91 min read
TZIMISCE - NEW BLOOD

Clan Abilities: Animalism, Auspex, Vicissitude

The Tzimisce are the more modern of their clan, if that term can be applied here without making them sound more adapted to this age than they actually are. But in comparison to the Old Clan, the newer members, simply referred to as Tzimisce, have a much easier time in blending in with today's world. In essence, this makes them more dangerous as they draw in their unsuspecting prey who willingly fall within their gossamer webs.

often times referred to within the Clan as the "New Blood," the Tzimisce practice a strange Discipline known as Vicissitude that allows them to twist the skin, flesh and bone of their victims into whatever they desire. In many cases, they refine their fleshly arts by practicing upon themselves, but they just as frequently use it upon their lackeys and retainers, turning human nobles and aristocracy into monstrous thralls. Vicissitude itself is a much misunderstood discipline, and debates over its origins occasionally plunge the Clan into vicious partisan rivalries.

Clan Tzimisce is a Clan of extremes, and long, cold nights spent in remote castles have turned the Fiends’ perspectives both greatly inward and outward. Mystics of the Clan study a philosophy of metamorphosis, seeking to discover what lies beyond the state of vampirism, as well as the human condition. An alien attitude of spiritual secularism characterizes many Tzimisce. 

Young members of the Clan often find themselves detached from the historical role of the Old Clan Fiends as terrifying landed lords, and throw themselves wholly into a cause of their own choice, whether exploring the fine line between beauty and horror, perfecting their own physical nature, or as dedicated medical researchers and doctors seeking to cure deformities and diseases. Whatever their calling, the Tzimisce view morality as a thin, fine line and its concept is ever allusive. 

Old Country Rivalries in the New World

Since Kupala's Night, the Tzimisce have waged a private war with the werewolf tribes  of Eastern Europe for custodianship of the Carpathians. Though any single werewolf is easily a match for an elder vampire, with the aid of flesh-crafted war ghouls (vozhd), the Tzimisce eventually gained the upper hand, and from there largely drove off or slew the Lupines. As they began to settle in the New World, old rivalries have again manifested as tribes of Garou have done the same. It is only with great restraint that they have not renewed this war. Unfortunately, it is one of the few subjects that both the New Blood Tzimisce and the Old Clan Tzimisce can agree upon.


ABOUT THE TZIMISCE - NEW BLOOD

Quote: Why on earth would you think I wanted you to stop screaming? I find the results so much more melodious when you indulge your fear.

Nickname: Fiends, New Blood

Sect: The Tzimisce are longtime but largely detached members of the Sabbat. They were instrumental in the Sect’s early days, and remain one of its most numerous Clans. In Dominions of Darkness, the majority of Tzimisce have distanced themselves from the Sabbat and associated themselves with the Camarilla, recognizing the latter as a more future-facing organization in terms of surviving this more modern era. There are several major cities that have Tzimisce Princes, though this is a hard-won honor given their Clan's historical association with the Sabbat. However times change, and the New Blood is the saving grace in ensuring the Tzimisce continue to move forward with time and are not buried under the weight of their own history. 

Appearance: Given their ability to manipulate their physical appearance with Vicissitude, Tzimisce look however they want, and they often want to provoke or are seeking to elicited strong emotions and responses . Some prefer extreme modifications and experimentations with their bodies that leave them looking only vaguely humanoid. Others seek to redefine and even transcend the limits of their forms, rebuilding themselves in the images of angels, monsters, nightmares, gods, and things even less recognizable.

Haven: The Tzimisce prefer to maintain communal havens with their packs. They encourage the pack to live in fearsome locations, such as beneath a hospital or morgue, or in the dank recesses of a mausoleum. Elders of the Clan sometimes have ancestral holdings in the Old World, and the image of the vampire on the craggy mountain in a crumbling castle owes much to Tzimisce lords. Rarely are these ancient holdings kept to any modern standards of comfort, but their lords are strangely hospitable to invited guests (and terribly intolerant of uninvited bores).

Background: Elder Tzimisce, particularly those of the still-landed nobility in hoary old domains, may have family lines from which they Embrace, or they may restrict their occasional siring to the terrified villages suffering in thrall beneath their estates. New World and younger Tzimisce aren’t as discriminating and are more practical. Indeed, many Tzimisce fledglings are little more than shock troops, Embraced and warped to the limits of their frames to cause revulsion and revel in bloodshed until put down.

Embrace: Tzimisce don’t “select worthy mortals” for the Embrace. No such thing exists. Family name, education and status remain considerations, but they are no longer the prerequisites of the past. The Fiends pick mortals with the potential to become something great in undeath — to become a leader among their kind, tear down the Sabbat or uncover a new principle of Metamorphosis. Fiends Embrace for the same reasons other Cainites do — companionship, assistance, prestige — but most of them require that spark, that predestined ego. Genius isn’t enough.

In modern times, the Tzimisce look to other pools of humans as their progeny. Specifically those who do not conform to their mortal way of life, who buck the conventions of normal, and who choose to live their lives creatively and contrary to what society has told them. It takes great faith, believe in oneself and a good measure of ego to do so, and these are the qualities that are the seeds of a potentially great Tzimisce.

Following the Embrace, some Tzimisce childer spend many years under the wings of their sires, sometimes their entire unlives. Traditional Fiends instruct their childer in every aspect of the Curse of Caine and in the history of Clan Tzimisce. After the first few years of this wicked education, most Tzimisce see the concerns of their mortals lives as irrelevant memories

Character Creation: Few Tzimisce know moderation, and thus often favor Physical or Mental Attributes, usually with one extraordinarily high Trait. Knowledges are usually favored, though Skills are valued as well. Mentor, Allies, Domain, and Retainers are all quite appropriate to Tzimisce, as are narrow — almost overdeveloped — Disciplines. Their alien mindsets often lead them to follow Paths of Enlightenment. The ghastliness to which many Tzimisce are often exposed during their fledgling years sometimes results in complicated derangements.

Clan Disciplines: Animalism, Auspex, Vicissitude

Weaknesses: The Tzimisce are inextricably tied to their domains of origin, and must rest in the proximity of at least two handfuls of “native soil” — earth from a place important to her as a mortal, such as the soil from her birthplace or the graveyard where she underwent her Embrace. Each night spent without this physical connection to her land limits all of the Tzimisce’s pool of Energy/Blood to half it's normal amount. The penalty remains until she rests for a full day amid her two handfuls of earth once more.

Strengths: The closest thing to family in any Vampire Clan is the strength of the Blood Bond. When the young Tzimisce of the Old World rose up against their elders, packs of rebellious childer discovered this strength when they pooled their blood into a bowl liberated from a wealthy aristocrat or the skull of a fallen elder. Each member of the Pack drank from the container as a sign of solidarity. 

Packs that engaged in this practice were not only much stronger physically, they displayed decidedly unvampiric tendencies: loyalty to their fellows and even willingness to sacrifice their unlives for their brothers. Even in this modern time, no other clan has this type of connection. When four or more Tzimisce who perform this blood-drinking ritual and form a Pack, they share their strength and a fidelity to one another that transcends all other attachments. 

A Vampire may be a member of a Clan, but he/she/they did not choose the others they are now forced to associate with as part of that Clan. Such is the way with all Vampires. But a Tzimisce who forms the shared blood bond with those he holds dear has made a choice that makes the entire Pack even stronger. 

  • Pack Strength — Temporary Bonus for Packs of Four or More Tzimisce:
    • +5 Physical Attack when fighting alongside one or two other pack mates.
    • OR, +15 Physical Attack when fighting along three or more other pack mates

Some famous Tzimisce Packs, such as the Immortal Fiends, Blood's Shadow and the Midnight Shroud had 4-6 members and became infamous in Europe for the strength of their brotherhood and the great deeds they performed (both good and evil). In Modern Times, Packs that have proven themselves have become enforcers of their cities' Princes and have gained great boons from them in return.

Organization: The Fiends are, on the whole, mistrustful of other Kindred, especially others of their own Clan. As such, Tzimisce organization, such as it is, has a high regard for solitude. It is against their nature to be inclusive, and thus they have to work at being Sabbat (thought his is less difficult for younger Tzimisce of at least somewhat modern outlooks). This is also a key reason so many of them undertake Paths of Enlightenment: to give their xenophobia purpose, but also to provide some common point of reference with others on the Path.


TREMERE - NEW BLOOD CLAN SKILLS

VICISSITUDE

Vicissitude is the signature power of the New Blood Tzimisce, and is rarely shared outside the Clan (though it is known to some other Cainites of the Sabbat). Similar to Protean in some ways, Vicissitude allows vampires to shape and sculpt flesh and bone. 

When a Kindred uses Vicissitude to alter mortals, ghouls, and vampires of higher Generation, the effects of the power are permanent; vampires of equal or lower Generation can choose to heal the effects of Vicissitude as though they were aggravated wounds. 

A wielder of Vicissitude can always reshape her own flesh. The wielder must establish skin-to-skin contact and must often manually sculpt the desired result for these powers to take effect. This also applies to the use of the power on oneself. 

Tzimisce skilled in Vicissitude are often inhumanly beautiful; those less skilled are simply inhuman. There are rumors that Vicissitude is a disease rather than a “normal” Ability/Discipline, but only the Fiends know for sure, and they aren’t talking.

Note: Nosferatu always “heal” Vicissitude alterations, at least the ones that make them better-looking. The ancient curse of the Clan may not be circumvented through Vicissitude. The same applies to physical deformities from the Gangrel Clan weakness. This usually takes place no more than 24 hours after the alterations have been applied, and always upon awakening on the following sunset.

◎◎◎◎◎◎◎: Vicissitude 1 - Malleable Visage (Mental Skill)

Base Roll: 30
Energy/Blood Cost: 1
Damage: 0
Mods: Mental Skill
Duration: Until the vampire dispels the effects
Resist: N/A
Permanent Affects: None

Description: 
A vampire with this power may alter a single aspect of his/her/their own bodily parameters: height, build, voice, facial features, hair color, eye color, and skin tone, among other things. Such changes are cosmetic and minor in scope — no more than a foot (30cm) of height gained or lost, for example. She must physically mold the alteration, literally shaping her own flesh into the desired result.

System: 
The Player spends one point of Energy/Blood and makes a successful roll. The Player can only alter one aspect at a time, but may make a roll to activate this ability and expend more Energy/Blood points as many times as they like. 

To physically duplicate another person requires a minimum of five changes to the Vampire's physical aspect and must include, Height, build, skin tone, voice and hair color/style. For a more complete and believable transformation, more details should be included. A near perfect deception should include around 8-10 physical changes.

Note: if any of the rolls are a Botch (rolling a natural 1-10), the feature be grotesquely malformed and will need to be reattempted to fix at a -5 Mod. Each following Botch roll for a particular feature will add an additional -5 Mod to the next roll to fix.


◎◎◎◎◎◎: Vicissitude 2 - Fleshcraft (Mental Skill)

Base Roll: 70
Energy/Blood Cost: 1
Damage: 0
Mods: Mental Skill, Craft
Resist: Physical skill, Athletics/Reflexes (see System)
Duration: 

  • On Self - Until the vampire dispels the effects (this takes two full turns)
  • On Others - The Vampire will need to use Fleshcraft again to bring back the victim's original appearance.

Permanent Affects: None

Description: 
This power is similar to Malleable Visage, above, but allows the vampire to perform drastic, grotesque alterations on other creatures, including themselves. Tzimisce often use this power to transform their servitors into monstrous guards, the better to frighten foes. Only flesh (skin, muscle, fat, and cartilage, but not bone) may be transformed. Oftentimes, this is done without the "volunteer" being entirely willing.

System: 
The Player spends one Energy/Blood point and makes a successful roll. The Player's Character must then successfully grapple the intended victim by rolling 50+ successfully, modified by Physical Skill and Athletics Reflexes. The Victim may roll to resist if they choose. If they choose to resist and fail their roll, the Vampire will have successfully altered one physical element of the Victim. This may be attempted in combat situation, but at a -5 on all the vampire's Mods.

A vampire may use this power to move clumps of skin, fat, and muscle tissue, thus providing additional padding where needed. If used to increase muscle mass, the victim receives:

  •  +5 to Physical Attack if used to increase muscle mass. 
  • OR, -5 to Physical Attack If used to decrease muscle mass.

NOTE: Another Vampire who knows Vicissitude, and is of a higher level than the original castor, can use Fleshcraft to undo these deformities. 


◎◎◎◎◎: Vicissitude 3 - Bonecraft (Mental Skill)

Base Roll: 80
Energy/Blood Cost: 3
Damage: 5 HP
Mods: Mental Skill, Craft
Resist: Physical skill, Athletics/Reflexes (see System)
Duration: 

  • On Self - Until the Vampire chooses to dispel it (this takes two full turns)
  • On Others - The Vampire will need to use Fleshcraft again to bring back the victim's original appearance.

Permanent Affects: None

Description: 
This terrible power allows a vampire to manipulate bone in the same manner that flesh is shaped. In conjunction with Fleshcraft, above, this power enables a Vicissitude practitioner to deform a victim (or herself) beyond recognition. This power should be used in conjunction with the flesh-shaping arts, unless the vampire simply wants to inflict injury on the victim (see below).

System: 
The Player spends 3 points of Energy/Blood and makes a successful roll. The Player's Character must then successfully grapple the intended victim (if they wish to resist) by rolling 50+ successfully, modified by Physical Skill and Athletics Reflexes. If they choose to resist and fail their roll, the Vampire will have successfully bonecrafted the victim. 

This may be attempted in combat situation, but at a -5 on all the vampire's Mods. Each attempt at using this ability inflicts 5 HP of damage as bones are painfully broken and puncture or slice their way out of his skin. Bonecraft may be used without the fleshshaping arts, as a particularly nasty offensive weapon. Each successful Bonecrafting roll inflicts 5 HP of damage on the victim, or on the Vampire himself.

  • The vampire may utilize this power (on herself or others) to form spikes or talons of bone, either on the knuckles as an offensive weapon or all over the body as defensive “quills.” This still inflicts 5HP of damage. (This weaponry doesn’t come cheaply). 
  • In the case of knuckle spikes, the subject takes the 5HP of damage, but gains the increased damage of spiked brass knuckles in hand-to-hand combat or enhanced damage using Streetfighter Martial Arts.. This damage may be healed normally. 
  • Quills also enable the vampire or altered subject to add 2HP to all damage inflicted via holds, clinches, or tackles.
  • Plates of bone may be formed on the body like armor, adding an additional +5 to Physical Defense Rolls.

NOTE: Another Vampire who knows Vicissitude, and is of a higher level than the original castor, can use Bonecraft to undo these deformities.  


◎◎◎◎: Vicissitude 4 - Horrid Form (Buff)

Base Roll: 95
Energy/Blood Cost: 2
Damage: 0
Mods: Mental Skill, Craft
Duration: Until the Vampire chooses to dispel it (this takes two full turns)
Permanent Affects: 

  • +5 Physical Attack
  • +5 Physical Defense

Temporary Affects:

  • +10 Persuasion/Intimidation
  • +5 Physical Defense
  • +5 Physical Attack

Description: 
Kindred use this power to become hideous and deadly monsters. The vampire’s stature increases to a full eight feet (two and a half meters), the skin becomes a sickly greenish-gray or grayish-black chitin, the arms become ape-like and ropy with ragged black nails, and the face warps into something out of a nightmare. A row of spines sprouts from the vertebrae, and the external carapace exudes a foul-smelling grease.

System:
The Player spends 2 points of Energy/Blood and makes a successful roll. While in this form, the Player's Character receives the above temporary bonuses, but all Social interactions drop to zero, except when dealing with others also in Horrid Form.


◎◎◎: Vicissitude 5 - Blood Form (Mental Skill)

Base Roll: 105
Energy/Blood Cost: 3
Damage: 0
Mods: Mental Skill, Craft
Resist: Physical skill, Athletics/Reflexes (see System)
Permanent Affects: 

  • +5 Physical Attack
  • +5 Physical Defense

Temporary Affects:

  • +10 Persuasion/Intimidation
  • +5 Physical Defense
  • +5 Physical Attack

Description: 
A vampire with this power can physically transform all or part of her body into sentient vitae. This blood is in all respects identical to the vampire’s normal vitae; she can use it to nourish herself or others, create ghouls, or establish blood bonds. She can also fully transform herself into a pool of blood to slip through vents, under doors. While in this form, movement is slow, a quarter the distance of a slow walk. At any time the Vampire may reform her body. However, if all this blood is consumed or otherwise destroyed, the vampire meets Final Death.

System: 
The Player spends 3 points of Energy/Blood and makes a successful roll. The vampire may transform all or part of herself as she deems fit. A vampire entirely in this form may not be staked, cut, bludgeoned, or pierced, but can be burned or exposed to the sun. 

The vampire may ooze along, drip up walls, and flow through the narrowest cracks as a liquid .Mental Disciplines may be used, provided no eye contact or vocal utterance is necessary, although the vampire can perceive her surroundings just fine (but the perceptions are always centered on the largest pool of blood). If a vampire in this form “washes” over amortal or animal, that mortal must make Fox Frenzy roll (difficulty 80, Mod Willpower) or fly into a panic.


◎◎: Vicissitude 6 - Body Arsenal (Buff)

Base Roll: 105
Energy/Blood Cost: 4
Damage: 0
Mods: Mental Skill, Physical Skill, Craft
Duration: Until dispelled
Permanent Affects: 

  • +5 Physical Attack

Temporary Affects:

  • +10 Persuasion/Intimidation
  • +5 Physical Defense

Description: 
A Vampire can turn their body parts into weapons, such as their fingers into razors, their arms into daggers, spiked fists. The limits are only the extent of the Vampire's imagination. In addition, the Vampire can create bony shields or plates covering their necks, legs and torsos.

System:
The Player spends 4 points of Energy/Blood and makes a successful roll. Using this Ability, the Vampire can transform both arms, both hands, or all fingers into deadly weapons of bone. Bone knives and swords are sharp as razors. Transforming additional body parts requires the Vampire to use this ability again, for example spikes of bone on the head or daggers coming out of the feet. 

Bone shields give the Vampire a +10 Physical defense. While extremely effective, this does not necessarily stop a sharpened wooden stake but does make it much more difficult to stake a vampire.

NOTE: For damage inflicted by these weapons, visit The Armory by CLICKING HERE.


◎: Vicissitude 7 - Chiropteran Marauder (Physical Skill)

Base Roll: 100
Energy/Blood Cost: 3
Damage: 0
Mods: Physical Skill, Craft, Mental Skill
Duration: Scene
Permanent Affects: 

  • +5 Physical Attack
  • +5 Physical Defense

Temporary Affects:

  • +10 Persuasion/Intimidation
  • +5 Physical Defense
  • +5 Physical Attack

Description: 
The Chiropteran Marauder is a terrifying, bipedal bat, bearing a wickedly fanged maw and veined, leathery wings that grow from the shoulder blades. This power confers all of the benefits of the Horrid Form, in addition to a few others. The mere sight of the marauder is enough to make mortals or weak-willed vampires flee in horror.

System: 
The Player spends 3 points of Energy/Blood and makes a successful roll. The vampire gains all the effects of the Horrid Form. Further, the Marauder’s fluted wings allow flight at 25 mph (40 kph), during which the vampire may carry, but not manipulate, objects no larger than it can hold in its hands and weigh no more than 150 lbs. 

If the Player chooses to, he/she/they may add to this using Bonecraft to extend bony claws at the ends of the vampire’s wings.

  • Chiropteran Marauder Attack and Damage:
    • Base Roll: 50
    • Energy/Blood Cost: 3
    • Mods: Physical Attack, Mental Attack
    • Wing Attacks: 2 attacks per turn (one hit per wing, or two melee/hand-to-hand attacks)
      Damage: 
      • Normal: 2HP each
      • Bone Claws: 4HP each
    • Temporary Bonus (only when attacking from above):
      • +5 Initiative
      • +10 Physical Attack
      • +10 Physical Defense

: Vicissitude 8 - Breath of the Dragon (Attack)

Base Roll: 105
Energy/Blood Cost: 4
Damage: 5HP
Mods: Mental Skill, Physical Skill, Craft
Permanent Affects: None

Description: 
The vampire becomes like one of the terrible Draculs of the Old World, able to exhale a deadly stream of flame. This flame does not hurt the vampire himself, though he may become trapped in flames if it engulfs flammable objects.

System: 
The Player spends 4 points of Energy/Blood and makes a successful roll. The flaming cloud affects a six-foot area directly in front of the Vampire, doing 5HP of fire damage to anyone in the flames’ stream. This fire may cause combustible items to ignite, and it may ignite victims who suffer fire damage.


ANIMALISM

The Beast resides within all creatures, from scuttling cockroaches to scabrous rats up through untamed wolves and even powerful Kindred elders. Animalism allows the vampire to amplify his intensely primordial nature. He can not only communicate with animals, but can also force his will upon them, directing such beasts to do as he commands. 

As the vampire grows in power, he can even control the Beast within mortals and other supernaturals. Beasts grow distinctly agitated in the presence of a vampire who lacks this Discipline or the Skill of Animal Ken, often to the point of attacking or running from the vampire. 

In contrast, vampires possessing Animalism exude a dominant vibe to lower creatures, which attracts them. Animalism is commonly found with vampires of the Gangrel and Nosferatu Clans. Persuasion  and Mental Skill are important for the use of Animalism powers; the stronger the vampire’s personality, the more influence he has over the animals he seeks to command

◎◎◎◎◎◎◎: Animalism 1 - Feral Speech (Mental Skill)

Base Roll: 40
Energy/Blood Cost: 5
Damage: 0
Mods: Mental Skill, Persuasion
Resist: None
Permanent Affects:

  • +5 Mental Skill

Description: 
This power is the basis from which all other Animalism abilities grow. The vampire creates an empathic connection with a beast, thereby allowing him to communicate or issue simple commands. The Kindred locks eyes with the animal, transmitting his desires through sheer force of will. Although it isn’t necessary to actually “speak” in chirps, hisses, or barks, some vampires find that doing so helps strengthen the connection with the animal. 

Eye contact must be maintained the entire time; if it’s broken, the Kindred must re-establish contact to continue communication. The simpler the creature, the more difficult it becomes to connect with the animal’s Beast. 

Mammals, predatory birds, and larger reptiles are relatively easy to communicate with. Insects, invertebrates, and most fish are just too simple to connect with. Feral Speech provides no guarantees that an animal will want to deal with the vampire, nor does it ensure that the animal will pursue any requests the vampire makes of it. Still, it does at least make the creature better disposed toward the Kindred. 

The manner in which the vampire presents his desires to the animal often depends on the type of creature. A Kindred can often bully smaller beasts into heeding commands, but he’s better off couching orders for large predators as requests. If the vampire successfully uses the power, the animal performs the command to the best of its ability and intellect. Only the very brightest creatures understand truly complex directives (orders dealing with conditional situations or requiring abstract logic). Commands that the animal does understand remain deeply implanted, however, and guide its behavior for sometime.

System: 
No roll is necessary to talk with an animal, but the character must establish direct eye contact first. Issuing commands requires a Persuasion+ Mental Skill roll. The difficulty depends on the creature: 

  • 60 for Predatory mammals (wolves, cats, vampire bats) 
  • 70 for other mammals and predatory birds (rats, owls) are difficulty 70, and 
  • 80 for other birds and reptiles (pigeons, snakes) are difficulty 80. 

NOTE: All communication between characters and animals must be roleplayed.

Issuing Commands
While it does not require a roll for the Vampire to communicate with an animal, the Vampire must roll higher than the Animal's unmodified resist roll in order to command it. To command any Animal:

  •  The Animal will roll an unmodified roll to Resist.
  • The Vampire will then make his Roll, modified by his Persuasion and Mental Skill.
  • The higher the Vampire's roll over the Animal's Resist Roll effects his level of Influence over that Animal: 
    • LEVEL 1 INFLUENCE: 5 pts. above = the animal will obey simple single-word verbal commands, which the Vampire assists them in understanding by placing a mental image of the task in their minds. They can help the Vampire by fetching an object, gnawing through your binding rope, or locating a person by scent if the scent is provided to them. They are also capable of using their natural abilities on behalf of the Vampire, but cannot be forced to defend or attack or put itself at any risk. For example, a Vampire who successfully rolls influence over a skunk can tell it to spray it's scent in the direction of an enemy. At this level you can't tell it where to go to spray, but you can imply a direction.

    • LEVEL 2 INFLUENCE: 10 pts. above =  in order to command the Animal to accomplish more complicated one-sentence commands on the Vampire's behalf. For example, "Take this key and fly inside that open window." Or, "Follow Bob's scent and gnaw through the ropes on his hands." The Animal will not attack or defend the Vampire, nor will it put itself at any risk. Regarding the skunk scenario above, at this level, the Vampire can use the natural abilities of the Animal to command it to walk over to his enemies and spray them.

    • LEVEL 3 INFLUENCE: 15 pts. above = the connection is much stronger. The Vampire can communicate one-sentence commands and the Animal will obey. For example, "Guard my lair and attack all who try to get past you." Or, Fly to Bob and deliver this message." "Follow this woman and report back to me on where she went."

    • LEVEL 4 INFLUENCE: 20 pts above = the connection is at its strongest. The animal will obey multi-sentence commands and will willingly obey and fight for you in combat as an ally for the duration of the scene. Such a command might be to tell a dog to, "Find Bob and bring him to me by biting at his clothes and pulling him." Or, "Fly through that open window, locate a key ring handing by the door and bring it to me." "Follow this woman, then return to report her activities and take me to the same place she went." And of course, "Protect and defend me in this fight and kill any I instruct you to attack." (This effect can last for several months.)

For Example, Rolling for Influence Level: a Bear rolls an unmodified 65 to resist. The Vampire must roll a minimum of a modified 70 in order to exert enough influence to issue Level 1 Commands; 80 to issue Level 2 Commands; 85 to issue Level 3 commands; and 85+ to issue Level 4 Commands. 

IMPORTANT NOTES: 

  1. For Level 1-3 Commands, the effect lasts for the duration of the scene or until a specific command has been fulfilled, or the Vampire releases the animal. 
  2. There is no limit to how many Animals a Vampire may influence or command at any one time during a scene.
  3. If an Animal Rolls to Resist your Influence and rolls a botch (1-10), that animal voluntarily becomes your permanent companion at a Level 4 Influence until you chose to release it UNLESS, you also roll a Botch in response (you must still roll even if the animal rolls a botch). Then, the Animal simply goes its own way and leaves the area.
  4. If the Player's Character uses Beckoning to call a certain animal type to him, those Animals are able to be commanded with FERAL SPEECH at a lower Influence roll by -5 points. 


The nature of the Player's Character is a great influence in how he approaches these conversations. The character might try intimidating, teasing, cajoling, tempting or rationalizing. The Player should understand that he does not simply play his character in these situations, but the Beast Within as well. 

At levels 1-3, using this power cannot force an animal to do something against its nature, or to force a creature to risk its life. While the a bear or panther would stand guard to the vampire’s haven and even fight for it, it would not do so against obviously superior numbers or something overwhelmingly supernatural. A predatory bird might be convinced to harry a target, but would definitely not hold ground. A docile dog or skittish cat would have no problem with reporting something it had seen, but it wouldn’t enter combat unless given no other option — though it would likely agree to stand and fight and then flee at the first opportunity. (Storyteller's discretion.)


◎◎◎◎◎◎: Animalism 2 - Beckoning (Mental Skill)

Base Roll: 60
Energy/Blood Cost: 6
Damage: 0
Mods: Physical Skill
Resist: None
Affects:  None

Description: 
The vampire’s connection to the Beast grows strong enough that he may call out in the voice of a specific type of animal — howling like a wolf, shrilling like a raven, growing like a panther, etc. This call mystically summons creatures of the chosen type. Since each type of animal has a different call, Beckoning works for only a single specie sat a time. 

All such animals within earshot are summoned, and some percentage of them will heed the Beckoning if it is successful. While the vampire has no further control over the beasts who answer, the animals who do are favorably disposed toward him and are at least willing to listen to the Kindred’s concerns. (The vampire can then use Feral Speech on individual animals to command them, which is then performed at a reduced roll rate.

System: 
The player makes a successful roll to determine the response to the character’s call; consult the Roll Chart below. Only animals that can hear the cry will respond. If the Storyteller decides no animals of that type are within earshot (40 meters), the summons goes unanswered.

The call can be as specific as the player desires. A character could call for all bats in the area, for only the male bats nearby, or for only the albino bat with the notched ear he saw the other night. 

Roll Chart:

1-10: Botch! Not only do no animals respond to your obviously fake call, the sound you make alerts everyone within earshot of your exact location and chases all animals from the area for the duration of the scene.

11-59: No Response, but you can try a different animal type on your next turn.

60-69: A single animal of the type you called responds.

70-79: Three animals of the type you called respond.

80-89: Seven animals of the type you called respond.

90-99: Ten animals of the type you called respond.

100+: All animals of the type you called respond. (Storyteller's discretion, but a minimum of 11 animals.)


◎◎◎◎◎: Animalism 3 - Song of Serenity (Debuff)

Base Roll: 80
Energy/Blood Cost: 8
Damage: 0
Mods: Physical Skill, Persuasion 
Resist: Willpower
Affects:  None

Description: 
By singing, humming, playing an instrument or even making a low crooning sound, the Vampire using this ability can soothe an angry or agitated beast, even those that are supernatural (including Garou). This ability makes beasts docile and can even prevent them from attacking or being aggressive. In addition, it can bring a Vampire back from Frenzy. 

System:
The Vampire makes a successful roll and makes a soothing sound or sings a soft song. The sound must be low and soothing, almost like a lullaby. If the Target fails his Resist roll, then he cannot attack for three full turns, becomes docile and any anger or aggression is wiped from his mind. If the Target is a Vampire or Garou in the state of Frenzy, he will immediately come out of Frenzy, become docile and be unable to attack for 3 full turns. A Garou coming out of Frenzy will have his Rage Meter dropped to zero.

◎◎◎◎: Animalism 4 - Subsume the Spirit (Attack)

Base Roll: 85
Energy/Blood Cost: 12
Damage: 0
Mods: Mental Skill, Persuasion 
Resist: Willpower
Duration: Scene.
Permanent Affects: 

  • +5 Physical Attack
  • +5 Physical Defense

Description: 
By locking his gaze with that of an animal, the vampire may mentally possess the creature. Some elders believe that since animals don’t have souls but spirits, the vampire can move his own soul into the animal’s body. Many younger vampires think it a matter of transferring one’s consciousness into the animal’s mind. 

In either case, it’s agreed that the beast’s weaker spirit (or mind) is pushed aside by the Kindred’s own consciousness. The vampire’s body falls into a motionless state akin to torpor while his mind takes control of the animal’s actions, remaining this way until the Kindred’s consciousness returns. Some haughty Tzimisce eschew this power, considering it debasing to enter the body of a lesser creature. When they do stoop to using it, they possess only predators. Conversely, Gangrel revel in connecting to the natural world in this way. They delight in sampling different animals’ natures.

System: 
The Player makes a successful roll. If the Animal fails it's resist roll, then for he duration of the scene the Player's Character pushes his consciousness into that of the Animal, taking over it's mind and body. The Player's Character falls into a torpor-like state and cannot be roused until the Vampire wills his consciousness back into his body, allowing the Animal to return.

While in the Animal's body, the Vampire can use any of his mental skills and abilities, as long as he does not need to speak or use any physical motions. He also retains his own Mental Attacks and Defenses, but all of his Physical Skills/Attacks/Defenses are that of the Animal he is possessing.

This power entwines the character’s consciousness closely with the animal’s spirit, so much so that the character may continue to think and feel like that animal even after breaking the connection. This effect continues until the character spends a total of seven nights to resist and finally overcome the animal nature. 

Any damage the Animal takes is also felt and taken by the Vampire. And any pleasure or pain is also experience by the Vampire. If the animal dies while the Vampire possesses it, the Vampire's soul instantaneously shoots back into his body and he falls into Torpor. If the character leaves the animal’s body (by choice, if his body falls asleep, or after sustaining significant injury), the vampire’s consciousness returns to his physical form instantaneously. Although the vampire has no conscious link to his body while possessing the animal, he does form a sympathetic bond. Anything the animal feels, the vampire also experiences, from pleasure to pain.

NOTE: This skill can only be used on natural creatures and has no effect on supernatural creatures.


◎◎◎: Animalism 5 - Draw the Beast Out (Debuff)

Base Roll: 80
Energy/Blood Cost: 13
Damage: 5
Mods: Mental Skill, Persuasion 
Resist: Willpower
Permanent Affects: 

  • +5 Mental Attack
  • +5 Mental Skill

Description: 
At this level of Animalism, the Kindred has a keen understanding of the Beast Within, and is able to release his feral urges upon another mortal, supernatural creature or vampire. The recipient of the vampire’s Beast is instantly overcome by frenzy. 

This is an unnatural frenzy, however, as the victim is channeling the Kindred’s own fury. As such, the vampire’s own behavior, expressions, and even speech patterns are evident in the subject’s savage actions. Gangrel and Tzimisce are especially fond of unleashing their Beasts onto others. Gangrel do so to stir their ghouls into inspired heights of savagery during combat. Tzimisce care less about who receives their Beast than retaining their own composure.

System: 
The Player spends 13 Energy/Blood points, announces in local chat that he is using Drawing Out the Beast, who the Target is, and then makes a successful roll.  (The Target must be someone within the Vampire's immediate line of sight.)

If the Target fails his Resist Roll, then based on your Attack Roll use the Roll Chart below to determine the level of the Beast inflicted on him.

If the Target Botches his Resist Roll, he immediately goes into Frenzy, and accidently steals the Vampire's Beast permanently. Botching this roll is even more catastrophic, causing heightened frenzy that grows so extreme that no intervention can curb its duration or effects. The character is a hapless victim to the terrible fury of his Beast, and may well hurl herself into a savage, flesh-rending rampage that leaves the Masquerade (and unfortunate nearby onlookers) in tatters.

While the Vampire is no longer vulnerable to frenzy, the Character can no longer use or regain Willpower and becomes increasingly lethargic. To recover the Beast, the unfortunate Vampire must find the person who now possesses it (who likely isn’t enjoying herself very much) and coax the Beast into its proper vessel. The most effective way to do so is to behave in ways that will make the Beast want to return — however, this isn’t a guarantee that it will wish to do so. Alternatively, the character can simply kill the host (thus causing the Beast to return to the vampire immediately).

Roll Chart:

1-10: Botch! You immediately go into Frenzy instead of your intended Target.

11-79: Nothing happens and the Vampire fails to transfer his Beast.

80-89: The Vampire transfers the Beast, but unleashes it upon a random individual instead of the Target. (Storyteller's discretion.)

90-95: The Vampire transfers his Beast to the intended Target, but it temporarily stuns the Target. The Target may act normally during the turn, but will Frenzy at the beginning of his second turn.

96+: The character transfers the Beast successfully to the intended Target. In this case, the frenzy lasts twice as long as normal and is twice as difficult to shrug off; its severity also increases exponentially. 


◎◎: Animalism 6 - Tier of Souls (Mental Skill)

Base Roll: 90
Energy/Blood Cost: 10
Damage: 2
Mods: Physical Attack, Physical Skill
Resist: None
Permanent Affects: 

  • +5 Physical Skill
  • +10 Athletics/Reflexes
  • +10 Initiative

Description: 
A Vampire with this power gains so much more than mere sustenance from the blood she drinks. The blood also transmits insights and even abilities as well. Moreover, if the being from which the vampire drinks has recently fed, she may gain similar awareness of that creature if it was recently eaten in the last 24 hours before being consumed. It is much like an ecstasy within the blood where the Vampire walks through the garden of his Victims, consuming their talents as one might eat the ripest of fruit picked from a tree.

System: The Player's Character must first drink the blood of his prey. The Player then declares he will use Tier of Souls in Open Chat, then spends 10 Energy/Blood points and makes a successful roll. What he gains is determined by how high he rolls. This must be done in the presence of a Storyteller, Mod or Sim Admin. In the event your roll is 106+, you must have a Storyteller/Mod/Sim Admin submit your notecard to gain the desired skills.

Roll Chart

1-10: Botch! For the duration of the scene, your victim gains access to your highest level of abilities. For example, if Fortitude is your highest level of purchased points, your Victim receives every bonus you have currently earned, as well as every skill you've purchased in that ability. If Protean is your highest level, they will gain access to every purchased skill or spell as if it were their own for the duration of that scene.

11-80: You enjoy the taste of the blood and the warmth of it as it slips across your tongue. But nothing more.

90-95: You gain access to a specific memory of your choice from your Victim, or your Victim's last Victim.

95-99: You gain access for the duration of the scene to your choice of any one of your Victim's (or Victim's Victim's) abilities. For example, your Victim is a Toreador (or fed on one within the last 24 hours) and you select her skill in Majesty.

100-105: You gain access for the duration of the scene to any entire skill level of your Victim, or your Victim's Victim. For example, instead of simply taking on a Toreador's ability in Majesty, he takes on every ability she knows in Presence.

106+: You permanently gain your choice of your Victim's or your Victim's Victim's first three skills in any level they have. For example, your Victim or your Victim's Victim was a master of Auspex. You can permanently gain access to Auspex 1 (Heightened Senses), Auspex 2 (Aura Perception), and Auspex 3 (Spirits Touch). 

NOTE: This skill has a 48 hour (real time) cool down.


: Animalism 7 - Taunt the Beast (Area of Effect)

Base Roll: 110
Energy/Blood Cost: 22
Damage: 8
Mods: Mental Attack, Persuasion 
Resist: None
Permanent Affects: 

  • +5 Mental Attack
  • +10 Mental Defense
  • +5 Mental Skill
  • +5 Initiative

Description: 
Some Kindred are so attuned to the Beast that they can unleash it in another individual at will. Vampires who have developed this power are able to send adversaries into frenzy with a finger’s touch and the resultant momentary contact with the victim’s Beast.

The physical contact allows the vampire’s own Beast to reach out and awaken that of the victim, enraging it by threatening its territory. Be forewarned. Releasing another's Beast is unpredictable at best and can result in that person attacking the Vampire who unleashed it.

System: 
The Player spends 22 Energy/Blood points and makes a successful roll. The Player's Character then touches the target. The victim makes aSelf-Control/Instinct roll (difficulty 5 + the number of successes); failure results in an immediate frenzy. A botch (natural 1-10) causes the character to unleash his own Beast and frenzy instead. 

This power maybe used on those individuals who are normally incapable of frenzy, sending ordinary humans and normally docile animals into murderous rages worthy of the most bloodthirsty Brujah berserker.


: Animalism 8 - Master the Beast (Buff)

Base Roll: 80
Energy/Blood Cost: 15
Damage: 8
Mods: Mental Attack, Mental Skill
Resist: None
Duration: One Scene
Permanent Affects: Can Frenzy or end a Frenzy at Will
Temp Affects: 

  • +10 Mental Defense
  • +10 Physical Attack
  • +10 Initiative

Description: 
Unlike any other Kindred, Vampires who have learned Master the Beast has become so familiar with his own Beast that he is intimately aware of all its basest needs, desires and motivations. So much so that it no longer has any control over him — he controls it. This allows the Vampire to Frenzy at will, and (with rare exception) end the Frenzy at any time he wishes. He may slip in and out of the Beast as easily as slipping a cloak from his shoulders and letting it pool to the floor at his feet.

Because of this complete knowledge of the Beast's nature, he can temporarily access a small amount of his own Beast without succumbing to a full Frenzy. And, he can shred it into any number of pieces and place it into other creatures, mortals or supernatural beings. Because it is only a small piece of the Vampire's mastered Beast, the Vampire selects only the favorable qualities it bestows, temporarily gifting those he deems worthy with his fierce gifts. Typically this is done before battles to fortify allies.

System
The Player declares in Open Chat that he will attempt to use Master the Beast, and names any others in his group besides himself who will receive his Beast's Gifts. He then spends 15 points of Energy/Blood and makes a successful roll. The Vampire will always be the first to receive the Temp buffs, but how many in his party will also receive it depends on his roll (see Roll Chart below).

Roll Chart:

1-10: Botch! The Vampire temporarily loses all control of his own beast and immediately Frenzies. It will take him three full turns to end the Frenzy, but during this time he will attack and attempt to kill those physically closest to him. This is the rare exception where the Vampire cannot immediately end his Frenzy.

11-79: Nothing happens. Apparently, the Beast is taking a nap and doesn't wish to be disturbed. Well that's embarrassing. 

80-85: Only the Vampire receives the Temp buffs.

86-89: The Vampire and the named ally closest to him receives the Buffs.

90-95: The Vampire and two other named allies closest to him receives the Buffs

96-99: The Vampire and three other named allies closest to him receive the Buffs

100+:  The Vampire and all allies named receive the Buffs.


AUSPEX

Auspex gives the vampire uncanny sensory abilities. Vampires with Auspex start with the capacity to heighten their natural senses significantly, but as they grow in power they can perceive psychic auras and read the thoughts of another being. 

Auspex can also pierce through mental illusions such as those created by Obfuscate. However, vampires with Auspex need to be careful. Their increased sensory sensitivity can cause them to be drawn in by beautiful things or stunned by loud noises and pungent smells. Sudden or dynamic events can disorient an Auspex-using character unless the Player makes a Willpower roll to block them out (difficulty of at least 60 and dependent on the Storyteller's call,) although the more potent the source of distraction, the higher the difficulty. Failure overwhelms the character’s senses, making the Auspex-using vampire oblivious to their surroundings for a turn or two. While the Malkavians and Toreador are more prone to these kinds of distractions, the Tremere and Tzimisce aren’t immune. Dots in Perception are very useful for using Auspex powers, as more points purchased in this ability will help the character gain more sensory information.


: Auspex 1 - Heightened Senses (Buff)   

  • Permanent: Adds +5 Physical Attack, Physical Defense, Mental Skill and Athletics/Reflexes.
  • The vampire can automatically pass checks to keep their balance, and the vampire suffers no penalty to dodging gunfire without cover.

Base Roll: N/A
Mod: N/A
Energy/Blood Cost: 1 pt.

Damage: 0

Duration: 2 Turns

Description:

This power increases the acuity of all of the vampire’s senses, effectively doubling the clarity and range of sight, hearing, smell and perception. While the vampire's senses of taste, touch and observation extend no farther than normal, they likewise become far more distinct. For example, the vampire could taste and identify the hint of liquor in a victim’s blood or feel the give of the board concealing a hollow space in the floor. When speaking with someone, they will sense if they are being lied to or someone is attempting to deceive them.

The Kindred may magnify his/her/their senses at will, sustaining this heightened focus for as long as the vampire desires. At the Storyteller’s option, this may make hunting easier. Occasionally, this talent provides extrasensory or even precognitive insights. 

These brief, unfocused glimpses may be odd premonitions, flashes of empathy, or eerie feelings of foreboding. The vampire has no control over these perceptions, but with practice can learn to interpret them with a fair degree of accuracy. 

Expanded senses come at a price, however. Bright lights, loud noises and strong smells present a hazard while the vampire uses this power. In addition to the possibility for distraction, an especially sudden or potent stimulus (like the glare of a spotlight or a clap of thunder) can blind or deafen the Kindred for an hour or more.

System: 

It takes a reflexive action and the expenditure of Blood/Energy points to activate this ability, but no roll is required.  In certain circumstances, a Storyteller may request a dice roll associated with using the character’s sense (Mod Auspex level, Willpower and Mental Skill). The Storyteller may also use this power to see if the character perceives a threat. In this case, the Storyteller privately rolls the character’s unmodified Auspex rating, applying whatever difficulty he feels best suits the circumstances. For example, sensing that a pistol is pointed at the back of the character’s head may require a roll of difficulty 50, while the sudden realization that a rival for Primogen is planning her assassination may require a 90. 

Note that even this “precognition” comes only as a result of interpreting details the Kindred is able to notice "while actively using Auspex." It’s not an all-purpose insight or miraculous revelation. At the character’s discretion, he/she/they may selectively heighten one specific sense, rather than turning them up. In these cases, the difficulty to perceive stimuli using that sense drops by -10, but the difficulty to avoid distraction or temporary bedazzlement via the enhanced sense increases by +20.

This power does not let characters see in pitch darkness, but it does reduce difficulty penalties to act in such darkness by -10, and the character may make ranged attacks in pitch darkness if the vampire using Auspex can hear, smell, or otherwise detect her foe via the senses.



: Auspex 2 - Aura Perception (Mental Skill)   

Base Roll: 60
Mod: Willpower, Mental Skill
Energy/Blood Cost: 3 pts.

Damage: 0

Duration: 1 Turn

Description:

Using this power, the vampire can perceive the psychic “auras” that radiates about mortals and supernatural beings alike. These halos comprise a shifting, swirling series of colors that take practice to discern with any level of clarity. Even the simplest individual can have many shifting hues within his aura; strong emotions predominate, while momentary impressions or deep secrets flash through in streaks and swirls. The colors change in response to the subject’s emotional state, blending into new tones in a constantly dancing pattern of emotions and impulses. The stronger the emotions involved, the more intense the hues become. 

A skilled vampire can learn much from her subject by reading the nuances of color and brilliance in the aura’s flow. Aside from perceiving emotional states, vampires use Aura Perception to detect supernatural beings. The colors in Kindred auras, while intense, are quite pale, while mage halos often flare and crackle with arcane power. The race of shapeshifters has strikingly bright, almost frantic, auras, and ghosts have weak auras that flicker fitfully like a dying flame. While a faerie creature's aura is vivid and radiant, streaked with capricious rainbow hues.

System: 

After the character stares at the subject for at least a few seconds and makes a successful roll, use the chart below to determine how much of the subject’s aura the Player's character sees and understands (see the table below). A failure indicates that the play of colors and patterns yields no prevailing impression. A botch indicates a false or erroneous interpretation. The Storyteller may wish to make this roll, thus keeping the player in the dark as to the veracity of the character’s interpretation.

Roll Chart:

1-10: BOTCH! You may unknowingly perceive a false impression of the Aura. Exactly if or what that error in perception is will be determined by the Storyteller. Whether you are told fact, fiction or a mixture of the two will be unknown to you.

11-30:  The play of colors and patterns yields no prevailing impression to you at this time.

31-50:  You can distinguish only the intensity of the aura (pale or bright), but not its color. This gives you information on how strongly the subject feels at the time, but not what they are feeling.

51-60: You can distinguish the main color of the aura and the intensity.

61-70:  You can recognize the main color and the secondary color patterns in the aura, including the intensity of in both.

71-90:  You can detect the main and secondary color patterns in the aura, the intensity of those two patterns, plus any subtle shifts between the them that might indicate duplicity or one pattern threatening to overcome the other. For example, reading the aura of someone who's girlfriend is breaking up with them might show the blue colors of love shifting to the silver hues of sadness, then blazing into the red of anger. If you watch long enough, perhaps it will shift again to the gray of depression or a confused mottle hue of shifting colors.

91-100+:  You can detect the main and secondary color patterns in the aura, the intensity of those two patterns, plus any subtle shifts between the them that might indicate duplicity or one pattern threatening to overcome the other. (See example in 71-90).  In addition to knowing all the emotions depicted in the aura, their exact mix within it and their intensity, you also get a strong sense of the person's intent in regards to these emotions. As in the example above, the jilted boyfriend with an intense shade of angry red and shifts of silver sadness might also display vibrant flashes of aggressive purple. This would indicate that the man "intends" to direct these intense emotions against his girlfriend's new boyfriend, or her sister if he believes his girlfriend has been influenced her against him. This aggression could be physical and murderous, or sneaky and vengeful (slash the tires of her car or attempt to get her fired from work). 


COLORCONDITION
COLORCONDITION
OrangeAfraid
Sky BlueLovestruck
PurpleAggressive

Neon GreenObsessed
RedAngry
SilverSad
BrownBitter
GoldSpiritual
Light BlueCalm
Dark BlueSuspicious
PinkCompassionate
Color or White StaticAnxious
LavenderConservative
Mottled Shifting ColorsConfused
GrayDepressed
Thick Black Veins in AuraDiablerist
MaroonDesirous or Lustful
Sharp Flashing ColorsDay/Dreaming
Light GreenDistrustful
Fast Rippling ColorsFrenzied
Dark GreenEnvious
Hypnotic Swirling ColorsPsychotic
VioletExcited
Sky Blue with Gold WavesTrue Love
RoseGenerous
Aura with Pale BlotchesGhoul
Red-OrangeHappy
Sparkles in AuraMagic Use
BlackHateful
Bright Intense AuraWerebeast
YellowIdealistic/Optimistic
Weak Intermittent AuraGhost or Spirit
WhiteInnocent/Guiltless/Naive
Rainbow Spikes in AuraFaerie
TurquoisDeceptive
Pale Aura ColorsVampire


: Auspex 3 - Spirits Touch (Mental Skill)   

Base Roll: 20
Mod: Willpower, Mental Skill
Energy/Blood Cost: 5 pts.

Damage: 0

Duration: Takes One Full Turn

Description: 

When someone handles an object for any length of time, that person leaves a psychic impression on the item. A vampire with this level of Auspex can “read” these sensations, learning who handled the object, when he last held it, and what was done with it recently. (For these purposes, a corpse counts as an “object” and can be read accordingly since it is merely a body without life.) 

These visions are seldom clear and detailed, registering more like a kind of “psychic snapshot.” Still, the Kindred can learn much even from such a glimpse. Although most visions concern the last person to handle the item, a long-time owner leaves a stronger impression than someone who held the object briefly in comparison.

Gleaning information from the spiritual residue requires the vampire to hold the object and enter a shallow trance. She is only marginally aware of her surroundings while using The Spirit’s Touch, but a loud noise or jarring physical sensation breaks the trance instantly.

System: 

The player makes a successful roll, modified by their Willpower and Mental Skill. The Storyteller will provide a bonus of 0%-50% on the roll, depending on how strong (or weak) the psychic impression is imbedded on the item. The Player can add this percentage manually into their HUD before they roll.

The difficulty for any object is determined by 1) the age of the impressions, 2) the intensity of the events the object was involved in, 3) and the mental and/or spiritual strength of the person who possessed it. Sensing information from a pistol used for a murder hours ago may provide a 40% bonus, while learning who first owned a bloodstained puppet fashioned a century ago might only give a 5% bonus. However, the same puppet might provide a 50% bonus regarding the blood on the puppet if the event was intense or led to the loss of life. 

The greater the individual’s emotional connection to the object, the stronger the impression he leaves on it — and the more information the Kindred can glean from it. However, a very old gold necklace that was worn for many decades by a long deceased woman could easily carry her imprint for a hundred years after her death, even if the item had experienced no intense negative/positive connection. This might make it more difficult to read through the years of following contact clutter to find out more recent events involving the necklace or who most recently owned it.

Events involving strong emotions (a wedding/birthday gift, a torture, a long family history, murder of passion) likewise leave stronger impressions than short or casual contact do.  (See the Roll Chart below.)

Roll Chart:

1-10: BOTCH! The character is overwhelmed by psychic impressions for the next 3 turns and is unable to act.

11-19: No information of any real value can be gleaned from the object. If the price tag is still on it, you will know how much it cost.

20-29: Very basic information, such as the last owner’s gender or hair color, for instance.

30-49: The information above, plus a second piece of basic information, such as if the owner wore glasses or a hat, a scent or a taste, etc.

50-69: All the information above, plus more useful information about the last owner, such as age and state of mind the last time he/she/they had the object physically in their possession, the intensity of that emotion, the time of day they last had it, etc.

70-89: You get all the previous information, plus the owner's name who possessed the object the longest, as well as what happened to the object immediately after it was passed to another. This would include all the events and information regarding when it exchanged hands. While the names of the successive owners may be missing or rather vague, the Player's Character can give an excellent and detailed physical description of all the owners.

90+: The Player's Character receives a wealth of information, nearly anything they want to know about the person’s relationship with that object is available, including a complete history of the item, who owned it, their names, and for how long. You can see flashes of events in which the object was present, as if you were the object. These flashes can include scents, visuals and sounds like snippets of a movie.



: Auspex 4 - Telepathy (Mental Attack)   

Base Roll: 30
Mod: Mental Skill and Mental Attack
Def: Mental Defense
Energy/Blood Cost: 8 pts.

Damage: 0

Duration: Takes One Full Turn

Description: 

The vampire can project a portion of her consciousness into a nearby mortal’s mind, creating a mental link through which she can:

     1) Communicate wordlessly or even read the target’s deepest thoughts, OR
     2) Project a thought into the target mortal's mind. 

When reading thoughts, the Kindred “hears” in her own mind the thoughts plucked from a subject as if they were spoken to her. When attempting to place a thought into the target mortal's mind, it is perceived as if it were the target's own thought. In either case, the mortal is none the wiser.

This is one of the most potent vampiric abilities since, given time, a Kindred can learn virtually anything from a subject without the person ever knowing. Or place a thought into the mind of a mortal. The Tremere and Tzimisce in particular find this power especially useful in gleaning secrets from others, or for directing their mortal followers with silent precision.

  • NOTE: This can only be used on mortals and is not effective on vampires, Garou, spirits or fae. Attempting to do so will have the non-mortal unaffected, but certainly looking around angrily for the source of the attack.

System: 

Projecting or reading thoughts are separate rolls. They are the same skill, but much like you cannot breath in and breath out at the same time, telepathically reading or placing thoughts requires separate actions. The vampire must declare which they will attempt to perform before they make their roll. 

The Player makes a successful roll, modified by their Mental Skill and Mental Attack. The target may choose to defend by rolling against the vampire Player's roll, modified by the target's own Mental Defense.

If the mortal target makes their roll and successfully defends against this mental attack, the vampire fails to read the person's mind and the target is none the wiser. If the vampire is attempting to place a thought into the mind of the mortal, the target will recognize that the aberrant thought is not their own, but the target does not know from whence it came. The mortal may be puzzled or confused by the thought, then simply dismiss it as an odd experience. They might consider it as the results of too much wine, drugs or lack of sleep and think on it no more.

If the mortal target fails their defense roll, the vampire will be able to read the thought(s), or the vampire will successfully project a thought(s) into his/her/their mind. If the target is a Player Character, they will privately send the thought(s) in an IM to the vampire character's Player.

Reading minds or placing thoughts into the the minds of mortals can be a convoluted journey and must be accomplished in layers, like peeling an onion. For the most part, the human mind is a messy landfill of urges, impulses, emotions, song lyrics and trivia. The stronger your roll, the more you will be able to cut through the chatter and read/communicate meaningful thoughts. 

Roll Chart:

1-10: BOTCH! Not only are you unable to read or place a thought into the mortal's mind, you will be able to attempt any kind of telepathy for the rest of the scene. And now you have a brutal headache.

11-29: You can read the target's thoughts, but cannot choose the subject of that thought. It will be whatever is at the top of the person's mind, whatever they are thinking of at the moment. If attempting to place a thought in the mind of the target, you are only able to communicate a vague underlying emotion or condition, such as hunger/thirst, anger, curiosity, boredom, interest, suspicion, etc. The emotion/condition is not strong enough for the target to instantly act on it and they may choose to ignore it if they so wish. 

30-59: You are successful in placing or reading a single directed thought. If reading a thought, it will be one related to what you are specifically looking for, such as "Where are the car keys?" "Who do you love?", "Who killed Bob?", "What is your bank PIN?" These thoughts cannot be longer than five words. If placing a thought, it too can only be a maximum of five words.

60-79: You successfully place/read a single thought comprised of no more than two full sentences. If placing these thoughts, the target will treat them as if they are their own thoughts and act on them unless if violates their own self preservation. For example, you can't place a thought of suicide in the mind of a person, or make them jump of a building. However, the vampire can instill a sense that the target is getting cheated in a deal they are in the process of negotiating, or that the guy sitting next to them is hitting on their wife/girlfriend. The target will feel this thought came from their own mind and react appropriately. If attempting to read the target's mind on a single subject, the target will IM the character's Player and communicate their honest, unfiltered thoughts on the subject in two full and complete sentences.

80-99: If reading the person's mind, the target will tell you exactly what they know and think about the particular subject in as many words as it takes, but a minimum of five sentences. Even if it is a deep secret or something they would never tell another soul, they will confess everything to themselves in the perceived safety of their own mind...and the vampire.

If placing a thought in the target's mind, the vampire can use as many sentences as they wish to get their point across, motivate the target to an action, or make it irresistible to ignore. The target will understand the thoughts perfectly, but hear the words in their own voice.

100+: You get all the information from above, but when reading minds you get the full 3D experience as if you were there. For example, if you want to know everything the target knows about the death of Bob, he will not just tell you what happened, he will share the full memory of how it happened as if it were you own memory. This will include what was said, who pulled the trigger, what happened to the body, the smell of blood in the room, the sound the hacksaw made when it cut Bob apart, where they hid the body and any other evidence, etc. Even if the target wasn't the one who killed Bob or was present at the murder, he will share the memory of how and when he learned of Bob's death, what he knows of the murder and every little detail. 

If placing a thought in the mind of the target, the thought will become an actual memory. For example, if the vampire places the thought "Your wife is cheating on you with the guy who just walked into the bar. Remember that phone call and the photos that were mailed to you? That's the guy!" the target will visualize a memory of seeing the man and his wife together in a photo. The full memory will be up to the target to fill in the details per their own imagination. 


: Auspex 5 - Psychic Projection (Mental Skill)   

Base Roll: 80
Mod: Willpower & Mental Skill
Def: n/a
Energy/Blood Cost: 8 pts.

Damage: 0

Duration: Takes One Full Turn

Description: 

Vampires with this awesome ability project their senses out of their physical shell, and stepping away from their bodies as entities of pure thought. The vampire’s astral form is immune to physical damage or fatigue, and can “fly” with blinding speed anywhere across the earth — or even underground — so long as they remain below the moon’s orbit.

There is a danger in psychic projection. The Kindreds' material forms lie in a torpid state while their astral selves are active, and the vampires are not aware of anything that befalls their bodies until they return to it. This leaves them vulnerable and open to attacks.

An ephemeral silver cord connects the Kindred’s psyche to his/her/their bodies. If this cord is severed, their consciousness becomes stranded in the astral plane (the realm of ghosts, spirits, and shades). Attempting to return to the vampire’s physical shell is a long and terrifying ordeal, especially since there is no guarantee that the Kindred will accomplish the journey successfully. This significant danger keeps many Kindred from leaving their bodies for long, but those who dare can learn much.

System: 

The vampire finds a safe place for their body and makes a successful roll. If the roll is not successful, they may continue to try again in two turns. Unfortunately, a botch can have catastrophic consequences.  

If the roll is successful, exactly how high the roll is determines where and how far they are able to travel. (See Roll Chart below.)

An astral form may travel at great speeds (the Storyteller can use roughly 1000 miles per hour or 1500 kilometers per hour as a general guide) and carries no clothing or material objects of any kind. 

Some artifacts are said to exist in the spirit world, and the character can try to use one of these tools if the vampire finds one. The character cannot bring such relics to the physical world upon returning, however. Interaction with the physical world is impossible while using Psychic Projection. At best, the character may spend 3 Blood/Energy points to manifest as a ghostlike shape. This apparition lasts one turn before fading away; while she can’t manipulate anything physically during this time, the character can speak in hushed whispers while in the ghostlike shape.

Despite lacking physical substance, an astral character can use Auspex and mental skills normally. At the Storyteller’s discretion, such a character may employ some or all Animalism, Dementation, Dominate, Necromancy, Obtenebration, Presence, Thaumaturgy, and similar non-corporeal mental powers the vampire has acquired. 

Astral Shapes Meeting Each Other
If two astral shapes encounter one another, they  can interact as if they were solid. They may talk, touch, and even fight as if both were in the material world. Since they have no physical bodies, astral characters seeking to interact “physically” substitute Physical Abilities for Mental Abilities. This means mental skills, attack and defense numbers replace physical Attacks, Skills and Defense. Willpower is the modifier on all rolls.

Due to the lack of a material form, the only real way to damage another psychic entity is to cut its silver cord connecting the spirit to the physical body. When fighting this way, consider Willpower points x10 to be health points; when combatants lose all their Willpower Points, the cord is severed. Although an astrally-projected character remains in the reflection of the mortal world, she may venture further into the spirit realms, especially if she becomes lost. 

Other beings with particular sensitivity to psychic activity, such as ghosts, werewolves, and even some magi, travel the astral plane as well, and can interact with a vampire’s psychic presence normally (although the astrally projected character is not considered a “ghost” for powers such as Necromancy). 

Storytellers are encouraged to make trips into the spirit world as bizarre, mysterious, and dreamlike as possible. The world beyond is a vivid and fantastic place, where the true nature of things is stronger and often strikingly different from their earthly appearances.

Roll Chart:

1-10: BOTCH! Your body is flung to a random, unknown destination anywhere in the world. If that place is in the sunlight, you will need to roll for frenzy...even though the sunlight will not harm your spirit self. After two turns, you will need to refocus your efforts, spend another 8 points of Blood/Energy and make an unmodified roll of 80 to return. The return trip will not be pleasant. Re-entering your body will cause all bodily functions to spontaneously erupt as every muscle will convulse. 

IF you botch a second time, the vampire's psychic cord connecting their spirit to their body snaps, stranding the character’s psychic form in the mysterious astral plane.

11-79: Whatever the reason, you were not able to achieve Psychic Projection. You will need to expend 8 more Blood/Energy points and wait another two turns to clear your mind, focus and try again.

80-85: You can project to any place that is line of sight.

86-89: You can project to a familiar location within your city, or anyplace in your country.

90-95: You can travel to an unfamiliar place within your city, or a familiar place anyplace in the world.

96+: You can travel to anyplace on earth or above it, as long as you remain beneath the orbit of the moon. Travel beyond the moon is not possible using Psychic Projection.


: Auspex 6 - Eagle's Sight (Buff)   

Base Roll: 60
Mod: Mental Skill
Def: n/a
Energy/Blood Cost: 6 pts.

Damage: 0

Duration: Two Turns
Affects: Adds permanent bonuses -

  • +10 Athletics/Reflexes
  • +10 Initiative

Description: 

By using Eagles Sight, the vampire can mentally fly like a bird and visually see the land and all beneath them with complete clarity. This is different than Psychic Projection since the vampire's spirit never leaves his/her/their body completely and they can "snap out of it" at any time without injury or disorientation. 

Like the eagle, the vampire using this skill has a 340-degree field of vision that allows for both excellent peripheral and binocular vision. For example, an eagle is capable of sighting a rabbit two miles away (or 3.2 kilometers) while in flight the vampire can travel between 20-40 miles per hour (32-64 km) in normal flight at altitudes of 10,000 feet or more. 

System:

The vampire takes one full turn to focus their energy, spends 6 pts. of Blood/Energy and makes a successful roll. The effect lasts for another two full turns of scanning the area as they mentally fly above the area, or until they end the ability. If the vampire is attacked by surprise while in this state, they suffer a -5% defense penalty on the first attack and all initiative.

The vampire still has access to his own hearing and other senses (not including sight). Think of it like wearing VR goggles playing a video game. You can't see what's going on around you, but you can still hear, touch and smell.


: Auspex 7 - Psychic Assault (Attack)   

Base Roll: 70
Mod: Mental Attack & Mental Skill
Def: Willpower & Mental Defense
Energy/Blood Cost: 14 pts.

Damage: 42

Duration: Takes One Full Turn

Description: 

Psychic Assault is nothing less than a direct mind-to-mind attack which uses the sheer force of an elder’s will to overpower his target. Victims of Psychic Assault show little outward sign of the attack, save for nosebleeds and expressions of intense agony; all injuries by means of this psychic pressure inflicted are internal. A medical examination of a mortal victim of a Psychic Assault invariably shows the cause of death to be a heart attack, stroke or aneurysm, while vampires killed with this power decay to dust instantly, regardless of age.

System: 

The character must touch or make eye direct contact with his target. The player spends 14 Energy/Blood points and makes a successful roll, modified by Mental Attack and Mental Skill. The target rolls to defend against the attack. If they fail their roll, the target takes 42 points of damage.


: Auspex 8 - Spirit Link (Mental Skill)   

Base Roll: 90
Mod: Willpower, Mental Attack & Mental Skill
Def: None
Energy/Blood Cost: 8 pts.

Damage: n/a

Duration: Lasts for the length of the scene
Permanent Buffs: 

  • +10 Physical Attack
  • +10 Physical Defense
  • +5 Initiative

Description: 

This powerful ability allows higher-level vampires to mentally link their minds to the minds of any other being or creature. When used on sentient beings, the vampire can mentally link and communicate via hold an ongoing dialogue with any number of people at the same time. Everyone the vampire has selected to link to can hear him in their minds, and also hear the minds of all others in the linked conversation. Distance is not a factor. When used on animal minds, the communication is very limited. The vampire can speak to animals and it will respond as if it physically heard the words, but the animal can only provide an emotional response, such as happy, sad, frightened, angry, confused, anticipation, etc.

An Unexpected Side Effect
For the purpose of conducting group meetings with her clan members across the globe, this skill was developed by an elder Toreador Primogen many hundreds of years ago before modern mass communication. However, she did not anticipate the side effect this type of mental link would have on her. While it worked perfectly in linking multiple minds through her own for an open dialogue, the skill itself effected her own mind in a way she could not control. In essence, she could never fully turn off the skill. 

Such a thing could easily have caused a vampire to go insane. Fortunately for her, it had a powerful and unforeseen effect that forced her to continually reach out and touch the minds of all those around her, giving her a split second impression of impulses and basic non-verbal thought. The ability was reflexive, weak and easily unnoticeable in her normal activities. However, when she was in combat situations she found this constant stream of information allowed her to anticipate the defenses and attacks of her opponents without effort. With practice she honed the skill and became a Master of combat, often seen by the Prince's side to defend him against attacks and settle disagreements on his behalf with the sword.

System:

The Vampire expends 8 points of Blood/Energy points and makes a successful roll. He can then IM or set up a Group IM Chat IN CHARACTER with as many "Characters" (Player-Characters or NPCs) as he wishes. The vampires mind serves as a hub from which all participants can communicate freely. His communication must be notecarded. And the IM/Group Chat communication must include the Storyteller, even though they are not an active part of the In-Character conversation. 

However, if the vampire is attacked or he somehow loses focus, the communication is instantly severed. Length of the "call" is the duration of a scene, unless ended by the Vampire.

The combat bonuses/buffs for those purchasing this skill are permanent and always active.