Disciplines: Difference between revisions

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== Combination Disciplines ==
== Combination Disciplines ==
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'''Anarch's Unbound Combo Discs Pg 105-110.'''<br>
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'''Call Upon the Blood (Animalism •••, Auspex •••):''' <br>'''Cost:''' 18 XP<br>Used by Anarchs to scout out the strongholds of hated enemies, this power allows the Kindred to “feel” for the Beast in the immediate vicinity. The Animalism aspect of this power attunes the Kindred to any creature that harbors a Beast, and the Auspex element allows him to interpret it and extend his senses beyond their normal limits. Doing so allows the scout to know approximately how many Kindred or ghouls are in the area.<br>'''System:''' The player spends a blood point and rolls Perception + Animal Ken. If the roll is successful, the character gains a fairly accurate impression of how many Kindred and ghouls are in close proximity. The distance to which this sense extends depends upon the successes accumulated on the roll.<br> Storytellers, note that this power calls to the Beast in all Kindred, and impressions will include the presence of Kindred and ghouls in the Anarch’s own company. Also, because it prods the Beast in beings to see if it’s there, particularly aware Kindred and ghouls might feel their Beast awaken or recoil as the power takes effect, perhaps even alerting them to the disquieting presence. The sensory information gleaned by this power is also a bit unsettling: Inviting the Beast in so many creatures to take note is bold, to say the least. Cainites who rely too much on provoking the Beast in others may find themselves on the verge of frenzy, as it tempts their own Beast each time they use it. A botch provokes frenzy in the vampire using this power.<br>
1 success Small area: a hotel room<br>
2 successes Large area: a house<br>
3 successes Great area: a ballroom or salon<br>
4 successes Huge area: a city block<br>
5 successes Vast area: an entire estate<br>
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'''The Humberside Panic (Celerity •, Thamuaturgy •):''' <br>'''Cost:''' 6 XP<br>This combination Discipline allows a Kindred to grant other vampires a brief and limited access to his own mastery of Celerity. The Kindred who possesses Thaumaturgy and Celerity spends one blood point, plus one blood point per member of his coterie to whom he wishes to grant Celerity. For one turn, each indicated member of the coterie may use that Celerity to run or take another action as if she possessed Celerity herself. Thereafter, the Thaumaturge may spend an additional point per character per turn to continue granting the benefit. The Thaumaturge can communicate any degree of mastery of Celerity she possesses using this power, but must pay all related costs for it for each Kindred to whom she extends it. The drawbacks of this combination Discipline are fairly limiting, however. The vampire using this Discipline must have tasted the vitae of any individual to whom she wishes to extend the benefits, and she must pay the vitae cost for each turn extending the Celerity benefits to other Kindred. Note that the per-turn blood point expenditures dictated by the character’s generation apply to spending blood in this way. Those benefiting from the power must be within sight of the Kindred invoking the power, and must be vampires (not mortals, ghouls, or other supernatural creatures). This Discipline was originally developed to allow a pack of English Anarchs to flee the site after ambushing a Malkavian Primogen, but it has also been used by other packs to more aggressive ends. Because of its utility, it’s one of the most popular and widely used combination Disciplines among Anarch coteries.<br>
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'''Internet Famous (Presence ••••, Thaumaturgy ••••):''' <br>'''Cost:''' 30 XP<br>According to one rumor, a French Toreador Anarch who calls herself Cadavre Exquis has developed a combination Discipline that allows her to use Presence and the Path of Technomancy to effect a mass Summoning through her social media accounts. She apparently can issue a command for all of her followers to come to a particular location and participate in a protest, a riot, or even just a flash mob, with each recipient affected as if she had personally targeted him with Summon. Cadavre Exquis is also rumored to be the subject of a blood hunt across several nonAnarch domains, probably for having embarrassed some august Kindred with this power. This power works as does the Presence power Summon (see V20, p. 195), but the roll to activate the power uses Charisma + Computer at a difficulty of 8. However, in addition to a blood point, the player must spend a Willpower point and issue the Summon via social media. The power affects every one of the Kindred’s followers on social media accounts — it is not subtle or selective. Any individual who recognizes what is happening can spend a Willpower point to ignore the Summon, but mortals likely have no idea what’s going on when they receive such a Summon (and neither do many Kindred, especially those not well-versed in social media). Note that the individual does not have to be currently accessing social media to feel the Summon, as this power draws on the sympathetic connection drawn by establishing the online relationship or even simply following the vampire’s account.<br>
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'''Quickshift (Protean ••••, Vicissitude ••):''' <br>'''Cost:''' 21 XP<br>This power allows a vampire to invoke a Protean transformation into the form of a beast in response to the actions of an aggressor. Any time the vampire suffers any form of hostile action, such as an attack, being made the target of a Discipline, or even being surprised, the Kindred may spend four blood points and instantly transform into the shape of a beast. This does not require the Kindred’s action for the next turn, which is the benefit of the power. Alternatively, the Kindred may spend the blood points at the beginning of a scene in which he plans to use Quickshift (for those Kindred of generations too high to spend four blood points in one turn); at any point thereafter that scene, he may activate the power at no additional cost. If the Kindred doesn’t use that power in that scene, the blood points are simply lost.<br>
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'''Remote Access Buffer (Thaumaturgy •••••, special):''' <br>'''Cost:''' 30 XP<br>This versatile Thaumaturgy power allows a Kindred to create a temporary, digital version of certain Discipline powers they possess, which can be transmitted via electronic means to another Kindred (proxy). This "data Discipline" can be used once by the proxy, after which it and all copies of the file are deleted. Anarchs are divided on the safety of this power; some fear it could be a tool for remote control or surveillance, especially since it requires significant blood expenditure to create. Elders and members of other sects see it as a potential Masquerade breach and a security risk, particularly if files could be stored and accessed later. Only Kindred can use these powers, and the activation requires the proxy to have the data stored on a local device.<br>
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'''Retain the Quick Blood (Celerity ••• and either Quietus •••  or Protean •••):''' <br>'''Cost:''' 15 XP<br>In the nights of the Anarch Revolt, the Assamites had an informal alliance with the antitribu who raged against their sires. Although few Anarchs possessed 108 knowledge of the Assamite Discipline of Quietus, a few did, and they learned this blood-conserving technique to aid them. In the modern nights, this combination Discipline has spread quickly among the Anarchs, and has been adapted to the more-common Protean Discipline. Retain the Quick Blood allows a Kindred to call upon the preternatural gifts of vitae without expending them. <br>System: Any blood that the player spends on Celerity returns to her blood pool at the rate of one blood point per hour. Blood returned in this way will never exceed the character’s maximum blood pool — if he’s full at the time that another point of blood would return to his system, that blood point is lost (as are any others that would be returned from the use of Celerity).<br>
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'''Slenderman (Auspex •••, Obfuscate ••):''' <br>'''Cost:''' 15 XP<br>When a Kindred with this power knows he’s having his picture taken, he can cause a brief burst of occult energy to obscure his appearance in the photograph. This causes the image of the Kindred to appear only as a nondescript humanoid figure in his exact location when the photograph is taken, without any of the distinct characteristics of the individual. The Kindred may do this in reaction to having his photograph taken, and doing so is reflexive; he doesn’t need to spend an action performing the power. Using this combination Discipline costs one blood point, which the Kindred may spend the instant he knows he’s having his picture taken. This power cannot be used to alter his appearance in an existing photograph, however. A Kindred may also use this power to obscure himself in an ongoing recording, such as being videotaped or recorded on a webcam. The Kindred must invoke the power on the turn in which the recording first begins, and must continue paying the blood point cost for each turn during which he’s being recorded. The Kindred activating this power doesn’t have to spend vitae the whole time, but that portion of the video will reveal his identity.<br>
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'''Smiling Jack’s Trick (Dominate •••, Obfuscate •••):''' <br>'''Cost:''' 18 XP<br>Attributed to the Anarch Smiling Jack, this power causes a Kindred to confuse one vampire for another. For a brief period, the subject consistently mistakes the Suser of this gift with another Kindred in the immediate vicinity. According to the story, Jack found himself caught by a Scourge and his lieutenant. Invoking this power, Jack made the Scourge believe that his lieutenant was actually the Anarch and vice versa. As the Scourge turned his attentions to the lieutenant, Jack escaped into the night, cackling all the while.<br>System: The player makes a contested Manipulation + Performance roll (difficulty equals the subject’s Intelligence + 5, to a maximum of 10) against the subject’s Wits + Subterfuge (difficulty 7). If the subject gains more successes, the power fails. If the character succeeds, the subject briefly but unfalteringly transposes the character using the power with another Kindred in her line of sight. From there on out, it’s up the character to make the best of the situation, but the strangeness of the change usually buys enough time to escape, if not to completely change the Anarch’s position. Note that this is a Dominate power, so it works only on those subjects of equal or lower generation as the user. The duration of the power’s effect is one hour — (10 times the subject’s Intelligence) minutes.<br>
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'''Stonesight (Auspex •, Visceratika •):''' <br>'''Cost:''' 3 XP<br>This power allows the Kindred to see through a stone surface as if it were glass. The stone doesn’t actually become glass, however, so whatever’s on the other side of the stone won’t be able to see the Kindred. This power affects a three-foot by three-foot area of stone, to a depth of up to three feet. This effect lasts for one full scene, and costs one blood point to activate.<br>
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'''Suck It Up (Animalism •, Protean ••):''' <br>'''Cost:''' 9 XP<br>The sites of Anarch conflicts are often slick with spilled blood, and even the side that arguably wins the conflict is probably ravenous after calling upon the gifts of Caine. Still, conflict attracts attention, and the last thing Anarchs want is to be caught hunched over, sucking the last draughts of vitae from the beaten bodies or lapping up blood from the ground. This power allows the Kindred to simply touch a pool of blood and draw it into herself. Of course, bodies left bloodless will still attract attention , regardless of whether it went into the vampire through her mouth or fingertips. Kindred are advised to use this power discreetly.<br>System: The Kindred touches a quantity of spilled blood and adds it to her blood pool, up to her maximum. This power will, in fact, “strip the ground clean,” and only if the Kindred chooses not to take every available drop will some amount remain to stain the ground afterward.<br>
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'''Tenebrous Veil (Obfuscate •, Obtenebration •):''' <br>'''Cost:''' 6 XP<br>Many Anarchs have found themselves in the wrong place at the wrong time, and often what makes the difference between being found out and being discovered is the judicious use of supernatural powers. This power, created several centuries ago by Lasombra and Malkavian Anarchs, allows the Kindred to stand stock-still and avoid being seen in almost any location. As long as some shadow is present, the Kindred can bend it around his body and thereafter use that shadow to conceal himself from the minds of any onlookers.<br>System: No dice roll is necessary. As long as a square foot or more of shadow is present in the area, the Kindred can remain effectively unseen for as long as he chooses to remain motionless. This power combines the basic principles of Obtenebration and Obfuscate. It is very simple, but very effective.<br>
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'''Dread Names Red List Combo Discs Pg 99-100'''<br>
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'''Quick Sight (Auspex •, Celerity ••):'''<br>
'''Cost:''' 9 XP
<br>Recently, Alastors have picked up this trick from the Toreador Archons. Quick Sight allows the vampire to see fast-moving objects as if they were traveling at a visible speed. A Kindred with this power can better track projectile objects, like an arrow that’s been shot from a crossbow or a bullet from a gun. However, most Alastors will likely use Quick Sight to monitor another vampire’s movements when their target is using Celerity. System: The player spends one blood point to activate this power, which lasts for a scene. Any time the character wishes to see, follow, or examine something that is moving too quickly for normal observation, the player must make a Wits + Alertness roll. The difficulty based on how quickly the item is moving, which would normally be 6 or 7. One success allows the character to observe the trajectory or movements of the object in motion; more successes bring greater detail and clarity.<br>
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'''Iron Facade (Fortitude •, Obfuscate •••):'''<br>
'''Cost:''' 10 XP
<br>Battles are often won not by the strength or weaponry of the combatants, but in the psychology of war. The appearance of invulnerability is often sufficient to unsettle or even rout a superior foe. With this power, the Kindred creates just such an appearance, seeming to shrug off heavy or even near-crippling blows as if he’d be splashed with water. This power was more commonly found amongst Archons, but has recently been taught to Alastors. System: The player rolls Manipulation + Subterfuge with a difficulty 6. If successful, the character appears to be unwounded and functioning at full capacity regardless of how badly injured he actually is. This power does not actually heal wounds or reduce dice-pool penalties; it simply appears to do so, making it impossible for the enemy to judge the character’s true state. The power lasts for a scene, or until the character reaches the Incapacitated health level. A vampire with Auspex can see through this power if her Auspex exceeds the character’s Obfuscate.<br>
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'''Badger’s Hide (Fortitude •, Protean ••••):'''<br>
'''Cost:''' 12 XP
<br>Acquired by an Alastor who spent several years undercover in the Anarch Free State, this power allows the Kindred to alter her skin into an ultra-durable hide in order to repel attacks or other environmental conditions. The Alastor with Badger’s Hide is able to resist piercing attacks for a time. This Discipline is often used in heavy combat and gives Alastors the opportunity to fight longer than they would without it. System: This power costs one blood point. For the remainder of the scene, any attacks that might normally pierce a Kindred’s skin, as determined by the Storyteller, have their damage halved and rounded down after the character soaks. Any successful attack that isn’t soaked does a minimum of one health level of damage. Damage may be dealt from weapons such as stabbing knives or impaling spikes and spears.<br>
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'''Lucinde’s Revenge (Dominate ••••, Fortitude ••••):'''<br>
'''Cost:''' 25 XP
<br>For centuries, Lucinde’s Revenge was known only to the Ventrue. Recently, a new iteration of this power has become widely taught among the Alastors per the wishes of Justicar and Red Alastor, Lucinde, who wants those hunting the Red List prepared to resist the manipulative tactics and Disciplines the Anathema use, one in particular. This power protects against Presence, keeping that Discipline’s more subtle effects at bay. System: Lucinde’s Revenge protects against all Presence based on Generation in a similar way that Dominate functions. Only a Kindred of lower Generation than the user of Revenge can affect that Kindred with Presence. Thus a Ninth Generation Kindred would be unaffected by a Twelfth Generation Kindred attempting to use Dread Gaze on her.<br>
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== Abombwe ==
== Abombwe ==
Unique to the Laibon that channels primal and predatory aspects of the Beast, enhancing physical abilities, supernatural senses, and invoking fear.
Primal and predatory powers (used by the Laibon).
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'''Tireless Tread (Celerity ••••• •):''' Much of the initial Anarch Revolt was spent fleeing from unfavorable odds and vengeful elders. This power made some of those escapes possible, enabling the Kindred of those early nights to put far much more ground between themselves and their antagonists than the rest of the world could imagine at the time. As long as the Anarch devoted himself to escape, he could cover enormous distances in a single night. This power has fallen into some disuse, due to the prevalence of modern transportation methods. The most significant benefit it still has, however, is a virtual inability to be traced. Those flying on planes or riding buses require tickets, and even a properly registered car leaves a paper trail or at least bears a license plate. When a Kindred invokes the Tireless Tread, however, the only evidence of her passing is herself.<br>System: This power costs one blood point per night. The Kindred “treads” at a rate of 50 miles per hour. This power must be used for at least eight hours, meaning the Kindred must travel a distance of at least 400 miles. Any less and the power fails to work. The Kindred finds a rhythm and stays in it, as opposed to merely sprinting for eight hours. If the Kindred tarries too much along her way, she will find herself unable to find that traveler’s pace, and the power will fail entirely.<br>
Source: Anarchs Unbound for V20 Pg 111-12<br>
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'''Alabastard (Fortitude ••••• •):''' Derisively named after a tough-as-hell Baron, Alabastard allows the Kindred to ignore wound penalties for any injuries she suffers. At any point after the vampire activates this power, she suffers no dice pool penalties nor movement penalties that come as a result of suffering damage. In certain cases, the Storyteller may choose to impose logical situational penalties: A Kindred who has been cut in half should probably have some difficulty moving.<br>System: This power costs one blood point to activate, and remains in effect for the duration of the scene.<br>
Source: Anarchs Unbound for V20 Pg 110.<br>
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'''Scourging the Instinct (Presence ••••• ••):''' Used by elder firebrands of nights long past, this power is a bit too dangerous to see much modern usage. The Kindred stands before his assembled followers and whips them into a righteous frenzy using the power of his personality and the force of his charisma. Those who heed his call succumb to the rages of the Beast that dwells deep in all of them, hopefully placing it on a short leash that allows them some control over their fury.<br>System: The player rolls Charisma + Leadership (difficulty 7). If he is successful, those who hear him speak his words of revolution allow their Beasts to rise to the fore. Those affected are considered to be “riding the wave” of frenzy (see “Instinct” on pp. 314315 of V20) regardless of whether they have Instinct or Self-Control as their Virtue. The number of successes scored on the roll indicate how many Kindred are swayed by the revolutionary fervor.<br>
1 success One person<br>
2 successes Two people<br>
3 successes Six people<br>
4 successes 20 people<br>
5 successes Everyone in the Kindred’s immediate vicinity (an auditorium filled with people; a gathered mob)<br>
'''Source:''' Anarchs Unbound for V20 Pg 111<br>
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'''Vengeance of the Martyr’s Legacy (Presence ••••• • or ••••• ••):''' When a Kindred invokes the Vengeance of the Martyr’s Legacy, she sends a surge of blood-rage through her bloodline, causing all those descended from her to enter frenzy at that moment, no matter where they are or what they’re doing. Even those Kindred on opposite side of the world succumb to this frenzy, even if they’ve entered their daily slumber. It is outmoded in a similar manner to Scourging the Instinct, above, but such are the realities of the earliest nights of the Movement. This is a dangerous power to use, for few Kindred (and even fewer Anarchs) know where all their childer, grand-childer, and others are located at any given time or what they might be doing. As such, some Kindred believe that the powerful patron of a small and localized brood developed Legacy of Frenzy, likely in preparation for them to wreak havoc upon the moment of his betrayal or some other situation in which such a death-trigger would prove useful.<br>System: This power comes in two variants. The impulse variant (Presence 6) costs 1 Willpower to invoke and causes the Kindred’s descendants to make a SelfControl roll against a difficulty of 8, wherever they are. The mandate variant (Presence 7) costs 1 Willpower to activate and provokes the frenzy in all of the Kindred’s descendants without requiring a roll (though the frenzying Kindred may briefly subvert the frenzy with Willpower as normal). For more information on frenzy and Willpower, see pp. 297-299 of V20.<br>
Source: Anarchs Unbound for V20 Pg 112-13<br>
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'''Turnabout (Protean ••••• ••):''' Calling upon the shapeshifting powers of the Protean Discipline, the Anarch melds with the earth, only to emerge from it on the other side of a foe. This tactic was originally used by the Eastern European Gangrel and Tzimisce, and the Anarchs adapted it for use as a guerrilla tactic during the Anarch Revolt and the marauding nights of the early antitribu. Tonight, it is rarely seen, but a few ostentatious Anarch elders keep it in practice.<br>System: The player spends two blood points. On the turn after the character sinks into the ground, she emerges either behind or to either side of whichever enemies she left behind (her choice). Theoretically, there’s nothing stopping her from emerging in the same spot where she disappeared, but it rather defeats the purpose. If the character wishes, she may choose not to emerge immediately, in which case this power is little more than an expensive version of Earth Meld. The primary difference, however, is that the character may move through the earth that surrounds her, traveling as much as 50 feet in any direction in the single turn spent under the surface of the soil. Moving any further, however, regardless of time spent underground, is a different permutation of the Protean Discipline. Turnabout’s focus is diving into and emerging quickly from the ground.<br>System: The player spends two blood points. On the turn after the character sinks into the ground, she emerges either behind or to either side of whichever enemies she left behind (her choice). Theoretically, there’s nothing stopping her from emerging in the same spot where she disappeared, but it rather defeats the purpose. If the character wishes, she may choose not to emerge immediately, in which case this power is little more than an expensive version of Earth Meld. The primary difference, however, is that the character may move through the earth that surrounds her, traveling as much as 50 feet in any direction in the single turn spent under the surface of the soil. Moving any further, however, regardless of time spent underground, is a different permutation of the Protean Discipline. Turnabout’s focus is diving into and emerging quickly from the ground.<br>
Source: Anarchs Unbound for V20 Pg 112<br>
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== Temporis ==
Manipulation of time (used by True Brujah).
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== Thaumaturgy ==
== Thaumaturgy ==
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'''Dread Names, Red List Thaumaturgy Rituals Pg 101'''<br>
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'''Communicate with Kindred Bond Mate'''<br>
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This variation on the Communicate with Kindred Sire Ritual is rare, even among the Alastors who have studied Thaumaturgy. It requires that both vampires have shared at least one point of vitae, thus putting them at least one step towards a Blood Bond, within the last year. Most Kindred are reluctant to share their blood with a Thaumaturgist, so their must be a very strong sense of trust between the two vampires, not something easy to come by, even in the Camarilla. Similar to Communicate with Kindred Sire, the caster is able to join minds with a vampire they have shared blood with, mentally speaking over great distances. This communication continues until the ritual expires or one side forces and end to the connection. System: The caster must meditate for 30 minutes to create the connection. Conversation may be maintained for 10 minutes per success on the activation roll.<br>
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'''Extinguish Flames'''<br>
Two versions of this ritual exist, though they both have the same effect. Practitioners of the Lure of Flames Path long ago created a version where they snuff out flames through force of Will, forcing the open flames to consume themselves. Practitioners of Weather Control use the elements, including wind and rain, to put out flames they have targeted. System: The caster must target a specific fire they want to extinguish within their line of sight. Each success reduces the size of the fire by one level (using the chart on page 218 of V20). This ritual requires 10 minutes to cast, reduced by 1 minute for each success on the roll.<br>
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'''Level Five'''<br>
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'''Ward versus Demons'''<br>
This ritual is often taught by Josians to Alastors when the two groups are joining forces to hunt infernalists. This warding ritual functions exactly as do Ward versus Ghouls and Ward versus Kindred from V20, but it inflicts injury upon Demons. System: Ward versus Demons behaves exactly as does Ward versus Ghouls, but it affects demons rather than ghouls. The ritual requires a handful of sulfur rather than a blood point.<br>
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'''Dark Thaumaturgy Rituals Pg 123 - 126'''<br>
<br>
'''Level One Rituals'''<br>
<br>
'''Curse of Oedipus'''<br>
The Curse of Oedipus completely blinds the vampire’s target. It requires the thaumaturge to light a stick of heavy incense, the smoke from which is believed to mystically cloud the target’s vision. System: This ritual blinds a single target. The caster does not need to see or be in the presences of the victim in order for it to work. The thaumaturge does, however, have to know the target’s name and appearance. The Curse of Oedipus goes into effect for a number of hours equal to five minus the target’s Stamina.<br>
<br>
'''Level Two Rituals'''<br>
<br>
'''Video Nefas'''<br>
The caster entreats demons to answer his questions, revealing occult secrets or unraveling complex mysteries. Most demons are not omniscient, however, and this ritual’s effectiveness is limited by the demon’s knowledge. Video Nefas has no visible or discernible effect, which makes this a favorite amongst Corrupters. Vampires with Auspex might detect the shadowy outline of an imp or homunculus whispering into the dark thaumaturge’s ear. In order for this ritual to take effect, the caster must break a dried bone in half. System: The number of successes accumulated on the roll determines the extent of the information the demon must reveal. The caster may ask only one question of the demon, but he may cast this ritual as many times as he wants.<br>
<br>
1 success 2 successes 3 successes 4 successes 5 successes Yes or No A short sentence A descriptive synopsis (3-4 sentences) A complete answer An encyclopedic answer, which may include the topic’s history, interesting personages involved, or even apocryphal lore never before known to mortals or vampires.<br>
<br>
'''Level Three Rituals'''<br>
'''Felis Negrum'''<br>
This ritual turns the thaumaturge or another individual into a black cat. The thaumaturge must burn the whisker of a black cat, or the skin of a white cat, and inscribe the subject’s name on a piece of glass in her own blood. System: If the infernalist uses Felis Negrum on herself, she can change back into a vampire at will. If used on a ghoul, the spell lasts only 24 hours. If used on another vampire, the spell lasts for 12 nights minus one per permanent point of Willpower the victim possessed at the time of the transformation. A target may resist the effects of Felis Negrum either consciously or subconsciously, by winning a resisted roll against the dark thaumaturge’s Willpower. This ritual requires the caster to spend one blood point. The subject acquires all Traits — including Mental Attributes — of a cat for the duration of the transformation. Cat Traits are found in V20 on page 389.<br>
<br>
'''Level Four Rituals'''<br>
<br>
'''Plague’s Secret Domain'''<br>
Plague’s Secret Domain causes the victim to become “sick at heart.” The subject loses interest in his regular activities or maintaining his personal appearance, and he eventually sees no reason to continue his life or unlife, falling into torpor or chronic depression. The infernalist must perform the ritual in front of a smoking censer, which she extinguishes with freshly spilled mortal blood at the ritual’s completion. System: The effect of this ritual lasts for 24 hours. For every success above 2, another day is added to the victim’s depression. Whilst the victim suffers from Plague’s Secret Domain, the dark thaumaturge may continue performing the ritual to add more time to their affliction. If the ritual continues for 10 days, the victim enters torpor if he is a vampire, and will commit suicide if he is mortal. In order to activate this ritual, two blood points are required. They must be taken from a “donor” other than the dark thaumaturge.<br>
<br>
'''Level Five Rituals'''<br>
<br>
'''Close the Ways'''<br>
The infernalist who performs this ritual does not do so lightly, for it is much more difficult to undo Close the Ways than it is to call it down. While this curse does not necessarily kill a target, it does deluge her with a tide of terrible misfortune. To perform the ritual, the caster extinguishes 14 flames with his bare hands, naming his intended victim with every doused flame. System: A successfully cast ritual brings untold bad luck to the victim. This means that any success will cause an automatic botch to the victim’s rolls for a specified period of time. Treat this botch as a “ghost” 1 on die rolls, as if the victim always had an additional 1 turn up. Thus, if the subject rolled no successes but no 1s, he would still botch, as the “ghost” 1 turned his failure into a botch. Likewise, if the victim’s rolls garner any successes, subtract one for the “ghost” 1. The duration of Close the Ways is as follows: 1 success 2 successes 3 successes 4 successes One night One week One month One year 5 successes 10 years The caster must sacrifice two points of permanent Willpower when enacting this ritual, to stave off the Rötschreck of the flames and to bring the curse down upon her victim’s head. This curse may be broken only by the dark thaumaturge invoking it, and to do so she must cut off her own left hand and spend two more points of permanent Willpower.<br>
<br>
'''Into the Inferno'''<br>
Into the Inferno allows the caster to step into Hell itself. Why any Corrupter would want to willingly walk into the fiery inferno is unknown, but some captured infernalists have claimed there are great rewards for those who face their masters directly — including powerful profane artifacts and secret lore. To enact this ritual, the caster must wash an entire wall with the blood of child sacrifices; the wall then becomes the portal into Hell. System: This ritual requires 24 hours to cast, during which the dark thaumaturge must remain fully awake. At the end of the ritual the portal will open, and it will remain so for a number of hours equal to the caster’s Willpower. Though anyone may walk through the door into Hell, the denizens of Hell may not escape through this portal into the mortal world. They may, however, attempt to deny exit to any vampires who have invaded their realm of eternal torture.<br>
<br>
'''Variable Level Rituals'''<br>
<br>
'''Call Forth the Host'''<br>
A favored ritual amongst all Corrupters, Call Forth the Host draws a demon or tortured spirit from the Inferno into the earthly plane. The creature appears through the power of the ritual and follows the thaumaturge’s instructions to the letter. While this is a favored ritual, most demons resent being summoned and ordered around in this way. They may return later of their own volition to torment the would-be sorcerer, and always seek to subvert the dark thaumaturge’s commands by exploiting weaknesses in their instructions. Demons take many forms, though they may generally disguise themselves to walk unnoticed among humankind. For this reason, the caster must know the precise, true name of the demon she wishes to summon for this ritual to take effect. System: This ritual requires one hour per level to perform. For example, summoning an imp takes only one hour, while summoning a shade takes three. The summoned demon serves the thaumaturge for a number of hours equal to 10 minus the level of the ritual. By way of example, an imp would serve the caster for nine hours while a shade would serve for only seven. During this period of servitude, the demon may not harm the caster, and it must follow her exact instructions in a literal fashion. When the duration of servitude expires, the demon vanishes in a puff of sulfur and returns to Hell. It may, however, return of its own accord later to even the score.<br>
<br>
Level - Type of Demon - Stats<br>
1 - Imp, a mindless, slave demon. - Physical Attributes of 1, Intelligence 1<br>
3 - Shade, a tormented soul. - Physical Attributes of 2, Mental Attributes of 2<br>
5 - Pit Lord, a demonic sergeant-at-arms. - Physical Attributes of 3, Social and Mental Attributes of 2<br>
7 - Lesser Demon Noble, a ruler of a territory in Hell. - All Attributes of 3 or greater. 10 to 12 points in various Disciplines.<br>
9 - Greater Demon. Not a wise choice to force into servitude... - All Attributes of 5 or greater, reaching godlike levels. A daunting array of Disciplines.<br>
<br>
'''Bind the Interloper'''<br>
For some Corrupters, it’s not enough to bring forth a demonic entity from the depths of Hell. Bind the Interloper allows a caster to force a demon that was summoned by another dark thaumaturge into his own servitude. This allows the new caster to command the demon as if he summoned it himself. In order for the dark thaumaturge to snatch a demon from another infernalist, the caster must secretly negotiate with the demonic entity in order for it to effectively switch masters. Some tactics may include promising a bounty of souls to the demon as payment, creating a ritual that allows the caster to broadcast the demon’s true name, which is more powerful than many of its common names, or the sacrifice of a valuable object or commodity like the vampire’s blood that supersedes the original caster’s offering. System: The ritual’s level varies depending on the potency of the entity being bound. (See the table for Call Forth the Host). Bind the Interloper requires 10 minutes per level to perform, and Corrupters should expect that the original caster will likely vow to take revenge. As with Call Forth the Host, the dark thaumaturge must know the demon’s name. However, the caster must achieve more successes on the roll than the original summoner accumulated when she first summoned the demon. Should the binding succeed, the demon serves the dark thaumaturge for the remainder of its servitude period, without beginning a new one. This demon may also return to punish the dark thaumaturge for forcing it into servitude, and may even pit both summoners against one another.<br>
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== Visceratika ==
Stone and earth-related powers, often associated with structural manipulation (used by Gargoyles).
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== Vicissitude ==
== Vicissitude ==
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'''Oathbreaker (Vicissitude ••••• •••):''' What greater oppression exists than the hated blood bond, so callously employed by the elders to bring their headstrong childer to heel? A symbol of the vast abuses of the War of Ages, blood bonds represent the ultimate tyranny: the subjugation of the self and the denial of freedom to make one’s own way. An enterprising Tzimisce discovered — or perhaps rediscovered — the secrets of shattering the blood bond over eight centuries ago, which played no small part in touching off the Anarch Revolt. With but a word, the Tzimisce could release a vampire from the shackles of the blood bond. And given the strange properties of Tzimisce vitae, this potential sometimes passed on to Cainites who didn’t belong to the clan, especially after partaking of the Vaulderie cup with one of the fiends. Needless to say, this is certainly a fool’s bargain, but it is important for two reasons. First, the power of Oathbreaker is so rare that tales of its duplicity (see below) exist, and in fact form some of the legendry of the Anarch Revolt itself. Second, some suspect that this power provided the basis for the ritus that became the Vaulderie (see pp. 288-290 of V20). It is a historical curiosity, to be sure, but every now and then, some powerful Tzimisce or other Cainite afflicted with Vicissitude manages to dupe a reckless and desperate Lick into emancipating himself with tainted blood. Better to have the fool bonded, even if imperfectly, to oneself than to the true lord of the dom.<br>System: The vampire spends a blood point and a Willpower point and imbues her blood with the ability to suborn blood bonds. Each blood point creates one draught’s worth of blood that can be consumed in this way, and it retains this property for one night before it becomes dead and inert. The vampire who consumes the blood feels an immediate cessation of any blood bond that exists. This freedom graces the vampire for one month and one night, whereupon the Kindred who activated the power may spend a Willpower point and replace the suborned (but true) blood bond with an illusory blood bond to herself. This replacement blood bond lasts for one night. Alternatively, she may spend ten Willpower in a single scene and sustain the illusory bond for one year and a night. If the vampire replacing the bond chooses not to spend the Willpower point at the point when it would normally be renewed, the original blood bond returns, and the false one ceases immediately.<br>
Source: Anarchs Unbound for V20 Pg 111<br>
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[[Category: Vampire]] [[Category: Sabbat]]
[[Category: Vampire]] [[Category: Sabbat]]

Latest revision as of 23:18, 5 August 2024

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Combination Disciplines

Anarch's Unbound Combo Discs Pg 105-110.

Call Upon the Blood (Animalism •••, Auspex •••):
Cost: 18 XP
Used by Anarchs to scout out the strongholds of hated enemies, this power allows the Kindred to “feel” for the Beast in the immediate vicinity. The Animalism aspect of this power attunes the Kindred to any creature that harbors a Beast, and the Auspex element allows him to interpret it and extend his senses beyond their normal limits. Doing so allows the scout to know approximately how many Kindred or ghouls are in the area.
System: The player spends a blood point and rolls Perception + Animal Ken. If the roll is successful, the character gains a fairly accurate impression of how many Kindred and ghouls are in close proximity. The distance to which this sense extends depends upon the successes accumulated on the roll.
Storytellers, note that this power calls to the Beast in all Kindred, and impressions will include the presence of Kindred and ghouls in the Anarch’s own company. Also, because it prods the Beast in beings to see if it’s there, particularly aware Kindred and ghouls might feel their Beast awaken or recoil as the power takes effect, perhaps even alerting them to the disquieting presence. The sensory information gleaned by this power is also a bit unsettling: Inviting the Beast in so many creatures to take note is bold, to say the least. Cainites who rely too much on provoking the Beast in others may find themselves on the verge of frenzy, as it tempts their own Beast each time they use it. A botch provokes frenzy in the vampire using this power.
1 success Small area: a hotel room
2 successes Large area: a house
3 successes Great area: a ballroom or salon
4 successes Huge area: a city block
5 successes Vast area: an entire estate

The Humberside Panic (Celerity •, Thamuaturgy •):
Cost: 6 XP
This combination Discipline allows a Kindred to grant other vampires a brief and limited access to his own mastery of Celerity. The Kindred who possesses Thaumaturgy and Celerity spends one blood point, plus one blood point per member of his coterie to whom he wishes to grant Celerity. For one turn, each indicated member of the coterie may use that Celerity to run or take another action as if she possessed Celerity herself. Thereafter, the Thaumaturge may spend an additional point per character per turn to continue granting the benefit. The Thaumaturge can communicate any degree of mastery of Celerity she possesses using this power, but must pay all related costs for it for each Kindred to whom she extends it. The drawbacks of this combination Discipline are fairly limiting, however. The vampire using this Discipline must have tasted the vitae of any individual to whom she wishes to extend the benefits, and she must pay the vitae cost for each turn extending the Celerity benefits to other Kindred. Note that the per-turn blood point expenditures dictated by the character’s generation apply to spending blood in this way. Those benefiting from the power must be within sight of the Kindred invoking the power, and must be vampires (not mortals, ghouls, or other supernatural creatures). This Discipline was originally developed to allow a pack of English Anarchs to flee the site after ambushing a Malkavian Primogen, but it has also been used by other packs to more aggressive ends. Because of its utility, it’s one of the most popular and widely used combination Disciplines among Anarch coteries.

Internet Famous (Presence ••••, Thaumaturgy ••••):
Cost: 30 XP
According to one rumor, a French Toreador Anarch who calls herself Cadavre Exquis has developed a combination Discipline that allows her to use Presence and the Path of Technomancy to effect a mass Summoning through her social media accounts. She apparently can issue a command for all of her followers to come to a particular location and participate in a protest, a riot, or even just a flash mob, with each recipient affected as if she had personally targeted him with Summon. Cadavre Exquis is also rumored to be the subject of a blood hunt across several nonAnarch domains, probably for having embarrassed some august Kindred with this power. This power works as does the Presence power Summon (see V20, p. 195), but the roll to activate the power uses Charisma + Computer at a difficulty of 8. However, in addition to a blood point, the player must spend a Willpower point and issue the Summon via social media. The power affects every one of the Kindred’s followers on social media accounts — it is not subtle or selective. Any individual who recognizes what is happening can spend a Willpower point to ignore the Summon, but mortals likely have no idea what’s going on when they receive such a Summon (and neither do many Kindred, especially those not well-versed in social media). Note that the individual does not have to be currently accessing social media to feel the Summon, as this power draws on the sympathetic connection drawn by establishing the online relationship or even simply following the vampire’s account.

Quickshift (Protean ••••, Vicissitude ••):
Cost: 21 XP
This power allows a vampire to invoke a Protean transformation into the form of a beast in response to the actions of an aggressor. Any time the vampire suffers any form of hostile action, such as an attack, being made the target of a Discipline, or even being surprised, the Kindred may spend four blood points and instantly transform into the shape of a beast. This does not require the Kindred’s action for the next turn, which is the benefit of the power. Alternatively, the Kindred may spend the blood points at the beginning of a scene in which he plans to use Quickshift (for those Kindred of generations too high to spend four blood points in one turn); at any point thereafter that scene, he may activate the power at no additional cost. If the Kindred doesn’t use that power in that scene, the blood points are simply lost.

Remote Access Buffer (Thaumaturgy •••••, special):
Cost: 30 XP
This versatile Thaumaturgy power allows a Kindred to create a temporary, digital version of certain Discipline powers they possess, which can be transmitted via electronic means to another Kindred (proxy). This "data Discipline" can be used once by the proxy, after which it and all copies of the file are deleted. Anarchs are divided on the safety of this power; some fear it could be a tool for remote control or surveillance, especially since it requires significant blood expenditure to create. Elders and members of other sects see it as a potential Masquerade breach and a security risk, particularly if files could be stored and accessed later. Only Kindred can use these powers, and the activation requires the proxy to have the data stored on a local device.

Retain the Quick Blood (Celerity ••• and either Quietus ••• or Protean •••):
Cost: 15 XP
In the nights of the Anarch Revolt, the Assamites had an informal alliance with the antitribu who raged against their sires. Although few Anarchs possessed 108 knowledge of the Assamite Discipline of Quietus, a few did, and they learned this blood-conserving technique to aid them. In the modern nights, this combination Discipline has spread quickly among the Anarchs, and has been adapted to the more-common Protean Discipline. Retain the Quick Blood allows a Kindred to call upon the preternatural gifts of vitae without expending them.
System: Any blood that the player spends on Celerity returns to her blood pool at the rate of one blood point per hour. Blood returned in this way will never exceed the character’s maximum blood pool — if he’s full at the time that another point of blood would return to his system, that blood point is lost (as are any others that would be returned from the use of Celerity).

Slenderman (Auspex •••, Obfuscate ••):
Cost: 15 XP
When a Kindred with this power knows he’s having his picture taken, he can cause a brief burst of occult energy to obscure his appearance in the photograph. This causes the image of the Kindred to appear only as a nondescript humanoid figure in his exact location when the photograph is taken, without any of the distinct characteristics of the individual. The Kindred may do this in reaction to having his photograph taken, and doing so is reflexive; he doesn’t need to spend an action performing the power. Using this combination Discipline costs one blood point, which the Kindred may spend the instant he knows he’s having his picture taken. This power cannot be used to alter his appearance in an existing photograph, however. A Kindred may also use this power to obscure himself in an ongoing recording, such as being videotaped or recorded on a webcam. The Kindred must invoke the power on the turn in which the recording first begins, and must continue paying the blood point cost for each turn during which he’s being recorded. The Kindred activating this power doesn’t have to spend vitae the whole time, but that portion of the video will reveal his identity.

Smiling Jack’s Trick (Dominate •••, Obfuscate •••):
Cost: 18 XP
Attributed to the Anarch Smiling Jack, this power causes a Kindred to confuse one vampire for another. For a brief period, the subject consistently mistakes the Suser of this gift with another Kindred in the immediate vicinity. According to the story, Jack found himself caught by a Scourge and his lieutenant. Invoking this power, Jack made the Scourge believe that his lieutenant was actually the Anarch and vice versa. As the Scourge turned his attentions to the lieutenant, Jack escaped into the night, cackling all the while.
System: The player makes a contested Manipulation + Performance roll (difficulty equals the subject’s Intelligence + 5, to a maximum of 10) against the subject’s Wits + Subterfuge (difficulty 7). If the subject gains more successes, the power fails. If the character succeeds, the subject briefly but unfalteringly transposes the character using the power with another Kindred in her line of sight. From there on out, it’s up the character to make the best of the situation, but the strangeness of the change usually buys enough time to escape, if not to completely change the Anarch’s position. Note that this is a Dominate power, so it works only on those subjects of equal or lower generation as the user. The duration of the power’s effect is one hour — (10 times the subject’s Intelligence) minutes.

Stonesight (Auspex •, Visceratika •):
Cost: 3 XP
This power allows the Kindred to see through a stone surface as if it were glass. The stone doesn’t actually become glass, however, so whatever’s on the other side of the stone won’t be able to see the Kindred. This power affects a three-foot by three-foot area of stone, to a depth of up to three feet. This effect lasts for one full scene, and costs one blood point to activate.

Suck It Up (Animalism •, Protean ••):
Cost: 9 XP
The sites of Anarch conflicts are often slick with spilled blood, and even the side that arguably wins the conflict is probably ravenous after calling upon the gifts of Caine. Still, conflict attracts attention, and the last thing Anarchs want is to be caught hunched over, sucking the last draughts of vitae from the beaten bodies or lapping up blood from the ground. This power allows the Kindred to simply touch a pool of blood and draw it into herself. Of course, bodies left bloodless will still attract attention , regardless of whether it went into the vampire through her mouth or fingertips. Kindred are advised to use this power discreetly.
System: The Kindred touches a quantity of spilled blood and adds it to her blood pool, up to her maximum. This power will, in fact, “strip the ground clean,” and only if the Kindred chooses not to take every available drop will some amount remain to stain the ground afterward.

Tenebrous Veil (Obfuscate •, Obtenebration •):
Cost: 6 XP
Many Anarchs have found themselves in the wrong place at the wrong time, and often what makes the difference between being found out and being discovered is the judicious use of supernatural powers. This power, created several centuries ago by Lasombra and Malkavian Anarchs, allows the Kindred to stand stock-still and avoid being seen in almost any location. As long as some shadow is present, the Kindred can bend it around his body and thereafter use that shadow to conceal himself from the minds of any onlookers.
System: No dice roll is necessary. As long as a square foot or more of shadow is present in the area, the Kindred can remain effectively unseen for as long as he chooses to remain motionless. This power combines the basic principles of Obtenebration and Obfuscate. It is very simple, but very effective.

Dread Names Red List Combo Discs Pg 99-100

Quick Sight (Auspex •, Celerity ••):
Cost: 9 XP
Recently, Alastors have picked up this trick from the Toreador Archons. Quick Sight allows the vampire to see fast-moving objects as if they were traveling at a visible speed. A Kindred with this power can better track projectile objects, like an arrow that’s been shot from a crossbow or a bullet from a gun. However, most Alastors will likely use Quick Sight to monitor another vampire’s movements when their target is using Celerity. System: The player spends one blood point to activate this power, which lasts for a scene. Any time the character wishes to see, follow, or examine something that is moving too quickly for normal observation, the player must make a Wits + Alertness roll. The difficulty based on how quickly the item is moving, which would normally be 6 or 7. One success allows the character to observe the trajectory or movements of the object in motion; more successes bring greater detail and clarity.

Iron Facade (Fortitude •, Obfuscate •••):
Cost: 10 XP
Battles are often won not by the strength or weaponry of the combatants, but in the psychology of war. The appearance of invulnerability is often sufficient to unsettle or even rout a superior foe. With this power, the Kindred creates just such an appearance, seeming to shrug off heavy or even near-crippling blows as if he’d be splashed with water. This power was more commonly found amongst Archons, but has recently been taught to Alastors. System: The player rolls Manipulation + Subterfuge with a difficulty 6. If successful, the character appears to be unwounded and functioning at full capacity regardless of how badly injured he actually is. This power does not actually heal wounds or reduce dice-pool penalties; it simply appears to do so, making it impossible for the enemy to judge the character’s true state. The power lasts for a scene, or until the character reaches the Incapacitated health level. A vampire with Auspex can see through this power if her Auspex exceeds the character’s Obfuscate.

Badger’s Hide (Fortitude •, Protean ••••):
Cost: 12 XP
Acquired by an Alastor who spent several years undercover in the Anarch Free State, this power allows the Kindred to alter her skin into an ultra-durable hide in order to repel attacks or other environmental conditions. The Alastor with Badger’s Hide is able to resist piercing attacks for a time. This Discipline is often used in heavy combat and gives Alastors the opportunity to fight longer than they would without it. System: This power costs one blood point. For the remainder of the scene, any attacks that might normally pierce a Kindred’s skin, as determined by the Storyteller, have their damage halved and rounded down after the character soaks. Any successful attack that isn’t soaked does a minimum of one health level of damage. Damage may be dealt from weapons such as stabbing knives or impaling spikes and spears.

Lucinde’s Revenge (Dominate ••••, Fortitude ••••):
Cost: 25 XP
For centuries, Lucinde’s Revenge was known only to the Ventrue. Recently, a new iteration of this power has become widely taught among the Alastors per the wishes of Justicar and Red Alastor, Lucinde, who wants those hunting the Red List prepared to resist the manipulative tactics and Disciplines the Anathema use, one in particular. This power protects against Presence, keeping that Discipline’s more subtle effects at bay. System: Lucinde’s Revenge protects against all Presence based on Generation in a similar way that Dominate functions. Only a Kindred of lower Generation than the user of Revenge can affect that Kindred with Presence. Thus a Ninth Generation Kindred would be unaffected by a Twelfth Generation Kindred attempting to use Dread Gaze on her.

Abombwe

Primal and predatory powers (used by the Laibon).

Animalism

Control over animals and the Beast within.

Auspex

Heightened senses and extrasensory perception.

Celerity

Supernatural speed and reflexes.

Tireless Tread (Celerity ••••• •): Much of the initial Anarch Revolt was spent fleeing from unfavorable odds and vengeful elders. This power made some of those escapes possible, enabling the Kindred of those early nights to put far much more ground between themselves and their antagonists than the rest of the world could imagine at the time. As long as the Anarch devoted himself to escape, he could cover enormous distances in a single night. This power has fallen into some disuse, due to the prevalence of modern transportation methods. The most significant benefit it still has, however, is a virtual inability to be traced. Those flying on planes or riding buses require tickets, and even a properly registered car leaves a paper trail or at least bears a license plate. When a Kindred invokes the Tireless Tread, however, the only evidence of her passing is herself.
System: This power costs one blood point per night. The Kindred “treads” at a rate of 50 miles per hour. This power must be used for at least eight hours, meaning the Kindred must travel a distance of at least 400 miles. Any less and the power fails to work. The Kindred finds a rhythm and stays in it, as opposed to merely sprinting for eight hours. If the Kindred tarries too much along her way, she will find herself unable to find that traveler’s pace, and the power will fail entirely.
Source: Anarchs Unbound for V20 Pg 111-12

Chimerstry

Creating illusions (exclusive to Clan Ravnos).

Daimoinon

Infernal powers (used by the Baali).

Dementation

Inducing madness (primarily used by Clan Malkavian).

Dominate

Mind control and influence.

Fortitude

Supernatural resilience and toughness.

Alabastard (Fortitude ••••• •): Derisively named after a tough-as-hell Baron, Alabastard allows the Kindred to ignore wound penalties for any injuries she suffers. At any point after the vampire activates this power, she suffers no dice pool penalties nor movement penalties that come as a result of suffering damage. In certain cases, the Storyteller may choose to impose logical situational penalties: A Kindred who has been cut in half should probably have some difficulty moving.
System: This power costs one blood point to activate, and remains in effect for the duration of the scene.
Source: Anarchs Unbound for V20 Pg 110.

Melpominee

Uses voice for supernatural effects (exclusive to Daughters of Cacophony).

Mytherceria

Unique abilities tied to knowledge and fae connections (used by Kiasyd).

Necromancy

Control over the dead (used by Giovanni and other necromancers).

Obeah

Healing and protection (used by Salubri).

Obfuscate

Powers of concealment and invisibility.

Obtenebration

Manipulation of shadows and darkness (used by Lasombra).

Potence

Supernatural strength.

Presence

Charisma and emotional manipulation.


Scourging the Instinct (Presence ••••• ••): Used by elder firebrands of nights long past, this power is a bit too dangerous to see much modern usage. The Kindred stands before his assembled followers and whips them into a righteous frenzy using the power of his personality and the force of his charisma. Those who heed his call succumb to the rages of the Beast that dwells deep in all of them, hopefully placing it on a short leash that allows them some control over their fury.
System: The player rolls Charisma + Leadership (difficulty 7). If he is successful, those who hear him speak his words of revolution allow their Beasts to rise to the fore. Those affected are considered to be “riding the wave” of frenzy (see “Instinct” on pp. 314315 of V20) regardless of whether they have Instinct or Self-Control as their Virtue. The number of successes scored on the roll indicate how many Kindred are swayed by the revolutionary fervor.
1 success One person
2 successes Two people
3 successes Six people
4 successes 20 people
5 successes Everyone in the Kindred’s immediate vicinity (an auditorium filled with people; a gathered mob)
Source: Anarchs Unbound for V20 Pg 111

Vengeance of the Martyr’s Legacy (Presence ••••• • or ••••• ••): When a Kindred invokes the Vengeance of the Martyr’s Legacy, she sends a surge of blood-rage through her bloodline, causing all those descended from her to enter frenzy at that moment, no matter where they are or what they’re doing. Even those Kindred on opposite side of the world succumb to this frenzy, even if they’ve entered their daily slumber. It is outmoded in a similar manner to Scourging the Instinct, above, but such are the realities of the earliest nights of the Movement. This is a dangerous power to use, for few Kindred (and even fewer Anarchs) know where all their childer, grand-childer, and others are located at any given time or what they might be doing. As such, some Kindred believe that the powerful patron of a small and localized brood developed Legacy of Frenzy, likely in preparation for them to wreak havoc upon the moment of his betrayal or some other situation in which such a death-trigger would prove useful.
System: This power comes in two variants. The impulse variant (Presence 6) costs 1 Willpower to invoke and causes the Kindred’s descendants to make a SelfControl roll against a difficulty of 8, wherever they are. The mandate variant (Presence 7) costs 1 Willpower to activate and provokes the frenzy in all of the Kindred’s descendants without requiring a roll (though the frenzying Kindred may briefly subvert the frenzy with Willpower as normal). For more information on frenzy and Willpower, see pp. 297-299 of V20.
Source: Anarchs Unbound for V20 Pg 112-13

Protean

Shape-shifting abilities.

Turnabout (Protean ••••• ••): Calling upon the shapeshifting powers of the Protean Discipline, the Anarch melds with the earth, only to emerge from it on the other side of a foe. This tactic was originally used by the Eastern European Gangrel and Tzimisce, and the Anarchs adapted it for use as a guerrilla tactic during the Anarch Revolt and the marauding nights of the early antitribu. Tonight, it is rarely seen, but a few ostentatious Anarch elders keep it in practice.
System: The player spends two blood points. On the turn after the character sinks into the ground, she emerges either behind or to either side of whichever enemies she left behind (her choice). Theoretically, there’s nothing stopping her from emerging in the same spot where she disappeared, but it rather defeats the purpose. If the character wishes, she may choose not to emerge immediately, in which case this power is little more than an expensive version of Earth Meld. The primary difference, however, is that the character may move through the earth that surrounds her, traveling as much as 50 feet in any direction in the single turn spent under the surface of the soil. Moving any further, however, regardless of time spent underground, is a different permutation of the Protean Discipline. Turnabout’s focus is diving into and emerging quickly from the ground.
System: The player spends two blood points. On the turn after the character sinks into the ground, she emerges either behind or to either side of whichever enemies she left behind (her choice). Theoretically, there’s nothing stopping her from emerging in the same spot where she disappeared, but it rather defeats the purpose. If the character wishes, she may choose not to emerge immediately, in which case this power is little more than an expensive version of Earth Meld. The primary difference, however, is that the character may move through the earth that surrounds her, traveling as much as 50 feet in any direction in the single turn spent under the surface of the soil. Moving any further, however, regardless of time spent underground, is a different permutation of the Protean Discipline. Turnabout’s focus is diving into and emerging quickly from the ground.
Source: Anarchs Unbound for V20 Pg 112

Quietus

Powers associated with silence and assassination (used by Assamites).

Serpentis

Powers associated with snakes and temptation (used by Followers of Set).

Temporis

Manipulation of time (used by True Brujah).

Thanatosis

Death-related powers (used by Samedi).

Thaumaturgy

Blood magic (primarily used by Tremere).

Dread Names, Red List Thaumaturgy Rituals Pg 101

Level Two

Communicate with Kindred Bond Mate

This variation on the Communicate with Kindred Sire Ritual is rare, even among the Alastors who have studied Thaumaturgy. It requires that both vampires have shared at least one point of vitae, thus putting them at least one step towards a Blood Bond, within the last year. Most Kindred are reluctant to share their blood with a Thaumaturgist, so their must be a very strong sense of trust between the two vampires, not something easy to come by, even in the Camarilla. Similar to Communicate with Kindred Sire, the caster is able to join minds with a vampire they have shared blood with, mentally speaking over great distances. This communication continues until the ritual expires or one side forces and end to the connection. System: The caster must meditate for 30 minutes to create the connection. Conversation may be maintained for 10 minutes per success on the activation roll.

Extinguish Flames
Two versions of this ritual exist, though they both have the same effect. Practitioners of the Lure of Flames Path long ago created a version where they snuff out flames through force of Will, forcing the open flames to consume themselves. Practitioners of Weather Control use the elements, including wind and rain, to put out flames they have targeted. System: The caster must target a specific fire they want to extinguish within their line of sight. Each success reduces the size of the fire by one level (using the chart on page 218 of V20). This ritual requires 10 minutes to cast, reduced by 1 minute for each success on the roll.

Level Five

Ward versus Demons
This ritual is often taught by Josians to Alastors when the two groups are joining forces to hunt infernalists. This warding ritual functions exactly as do Ward versus Ghouls and Ward versus Kindred from V20, but it inflicts injury upon Demons. System: Ward versus Demons behaves exactly as does Ward versus Ghouls, but it affects demons rather than ghouls. The ritual requires a handful of sulfur rather than a blood point.

Dark Thaumaturgy Rituals Pg 123 - 126

Level One Rituals

Curse of Oedipus
The Curse of Oedipus completely blinds the vampire’s target. It requires the thaumaturge to light a stick of heavy incense, the smoke from which is believed to mystically cloud the target’s vision. System: This ritual blinds a single target. The caster does not need to see or be in the presences of the victim in order for it to work. The thaumaturge does, however, have to know the target’s name and appearance. The Curse of Oedipus goes into effect for a number of hours equal to five minus the target’s Stamina.

Level Two Rituals

Video Nefas
The caster entreats demons to answer his questions, revealing occult secrets or unraveling complex mysteries. Most demons are not omniscient, however, and this ritual’s effectiveness is limited by the demon’s knowledge. Video Nefas has no visible or discernible effect, which makes this a favorite amongst Corrupters. Vampires with Auspex might detect the shadowy outline of an imp or homunculus whispering into the dark thaumaturge’s ear. In order for this ritual to take effect, the caster must break a dried bone in half. System: The number of successes accumulated on the roll determines the extent of the information the demon must reveal. The caster may ask only one question of the demon, but he may cast this ritual as many times as he wants.

1 success 2 successes 3 successes 4 successes 5 successes Yes or No A short sentence A descriptive synopsis (3-4 sentences) A complete answer An encyclopedic answer, which may include the topic’s history, interesting personages involved, or even apocryphal lore never before known to mortals or vampires.

Level Three Rituals
Felis Negrum
This ritual turns the thaumaturge or another individual into a black cat. The thaumaturge must burn the whisker of a black cat, or the skin of a white cat, and inscribe the subject’s name on a piece of glass in her own blood. System: If the infernalist uses Felis Negrum on herself, she can change back into a vampire at will. If used on a ghoul, the spell lasts only 24 hours. If used on another vampire, the spell lasts for 12 nights minus one per permanent point of Willpower the victim possessed at the time of the transformation. A target may resist the effects of Felis Negrum either consciously or subconsciously, by winning a resisted roll against the dark thaumaturge’s Willpower. This ritual requires the caster to spend one blood point. The subject acquires all Traits — including Mental Attributes — of a cat for the duration of the transformation. Cat Traits are found in V20 on page 389.

Level Four Rituals

Plague’s Secret Domain
Plague’s Secret Domain causes the victim to become “sick at heart.” The subject loses interest in his regular activities or maintaining his personal appearance, and he eventually sees no reason to continue his life or unlife, falling into torpor or chronic depression. The infernalist must perform the ritual in front of a smoking censer, which she extinguishes with freshly spilled mortal blood at the ritual’s completion. System: The effect of this ritual lasts for 24 hours. For every success above 2, another day is added to the victim’s depression. Whilst the victim suffers from Plague’s Secret Domain, the dark thaumaturge may continue performing the ritual to add more time to their affliction. If the ritual continues for 10 days, the victim enters torpor if he is a vampire, and will commit suicide if he is mortal. In order to activate this ritual, two blood points are required. They must be taken from a “donor” other than the dark thaumaturge.

Level Five Rituals

Close the Ways
The infernalist who performs this ritual does not do so lightly, for it is much more difficult to undo Close the Ways than it is to call it down. While this curse does not necessarily kill a target, it does deluge her with a tide of terrible misfortune. To perform the ritual, the caster extinguishes 14 flames with his bare hands, naming his intended victim with every doused flame. System: A successfully cast ritual brings untold bad luck to the victim. This means that any success will cause an automatic botch to the victim’s rolls for a specified period of time. Treat this botch as a “ghost” 1 on die rolls, as if the victim always had an additional 1 turn up. Thus, if the subject rolled no successes but no 1s, he would still botch, as the “ghost” 1 turned his failure into a botch. Likewise, if the victim’s rolls garner any successes, subtract one for the “ghost” 1. The duration of Close the Ways is as follows: 1 success 2 successes 3 successes 4 successes One night One week One month One year 5 successes 10 years The caster must sacrifice two points of permanent Willpower when enacting this ritual, to stave off the Rötschreck of the flames and to bring the curse down upon her victim’s head. This curse may be broken only by the dark thaumaturge invoking it, and to do so she must cut off her own left hand and spend two more points of permanent Willpower.

Into the Inferno
Into the Inferno allows the caster to step into Hell itself. Why any Corrupter would want to willingly walk into the fiery inferno is unknown, but some captured infernalists have claimed there are great rewards for those who face their masters directly — including powerful profane artifacts and secret lore. To enact this ritual, the caster must wash an entire wall with the blood of child sacrifices; the wall then becomes the portal into Hell. System: This ritual requires 24 hours to cast, during which the dark thaumaturge must remain fully awake. At the end of the ritual the portal will open, and it will remain so for a number of hours equal to the caster’s Willpower. Though anyone may walk through the door into Hell, the denizens of Hell may not escape through this portal into the mortal world. They may, however, attempt to deny exit to any vampires who have invaded their realm of eternal torture.

Variable Level Rituals

Call Forth the Host
A favored ritual amongst all Corrupters, Call Forth the Host draws a demon or tortured spirit from the Inferno into the earthly plane. The creature appears through the power of the ritual and follows the thaumaturge’s instructions to the letter. While this is a favored ritual, most demons resent being summoned and ordered around in this way. They may return later of their own volition to torment the would-be sorcerer, and always seek to subvert the dark thaumaturge’s commands by exploiting weaknesses in their instructions. Demons take many forms, though they may generally disguise themselves to walk unnoticed among humankind. For this reason, the caster must know the precise, true name of the demon she wishes to summon for this ritual to take effect. System: This ritual requires one hour per level to perform. For example, summoning an imp takes only one hour, while summoning a shade takes three. The summoned demon serves the thaumaturge for a number of hours equal to 10 minus the level of the ritual. By way of example, an imp would serve the caster for nine hours while a shade would serve for only seven. During this period of servitude, the demon may not harm the caster, and it must follow her exact instructions in a literal fashion. When the duration of servitude expires, the demon vanishes in a puff of sulfur and returns to Hell. It may, however, return of its own accord later to even the score.

Level - Type of Demon - Stats
1 - Imp, a mindless, slave demon. - Physical Attributes of 1, Intelligence 1
3 - Shade, a tormented soul. - Physical Attributes of 2, Mental Attributes of 2
5 - Pit Lord, a demonic sergeant-at-arms. - Physical Attributes of 3, Social and Mental Attributes of 2
7 - Lesser Demon Noble, a ruler of a territory in Hell. - All Attributes of 3 or greater. 10 to 12 points in various Disciplines.
9 - Greater Demon. Not a wise choice to force into servitude... - All Attributes of 5 or greater, reaching godlike levels. A daunting array of Disciplines.

Bind the Interloper
For some Corrupters, it’s not enough to bring forth a demonic entity from the depths of Hell. Bind the Interloper allows a caster to force a demon that was summoned by another dark thaumaturge into his own servitude. This allows the new caster to command the demon as if he summoned it himself. In order for the dark thaumaturge to snatch a demon from another infernalist, the caster must secretly negotiate with the demonic entity in order for it to effectively switch masters. Some tactics may include promising a bounty of souls to the demon as payment, creating a ritual that allows the caster to broadcast the demon’s true name, which is more powerful than many of its common names, or the sacrifice of a valuable object or commodity like the vampire’s blood that supersedes the original caster’s offering. System: The ritual’s level varies depending on the potency of the entity being bound. (See the table for Call Forth the Host). Bind the Interloper requires 10 minutes per level to perform, and Corrupters should expect that the original caster will likely vow to take revenge. As with Call Forth the Host, the dark thaumaturge must know the demon’s name. However, the caster must achieve more successes on the roll than the original summoner accumulated when she first summoned the demon. Should the binding succeed, the demon serves the dark thaumaturge for the remainder of its servitude period, without beginning a new one. This demon may also return to punish the dark thaumaturge for forcing it into servitude, and may even pit both summoners against one another.

Valeren

Powers of warrior-healers (used by some Salubri).

Visceratika

Stone and earth-related powers, often associated with structural manipulation (used by Gargoyles).

Vicissitude

Flesh-crafting and body manipulation (used by Tzimisce).

Oathbreaker (Vicissitude ••••• •••): What greater oppression exists than the hated blood bond, so callously employed by the elders to bring their headstrong childer to heel? A symbol of the vast abuses of the War of Ages, blood bonds represent the ultimate tyranny: the subjugation of the self and the denial of freedom to make one’s own way. An enterprising Tzimisce discovered — or perhaps rediscovered — the secrets of shattering the blood bond over eight centuries ago, which played no small part in touching off the Anarch Revolt. With but a word, the Tzimisce could release a vampire from the shackles of the blood bond. And given the strange properties of Tzimisce vitae, this potential sometimes passed on to Cainites who didn’t belong to the clan, especially after partaking of the Vaulderie cup with one of the fiends. Needless to say, this is certainly a fool’s bargain, but it is important for two reasons. First, the power of Oathbreaker is so rare that tales of its duplicity (see below) exist, and in fact form some of the legendry of the Anarch Revolt itself. Second, some suspect that this power provided the basis for the ritus that became the Vaulderie (see pp. 288-290 of V20). It is a historical curiosity, to be sure, but every now and then, some powerful Tzimisce or other Cainite afflicted with Vicissitude manages to dupe a reckless and desperate Lick into emancipating himself with tainted blood. Better to have the fool bonded, even if imperfectly, to oneself than to the true lord of the dom.
System: The vampire spends a blood point and a Willpower point and imbues her blood with the ability to suborn blood bonds. Each blood point creates one draught’s worth of blood that can be consumed in this way, and it retains this property for one night before it becomes dead and inert. The vampire who consumes the blood feels an immediate cessation of any blood bond that exists. This freedom graces the vampire for one month and one night, whereupon the Kindred who activated the power may spend a Willpower point and replace the suborned (but true) blood bond with an illusory blood bond to herself. This replacement blood bond lasts for one night. Alternatively, she may spend ten Willpower in a single scene and sustain the illusory bond for one year and a night. If the vampire replacing the bond chooses not to spend the Willpower point at the point when it would normally be renewed, the original blood bond returns, and the false one ceases immediately.
Source: Anarchs Unbound for V20 Pg 111