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Feral Whispers Obedience Call of the Wild Subsume the Lesser Spirit
Instant Cost 1 vitae Cost 1 vitae
Instant
Dice Pool: Instant Instant
Dice Pool:
Manipulation + Animal Ken + animalism Presence + Animal Ken + animalism - Dice Pool: Dice Pool:
animals Composure Manipulation + Animal Ken + Animalism
Presence + Animal Ken + Animalism
The kindred with this ability has learned to The kindreds connection with his own feral
understand the lesser creatures that sur- nature now allows him to command beasts, By locking eyes with an animal, a vampire
The kindred is so fully in tune with her own
round her, and to speak with them and no longer need he beg, threaten or cajole may psychically enter the creatures body
beast that she an call out in a feral voice,
make herself understood. Because this animals into doing his will. He demands and possess it as though it were his own, the
that beckons all creatures of a specific type
requires initial eye contact, animals that and they obey as best they can. Requires animals own mind and instincts are com-
any animal of that sort within a given area
cannot see cannot be effected. eye contact as feral whispers. pletely subsumed, allowing the kindred free
is compelled to respond.
reign to take whatever actions he chooses.
The vampires own body falls into a torpor-
like state.
A ura S ignifiers
Animalism A uspex A uspex
Afraid Orange Innocent White
Aggressive Purple Love struck Bright Blue
Eye of the Beast Shatter the Mind Mortal Fear Touch of Shadow
Cost 1 Vitae Cost 1 Willpower Cost 1 Willpower Instant
Contested; Resistance is reflexive Contested; Resistance is reflexive Instant Dice Pool:
Dice Pool: Dice Pool: Dice Pool: Wits + Larceny + Obfuscate
Presence + Empathy + Nightmare Versus Manipulation + Empathy + Nightmare Presence + intimidation + nightmare -
subjects Composure + Blood Potency Versus subjects Composure + Blood Po- Composure
tency This level of Obfuscate allows the vampire
The vampire reveals the inner core of the The Vampire is able to inspire fear as a to conceal small items, either in her grasp
kindred's being. The victim is paralyzed The vampire confronts a subject with her weapon unto its self. A victim is so thor- or on her person. If she is skilled enough,
with fear, incapable of moving or taking greatest fear, Victims loose their next action oughly and intensely frightened by the even a thorough search fails to turn up a
any action. If a victim is attacked or mo- and reels from the vision which she is con- vampire that he suffers physical damage. hidden object.
lested the victim will spend the remainder fronted. Her defense still applies, but she He ages prematurely, even other vampires
of the scene trying to flee the creature. cannot dodge. All other actions are per- can be effected, the subject must be able to
formed at a 1 and looses one willpower see the vampire employing this power.
point, suffer from a mild derangement.
Mark of Tranquility Cloak of Night The Familiar Stranger Cloak the Gathering
Dice Pool: Instant Contested; Resistance is reflexive Instant
This power involves no roll, and is consid- Dice Pool: Dice Pool: Dice Pool:
ered always on Intelligence + Stealth + Obfuscate Wits + Subterfuge + Obfuscate versus Intelligence + Stealth + Obfuscate
Subjects Resolve + Blood Potency
The kindred masters the art of hiding him- Cloak of night allows a vampire to literally This power allows the character to assume A vampire can hide one extra individual per
self to such a degree that he may subvert fade from sight, becoming completely the image of whomever the subject most dot of obfuscate she posses, not counting
some of the stains that undeath leaves upon invisible to observers. The process of fad- expects to see under the circumstances in her self. While under the effects of this
his soul. A vampire who knows this power ing away is subtle but its effect on wit- which they meet. The character has no power, each individuals must obey the rules
can mask his kindred nature from onlook- nesses might not be. Mortals are likely to immediate knowledge of what aspect he is of cloak of night.
ers, leaving them without the impression of panic and flea. Successful use of cloak of perceived to have, unless the target gives
the predators taint. night renders the character invisible until he the identity away through verbal or behav-
does something to draw attention to him- ioral clues.
self.
Aspect of the Predator Haven of Soil Claws of the Wild Shape of the Beast
Instant Cost 1 Vitae Cost 1 Vitae Cost 1 Vitae
Dice Pool: Instant Reflexive Instant
This power involves no roll to invoke Dice Pool: Dice Pool: Dice Pool:
This power involves no roll to invoke This power involves no roll to invoke This power involves no roll to invoke
The most basic ability of this discipline
allows a vampire to project a supernatural
A vampire can blend his form with soil. Upon activation of this power, the vampires A kindred can take the shape of an ordinary
mien of savage predatory ferocity. A char-
While so interred, the character is immune nails grow into long, fearsome talons. These animal, most commonly a bat or a wolf.
acter is not subject to the usual relationships
to threat from the suns rays, or to any ferocious weapons offer a +1 bonus to While in this form, the vampire retains his
of blood potency upon meeting an unknown
physical attack as his corporeal form is attack pools in unarmed close combat, and mind and temperament. Every 3 experience
kindred for the first time. If the characters
actually merged with that of the substance inflict aggravated damage. spent on this ability allows the character
blood potency is lower than that of the
itself. transform into additional animal forms.
unknown kindred it is treated as equal.
Cr u ac Cr u ac Cr u ac Cr u ac
The Coil of Blood The Coil of Blood The Coil of Banes The Coil of Banes
Blood of Beasts Perspicacious Blood Conquer the Red Fear Surmounting the Daysleep
The Character gains +2 bonus to resist fear The player can spend a willpower point for
No mater what the vampires Blood Po- The Character gains three vitae for every
frenzy triggered by fire or sunlight. Fear the character to remain awake for an entire
tency is, she can take sustenance from two vitae she takes from a human, and
frenzies triggered by other stimuli occur as day without penalty (though the character
animals and humans. receives double vitae consumed from kin-
normal. must still take precautions to remain out of
dred or other supernatural vessels.
the sunlight and waking the next night
still costs a vitae) dice pools during the day
are still limited by humanity (see p. 184,
V:TR) if the character does sleep and dis-
turbed add three dice to the players wake-
up roll.
Suns Forgotten Kiss Chastise the Beast Lure the Beast Exhaust the Beast
Sunlight at twilight and dawn causes only
The player spends a willpower point for his Riding the wave des not cost a willpower The Character may spend an hour per night
bashing damage to the Dragon, rather than
character to resist a frenzy of any kind point, and it requires a base of only three in frenzy (usually doing so under controlled
aggravated. After the sun has fully risen,
automatically. The player may choose to successes, not five. All other rules still conditions such as in a locked room or far
however, its rays cause aggravated damage
roll Resolve + Composer as usual for his apply from mortals). For the rest of the night, the
as usually.
character to resist frenzy, spending the character does not enter frenzy unless she
willpower only if the roll fails. wishes to do so, no mater how strong the
trigger is.
With a successful invocation roll, the char- Some rather intrepid kindred develop the With this power, any vampire is capable of With this power, the kindred is able to
acter can hide the full extent of his injuries. ability to gain insight into a foes combat assuming a bestial or inhuman shape may combine her heightened senses and super-
Wounds are invisible and he does not ap- prowess by willingly subjecting themselves choose to stop the process part way human reaction time. Any time the charac-
pear to slow down, limp or grow weary. to opponents attacks. Upon suffering at through, granting herself a single aspect or ter wishes to observer, follow or examine
Iron Faade does not actually heal any least one point of damage of any type the trait of the animal, nose of a wolf, wings of something that moves too quickly to follow
wounds or reduce dice pool penalties. vampire may make a roll to determine the a bat or bird. with normal sight, the player may add five
combat abilities of his opponent. dice to a wits + composure roll while this
devotion is active.
Ca c hexy Ca c hexy
This power allows a burakumin to stare into The kindred slices a token of a corpses This power enables a character to construct With this power the kindred can command
the eyes of a corpse and see reflected there flesh and uses it to mystically enhance his a tiny, autonomous servitor from the bodies a number of dead bodies to rise and perform
the last thing the dead man witnessed. physical resistance. The character suffers a of dead men. These servitor appear as gro- relatively simple functions. The character
1 penalty on all presence and manipulation tesque insects or deformed homunculi, and animates one corpse per success on the
based rolls in exchange, the character re- can be useful as spies. activation roll, provided there are enough
ceives the benefit of temporary armor. 1 per around
success rolled.
Requires 1 willpower point to be spent to
change the orders given after they have
been raised.