97 min read
TZIMISCE - OLD CLAN

Source Books: Clanbook: Tzimisce - Revised Edition, White Wolf; Vampire The Masquerade, 20th Edition, White Wolf

ABILITY SET: ANIMALISM, AUSPEX, DOMINATE


CLAN OVERVIEW

The Old Clan Tzimisce are a small group of Fiends who's ways predate the use of flesh crafting. They regard Vicissitude as a disease of the soul, and refuse to learn or employ it. At some point in the ancient past, a segment of the clan either refused or denounced the “defilement” of Vicissitude. In most other respects, though, they resemble the rest of the Clan. They share the Clan’s propensity for manners and respect for territory, and as most of the surviving members of this “bloodline” still reside in what is now Romania, they govern their territories using Old World methods and customs. There are some who have transitioned to the "New World" with Romanian immigrants. While the large cities are unlike those they are used to in the "Old Country" they have surprisingly adapted well and thrive with the abundance of blood now available to them.

IN MODERN TIMES

While the Old Clan centuries before would prefer never to have to deal with the “defiled” members of Clan Tzimisce who practice Vicissitude, the Tzimisce of this new century understand the value of family and require the support of all their clan to survive the modern nights. They make treaties and trade favors with various Kindred, sometimes lending support to other vampire clans as a whole in exchange for help and the occasional favor when needed. One thing they refuse to do, though, is share blood with a Sabbat vampire. One never knows what might be swimming in it.

As the name applied to their branch of the clan implies, many of the Old Clan Tzimisce still maintain demesnes in Eastern Europe and continue to manage their holdings in the medieval fashion (if less openly). Even in the New World they tend to manage their affairs much like they did hundreds of centuries before. This has occasionally caused some conflict non only in with other Tzimisce, but with the Camarilla city princes as well. Allowances are usually made for them, within reason, if only to maintain the peace.

Though some refer to these Tzimisce as the "Old Clan", that is a misnomer. They remember well the nights of old when each vampire was a law unto itself, and any other vampire was a potential enemy. Old Clan Tzimisce rarely congregate. Other Tzimisce are, if anything, even less trustworthy than other vampires. Indeed, many Old Clan Tzimisce spend more time brooding over some millennia-old, centuries-forgotten slight by one of their "peers" than they do worrying about the genuine threat that the Sabbat poses. This is not to say that Old Clan Tzimisce have forgotten these enemies.  


ABOUT TZIMISCE - THE OLD CLAN

Quote: Old ways do not die. Like old Cainites, they merely sleep, awaiting sufficient blood to reawaken them.

Nickname: The Old Clan, Dracul

Disciplines: Animalism, Auspex, Dominate

Weakness: As with the rest of the Clan (p. 71), the Old Clan Tzimisce must sleep in at least two handfuls of soil from their homeland. Failure to meet this requirement prevents the Tzimisce from fully regaining their Energy/Blood reserves, halving the available amount until they are able to rest for a full day in their earth.

Strength: Dragons are a symbol of the Old Clan, and most count themselves among the Order of Dracul.

Appearance: Old Clan Tzimisce, like other Kindred, have a difficult challenge in keeping up with the times. It always seems that once they finally have a handle on that era's fashion and technology, it's already moved well past them and they find themselves continually playing catch up. This results in the Old Clan Tzimisce always appearing a few steps behind in their style of clothing. It is not uncommon for them to be wearing styles several decades old. But even then, they have a hard time letting go of old favorites harkening back to when they were originally turned. It can certainly make for some confusing attire.

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). 

Embrace: Old Clan Tzimisce society is structured around individual broods comprising a sire and one or more Blood Bound childer. They Embrace whomever they desire based on the needs at hand. Childer, for Old Clan Tzimisce, fill the roles of lovers, family, friends, bodyguards, and servants. 

Tzimisce mastery over the Blood Bond allows the sire to attune the emotions of his childer to the desired pitch. Thus, a vampire lover may be Blood Bound to feel all-consuming desire for the sire, a guard may be Blood Bound for loyalty, and a mate may be "programmed" for love. The fact that these emotions are artificial and one-sided rarely bothers the sire.

Clan Attitude: Old Clan Tzimisce have mastered Caine’s gift of mental domination in place of Vicissitude. They consider themselves to be the clan’s aristocracy, a family that still conducts its affairs in the ancient Tzimisce way. The Old Clan still practices the ceremonies of coronation and rites-of-passage for childer. The Old Clan refer to themselves as the Dracul and claim that lineage. However it should be noted that Old Clan Tzimisce do not claim an actual blood descendent of Dracula, but of the same Order of the Dracul.

When it comes to dealing with others, much like other Tzimisce, they have a rather Medieval attitude. While showing exceptional respect to a city's Prince, there are few others who garner such consideration. They believe themselves to be aristocrats and treat others accordingly. Younger Tzimisce sired of the Old Clan are highly respectful and obedient to their sires, but slightly more lenient toward the treatment of others. While who sired whom and all the considerations of social and familial standing are extremely important, power and strength hold great weight as well.

Character Creation: Those who wish to play a Tzimisce of the Old Clan will value Mental Skills over Physical Skills. Why dirty your hands and clothes when it's so much easier to get someone, or something, to do it for you? Unlike the more sadistic Koldun Tzimisce, the Old Clan has a more noble bearing of the ancient aristocracy, but could easily play a doctor, artist or art dealer, just to name a few. While considered more genteel than the Koldun, they are certainly nobody's doormat. Many Old Clan Tzimisce make excellent Princes, having already been brought up with the knowledge of their own inherited nobility.


 TZIMISCE - THE OLD CLAN ABILITIES

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.


DOMINATE

Dominate is one of the most dreaded of Disciplines. It is a vampire’s ability to influence another person’s thoughts and actions through her own force of will. Dominate requires that the vampire capture her victim’s gaze. As such, it may be used against only one subject at a time. 

Further, commands must be issued verbally, although simple orders may be made with signs. For example, a pointed finger and forceful expression to indicate “Go!” However, the subject won’t comply if he can’t understand the vampire, no matter how powerful the Kindred’s will is.

Perhaps unsurprisingly, vampires to which Dominate comes naturally tend to be from willful, domineering Clans. The Giovanni, Lasombra, Tremere, and Ventrue all consider an iron will to be a boon, and are eager to impose that iron will on any who would move against them.

While considered to be one of the more powerful of the Cainite abilities, there are two factors that must be present before it can be used on a victim:

  1. The user must meet the eyes of the target and must speak in a language that is clearly heard and understood by the target.

  2. Discipline cannot be used upon Cainites of lower generation and cannot force someone to be self-destructive or defy their Nature

Using Dominate is often considered very heavy-handed, hardly appropriate within what passes for polite vampiric society and typically used by those who cannot assert their will by other means. However, it tends to be favored by vampires of age and status as an efficient means of enforcing their authority.


: Dominate 1 - Command (Attack)   

  • Base Roll: 60
  • Energy/Blood Cost: 3
  • Damage: 0
  • Mods: Willpower 
  • Resist: Willpower can be rolled each turn to resist
  • Duration: Three Turns
  • Permanent Affects: 
    • +5 Mental Skill

Description: 
The vampire locks eyes with the subject and speaks a one-word command, which the subject must be obey instantly. The order must be clear and straight forward: run, agree, fall, yawn, jump, laugh, surrender, stop, scream, follow. 

If the command is at all confusing or ambiguous, the subject may respond slowly or perform the task poorly. The subject cannot be ordered to do something directly harmful to herself, so a command like “die” is ineffective.

The command may be included in a sentence, thereby concealing the power’s use from others. This effort at subtlety still requires the Kindred to make eye contact at the proper moment and stress the key word slightly. An alert bystander — or even the victim —may notice the emphasis. Still, unless she’s conversant with supernatural powers, the individual is likely to attribute the utterance and the subsequent action to bizarre coincidence.

System: 
The Player makes a successful roll. If the target fails their Resist Roll, they will follow the command to the best of their ability. The Command lasts for a total of 3 Turns. Each turn, the Target may again choose to resist. A successful resist negates the Command for the remainder of the turns. However, the Vampire may use another turn to reassert the Command if he/she/they choose.

Remember, too, that being commanded to act against one’s Nature confounds the use of this power. Being told to “sleep!” in a dangerous situation or “attack!” in police custody may not have the desired effect, or indeed, any effect at all.


: Dominate 2 - Mesmerize (Mental Skill)   

  • Base Roll: 70
  • Energy/Blood Cost: 2
  • Damage: 0
  • Mods: Willpower, Mental Skill 
  • Resist: Willpower 
  • Duration: For the duration of the scene, or until a request has been fulfilled
  • Permanent Affects: 
    • +5 Mental Attack
    • +5 Mental Skill
    • +5 Initiative

Description: 
With this power, a vampire can verbally implant a false thought or hypnotic suggestion in the subject’s subconscious mind. Both Kindred and target must be free from distraction, since Mesmerize requires intense concentration and precise wording to be effective.

The vampire may activate the imposed thought immediately or establish a stimulus that will trigger it later. The victim must be able to understand the vampire, though the two need to maintain eye contact only as long as it takes to implant the idea.

Mesmerize allows for anything from simple, precise directives (handing over an item) to complex, highly involved ones (taking notes of someone’s habits and relaying that information at an appointed time). It is not useful for planting illusions or false memories (such as seeing a rabbit or believing yourself to be on fire). 

A subject can have only one suggestion implanted at any time. 

System: 
The Player makes a successful roll. If the Target fails their roll, the suggestion takes hold in the victim’s subconscious. The subject cannot be forced to do anything that seems strange to her (she might walk outside, but is unlikely to steal a car). To determine how strong of a suggestion the Vampire is able to implant, see the Roll Chart below

ROLL CHART

1-10: Botch! The target reacts negatively to the Vampire and no further attempts at using Mesmerize can be used on that subject for the duration of the scene. 

1-69: No effect at all. The Target may react normally.

70-79: The Target has a predisposition to listen amicably and  to agree to reasonable requests or accept logical information. The Target cannot be forced to do anything that seems strange to him/her/them. They would probably not jump up and down on the hood of their car, but they would easily let you look at the contents of their wallet or agree to walk into a store and purchase a pack of cigarettes for the Vampire.

80-95: There is a strong imperative in the command and the Target will immediately comply unless following it immediately physically endangers the subject. For example, the Vampire can Command a small man to attack a 350lb professional wrestler, but could not force the target to put a gun to their own head and pull the trigger. 

96+: The Target is enthralled with the Vampire and treats them like a trusted friend who will follow virtually any instruction, even if it potentially puts them in mortal danger. If the Vampire tells the Target to put a gun to their own head and pull the trigger, the Target has three chances to resist the command. However, be mindful of how you use this power. Killing indiscriminately always has repercussions. 

NOTE: If a vampire tries to Mesmerize a subject before the Target fulfills a previously implanted directive, the command that had the highest roll always wins. If the rolls were equal, the newer command supplants the old one.


: Dominate 3 - The Forgetful Mind (Mental Attack)   

Base Roll: 70

Energy/Blood Cost: 6

Damage: 0

Mods: Willpower, Mental Skill 

Resist: Willpower 

Duration: For the duration of the scene, or until a request has been fulfilled

Permanent Affects:

  • +5 Mental Attack

Description: 
After capturing the subject’s gaze, the vampire delves into the subject’s memories, stealing or re-creating them at his whim. The Forgetful Mind does not allow for telepathic contact; the Kindred operates much like a hypnotist, asking directed questions and drawing out answers from the subject. 

The degree of memory alteration depends on what the vampire desires. He may alter the subject’s mind only slightly (quite effective for eliminating memories of the victim meeting or even being fed upon by the vampire) or utterly undo the victim’s memories of her past.

The degree of detail used has a direct bearing on how strongly the new memories take hold, since the victim’s subconscious mind resists the alteration. A simplistic or incomplete false memory (“You went to the movies last night”) crumbles much more quickly than does one with more attention to detail (“You thought about texting your girlfriend while you were in line at the new movie theater, but you knew you’d have to turn your phone off once you got inside. You liked the movie well enough, but the plot seemed weak. You were tired after it ended, so you went home, watched a little late-night television, and went to bed.”).

Even in its simplest applications, The Forgetful Mind requires tremendous skill and finesse. It’s a relatively simple matter to rifle through a victim’s psyche and rip out the memories of the previous night without knowing what the subject did that evening. Doing so leaves a gap in the victim’s mind, however a hole can give rise to further problems down the road or even leave a breadcrumb trail of evidence that the memory was removed.

The Kindred may describe new memories, but these recollections seldom have the same degree of realism that the subject’s original thoughts held. As such, this power isn’t always completely effective. The victim may remember being bitten, but believe it to be an animal attack. Greater memories may return in pieces as dreams, or through sensory triggers like a familiar odor or spoken phrase. 

Even so, months or years may pass before the subject regains enough of her lost memories to make sense of the fragments. A vampire can also sense when a subject’s memories were altered through use of this power, and even restore them, as a hypnotist draws forth suppressed thoughts.

System: 
The Player makes a successful roll. If the Target fails to resist, the target is pacified for the amount of time it takes the vampire to perform the verbal alteration, provided the vampire does not act aggressively toward the Target. How many modifications the Vampire is capable of performing on the Target is determined by the strength of their successful roll.

ROLL CHART

1-10: Botch! The target reacts with hostility toward the Vampire and will make any excuse to leave.

11-69: Nothing happens. This Target's mind is closed to you on this attempt, however you may try a different tactic on your next turn.

70-75: May remove a single memory; lasts one day

76-79: May remove, but not alter, a memory permanently

80-85: May permanently make slight changes to a single memory

86-89: May permanently alter or remove entire scene from subject’s memory

90+: May reconstruct entire periods of subject’s life. OR, may restore removed, tampered and/or false memory implants in a subject. The Vampire Character's level of Dominate must be equal to or higher than that of the Vampire who made the alteration.


NOTE: Vampires with skill levels in Dominate cannot use The Forgetful Mind to restore their own memories if they were stolen in such a way.


: Dominate 4 - Conditioning (Attack)   

Base Roll: 80

Energy/Blood Cost: 8

Damage: 2

Mods: Willpower, Mental Skill, Mental Attack

Resist: Willpower (see System)

Duration: Permanent (see System)

Special: 2 Day Cooldown (see System)

Permanent Affects: 

  • +5 Mental Attack
  • +5 Mental Skill

Description: 
Through sustained manipulation slowly over the course of time, the vampire can make a subject entirely pliant to the Kindred’s will. With each failure to resist, the victim becomes increasingly susceptible to the vampire’s influence while simultaneously growing more resistant to the corrupting efforts of other Kindred. 

Because this effect is amplified by the increased gravitational pull of the Full Moon, it is typically advised to begin this process on the first, second or third day of any Full Moon. (For simplicity, In DOD the full moon occurs the first, second and third of every month.)

Gaining complete control over a subject’s mind is no small task, taking weeks or even months to accomplish, depending on how weak the Target's mind is or how receptive they already are to the Vampire. This can take less than a week, to a full month. Kindred often fill their retainers’ heads with subtle whispers and veiled urges, thereby ensuring these mortals’ continued loyalty. 

Yet vampires must pay a high price for the minds they ensnare. Servants Dominated in this way can lose much of their passion and individuality. They follow the vampire’s orders quite literally, seldom taking initiative or showing any imagination. In the end, such retainers become like automatons or the walking dead.

System: 
To effectively and fully condition a Target's mind, the Player must:

  • Make FIVE (5) successful rolls within a single calendar month AND,

  • The Target must have failed to resist each of those five successful rolls during roleplay. After the fifth failed roll by the Target, the effects to be relatively permanent*, as long as the Vampire has physical contact with the Target once every 7 days.
  • The Player's successful rolls DO NOT need to be successive. Of all the rolls they attempt, five must be successful AND the Target must fail to resist them.

    • NOTE: However, should the Target only fail several of the rolls but not all five, he/she/they are still under a certain level of permanent influence but are not considered totally lost to the Vampire. SEE ROLL CHART

 

Each of these rolls by the Vampire Player Character can only be done once in a 24 hour period. This constitutes a 1 day cooldown to:

  1. Allow the Character's Target to mentally adjust to the Vampire's growing authority over them, OR 
  2. Allow the Character's Target to again be receptive to the conditioning.

If the Vampire's Player does not make a successful roll, the Target does not need to attempt to resist since the Vampire failed to exert an adequately influence the Target. The Target will not be aware that such influence was even attempted.

If within a calendar month the Player fails to make all five successful rolls where the Target failed to successfully resist, then the process is at an end and the Target can only be influenced up to their last failed roll (if any of the Target's rolls failed). See Roll Chart.

ROLL CHART: 
(mods are non stacking)

  1. First Failed Roll to Resist:
    The Target has a positive outlook in regards to the Vampire and views that Kindred favorably. They don't know why they do, but they just have a good feeling toward them and will respond amiably. However, they are still under their own free will.
  2. Second Failed Roll to Resist:
    The Target is happy to do the Vampire any "favors," though they are still under their own autonomy and do not feel unable to refuse if the favor is dangerous or is something that goes against their character.
    • +5 Willpower when rolling to resist any other Vampire's influence, or other being's attempt at controlling the target 
    • -5 Willpower in regards to any roll made to resist the conditioning Vampire.
  3. Third Failed Roll to Resist:
    The Target finds it very difficult to resist the Vampire's influence and may attempt to find reasons to be in his/her/their company given the opportunity. The Target may look for ways to be of interest or help to the Vampire in the hopes of furthering the friendship. This of course is by their own choice and they may still yet refuse a request.
    • +10 Willpower when rolling to resist any other Vampire's influence, or other being's attempt at controlling the target
    • -10 Willpower in regards to any roll made to resist the conditioning Vampire.
  4. Fourth Failed Roll to Resist:
    The Target actively looks to be in the Vampire's company, even going so far as to ask the Vampire how they can be of help to him/her/them. The Target feels pleased and perhaps even relieved if given a task to perform. If the request is not unreasonable or does not put the Target's life in immediate danger, they will typically be agreeable. While the Target is very willing, they may still choose to resist obeying a request.
    • +15 Willpower when rolling to resist any other Vampire's mental influence, or other being's attempt at controlling the target.
    • -15 Willpower in regards to any roll made to resist the conditioning Vampire.
  5. Fifth Failed Roll to Resist:
    Upon the final failed roll to resist, the Target falls so far under the vampire’s influence that the Kindred need not make eye contact or even be present to retain absolute control. The subject does exactly as he/she/they is told (including taking actions that would result in injury or even death), as long as the Target's master can communicate verbally with them. No command roll is necessary unless the subject is totally isolated from the vampire’s presence (in a different room, over the phone). Even if a command roll fails, the target will still likely carryout part of the orders given, simply because her master wishes it and the Target finds great pleasure in fulfilling those desires.
    1. +20 Willpower when rolling to resist any other Vampire's mental influence, or other being's attempt at controlling the target.
    2. -20 Willpower in regards to any roll made to resist the conditioning Vampire.
    3. -20 Willpower in regards to any roll made to mentally influence the Target in any way that would have the Target harm or betray the Vampire.
    4. The Target will lose much of their independent or creative/problem-solving thought, choosing to stick to the letter of commands than risk failing to comply. 
    5. The Target may lose sleep and their appetite over worrying that they will lose the favor of the Vampire and no longer be of useful service if they do not see the Vampire often. This can give them a drawn, pale and emaciated appearance.


Breaking Conditioning
It is possible, though difficult, to shake Conditioning. The subject must be separated entirely from the Vampire to whom she was in thrall. This period of separation varies depending on the individual, but the Storyteller may set it at six weeks, less a number of weeks equal to the subject’s permanent Willpower rating (so a person with 4 Willpower must stay away from the vampire for two OOC weeks ). 

The subject regains her personality slowly during this time, though she may still lapse into brief spells of listlessness, despair, or even anger. If the vampire encounters the target before that time passes, a single successful roll to reestablish Command (difficulty of the target’s current Willpower Mod) on the part of the Vampire can completely reassert the dominance.

If the subject makes it through the time period without intervention by her master, the target regains her former individuality. Even so, the vampire may reestablish conditioning more easily than the first time, since the subject is now predisposed to falling under the Kindred’s mental control. New attempts require only three successes that coincide with the Target's failed rolls than the last bout of conditioning did (which means the subject reaches the threshold for reduced difficulties sooner, as well).  

*Permanent means how long the Target will be under the Vampire's command unless the conditioning deteriorates or somehow erased by another Vampire, or other supernatural mind-control means.

: Dominate 5 - Possession (Attack)   

  • Base Roll: 100
  • Energy/Blood Cost: 8
  • Damage: 3
  • Mods: Willpower, Mental Attack
  • Resist: Willpower 
  • Duration: Until the Vampire decides to leave or is expelled.
  • Permanent Affects: 
  • +5 Mental Attack
  • +5 Physical Defense
  • +5 Mental Skill

Description: 
At this level of Dominate, the force of the Kindred’s psyche is such that it can utterly supplant the mind of a mortal subject. Speaking isn’t required, but the vampire must capture the victim’s gaze. During the psychic struggle, the contestants’ eyes are locked on one another.

Once the Kindred overwhelms the subject’s mind, the vampire moves his consciousness into the victim’s body and controls it as easily as he uses his own. The mortal falls into a mental fugue while under possession. She is aware of events only in a distorted, dreamlike fashion. In turn, the vampire’s mind focuses entirely on controlling his mortal subject. His own body lies in a torpid state, defenseless against any actions made toward it.

Vampires cannot possess one another in this fashion, as even the weakest Kindred’s mind is strong enough to resist such straightforward mental dominance. Only through a blood bond can one vampire control another to this degree. 

Supernatural creatures also cannot be possessed in this way, although ghouls that have drunk from the vampire using Possession can.

System:
The Player makes a successful roll. If the Target fails their roll to resist, the Vampire will fall into a torpor state and take possession of the Target's body. While in the body of the Target, the Vampire will no longer be affected by sunlight and will be able to speak with the host's own voice. While the Vampire will retain his/her/their own mental skills and abilities, they will not have access to the host's memories or knowledge and are restricted to the physical abilities and limitations of the host's body.

 If the vampire leaves the mortal shell (by choice, through supernatural expulsion or after sustaining significant injury), his consciousness returns to his physical form in an instant.

Once freed from possession, the mortal Target regains mental control of herself. This can happen in an instant, or the victim may lie comatose for days while her psyche copes with the violation. The vampire experiences everything the mortal body feels during possession, from pleasure to pain. 

While the Vampire does not incur and actual physical damage experience by the host's body, the Vampire DOES experience any damage or repercussions from Mental Attacks. The only exception to this is If the mortal dies before the vampire’s soul can flee from the body, in which case the Vampire succumbs to torpor. Presumably this is in sympathetic response to the massive trauma of death. 

The Kindred can remain in the mortal’s body even if his own torpid form is destroyed, though such a pathetic creature is not likely to exist for long. At each sunrise, the vampire must roll Willpower + Mental Skill (difficulty 80) or be expelled from the body. If forced from the mortal body, the vampire tumbles into the astral plane, his soul permanently lost in the spirit world. A vampire trapped in a mortal body may not be “re-Embraced.” If the Embrace occurs to such a creature, he simply meets Final Death. The mortal, however, regains consciousness and becomes awakens to the horror of becoming a vampire.


: Dominate 6 - Chain the Psyche (Debuff)   

  • Base Roll: 100
  • Energy/Blood Cost: 8
  • Damage: 10 HP
  • Mods: Mental Attack, Mental Skill, Willpower
  • Resist: None
  • Permanent Affects: 
    • +10 Mental Attack
    • +5 Mental Skill
    • +10 Initiative

Description: 
Not content with merely commanding their subjects, some elders apply this power to ensure obedience from recalcitrant victims. Chain the Psyche is a Dominate technique that inflicts incapacitating pain on a target who attempts to resist the Vampire’s commands.

System: 
The Player spends 8 Energy/Points identifies the Target, and makes a successful roll. If the Target attempts to resist (aka: rolls to resist, whether successful or not) the vampire’s implanted commands or to recover stolen memories causes intense pain and 10HP of damage. 

When such an attempt is made, the Storyteller rolls the character‘s Manipulation + Intimidation (difficulty equal to the subject’s Stamina +Empathy). Each success equals one turn that the victim is unable to act, as she is wracked with agony. Each application of Chain the Psyche crushes a number of resistance attempts equal to the character’s points in Willpower. 

For Example: The Vampire uses Chain the Psyche on the Mayor of the city, for whom he has already successfully placed a level 3 Command upon. The Mayor attempts to resist the Vampire's command to fire the Chief of Police. Whether or not his roll fails or succeeds, the Mayor suffers 10 HP of damage. Since the Vampire has 4 points purchased in Willpower, the Mayor will suffer this same fate for the following 3 attempts to resist the Vampire's commands of him.


: Dominate 7 - Mass Manipulate (Area of Effect)   

  • Base Roll: 100
  • Energy/Blood Cost: 18
  • Damage: 10 HP
  • Mods: Mental Attack, Willpower
  • Resist: Willpower
  • Permanent Affects: 
    • +10 Initiative

Description: 
A truly skilled elder may command small crowds through the use of this power. By manipulating the strongest minds within a given group, a gathering may be directed to the vampire’s will. The Sheep always follow the leader.

System: 
The Player declares he wishes to use this skill when roleplaying within a group (three or more people) he desires to control or influence. The person with the strongest Willpower within the group is identified. If there is a tie, the Storyteller will select the Target Character to make the roll for the group.

The Player then spends 18 Energy/Blood points, makes direct eye contact with the Target Character, then makes a successful roll. The identified Target Character in the group with the highest Willpower rolls to resist. If he makes his roll to resist, the Vampire's attempt to use Mass Manipulate fails and no one in the group can be manipulated.

If the Target Character fails his roll, how many others in his group who are affected depends on how badly he rolled. See Roll Chart below.

Those under the influence of the Vampire's Manipulation will be amicable with the Vampire and very open to his opinions and suggestions. While the Vampire can make a good case for starting a bar fight or a flash mob, he cannot directly suggest that the group do direct harm to themselves. The suggestions should have some type of rational basis...even if they are illogical.

ROLL CHART:
How many points below the Vampire's Manipulate roll the Target Character Rolls determines how many others in his group will also feel the full affects of the Manipulation. The Player's Vampire choses the additional person.

  • 1-5 points below: 1 other person 
  • 6-10 points below: 3 other people 
  • 11-20 points below: 5 other people
  • 21-50 points below: 6 other people
  • 51+ points below: 7 other people
  • BOTCH! Rolling a natural 1-10 will have everyone in the group energetically fall under the Vampire's Manipulation. Plus, the Target Character who rolled the botch will vigorously agree with the Vampire no matter how ridiculous or illogical the Vampire's point of view is. He will also heartily encourage all others to rally around the Vampire. What a great guy!

: Dominate 8 - Oberon's Grail (Attack)   

  • Base Roll: 140
  • Energy/Blood Cost: 22
  • Damage: 15 HP
  • Mods: Mental Attack, Mental Skill, Willpower
  • Resist: Willpower, Mental Defense
  • Permanent Affects: None

Description: 
While challenging, a powerful Vampire can completely dominate an unresisted mind and wipe it clean of the last 24 hours. Like a surgeon with a laser scalpel, the Vampire cuts out the specific time range of memories. Anything that was learned or that occurred in  in the past 24 hours is forgotten and the Target loses an entire day of their life with no clue as to what transpired or where they were (think Alien abduction cases). While the memories are removed, the Target experiences sudden and intense deal of pain as though being stabbed with an icepick in the back of their head. 

System:
The Player's Character makes direct eye contact and spends 22 points of Energy/Blood points. He then makes a successful roll. If the Target fails to resist, the memory of the last 24 hours is wiped from their mind. This removes any skills learned during that specific 24 hours, any mental commands (or resulting mental trauma/damage) since those events will simply not have happened.

NOTE: This only effects memories and acquired information that happens in roleplay. This does not effect a Player having purchased skills using Experience Points. However, it DOES apply to any roleplay where the Target was taught a skill by another player in roleplay. If this is a qualifier for having an RP reason for the skill, that RP session will need to be done again. IF this causes problems for the Target Player, contact an Admin and your XP will be refunded.

Lost Forever???
While it is possible to regain some of those memories with the help of certain other vampiric or supernatural skills (determined by the Storyteller), Oberon's Grail physically tampers with specific brain functions making total recall impossible. Because of this, it is possible to remove the Commands of other Vampires (either on purpose or by accident) IF those commands were issued within those 24 hours which are now lost. (Storyteller's discretion.)