Basic
____-Heightened Senses: The vampire's senses become superhuman. Sight and hearing are doubled, and the vampire may hear ultrasonic sounds (a dog whistle, whalesong, etc.). Smell becomes as acute as a wild animal's, and the vampire may read the print on a page by touch. The vampire gains an extra die to all perception-oriented tasks.
____-Aura Perception: The vampire may sense the invisible "aura" surrounding all living creatures. For each success on a Mental roll (difficulty 4), the vampire may ask the Storyteller one yes-or-no question about another character's emotional or physical state. (Permissible questions include: "Is she angry?" "Is he lying?" "Is she a vampire?" "Is he sane?" and the like.)
Advanced
____-Telepathy: The vampire may attempt to read a victim's mind. The vampire must be able to see the person to be scrutinized. The vampire makes a Mental roll (difficulty of the opponent's Psychic + 2). Success allows the vampire to read the victim's surface thoughts, while three or more successes allow the vampire to read the victim's subconscious thoughts, dark secrets, etc.
____-Astral Projection: The vampire may project her spirit from her body. The spirit is invisible and intangible. The spirit may travel up to 500 m.p.h., and may penetrate walls, doors, etc. The spirit may use any senses the vampire possesses. While the spirit roams, the vampire lies dormant and helpless. Use of this power costs three Blood Points.

Celerity
____Vampires with Celerity are dangerous foes, for this Discipline enables them to move and attack at superhuman speeds. A character with activated Basic Celerity always gains initiative (the first move) over a character without such enhancement. Likewise, a character with activated Advanced Celerity always gains initiative over a character without Advanced Celerity. (The only exception is a character using the Gangrel Advantage Hunter's Prowess; such a character gains initiative over everyone else.) If two characters have the same level of Celerity, defer to the normal initiative process (see "Initiative," below).
Basic
____-The vampire's movement rate doubles. Additionally, she gains an extra action per turn.
Advanced
____-The vampire's movement rate triples, and she gains two additional actions per turn.

Dominate
____Vampires with Dominate may mesmerize others, or even control their minds outright. Use of this power requires eye contact.

Basic
____-Command: The vampire may issue a one-word command ("Go!" "Stay!" "Halt!" and the like are acceptable; "Die!" is not) to another being. Unless the victim beats the vampire in a Psychic roll (difficulty 4 for both), the command must be obeyed. The victim must understand the vampire's language. If the vampire gains no successes on her Psychic roll, the command does not take effect.
____-Mesmerize: The vampire may make hypnotic suggestions to her victim. After making a suggestion, the vampire makes a Social roll (difficulty varies, depending on the Storyteller's interpretation of the order: 3 to make the victim do something she was inclined to do anyway, 4 to make the victim do something that isn't terribly inconvenient, 5 to make the victim do something embarrassing or against his principles, 6 to make the victim do something life-threatening). If the vampire succeeds, the victim obeys the suggestion.
Advanced
____-Forgetfulness: The vampire may "block out" pieces of the victim's memory (even the fact that the victim ever saw the vampire). To do so, the vampire must beat the victim in a Psychic roll (difficulty 4 for both). One success (over and above the victim's successes) enables the vampire to "wipe" the victim's memory for a scene; three successes enables the vampire to "wipe" the victim's memory permanently.
____-Possession: The vampire may transfer his consciousness into the victim's brain. This power works only on mortals. To use it, the vampire must make a Psychic roll (difficulty 4) and gain more successes than his victim, who makes the same roll. If he succeeds, the victim is his puppet; the vampire's body goes dormant, but the vampire may make the victim do anything, even commit suicide. This power costs three Blood Levels to use.

Fortitude
____Vampires with Fortitude prove unnaturally resistant to damage. They must often be literally hacked apart, like the walking corpses they are. Fortitude is always on (no Blood Levels need be spent to use it).
Basic
____-The vampire has +1 die for soak rolls, +1 Health Level (an extra "Light" level) and may soak fire, sunlight and other aggravated-damage attacks.
Advanced
____-The vampire has +2 dice for soak rolls, +2 Health Levels (both "Light") and may soak damage from fire, sunlight and other aggravated attacks. Additionally, potential damage from long-term exposure to fire and sunlight is halved (i.e., the vampire only tallies damage from direct sunlight every other turn, from indirect sunlight every four turns, etc.).


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