Animalism
1 Sweet Whispers
2 The Beckoning
3 Song of Serenity
4 Sharing of Spirits
5 Drawing out the Beast
6 Songs in the Dark (Clanbook:Nosferatu)
6 Animal Succulence (VPG)
6 Shared Soul (VPG)
6 Shepherds Innocence (VPG)
6 Species Speech (VPG)
6 Deep Song (NEW! Clanbook: Ravnos)
7 Conquer the Beast (VPG)
7 Masters Voice (VPG)
8 Mass Summons (VPG)
8 Twin Spirits (VPG)
8 Taunt the Caged Beast(Guide to Camarilla)
9 Flesh Bond(VPG)
9 Unchain the Beast(Guide to Camarilla)
10 Army of Beasts(VPG)
Auspex
1 • Heightened Senses
2 • Aura Perception
With eye contact, the vampire may communicate with an animal, and request
favors... if the animal feels like listening.
By making an animal call, the vampire can summon animals of a particular
species who can hear her call. However, she can only call one species at
a time. A call can not be retracted.
The vampire may steal the Beast of an animal or mortal, pacifying it. A botch
indicates that that target becomes permanently immune to Song of Serenity
from that vampire. Someone who has no Beast may not use or regain Willpower,
and slowly becomes more and more apathetic and incapable of creative thought,
until their Beast is returned.
With eye contact, the vampire may possess an animal, but goes into torpor
in so doing. This occasionally leads to the vampire retaining some instincts of the animal.
The vampire may transfer her Beast to someone else, who will frenzy instead
of her.
If the victim leaves while in frenzy, the vampires Beast will be left
within the victim, and she may have to go to some lengths to regain it. In
the meantime, she may not use or regain Willpower, is incapable of frenzy,
and slowly becomes more and more apathetic and incapable of creative thought,
until she regains her Beast. The victim is affected in the opposite way.
The vampire may summon... something. Exactly what is summoned is up to the
Storyteller, but the thing should be an impressive, monstrous, large beast
that is neither known by humans nor recognized by modern taxonomy.
All blood that the vampire drinks from animals is doubled before it is added
to her blood pool.
By touching an animal, the vampire may share her experiences with an animal,
and will learn of the animals experiences. This power costs one willpower
point per turn.
The vampire may become very attractive to animals, which will trust her and
aid her.
Like Sweet Whispers, but the vampire may talk with a group of animals if
all are of the same species.
Through the words of a song, a vampire may attempt to sway the passions of
his audience.
The effects of the Deep Song last for roughly one hour,
or in the case of a botch, the remainder of the night.
The vampire may enter a frenzy over which she has a significant degree of
control. A botch means that an uncontrolled frenzy was achieved. This power
costs one willpower point per turn.
As Species Speech, but the group of animals may be of several species.
The vampire may summon all animals, or all animals of a specific kind, in
a given area.
The vampire may control an animal as if she was inside it, but also may act
in her own body. When the vampire is split up like this, all rolls she makes
in either body are increased in difficulty by one. This power lasts for the
following time periods:
1 suc. one hour.
2 suc. six hours.
3 suc. one day.
4 suc. one week.
5 suc. indefinitely.
The vampire can unleash the beast in another at will. Adversaries can be sent in frenzy with a finger's touch and the resultant momentary contact with the victim's Beast. The physical contact allows the vampire's own Beast to reach out and awaken that of the victim enraging it by threatening its spiritual territory.
Can also be used on individuals who normally incapable of frenzy, sending ordinary humans into murderous rages worthy of the bloodthirstest Brujah berserker.
The vampire may take an animal into herself. She must give up an amount of
her blood capacity equal to one fifth of the blood capacities of the animals
she is storing. This part of her blood capacity may not be filled until the
animal is released.
The vampire may enter an animal. She may still be detected by Auspex, which
will show her aura as well as that of the animal. This power does not, by
itself, grant any control over the animal.
With a glance, the vampire can awaken the Beasts of her enemies, causing physical injury and excruciating agony as the victim's own violent impulses manifest in physical form to tear him apart from within. The target will erupt in a fountain of blood and gore as claw and bite wounds from an invisible source tear his flesh asunder. Requires eye contact and 3 blood points.
The vampire may control, and become one with, all animals in a given range.
With one success, the range is a mile.
The vampire can sharpen any or all of her senses, at will, for as long as
she wants. However, traumas caused by sensory overload (IE very bright lights,
loud noises, etc) while in this state last much longer. The vampire will also sense things that she would otherwise not sense, that
might be important.
The vampire may read the aura of another. If the vampire attempts a second
reading on anyone, treat any failure as a botch (a wildly inaccurate reading).
Conditions contributing to aura colors, and their corresponding effects,
are in the chart below.
1 suc. The vampire can tell if the aura is pale or bright, IE vampire or
otherwise.
2 suc. The predominant color can be distinguished.
3 suc. Patterns can be recognized.
4 suc. Shifts in color or pattern can be detected.
5 suc. All aspects of the aura can be read.
Disciplines | ||
---|---|---|
Aggression - purple | Anger - red | Bitterness - brown |
Compassion - pink | Confusion - colors shift, and are mottled | Conservatism - lavender |
Daydreaming - colors flicker sharply | Depression - gray | Desire - deep red |
Diablerist - black veins in aura | Distrust - light green | Envy - dark green |
Excitement - violet | Fear - orange | Frenzy - colors ripple |
Generosity - rose | Excitement - violet | Fear - orange |
Happiness - vermilion | Generosity - rose | Hatred - black |
Idealism - yellow | Innocence - white | Love - blue |
Lust - deep red | Magic-user - multicolored sparkles in aura | Obsession - green |
Psychosis - colors swirl | Rage - crimson | Sadness - silver |
Serenity - light blue | Spirituality - gold | Suspicion - dark blue |
Vampirism - appripriate color is pale |
3 • Spirit’s Touch
The vampire may touch an object, and get psychic impressions of the last
one who touched it.
4 • Telepathy
The vampire may read a target’s mind. If the target is a vampire, a willpower
point must also be spent. The thoughts perceived are in a stream-of-consciousness
form, which reflects that reading minds is usually easier than understanding
what is being read.
5 • Psychic Projection
The vampire may leave her body, and travel in astral form. In this state,
she may travel up to 500 miles per hour, connected to her physical body by
a silver cord. The integrity of this cord is reflected by the number of willpower
points she has; if she goes down to zero willpower points, this cord breaks,
stranding her in the astral plane.
In this state, the vampire may use mental disciplines, but may not interact
with physical reality, except that she may manifest as a ghostly form for
one turn by spending a willpower point. Otherwise, she is nearly imperceptible
in physical reality (except to those with Auspex, Mind 2, etc.). Due to the
lack of a physical body, Wits replaces Dexterity, Manipulation replaces Strength,
and Intelligence replaces Stamina. All damage causes loss of willpower points,
rather than Health levels.
6 • Babble (Clanbook Malkavian)
The vampire can converse with a number of other targets up to her Willpower
rating, and a number of additional Malkavians (or similarly deranged individuals)
up to her Empathy rating, at any distance. However, all such communications
must be spoken aloud, at the same volume as would be necessary to be heard
if the speaker was in the same setting as the listener. No roll is needed
for a willing target.
6 • Clairvoyance(VPG)
The vampire may see and hear events in a distant place of her choice. She
may also use other Auspex powers in conjunction with this one.
6 • The Dreaming(VPG)
The vampire may dream about her surroundings, or any circumstances that might
affect her, when in torpor or asleep.
6 • Eagle’s Sight(VPG)
The vampire may psychically scan a bird’s eye view of an area of a radius
of two miles, from an apparent view of about 250 feet up. If she also has
Clairvoyance, she may close in on a smaller area.
6 • Insight of the Talespinner (Clanbook:Toreador)
By spending a blood point, the vampire can tell a story off the top of her
head, entrancing others who can hear it, as per the Toreador clan weakness
-- even non-Toreadors.
6 • Prediction(VPG)
By spending a blood point, the vampire may predict a target’s next comment.
With three successes, she may predict the target’s next action.
6 • Sense Emotion(VPG)
The vampire may sense the auras and general moods of everyone within a ten
foot radius. She may also pinpoint instigators of these emotions.
6 • Telepatic Communication(VPG)
The vampire can converse psychically with a target in line-of-sight, project
images, transmit sensory input, etc.
6 • What People Want to Hear (Clanbook:Toreador)
By spending a blood point, the vampire can know exactly what to say to get
a desired response from another. If the target of this power believes the
vampire’s statement to be fundamentally wrong, she may resist, as above.
This power usually doesn’t permanently change a person’s viewpoint, but it
can.
7 • Melange (Clanbook:Malkavian)
The vampire can see an alternate view of reality, gaining whatever insights
can be gained from the Storyteller’s descriptions, which should be confusing,
gibberish, and/or bullshit. While using this power, the vampire loses half
of all of her dice pools (rounding down the loss), and is susceptible to
missing details in the "real world".
7 • Personality Metamorph (Clanbook:Toreador)
By spending two blood points, the vampire may create a personality, and adopt
it as her own. This personality has its own Nature, Demeanor, abilities,
mental and social attributes, Willpower, and Humanity. Sometimes, the new
personality will even have a different set of disciplines, or a different
Path of Enlightenment. Usually, physical attributes and Appearance remain
unchanged. This power lasts for one scene, though the vampire may pay one
blood per scene to extend its effects.
7 • Soul Scan(VPG)
The vampire may locate a target, anywhere in the world. The difficulty to
use this power is 8 if the target has Obfuscate.
7 • Spirit Link(VPG)
The vampire may telepathically link one person to herself for each success.
All targets so linked will also hear each other. This power does not facilitate
mind-reading.
7 Karmic Sight(Guide to Camarilla)
This allows a vampire to take a brief glimpse at the soul of a subject. Nature, Demeanor and Humanity/Path can be determined. Any outside influences such as Dominate or demonic pact. Some fate related merits/flaws can be identified.
7 Mirror Reflex(Guide to Camarilla)
Allows a vampire to anticipate an enemy's moves in personal combat.
8 • Malkavian Madness Network (Clanbook:Malkavian)
The vampire may inform other Malkavians of, and organize, the meetings that
no one has been able to figure out. This only informs other Malkavians about
the meeting; it does not obligate them to attend.
8 • Psychic Assault(VPG)
Roll: Man. + Intimidation, difficulty 8
Resist: Willpower, difficulty 8
The vampire may do psychic damage to a target. If the target is a vampire,
a willpower point must also be spent. If this assault reduces the target
to zero willpower points, the target is rendered unconscious; with three
or more successes, if the target is rendered unconscious, she awakens with
a derangement. This power does damage as follows:
Botch The target is immune to all further such assaults from the vampire
for the rest of the night.
Failure The target is unharmed, and may roll Perception + Occult, difficulty
6, to perceive the attack.
1 suc. The target loses a willpower point. Also, a Courage roll may be required,
at the option of the Storyteller.
2 suc. The target loses 3 willpower points. A Courage roll is required,
difficulty Auspex.
3 suc. The target loses 6 willpower points. A Courage roll is required,
difficulty Auspex.
4 suc. The target loses all willpower points. Her Willpower is permanently
halved.
5 suc. The target rolls Willpower, and dies if the roll fails. If successful,
effect is that of four successes.
8 • Omniscience(VPG)
The vampire may perceive anything the Storyteller feels like telling her.
She may learn about events, or individuals, and there is no limit to how
much can be learned, except for how successful she is on the roll. Individuals
with Obfuscate 8 or higher can not be detected or studied in this fashon.
9 • Precognition(VPG)
The vampire may see the future of any location with which she is familiar.
These visions are based on the assumption that none of the current circumstances
will change, and they do not take into account the plans of those who might
act to change the future.
9 False Slumber(Guide to Camarilla)
This power allows a Methusalah's spirit to leave his body while in torpor. While seemingly asleep, the vampire is able to project astrally, think and perceive events normally. This power is active when vampire enters torpor.
10 • Pulse of the Canaille(VPG)
The vampire may learn about a group of people. The difficulty varies according
to the size of the group being studied, as follows:
dif. 6 an organization.
dif. 7 a city.
dif. 8 a region.
dif. 9 a country.
dif. 10 the world.
If the group of people is being controlled, then all aspects of all controlling
forces will be seen, with enough successes. What the vampire learns from
using this power is as follows:
1 suc. The vampire senses moods and attitudes.
2 suc. The vampire also senses the potential and future of the group.
3 suc. The vampire also sense the degree to which they are being
controlled.
4 suc. The vampire also senses the aura of the controlling force.
5 suc. The vampire also knows who is controlling them, and why.
Vicissitude
1 • Changeling(PGS)
By spending a blood point, the vampire may physically alter her flesh to
look like someone else.
2 • Fleshcraft(PGS)
By spending a blood point, the vampire may make more drastic changes in her
own flesh, or that of another. (An unwilling victim must first be subdued.)
If used to disfigure a victim, reduce Appearance by one for each success.
3 • Bonecraft(PGS)
By spending a blood point, the vampire may make very drastic changes in her
own bone structure, or that of another. (An unwilling victim must first be
subdued.) If used to disfigure a victim, reduce Appearance by one for each
success. If used without Fleshcraft, with the intent of injury, the victim
takes one die of damage for each success.
4 • Horrid Form(PGS)
By spending two blood points, the vampire may transform into a horrible monster.
This form is about eight feet tall and muscular, with six to eight fingers
on each hand, and has black pus in place of skin. In this form, the
vampire’s hand damage is increased by one, her physical traits are each increased
by three, and her social traits are each reduced to zero.
5 • Inner Essence(PGS)
The vampire may convert her body parts to blood, which may later be used
to reform the body part in question; other than the head, the body part may
also be regenerated. The upper torso and legs are each worth two blood points;
the arms, lower torso, and head are each worth one blood point.
6 • Blood of Acid (Guide to Sabbat)
The vampire’s blood becomes highly caustic, doing five dice of damage per
blood point, and being able to eat through wood. This is considered a permanent
change. The vampire can not be diablerized, but
can no longer embrace a mortal.
6 • Body Arsenal(PGS)
The vampire may create non-projectile melee weapons from her flesh -- all
of which do aggravated damage.
6 • Plasmic Form(PGS)
The vampire may transform herself into a sentient fluid, capable of movement,
and holding any shape. This grants immunity to physical attack, but makes
actions requiring eye contact or a physical body impossible.
6 Chiroteran Marauder (Guide to Sabbat)
Chiropteran Marauder is a terrifying, bipedal bat, bearing a wicked fanged maw and veined, leathery wings. This power confers all of the benefits of the Horrid Form, in addition to a few others. The mere sight is enough to make mortals or weak willed vampires flee in horror.
If the vampire wishes, he may extend bony claws at the ends of the wings where the hands would be. These claws inflict aggravated damage. Costs 3 blood points.
7 • Cocoon (Guide to Sabbat)
The vampire may make a cocoon with double her own soak value, over a period
of ten minutes. The vampire is safe from sunlight within, and can hear and
use mental disciplines, but can not see. She may dissolve the cocoon at will.
7 • Flesh Rot(PGS)
At a touch, the vampire can inflict a degenerative disease on a victim that
resembles leprosy. Each success is another day that the disease remains,
carrying further effects. All changes to attributes made by this disease
are permanent; the victim is also considered to be horribly disfigured for
the entire time she is affected. 1 to 5 days.
8 • Bauble(PGS)
The vampire may turn into any inanimate object, her own size or smaller.
This object still has her aura, may still use mental disciplines, and may
still be destroyed by sunlight.
8 • Breath of the Dragon(Guide to Sabbat)
The vampire may exhale flames. Each time the vampire hits something, a die
is rolled to determine coverage, and that many dice of aggravated damage
are inflicted every turn until the flames are extinguished.
9 • Doppelganger (PGS)
The vampire may assume any shape, from half her mass to double her mass,
by spending one blood point. She retains her weaknesses (such as vulnerability
to sunlight) in this form.
9 • Earth's Vast Haven (Guide to Sabbat)
The vampire may enter the earth, becoming invulnerable to any force that short of a wide area explosion can affect her, nor may she be dug up bodily. The subject is aware of all that occurs
above her, but can not see or hear. This power may even be used in torpor.
10 • Reform Body(VPG)
The vampire’s body reforms, even after she is destroyed. Yes, you read that
right. She will live forever... like it or not.
Body Armoury Protean ***, Vicissitude *** (Guide to Sabbat)
This power enables the vampire to form wicked weapons from her body. The vampire may create sword blades, axes and even spiked mauls, and these weapons do terrible damage to their targets. 2 blood points per weapon.