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Abrupt Internment

Fortitude
1 dots
Protean
2 dots
Expend 1 point of Blood and spend a standard action to target a character standing on any type of ground covering, including dirt, concrete, rock, metal, plastic, or wood. If you succeed in the opposed challenge, you cause your target to become grappled, as she sinks into the ground to a depth reaching just below her knees. While your opponent is grappled in this way, you can move and act normally without ending the effects of the grapple; this is an exception to the rules limiting your ability to move farther than one step or target other characters while maintaining a grapple. If an individual grappled by this power attempts to escape, she must succeed in a static challenge using her Physical attribute + Brawl or Melee skill, (if appropriately armed) versus your Social attribute + Survival skill. You cannot use Willpower to retest an opponent's challenges to escape grapples established via Abrupt Internment. In addition, you can target inanimate objects with Abrupt Internment provided they do not contain living or undead creatures. Expend 1 point of Blood and use a simple action to cause an object, or a cache of objects no larger than a small car, to sink completely into the earth. You may spend a simple action to return the melded objects to the surface. While melded, the objects exist in a semi-tangible state. If returned to the surface or manually unearthed, the objects show no ill effects for having been interred. If Abrupt Internment is used on a target who possesses the Protean power Earth Meld, that character can activate Earth Meld normally, effectively escaping the grapple. This use of Earth Meld functions normally for targeted characters, even if the target has been encased in a hard substance she normally could not affect with Earth Meld. This technique is not a transformative power; characters using or successfully affected by Abrupt Internment who are also currently using transformative powers are not forced to assume their true forms in order to activate or when targeted by Abrupt Internment.

Alchemical Attunement

Fortitude
1 dots
Visceratika
2 dots
Expend 1 point of Blood and use three standard actions to trace the symbol for one of the seven alchemical metals upon your body in blood. Once you have done so, choose one of the metals listed below. For the next hour, your skin takes on an appearance similar to the metal chosen, and you gain the Strange Composition equipment quality for the material you chose. Each type of metal also confers a benefit while active, according to the following list: Copper: This metal bears a connection with the planet Venus, embodying grace and beauty. You receive a +2 wild card bonus when defending against Presence powers. In addition, due to your reflective skin, as long as you have the Gaze and Focus of a character, all other characters within three steps who are able to see you are considered to have that character's Gaze and Focus. Gold: Gold represents the Sun and purity of spirit. When you inflict damage against shapeshifters vulnerable to gold with an attack that uses your Brawl skill to form the test pool, your damage is aggravated. If a shapeshifter who is inherently vulnerable to gold targets you with a supernatural power that costs gnosis, that character must spend 1 additional point of gnosis to target you, or that power fails. In addition, you don't have to spend Blood points when activating your own Presence powers. Iron: Iron represents the planet Mars and embodies aggressive energy. You receive a +2 wild card bonus when defending against Animalism powers. Once per turn, when you receive a Physical attack that scored an exceptional success, you may reduce that attack to a normal success. When you inflict damage against changelings vulnerable to cold iron, your damage is aggravated. Lead: This metal shares its symbol with the planet Saturn. You become immune to the Knock Down combat maneuver and the Knockback equipment quality, and you may spend a simple action to increase your weight up to four times your normal weight. In addition, you receive a +2 wild card bonus when defending against Temporis powers. Quicksilver: Also known as mercury, this metal shares its symbol with the planet of the same name. You gain the Fast equipment quality, and if you spend both your simple and standard actions on movement, you may take three additional steps. Silver: Silver represents the Moon and clarity. Your attacks that use your Brawl skill to form your test pool gain the Silver equipment quality. When you inflict damage against shapeshifters vulnerable to silver, your damage is aggravated. If a shapeshifter who is inherently vulnerable to silver targets you with a supernatural power that costs gnosis, that character must spend 1 additional point of gnosis to target you, or that power fails. In addition, you don't have to spend Blood points when activating your own Auspex powers. Tin: The metal of the planet Jupiter, this metal carries the energy of sovereignty. You take 1 fewer point of damage from electrical or lightning sources. Apply the damage-reduction benefit of this power prior to calculating damage reduction from other powers, such as Fortitude. In addition, you do not have to spend points of Blood to activate your own Dominate powers. Use of this power is a major transformation, and it cannot be used in conjunction with other major transformation powers.

Alpha of the Pack

Presence
3 dots
Spiritus
2 dots
You may now use the Tame Spirit power to summon an additional Beast Spirit. This spirit has a stock rating equal to half the number of Spiritus powers you possess, including techniques and elder powers, rounded up. This second Beast Spirit may be of a different type than your primary Beast Spirit. In addition, you and your Beast Spirits can spiritually communicate with each other across great distances, provided you are in the same plane of existence and within five miles of one another. For example, if you are in the physical world attempting to communicate with one of your Beast Spirits, it must be manifested.

An Da Shealladh

Auspex
2 dots
Dementation
3 dots
The power known as An Da Shealladh (pronounced an-DAH-she-alla) was created by a branch of the Malkavian clan that lived in the Scottish highlands. By combining the powers of Eyes of Chaos and Aura Perception, you can unravel a host of information about your target. Spend 1 Blood, use your standard action, and make an opposed challenge using the Dementation test pool. If you succeed, you learn your target's Archetype, derangements, current number of Beast traits, and number of current Willpower.

Animal Succulence

Animalism
2 dots
Fortitude
1 dots
You draw additional energy from animal blood, more than other vampires retain from such prey. When feeding from animals, the potency of the blood you draw is not reduced. You do not need to spend a downtime action to feed, so long as you feed on animal blood.

Animal Swarm

Celerity
2 dots
Protean
4 dots
When you activate Shape of the Beast, you may choose to turn into a swarm of animals instead of one larger creature. You transform into the same animal you would normally become by using Shape of the Beast. If your Shape of the Beast allows you to turn into a bat, you can turn into several bats at the same time by using Animal Swarm. This swarm consists of one animal for each dot of Celerity you possess. Elder powers and Celerity-based techniques do not increase the number of animals created by Animal Swarm. Each animal can act independently and can take one simple and one standard action each turn. When you activate Animal Swarm, all of your Mental and Social powers end. You cannot spend Blood or use Mental or Social powers while in Animal Swarm. Each of the animals in your Animal Swarm has your Mental attribute, Social attribute, and skills. While swarming in your flight form, each of the animals gains a +1 bonus to Dodge-based defensive test pools, and they can fly at your normal movement speed. In flight form, your Physical attribute is considered 1, when you are attacking. While swarming in your fight form, each of your animals has a Physical attribute equal to half of your own Physical attribute (round up). These animals inflict your normal damage, and your Potence can augment their attacks. Animals created by this power have the same attribute focuses as the character who created them, and they possess 5 health levels. If your animals attempt to retest in combat, each animal must spend Willpower separately; they use your Willpower pool to do so. Animals created by Animal Swarm can separate and perform separate tasks, but must remain within one mile of each other. You can use a simple action to return to your human form at the location of any animal created by this power. When you revert to human form, you automatically reabsorb any of your animals that are within your line of sight. Animals not within your line of sight crumble at the same moment, turning into ash. When Animal Swarm ends, you lose 2 Blood for each animal that you were unable to reabsorb, including animals destroyed in combat and animals destroyed because they were not within your line of sight when you reformed. Animals created by this power are considered to be one entity for the purpose of powers that modify an individual's behavior. If one animal is Dominated, all of the animals in the swarm suffer the effects of that power. If one animal cannot break an individual's Majesty, none of the animals in the swarm can attack that individual.

Armor of Darkness

Fortitude
2 dots
Obtenebration
3 dots
Armor of Darkness does not require an action to activate or maintain, but can only be activated on your initiative. Spend 1 Blood to sheath yourself in darkness so potent that even sunlight cannot dispel it easily. Unlike most Obtenebration powers, Armor of Darkness is not automatically disintegrated by sunlight; it is supported by the denseness of Fortitude in order to form a more lasting protection. Armor of Darkness lasts for one turn without further expenditures, but you can extend its effects by spending 1 Blood per turn. While Armor of Darkness persists, you are immune to damage caused by sunlight. You also reduce aggravated damage caused by fire or incendiary weapons to normal damage instead.

Badger's Hide

Fortitude
1 dots
Protean
2 dots
Spend 1 point of Blood and use a simple action to activate Badger's Hide. Once activated, your skin takes on a slight discoloration and becomes rough and knobby to the touch. The next time you receive damage, reduce the amount of damage you suffer by 2 points of normal damage or 1 point of aggravated damage. When you are damaged, you may decide which type of damage to reduce. Apply the damage-reduction benefit of this power prior to calculating damage reduction from other powers, such as Fortitude. This power persists for 15 minutes, or until you receive damage, whichever comes first. Once used to reduce damage, Badger's Hide immediately ends. You must apply Badger's Hide the first time you are damaged during its duration; you cannot save it for a later instance. Use of Badger's Hide counts as a minor transformation.

Banshee's Wail

Dementation
4 dots
Melpominee
3 dots
Spend 1 Blood and expend a standard action to mark a willing target with your Banshee's Wail. The next time your target suffers damage, this power activates, and the individual who caused damage to your target is affected by Voice of Madness as though you had used that power. If you succeed in your Voice of Madness challenge, that target gains a fear-based derangement with the original target of Banshee's Wail as the trigger. If Banshee's Wail is not triggered before sunrise, it fades away. You cannot have more than one application of this power in effect at any one time.

Beast's Vigor

Animalism
2 dots
Fortitude
2 dots
Spend 1 point of Blood and use a simple action to activate Beast's Vigor as you shriek or call out to an animal Retainer. For the next five minutes, you may expend a simple action to transfer up to 3 points of damage (normal or aggravated) to a single animal ghoul Retainer of yours that is located within 15 steps of your current location. Each time you use Beast's Vigor to transfer damage in this manner, you gain 1 Beast trait. Your Retainers cannot reduce the damage transferred to them through Beast's Vigor by using their own damage-reducing powers, such as Fortitude. If your Retainer dies or no longer has health levels, it cannot absorb damage for you. If you gain enough Beast traits to cause you to make a degeneration challenge, resolve the challenge after the present scenario concludes. When using Beast's Vigor, you gain Beast traits regardless of any Path of Enlightenment you possess, even if such activities wouldn't normally give you Beast traits.

Bestial Allure

Animalism
1 dots
Presence
3 dots
Once purchased, this power is always active. Whenever you are within three steps of a creature you have summoned via use of the Animalism power Beckoning, you do not need to spend Blood to activate the Presence power Awe, although you must still expend an action to do so. In addition, as long as you are within three steps of one of your beckoned creatures, that creature can utilize special applications of the Assist Attacker and Assist Defender mass combat tactics to assist you or defend you in challenges utilizing your Social attribute. This is an exception to the rule limiting Stock NPCs to assisting only in Physical challenges. You can only use this benefit of Bestial Allure once per turn. Note that such animals are Stock NPCs, and utilize the mass combat tactic rules for Stock NPCs, providing bonuses to applicable challenges. The amount of the bonus provided is equal to its Stock NPC rating; this bonus cannot exceed the number of dots you possess of the Animal Ken skill. This is an exception to the Stock NPC mass combat tactic rule limiting bonuses to +1.

Black Mist

Dominate
3 dots
Obtenebration
1 dots
Expend 2 points of Blood and use two standard actions to conjure a Black Mist; a Shroud of Night of variable size, power, and concentration. Choose one of the following types: Dreadful Gloom: You create a supernatural gloom that afflicts the minds of any mortals who linger within it, filling a single room or area up to 100 square feet in size. Once activated, this function takes one minute to fully manifest, and visibility within it is reduced to 10 steps in any direction. Immediately after the gloom has fully manifested, any non-supernatural human who breathes within it is placed in a semi-hypnotic state. They will continue the activities they were taking immediately prior to the gloom's manifestation, acting as if the gloom or anything they see or experience is perfectly normal, so long as they continue to breathe it in. As soon as any non-supernatural humans cease to breathe in the gloom, they forget anything they experienced while under its effects. Tenebrous Haze: You summon a murky haze that befuddles the minds of mortals trying to escape its reach. Each application of this power fills a single floor of a building. Once activated, this function takes five minutes to fully manifest, and visibility is reduced to 20 steps in any direction. Any non-supernatural humans who breathe within it enter a state of mild agitation that turns into panic if they are startled. When that happens, they become frightened and confused by their surroundings, seeking to flee, but unable to find any exits. Any frightened, non-supernatural human who seeks to leave an area affected by Tenebrous Haze must succeed in a static challenge using their Mental attribute + Investigation skill versus your Mental Attribute + the number of dots you possess of Obtenebration powers, including any techniques or elder powers, before she can locate an exit. Fog Bank: You conjure a dark fog that enshrouds an area roughly equal to a square mile. This power can only be used outdoors. Once activated, this function takes 10 minutes to fully manifest, and visibility within the fog is limited to 100 steps in any direction. Within the fog, damage caused to vampires by sunlight is reduced by half (round up). This is an exception to the rule that prevents a vampire's powers from reducing the damage she receives from sunlight. A vampire who is wholly covered in clothing can attempt a brief exposure, suffering 1 point of aggravated damage for each total minute spent in sunlight within a Fog Bank. In addition, the fog is mildly distorting to the senses. Anyone attempting to track another character through the fog receives a -5 penalty to their tracking challenge. Regardless of the type chosen, Black Mist dissipates in one hour, or sooner if there is a significant wind in the area. Black Mist dissipates in 10 minutes under full sunlight. You may layer the various types of Black Mist within each other, and you may also summon a regular Shroud of Night within them as well. The effects of such layered powers are cumulative (apply the most restrictive visibility). You may choose to conjure Black Mist in an area smaller than its maximum limit. Unlike Shroud of Night, you cannot move your Black Mist, nor can you increase its size. You can have only a single instance of each of the three types of Black Mist active at a given time.

Blind the Sun

Fortitude
2 dots
Temporis
2 dots
Spend 1 Blood and expend a standard action to activate this power. For the next eight hours, it is still considered to be night at your location, which must be a single enclosed room. While you remain in this room, you do not fall asleep due to sunrise, and you do not suffer the negative effects of being awake during the day. Other individuals who are also present in the room when you invoke the power gain the benefits of this time alteration, but individuals who enter the room after the power activated do not. When this power ends, vampires are affected as though the sun has risen.

Bliss

Dominate
2 dots
Presence
3 dots
Spend 5 standard actions and enter a trance-like state while observing, listening to, or otherwise experiencing, a work of art or performance of at least Crafts 3 or Performance 3. Provided you are not interrupted during your trance, upon its conclusion you gain a supernatural resistance to your next frenzy trigger. You gain a free retest when resisting the effects of any power that would cause you to immediately enter a frenzy or to stave off a frenzy brought about by non-supernatural stimuli such as fire. This retest can be used before or after the normal Willpower retest and is an exception to the rule limiting retests to one per challenge. You may also give this benefit to another visible target who's on the verge of frenzy. This does not cost an action and may be done outside of your initiative order. You may only have a single active instance of this power at a time. The effects of Bliss last until sunrise or until you spend the free retest.

Blood Tempering

Fortitude
2 dots
Quietus
1 dots
Spend 1 point of Blood and expend your standard action to make a piece of equipment function as you need it to for the next hour. When you activate Blood Tempering, choose one of the following applications: Damaged or Old Equipment: This application allows you to operate nearly any equipment, as long as it is mostly intact. When using this application, assign the target item two equipment qualities of your choice — excluding Flashy or Masterwork. The chosen qualities must logically suit the equipment, as though it were new or undamaged. For the duration of this power, you cannot use the object's original qualities, if it had any. Improvised Weapon: Almost anything is a weapon in your hands. This application allows you to give an improvised weapon the qualities of a real weapon for the next hour. When using this power, assign the target improvised weapon two weapon qualities of your choice — excluding Flashy or Masterwork. The chosen qualities must be vaguely logical for your improvised weapon to possess, and you cannot assign supernatural qualities or qualities that do not match the form and function of the weapon. For the duration of this power, you cannot use the improvised weapon's original qualities, if it had any. Incorrect Equipment: This application allows you to force a target piece of equipment to work for one specific situation for the next hour. As long as the tool is similar to the specific item you need, you can make it work. Unbreakable: This specialized application grants a weapon or object extraordinary durability, albeit temporarily. For the duration of this power, you can grant the Unbreakable quality to a piece of equipment. This item loses this quality if another individual handles or attempts to wield it. For as long as it possesses this quality, both mundane and supernatural effects are unable to break this item or compromise its physical integrity.

Bonecraft Prodigy

Fortitude
3 dots
Vicissitude
2 dots
When you use the Vicissitude power Bonecraft on yourself or another individual, you can choose to assign one the following effects to your target: Defensive Quills: Sacrifice 2 health levels to create a network of defensive quills that emerge from your skin whenever you spend a simple action to do so. When your quills are extended, anyone who succeeds in challenge against you using the Brawl skill, takes 2 points of normal damage as their flesh is torn by the quills. In addition, whenever you successfully grapple another character, your target takes 2 points of normal damage. Deformed: You may inflict a punishing disfigurement on a target, which renders her hideous. When you apply this Bonecraft effect, you may remove the Appearance focus from your target. You may also reduce her Social attribute by up to 3 points, if you desire. The Deformed effect does not reduce your target's mobility. Elongated Gait: Sacrifice 1 health level to enhance your running physiology. Whenever you expend an action on movement, increase the number of steps you can take by one. Second Stomach: Sacrifice 1 to 3 health levels. For each health level removed, increase your maximum Blood pool by 2. As a marvel of Vicissitude, you retain this additional capacity even if you should assume a different form. This is an exception to the rule limiting Bonecraft alterations only to your natural form. Selecting any of the above augmentations counts against the maximum number of modifications a character may apply with Bonecraft. Note that Bonecraft is not a transformative power.

Bull's Eye

Auspex
3 dots
Celerity
1 dots
Once per turn, spend 1 Blood and target a single individual with a firearms attack. You automatically hit your target without a challenge, gaining a normal success. Effects that allow an individual to automatically avoid your attack are effective against Bull's Eye, but powers that provide defensive bonuses are not. Alternately, once per turn, you can spend 1 Blood when you achieve a normal success on a firearms attack against a single target. That normal success becomes an exceptional success. The two effects of Bull's Eye cannot be combined. You can use this power to automatically hit, or to turn a normal success into an exceptional success, but you cannot use both effects on the same attack. Bull's Eye can only be applied to attacks using the Firearms skill. You cannot use Bull's Eye when using weapons that attack multiple targets, such as weapons with the Automatic or Spray qualities.

Bullet Time

Auspex
1 dots
Temporis
2 dots
Spend 1 point of Blood to activate Bullet Time; this point of Blood can be spent prior to your Everyman initiative and persists through the remainder of the entire turn, including all Celerity rounds. While Bullet Time is active, you gain a +5 wild card bonus to tests using your Dodge skill for the remainder of the turn. Should you expend any of your actions on movement, this power immediately ends. Movement that does not require you to expend an action but instead moves you forcibly, such as being successfully targeted by a weapon with the Knockback ranged weapon quality, does not cause your Bullet Time to end.

Call Upon the Changeling Soul

Mytherceria
2 dots
Obfuscate
2 dots
As long as you do not possess a Path of Enlightenment merit and you possess a Humanity rating of 3 or more, you can fool changelings into believing you are one of them. When one of these creatures uses a power to determine your supernatural creature type, you show all the signs of being a changeling. If you wish to precisely copy the Fae Mien of a specific changeling kith, you must possess the Lore skill specialization: fae in order for your chosen disguise to stand up to scrutiny. If you possess the correct Lore skill specialization, you may choose to take on the characteristics of your selected kith, and your false Fae Mein becomes visible to changelings. Call Upon the Changeling Soul only allows you to disguise your true nature; it does not provide your character with any knowledge of changeling society. While using this power, you do not possess a Glamour pool or any other characteristics of a changeling character. This technique only prevents detection via supernatural powers; you must behave in a convincing manner to maintain believability.

Catch a Whiff of Madness

Auspex
2 dots
Dementation
3 dots
Once learned, this power is always active. In addition to the standard questions for Aura Perception, if you succeed in the opposed challenge you may ask your target if she is affected by any thought or emotion-altering powers. This includes Presence powers such as Entrancement, Merits such as Absent Sway, Dementation, Path of Corruption, and Dominate powers. The use of this power does not reveal who used the power on your target or other information. For example, in the case of Dominate, this power will not reveal what command was given. Instead, this power simply reveals that your target is currently under the effects of a mind or emotion-altering power. Passive effects that do not directly come from powers, such as the Blood Bond or infernal ties, cannot be identified through this technique, as they are too subtle to notice. The Storyteller is the final arbiter of what is considered an emotion altering power.

Control the Savage Beast

Animalism
3 dots
Dominate
2 dots
Spend 1 Blood and use your standard action to overpower the mind of a vampire who is frenzying near you; to a degree, you can control her actions. The target must still fight, feed, or flee as required by her particular type of frenzy, but you can decide which target your victim attacks, which mortal's blood she drinks, and in which direction she flees. Control the Savage Beast doesn't require a challenge to activate and only works on vampires experiencing natural frenzy. Frenzies brought on by use of the Animalism discipline cannot be controlled with this power.

Crazy Like a Fox

Dementation
2 dots
Presence
2 dots
Expend 1 point of Blood and use a standard action to cloak yourself in thoughts of madness and insanity. Anyone who previously established familiarity with you instantly loses it and must reestablish it to gain it again. In addition, for the next hour or until this technique's effects otherwise end, no one can establish familiarity with you, as madness shields your true persona. While this technique is active, if anyone attempts to use a power on you that requires familiarity with their target, that power fails. In addition, whenever you activate this power, you gain the Derangement: Extreme Paranoia (Belief), and truly believe that everyone, including friends and allies, are actually out to get you.

Cunning Counselor

Presence
3 dots
Serpentis
2 dots
After spending at least 5 minutes listening to your target's goals and aspirations, you may spend 1 point of Blood and 3 consecutive standard actions giving your target advice. If your target is willing, she feels inspired and may gain up to 3 attribute dots that she may apply to one or more categories in which she has fewer than 10 dots. You may not raise a category beyond 10 dots in this way. Using this power on a Stock NPC raises that NPC's level by 1, up to a maximum of level 5. Characters who have already purchased the maximum number of attribute dots or who are Stock 5 NPCs receive no bonus from this power. The effects of this power last for up to 7 days, as decided by you at the time of the power's activation, after which the benefits fade. You may declare the duration of the power to the Storyteller so that your target will not know; however, your target will know once the power ends. When the power ends, the loss of the benefits feels natural to your target, albeit frustrating. Your target will intuitively feel as if she would benefit from your advice again, whether or not it actually helped her own goals, and is very likely to seek you out. As you activate this power, you may make a "recommendation" to the target and choose an additional duration of up to another 7 days. Subject to the Storyteller's approval, if your target performs your "recommendation" the duration of the power extends by the chosen number of days. A character may only benefit from a single application of this power, with recent applications replacing earlier ones. You may have a number of applications of this power active equal to your dots in the Subterfuge skill, with recent applications replacing older ones. You may not use this power on yourself.

Death's Caress

Potence
1 dots
Thanatosis
3 dots
After succeeding in a Physical challenge against your target while using the Brawl skill, you may choose to apply Withering, negating the need to grapple your target in order to use this power or spending Blood or an additional action to activate it.

Death's Grip

Potence
2 dots
Thanatosis
2 dots
When you Grapple and use a Thanatosis power on your target, you slip your fingers into the target's newly rotting flesh. If the victim breaks free of your Grapple, portions of her flesh, muscle, and bone tear away in your hand. The target takes 1 point of aggravated damage, which cannot be reduced or negated. This power has no effect if you willingly release your target.

Denial of Aphrodite's Favor

Dominate
2 dots
Presence
2 dots
You automatically ignore the Presence power Awe, and you gain a +3 bonus to any attempt to resist Dread Gaze or Entrancement.

Devious Feint

Auspex
3 dots
Presence
1 dots
Instead of spending a point of Willpower to use a combat maneuver, you may choose to spend 1 Blood instead.

Displacement Aura

Fortitude
1 dots
Obfuscate
2 dots
Once purchased, this power is always active. When threatened, you project a passive aura of displacement, making it more difficult for attackers to target you. Whenever you are defending in an opposed challenge that requires you to use your Physical attribute + Dodge skill as your test pool, you can substitute your Mental attribute for your Physical attribute and/or your Stealth skill for your Dodge skill. You benefit from this technique as long as you are not grappled. Should you possess the ability to act during Celerity rounds, each round, you are free to alternate between using Displacement Aura and initiating opposed challenges. In addition, you still benefit from any defensive bonus you receive from Celerity when using this technique even if you use your Stealth skill in your defense pool. Any other effects or merits that grant a bonus to challenges involving your Dodge skill apply normally when using your Stealth skill to defend with this technique, such as those granted from the Dancer's Grace or Slippery Customer merits. Use of Displacement Aura does not prohibit you from using the assist defender mass combat tactic, nor does that tactic prohibit you from using this technique.

Distant Friend

Dominate
2 dots
Presence
4 dots
After successfully using Entrancement on a target, you may spend an additional point of Blood within 1 turn to enact Distant Friend. For 1 month, whenever your target speaks of you or refers to a situation involving you, she is automatically affected by the Presence power Entrancement as if you had just successfully used it on her. Note this applies to all means of communication including email, text, or telepathic communication. This will make it very difficult for her to plot or scheme against you as she can only make favorable references about you.

Dynamic Form

Animalism
1 dots
Protean
3 dots
Expend 2 points of Blood and use your standard action to transform your shape. When activated, Dynamic Form allows you to take on the fight or flight form of any creature, at the Storyteller's discretion. The creature you select must be larger than a bat and smaller than a lion. You may choose to change into a different form each time you activate Dynamic Form. In addition, while Dynamic Form is active, you may change your form again at any time by expending 2 additional points of Blood and using a standard action. Your Dynamic Form gains the standard bonuses provided by your Shape of the Beast power, including your attribute focus benefit, if applicable. If you have the Wits focus, you may select a new focus benefit appropriate to the form you assumed. These forms retain significant physical qualities and notable appearance-based flaws of your humanoid shape, such as lacking an eye, possessing a shock of white hair, or any other distinctive features. Vampires that possess Path of Enlightenment Morality merits still seem monstrous, and Nosferatu or other disfigured vampires become ugly animals. Dynamic Form is a major transformation power and cannot be combined with other major transformation powers.

Earworm

Dementation
1 dots
Melpominee
1 dots
Spend 1 point of Blood and expend a standard action singing to a target. Make an opposed challenge with your Melpominee test pool. If you succeed, the song you sing gets stuck in the target's head, and they temporarily gain the Derangement: Obsession, the trigger of which is the song. The effects of Earworm last for 10 minutes, plus an additional 10 minutes for every dot the user possesses of the Performance: Singing skill.

Echo Psychosis

Dementation
3 dots
Presence
1 dots
Any time someone spends a point of Willpower to ignore your Awe, you can reflexively target her with Passion on the same initiative. If you have Majesty and a character attempts to break your Majesty and fails, you can immediately target her with the Haunting. To successfully use Passion and the Haunting with Echo Psychosis, you must make all of the appropriate challenges, but you are not required to spend Blood or use an action to activate those. Using Passion or Haunting through Echo Psychosis does not break your Majesty.

Enervation of Psyche

Auspex
3 dots
Dominate
1 dots
Expend 1 point of Blood and use your standard action to scourge your target with psychic energy. If you succeed in an opposed challenge using your Auspex test pool, you inflict 2 points of normal damage on your target, which cannot be reduced or negated. In addition, your target loses 1 point of Willpower as you drain her spirit. If the target has zero points of Willpower in her pool, she cannot regain Willpower for 10 minutes instead of losing a point of Willpower.

Enhance the Wild Ride

Animalism
1 dots
Protean
1 dots
Spend 1 point of Blood and use three standard actions preparing a target animal by tracing your blood over its surface. Once complete, if you target the prepared animal with the Animalism power Subsume the Spirit during the next turn, the animal absorbs the blood markings into its skin and gains access to the powers you currently possess from your choice of one of these disciplines: Celerity, Fortitude, or Potence. The animal only gains the powers provided by dots 1-5 of the selected discipline with no techniques. Should the animal already have access to the selected discipline, use your own powers from the selected discipline, instead of the ones to which the animal normally has access. For the duration of the related use of Subsume the Spirit, you may use the selected discipline freely. Any activation costs, such as points of Blood used to fuel Celerity, are paid from the targeted animal's Blood pool, and the animal must have access to a Blood pool in order to do so, such as the Blood pool possessed by ghoul animals. Enhance the Wild Ride lasts until your use of Subsume the Spirit ends, and it does not end if the animal takes damage. While Enhance the Wild Ride is active, your physical body cannot access or benefit from the selected discipline, including Fortitude.

Ensnaring Force

Celerity
2 dots
Kineticism
4 dots
Spend your standard action and 1 or more charges of Kineticism, and engage a target in your line of sight in an opposed challenge. If you succeed, you may move your target 2 steps in any direction, plus 2 additional steps in the same direction for each additional charge of Kineticism you spent to activate this power. If this would cause your target to collide with a wall, door, or any other solid object that is at least the size of a kitchen table, she takes 1 point of damage, as do any characters she collides with.

Escape Clause

Daimoinon
1 dots
Dominate
4 dots
This power allows you to draw on a demonic pact to thwart the effects of hostile powers that limit your free will. Whenever a power's effect compels you to do something you wish to avoid, such as Dominate, Dread Gaze, Majesty, or a Blood Contract, you may activate this power without spending an action to do so. When you do, a demon or infernal entity issues you an irresistible compulsion that circumvents the triggering effect for a single turn. The triggering effect immediately resumes after the turn is over, but you do not suffer consequences for having acted against it. However, this service is not free. Each activation of this power inflicts 1 point of normal damage that cannot be reduced or negated, plus 1 additional point of damage that cannot be reduced or negated for each previous time you've used this power that game session. For example, if you activate this power for the third time in a game session, you suffer a total of 3 points of damage. Using this power can cause your character to enter torpor if you lose exactly all of your remaining health levels. If you activate this power and the damage it inflicts exceeds your remaining health levels, you enter torpor and your soul is immediately ripped from your body and brought before your demonic master. Whether you return from such an encounter is up to the Storyteller's discretion, as are the conditions of your return. This power only works against a single effect at a time. Should you wish to avoid multiple effects at once, you must activate Escape Clause multiple times. This power does not work if you attempt to use it against any infernal entity you serve, or its designated subordinates, if it desires.

Evil Eye

Auspex
2 dots
Thanatosis
3 dots
Expend 1 point of Blood and use your standard action to glare at your target, using the force of your will to project your powers of decay. Choose one of the Thanatosis powers you possess, either Withering or Necrosis, if you have it active. If you succeed in an opposed challenge against your target, you convey the effects of a single application of the selected power without having to establish a grapple or use any additional actions.

Eye of Unforgiving Heaven

Auspex
4 dots
Valeren
3 dots
Spend 1 point of Blood and use your standard action to open your third eye as it emanates with vengeful light. If you succeed in an opposed challenge, your target suffers 3 points of aggravated damage, and she is blinded, as though you had used the Blinding Attack combat maneuver; the damage dealt by Eye of Unforgiving Heaven is not reduced by this effect. Afflicted characters must use the Fighting Blind combat maneuver, or another power that mitigates blindness, to initiate attacks. You can choose to target up to three characters located within one step of each other when you activate this power. However, you can only choose one of those three targets to receive the Blinding Attack effect. When targeting multiple enemies with Eye of Unforgiving Heaven, you must make a separate opposed challenge against each of the defenders. Should you spend a point of Willpower to retest any of these opposed challenges, you also gain that retest for the remainder of the opposed challenges without spending further Willpower. If you spend Willpower to retest after some challenges are resolved, you cannot go back to previous challenges you've lost and apply that Willpower retest retroactively.

Familiar Faces

Auspex
1 dots
Visceratika
1 dots
Spend 1 point of Blood and use a simple action as you rub a small quantity of your blood over the eyes of a statue, or any stone carving of a face or an eye. For the next 30 days, you may spend a simple action to shift your perceptions to that location. You cannot perceive your physical body's surroundings while doing so. You can move the statue's eyes, and you can even twist its head to a limited degree (which will appear bizarre to onlookers). You may also use the Auspex power Heightened Senses in conjunction with Familiar Faces. Suspicious parties examining the statue's area with the Auspex power Aura Perception notice a bizarre aura surrounding the target statue, if you are actively surveilling when they examine the area. Should the statue's eyes be destroyed, you lose the ability to shift your perceptions to it.

Fearful Blow

Potence
2 dots
Presence
2 dots
After successfully hitting an opponent with a Brawl attack that inflicts at least 1 point of damage after the target has applied all armor and damage-reduction powers, you can spend 1 Blood to immediately use Dread Gaze on the same target. This use of Dread Gaze requires a normal opposed challenge using the Presence test pool to successfully affect your target, but its use does not require an action. Fearful Blow cannot be used during Celerity rounds. Fearful Blow cannot be combined with other powers or merits that augment Dread Gaze.

Feast of Shadow

Obtenebration
2 dots
Potence
3 dots
Use both your simple and standard actions to draw forth and consume the power of the Abyss as though it were blood. Feasting on the energy of the Abyss provides you with up to 10 points of Blood. Additionally, using this power raises your maximum Blood pool by 5 for the next five minutes. Blood gained from this power acts like normal points of Blood in all ways. Consuming the Abyss takes a toll. Every time you use Feast of Shadow, you gain a Beast trait, which does not fade normally. Instead of fading when you rest during the day, a Beast trait caused by Feast of Shadow fades only after one game session or two weeks, whichever is longer. While you have Feast of Shadow Beast traits, your eyes are jet black and your essence is tainted with the energy of the Abyss. Those who look upon your aura will see a dark, brooding serpent of shadow wrapped ouroboros-like around your soul. You can repeatedly drink from the Abyss using Feast of Shadow, but the penalties are cumulative. For example, if you use Feast of Shadow twice in one evening, you gain 2 Beast traits. One Beast trait will fade after the next game session; the second will fade after two game sessions. Feast of Shadow can never raise your maximum Blood pool by more than 5. Only the character invoking Feast of Shadow can feed from the Abyss; you cannot share this Blood with anyone unless they feed directly from you, in which case, they are drinking your blood, not the Abyss, and gain no Abyssal taint or bonuses.

Feed the Blighted Wolf

Animalism
2 dots
Potence
2 dots
Whenever you have the opportunity to expend a point of Willpower to retest a Physical challenge, you may choose to gain a Beast trait instead of spending a point of Willpower, as you call upon the Beast's power. Using this ability counts as your Willpower retest for the purpose of determining whether a retest is possible; if you cannot retest using Willpower, you cannot use this ability. You cannot mitigate the Beast trait gain with a degeneration challenge, nor can it be avoided with a Path of Enlightenment morality merit. If an effect requires you to spend multiple points of Willpower to retest a challenge, you must gain an equal number of Beast traits to achieve the retest. Note that the use of this power can result in Humanity loss if used too often in a scene. You can only use this power until you gain enough Beast traits to lose a point of Humanity, after which your beast is sated and will not aid you for the remainder of the game session. You can use this technique again normally after sleeping for a full day.

Fenrir's Boon

Animalism
1 dots
Potence
3 dots
Spend 1 Blood and expend a standard action to boost the fighting prowess of nearby animals. While under the effects of this power, all of your animal Retainers and animals currently controlled by your Animalism gain a +2 bonus to Brawl test pools, and they inflict aggravated damage. These creatures must be within your line of sight to gain and keep this advantage.

Feral Ichor

Protean
1 dots
Quietus
2 dots
Whenever you activate the Protean powers Feral Claws or Shape of the Beast, you may choose to also activate the Quietus power Scorpion's Touch. Activating Feral Ichor does not cost an action or require you to spend a point of Blood, although you must pay any normal costs to activate the related Protean power. When you activate Feral Ichor, your claws extend coated in potent venom. If you have the elder power Baal's Bloody Talons, you may instead choose to use it in conjunction with this power, as opposed to Scorpion's Touch. In addition, for as long as you have either Feral Claws or Shape of the Beast active, you may replenish your Scorpion's Touch or Baal's Bloody Talons by spending 1 point of Blood, without the need to spend a simple action to do so. This technique is an exception to the rule limiting Quietus powers to application on bladed weapons. Once activated, the power functions normally, as if it had been used on a bladed weapon, poisoning the targets of your successful Brawl attacks while you are using your fangs or claws.

Final Strike

Dominate
2 dots
Temporis
4 dots
If you become Incapacitated, enter torpor, or are killed, you may expend 1 point of Willpower to take a single standard action. You may expend this Willpower outside of your normal turn in the initiative order. Chronologically, you take the standard action provided by Final Strike a fraction of a second before the action that triggered this power. This action is exempted from the effects of the triggering attack, such as torpor, death, or incapacitation due to staking. You might use Final Strike to attempt to damage your enemy one last time, trying to take her with you; to pull a stake from your heart, preventing staking; or to run out of the way of a speeding train. This extra standard action can be used to activate a supernatural power, provided you have the Blood to power it. Once you complete your additional standard action, the action that triggered the use of Final Strike occurs exactly as before with no additional challenges thrown. If you manage to somehow negate the original action or event that caused you to trigger Final Strike, such as by stepping out of range of the triggering attack or using Dominate to cause your attacker to leave, the remainder of the scene or scenario progresses normally. If you activate Majesty, your attacker must immediately attempt to break it. If she fails, the attack is considered to not have happened; if she succeeds, the scenario unfolds as it did originally.

Fist of Stone

Potence
3 dots
Visceratika
3 dots
When you successfully hit an opponent with a Brawl attack, you may choose to forgo some or all of the damage you would ordinarily deal in exchange for knocking your opponent back. For each point of damage you forgo, you can knock your target up to two steps away.

Flame's Bane

Daimoinon
2 dots
Fortitude
2 dots
Spend 1 Blood and use your simple action to activate Flame's Bane. For the next hour, you are immune to fire damage. You take normal damage from weapons with the Flaming or Incendiary Ammunition qualities, and you do not risk frenzy from being close to fire. Derangement triggers and other effects of fire are not affected by this power.

Give 'Em Hell

Auspex
2 dots
Presence
2 dots
Spend 1 point of Blood and use a standard action to call for an attack against the target of your choice. If you succeed in an opposed challenge, for the remainder of the current turn and the next two subsequent turns, you and your willing targeted allies can attack a single target as though the target were one size category larger than its current size, allowing your allies to target the designated character with additional Physical attacks. In order to use this power, your allies must be able to hear your directions and encouragement. For example, it does not function if you are affected by silencing powers such as Silence of Death or the werewolf power Silence the Slain. Multiple applications of this power do not cause additional effects beyond the first instance. If a target is affected by this power a second time, the power's duration resets.

Guardian Lion

Animalism
2 dots
Visceratika
2 dots
By spending 1 Blood to mark a statue of a medium-sized land-bound animal (usually a lion or a dog), and expending three standard actions in concentration, you can animate a small statue and cause it to serve you. Treat this statue as a level 3 Retainer; additionally, it has the Full Body, Hardened, and Ballistic armor qualities. The statue is intelligent enough to understand complex commands, but not creative enough to extrapolate if a situation changes, nor to alter its instructions without your directive. If left without instruction, the statue will stand perfectly still, in its original pose, waiting for your command. This power ends at the next sunset, making a Guardian Lion the perfect protector for havens or other locations. You can only have one Guardian Lion in existence at any one time. The creature created by Guardian Lion is a creature of stone, not a real animal, and cannot be targeted by Animalism.

Guardian's Vigil

Auspex
1 dots
Celerity
1 dots
Fortitude
2 dots
Spend 1 point of Blood and use three standard actions centering yourself through meditation to activate Guardian's Vigil. So long as you remain within three steps of the spot where you activated Guardian's Vigil, you automatically detect intruders or active threats that come within five steps of you. Guardian's Vigil does not allow you to see the appearance of someone who is supernaturally concealed; however, you know someone is present and can still target her as if she was visible. As long as you maintain your Guardian's Vigil, you cannot be surprised. Any attempts to surprise you resolve in the normal initiative order. In addition, you can perform the Assist Defender mass combat tactic once per turn without using an action to do so. This mass combat tactic can be used during Celerity rounds, but it can only be used once per turn. This power ends if you move or are moved more than three steps away from the spot where you activated it.

Harbinger of Grace

Obeah
3 dots
Obfuscate
3 dots
Spend 1 point of Blood and use your simple action to assume the appearance of a divine embodiment of mercy from a culture with which you're familiar. For example, you may choose to appear as a merciful angel, a djinn, or a kindly animal spirit. For the next 10 minutes, all who observe you believe you to truly be a genuine manifestation of the creature you selected. While you have this power active, Stock NPCs of rating 4 or lower cannot attack or interfere with you. Even if they are not religious, they believe that you are serving a divine purpose. In addition, you may beatify a target by spending a simple action to make a noticeable gesture of blessing toward her. Thereafter, for as long as you have this power active, you do not have to spend Blood to activate beneficial powers that target her, such as Corpore Sano or Shepherd's Watch. You can only affect one target with Harbinger of Grace at a given time. Should you target another character with this power, the effects of this power on a previous target end immediately. When selecting your form, you cannot appear as a named entity or specific deity, but you may attempt to pass as one of a deity's unnamed servants. You may take on additional features, such as wings or additional arms, but they are not functional. Anyone who sees you activate this power retains their former awareness of your nature. Others may attempt to pierce this illusion using Auspex or similar powers. Stock NPCs that pierce the illusion may act normally. If a target you have beatified pierces your illusion, you may still use the other benefits of Harbinger of Grace, such as using beneficial powers on that target at reduced cost.

Harbinger of Vengeance

Obfuscate
3 dots
Valeren
3 dots
Spend 1 point of Blood and use your simple action to assume the appearance of a divine embodiment of vengeance from a culture with which you're familiar. For example, you may choose to appear as a vengeful angel, a fury from Greek mythology, or a onryo (a vengeful ghost). For the next 10 minutes, all who observe you believe you to truly be a genuine manifestation of the creature you selected. While you have this power active, Stock NPCs of rating 4 or lower cannot attack or interfere with you. Even if they are not religious, they believe that you are serving a divine purpose. In addition, you may condemn a target by spending a simple action to make a noticeable gesture of denunciation towards her. Thereafter, for as long as you have this power active, you do not have to spend Blood to activate any powers directly targeting her. Powers that enhance your ability to act against her, such as Celerity or Armor of Caine's Fury, do not receive this benefit. You can only affect one target with Harbinger of Vengeance at a given time. Should you target another character with this power, the effects of this power on a previous target end immediately. When selecting your form, you cannot appear as a named entity or specific deity, but you may attempt to pass as one of a deity's unnamed servants. You may take on additional features, such as wings or additional arms, but they are not functional. Anyone who sees you activate this power retains their former awareness of your nature. Others may attempt to pierce this illusion using Auspex or similar powers. Stock NPCs that pierce the illusion may act normally. If a target you have condemned pierces your illusion, you may still use the other benefits of Harbinger of Vengeance, such as using direct powers to oppose that target at reduced cost.

Healer's Intuition

Auspex
3 dots
Fortitude
1 dots
Obeah
1 dots
Once purchased, this power is always active. Whenever you participate in a connection via the Auspex power Telepathy, you can choose to exude a soothing mental presence. Both you and any character sharing a direct telepathic connection with you receives a +3 wild card bonus to their test pool when attempting challenges to resist frenzy or degeneration. This bonus is not cumulative with other instances of Healer's Intuition. In addition, any characters with whom you are telepathically connected are also considered valid targets for the Obeah power Sense Vitality, even if they are not within the power's normal range or within your line of sight. Characters under the effect of your Healer's Intuition may use Sense Vitality as if they had purchased that power themselves. You are also able to remotely use your blood to heal any vampire or ghoul in direct telepathic contact with you. If both you and your targeted telepathic contact are willing, you can expend points of Blood from your own pool to heal the target. This use of Healer's Intuition counts against your maximum Blood expenditures per turn, not the target's.

Illusory Augmentation

Chimerstry
2 dots
Potence
1 dots
Expend 1 point of Blood and use a simple action to enhance a weapon you are using with a potent and potentially harmful illusion. You may select an equipment quality of the appropriate type for your weapon from either the melee or ranged equipment quality lists. This quality can be applied even if it would normally break the mundane rules for that quality. For the next hour, your weapon has the quality granted by Illusory Augmentation in addition to its normal qualities. As with other Chimerstry powers, this illusion may be pierced by use of Auspex or similar powers. If the illusion is pierced, you cannot utilize the augmented quality against the individual who successfully sees through your illusion. As this power is illusory, it has no effect against a non-living target. The weapon retains the illusory quality as long as it remains in your hands; should you be disarmed or attempt to hand it to another, the effects immediately cease. No weapon can benefit from more than a single application of this power. Should you activate this power while it is already active, the previous application ends. As a reminder, you cannot benefit from the same quality twice, regardless of the source. Using this power in combination with your attacks does not enable the use of the merit Clear Sighted.

Inertial Tampering

Presence
3 dots
Temporis
1 dots
Expend 1 point of Blood and use your standard action to dull your target's reactions. If you succeed in an opposed challenge using the Inertial Tampering test pool, your target receives a -2 penalty to her initiative score for each dot of the Temporis discipline you possess, plus any Temporis-based elder powers or techniques you possess, for the remainder of the current turn and the next four turns. This technique cannot reduce your target's initiative score below 0. If your target has already acted at a higher initiative during the round before this power is used, she does not gain a second action once the initiative order reaches her new, lower total.

Instantaneous Transformation

Celerity
2 dots
Fortitude
1 dots
Once per hour when you spend Blood to activate Celerity or whenever you have Celerity active you may also spend a simple action to instantly activate this power. When you do, you may choose one of your major transformative powers, such as Shape of the Beast, Form of the Cobra, Horrid Form, or Tenebrous Form which you instantly assume. You may do this in lieu of paying the blood and action costs for the power.

Instinctive Command

Celerity
3 dots
Dominate
2 dots
You can use the first power of Dominate, Command, as your action during Celerity rounds. This use of Command must fulfill all other requirements of the power; you must expend a standard action and speak a simple one-word command or make a gesture that the target can understand. Instinctive Command cannot be combined with other powers or merits that augment Command. This power is an exception to the rule preventing use of Mental actions during Celerity rounds. Note that an individual can only be targeted by a single Mental power during each round.

Kinetic Wave

Kineticism
2 dots
Potence
2 dots
You have the power to channel your energies into kinetic waves which enhance your range. Spend a simple action and 1 charge of Kineticism. Your unarmed and melee attacks this turn may now strike at a range equal to 1 plus your number of Kineticism powers (including techniques) in steps. However, you may not use the Grapple combat maneuver in conjunction with this enhanced range or other powers that require touch such as Fleshcraft, Hand of Flame, Feral Claws, or Withering.

Ligeia's Lament

Dominate
2 dots
Melpominee
2 dots
You can activate the powers of Command or Mesmerism through the power of Phantom Speaker, so long as your target has her attention focused on you. In this manner, you can use these Dominate powers on someone you are speaking with over a telephone, or on someone staring at you across a crowded, noise-filled room.

Madman's Quill

Auspex
3 dots
Dementation
4 dots
Whenever you create a physical work of art such as a painting, sculpture, or even a written piece of literature, you can empower it to evoke a psychological response. Choose Passion, Haunting, or Voice of Madness when you create your piece of art. Notify the Storyteller which power you are utilizing, your Dementation test pool, and the specific qualities of your chosen power that you wish to instill in your art. Focus benefits do not apply. Anyone who views the art for at least 1 full turn triggers your chosen Dementation power and must test against your Dementation pool to resist the chosen effect. If they fail, they suffer the normal effects of the chosen Dementation power. You may not achieve an exceptional success or benefit from any powers that alter Passion, the Haunting, or Voice of Madness. The madness in your art fades over time. After 60 days your artwork is rendered mundane and no longer carries any of your Dementation powers. You may only have an active number of art pieces empowered this way equal to the dots you have of Empathy. If you create any additional items beyond your dots in Empathy, the oldest item loses its power. You are immune to any effects from observing your own works of art.

Manic Episode

Celerity
1 dots
Dementation
2 dots
Once purchased, this power is always active. Whenever you activate Celerity, your initiative increases by the sum of all of your current Derangement traits. This benefit is cumulative with any benefits gained through the Celerity power Alacrity. You may also choose to pay the activation cost of Celerity discipline powers by gaining a Derangement trait, instead of spending 1 point of Blood; you may do so even before your turn in the initiative order. You can only activate the first five dots of Celerity in this manner; you cannot gain Derangement traits to activate Celerity elder powers or techniques.

Martyr's Defiance

Fortitude
3 dots
Obeah
3 dots
Spend 1 point of Blood and expend a simple action to activate Martyr's Defiance. For the next five turns, you extend a layer of mystical protection over willing allies within three steps of you. Whenever one of the allies within your sphere of protection is harmed, you may choose to voluntarily accept all of the damage from that attack without the need for the assist defender mass combat tactic. If you do, you can reduce or negate that damage with supernatural powers you possess, such as Fortitude, as appropriate. Any damage-reducing powers the original target possesses do not apply towards reducing or negating this damage; you must use only your own protections. This protection only allows you to heal damage after it is received; individuals under attack still use their own defensive test pools in opposed challenges. You cannot accept a portion of the damage; you must take all of it or none.

Mass Hypnosis

Presence
2 dots
Serpentis
2 dots
Whenever you activate the Serpentis power Eyes of the Serpent, you may choose to target up to three supernatural characters whose Gaze and Focus you currently possess. Alternatively, you may choose to target a number of non-supernatural mortals equal to or less than twice the number of dots you possess of the Subterfuge skill. Resolve the Eyes of the Serpent challenges normally. If you expend a point of Willpower to retest at any point during the challenges, you gain a retest on all subsequent challenges without needing to spend additional Willpower. You must remain still to maintain Mass Hypnosis. You cannot use actions for movement or activate any supernatural powers (unless allowed by your attribute focus benefits). Doing so causes Mass Hypnosis to immediately end for all targets you have affected. Should you lose the Gaze and Focus of any of your targets, the effects of Mass Hypnosis immediately ends for that target. Mass Hypnosis lasts for five minutes, or until broken, whichever comes first.

Master of Illusion

Celerity
3 dots
Chimerstry
4 dots
This power grants you a limited capacity to control your illusions in conjunction with your Celerity powers. Whenever you have Celerity active, you may use your standard action during the first Celerity round (Rapidity) to direct an illusion. This benefit includes the ability to make an attack with the Chimerstry power Horrid Reality. You can only do so on the first Celerity round; even if you have additional Celerity actions in future rounds, you cannot use them in this way. This is an exception to the rule prohibiting the use of Social powers during Celerity rounds.

Maw of the Anaconda

Potence
1 dots
Serpentis
1 dots
Expend 1 point of Blood and use a simple action to activate Maw of the Anaconda. Once you do so, you gain the ability to distend your jaw into a crushing mandible capable of inflicting grievous wounds and quickly consuming your prey. Your bite attacks gain the Brutal and Deadly equipment qualities. In addition, whenever you are draining or consuming blood, you drain 1 additional point of Blood per action spent doing so. You must still establish a grapple in order to bite or drain blood, unless you possess a power or benefit from an effect that exempts you from the normal rules for biting attacks. Use of this power counts as a minor transformation, and it can be used freely in any form that has a discernible jaw.

Memory Rift

Dominate
3 dots
Obfuscate
4 dots
After successfully using Vanish from the Mind's Eye, you can spend a simple action to immediately use Forgetful Mind on the same target. This is an exception to the rule requiring you to have your target's Gaze and Focus to use Dominate. If this challenge involves multiple targets, spending Willpower to retest against a single target allows you to also use a Willpower retest against any parties you have yet to test against. This use of Forgetful Mind may only be used to erase or alter memories of your presence and actions from your target's mind that took place within the past 10 minutes; no other memory alterations may be performed. The use of Memory Rift does not break your Unseen Presence. This is an exception to the rule that states that if you interact with the environment, speak with another character, or draw attention to yourself, your Unseen Presence will break and you will become visible. Memory Rift cannot be used during Celerity rounds. Memory Rift cannot be combined with other powers or merits that augment Forgetful Mind or Vanish From the Mind's Eye.

Mercurial Vitality

Fortitude
1 dots
Potence
1 dots
Vicissitude
2 dots
Spend 1 Blood and expend a simple action to temporarily increase both your Potence and Fortitude by 1 dot each for the rest of the turn. Mercurial Vitality cannot be used to raise a power above the 5th dot.

Misleading Wounds

Fortitude
1 dots
Obfuscate
3 dots
Any time you take damage, you may choose to appear as though you have more or less Fortitude than you actually possess. When you take damage, you may choose to appear as though you resisted some, all, or none of that damage, regardless of how much damage you actually resist. You may also choose to appear as though you've spent Blood to heal, or conversely, you can spend Blood to heal your wounds without the results being apparent. By using this power, you might spend 1 Blood to heal 1 point of damage and make it appear as if you spent 4 Blood healing 4 points of damage. Alternately, you might spend 3 Blood healing and mask the effects from mortal observers, preserving the Masquerade. This power does not change the actual amount of damage you take or heal; Misleading Wounds only affects appearances. Characters with Auspex can attempt to pierce these powers and determine your actual wound levels, using the same system for seeing through the powers of Obfuscate.

Misplaced Affection

Obfuscate
2 dots
Presence
3 dots
When you successfully entrance another individual, you may choose a nearby ally to be the focus of your target's Entrancement, instead of attracting the target to yourself. The secondary subject must be willing to be a part of this ruse. If she declines, your Misplaced Affection fails, and your target is entranced normally, with you as her focus. The secondary subject of your Entrancement must treat the target well and follow all other requirements for a successful application of that power, or the Entrancement will break. To the target, it appears in all ways as though your secondary subject was, in fact, the individual who entranced her, and she must obey all dictates of that power.

Monologue

Obfuscate
2 dots
Presence
1 dots
Spend 1 Blood and start talking to activate Monologue. Monologue lasts for one full turn for each dot of the Subterfuge skill you possess or until you stop talking. While this power is active, anyone who intended to attack you must either engage you in conversation without attacking or leave. You cannot force others to like you or divulge specific information, but they must engage in conversation as long as you continue talking, or until you reach the maximum duration allowed by your Subterfuge skill. Once your Monologue expires, opponents can attack you normally, and you cannot activate this power again for the next hour. If you attack, use a supernatural power that targets another character, or attempt to move away from aggressors, Monologue ends immediately. Monologue does not protect your allies. Individuals affected by Monologue do not lose the ability to attack, only the ability to target you with an attack.

Mortal Terror

Animalism
2 dots
Presence
2 dots
Whenever you target someone with the Presence power Dread Gaze, you may choose to announce your use of Mortal Terror. If you succeed in the opposed challenge to activate Dread Gaze, in addition to the normal effects of that power, your target also responds to rage, fire, and hunger as though she had 2 additional Beast traits above her current level. While this power may prompt a target to commit acts during frenzy that lower her Humanity score, the effects of Mortal Terror do not apply when determining Humanity loss. She does, however, make degeneration challenges and tests to resist frenzy. In addition, your target must attempt to resist frenzy if her new Beast trait total causes her to meet the conditions for a frenzy check. Mortal Terror augments Dread Gaze. Other powers that affect the use of Dread Gaze affect this technique also, including any attribute focus effects or when re-exerting the power as part of an exceptional success. This power may be used in conjunction with Fearful Blow or other powers that augment Dread Gaze. A target can only be affected by a single application of this power at a given time; multiple applications are not cumulative.

Mortician's Secret

Fortitude
2 dots
Thanatosis
1 dots
Once learned, this power is always active. By using Hag's Wrinkles to fortify your undead flesh, you gain the Chest Plate protective equipment quality, and your choice of one other quality from this list: Ballistic, Hardened, Impact Absorption, or Rugged. If your protective enhancements are damaged (by expending the Rugged quality, for example), or if you wish to make alterations to the selected quality, you must expend three consecutive standard actions repairing, readjusting, and replacing components to achieve the desired effect. These standard actions may be spent across multiple turns, but they must be expended consecutively. In addition, after you activate this power, whenever an opponent achieves an exceptional success against you in a Physical challenge, you can downgrade it a normal success. You can use this benefit only once, but you regain it by spending the aforementioned three standard actions readjusting and repairing yourself.

Nightingale's Song

Dominate
2 dots
Mytherceria
2 dots
Spend 1 Blood, expend your standard action, and make an opposed challenge using the Mytherceria test pool. If you succeed, you trigger the target's dreaming subconscious, causing her to tell you a secret — something she knows but thinks you definitely shouldn't be allowed to discover. The target may choose the specific secret, but topics which are already on her mind are most likely to spill out. You can affect the outcome by speaking to your target first, bringing up a specific topic, and then utilizing Nightingale's Song on the target while that topic is foremost on her mind. You can only use Nightingale's Song on an individual once per night.

Ominous Premonition

Auspex
2 dots
Daimoinon
1 dots
Spend 1 point of Blood and expend three standard actions meditating to extend your senses throughout the immediate area. Once finished, you supernaturally sense how many characters with True Faith, followers of the Via Caeli, or members of the Salubri clan are within 100 feet of you at the time of your power's completion. You learn the total number of these individuals, without knowing the specific category to which they belong. If a character falls into multiple categories, she is only counted once by this power. You also become aware of whether holy relics exist within the area. If you become aware of a character or object's presence via Ominous Premonition, you do not know exactly where it is located, nor are you certain of what or who it is. In addition, if you possess the Haven background, you become immediately aware if objects or individuals that can be sensed with Ominous Premonition enter your haven at any time. This effect wakes you if you are asleep, or it otherwise alerts you to the presence of danger.

Perfected Instincts

Animalism
4 dots
Spiritus
2 dots
By combining your disciplines and your Beast Spirit's powers, it now has the ability to purchase a special quality that grants it access to certain techniques. To do so, you must purchase the Perfected Instincts technique and your Beast Spirit must spend one of its Animal Retainer Specializations on one of the qualities listed below. Once purchased, the Beast Spirit gains access to the techniques described in the selected special quality so long as she meets the discipline requirements. The Spirit Beast need not meet the requirements to purchase the technique alone; any disciplines you possess can be used to fulfill those requirements. If the technique requires Blood to activate, the Beast Spirit must spend Gnosis instead. The special qualities that grant techniques that are available to the Beast Spirit are: Rancorous: Your Beast Spirit may utilize the Fearful Blow, Fenrir's Boon, and Relentless Pursuit techniques. Only Aggressive Animals may purchase this quality. Watchful: Your Beast Spirit may utilize the Predatory Senses, Guardian Vigil, and Pulse of Undeath techniques. Only Curious Animals may purchase this quality. Indefatigable: Your Beast Spirit may utilize the Savage Provocation, Will to Survive, and Second Wind techniques. Only Defensive Animals may purchase this quality.

Poisonous Thoughts

Auspex
4 dots
Dementation
4 dots
Whenever you succeed in an opposed challenge to inflict Voice of Madness, you may also apply the effects of this power to your target. If applied, whenever your target gains one or more Derangement points, she also takes that many points as unsoakable aggravated damage. If the target has a psychotic break, she loses 3 Willpower points. Poisonous Thoughts lasts throughout the duration of Voice of Madness or until the target suffers a psychotic break.

Poisonous Will

Animalism
3 dots
Quietus
2 dots
Whenever you successfully afflict your target with the Animalism power Quell the Beast or the Quietus power Dagon's Call, you may immediately apply the effect of the other power as well, as if you had achieved a standard success. Apply the second power's standard effects, even if you scored an exceptional success applying the first power. Apply the second power's effects as if you had also simultaneously succeeded in using the other power, but the second power does not count against the maximum number of attacks for that target. To apply this second power, you need only meet the requirements for the power you're using. For example, if you're using the focus benefit to use Dagon's Call remotely, you may still apply the effects of Quell the Beast, even if you cannot see your target or do not have her Gaze and Focus. However, if you are using Quell the Beast, you still require your target's Gaze and Focus. Thereafter, these two powers function separately. You may choose to maintain Dagon's Call, and the effects of Quell the Beast occur normally. If the effects of Quell the Beast end while you're maintaining Dagon's Call, and you wish to use Dagon's Call again to apply Quell the Beast, the effects of Dagon's Call end, should you fail in its opposed challenge.

Predatory Senses

Auspex
1 dots
Protean
1 dots
Expend 1 point of Blood and spend your simple action causing your sensory organs to shift and adapt. Choose a single means of animal perception that humans lack; you manifest the necessary biology to achieve this sense. Examples include: sonar, electromagnetic sensitivity, thermal vision, the scent-imagery of a bloodhound, or the sensitive whiskers of a cat. This outward change is apparent in the form of animalistic features, but they may be concealed, such as through the use of Obfuscate. For the duration of Predatory Senses, you may choose to activate your Heightened Senses power in tandem with your new sense, allowing you to ask the Storyteller what additional information you are able to detect. If you have Predatory Senses active when you are using Heightened Senses to attempt to pierce concealment powers, such as Obfuscate, Chimerstry, or Blur of the Milky Eye, you receive a +2 wild card bonus to your test pool. If you possess the Acute Sense merit, you can activate Predatory Senses without spending a point of Blood. This power is a minor transformation power and may be used in conjunction with other transformations.

Press-Ganged Coven

Dominate
4 dots
(Necromancy
2 dots
orThaumaturgy
2 dots
)
To use Press-Ganged Coven, you must successfully implant a Mesmerism into your targets via the Dominate power: Conditioning. This Mesmerism instructs your targets to speak arcane words of power when you use a Thaumaturgy or Necromancy power, aiding your magical abilities. When this Conditioning is triggered, each affected character must expend a standard action to use the assist attacker mass combat tactic as if those characters were Stock NPCs, granting you a +1 wild card bonus to attack test pools using your Occult skill. This is an exception to the rule limiting assist attacker bonuses from Stock NPCs to only Physical challenges. You can receive a number of +1 bonuses equal to the number of dots you possess of the Occult skill, regardless of how many conditioned acolytes you have. To any observers, including the targets of any magical attacks, it appears as if the Thaumaturgy or Necromancy power's effect originates from characters involved in the Press-Ganged Coven, including both you and your conditioned acolytes, obscuring the source of the blood magic's effects.

Prevailing Force

Kineticism
5 dots
Potence
2 dots
Whenever you have the opportunity to spend a point of Willpower to retest a Physical challenge, you may instead spend a charge of Kineticism. Any modifiers which would raise the Willpower cost to retest, or eliminate the ability to retest with Willpower such as Quell the Beast or Hobbling Strike, still apply.

Primal Grace

Presence
1 dots
Protean
3 dots
Once purchased, this power is always active. You have mastered the ability to integrate leadership and animal cunning with your ability to shapeshift. If you use the Protean power Shape of the Beast to assume a fight form, you can choose to appear as an especially commanding specimen of your creature type, gaining a +3 wild card bonus to test pools using your Leadership and Intimidation skills. When in flight form, you gain a wild card bonus equal to the number of dots you possess of the Subterfuge skill to your Dodge skill-based challenges.

Pulse of Undeath

Auspex
1 dots
Celerity
1 dots
Fortitude
1 dots
Potence
1 dots
Spend 1 point of Blood and expend your standard action to glare at your target and make a simple show of force. This act could take the form of growling softly, brandishing of a weapon, or pounding your fist into your open hand. If you succeed in an opposed challenge, your target becomes instantly aware that she is the object of your attention, as well as a potential target. If you are concealed by a supernatural power, such as the Obfuscate power Unseen Presence, you immediately become visible when you activate Pulse of Undeath. You immediately learn if your target has fewer, equal or more dots than you currently possess of the following Physical disciplines: Celerity, Fortitude, and Potence. For the purpose of this comparison, possessing any elder power equates to a 6th dot of a discipline, and a luminary power equates to a 7th dot of that discipline. This power does not reveal if your target has any techniques using the listed Physical disciplines, nor can you determine the relative quantity of elder powers she possesses. In addition, you automatically gain your target's Gaze and Focus for five minutes, as long as your target is able to see you. It is impossible to hide the use of this technique with the Subterfuge skill. Challenging another vampire in this fashion might trigger a frenzy test. Most Camarilla elders consider the use of this power an insult upon their person.

Quick Hands, Quick Work

Auspex
1 dots
Celerity
2 dots
You may choose to activate this technique when spending your downtime actions. If you do, you receive two additional downtime actions between game sessions. However, using this power comes at the great cost of Blood. If you use this technique, you are unable to use any downtime actions to feed, nor can you use other benefits that provide or replenish points of Blood, such as supernatural powers or the Herd background, representing the speed at which you are using Blood to fuel this technique. You begin your next game session with a number of Blood points equal to half of your normal Blood pool maximum. Once the game session begins, you may attempt to feed, leverage your Herd background, or use other means of replenishing blood normally.

Quickened Blood

Celerity
2 dots
Fortitude
1 dots
When you spend 1 Blood to activate your Celerity powers for two consecutive turns, Quickened Blood automatically activates. For the next five minutes, you can utilize the first 5 dots of Celerity without spending any further points of Blood.

Quicksilver Contemplation

Auspex
2 dots
Temporis
3 dots
Once learned, this power is always active. You may activate Split Second outside of your initiative order, immediately taking your bonus actions or holding them for later use. As an exception to the rule limiting Split Second actions to mundane actions, you may use these actions to activate powers. You may also hold any actions gained for use during that turn's Celerity rounds as an exception to the rule which prohibits held actions from carrying over; however, you must spend these actions during the same turn or forfeit them.

Radiant Gaze

Dominate
3 dots
Serpentis
2 dots
After successfully targeting someone with Eyes of the Serpent, you can spend 1 Blood to immediately use either Forgetful Mind or Mesmerism on that same target. This use of Forgetful Mind or Mesmerism allows you to directly implant commands in your target's mind or alter her memories without speaking. This use of Dominate requires a successful opposed challenge using the Dominate test pool to affect your target, but its use does not require an action.

Reflection of Endurance

Fortitude
2 dots
Obeah
3 dots
This power functions like the Valeren power Mens Sana. This combination power duplicates all costs, effects, and focuses of that power (if applicable).

Reflection of Mercy

Auspex
2 dots
Valeren
3 dots
This power functions like the Obeah power Corpore Sano. This combination power duplicates all costs, effects, and focuses of that power (if applicable).

Relentless Pursuit

Celerity
2 dots
Potence
2 dots
When an individual you're fighting against in hand-to-hand combat (within one step) moves away from you, spend 1 Blood and take up to 12 steps towards your target's new location. If possible, you must end your movement in melee range of your target (within one step). Relentless Pursuit does not require an action, but can only be used once per turn.

Rend Flesh

Potence
2 dots
Vicissitude
1 dots
Spend 1 point of Blood and expend a simple action to activate Rend Flesh. For the power's duration, you can attempt to make a Brawl skill attack, similar to the attack made with the Vicissitude power, Fleshcraft. If you succeed in the attack challenge, the attack deals 1 point of damage on a normal success and 2 points of damage on an exceptional success. However, if you possess the Potence power Might or the attribute focus for Fleshcraft, that attack deals 2 points of damage on a normal success and 3 points of damage on an exceptional success. If you possess the Potence power Might and the attribute focus for Fleshcraft, that attack deals 3 points of damage on a normal success and 4 points of damage on an exceptional success. In addition, if you possess the Potence powers Prowess or Vigor, or the attribute focus for Potence, the benefits of those powers apply to your attack as well. Any damage dealt by Rend Flesh cannot be reduced or negated. To attempt an attack with Rend Flesh, you must physically touch your target with your hands as you pull to separate her skin. The damage from this power cannot be augmented by other powers, such as Potence powers other than those listed above, and it cannot be converted to aggravated damage, such as by using the Protean power Feral Claws or the Vicissitude power Horrid Form. All damage, including additional damage from Might, is considered to be damage from a single source.

Resplendence of the Supple Form

Fortitude
2 dots
Vicissitude
2 dots
Whenever you are targeted by Vicissitude powers such as Malleable Visage or Bonecraft, you may choose to limit the penalties applied by any applicable Vicissitude power to a single attribute trait or health level. For example, gaining the Appearance attribute focus from Malleable Visage only results in a -1 penalty to your Social attribute, and using Bonecraft to add an extra limb only requires you to sacrifice a single health level. If you receive the Tough effect from Bonecraft, you receive up to three health levels by sacrificing only 1 dot of your Physical attribute. You benefit from Resplendence of the Supple Form whether you use Fleshcraft on yourself or are targeted by another.

Retain the Quick Blood

Celerity
2 dots
Quietus
2 dots
Once per turn, when you spend Blood to activate a Quietus power, you immediately regain 1 of the Blood points spent to activate that power. Blood recouped with Retain the Quick Blood does not count toward your maximum Blood expenditure per turn.

Sanguinary Expulsion

Fortitude
2 dots
Potence
1 dots
Immediately upon consuming 1 or more points of Blood (and before they are added to your existing Blood pool) you may spend 1 point of your Blood to keep the foreign blood from entering your system. You may hold this blood for up to 10 minutes. During this time, you are not affected by any supernatural properties, poisons, drugs, diseases, or effects of the blood. You will not gain vinculum from blood during a Vaulderie, you will not take damage from ingesting blood from a Tzimisce employing Acid Blood, nor will you become Blood Bound to the source of the blood. If you have not spent a standard action to regurgitate the blood before the 10-minute duration expires, the blood enters your system, and you suffer the normal effects as if you had ingested the blood normally. If you regurgitate the blood before the expiration of the 10-minutes, you may choose to preserve its effects. While using Sanguinary Expulsion, if you spend Blood for any reason, the effects of the technique end, causing you to immediately absorb any stored foreign blood and suffer any effects from consuming it.

Savage Provocation

Animalism
1 dots
Presence
2 dots
Spend 1 point of Blood and use your standard action to taunt or verbally challenge a target within six steps of you. You must be able to audibly challenge her and be heard for this power to function. If you succeed in an opposed challenge, your target must answer the challenge issued. For the next 10 minutes, she cannot initiate an opposed challenge against anyone but you until she succeeds in an opposed challenge against you. The nature of the challenge is up to her, but most responses take the form of a Physical attack or the use of a discipline. If your target succeeds in her challenge, the effects of this power immediately end. Should she fail, she remains unable to target anyone but you, but she may try again. Alternatively, she is free to leave or simply ignore you, but she cannot initiate an opposed challenge against anyone else for as long as this power is active. You must also remain in place for this power to remain in effect. Should you move or be moved away from her, or knocked prone, the power's effects end. You can only affect one target with Savage Provocation at a given time. Should you target another character with this power, the effects of this power on a previous target end immediately. Use of Savage Provocation is considered horribly uncouth in polite company and a violation of the spirit of Elysium. Most consider its use to be a provocation that justifies a Physical response.

Scalpel Tongue

Celerity
1 dots
Presence
1 dots
Spend 1 point of Blood and use your standard action as you make a biting remark. To use this power, you must have your target's Gaze and Focus. If you succeed in an opposed challenge, your target is flabbergasted, full of rage and rendered unable to speak coherently for the next five minutes. She may still use powers such as Melpominee that utilize song, but she can scarcely articulate more than a single word. If a power requires only a single spoken word for its activation, such as the Dominate power Command, she may still utilize it. A target affected by this power can also use all forms of blood magic. Harpies and Keepers of Elysium are known to turn an occasional blind eye when this power is used against characters currently out of their favor, or if the remark is sufficiently amusing. The use of Scalpel Tongue is not looked upon favorably when it is used against Kindred of greater station, however.

Second Wind

Fortitude
3 dots
Potence
1 dots
Spend 1 Blood and spend two full turns in concentration, taking no other action except movement. By using Second Wind, you can convert all aggravated damage you have taken into normal damage.

Setting the Tempo

Dominate
1 dots
Melpominee
4 dots
Spend 1 point of Blood and expend your standard action singing aloud. If you succeed in an opposed challenge, you force your target to dance to the beat of your song. For her next three opportunities to act on her initiative during the everyman round, she must spend a simple action on movement, taking up to her maximum number of steps in any direction you choose for her. This movement takes place before the target can use her standard action during her initiative. If your target does not have a simple action available to her, she must use her standard action to move as you indicate. While she is dancing, she is still able to defend herself, albeit with some difficulty. If she does not possess a Performance skill specialization related to dance, she receives a -2 penalty to her Dodge skill test pools while she is under the effects of this power. Your target is free to use her remaining actions, including those taken during Celerity rounds, to attempt to correct her location or act as she desires.

Shadowcrafting

Obtenebration
1 dots
Potence
1 dots
You have the power to solidify shadow into solid substance, making a variety of useful and artistic objects. To do so, you must expend a measure of your vitae as you craft an item from a natural source of shadow. Spend 1 point of Blood and expend a standard action to create objects small enough to lift or wield with one hand. Creating objects that require two hands to lift or use require you to expend 2 points of Blood and two standard actions. Crafting person-sized objects, such as a suit of armor, require you to spend 3 points of Blood and three standard actions. You may choose to create even larger objects, spending Blood across successive turns if necessary, provided there is a natural shadow of comparable size on which to draw. This solidified shadow is cool to the touch, durable, and sharp enough to be used as a weapon. Items created with Shadowcrafting are impressive in appearance; however, they appear obviously supernatural, and if viewed by mortals, could cause Masquerade problems. Objects created during game sessions last the remainder of the night. However, you may choose to use this power in conjunction with your downtime actions to create objects out of more enduring shadow in accordance with the crafting rules. When creating objects using this power, you determine the object's form and equipment qualities using the normal rules for equipment selection; however, you cannot use this power to create anything mechanical in nature, such as a computer or an automobile. All objects created using Shadowcrafting also gain the bonus quality Crystalline, which does not count toward its maximum number of equipment qualities.

Sloughing the Serpent's Skin

Fortitude
2 dots
Serpentis
2 dots
Once per game session, you can spend 10 standard actions wriggling out of your skin. The resulting mass can be worn by another individual, conferring one of two benefits to her, depending on the nature of the skin, as follows: Serpentine Skin: If you shed your skin while you had the Serpentis power Skin of the Adder activated, anyone who wears your skin gains the benefits of that power as if it were active, including the bonus from the Charisma Social attribute focus, if either you or she has it. While wearing your skin, the wearer appears lithe and serpentine, as if she had activated the power herself. The skin conveys no additional benefit if the wearer activates Skin of the Adder on her own. Humanoid Skin: If you shed your skin in while in your natural, humanoid form, anyone who wears your skin takes on your appearance, seeming to all onlookers to be a perfect physical copy of you, including your height, weight, and presented gender. At the next sunset after you shed it, the skin desiccates and becomes unwearable. Except as explicitly stated in the benefits listed above, your skin does not confer your Social attribute focus to the wearer, nor does it change the wearer's aura. If a mortal or ghoul wears your skin, she can wear your skin during daylight hours. Wearing the skin created by this power is a major transformation power and cannot be combined with other major transformation powers. The skin itself is flexible, but it does not stretch to accommodate other major transformations. Should the wearer assume such a form, the skin either tears irreparably or hangs uselessly, at the Storyteller's discretion.

Smile Through the Pain

Dementation
1 dots
Fortitude
1 dots
Presence
3 dots
Once per turn, when you are the target of a Physical attack, you can respond by laughing manically and relenting to the attack, accepting any damage or effects as if you had lost the challenge. If you do, and you remain able to act, you may immediately target your attacker with your choice of Presence powers: either Dread Gaze or Entrancement. You can use the power without spending a standard action to do so; however you must meet all other criteria for using the selected power, such as paying the Blood cost, and you cannot modify the selected power with any additional powers or effects. You can activate this power reflexively, even outside of your turn in the initiative order.

Snake Den

Obfuscate
2 dots
Serpentis
3 dots
When you activate Form of the Cobra, you may choose to turn into a nest of snakes instead of one creature. The nest consists of one snake for each Obfuscate power that you possess. Elder powers and Obfuscate-based techniques do not increase the number of serpents created by Snake Den. Each serpent can act independently and can take one simple and one standard action each turn. While using Snake Den, you cannot spend Blood and lose access to all other powers, except where noted below. Even powers that were activated before using Snake Den stop functioning while in this form. Activating Snake Den does not reverse permanent physical alterations. The snakes resemble natural snakes typical of the average in size for their species. Each of your snakes has your Mental attribute, Social attribute, focuses and skills. Each of your serpents has a Physical attribute equal to half of your own Physical attribute (round up). While under the effects of Snake Den, your snakes retain the immunity to grapple and the ability to make venomous bite attacks provided by Form of the Serpent. By default, these serpents inflict 1 point of aggravated damage with a successful Brawl attack. If your character possesses any Potence powers, your snakes' attacks are armor-piercing and inflict 2 points of aggravated damage. Each snake has 5 health levels (1 Healthy, 2 Injured, and 2 Incapacitated). Your merits, flaws, and powers do not affect the health levels of your serpents. If your character possesses any Fortitude powers, each of your snakes automatically negates 1 point of normal or aggravated damage each time they suffer damage. If your serpents attempt to retest in combat, each creature must spend Willpower separately; they use your Willpower pool to do so. In addition, your snakes can squirm into narrow spaces and writhe out of reach; as a result, unless you are physically confined in a specially secured location, such as a watertight tank, you may declare the nest's intent to fair escape. Each snake in the nest must be involved in a suitable challenge in order to successfully prevent your fair escape, according to the normal rules of fair escape. Snakes created by Snake Den can separate and perform individual tasks, but they must remain within one mile of each other. You can use a standard action to return to your human form at the location of any serpent created by this power. When you revert to human form, you automatically reabsorb any of your snakes that are within your line of sight. Snakes not within your line of sight crumble at the same moment, turning into ash. When Snake Den ends, you take 2 points of aggravated damage for each animal that was destroyed, 1 point of aggravated damage for each animal that was injured or incapacitated, and you lose 2 points of Blood for each animal that was outside of your line of sight when you reformed. Damage taken from reverting to human form cannot be reduced or negated, but it cannot kill your character (although it may result in torpor). If all the snakes in a Snake Den nest are destroyed, the power's user dies. Snakes created by this power are considered to be one entity for the purpose of powers that modify an individual's behavior. If one serpent is targeted by a Dominate power, all the snakes in the nest suffer the effects of that power. If one snake cannot break an individual's Majesty, none of the serpents in the nest can attack that individual. Note that each snake in the nest must still be targeted by separate challenges in order to prevent fair escape, however. Snake Den is a major transformation power and cannot be combined with other major transformation powers.

Spawning Pool

Animalism
2 dots
Fortitude
1 dots
Expend 3 points of Blood and use three standard actions bleeding into a pool of water. The water becomes infused with the power of your Blood, attracting various animals to its location. Any of your Animal Retainers that drink from this enriched water gain the Rugged merit, in addition to their normal Animal Retainer benefits, for the next 30 days. You may also choose to increase your Animal Retainers' size category by one level. Your Retainers must ingest the water at least once every 30 days to retain the benefits from Spawning Pool.

Stealth Vehicle

Auspex
1 dots
Obfuscate
3 dots
Expend 1 point of Blood and use a standard action to activate Stealth Vehicle on any vehicle you are currently driving or piloting. While Stealth Vehicle is active, you may expend a simple action to extend a portion of your Obfuscate ability to the single vehicle you are currently driving, making you exceptionally difficult to tail. Your vehicle does not become unseen, merely difficult to recognize and follow, and other drivers instinctively move out of your way, making it even easier for you to catch up to a target or lose a tail. In addition, you can expend a standard action to change your vehicle's appearance, forcing onlookers to perceive it as a different color, condition, or model. Such visual alterations are limited to your vehicle's general make; you can make your four-door pickup into a two-door work truck, but you cannot make a compact car appear to be an SUV. You cannot use this power to alter the apparent number of inhabitants of the vehicle you are driving, but you can obscure or tint the vehicle's windows. Stealth Vehicle allows you to deeply attune to the vehicle you are driving, enabling you to adapt to minute changes in performance or traffic. You gain the appropriate Drive skill specialization for the vehicle you're operating. If you already have that specialization, you gain an additional +5 wild card bonus to Drive and Streetwise skill test pools while this power is active, and you can benefit from the Streetwise skill while driving a vehicle, even through suburban or rural areas. The power lasts for one hour or until you cease driving the vehicle, whichever is shorter.

Stony Retribution

Potence
2 dots
Visceratika
1 dots
Whenever you incur damage while using the assist defender mass combat tactic, you may immediately activate this power without spending an action to do so. To activate Stony Retribution, you must take at least 1 point of damage; you cannot activate this power if you reduce the damage entirely, such as by using Fortitude powers. Alternatively, you may activate this power if you take damage while you also have the elder power Bulwark activated. While Stony Retribution is active, the next time you succeed in an opposed challenge while making an attack against the individual who injured you, that attack is automatically converted to an exceptional success. Once you achieve an exceptional success using Stony Retribution, the effects of this power immediately end. You may activate Stony Retribution again if the conditions for activating it are met. You can only have a single instance of this power active at a given time, even if multiple targets injure you or you take damage from a single target multiple times. This power lasts for 10 minutes if you do not win an opposed challenge against a character that injured you.

Suck It Up

Animalism
1 dots
Protean
2 dots
Once purchased, when you drain Blood through a bite attack you drain 2 points of Blood per standard action instead of the standard 1 point. In addition, as a simple action you can touch a pool of blood to consume up to 3 Blood points and completely absorb it, adding it to your current Blood pool; however, doing so risks breaking the Masquerade. Blood consumed by touch has all of its normal properties; ingesting blood spilled from a vampire creates a blood bond, poisoned blood still sickens you, diseased blood passes on its infection, etc.

Symbiotic Possession

Daimoinon
2 dots
Dominate
2 dots
Spend 1 point of Blood and use five standard actions to summon a minor demon and bind it to your will. For the remainder of the game session, or until you enter torpor, it resides within your body and can augment your abilities. During the everyman round, on your initiative, the demon can use your infernal powers on your behalf. You gain an additional standard action that can only be used to activate dots 1 through 5 of the Daimoinon discipline. You must still pay any Blood point costs associated with the power activated, but this expenditure does not count against the maximum number of Blood points you can spend per turn. While Symbiotic Possession is active, you are not wholly immune to the demon's influence. You gain the Derangement: Obsession triggered by one of the seven deadly sins — Envy, Greed, Gluttony, Lust, Pride, Sloth, or Wrath — depending on the demon's nature. The Storyteller determines which of the sins is tied to your demon's nature. In addition, should another individual establish contact with you using the Auspex power Telepathy, she may discover the presence of a second consciousness. To do so, she must specifically search for one, by asking the following question, provided as a new choice to other options Telepathy provides when interrogating unwilling subjects: "Is there another entity or consciousness within this body?"

Sympathetic Agony

Chimerstry
2 dots
Fortitude
3 dots
Once per turn, when someone inflicts damage on you, you can spend 1 Blood and target your attacker with an opposed challenge using the Chimerstry test pool. If you succeed, your victim suffers a -3 penalty to all Physical, Social, and Mental attack test pools on her next initiative. Sympathetic Agony cannot be used in response to attacks that did not deal damage, or when you negated all damage by using Fortitude or similar powers. Sympathetic Agony can be used during Celerity rounds, but can only be used once per turn.

Telepathic Directive

Auspex
4 dots
Dominate
1 dots
You can use Telepathy to communicate your Command and Mesmerism instructions directly into your target's mind. The target hears your voice in her head as though you are speaking, and she recognizes the voice if she has heard it before. Telepathic Directives are always understandable, as they are conveyed through the common language of thought. Even if your target is deaf or incapable of understanding your gestures, she is still affected by the Telepathic Command. Note that you still need to capture your target's attention, and you must fulfill all other requirements of the Dominate power you wish to use. Telepathic Directives cannot be combined with other powers or merits that augment Command or Mesmerism, such as Mass Manipulation.

Tempest Form

Potence
1 dots
Protean
4 dots
Whenever you activate the Protean power Form of Mist, you gain the ability to buffet your foes with a gust of wind. To do so, you must succeed in an opposed challenge using the Tempest Form test pool. Characters that have the Wits Mental focus can choose to substitute their Mental attribute for their Physical attribute if they are using the Firearms skill for this challenge. If you succeed in the opposed challenge, your target is knocked back, using the rules for the Knockback ranged equipment quality. Other than the benefits provided by Knockback, this attack cannot be augmented or improved in any way. While this attack does 0 points of damage to individuals in solid form, this attack is devastating to semi-solid bodies. If your target has the powers Form of Mist, Tenebrous Form or Blood Form active, or if she is in any other non-solid but still corporeal state, this attack deals 3 points of normal damage instead of applying Knockback. This is an exception to the rules that limit the damage those forms can take to certain sources. In addition, you may harness Tempest Form to aid in self-propulsion. While you have Form of Mist active, you may take one additional step for each action spent on movement. This power is a major transformation and cannot be used with other major transformation powers.

Terror of Tentacles

Obtenebration
2 dots
Potence
2 dots
Spend 1 point of Blood and use a simple action to harden and transform one or more of your Arms of the Abyss into vicious weapons, adding a single melee weapon equipment quality from the list below to them. You may use this power up to three times on one or more tentacles, but each additional equipment quality costs 1 point of Blood and a simple action to shape. Tentacles cannot benefit from the same quality more than once. You may choose to transform the affected tentacles into different shapes, such as chess pieces or statues. In addition, these transformed tentacles can spend their standard action to move up to three steps in any direction, as long as they remain within your line of sight. You can select from the following melee weapon equipment qualities when using Terror of Tentacles: Accurate, Armor Piercing, Brutal, Deadly, Disabling, Fast, Trip, Impaling, Reach, and Quick Draw. Affected tentacles naturally meet all the qualifications to possess the selected qualities, even if they lack the normal requirements, such as having two hands.

That Damn Cat

Dementation
1 dots
(Animalism
3 dots
orProtean
4 dots
)
This power can only be used when you possess an animal using the Animalism power Subsume the Spirit or while you are in your flight form while using the Protean power Shape of the Beast. Engage in a test with your target using the Dementation test pool. If you succeed, you gain the target's Gaze and Focus and she feels compelled to follow you wherever you go, as long as you remain in animal form. Your target justifies her reasons for doing so, such as due to fascination, infatuation, or outrage at your presence. The target must spend at least one action during each round in which she is able to act, following you for the next 15 minutes, or five rounds if used during combat. During this time, your target can only take steps in your direction, but she avoids hazardous obstacles and obvious attacks. If your target can touch you, possibly requiring an opposed challenge to do so, the effects of this power immediately end. If it becomes impossible to follow you without your target directly harming herself, the effects of That Damn Cat immediately end. If you do not maintain an animal form while That Damn Cat is active, or if you leave the target's line of sight, the effects immediately end.

The Iron Glare

Potence
3 dots
Presence
3 dots
By spending a simple action to make an overt display of physical strength, such as pounding the table, breaking a nearby object, or leveling a weapon at someone, you can bolster your powers of persuasion. For the next 10 minutes, you may add either your dots of Brawl or Melee (if you are visibly armed) to your test pool for the purpose of determining an exceptional success for the Dominate powers of Command and Mesmerism, and for the Presence powers of Dread Gaze or Entrancement. Your target must have been present when you made your display of strength for you to use this benefit against them. You may claim this benefit even if they were otherwise engaged when the display took place or not directly paying attention.

Translocation

Celerity
2 dots
Protean
2 dots
Expend 1 point of Blood and use your simple action visualizing your desired location. Your body immediately discorporates and reappears up to nine steps from your original location. You must have line of sight to the location at which you wish to reappear. You can use this power while standing on any type of soil or flooring, even indoors. Translocation can be used during Celerity rounds. You cannot use this power if you are grappled.

Unlock the Hidden Talent

Auspex
4 dots
Presence
3 dots
Once you have successfully engaged a willing target in a Telepathy challenge, you may spend 1 point of Blood and a standard action to utilize Unlock the Hidden Talent. While you or your target undertake a specified task, you communicate and receive telepathic hints, pieces of advice, and messages of encouragement. This allows you to both provide and receive aid in static challenges. Whenever a character is involved in a static challenge for the purpose of utilizing a skill, that character is considered skilled so long as at least one party in the telepathic link has the appropriate skill. In addition, if a character who has the appropriate skill spends an equal number of actions as the task requires, she may offer telepathic assistance and grant a single target character a +3 wild card bonus to the static challenge. A character may only receive a single bonus in this way. Unlock the Hidden Talent can only be used to enhance mundane related tasks and cannot be used to increase discipline pools or other power related pools, nor can it be used in combat.

Unnatural Grace

Celerity
1 dots
Fortitude
1 dots
Presence
1 dots
Spend 1 Blood and expend a simple action to activate Unnatural Grace. For the next hour, your character can stick to solid surfaces, maintaining her balance at angles up to 90 degrees. Thus, your character can stride up a wall or saunter across a miniscule tightrope, but she cannot walk upside-down on a ceiling. When you employ Unnatural Grace, you land silently from any fall and take no damage from falling up to one mile. Regardless of the circumstances, you always land perfectly on your feet.

Vanishing Act

Chimerstry
1 dots
Obfuscate
2 dots
You are particularly adept at the art of distraction. Should you succeed at creating an especially dazzling illusion, you can slip away as your mark's focus is elsewhere. Whenever you achieve an exceptional success in a challenge using a Chimerstry power, including any techniques or elder powers, you may immediately activate Unseen Presence without spending an action to do so. You can use this power in conjunction with the Obfuscate power Vanish from the Mind's Eye, if you possess it. Any individuals against whom you scored an exceptional success are considered to not be looking at you. Any other characters who were looking you are unaffected per the normal rules for Unseen Presence; you must find another way to elude them, such as using Vanish from the Mind's Eye. If you are using a Chimerstry technique that does not typically provide the opportunity to earn an exceptional success, you may still determine one normally, using the rules for opposed challenges. If you score an exceptional success in this manner, you may benefit from Vanishing Act.

Venomous Beast

Animalism
2 dots
Quietus
1 dots
Spend 1 point of Blood and a use a standard action to imbue an Animal Retainer, or an animal you currently control using the Animalism discipline, with a single application of potent venom. Choose one of the following powers you possess: Scorpion's Touch, Baal's Caress, or Taste of Death. The animal can use the selected power a single time, utilizing your attribute focus bonus, if applicable. The application of your Quietus venom lasts until the next sunrise. You need not be present for the venomous animal to use the conferred power, though any points of Blood it conveys are considered yours for the purpose of activating other Quietus powers. This technique is an exception to the rule limiting Quietus powers to application on bladed weapons, as the animals apply it through their fangs, claws, hooves, or whatever means they have of making an attack.

Vexing Hecklers

Dominate
2 dots
Mytherceria
2 dots
Spend 1 point of Blood and use your standard action to condemn your target as a subject of ridicule. To use this power, you must have your target's Gaze and Focus. If you succeed in the opposed challenge, your target is plagued by an invisible troupe of mischievous piskies. These creatures deride her every failure with heckling voices, causing her tremendous frustration. For the next hour, whenever she loses an opposed challenge, your target receives a -1 penalty to the attribute category used in that challenge, as the piskies interfere with her efforts in a fit of laughter and insults. This penalty can be applied cumulatively, up to a maximum of -5 in each attribute category. These meddling creatures cannot be reasoned with, fought off, or otherwise deterred, but an individual with a Lore skill specialization related to the fae can attempt to pay them to go away. This negotiation cannot take place during combat. If the target does not have fae lore, another party may attempt to negotiate on her behalf. The Storyteller determines what the piskies might want; for example, sums of money may suffice, or they may want her car keys for a joyride, depending on the piskies' current mood. At the end of the power's duration, the piskies get bored and move along, causing the penalties to end immediately. Your target can only be affected by a single instance of this power at a given time. Additional applications extend the power's duration, but they cannot raise the maximum cumulative penalty.

Visions of the True Form

Auspex
3 dots
Vicissitude
2 dots
By purchasing Vision of the True Form, you gain the ability to sense an individual's true form. If you suspect a character is not in her true form, you can use your standard action and make a challenge using your Mental attribute + Investigation versus your target's Mental attribute + Willpower to examine the individual. If successful, you gain a brief vision of the subject's natural appearance. Visions of the True Form only works on transformative powers and effects, such as Shape of the Beast, Black Metamorphosis, Shape of Beast's Wrath, and Horrid Form, or powers that physically change the target's form, such as Fleshcraft. It cannot be used to discern powers that alter only a small portion of the body, such as Feral Claws, or powers that alter the body without transforming it, such as Earth Meld. Visions of the True Form also reveals supernatural conditions, such as the Nosferatu clan flaw.

Wall of Force

Fortitude
2 dots
Kineticism
3 dots
Spend 2 charges of Kineticism and a standard action to create a visible wall of crackling kinetic force in a location and position within your line of sight. For the next 10 minutes or until it's destroyed, the wall blocks any movement or attacks that could be negated through physical force (such as a Firearms attack, Repulse, or Force Bolt, but not effects such as Firestorm), instead taking that damage itself. The Wall of Force does not impede line of sight or Gaze and Focus. The wall is up to 5 steps long, 5 steps high, and 1 foot thick, and behaves as a solid object. It has 4 health levels and can be attacked by two attackers per round per side. If all of its health levels take damage, it dissipates. You may use this power outside of combat by spending two full turns instead of 2 charges. This is an exception to the rules governing Kineticism outside of combat. You may only have a single Wall of Force in existence at a given time.

Warrior's Bond

Auspex
4 dots
Fortitude
1 dots
Valeren
1 dots
Once purchased, this power is always active. You and any character sharing a direct connection with you via the Auspex power Telepathy receives a +3 bonus to her initiative (not cumulative with other instances of this power), and she is considered a valid target for your use of the Valeren power Sense Vitality, even if the target character is not within the power's normal range or within your line of sight. Characters under the effect of your Warrior's Bond may use Sense Vitality as if they had purchased that power themselves. You are also able to infuse others who are in telepathic contact with you with the power of your will. If both you and your target telepathic contact are willing, the target may expend points of Willpower from your pool instead of hers to retest a challenge. Any restrictions that affect the recipient still apply, such as effects that require her to pay additional Willpower to retest. Any effect that prevents her from spending Willpower to retest a challenge cannot be circumvented with Warrior's Bond.

Weakness of Steel

Auspex
3 dots
Quietus
1 dots
Spend 1 point of Blood and use a standard action studying your target and her armaments while simultaneously fortifying a weapon you are currently holding with a special application of Scorpion's Touch. After successfully striking your target with the designated weapon, you may select a single item in the target's possession and automatically destroy it. If you do so, your attack deals no damage and conveys no additional effects, such as combat maneuvers or other Quietus power applications. Weakness of Steel conveys its effects once, after which it immediately ends.

Will to Survive

Fortitude
1 dots
Presence
1 dots
If you have any damage in your Injured wound track, you automatically regenerate 1 point of normal damage each turn without spending Blood. If you have no remaining normal damage, but still have aggravated damage in your Injured wound track, Will to Survive heals 1 point of aggravated damage every three turns. Will to Survive heals a character during the everyman round; this power has no effect during Celerity rounds. Will to Survive ceases to function if you have no Blood in your Blood pool or no wounds in the Injured wound track. Will to Survive does not require you to expend an action or Blood. In combat, this healing occurs during your everyman initiative.

Wolf's Blood

Animalism
2 dots
Protean
1 dots
As long as you adhere to the Morality of Humanity and possess a Morality rating of 3 or more, you can fool werewolves into believing you are one of their kind. When these creatures use powers to determine your creature type, you show all the signs of being a werewolf. After you purchase this power, the wolf form provided by your Shape of the Beast power and the monstrous form of your Shape of Beast's Wrath power appear indistinguishable from a werewolf's hispo and crinos forms, respectively. Wolf's Blood can only go so far to disguise your nature and does not confer any knowledge of werewolf society upon your character. If a werewolf sees you burning in the sunlight, she'll likely guess your secret. This technique only fools supernatural powers.