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Auspex
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Auspex
читать дальше1 - Heightened Senses
Sharpens the ole senses. Just remember all those screams at the local Blood Feast will give ya trauma, so will lots of bright lights.
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. How this comes into play is decided by the Storyteller, who may describe details more fully. The vampire will also sense things that she would otherwise not sense, that might be important. How this danger sense is used is up to Storyteller whim.
2 - Aura Perception
You can read all those neat colors that swirl around everybody. There's even a color coded system. Red means the dude is really pissed off. Somebody really, really pissed will be crimson as opposed to just red. The table is below...figure it out for yourself.
Roll: Per. + Empathy, difficulty 8
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 - The Spirit's Touch
Touch something and you'll get spooky vibes left behind on it. Like who last touched it.
Roll: Per. + Empathy, difficulty 7-10
The vampire may touch an object, and get psychic impressions of the last one who touched it.
3 - Superior Senses
An expansion of Heightened Senses, this discipline bestows upon its possessor several advanced uses of their senses. Each sense has several expanded uses. Vision may be used micro/macroscopically, allowing a close-up view of a subject. Also, vision may be employed telescopically. Subjects may be seen as if they were mere yards from the vampire. Hearing is also expanded. At this level, the vampire may filter out intermediate sounds, allowing her to focus fully upon a subject across a crowded restaurant or someone whispering to a police officer at a concert. Also, sounds normally out of range for human hearing may be perceived. Smell may actually be used in methods similar to animals. Scents may be followed, toxins detected, and individuals identified. Tactile senses are greatly enhanced. A vampire may actually read typed or hand-written text, as well as fingerprints with her fingertips. Taste can differentiate between any number of flavors as well as determining information about a victim who's blood is tasted. With experience, chemical compounds may be identified with the vampire's taste buds.
System: This requires a single Blood Point to activate and rolls depend upon usage. Visual rolls are not normally necessary. The vampire's visual magnification is increased by her Auspex rating in miles for telescopic (with full zoom capabilities), and her Auspex rating x 1,000 for macrovision. Sound filtration requires a successful Perception + Alertness roll, difficulty determined by Storyteller. Supersonic and subsonic effects are determined by the Storyteller. Tracking with a scent requires a successful Perception + Alertness roll, difficulty varies depending upon age of scent, weather, wind and creature tracked (Garou have more of a scent than kindred). Other olfactory feats are determined by the Storyteller. Tactile senses usually require a Perception + Alertness roll, but the difficulty is dependent upon the Storyteller and the situation. Taste may only require a roll when specific information about body fluids or toxins is
4 – Telepathy
Now here we go. You CAN read minds. Try it on a vamp's mind and you have to spend Willpower. Good luck translating.
Roll: Int. + Subterfuge, difficulty Willpower
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.
4 - Nowhere to Hide
At this level of Auspex the vampire has developed the ability to use his powers of Aura Perception to greater advantage. Users of this power gain the ability to accurately perceive auras through intermediate barriers such as walls, car doors, and furniture. This cannot distinguish the aura of one individual from the aura of an individual that they may be hiding behind. The barrier must be considered a single object, even if it is comprised of several materials like a wall or car door.
System: The vampire must roll Perception + Alertness, difficulty 7, and score 3 successes. Only an outline of the target is visible. Any Firearms attacks made against the target are at +2 difficulty, but are still possible.
4 - Telepathic Defense
This ability, once learned, is always in effect. This makes more difficult any power or attack focusing on controlling, influencing, confusing, or attacking the vampire's mind. Furthermore, any effects used, successfully or not, will always be known to the vampire.
System: The difficulty for any effect or attack focusing on the vampire's mind is two higher. Additionally, the vampire is alerted to the attempt and has the opportunity to further defend herself. The vampire may raise the difficulty by her permanent Willpower by spending a Willpower point. This counter negates one attempt at one effect. If used to block an effect that requires no roll, the attacker must roll Willpower with a base difficulty of the vampire's current Willpower.
5 - Psychic Projection
Astral projection vampire style. There's even a silver cord and you can FLY 500 miles an hour. You can use mental discs but that's about it. Well, duh, you don't got a body, remember. You can show up looking like a ghost with a Willpower point. Auspex can see ya with or without the ghostly image.
Roll: Per. + Occult, difficulty 6-9
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 – Clairvoyance
You can see shit happening anywhere. It's really cool cuz you get to use others Pex powers with this too.
Roll: Per. + Empathy, difficulty 6
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, but each such use is rolled separately.
6 - The Dreaming
You can dream...well, yeah, I can. If anything is gonna happen that might have something to do with you (or might do something to you), you can dream it. Does this make sense?
Roll: Wits + Empathy, difficulty 7
The vampire may dream about her surroundings, or any circumstances that might affect her, when in torpor or asleep.
6 - Eagle's Sight
Give new meaning to a bird's eye view, you can see what a bird sees...watch out for that mountain!!!!
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 – Prediction
You can guess what your target will say next. Or even do next.
Roll: Per. + Empathy, difficulty Willpower
By spending a blood point, the vampire may predict a target's next commen
6 - Sense Emotion(VPG)
You can sense the auras and moods of everyone in ten foot radius. You can also figure out who might be making whom feel what.
6 - Telepathic Communication(VPG)
You can talk in your head and get somebody else to hear it. Feel free to do it with ALL the vamps you come across. A vamp likes nothing better than to hear the thoughts of everybody around him. Which would be the whole point of this, right?
6 - Glow of the Kindred
All Kindred within the Character's line of sight glow with a pale light.
System: Roll Perception + Empathy against a 6.
6 - Lay of the Land
The Kindred gains an innate feel for his surroundings at all times. This sense is similar to the first level of Correspondance in that it provides for a sense of spatial awareness, and similar to Viceratika in that the kindred becomes aware of secret passages, hidden compartments, underground caves, etc. In catacombs, tunnels, etc. she will have an unerring sense of direction, and be able to "feel" where the passages lead. In wilderness, she will sense deadfalls, pits, the locations of streams, buildings, and so forth. Indoors, secret passages, hidden compartments and the like are made evident. In a sense, it provides for a mental blueprint of her surroundings at all times, allowing tricks like walking through a dark room without banging shins, and knowing where the bathroom is without having to ask. An exacting sense of direction and the abililty to "know" one's relative relation to ground and/or sea level is a minor but useful side effect. On the downside, the mental map provided by Lay of the Land does not include the locations of other people, so it is not an easy "Ha! I can see the Nosferatu!" power.
System: For most applications, such as the aforementioned quest for the powder room, no roll is needed. For other situations, when actively looking for something hidden, a roll of Perception + Awareness is called for. Yes, yes, Awareness is a mage thing, but Alertness isn't warranted in this case. The kindred is opening herself to her surroundings, feeling as much as looking. In all likelihood, this will mean she will have to pick up the talent after she gains Lay of the Land. Note also that the effective range of Lay of the Land is subject to the whim of the Storyteller. A good guideline is forty or fifty meters in wilderness, three or stories indoors, or up to a hundred meters in tunnels. Generally assume that the more area the power has to cover, the shorter the range.
6 - All-round Vision
This allows a Cainite to view all 360o around him.
System: This power operates at will, and can be combined with other Auspex powers. The Cainite must score one success on an Intelligence + Alertness (7) roll or spend 3 turns unable to act due to sensory overload.
6 - Attunement
A Cainite with this power can tell when a person is talking about him, and can hear what is being said.
System: The Storyteller should make a secret Perception + Alertness roll (8). Each success allows the user to hear for 1 minute after her name has been spoken. This power detects intent, and will not react if someone is speaking about another person with the same name as the user.
6 – Verbatim
A simple power to understand, Verbatim allows a Kindred skilled in Auspex to remember everything he perceives, for the rest of existence. While it can be useful, the character will also never forget painful memories (unless drastic measures such as Dominate are employed). This is different from the merit Eidetic Memory, as the character never has any problems committing things to memory, and may recall anything at any time. Entire documents, pictures, etc., may be stored inside the vampire's head verbatim with less than a second of exposure to his eyes. If he hears a song once, he can hear it forever, exactly as it was played when he heard it. Smells, touches, and tastes may also be stored.
System: No cost is required and no roll is needed. The Kindred has a photographic memory and may recall everything that has happened to him in perfect clarity (since he learned the power). Also, the difficulty to use any memory-altering abilities against a vampire with Verbatim is automatically 10 and needs double the normal amount of successes to work.
6 - Spirit Sight
When Spirit Sight is learned, the vampire can see into the Shadowlands, the Umbra, the Dreaming, Tapestry, pretty much any realm of existence. It takes some time to get used to this power, but it opens up many doors for a Cainite. Remember that it only lets a character see &Mac246; not influence or speak.
System: No roll is required. Any time the Kindred wishes to look into a different realm of existence (including switching from a different realm to the 'normal' realm), he must spend a point of Willpower. Spirit Sight has no duration, it is cut off only when the Kindred decides to. If the player spends an additional 10 experience points, the character may 'window' other realms (similar to the picture-in-picture feature of modern TVs). One window may be created for each 10 experience points spent, to a maximum of four. It costs a Willpower point to activate, switch, or close a window.
6 - Babble (Clanbook:Malkavian)
Roll: Cha. + Empathy, difficulty Willpower
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.
7 - Melange (Clanbook:Malkavian)
You can see into the 120th dimension or whatever alternate view of reality might be hanging around. Course, you'll miss shit in the real world and probably miss that hunter with a stake thats heading towards ya.
7 - Soul Scan(VPG)
You can find anybody anywhere. But its harder if they have Obfuscate. Buggers are good at hiding.
7 - Spirit Link(VPG)
You can link your brain to someone else then another someone else for every success. You'll all hear each other. You can gossip about the Prince, just make sure he's not in the link.
7 - Karmic Sight(Guide to Camarilla)
The eyes are windows to the soul. This does just that, and you get to see things like Nature, Demeanor, even Path in somebody else. Maybe catch someone who's made a demonic pact
7 - Mirror Reflex(Guide to Camarilla)
Know what your enemy is gonna do the second BEFORE he lifts that sword to cut your head off.
7 – Stratagem
A low-generation vampire, one with a great understanding of his own mind and that of others (through Auspex), can memorize thought patterns of enemies, allowing him to react more quickly or even know in advance what his opponent plans to do next. This is more of a low-level telepathic scan than a mental probe, the Kindred simply picks up what his enemy is thinking in regards to the immediate future.
System: Spend two Willpower points and roll Perception + Empathy. The number of successes achieved equals how many opponents' actions may be discerned in a radius of Auspex times 50 feet. The character may choose which opponents he reads. The opponents' actions in the following turn are revealed, and it's up to the Kindred from there. This power lasts for a scene, but the character must roll every turn to see how many targets he can read.
8 - Karmic Transference
This power takes the abilities of simple Telepathy and Karmic Sight and galvanizes them to a point where a Vampire can completely strip-mine another's memories and knowledge, taking it for themselves.
The risks of taking on the totality of knowledge and memories of another are great, but if done successfully, an entire lifetime of wisdom and experiences can be gained in an instant.
System:
Tabletop:
Player must spend a permanent Willpower point before attempting this power, and then must physically place his hand upon the target's forehead for the duration of at least three rounds while performing the transfer. Player then rolls Stamina + Empathy, difficulty being the target's number of permanent Willpower. A minimum of four successes are required for Karmic Transference to take place, but whatever is learned from the minimum successes, and whatever might be gained from further successes, is completely up to the Storyteller.
Some possibilities of a successful transfer: free points in some lores the target knew; gaining extra points in some abilities the target possessed; if the target was another Vampire, perhaps the ability to learn other disciplines without a teacher, or at a lower experience cost; gaining some mental flaws/merits the target possessed; etc.
If the player botches, however, the following is the most likely (but not the only possible) result: On a botch, the Vampire does gain the "entire" mind and memory of the target, but it exists as a completely separate personality within the Vampire's mind. Essentially, the Vampire gains the derangement "Multiple Personalities," the side effects of which are up to the Storyteller's twisted discretion.
This power does no direct damage to the target, save for a brief period of dizziness after the fact, as his mind recovers itself from such a forceful probing. But, depending on how difficult (or how complete) the mental transfer was, the Vampire using this power will be unable to act for two complete rounds, as his mind adjusts itself to an additional set of memories.
8 - Malkavian Madness Network (Clanbook:Malkavian)
Mass Malkavian communication...something about a meeting.....yeah, you can go if you wanna...it's at...bleep and bleepedy bleep.
8 - Potence of Spirit
This powerful Discipline allows a vampire to siphon vitae into her already powerful mind.
System: By spending a point of Willpower, the vampire may, for the rest of the scene, spend blood as if it were Willpower at five Blood Points per Willpower point. This cannot be used to refill a Willpower pool. The drawback of this flooding of the brain with vitae causes the Cainite to be more susceptible to the beast. Frenzy difficulties are at +2 for the duration of the scene.
8 - Psychic Assault(VPG)
Pyschically scar someone who pisses you off. Bring their Willpower pts down. Yeah, that's right. If you get em to zero, they go out like a light and get a derangement when they wake up.
8 - Omniscience(VPG)
You can learn about ppl, events, whatever with no limit to the info. You'll be a know-it-all and know it all too. You can't use on anyone with Obfuscate 8 or higher.
8 - Whispers of the Wind
The character can always hear someone who is speaking about her, regardless of location. This is not as simple as listening for a name, this is listening for the intent to refer to her.
System: Make a Perception+Alertness (7) roll to determine how much information she gains about the speaker and intentions being spoken of.
9 - Precognition(VPG)
You get to see the future as long as it's in a place you are familiar with. Just remember somebody can screw with your version of the future so watch out for that too.
9 - False Slumber(Guide to Camarilla)
A Methuselah can leave it's body even in torpor. Handy to babysit your bratty kids while you sleep. Automatically active when you go into torpor. So if you're daddy is a Methuselah you better behave.
9 - Personal Fate
The character knows who she'll meet, where she'll find them, and whether they'll be harmful. This knowledge is usually a constant one hour in advance of the fact.
System: If someone hostile is searching for the character, she may decide not to allow herself to be found. In some cases, she may not have a choice, or she may decide to meet them anyway. In either event, she rolls her Perception + Occult against an 8. Each success adds one to all of her dice pools involving Initiative, Combat, Negotiation or anything else the Storyteller deems reasonable.
10 - Pulse of the Canaille(VPG)
You can learn about a whole bunch of people...even everybody in the world if you're successful enough. Did you really wanna know that guy in Japan lusts after his neighbor's wife. I mean, come on.
If somebody else is controlling the bunch you can find that out too, you'll know who is doing the controlling and how. Find who is really controlling the world. I already know so you'll just have to have to ask Tzimisce, who is the ONLY one that can use this power. He had to use this power to find out, I just asked a Malk who once lived next to me.
You can sense moods at 1 success
You can sense potential and future at 2 success. Get to the next Bill Gates before he becomes who he is suppose to be. Get in on the ground floor
You can sense the degree of control on em at 3 successes
You get the aura of the controlling force at 4
You know who's controlling em and why
АлЛ КоМе Ту КоМеНтАрИеЗзЗзЗ
1 - Passion
This makes the victim feel more emotional about everything. Whatever the victim currently feels is doubled or tripled in intensity. The vampire has no control over exactly what the person feels. This power may even work on other vampires.
System: The duration of the power is based upon the number of successes the vampire rolls using Charisma + Empathy (difficulty of the victim's Humanity or Path of Enlightenment score).
1 success One Turn
2 successes One Hour
3 successes One Night
4 successes One Week
5 successes One Month
2 - Mind Tricks
The vampire is able to induce hallucinations within the victim's peripheral vision. The images appear to be fully real, but they can only be seen for a second or out of the comer of the eye. The victim will have a hard time convincing others of what she sees. The vampire causing this effect has no control over what the victim sees. The unnerving effects from the use of this power can last from one night to months. The effects occur sporadically but mostly at night, and usually when the person is alone. They usually take the form of the victim's subconscious fears, but the Storyteller should let his imagination run free when describing them.
System: The vampire rolls his Manipulation + Subterfuge (difficulty equal to the victim's Perception + [Self-Control or Instincts]).
l success One Night
2 successes Two Nights
3 successes One Week
4 successes One Month
5 successes Three Months
3 - Eyes of Chaos
This unusual power allows the vampire to see another individual's true Nature. It also allows the vampire to perceive insanity and know how to bypass it when dealing with an unstable person. The vampire also possesses the ability to see patterns of insanity not immediately apparent to even the most perceptive individuals.
System: The vampire can see a pattern by making a Perception + Medicine roll (difficulty based on the intricacy of the pattern. For instance: figuring out a person's Nature upon meeting him would be a 10, figuring it out after knowing him for a while would be an 8, discovering the modus operandi of a serial killer who shows no motive and leaves no evidence would be an 8, a secret code within a code would be a 7, and pictures formed in the sands on a beach by the tide require a 5). Nearly anything can contain several obscure patterns imperceptible to vampires without this power. Most patterns will have no meaning, but they may captivate the vampire for hours with their forms.
4 - Confusion
The vampire can make her victim feel totally disoriented just by looking him in the eye and talking to him. The victim will be aware of only bits and pieces of his memories. He will constantly feel confused and wander around in a daze. The victim must spend a point of Willpower to break out of the daze and perform any coherent action for a turn ( including, but not limited to, any action employing a Dice Pool).
System: The effects last for at least one turn, but can last much longer depending upon the number of successes the vampire rolls using his Manipulation + Intimidation ratings (difficulty equal to the target's Perception + [Self-Control or Instincts] ) .
1 success One Turn
2 successes One Hour
3 successes One Night
4 successes One Week
5 successes One Month
5 - Total Insanity
This power allows the vampire to drive her victim (mortal or vampire) insane. The victim completely loses her sanity, taking on five Derangements of the Storyteller's choice. The victim must be completely focused on the vampire for this power to have any effect.
System: The number of successes the vampire scores on a Manipulation + Intimidation roll (difficulty equal to the victim's Willpower rating) determines how long the effects last.
1 success One Turn
2 successes One Night
3 successes One Week
4 successes One Month
5 successes One Year
6 - Derange
This power allows the vampire to grant her victim one permanent Derangement which may never be removed. The vampire must look her victim in the eye and describe his new Derangement to him. The vampire may choose the Derangement.
System: The vampire must roll at least two successes using her Manipulation + Empathy against the victim's Willpower rating.
6 - Bereavement
This causes the target to feel intense grief.
System: Roll Manipulation + Empathy (Target's Intelligence + Conscience/Conviction). The Target breaks down in blood tears, and is unable to function for successes x 15 minutes, losing one Blood Point every 15 minutes. The affected vampire may try to snap out by making a Willpower roll (8) but must accumulate as many successes as the power user did. This power only works on vampires.
The target of this power firmly believes he can do anything and will boast about his prowess constantly. He may even attempt to prove it.
System: Roll Manipulation + Empathy (Target's Willpower) to activate. The number of successes indicates the power's duration.
Successes Duration
1 One night
2 Three nights
3 One week
4 Two weeks
5+ One month
6 - Dyslexic Reality
The harbingers of madness take it upon themselves to impart some small sliver of their own insanity onto others. Vampires who have mastered the manipulation of sanity, however, know that harmless alterations in perception can often have the same effect of a lifetime of mental anxiety and torture.
When affected with Dyslexic Reality, the target's perceptions of the world around him are flipped on its axis, making all things perceived as their temporal opposites.
Some possible effects: males perceived as female; night seen as day; red lights seen as green lights; black as white; up as down; old as young, etc. This power might also alter the victim's perceptions about themselves: the victim may believe he is speaking normally, when everyone around him hears it as backwards, and vice versa; looking into a mirror, he may see himself as female, or as physically older or younger than he really is.
System: Player spends a blood point, and rolls Manipulation + Empathy (difficulty being the target's Willpower score). The effects of this power can be few or wide. If simply used upon a target, the victim will perceive the opposite of everything around him, in whatever fashion the Storyteller may wish. However, if the Vampire spends a Willpower point when he enacts this ability, he may mentally choose a single thing to be perceived as opposite. Such a thing may only be general, such as 'males seen as females' or 'left is right.' Specifics like 'you will see Prince Jonathan as a woman' or 'main street is a two-way street, instead of a one-way' are not possible. Spending a Willpower point in this way precludes any other 'opposite perceptions' the victim might experience.
The duration of this power depends on the number of successes gained:
1 success: 10 minutes
2 successes: 1 hour
3 successes: 1 day
4 successes: 1 week
5 successes: 1 month
There are other effects this power might have: if ice is seen as fire, for example, the player will still have to make the regular roll for Rotschreck, though the perceived fire might not do any actual harm to the character (it's up to the ST, in the end). Also, if night is seen as day, the character might either run in Rotschreck, or be amazed or entranced that he is able to walk in the sun. The false sun, however, will not make the character sleepy or unable to function, or damage him; those effects are mystical ones caused by the real sun, and cannot be reproduced by an altered perception.
If the player botches, however many 1's he rolled count as successes against 'himself' for use of this power. Ergo, a botch equates to the Discipline's user experiencing Dyslexic Reality.
In the end, the key phrase for Storytellers is: Be creative, be sadistic, B-B Guns.
Note: This power is nothing like 'Horrid Reality.' It cannot be 'disbelieved' as it effects the target's entire concept of reality by the sum total of his perceptions.
6 - Kindred Spirits
The vampire can manipulate another's mind and force the victim's personality to become exactly the same as his own. The victim also gains any Derangements or other mental problems the vampire possesses. This does not give the vampire any real control over the victim, and should not be considered the same as the Dominate power Puppet Master. The vampire should also be ready to learn just how much he hates himself. The vampire must make physical contact (skin to skin) for this power to take effect.
System: The duration of the effect is based on the number of successes the vampire rolls using Charisma + Subterfuge (difficulty of the victim's Intelligence + [Self-Control or Instincts]).
1 success One Night
2 successes One Week
3 successes One Month
4 successes Six Months
5 successes One Year
6 or more Permanently
This power allows the vampire to reduce the victim's total Mental Attributes by up to seven points, as long as the person is left with at least one point in each of the three Attributes. The victim also becomes very childlike in manner, acting both gullible and playful. The vampire must make eye contact with the victim in order for the power to take hold. Vampires as well as mortals are affected by this power. The only way to avoid it is to avoid making eye contact with the vampire.
System: A roll is required using the vampire's own Intelligence + Empathy (difficulty equal to the victim's Wits + [Self-Control or Instincts]).
1 success One Turn
2 successes One Night
3 successes One Week
4 successes One Month
5 successes One Year
7 - Mind of a Killer
This power allows the vampire to alter the mind of the victim, making her a cold-blooded killer who places no value on life. If the victim is offended in any way by anyone, even loved ones, the victim murders that individual, whether with a complex plan or simply a machete. Once the victim of this power has killed, the effect of this power ends and the person reverts back to normal, unsure of why she did such a heinous thing. The power works on both mortals and vampires, and requires the vampire to kiss the victim.
System: Successfully employing this power requires at least three successes on a Charisma + Subterfuge roll (difficulty equal to the victim's Charisma + [Courage or Morale]).
7 - Wave of Insanity
The vampire using this power can cause the same effect as Total Insanity in a large number of mortals or vampires. If more subjects are present than the vampire can affect, the Storyteller chooses whom this power affects.
System: The vampire must make a roll using his Charisma + Empathy (difficulty 7) to see how many are affected. The vampire is capable of affecting one individual for every success. However, after the potential number of victims is determined, the vampire must roll a resisted roll for each individual to ascertain if the power works on that person, just as if he used Total Insanity. The vampire causes this effect by speaking to the victims in a peculiar way.
7 - Bedlam
This power stirs up everyone within earshot of the user, causing total chaos.
System: Roll Manipulation + Intimidation (8). Affected targets become agitated and may start fighting. Roll Self Control/Instinct (No of successes + 4) to resist Frenzy. This is a nice power to use at a Brujah party.
8 - Coma
This power allows the vampire to shock a person's mind until it shuts down all non-vital functions and goes into a coma. The method by which this power is carried out is unknown. The vampire simply concentrates and the victim goes first into convulsions and then a coma.
System: The vampire must make a roll using his Charisma + Intimidation (difficulty equal to the victim's Wits + [Courage or Morale]). The length of the coma is based upon the number of successes:
1 success One Week
2 successes One Month
3 successes Six Months
4 successes One Year
5 successes 10 Years
8 - Minds of the Children
This power has the same affect as Mind of a Child, except that it can effect a larger number of targets. If more potential victims are present then the vampire can effect, the Storyteller may choose whom this power effects.
System: The number of subjects potentially affected by the use of this power equals the number of successes made on a Charisma + Subterfuge roll (difficulty 7). Each individual case must then be handled just as it would be for Mind of a Child to determine if or how long the victim is affected.
9 - Blessing of Chaos
The vampire who possesses this power is immune to others' Dementation, Dominate, Presence and Chimerstry. However, the Blessing of Chaos is not without its price. The vampire gains one additional Derangement that she can never remove. In addition, the vampire will occasionally suffer from Mind Tricks (as the Level Two Dementation power); however, due to the nature of this Discipline, she will be able to cope more readily with these delusions. It is up to the Storyteller to decide when and how these Mind Tricks affect the vampire.
9 - Mass Coma
This power allows the vampire to use Coma on a number of targets. If more subjects are present than the vampire can affect, the Storyteller chooses who will be affected.
System: To determine the number of individuals potentially affected by this power, the vampire must roll his Willpower (difficulty 7 ). The number of successes equals the number of individuals subject to the effects of this power. To determine whether each victim is actually affected, check for each using the method described under the Coma power.
1 success One Day
2 successes One Week
3 successes One Month
4 successes One Year
5 successes Permanent, unless the victim can somehow escape
1 - Command the Wearied Mind
Roll: Man. + Intimidation, difficulty Willpower
With eye contact, the vampire may give a one-word command to a target. This command may only be one word, but it may be used with slight emphasis in a sentence, to hide it. This command is obeyed instantly, unless it is ambiguous, in which case temporary confusion ensues.
2 - Mesmerize
Roll: Man. + Leadership, difficulty Willpower
The vampire can give commands to a target, which may be as simple or detailed as desired. Eye contact must be maintained throughout the command, but is not necessary once the command has been given.
1 suc. The target will not act in defiance of her nature, or her usual behavior, but she is otherwise obedient.
3 suc. The target can be made to act in ways that she otherwise wouldn't, except in the case of self-endangering behavior.
5 suc. Nearly any command may be given.
3 - The Forgetful Mind
Roll: Wits + Subterfuge, difficulty Willpower
With eye contact, the vampire can alter her target's memories.
1 suc. The vampire may cause limited memory loss lasting a day, with control over which memories are lost.
2 suc. The vampire may cause more permanent memory loss.
3 suc. The vampire may make slight alterations to her victim's memory.
4 suc. The vampire may alter or remove an entire scene from her victim's memory.
5 suc. The vampire may reconstruct entire periods of a victim's life.
4 - Conditioning
Roll: Cha. + Leadership, difficulty Willpower
The vampire may add to the number of successes she has accumulated in someone she is dominating. Once she has accumulated a number of successes from five to ten times her victim's Self-Control, the victim will act as if dominated even in the vampire's absense. Such a victim will continue to obey the vampire, even when not dominated, and the difficulty for all other vampires to try to dominate her is increased by two.
5 - Possession
Roll: Cha. + Intimidation, difficulty 7
Resist: Willpower, difficulty 7
With continuous eye contact, the vampire may possess a mortal, but goes into torpor in so doing. Each success by the vampire costs the victim a willpower point. Each success by the victim gives her an extra die the next round. A botch by the vampire makes the victim permanently immune to all Dominate attempts by that vampire. The actual possession (and torpor) occurs when the victim has no willpower points.
6 - Loyalty
Those on whom the vampire has used the Dominate discipline are considered to have five extra dots in Willpower, when resisting other users of the Dominate discipline.
6 - Obedience
The vampire may use any Dominate power without eye contact. Touching their skin, or even clothing, is sufficient.
6 - Rationalize
Roll: Man. + Subterfuge, difficulty Wits + Self-Control
The vampire can make a victim of Dominate believe that she is acting of her own accord.
1 suc. The target won't suspect she has been dominated... at first.
2 suc. The target will suspect something... eventually.
3 suc. The target can only be convinced by others that the action was not her idea.
4 suc. The target will only suspect something if shown hard evidence.
5 suc. The target will ignore all evidence, and may become angry if the point is pressed.
6 - Tranquility
Target: Humanity, difficulty 7
Roll: Willpower, difficulty 9 minus Target successes
Demand: successes = 3 or more
The vampire may bring another vampire out of frenzy. If she botches, the target vampire will attcak her.
6 -Chemical Alteration
With the advent of modern medicine, technology, and genetic science, it is now known that many imbalances in the brain are caused by chemical fluctuations, which were previously mistaken for demonic possession or social dysfunction. A Kindred who is knowledgeable enough about biology can modify a subject's chemical template by causing minuscule changes to the amount of a chemical in their brain. Depending on their skill, very drastic changes could be wrought unto another's mind this way.
Note: This power functions differently from Dementation. Chemical Alteration is permanent, although the changes it brings may be treated with modern psychology and medication. It cannot be used on Kindred. Something else powers a Cainite's mind besides mere chemicals. Also, a vampire must have a Science rating of at least 3 before this power can be learned.
System: Spend a Willpower point and make an extended Intelligence + Science roll. Difficulty depends on the desired change. Causing minor quirks, like mild hallucinations, is difficulty 7. Schizophrenia and other full-blown psychological maladies are generally difficulty 8 or 9. Sexuality can even be changed with Chemical Alteration. The subject could find herself attracted to the same gender, neither gender, both genders, or something truly bizarre, like animals or trees. Modifications like this are generally difficulty 9 or 10. In order for Chemical Alteration to succeed fully, a number of successes must be rolled equal to the difficulty times two.
If the Kindred stops or is interrupted before the process is complete, then the subject has a milder version of the desired affliction, depending on how many successes were achieved. If the Kindred wishes to finish what he started later on, he needn't roll the whole amount of successes again, only enough to make up the successes he missed the first time (he does have to spend another Willpower point, though).
This power breaks any form of mental control over one target, whether magical, Domination, Blood Bonds, etc.
System: Roll Manipulation + Leadership (8). All forms of mental control over target are broken, but they may be re-established in the usual ways. A Cainite may not use this power on herself.
7 - Repression of the Obvious (Clanbook:Malkavian)
Roll: Per. + Empathy, difficulty Willpower
The vampire can learn what thought, emotion, or urge is being most rigorously repressed. Three successes cause the victim to blurt out the thought being repressed.
7 - Mob Rule
The vampire may dominate more that one victim. Each success in a given roll above the required number represents another person who can be Dominated. The roll is determined using the most difficult target; if she is unaffected, the rest of the targets are unaffected. Eye contact is only required for the first target.
7 - Self Control
"In the end, what makes a good and powerful vampire is the will to go on and adapt to the ever changing world. It is the will to overcome the primal Beast to reach a more refined kind of power. Learn Self-Control and the world will be yours to control forever."
-- Siegfried, Ventrue prince of Paris.
This power allows you to use Dominate on your own mind. This can be very useful to help resist frenzies, subconsciously avoid others eyes, strengthen your resistance to domination, modify temporarily your memory (before an interview with the Prince or to bury a traumatic experience) or your personality (to modify your aura, your thoughts processes and adapt your motivations to your needs)...
System: Just use any other Domination power you may have with a difficulty of only half your willpower since you do not resist actively and an effect depending on the number of successes as usual. Eye contact must still be made (using a mirror for instance) if the vampire has not yet overcome this limitation. A botch on any use of this power will result in a derangement: one can not play with his own mind without expecting repercussions.
Using "Mesmerise," you can unconsciously refrain from habits (stop smoking, refrain from looking someone in the eyes...) or you can actually "store" one point of willpower to help when a particular situation arises in the future.
Using the "Forgetful Mind" you can modify your conscious memory so that anybody wanting to explore your memory must first match your successes or read the falsified memory. Or simply to forget a painful memory. If you manage to get five successes, you can even try to modify your whole personality (and thus your demeanor and the first layers of your aura). A key (a situation or a word) may also be set to terminate these effects when they are no longer necessary. However an extra success must be achieve on the roll. If the effect misses by just that extra success then you have successfully modified your memory but there is no key to terminate the effect! Tampering with one's own memory can thus be very dangerous. In the long run however, none of these effects are really permanent with respect to important memories. Such will always come back eventually (through dreams, nightmares or "incidental" clues triggered by the subconscious). Thus simply burying traumatic memories or forcing your personnality to adapt to your need is only a temporary solution which can need to bad backlashes.
At any time you may not have more willpower points stored and keys set then your wits rating.
7 - Greater Possession
"They are all my pawns and I rule them, a Great spirit and an infinity of bodies. They fear me and envy me, those strong enough to know about me, but they can never do anything about it, any of them, because they will never ever meet me and my spirit is unstoppable."
-- Caesar Maximus, Malkavian Methuselah.
At this level of discipline, you can manifest some of your mental powers through a possessed individual.
System: The target must first be possessed as for the usual "Possession" power. He must then roll an extra Charisma+Empathy difficulty of the target's willpower, and the number of successes will indicate what powers can be manifested through the possessed vessel as by the "Sharing of Spirit" power table.
8 - Far Mastery
Roll: Per. + Empathy, difficulty 6
The vampire may use any Dominate power on any victim whose location she knows, even at a distance. Once the above roll is completed, the vampire may use Dominate as if eye contact was achieved. If she attempts to use this on a vampire, she must spend a willpower point.
9 - Best Intentions
Roll: Cha. + Intimidation, difficulty Willpower
The vampire can make a victim act in her interests, without further command, and the victim will automatically know what constitutes the vampire's interests. This bond is broken when the victim gains a permanent willpower point, or gains Humanity.
10 - Puppet Master
Roll: Cha. + Empathy, difficulty Willpower + 2
The vampire can make the victim act as if she was the vampire. This includes all the details of Best Intentions, as described above. This power may only be attempted once per year on a given victim.
1 suc. The victim occasionally acts as the vampire would.
2 suc. The victim feels both her mind and the other in her head, and is appropriately confused.
3 suc. The victim usually acts as the vampire would.
4 suc. The victim almost always acts as the vampire would.
5 suc. The victim may be roleplayed by the vampire.
1 - Cloak of Shadows
The vampire may be unnoticed by most, by hiding completely motionless in a shadow, or in a place that puts an object (not necessarily an object big enough to hide behind) between herself and others who might see her. No roll is required.
2 - Unseen Presence
Roll: Wits + Stealth, difficulty 6
The vampire may go unseen, and even be subconsciously avoided, by others. No roll is required unless someone is looking for the vampire, or the vampire is moving in an abrupt manner, as during speech or combat.
3 - Mask of the Thousand Faces
Roll: Man. + Acting, difficulty 7
The vampire may assume another appearance. This is only in the minds of others, and often others will see different forms. This power may not usually be used for impersonation.
1 suc. A little different. She could still be picked from a police lineup.
2 suc. A bit more different. Desсriрtions vary.
3 suc. The desired appearance is successfully broadcast.
4 suc. Appearance, movements, and mannerisms are all radically different.
5 suc. Even race or gender can be altered.
3 – Silence
More stealth-minded Kindred often have no use for Mask of a Thousand Faces. They don't want to be seen at all, getting caught with one face on is just as bad as getting caught with their own. Silence gives them a more practical tool in their covert repertoire. Vampires with Silence can move silently, even when running or jumping. Exceptionally loud noises may break the silence, but even those can be neutralized with some effort.
System: The character spends a blood point and rolls Dexterity + Stealth (difficulty 7). Success means that he can move with only the slightest noise imaginable. Creatures with advanced sensory perception (Lupines, Kindred with Auspex, some technology) may be able to hear the character, but their Perception + Alertness roll (difficulty of the Silenced user's Obfuscate+2) has to gain more success than the vampire did on their initial roll. At the Storyteller's discretion, Stealth rolls may need to be made if the character crosses volatile turf (dry leaves, puddles of water, etc.) A Willpower point may be used as a saving grace if the roll is blown. Silence lasts for a scene may be used in conjunction with other Obfuscate powers.
4 - Vanish From the Mind's Eye
Roll: Cha. + Stealth, difficulty Wits + Alertness
Demand: successes = 3 or more
The vampire can disappear from view. If more successes are gained than a target's Willpower, that target forgets that the vampire was even there, if the vampire leaves promptly.
5 - Cloak the Gathering
The vampire can hide one extra target, for each point she has in Stealth, by the use of any Obfuscate power she knows. The roll is made once, and its efficacy is applied to the entire group.
6 - Conceal
Roll: Wits + Stealth, difficulty 6
An inanimate object may be hidden, as per Unseen Presence, if the vampire is within thirty feet of it, and the object being hidden has emotional significance to her.
6 - Mind Blank
Roll: Int. + Subterfuge, difficulty 7
Resist: Per. + Empathy, difficulty 9
The vampire may make herself impervious to telepathic contact. If a target wishes to force her way through it, she must make a resisting roll as above, and if she succeeds, she may only use the number of dice by which she succeeded in further rolls involving telepathic contact.
6 - Deceive the Machine
In millennia past, Obfuscate has been used to fool others into believing they see a blank spot where there's actually a Kindred. With the advent of technology, it's become more and more difficult for Kindred to sneak into guarded areas. While once they could pass mortal guards with impunity, now they're subject to detection with satellite surveillance, motion detectors, ultraviolet spectrometers, and all sorts of other fancy devices. The Cainites of old need new tricks, and one of these tricks is Deceive the Machine. Using this power renders a vampire invisible to electronic devices. All electronic devices. Video cameras, metal detectors, phone taps, everything. Even electronic weighing devices won't register the Kindred's presence. Note that this power doesn't make a Kindred imperceptible to mortal eyes, but Deceive the Machine may be used in tandem with other Obfuscate powers.
System: Spend a blood point and roll Wits + Stealth (difficulty 7). Success means that the character is immune to electronic surveillance for the rest of the scene (or until the Kindred shuts off the power, whichever comes first).
6 - Soul Mask
The vampire may adopt a mask that changes the color of her aura. The color of the vampire's mask is chosen when she learns this power, and may not subsequently be changed.
6 - Scrawl (Clanbook:Malkavian)
The vampire may write a message that will only be understood by Malkavians, or only by a single Malkavian, though to encrypt it for a single Malkavian, she must know the true name of that Malkavian's sire. No other characters will even recognize the writing as a form of communication, let alone be able to decipher it. This power is exempt from possible detection by higher Auspex, psychic powers, etc.
The vampire may visit Arcadia. The vampire disappears from the "real" world, and can not be detected by any means. When the vampire returns to the "real" world, it is at the same time and place where she left it.
7 - Cache
Having successfully used a power of Obfuscate on someone or something other than herself, the vampire may maintain it even when she or the target leaves.
7 - Cloak
Roll: Wits + Subterfuge, difficulty 6
Resist: Per. + Empathy, difficulty 8
The vampire may make her aura invisible. If a target wishes to perceive the vampire's aura, she must make a resisting roll as above, and if she succeeds, she may then use Aura Perception to read the aura.
7 - Displace
Causes the character to appear anywhere within 30 feet of her actual location.
System: No roll required, unless the character does something to attract attention, in which case at least 3 successes must be rolled on a Manipulation + Stealth (7) roll to avoid revealing her true location.
7 - Mysterious Traveler
This power causes all manner of rumours about the user to spread around the city. Every rumour will be different, attributing different appearances, manners and actions. Many will indicate the user has left town one way or another, unless he desires otherwise. One or more rumours may even contain some truth!
System: Roll Charisma + Stealth (7). The rumours will last one night per success before fading from people's memories.
8 - No Past
The character never leaves any traces for Psychometry to read. The only information available is that the item was held by a Kindred. This ability extends to other means of viewing past events, such as higher Auspex levels or magic or other similar means.
System: The Vampire rolls her Manipulation + Stealth. If a Kindred with Auspex 9 or better handles the object, she rolls her Perception + Empathy and must exceed the user's successes.
8 - Old Friends
Roll: Man. + Acting, difficulty Per. + Alertness
The vampire can persuade a target that she is a friend. This target will treat her as a friend, often telling her things that she otherwise wouldn't, and generally treating the vampire in a very friendly manner.
8 - Veil of Blissful Ignorance
The character must touch the victim to activate this power. The player spends one bloodpoint. If the roll is a success, the victim is subject to the effects of Vanish From the Mind's Eye for a length of time determined by the number of successes.
1 Suc: Three turns
2 Suc: One minute (20 turns)
3 Suc: 15 minutes
4 Suc:One hour
5 Suc: One night
9 - Create Name
Resist: any roll involving supernatural perceptions
Demand: successes = 6 or more
The vampire may create a new identity, with its own aura, personality, Nature, Demeanor, etc.
9 - Hidden Presence
The character cannot be located by any means other than visual sighting. Magic, Psionics, etc simply will not find her unless she wishes to be found. If the Character is using Create Name or another similar ability, that persona can be located, if the Kindred so wishes.
System: The character can only be detected by a being with Auspex 10 or other mystical equivalent. She is not, however, invisible to physical senses.
10 - Memorie's Fading Glimpse
Roll: Man. + Stealth, difficulty 8
No one remembers the vampire. Not even if they read about her, or see her on film. The vampire must roll only if she meets someone who once knew her.
1 suc. The target remembers one minor, mundane thing about the vampire.
2 suc. The target knows that she remembers, but doesn't know anything about the vampire.
3 suc. The target feels a vestige of recognition.
4 suc. The target gets a feeling about the vampire.
5 suc. The target doesn't notice a damned thing amiss.