Disciplines

Inherent

These are the powers all kindred possess.

The Kiss

Though it is possible to violently bite or cut a victim and drink from the wound most kindred prefer to use the more discrete Kiss. With intent and a careful bite the victim feels pleasure rather than pain from the bite, and the wound furthermore seals itself without trace afterwards allowing the victim to be blissfully ignorant of what happened. The pleasant sensation only affects mundane creatures and kindred with less Blood Potency than the one biting.

Blush of Life

At the cost of vitae you can be indistinguishable from humans. While active your body has all natural functions of the human body one would expect, you can even eat and drink as though human (but anything but blood will be violently ejected when Blush of Life ends).

Taste for Blood

You can discern a lot from a droplet of blood:

Strike out with the Beast

Via a corresponding act you can push your beast upon a victim, affecting their mind with its primal urges. You can choose which bestial aspect to project from the following:

On kindred this manifests as a push in that direction, for humans it has a more forceful impact.

Animalism

1: Bestial Sympathy

Animals are more comfortable around you than other kindred, they can somewhat understand your perspective and you theirs.

1: Feral Whispers

You can speak to animals and supernaturally convince them to do your bidding.

2: Summon the Hunt

You can make a splash of your blood the strongest of bait, for all carnivore animals or one specific species. The effect remains until consumed or sunrise.

2: Raise the Familiar

You can make your blood able to raise a recently dead animal to a state of undeath. They are similar to kindred but can only be sustained on vitae, and the wounds that killed them remain visible.

3: Feral Infection

You can spill your blood and through it spread your beast through your surroundings, whipping animals and humans into a rage. Supernatural creatures can resist if they have higher Blood Potency than you, but if they have imbibed your blood your Blood Potency counts as 2 higher. Those frenzied by this are to some extent under your command, you can direct them towards a target or a group. If you don't they will fight internally.

3: Lord of the Land

You can mark territory by encircling it with marks of vitae. This grants you control of the given territory for one week per Blood Potency, though you can freely maintain in while within. Unless invited, creatures within feel a deep dread and urge to flee the area and will struggle to remain. You are instinctively aware of creatures entering the territory, only blind to those hidden by Obfuscate. Within this area you can see through the eyes of animal blood servants and act through them, though limited by their body. If territories conflict the one with higher Blood Potency takes precedence.

Auspex

1: Uncanny Perception

You can perceive primary emotions.

1: The Beast's Hackles

Your beast senses when something is wrong, when someone or something big is hidden, but cannot tell you what. It exhibits as a feeling of being watched or a sense of deja-vu.

2: The Spirit's Touch

By touching your victim you can more deeply read their thoughts, allowing you to tell the reason for their primary emotion OR if they have lied to you in this conversation.

2: See the Unseen

Your senses can pierce some illusions. For example you can see through level 1 Obfuscation and level 2 if weakened by movement, very recent interaction with the environment (such as opening a door) or pointed out to you.

3: Lay Open the Mind

You restructure your thoughts until they align with your target, allowing a quick touch to create a link to their mind. This link allows communication both ways and makes it possible for you to try to overwhelm their mind and possibly to reveal supressed memories.

3: Pierce the Veil

Your senses can pierce most illusions. For example you can see through level 2 Obfuscation and level 3 if weakened by movement, very cerent interaction with the environment (such as opening a door) or pointed out to you.

Celerity

Passive effect

For each level of Celerity your reaction speed improves, allowing you to react in-time with anyone using the same level.

Active effect

You can burn blood to act extremely quickly, granting you 5 seconds per level of Celerity to act before the world starts moving again. This enables you to escape from a Combat unless an opponent has equal or higher level of Celerity and is thus able to chase you.

Dominate

1: Command

If you have more Mental Ability than your target and eye contact you bind them, making them subconsciously inclined to do as you ask for a moment. Kindred spontaneously fulfil small requests, thinking it was of their own volition. Mortals furthermore take any statements as absolute truth, disregarding their own memories and knowledge in favour of your claim.

1: Commanding Aura

You can exude a commanding aura. It makes humans and many kindred instinctively see you as a leader, especially in a crisis.

2: Mesmerize

With eye contact you can place a target with less Mental Ability than you into a suggestible hypnotic state. While in this state the don't remember what they are told, but they will obey. They can be given a long and complex task taking up to a night. They will feel compelled to follow the instructions, but kindred can resist them if obeying would be immediately dangerous. A typical use is ordering a human to "Follow me, obey my orders and forget everything at sunrise.".

2: Entombed Command

Through Mesmerize you can give a target a specific triggering circumstance and a Command to obey when those circumstances arise. A typical use might be "If you hear someone plotting against me, inform me.". The effect lasts for one night on kindred and one week on humans.

3: Decree

You can issue a loud and clear decree, all directly spoken to who have less Mental Ability than you can be affected by any other Dominate power you choose. You need to clearly decree the effect it should have, affected targets don't remember what you have said while those unaffected do. Example: "Don't speak to Jonah tonight.", those affected strongly feel like not doing it while those unaffected instead heard the order.

3: Forgetful Mind

You are powerful enough to change the memories of kindred. This can both be done as a simple but possibly large change via Command or as a more detailed change via Mesmerize.

Fortitude

Combat

In combat Fortitude negates 1 damage per level per combat round. Furthermore you can ignore aggravated damage for as many rounds as you have Fortitude, taking it as normal damage (reduced by Fortitude as usual).

Utility

Fortitude allows you to resist even mental assault, when defending treat your Mental Ability as 3 higher for every level in Fortitude.

Nightmare

1: Dread Presence

You can exude an aura of fear, disconcerting everyone around you and making it seem like a bad idea to displease you.

1: Vision of Fear

You can project a terrifying illusion into the minds of those nearby with less Mental Ability than you. It is a short glimmers of a feared possibility, of blood slowly pouring out where your hand should be, of a maimed loved one dead on the floor. The illusion must be horrifying and you can freely choose multiple targets to try to project it to.

2: Face of the Beast

You can fill a targets mind with immense fear, forcing those with less Mental Ablity to flee from your presense and making even those who resist shy away from you for a few minutes.

2: Haunting

You can embed a raw formless fear into the mind of a target with less Mental Ability than you, making them feel a disconcerted and worried as long as the effect persists. It affects kindred for the rest of the night, but humans are affected for a week and will struggle to sleep at all in that time.

3: Waking Nightmare

You cast a target with less Mental Ability than you into a nightmarish illusion of your making. You can freely control what of their surroundings they see and what you show them instead, but the longer they look the more unsettling things become, even things that are real warp into horror. These illusions persist as long as you are there to maintain them.

3: Mortal Terror

You can wield fear so potent it causes physical harm. Even ta target with more Mental Ability than you freeze in terror, and those with less feel their heart stop as the fear tears into their body dealing one damage for every three points of Mental Ability you have.

Obfuscation

Obfuscation is a mental effect projected into the minds of those that perceive you. As such it covers all senses, but a picture will reveal you in full detail if someone looks at it when you are not there or not projecting the effect.

1: Cloak of Night

You can sweep disinterest around you so firmly your aren't even noticed, people will walk around you without thinking anything of it. Those who have already noticed you will however still perceive you.

1: Secret Missive

You can bestow any effect of Obfuscation onto an object or animal no larger than a large dog, the effect persists until sunrise.

2: Mask of a Thousand Faces

You have full control of how you are perceived and can choose between being fully unseen, appearing non-descript or looking exactly like someone specific.

2: Touch of Shadow

You can bestow any effect of Obfuscation onto an object or animal no larger than a minibus, the effect persists until sunrise.

3: Cloak the Gathering

You can extend your control of how people perceive you to others through touch, by holding onto them when hiding your presence you can hide them. You can hide one additional target per 3 Mental Ability. Those you are directly holding with your hands are hidden at level 2 of Obfuscation, those holding onto you are hidden at level 1 of Obfuscation.

3: Oubliette

By marking its border with vitae you can claim a domain, hiding it from mundane senses and controlling what those within can perceive. It remains in your control for one week per Blood Potency.

Potence

Combat

Potence lets you deal 1 extra damage per level of potence per round of combat.

Utility

Potence enables you to perform feats of inhuman strength, the more potence the more extreme.

Presence

1: Awe

You can awe everyone who sees you, turning eyes to you and making what you say weigh a little heavier than otherwise.

1: Shame

You can turn your charm onto another, shaming them for something. If they have less Mental Ability than you they will feel guilty and ashamed even if what you shamed them for was nonsense. "If you said it it must be true."

2: Confidant

With a deep gaze you can charm a target with less Mental Ability than you to think of you as a trustworthy and kind, making them more likely to entrust you with their secrets.

2: Obsession

With a touch you can embed an obsession in a target with less Mental Ability than you which remains for a week. Kindred will think of you a few times per night, but there is no guarantee they will think fondly of you, while humans generally think themselves to be in love and can easily be manipulated to do anything that doesn't directly harm them.

3: Majesty

You can radiate such incredible awe that those in your presence with less Mental Ability than you cannot act beyond bowing to your greatness or scurrying away.

3: Loyalty

You can inspire a deep and burning loyalty in a target with less Mental Ability than you. Kindred see you as their liege and are as loyal as a kindred can be for the night, humans are fully loyal for a week and willing to give anything including their life to please you.

Protean

1: Unmarked Grave

With a silent command you allow the earth to put you where you belong, six feet under. You meld into the ground, safe from harm and sun, and remain there until you spend some vitae to be released or someone sufficiently disturbs the ground to end the effect. This is most easily done on softer ground, but even concrete can be melded into at the cost of needing to spend all vitae to be released. You can perceive the ground immediately above and blood or vitae spilled on the ground can be absorbed without coming out.

1: Predatory Aspect

You allow the beast to slip through your very form, making an animalistic change to your shape that makes you better suited to hunt in the night. Typical changes are senses, mundane claws, hardy skin/armor, quadrapedal limbs or patagia (gliding skin). The change cannot be reverted, they revert naturally at sunrise or can be cut off and the damage healed to return to normal. A new change cannot be chosen while another is in effect.

2: Predatory Form

By consuming a primarily meat- or blood-eating animal to death you become able to take its form subsequent nights. You can remember one form per 3 Mental Ability, adding a new one beyond these requires discarding one of the old ones. The transformation is a violent process of cracking bones and cramp-like movements that folds you down until you reach the form, it is painful but not excessively and not harmful.

2: Horrid Aspect

You allow even more of the beast to slip through your form, be it animal or human, corrupting it with a horrifying supernatural aspect. Typical changes are supernaturally harmful claws/teeth or wings capable of flight.

3: Primeaval Miasma

You release the trappings of your mundane form and evaporate into a cloud of hungry mist. You can perceive everything inside your smoke and are immune to all damage except fire and sunlight. You can remain in this form through daysleep. You can drink blood open to the air (open wounds/containers) which seems to evaporate and disappear into thin air, but you cannot cause any damage.

3: Horrid Form

You allow the beast to fully shape you, taking on a monstrous form unique to you. This form is what your beast perceives as the perfect predator, usually including expanded senses, faster movement and greater ability in combat. The transformation swells and elongates you, and when you wish it reverts and seemingly deflates you into your normal form.