any member. All members must stay within 50 feet of the one who instigated the link or they fall out of the link.

OOOO Concentrate Power

With this power the practitioner may loan or borrow supernatural abilities of another. The donor and recipient must be willing and if at any point any party becomes unwilling all powers switch back. The practitioner must spend a willpower point to switch supernatural abilities between anytime he is not one of those whose powers were involved in the exchange.

OOOOO Combine

With this power all beings involved must join hands and blood or vitae equal to two per member must be spent. When this is done the members of the bond meld together into one entity (roll: Will + Sanguinis difficulty 15 +2 per member). The first time any being takes part in this ability make a sanity roll difficulty 14 (if the sanity rules are being used).
The weight of the creature is equal to the combined weight of all the members. Mental attributes are equal to the highest ratings of any group member. Appearance is equal to 0. Body type is to the highest rating +2 per group member. All disciplines powers and abilities exist in the large entity. All minds exist separately in the entity. The mind most suited to a particular task (i.e. the one with the skills used) is in control with the Sanguinis practitioner as the primary controller. The combined entity is a huge humanoid composite of all members. All members must be willing.

5 + O Soul Bond

The user of this ability forms a mental link to a group of willing participants that lasts 1 week. The participants will always know where the other participants are (unless specifically blocked by the participant) and whether they are in trouble. The participants can also speak with each other whatever the distance (though some things can block the link). This mind link allows them to share perceptions. Any participant may willingly end his own link. This link may be makde permanent at a cost of 1 willpower point.

5 + OO Child

The user may create a construct. This construct is formed from the practitioner's gradually reformed body so takes almost a year to create. This child once created is an independent construct.

5 + OOO Connection

The Sanguinus practitioner may create a mental link to any being that she has met. It does not matter whether the practitioner knows the person's current location. The target must be existing on our plane of existence (ghosts and spirits count but spirits who have journeyed into the deep umbra do not). The target hears the mental link as a voice in his head. The practitioner rolls Will + Sanguinus (difficulty depending on the preexisting connection to the target).
  

Difficulty Required relationship
Difficulty 12 Practitioner has used sanguinus on target before.
Difficulty 15 Target is a close friend.
Difficulty 18 Target is an acquaintance.
Difficulty 20 Target was seen a few times.
Difficulty 23 Target was seen once for a bit of time.
Difficulty 25 Target was seen once in passing.
Difficulty 30 Practitioner had a description.
5 + OOOO Transfer

The practitioner may exist if killed and transfer his consciousness to another form. This other being must be willing (or tricked into being willing) from the moment that the practitioner inhabits the form the two share their new body. The practitioner may use all mental disciplines and may relearn all physical disciplines very quickly (x3 /level to relearn). For physical disciplines to be useable the form has to be one that can use disciplines (demonkin, vampire, construct). Physical disciplines may be used by either personality once relearned physical disciplines do not stack for both forms. Finding a new form may take a great deal of time.
Once this discipline is used level seven sanguinus may be used to create a new body for the practitioner though physical disciplines would have to be relearned again if the character had learned any while in the other person's body.  Some practitioners keep a Child (level 7) ready for just such an occasion.

5 + OOOOO Blood Brothers

This frightening level of sanguinus allows an entire group to share their abilities. All participants have the highest ability and disciplines of any other participants while keeping their separate bodies. The practitioner must roll Will + Sanguinus (difficulty 13 + 2/participant). The participants must be linked (level 3) and in physical contact. This ability will last for ten minutes per success.

suggested extra powers:

level 3 -- permanent mind link with a specific other. Each person so linked must be bought as a level three power though as long as the practitioner is conscious this acts as a link between all such connected persons. When the power is initially used both the sanguinous practitioner and the target must spend a willpower point. This has limitless distance within our plane and is instant despite the distance.

level 4 -- more extreme blood heal may heal as many points as the character has vitae or blood. Aggravated damage may be healed at a six blood points for one health level.

Scriptus
 index
This discipline involves the alteration of the mind's perception for learning in various ways.

O Quickened Pace

The ability to read at an increased rate due to heightened vampire abilities. The rate at which printed matter can be read is: 25 pages/turn. This rate does not increase.  This gives the character double IP for any scholarly skills.

OO Memory of Sight

The ability to memorize the contents of books or pieces of writing to the point of recitation by memory. The practitioner rolls Intelligence + Scriptus (difficulty15). This memorized data only stays in the mind for one week per success.  Thopugh of course the practitioner may preserve it in other ways and relearn it.
  

Successes Effect
Flub The practitioner cannot read that book that night.
1 success 50 pages of text memorized
2 successes 150 pages of text memorized
3 successes 500 pages of text memorized
4 successes 1000 pages of text memorized
5 successes 5000 pages of text memorized
OOO The Wakeful Mind

The ability to stay awake and functioning during daylight hours. Of course one must be out of contact with the sun during this time.
It involves a Will+ Scriptus roll at a difficulty of 15. Each success allows the vampire to stay awake for one hour during the day and do minor activities like reading or writing during the day. The practitioner must still rest between six and eight hours like any being. Only one roll may be made per day. Flubbing this roll means the character is deeply sleeping and will be both especially difficult to wake that day but will also not wake until several hours after nightfall.

OOOO Reader's Understanding

This is the ability to read incomprehensible languages. This is perfect understanding. The practitioner rolls Intelligence + Scriptus (difficulty decided by the language x1 multiplier languages have a difficulty of 15 + 3 (multiplied by the langauge multiplier) additional difficulty multipliers are:   +6 to difficulty for extinct languages, +10 to long extinct languages, +15 for alien writing).  This roll may only be made 1/day.
  

Successes Effect
Flub The reading is completely wrong.
1 success 1 to 3 pages successfully translated.
2 successes 10 pages successfully translated.
3 successes 25 pages successfully translated.
4 successes 50 pages successfully translated.
5 successes 100 pages successfully translated.
OOOOO The Scholar's Gift

The practitioner of Scriptus may read a book by simply looking at the book's surface. The book must be in direct real time line of sight. A picture of video tape is not sufficient but direct line of sight and live video feed is. Other abilities of Scriptus may be used on the images received though a separate roll must be made. The practitioner rolls Intelligence + Scriptus (difficulty 15)the number of successes decides how many pages may be read. Some books and some situations may alter the difficulty of this roll.
  

Successes Effect
Flub The practitioner sees scrambled images of pages for several minutes -2 visual perception
1 success 50 pages successfully read.
2 successes 150 pages successfully read.
3 successes 500 pages successfully read.
4 successes 1000 pages successfully read.
5 successes 5000 pages successfully read.
5 + O Understanding

This is the ability to undestand incomprehensible tongues. This is perfect understanding. The practitioner rolls Intelligence + Scriptus (difficulty decided by the language;   difficulty of 15 + 3 (multiplied by the langauge multiplier) additional difficulty multipliers are: +6 to difficulty for extinct languages, +10 to long extinct languages, +15 for alien writing).  This roll may only be made 1/day.  If the practitioner makes the roll he is assumed to have an 8 in that langauge for the scene.

5 + OO Locate

The practitioner knows where a particular bit of knowledge is.  The practitioner rolls Intelligence + Scriptus (difficulty 15 + up to 10 depending on how hard the information is to find)  The character then knows where this information is written and can make attempts to look at it.  This ability takes several minutes to use.

5 + OOO The Distant Knowledge

The practitioner may use Levels 2, 4, 5 and 6 by only knowing where a book is in general terms (building).  This add +5 to the difficulty of these other rolls.  The practitioner may use locate for the information required.

5 + OOOO Alexander's Knowledge

The practitioner can access the combined knowledge of the Library of Alexandria whenver she needs it.  There is no system for this knowledge doing this takes approximately 1 minute. Those who have gained this ability tend to have difficulty concentrating on what is going on around them (expecially for an Alexandrian due to their clan flaw).

5 + OOOOO Man's Knowledge

There is no system to this power.  If the information is written anywhere the pracitioner knows it and can cross reference for validity among sources of information.  The practitioner no longer makes knowledge rolls unless the information is not written down.  All knowledge rolls are ssumed to be successful.  However this ability takes 1 minute to read information form highly varied sources and find the valid information. Those who have gained this ability tend to have difficulty concentrating on what is going on around them (expecially for an Alexandrian due to their clan flaw).

Serpentis
 index
This discipline is the study of the magic of the legendary Egyptian god Set which amuses Set to no end.

O The Eyes of the Serpent

When using the power the eyes of the practitioner turns gold with large black irises. These eyes can paralyze any victim that looks into them. The practitioner makes a Will + Serpentis (difficulty target's Will +10). The target is frozen in place until the character looks away.

OO The Tongue of the Serpent

The practitioner's tongue becomes long (about 18 inches long) and can be used in close combat. The tongue causes the same aggravated damage as the practitioner's teeth would but simply does so at a distance. If any damage is done the character can drink through the tongue (all effects of the Kiss take place).   A specialized Reflexes skill is required to use the tongue skillfully in battle.

OOO Mummify

With this power the practitioner can enter a state of suspended animation that is practically invulnerable to all but fire (and if the character is vulnerable to sunlight that as well). The character sets an exit time when first using the power. To use this power spend five blood points or vitae (vitae does not return while in this state). and the state is entered. The character needs no sustenance or air in this state but is completely incapable of action and is not aware of time passage.

OOOO Form of the Serpent

The practitioner spends a blood point and may change her shape to that of a long black cobra about six feet long and six inches wide. The character gains all advantages and disadvantages of the form though all mental attributes are still the same. The character is able to use all disciplines that would be possible in that form (including all mental disciplines).

OOOOO The Heart of Darkness

Once this power is used on any target the target subtracts two from the Empathy rating.
This power allows the practitioner to remove his (or another's) heart on night of the new moon. Upon removal, the heart is placed in a small clay urn. This effectively makes the target stake proof and subtracts two difficulty from all frenzy rolls.
The major danger inherent to the use of this power is the possibility that someone else may get a hold of the target's heart. If that happens the target is completely at the mercy of the one who found the heart. If the heart is damaged in any way that damage is mirrored on the target's body.

5 + O Temptation

The practitioner can attempt to tempt another into evil actions by speaking with the target. To goad the target successfully the character must roll Will + Serpentis (difficulty 15, the path of Golconda gives the target a +2 to difficulty per level obtained in the path). When the amount of accumulated successes equals the target's Will rating, the target will act in an incredibly immoral manner and will follow the Serpentis practitioner's general suggestions.
The effect is permanent unless the target somehow manages to overcome affect his Beastial will quickly rise.

5 + O Obsession

This power inspires and incredible amount of lust for some specific object, condition, or person as dictated by the Serpentis practitioner. The practitioner need only speak to the taget and tell him about the lust for him to be affected. The target must possess or experience the object of lust at least once per night or he will fall into a frenzy when dawn nears. The practitioner rolls Will + Serpentis (difficulty 15, The path of Golconda gives the target a bonus of +2/ level on the path).
When the number of successes exceeds the target's Will rating the effect takes place. The effect is permanent but can eventually be overcome.

5 + OO Phobia

The Serpentis practitioner can instill an irrational fear of a certain object or condition. The character need simply talk to the target about the fear object. This feared subject can be broad or very narrow. Successfully implanting the fear requires a Will + Serpentis difficulty 15, the path of Golconda gives the target a bonus of +2/  levels on the path). The Serpentis practitioner must accumulate more successes than the target's Will.

5 + OOO Corruption

This power allows the practitioner to flood the target's mind with memories of when the Beast held sway over them. As a result the target has no resistance to his Beast. The target will constantly be losing control and will tend to be sadistic and cruel. The target will not regain willpower at all. The practitioner to use this power on another must make a Will + Serpentis roll (difficulty target's Will +10, +2 per level in the path of Golconda) The character must accumulate more successes than the target's will in an extended action. Using this power adds 1 to the practitioner's temporary Beastial.
This effect will add 1 permanent Beastial/week up to a maximum Beastial of 10. Eventually this power changes the target's personality to that of a cruel and viscous monster given time. The Target may roll 1/week to resist the gained Beastial (Will difficulty 15) however all gained Beastial remains. The target still gains Beastial for actions.  This effect will work on a creature who does not have Beastial but the Beastial begins at 0.

5 + OOOO Form of Corruption

This power allows the character to create an object that can use the level eight Serpentis power corruption. The object will seem incredibly tempting to anyone (Will roll difficulty 15 to resist taking it). The object will then be able to use the power as if it had the ability of the original creator (ie her Will + Serpentis).

5 + OOOOO Mark of Damnation

By placing her hand on the intended target's forehead, the user of this power burns a hideous brand into the target's body and soul. Anyone looking at someone so marred requires 5 successes on a Will roll in three turns or less or they will wildly attack the victim of the mark.The victim is immune to his own mark but he can see it. To communicate with anyone, the target must remain out of sight of anyone viewing them. The effect of the power can be overcome with powerful magics or it is removed with the Serpentis practitioner's blessing.  The mark also avoids any attempts to cover it though standing on the other side of a doorway will be effective.

Thanatosis
 index
This discipline is the manipulation of dead flesh both in themselves and others. Many of the powers of this discipline requires that the character be in a dead body. All vampires and some constructs could learn this discipline.

O Hag's Wrinkles

The character can expand or contract his skin. This ability allows the character to change his general appearance and apparent age. This ability can also be used to conceal small items on the body by creating small pockets of flesh that are tightly sealed against the rest of the body. This power requires the expenditure of a blood point.

OO Putrefaction

This power allows the practitioner to induce decomposition in an opponent. Rapid movement speeds the putrefaction. The practitioner akes a roll of Will + Thanatosis + Blood Points spent (difficulty victim's Body Type + Fortitude aspect + 8). For every success the victim loses two from their appearance rating. In addition if the target continues to move around they may lose portions of themselves. One full day of rest will remove the effect though any lost body parts must be healed as if aggravated damage and a mortal will not heal from these wounds unless the medical technology of the time allows for it.

OOO Ashes to Ashes

The practitioner spends two blood points and changes into a heavy powdery substance. This heavy powdery substance is immune to fire and sunlight. The substance is immobile and the character can use no abilities. The practitioner is slightly aware of his surroundings (no sight or sound or smell but a very light awareness). It takes one minute to change form and two blood points to change back to their natural form. One blood point or vitae is spent per day in this form (vitae is not regained in this form).
The ashes cannot be separated by wind but may be forcefully separated. If the ashes are separated the practitioner must find all missing parts and then change form to regain what is lost in the change.

OOOO Withering

This power allows the practitioner to mummify parts of another's body. Withered portions are useless, unable to hold blood, incapable of movement, and in great pain. Each day a Death Save -3 is made. Once the roll is made one touch is healed.
To whither part of the victim the practitioner must touch the area and make a number of successes equal to the target's BTM +1 (minimum 2). The roll is Will + Thanatosis (difficulty 17). This may be an extended action but the practitioner must keep hold.

OOOOO Infection

This power allows the practitioner to create a mystical connection between any wound a creature may have suffered and feed them blood through it. This blood can then be spent by the target in any way they wish. The practitioner can also feed tainted blood (such as the blood used with quietus, or drugged blood (though the practitioner suffers the effects too).

5 + O Compress

By expending three Blood Points, the practitioner using this ability can cause the skin of an opponent to shrink until it ruptures and explodes off the target, causing 3d6 aggravated points of damage to random points around the body (ignore BTM for resistance)  Targets may roll their Body + Fortitude to resist the effect (difficulty 15) each success subtracts 1 die from the damage. Target may use Fortitude to subtract from damage.  If the damage is reduced to 0 the attack is considered to have failed.
If the attack succeeds, the compressor can then absorb the skin into her own body, adding + dice (rolled for damage)  the Fortitude level of the Victim to his Body Type Modifier. This skin slowly rots away losing one BTM point per day/night until the extra  is gone.
This affect loses three points of attractiveness for the practitioner when holding the extra skin. (this of course has no additional affect on Samedi with the hideous appearance).

5 + OO Dust to Dust

The practitionerspends two blood points and changes into a heavy powdery substance. This heavy powdery substance is immune to fire and sunlight and cannot be parted or moved without the practitioner's permission. The substance is immobile except the practitioner can move with the assistance of wind currents (this movement is usually quite slow). The practitioner may use all mental disciplines (though all normal restrictions still apply so dominate will not work since line of sight cannot be gotten).
The practitioner is aware of his surroundings. It takes one minute to change form and two blood points to change back to their natural form. One blood point or vitae is spent per day in this form (vitae is not regained in this form).

5 + OOO Rigor Mortis

This power inflicts rigor mortis upon a target. This requires a Will + Thanatosis roll (difficulty target's Body + Fortitude + 8). The target loses 6 points of Reflexes and suffers such severe pain that the use of mental disciplines requires a successful Will + Resist Torture/Drugs (difficulty 15). To move requires a Will + Resist torture roll (difficulty 15)
Rigor Mortis can be removed by spending 15 blood points (even mortals can do this but it takes several weeks for them to remove the effect). For a vampire to remove the effect requires a Will roll difficulty 15. If the target frenzies he does 4 aggravated points of damage to himself per turn he is frenzying. The damage to a mortal is 1d6 of aggravated damage on  a failed reflexes roll (difficulty 10) with the slightest movement (subtract the BTM from any damage caused).
Fortitude can soak the damage caused by all affects.

5 + OOOO Ashes

The thanatosis practitioner can touch another and change them into a heavy powdery substance. This heavy powdery substance is immune to fire and sunlight. The substance is immobile and the target can use no abilities. The target is relatively aware of his surroundings (no sight or sound or smell but a very light awareness). It takes one turn to change another into this form and one blood point to change the target back to his normal form. The effect is permanent unless the thanatosis practitioner removes the effect. The thanatosis practitioner rolls Will + Thanatosis (difficulty Target's Body Type + Fortitudex2 +10) to change another into this form.
The ashes cannot be separated by wind but may be forcefully separated. If the ashes are separated the practitioner must find all missing parts and then change form to regain what is lost in the change.

5 + OOOOO Zombie Horde

The use of this power allows a practitioner to empower dead bodies with motion. This will work as long as the body was not blessed. The zombies are incapable of independent thought and must be told what to do by the Thanatosis practitioner. The zombies will continue to function as long as it is given one blood point per week. A zombie has 3 additional points in Body Type and a Reflexes of 7 (but no skills, talents, and knowledges). In short, it is an automon with only its natural physical abilities.
Alternatively the practitioner may awaken a newly dead corpse. This dead corpse stays alive as long as he receives one blood point from the Thanatosis practitioner per day. The corpse slowly loses its appearance over a several days but retains all skills and abilities. It also gains 3 points of Body Type. The better preserved the corpse the longer it will last.

Suggested Extra Powers

level 3 - Preserve.  This power allows the practitioner to preserve a corpse in its natural state for a number of weeks equal to successes on a Will + Thanatosis (difficulty 15).  This power costs 3 blood points to use and may be used more than once.

level 5 - Permanent Preservation .  This power costs three blood points to use but the corpse so preserved in completely preserved it will not decay.

Vicissitude
 index
Vicissitude is an offshoot of protean. This discipline is much more subtle. The transformations allowed are all related to the humanoid form.

O Changeling

This allows the practitioner to alter her own appearance and voice. The practitioner may only make minor alterations to her body. The alterations are permanent unless the discipline is used to change them back. The practitioner must spend a blood point for each specific body part altered. The practitioner makes an intelligence + vicissitude roll. To make a specific set of changes is normally difficulty 15. To raise appearance rating above the starting normal is difficulty 25 (flubbing reduces appearance by 1). Appearance may be raised 1 point per success.  This may be treated as an extended action but if one roll fails the entire process must be started again.  To look like a specific other has a variable difficulty.
  

Successes Effect
Flub Random messed up appearance that cannot be fixed until the character sleeps.
1 success Similar to what the practitioner wanted with several flaws. 
2 successes Almost what the character wanted but with several small flaws.
3 successes What the practitioner wanted but there is at least one small flaw.
4 successes Better than the practitioner wanted the image is a work of art. 
5 successes The image is perfect no one can tell the image from the original.
OO Fleshcraft

This power allows the practitioner to drastically alter flesh, be it her own or another's. The practitioner must lay her hands on the target and mold the change. Fleshcrafting confers no benefits to the target except cosmetic. Fleshcrafting requires a reflexes + vicissitude roll same success chart, difficulty and effect as the changeling power. On an unwilling victim the practitioner must also successfully get his hands on the victim. If the practitioner is using this power to decrease another's appearance is can be reduced by two per success.  This power requires touching the target.

OOO Bonecraft

This power allows the practitioner to shape bone as well as flesh. This allows truly drastic changes in another including changing another's cosmetic and functional (minus child siring or bearing) sex. This power must be used with fleshcraft or the bone will break skin and muscle. Bonecraft works like fleshcraft but requires a seperate roll Reflexes + Vicissitude roll same difficulties and success chart as the changeling power. Bonecraft deliberately used to harm (difficulty 15) can be do d6damage per success and horribly disfigures the target.  This power requires touching the target.

OOOO Horrid Form

This power allows the practitioner to assume the form of a monster. This change takes one turn. The monster is half again as tall as the character and 3 times as much mass. The creature has clawlike, seven fingered hands and bony spines protrude from his vertebrae, a horribly deformed head, huge muscles and thick black-gray skin covered with a slick, black, oily residue.
In this form the practitioner's Body Type and Reflexes increase by 6 and all social attributes go to zero. In hand to hand combat the creature does 2d6 damage due to the bony knobs and ragged nails on the creature's hands. This form takes two blood points (or vitae) to assume and leave the form and requires one turn to change.

OOOOO Attribute Craft

This power allows the practitioner to craft his physical attributes.  The practitioner upon gaining this power gets 5 extra physical statistic points (appearance counts as a physical attribute though this is an inefficient way to spend the points)  Body Type may be modified in such a way that the practitioner is simply heavier but still appears to be the same size.   The physical statistics may go over the normal limit set by generation.
The practitioner may also spend 1 blood point / 3 physical statistic points gained (as per the vampiric ability but more efficient).  There is no upper limit to the statistic.  The statistics are removed at the end of a turn.
The practitioner may also subtract statistics as well on a Will + Vicissitude roll (difficulty 15, 2 attribute points per success).  This is used primarily to make disguises more complete.  The subtracted statistics last until changed back (difficulty 15, 2 attributes points per success).  On a flub the lost stat points last a week longer than intended.

5 + O Blood of Acid

The practitioner's blood becomes permanently an acid. It causes aggravated damage to any who touch it. However, once this power is gained the character cannot create ghouls or childer unless they buy another ability (level 5) that allows them to temporarily change their blood back. Each blood point that contacts another being does 2d6 of aggravated damage. The blood will eat through most things given enough time. The blood will spew towards any person who cuts the practitioner in combat though it can be dodged.

5 + O Body Arsenal

The practitioner gains an incredible amount of control over his own body allowing him to melt and mold his body as he wills. Creating nets, weapons, and armor from the cells of his own body. The use of this ability may be used in less than one turn (though dice must be split) Each change requires a Reflexes + vicissitude (difficulty depending on the change but typically 15)

5 + OO Cocoon

The practitioner can form a cocoon composed of a strange material excreted through the skin. It appears to be a hard carapace shaped vaguely like a coffin. The cocoon has an SP or 20 and completely protects those inside from sunlight. The practitioner can create a cocoon only for himself, or a willing (or unconscious) target. Inside the cocoon the target can hear what is going on but not see but cannot move. The practitioner may dissolve it at will. The cocoon takes ten minutes to create.

5 + OO Flesh Rot

The practitioner can cause a disease similar to advanced leprosy in anyone he touches. The horrific nature of the disease subtracts 4 points of appearance and 2 additional points of appearance per day. The severity and duration of the disease is based on a Will + Vicissitude (difficulty 15 +  2 x target's BTM). It takes one day to progress through each level of success, up to the maximum rolled. The effect is permanent but in some timeperiods and with supernatural help they may be removed.
A Vicissitude Pracitioner with fleshcraft and bonecraft can remove the effects on a target but only after it has run its course completely.  (To remove the effects takes a difficulty 18 rolls 1 success per point regained is required) Only one roll per night may be made to remove the effects.
  

Successes Effect
Flub The practitioner undergoes the effect for one hour including the loss of 1 point of body.
1 success The victim loses 1 point of Body.
2 successes The victim loses 3 points of Body.
3 successes The victim loses 5 points of Body and takes d6 damage. (Heals normally once effect is done)
4 successes The victim loses 7 points of Body, 2 points of Reflexes, and takes 2d6 damage.
5 successes The victim loses 7 points of Body, 4 point of Reflexes, and ttakes 3d6 damage.
5 + OOO Bauble

The practitioner can turn into an inanimate object (including mechanical objects) anywhere in size from a small gem (about 1/2 lb), to three times the practitioner's mass. The practitioner still retains all abilities and disciplines (though quite a few cannot be used in other forms). Otherwise the object is identical to the object changed into.

5 + OOO Breath of Dragon

This power allows the practitioner to exhale flames much like a flame-thrower without doing damage to herself. The fiery breath affects an area in the shape of a cone. At the terminus of the cone it is a six foot round area. The practitioner rolls Reflexes + Athletics in a contested combat roll (each success allows another area on the target to be hit).  The flamethrower does 1d10 of damage to each area that it hits. The flame will continue to burn as normal flame and do d6 damage per turn until extinguished, however, it can be extinguished as normal flame. The practitioner spends three blood (or vitae) points to use this effect.

5 + OOOO Doppleganger

This power allows the practitioner to instantly assume any form. These forms must be between half and double the practitioner's mass. The practitioner may or may not be able to use disciplines depending on the form. The practitioner cannot gain new disciplines but can gain attributes and natural abilities of the new form. There is no roll to assume these forms but only one form can be taken per turn. There may be a requirement for disguise rolls to be made to assume someone else's identity.  These forms must be approximately humanoid.  (You can add wings but cannot become a bird).

5 + OOOO Meld with the Land

The practitioner can become one with the earth, dissipating his body into the surrounding area. It is very difficult to harm the one melded with the land short of destroying the entire area of soil (about 10 foot cubed) and even then the practitioner may have time to move. The practitioner hears everything that goes on in the area. Also the practitioner can meld into any earthlike material not just natural earth. The practitioner can use all disciplines (though of course many are useless in this form).  It costs 1 blood point to enter the earth.  The practitioner may meld with earth or stone.

5 + OOOOO Reform Body

This is the ultimate power of vicissitude. It allows the practitioner to reform his body after it has been completely destroyed. The spirit of the practitioner can take even the smallest ash and reform the body. Depending on the severity of the destruction is how long it takes to reform the body. It may even take decades. The only way to destroy the vampire with this power is to destroy its spirit.

Suggested Extra Powers

level 5 Plasmic Form.This power allows the practitioner to change his body to a red liquious form rather like blood. This form can move at 1 half movement rate though moves faster down inclines and slower up inclines. This form also allows the practitioner to change only part of his body to this substance. This substance is under the practitioner's control. This form is practically immune to kinetic attacks though heat and supernatural affects still harm it normally. This form may be spread out very thin but the whole mass must be kept within a hundred feet or the portion outside that range is lost. This form takes two turns to enter and takes one turn (plus the number of turns to get the form in a solid mass) to change back.

Visceratika
 index
For each dot in this discipline any wings that a being may have become fuller and stronger at will. For each dot of visceratika the player adds 5 mph for base flight speeds.
This discipline involve various bondings with and manipulation of stone.

O Whispers of the Chamber

By making an Intelligence + visceratika roll (difficulty 15) the practitioner of visceratika is able to detect others within an enclosed area about the size of a large apartment, even if the target is out of sight, in darkness, or protected by Obfuscate (though each level of obfuscate adds 5 to the difficulty). If the target is actively seeking to avoid detection she gets an opposed roll of Reflexes + stealth (difficulty 15).
This power is always on in any area that the practitioner has long habitated when he is in that room.

OO Skin of the Chameleon

By spending a blood point, the user of the discipline's skin takes on the texture and color of its surroundings, add +10 to many (gm decision) stealth rolls (as long as the surroundings remain the same if not the practitioner must spend a blood point to change his skin color again).
The user's skin also takes on the temperature of surrounding environment (within reason assume between freezing and 125 degrees F.

OOO Voices of the Catle

As whispers of the chamber except affects extend to an entire building (several story house) or physical structure. This affect is always on in any area that the practitioner has long habitated but it must be mostly enclosed.

OOOO Bond with Terra

This power allows the practitioner by spending one blood point to melt into stone, brick or asphalt. The practitioner seeps just below the surface and a faint outline of her form on the surface of where she rests.

OOOOO Stonestrength

The user of this power's flesh hardens and feeling is deadened when they wish. This power is permanent when used.  Add +5 to SP for the practitioner. This power also halves the damage taken from fire (subtract before BTM is subtracted).

5 + O Movement of Terra

The practitioner is no longer limited to melding with the earth, she may now move through the earth as though she were swimming in water. The practitioner must spend blood to enter the earth but can stay in and move around, day and night (though the practitioner must still rest at some point).

5 + OO The Living Stone

With this power the practitioner can move even if in torpor, staked, or paralyzed. The movement is exceptionally slow. The practitioner can move one body part at a rate of two inches per minute. This movement is usually slow enough that most observers would not notice it until it became quite extreme.

5 + OOO Meld

The practitioner can now meld with stone to make his form much more formidable. There must be at least three tons of material nearby. This allows the practitioner to add +15 to Body and an armor rating of 10 SP. This power requires 3 blood points and lasts for one scene.

5 + OOOO Stone's Essence

The practitioner can touch substances and borrow aspects from it. The use of this power is very broad and dependent on the player's creativity. One blood point is spent to borrow an aspect. The aspect lasts for one scene. The substance must be a solid or liquid. It must also be a natural aspect being borrowed. Examples: borrowing the hardness of a diamond, the mobility of mercury, the expandability of water. This can be used with any other abilities that alter the form.

5 + OOOOO Living Statue

With this power the character can move about freely during the day. The sun's rays no longer turn the character to immobile stone. If the character is not a Morabu the character is no longer harmed by the sun's rays. The character essentially escapes the curse of the sun.

suggested extra powers

level 3 -- allows the character to move his perception point to a chosen location in a room. Roll Perception + visceratika (difficulty 15 usually) for how well the move works. The power moves to the location and cannot move from that location. To get to a new location requires reusing the power.

level 4 -- allows the character to move his perception point to a chosen location within a building. Roll Perception + visceratika (difficulty 18 usually) must know the location. The power moves to the location and cannot move from that location. To get to a new location requires reusing the power.

level 5 -- works as whispers of the chamber but works on any room that the character is in for move than a full turn.
 
Beastial  Lillanite Vampire Camarilla Vampire Sabbat Vampire Anarch Vampire

 
 
World of Dimness
Game World
Sundering World
work in progress