| Animalism Auspex Celerity Dementation Dominate Fortitude Obfuscate Potence Presence Thaumaturgy Chimerstry Necromancy Obeah Protean Quietus Serpentis |
| Path of Corruption These powers must be used on a victim within arm�s length. Followers of Set may learn this path without knowing Thaumaturgy. � Contradict Roll: Manipulation + Subterfuge, difficulty Willpower + 1 The vampire may cause a victim to do the opposite of what she was originally going to do. �� Disfiguration Roll: Intelligence + Disguise, difficulty 8 The vampire may alter the facial appearance of a target. This may be used to make someone look better, worse, or just different. The difficulty to use this power for impersonation is 10. ��� Change Mind Roll: Manipulation + Empathy, difficulty Willpower + 1 The vampire may choose a Demeanor, and force a victim to adopt it, for the following time periods: 1 suc. one turn. 2 suc. one day. 3 suc. one month. 4 suc. one year. 5 suc. permanently. ���� Cripple Roll: Willpower, difficulty Courage + Fortitude + 3 The vampire can make a victim effectively paraplegic, for the following time periods: 1 suc. one turn. 2 suc. one day. 3 suc. one month. 4 suc. one year. 5 suc. permanently. ����� Corrupt Soul Roll: Charisma + Empathy, difficulty Willpower + 3 The vampire may choose a Nature, and force a victim to adopt it, for the following time periods: 1 suc. one turn. 2 suc. one day. 3 suc. one month. 4 suc. one year. 5 suc. permanently. -------------------------------------------------------------------------------- Movement of the Mind Roll: Willpower, difficulty [level of power used] + 3 By spending a blood point, the vampire may telekinetically lift or manipulate things as if she were holding them in her own hands. At level three, the vampire is assumed to be able to telekinetically move herself, even if she exceeds 200 pounds. The level of the effect (the weight of the object being moved) is limited to the number of successes on the Willpower roll. � one pound �� twenty pounds ��� two hundred pounds ���� one quarter-ton ����� one half-ton -------------------------------------------------------------------------------- Neptune�s Might � Eyes of the Sea Roll: Perception + Occult, difficulty 7 By looking into a standing body of water, the vampire may see past occurances in that body of water. The amount of time by which the vampire can see into the past is as follows: 1 suc. one day. 2 suc. one week. 3 suc. one month. 4 suc. one year. 5 suc. ten years. �� Jail of Water Roll: Dexterity + Survival, difficulty 6 Resist: Strength, difficulty 8 The vampire may command water to rise, and trap a target. The vampire may dissolve the jail at will, but a target may only be in one of these jails at a time. This power must be used near a large amount of water. ��� Dehydrate Roll: Willpower, difficulty 8 Resist: Stamina + Survival + Fortitude difficulty 9 The vampire may pull water out of a target, leaving exit wounds. Humans so injured lose one health level per success, and vampires so injured lose one blood point per success. To take an action the next turn, the target must roll Courage, difficulty 6, and score three more successes than the vampire scored. Failure means that she is in too much pain to act. ���� Flowing Wall Roll: Willpower, difficulty 6 By spending three willpower points, and touching a standing body of water, the vampire may make a wall of water. Supernatural creatures must score three successes on a roll of Strength + Courage, difficulty 9, to cross this barrier. The vampire may dissolve the barrier at will. ����� Blood to Water Roll: Willpower, difficulty Humanity + 3, to 10 By touching a victim, the vampire may convert one of the victim�s blood points to water for each success. This is fatal to mortals, and vampires lose one die from all pools for each blood point lost this way. When the vampire sleeps, the water disappears, but the blood does not return. -------------------------------------------------------------------------------- Lure of Flames Roll: Willpower, difficulty [level of power used] + 3 By spending a blood point, the vampire may create a flame, anywhere within line of sight, that will not burn anything until released. She must also roll Perception + Alertness to place it anywhere other than her own body. The level of the effect (the size of the flame) is limited to the number of successes on the Willpower roll. � candle flame �� hand of flame ��� torch flame ���� large bonfire ����� large forest fire -------------------------------------------------------------------------------- Blood Thaumaturgy � A Taste for Blood Roll: Perception + Occult, difficulty 7 By touching the blood of a vampire, the vampire may make an approximation as to the last feeding time, the amount of blood left in a vampire, her rough generation, etc. �� Blood Rage Roll: Dexterity + Subterfuge, difficulty Willpower The vampire may force a vampiric victim to spend one blood point per success, and may decide how the blood is spent. ��� Blood of Potency Roll: Manipulation + Survival, difficulty 8 The vampire may temporarily reduce her generation. Each success either reduces the vampire�s generation by one, or adds one hour to the time period for which it is reduced. ���� Theft of Vitae Roll: Intelligence + Medicine, difficulty Willpower The vampire may steal blood from a victim, at a rate of one point per success. The difficulty is to use this power is 6 against a non-living source (IE a plasma bag). ����� Cauldron of Blood Roll: Willpower, difficulty [blood points to be burned] + 4 The vampire may boil some of the blood of another vampire or mortal, which will burn all at once. This causes one aggravated wound per blood point boiled, in addition to blood loss. -------------------------------------------------------------------------------- Spirit Thaumaturgy � Evil Eye Roll: Manipulation + Intimidation, difficulty Humanity The vampire may inflict one botched die per success on the victim any time during that scene. These botches can be accumulated, and added to any roll, in any number, but any unused by the end of the scene are lost. �� Spirit Sight Roll: Perception + Occult, difficulty Willpower The vampire may see spirits in whatever form they have taken, and may even communicate with them. ��� Spirit Slave Roll: Willpower, difficulty 6 Resist: Willpower, difficulty 6 The vampire may demand a service of a spirit in her presence, and if the spirit is capable of this task, it must perform it. The spirit is free to leave afterward. ���� Fetishes Roll: Willpower, difficulty Willpower Resist: Willpower, difficulty Willpower The vampire can force a spirit to inhabit an object, where it will become a permanent slave. She automatically loses one Humanity for doing this, if the spirit was not willing. ����� Journey By spending a willpower point, the vampire may leave her body, and roam the physical world as a spirit. In this form, she may be attacked as a spirit, but not physically, and may use mental disciplines. She is generally visible, and appears naked, unless she uses Obfuscate. -------------------------------------------------------------------------------- Weather Control Roll: Willpower, difficulty [level of power used] + 3 By spending a blood point, the vampire may create weather anomalies. She must also roll Manipulation + Survival, difficulty dependent on the typical likelihood of the weather pattern being perpetrated. (Lightning on a sunny day in Kenya is difficulty 9; fog in London is difficulty 3.) In the event of lightning, treat the strike as a firearm, doing ten dice of damage. The level of the effect (the magnitude of the weather anomaly) is limited to the number of successes on the Willpower roll. � fog �� rain ��� storm ���� wind ����� lightning -------------------------------------------------------------------------------- Gift of Morpheus (Sabbat) � Cause Sleep Roll: Manipulation + Empathy, difficulty Willpower + 3 The vampire may put a victim to sleep. If the target is a vampire, a willpower point must also be spent. 1 suc. the victim loses one die from all pools next turn. 2 suc. the victim loses one die from all pools next turn. 3 suc. the victim goes to sleep. �� Mass Slumber Roll: Charisma + Leadership, difficulty 8 The vampire may affect several victims with the power Cause Sleep. Interpret successes as per Cause Sleep. ��� Enchanted Slumber Roll: Intelligence + Subterfuge, difficulty Willpower The vampire may put a victim to sleep, and name an event that must occur that will enable the victim to awaken. If the target is a vampire, a willpower point must also be spent. If the event does not occur, the victim will stay asleep for up to the following time periods: 1 suc. one turn. 2 suc. one night. 3 suc. one week. 4 suc. one month. 5 suc. one year. ���� Dreamscape Roll: Wits + Dreaming, difficulty Willpower The vampire may project her own image into a dream, but has no control over the dream other than by her own actions within it. The vampire must have a belonging of the victim to use this power. ����� Master of Dreams Roll: Manipulation + Dreaming, difficulty 7 Resist: Manipulation + Dreaming, difficulty 7 The vampire may start changing the target�s dreams, once she has entered them by using Dreamscape. If the target is a vampire, a willpower point must also be spent. Once this power has been used, the target may also change her dreams with resistance rolls, and both characters may act in the dream as if they were awake. If either character dies in this dream, the character also dies for real. -------------------------------------------------------------------------------- Biothaumaturgical Experimentation (Black Hand) This power is as much science as thaumaturgy, and a laboratory, with a lot of esoteric equipment is necessary. Assume that a single roll represents a week of work, and an expenditure of $1000 per level of the power being used. � Thaumaturgical Forensics Roll: Intelligence + Medicine, difficulty 5 The vampire can learn things about a target from a piece of hair, skin, blood, or other tissue. Things that can be learned by this power include age, sex, race, clan, generation, tribe, Garou gifts, vampiric diablerie, infernal diablerie, disciplines, Vicissitude infection, etc. �� Animal Experimentation Roll: Intelligence + Medicine, difficulty 8 The vampire may alter an animal. Each success represents one attribute dot, two abilities dots, one instinct, one behavior pattern, one aspect of the creature�s niche in the ecology (such as diet or habitat), or one feature that can be added, removed, or modified. The Storyteller must approve all such changes. ��� Thaumaturgical Surgery Roll: Wits + Medicine, difficulty 7 The vampire may heal two levels of normal damage, or one level of aggravated damage, done to a target, per success. This power may not be used twice on the same injury. The surgery takes an hour; the recovery time is one week. ���� Human Experimentation As Animal Experimentation, but may be used to alter mundane humans. ����� Supernatural Experimentation As Animal Experimentation, but may be used to alter vampires, mages, mummies, werecreatures, spirits, faeries, etc. -------------------------------------------------------------------------------- Elemental Mastery � Elemental Strength The vampire may spend two willpower points to increase all of her physical attributes by one. This power costs one willpower point per turn. �� Wooden Tongues Roll: Wits + Linguistics, difficulty 7 The vampire may communicate with, and get the impressions of, inanimate objects. ��� Animate the Unmoving Roll: Willpower, difficulty 7 The vampire may animate and control otherwise inanimate objects. This power costs one willpower point per turn, and will not make an object perform tasks of which it would be incapable even if it could move. ���� Elemental Form Roll: Stamina + Repair, difficulty 6 The vampire may turn into an inanimate object of size roughly equal to her own. At least three successes are required to be able to use disciplines in this form. ����� Summon Elemental Roll: Manipulation + Science, difficulty 8 The vampire may summon an Elemental. With a roll of Charisma + Intimidation, it may even follow her instructions... -------------------------------------------------------------------------------- Path of Conjuring The vampire may not summon an object larger or heavier than herself with any power on this path. � Summoning the Simple Form Roll: Intelligence + [ability], difficulty 6 By spending a willpower point, the vampire may create a simple, featureless object with no moving parts. She must spend a willpower point each turn to prevent it from disappearing. �� Permanency Roll: Intelligence + [ability], difficulty 6 By spending a willpower point and three blood points, the vampire may permanently summon a simple, featureless object with no moving parts. ��� Magic of the Smith Roll: Intelligence + [ability], difficulty 7 By spending a willpower point and five blood points, the vampire may summon a complex object with moving parts. The quality and functionality of the object depends on the degree of success on the above roll. ���� Reverse Conjuration Roll: Willpower, difficulty Willpower By spending twice as many willpower points as the target did, the vampire may dissolve the conjuration of a target. The above roll is used as a roll to resist the Conjuration roll ����� Power over Life Roll: Intelligence + Empathy / Animal Ken, difficulty 8 By spending ten blood points, the vampire may summon a creature that will intelligently follow her instructions. However, this creature will slowly become more insubstantial, and in a month will have faded away. |