TEXT: Aura Perception 
  Instant 
  Dice Pool:  
  Intelligence + Empathy + Auspex -  
  Subject’s composure 
   
   
  With this mystic power, a vampire can open 
  his perceptions to the psychic auras that 
  surround all sentient creatures. 
  PG  120, V:TR 
  A  uspex 
  Heightened Senses  
  Instant 
  Dice Pool:  
  Typically none.  
  (Wits + Composure + Auspex) 
   
   
  When the power is activated, all of the 
  vampires senses sharpen to a razor’s edge, 
  effectively doubling both range and clarity 
  of all stimuli received.  
   
  . 
  PG  120, V:TR 
  A  uspex 
  PG  120, V:TR 
  A ura S ignifiers 
  Afraid Orange 
  Innocent White 
  Aggressive Purple 
  Love struck Bright Blue 
  Angry Bright Red 
  Obsessed Bright Green 
  Bitter Brown 
  Sad Silver 
  Calm Light Blue 
  Spiritual Gold 
  Compassionate Pink 
  Suspicious Dark Blue 
  Conservative Lavender 
  Confused Shifting 
  Depressed Gray 
  Daydreaming Flickering 
  Desirous/
  Lustful Deep Red 
  Diablerist Black Veins 
  Distrustful Light Green 
  Dominated Muted 
  Envious Dark Green 
  Frenzied Rapid Shifting 
  Generous Rose 
  Vampire Pale colors 
  Happy Vermilion 
  Shape shifter Vibrant 
  Hateful Black 
  Ghost Intermittent 
  Idealistic Yellow 
  Magic Use Sparkles 
  Excited Violet 
  Psychotic Hypnotic 
  Lashing the Beast 
  Cost 1 vitae 
  Instant 
  Dice Pool:  
  Manipulation + Empathy + Animalism  
  VS Composure + Blood Potency 
   
  The vampire’s connection with the Best is 
  so powerful that she can manipulate not 
  only the lesser creatures around her but her 
  own beast and that of other kindred. This is 
  not overt corol as with Obedience or Domi-
  nate Discipline. Rather the kindred learns to 
  rouse the Beast’s instincts, inspiring it. 
  PG  118, V:TR 
  Animalism 
  Subsume the Lesser Spirit 
  Cost 1 vitae 
  Instant 
  Dice Pool:  
  Manipulation + Animal Ken + Animalism 
   
   
  By locking eyes with an animal, a vampire 
  may psychically enter the creatures body 
  and possess it as though it were his own, the 
  animals own mind and instincts are com-
  pletely subsumed, allowing the kindred free 
  reign to take whatever actions he chooses. 
  The vampires own body falls into a torpor-
  like state. 
  PG  117, V:TR 
  Animalism 
  Call of the Wild 
  Cost 1 vitae 
  Instant 
  Dice Pool:  
  Presence + Animal Ken + Animalism 
   
   
  The kindred is so fully in tune with her own 
  beast that she an call out in a feral voice, 
  that beckons all creatures of a specific type 
  any animal of that sort within a given area 
  is compelled to respond. 
  PG  116, V:TR 
  Animalism 
  Obedience 
  Instant 
  Dice Pool:  
  Presence + Animal Ken + animalism -   
  animals Composure 
   
  The kindred’s connection with his own feral 
  nature now allows him to command beasts, 
  no longer need he beg, threaten or cajole 
  animals into doing his will. He demands 
  and they obey as best they can. Requires 
  eye contact as feral whispers. 
   
  PG  116, V:TR 
  Animalism 
  Feral Whispers 
  Instant 
  Dice Pool:  
  Manipulation + Animal Ken + animalism 
   
   
  The kindred with this ability has learned to 
  understand the lesser creatures that sur-
  round her, and to speak with them and 
  make herself understood. Because this 
  requires initial eye contact, animals that 
  cannot see cannot be effected. 
  PG  115, V:TR 
  Animalism 
  
  Conditioning 
  Cost: 1 willpower per roll 
  Contested and extended  
  6-15+ successes 
  Dice Pool:  
  Wits + Subterfuge + Dominate versus  
  Resolve + Blood Potency 
   
  Through constant veiled whispers, subtle 
  hints and frequent sustained manipulation, a 
  vampire can slowly render a particular 
  victim substantially more suggestible. Each 
  success represents one week of mental 
  manipulation. 
  PG  127, V:TR 
  Dominate 
  The Forgetful Mind 
  Extended (1-100+ successes) 
  Dice Pool:  
  Wits + Persuasion + Dominate - Resolve 
   
   
  A Vampire with this power can literally 
  delve into a subject’s mind, stealing or 
  reshaping memories at whim. Simple altera-
  tions, such as blurring brief and recent  
  memories, are simple enough. More com-
  prehensive alterations are possible albeit 
  substantially more difficult.  
  PG  127, V:TR 
  Dominate 
  Mesmerize 
  Contested, Resistance is reflexive 
  Dice Pool:  
  Intelligence + Expression + Dominate 
   Versus Resolve + Blood Potency 
   
   
  The Source of many legends of the vam-
  pire’s hypnotic gaze, Mesmerize allows the 
  kindred to implant a false thought or sug-
  gestion into the subject’s subconscious 
  mind. Mesmerize can deliver complex and 
  long-term commands. 
  PG  125, V:TR 
  Dominate 
  Command 
  Contested, Resistance is reflexive 
  Dice Pool:  
  Intelligence + Intimidation + Dominate  
  Versus Resolve + Blood Potency 
   
   
  Once he has established eye contact, the 
  vampire issues a single, one-word com-
  mand that must be obeyed instantly. The 
  order must be clear and straight forward — 
  freeze, jump, run, stop, fall, cough, blink, 
  and so forth. 
  PG  124, V:TR 
  Dominate 
  Celerity 
  Cost: 1 Vitae per turn 
  Reflexive 
  Dice Pool:  
  Celerity Is unlike other disciplines in that it 
  is not actively rolled. 
   
  Tales and legends of vampires ascribe them 
  inhuman speed, the ability to move faster 
  than the eye can see, Celerity adds to the 
  initiative of during the turn which it is 
  active. Sped increases by itself again for 
  each dot of celerity and multiply that num-
  ber by his speed. 
  PG  124, V:TR 
  C e lerity 
  Twilight Projection 
  Cost: 1 willpower 
  Instant 
  Dice Pool:  
  Intelligence + Occult + Auspex 
   
  Commonly seen as the pinnacle of auspex 
  achievement, this power allows a vampire 
  to project her perceptions out of her physi-
  cal body. Her senses take on an existence 
  their own, traveling the material world like 
  a specter.  
   
  PG  123, V:TR 
  A  uspex 
  Telepathy 
  Cost None for mortals 
           1 willpower unless willing 
  Instant 
  Dice Pool:  
  Intelligence + Socialize + Auspex - 
  Subject’s Resolve 
   
  At this level of advancement of one’s extra-
  sensory perceptions, a vampire may project 
  his consciousness into a nearby individual’s 
  mind. 
   
  Costs 1 willpower for a supernatural subject 
  unless the subject is willing 
  PG  122, V:TR 
  A  uspex 
  PG  121, V:TR 
  A  uspex 
  The Spirits Touch 
  Instant 
  Dice Pool:  
  Wits + Occult + Auspex 
   
   
  The Kindred’s Powers of perception have 
  progressed to the point that he can pick up 
  psychic impressions from objects by simply 
  handling them for a moment or two.  
   
  
  Revelation 
  Cost 1 Vitae 
  Contested, Resistance is reflexive 
  Dice Pool:  
  Manipulation + Expression + Majesty 
  Versus subjects composure + Blood Po-
  tency 
   
  The allure and reassurance of a kindred 
  with this power is enough to make others 
  forego caution and share their compassion-
  ate words or heartfelt look from the vam-
  pire can break down a person’s prudence 
  and fear, inspiring a desire to share deep 
  feelings or dark secrets. 
  PG  129, V:TR 
  Majesty     
  Entrancement 
  Contested, Resistance is reflexive 
  Dice Pool:  
  Manipulation + Expression + Majesty 
  Versus subjects composure + Blood Po-
  tency 
   
  This power is perhaps the closest thing that 
  majesty gets to serious command over the 
  thoughts of another. Its power warps the 
  emotional state of the subject, making him a 
  willing servant of the vampire. Subjects 
  retain their sense of identity and free will, 
  believing that they are acting on their on 
  volition. 
  PG  130, V:TR 
  Majesty     
  Summoning 
  Cost 1 vitae 
  Contested, Resistance is reflexive 
  Dice Pool:  
  Manipulation + Persuasion + Majesty ver-
  sus subject’s composure + Blood Potency 
   
  This potent power allows the vampire to 
  call any individual he knows personally to 
  his side. The summoned individual knows 
  whos presence he travels and may pause to 
  make arrangements before departure, if 
  necessary. 
   
  PG  130, V:TR 
  Majesty     
  Sovereignty 
  Cost 1 Willpower per scene 
  Instant 
  Dice Pool:  
  Presence + Intimidation + Majesty versus 
  subjects Composure + Blood Potency 
   
   
  Sovereignty is considered “always active” 
  during scenes in which it is activated. Peo-
  ple can speak freely around the vampire as 
  long as they don’t try to criticize him, any 
  one wishing to attack the vampire, however 
  must overcome the sovereignty to do so. 
  PG  132, V:TR 
  Majesty     
  Awe 
  Instant 
  Dice Pool:  
  Presence + Expression + Majesty 
   
   
  This power makes the user seem exponen-
  tially more charismatic and magnetic than 
  he normally is. Whatever the vampire says, 
  people are likely to lend serious credence to 
  his position and views. 
   
  PG  129 V:TR 
  Majesty     
  Possession 
  Cost: 1 willpower 
  Contested, Resistance is reflexive 
  Dice Pool:  
  Intelligence + Intimidation + Dominate 
  Versus Resolve 
   
   
  By this point, the kindred need not rely on 
  spoken commands and limited understand-
  ing. Once the kindred has crushed the vic-
  tim’s will, she literally takes over the body, 
  inhabiting it and controlling it as easily as 
  she does her own 
  PG  127, V:TR 
  Dominate 
  Dread 
  Cost 1 Vitae 
  Contested 
  Dice Pool:  
  Manipulation + Empathy + Nightmare 
  versus subject’s Composure + Blood Po-
  tency 
   
  Gloom, Disquiet and uncertainty creeps into 
  the hearts of people around the vampire. 
  Any one within 3 yards per willpower dot 
  that the vampire posses can be effected. 
  One contested roll may be made reflexively 
  for a crowd. Those loose suffer –2 on all 
  actions, no willpower can be spent. 
  it. 
  PG  133, V:TR 
  Nightmare 
  Monstrous Countenance 
  Contested 
  Dice Pool:  
  Presence + Intimidation + Nightmare versus 
  subject’s Composure + Blood Potency 
   
  The true face of a vampire is frightening 
  thing, indeed— made all the more terrifying 
  by the assistance of this power. When a 
  kindred activated this power. Subjects will 
  flee the vampire’s presence, using all avail-
  able means. 
  PG  133, V:TR 
  Nightmare 
  
  Eye of the Beast 
  Cost 1 Vitae 
  Contested; Resistance is reflexive 
  Dice Pool:  
  Presence + Empathy + Nightmare Versus 
  subject’s Composure + Blood Potency 
   
  The vampire reveals the inner core of the 
  kindred's being. The victim is paralyzed 
  with fear, incapable of moving or taking 
  any action. If a victim is attacked or mo-
  lested the victim will spend the remainder 
  of the scene trying to flee the creature. 
  PG  134, V:TR 
  Nightmare 
  Shatter the Mind 
  Cost 1 Willpower 
  Contested; Resistance is reflexive 
  Dice Pool:  
  Manipulation + Empathy + Nightmare 
  Versus subject’s Composure + Blood Po-
  tency 
   
  The vampire confronts a subject with her 
  greatest fear, Victims loose their next action 
  and reels from the vision which she is con-
  fronted. Her defense still applies, but she 
  cannot dodge. All other actions are per-
  formed at  a –1 and looses one willpower 
  point, suffer from a mild derangement. 
  PG  134, V:TR 
  Nightmare 
  Mortal Fear 
  Cost 1 Willpower 
  Instant 
  Dice Pool:  
  Presence + intimidation + nightmare - 
  Composure 
   
  The Vampire is able to inspire fear as a 
  weapon unto its self. A victim is so thor-
  oughly and intensely frightened by the 
  vampire that he suffers physical damage. 
  He ages prematurely,  even other vampires 
  can be effected, the subject must be able to 
  see the vampire employing this power. 
  PG  134, V:TR 
  Nightmare 
  Touch of Shadow 
  Instant 
  Dice Pool:  
  Wits + Larceny + Obfuscate 
   
   
  This level of Obfuscate allows the vampire 
  to conceal small items, either in her grasp 
  or on her person. If she is skilled enough, 
  even a thorough search fails to turn up a 
  hidden object. 
   
  PG  135, V:TR 
  Obfuscate 
  Mark of Tranquility 
  Dice Pool:  
  This power involves no roll, and is consid-
  ered “always on” 
   
   
  The kindred masters the art of hiding him-
  self to such a degree that he may subvert 
  some of the stains that undeath leaves upon 
  his soul. A vampire who knows this power 
  can mask his kindred nature from onlook-
  ers, leaving them without the impression of 
  the predator’s taint. 
  PG  136, V:TR 
  Obfuscate 
  Cloak of Night 
  Instant 
  Dice Pool:  
  Intelligence + Stealth + Obfuscate 
   
   
  Cloak of night allows a vampire to literally 
  fade from sight, becoming completely 
  invisible to observers. The process of fad-
  ing away is subtle but its effect on wit-
  nesses might not be. Mortals are likely to 
  panic and flea. Successful use of cloak of 
  night renders the character invisible until he 
  does something to draw attention to him-
  self. 
  PG  136, V:TR 
  Obfuscate 
  The Familiar Stranger 
  Contested; Resistance is reflexive 
  Dice Pool:  
  Wits + Subterfuge + Obfuscate versus 
  Subject’s Resolve + Blood Potency 
   
  This power allows the character to assume 
  the image of whomever the subject most 
  expects to see under the circumstances in 
  which they meet. The character has no 
  immediate knowledge of what aspect he is 
  perceived to have, unless the target gives 
  the identity away through verbal or behav-
  ioral clues. 
  PG  137, V:TR 
  Obfuscate 
  Cloak the Gathering 
  Instant 
  Dice Pool:  
  Intelligence + Stealth + Obfuscate 
   
   
  A vampire can hide one extra individual per 
  dot of obfuscate she posses, not counting 
  her self. While under the effects of this 
  power, each individuals must obey the rules 
  of cloak of night.  
   
  PG  138, V:TR 
  Obfuscate 
  
  Aspect of the Predator 
  Instant 
  Dice Pool:  
  This power involves no roll to invoke 
   
   
  The most basic ability of this discipline 
  allows a vampire to project a supernatural 
  mien of savage predatory ferocity. A char-
  acter is not subject to the usual relationships 
  of blood potency upon meeting an unknown 
  kindred for the first time. If the characters 
  blood potency is lower than that of the 
  unknown kindred it is treated as equal. 
  PG  138, V:TR 
  Protean 
  Haven of Soil 
  Cost 1 Vitae 
  Instant 
  Dice Pool:  
  This power involves no roll to invoke 
   
   
  A vampire can blend his form with soil. 
  While so interred, the character is immune 
  to threat from the sun’s rays, or to any 
  physical attack as his corporeal form is 
  actually merged with that of the substance 
  itself. 
  PG  138, V:TR 
  Protean 
  Claws of the Wild 
  Cost 1 Vitae 
  Reflexive 
  Dice Pool:  
  This power involves no roll to invoke 
   
   
  Upon activation of this power, the vampires 
  nails grow into long, fearsome talons. These 
  ferocious weapons offer a +1 bonus to 
  attack pools in unarmed close combat, and 
  inflict aggravated damage.  
   
  PG  139, V:TR 
  Protean 
  Shape of the Beast 
  Cost 1 Vitae 
  Instant 
  Dice Pool:  
  This power involves no roll to invoke 
   
   
  A kindred can take the shape of an ordinary 
  animal, most commonly a bat or a wolf. 
  While in this form, the vampire retains his 
  mind and temperament. Every 3 experience 
  spent on this ability allows the character 
  transform into additional animal forms. 
   
  PG  139, V:TR 
  Protean 
  Body of Spirit 
  Cost 1 Vitae 
  Instant 
  Dice Pool:  
  This power involves no roll to invoke. The 
  full change takes one action to complete. 
   
  The pinnacle of most vampires achievement 
  in the transfiguring art, this power enables a 
  kindred to transform his entire body  into a 
  fine mist. As a small cloud of vapor, the 
  character can float along above the round at 
  his normal speed. 
  PG  140, V:TR 
  Protean 
  Resilience 
  Cost: 1 Vitae per scene 
  Reflexive 
  Dice Pool:  
  Resilience Is unlike other disciplines in that 
  it is not actively rolled. 
   
  Legends abound of vampires who are able 
  to withstand even the most brutal punish-
  ment to their unloving form. Each dot of 
  resilience increases the characters stamina 
  by one fore the scene win which the disci-
  pline is active, this bonus also increases the 
  characters health dots during the scene. 
  PG  140, V:TR 
  R
  e s ilience 
  Vigor 
  Cost: 1 Vitae per scene 
  Reflexive 
  Dice Pool:  
  Vigor Is unlike other disciplines in that it is 
  not actively rolled. 
   
  Nearly every vampire legend across the 
  globe expresses the preternatural strength 
  possessed by the undead. Each dot of vigor 
  increases the characters strength by one 
  while the discipline is active. 
  PG  141, V:TR 
  Vigor 
  Pangs of Proserpina 
  Cost 1 Vitae 
  Dice Pool:  
  Manipulation + Occult + Cruac 
  Versus targets Composure + Blood Potency 
   
  The sorcerer causes feelings of intense 
  hunger in a subject, who must be within 
  sight. The afflicted subject feels the desire 
  to eat or feed. The victim will avail himself 
  to any available sustenance available, short 
  of cannibalism or drinking of blood (for a 
  mortal). Kindred might attack nearby ves-
  sels or fellow vampires, if their hunger is 
  sever enough to make them frenzy. 
  PG  143, V:TR 
  Cr u ac 
  
  Rigor Mortis 
  Cost 1 Vitae 
  Dice Pool: 
  Manipulation + Occult + Cruac 
  Versus targets Composure  
   
  With the power of this ritual, a vampire 
  may temporarily interrupt the reanimating 
  effect of vampiric  vitae, rendering a kin-
  dred immobile as the stiffening of muscles 
  common to dead bodies takes hold. The 
  number of dice by which the victims next 
  physical dice pool is penalized. This applies 
  only to dice pools for physical actions, and 
  does not affect physical resistances. 
  PG  143, V:TR 
  Cr u ac 
  Cheval 
  Cost 1 Vitae 
  Dice Pool:  
  Manipulation + Occult + Cruac 
  Versus targets Composure  
   
  This ritual allows the performer to ride the 
  senses of his subject. The subject must be 
  within direct sight when the ritual is per-
  formed, but the subject can stray from the 
  caster to any distance thereafter. At any 
  time he wishes for the duration of the ef-
  fect, the performer may see or hear through 
  the subject. 
   
  PG  143, V:TR 
  Cr u ac 
  The Hydra’s Vitae 
  Cost 1 Vitae 
  Dice Pool:  
  Manipulation + Occult + Cruac 
   
   
  By invoking this ritual, the performer pro-
  tects himself from would-be diablerists and 
  from those who would otherwise feast on 
  his blood. This ritual transforms the sor-
  cerer’s vitae into a kind of poison. Kindred 
  who drink it suffer one point of lethal dam-
  age for every vitae consumed. The blood 
  returns to normal when it leaves the kin-
  dred’s body. 
  PG  143, V:TR 
  Cr u ac 
  Deflection of Wooden Doom 
  Cost 1 Vitae 
  Dice Pool:  
  Manipulation + Occult + Cruac 
   
   
  The performer invokes a mystic protection 
  against attempts to impale her heart with a 
  steak. Steaks used in this manner rot or 
  disintegrate as wielders attempt to use them 
  against the performer. This power cannot be 
  used to protect others, this ritual fades at 
  sundown on the subsequent night, though 
  may be performed immediately thereafter. 
   
  PG  144, V:TR 
  Cr u ac 
  Touch of the Morrigan 
  Cost 1 Vitae 
  Dice Pool:  
  Manipulation + Occult + Cruac 
   
   
  The caster performs this ritual and channels 
  his righteous ire into a tangible force. If the 
  performance roll is successful, the user’s 
  mere tough becomes deadly. The sorcerer 
  must then touch a subject with his open 
  palm. Contact inflicts an amount of lethal 
  damage equal to the successes gained on 
  the activation roll. Cannot be delivered 
  through a punch or other unarmed close-
  combat attack. 
  PG  144, V:TR 
  Cr u ac 
  Blood Price 
  Cost 1 Vitae 
  Dice Pool:  
  Manipulation + Occult + Cruac 
  Versus targets Composure + Blood Potency 
   
  The sorcerer mystical claims one third of 
  the vitae that a subject imbibes. The subject 
  must be within sight when the ritual is 
  performed. Every time the subject feeds, a 
  third of the vitae he consumes is denied him 
  and transfers invisibly to the sorcerer, re-
  gardless of either's location, this vitae is 
  neutral,  
  PG  144, V:TR 
  Cr u ac 
  Willful Vitae 
  Cost 1 Vitae 
  Dice Pool:  
  Manipulation + Occult + Cruac 
   
   
  The performer makes herself immune to the 
  vinculum and blood addiction when another 
  kindred’s vitae is consumed. After this 
  ritual is performed, if another vampire’s 
  blood is taken in the same night, no step is 
  taken toward vinculum with the provider of 
  the blood, and no addiction to blood forms 
  for the character. Of course, the blood do-
  nor has no idea that the recipient is im-
  mune. 
  PG  145, V:TR 
  Cr u ac 
  Blood Blight 
  Cost 1 Vitae 
  Dice Pool: 
  Manipulation + Occult + Cruac 
  Versus targets stamina + Blood Potency 
   
  This potent ritual taints the blood of its 
  target, weather mortal or vampire. Number 
  of success deal lethal damage to the target . 
  Vampires also lose the equilivalent of vitae 
  in his system. 
   
  PG  145, V:TR 
  Cr u ac 
  
  Feeding the Crone 
  Cost 1 Vitae 
  Dice Pool:  
  Manipulation + Occult + Cruac 
   
  When the performer calls upon the power 
  of the crone herself, and a vitae is spent, the 
  vampires mouth transforms into a maw of 
  wicked, gnashing teeth. The vampire need 
  not perform a grapple attack in order to bite 
  a victim; the attack is made directly. The 
  number of success  achieved on the activa-
  tion roll is added as bonuses to the attack 
  roll, these teeth are so vicious that feeding 
  cannot occur when they are Bourne. 
  PG  145, V:TR 
  Cr u ac 
  Blood Scourge 
  Cost Blood spent 
           1 Willpower 
  Dice Pool:  
  Intelligence + Academics  + Theban Sor-
  cery 
   
   
  For Each dot that the character possesses in 
  Theban sorcery, hey mat create a stinging 
  whip of vitae with which to scourge his 
  foes. An attack with the weapon has a dice 
  pool equal to the characters strength + 
  weaponry + number of lashes created, and 
  inflicts lethal damage, the weapon lasts for 
  a number of turns equal to the successes on 
  the invocation roll. 
  PG  146, V:TR 
  Theban Sorcery 
  Vitae Reliquary 
  Cost one object 
           1 Willpower 
  Dice Pool:  
  Intelligence + Academics  + Theban Sor-
  cery 
   
   
  The character takes an ordinary object and 
  stores an amount of vitae in it that may be 
  called upon later . The amount of vitae that 
  can be stored in the object is the number of 
  successes the player achieves on the invoca-
  tion roll, although the caster may infuse the 
  object with less if he chooses. 
   
  PG  146, V:TR 
  Theban Sorcery 
  Curse of Babel 
  Cost An animal or persons tongue 
           1 Willpower 
  Dice Pool:  
  Intelligence + Academics  + Theban Sor-
  cery - Subject’s Resolve  
   
  This ritual leaves a victim speaking in 
  tongues, unable to communicate. Even his 
  written word is rendered nonsensish. The 
  number of successes determines the dura-
  tion of the ritual: one hour per success or 
  until the next sunrise, whichever comes 
  first. The subject must be within earshot 
  when this ritual is performed. 
  PG  146, V:TR 
  Theban Sorcery 
  Liars Plague 
  Cost  An Insect’s Carapace 
           1 Willpower 
  Dice Pool:  
  Intelligence + Academics  + Theban Sor-
  cery - Subject’s Resolve + Blood Potency 
   
  The character curses her subject so that if 
  he speaks any lies over the course of the 
  scene, beetles swarm from his mouth. 
  PG  147, V:TR 
  Theban Sorcery 
  Blandishment of Sin 
  Cost a Scrap of paper 
           1 Willpower 
  Dice Pool:  
  Intelligence + Academics  + Theban Sor-
  cery - Subject’s Resolve + Blood Potency 
   
  The Subject of this power suffers increased 
  damage the next time any harm is inflicted 
  on him. That wound is upgraded one degree 
  of damage. Thus, bashing damage becomes 
  lethal, lethal becomes aggravated. 
  (Aggravated wounds do not increase to any 
  other sort) 
  PG  147, V:TR 
  Theban Sorcery 
  Malediction of Despair 
  Cost lock of hair from the subject 
           1 Willpower 
  Dice Pool:  
  Intelligence + Academics  + Theban Sor-
  cery - Subject’s Resolve + Blood Potency 
   
  The Sorcerer curses his subject with regard 
  to a specific action. Next time the subject 
  engages in that action, her normal dice pool 
  is not rolled. A chance roll is made instead. 
  A player may spend a willpower and roll 
  composer + resolve. If this roll yields more 
  successes than were achieved during the 
  invocation then the curse does not come to 
  pass. 
  PG  147, V:TR 
  Theban Sorcery 
  Gift of Lazarus 
  Cost a Communion wafer 
           1 Willpower 
  Instant 
  Dice Pool:  
  Intelligence + Academics  + Theban Sor-
  cery 
   
   
  A successful invocation of this ritual brings 
  the dead back to a semblance of life, though 
  a pale echo at best. The length of time in 
  nights that the creature remains animate 
  equals the number of successes on the 
  Theban sorcery roll to create it. 
   
  PG  147, V:TR 
  Theban Sorcery 
  
  Stigmata 
  Cost A crucifix 
           1 Willpower 
  Instant 
  Dice Pool:  
  Intelligence + Academics  + Theban Sor-
  cery - Subject’s Stamina 
   
  The Victim of this ritual must be within 
  sight when it is cast. He bleeds from the 
  wrists, feet, and side, the traditional five 
  wounds of Christ. Mortals suffer one point 
  of lethal damage per turn from blood loose, 
  while kindred loose one vitae each turn.  
  PG  147, V:TR 
  Theban Sorcery 
  Transubstantiation 
  Cost A drop of liquid gold 
           1 Willpower 
  Instant 
  Dice Pool:  
  Intelligence + Academics  + Theban Sor-
  cery - Subject’s Stamina + Blood Potency 
   
  The Character transforms one substance 
  into another. It can be water into blood, for 
  example or a tree branch into a snake. Or a 
  person into salt. The object becomes a 
  perfectly normal, mundane version of what-
  ever it is. 
  PG  148, V:TR 
  Theban Sorcery 
  Wrathful Judgment 
  Cost eye or hand of the caster 
           1 Willpower 
  Instant 
  Dice Pool:  
  Intelligence + Academics  + Theban Sor-
  cery - Subject’s Stamina 
   
  This ritual metes out divine punishment  by 
  turning a Kindred’s own vitae into fire. The 
  sorcerer charges the ritual with multiple 
  willpower points, each point of will power 
  invested can deal one point of aggravated 
  damage to the subject and consumes one 
  vitae. 
  PG  148, V:TR 
  Theban Sorcery 
  Blood Seeps Slowly 
   
  The Dragon’s undead body doesn’t demand 
  as much Vitae to animate itself as do those 
  of other, less enlightened kindred. The 
  player need spend only one vitae for his 
  character to wake for a number of nights 
  equal to the vampires resolve. So a kindred 
  with Resolve of 2 looses a vitae every other 
  night for rising. 
   
  PG  149, V:TR 
  The Coil  of Blood 
  Blood of Beasts 
   
  No mater what the vampire’s Blood Po-
  tency is, she can take sustenance from 
  animals and humans. 
  PG  149, V:TR 
  The Coil  of Blood 
  Perspicacious Blood 
   
  The Character gains three vitae for every 
  two vitae she takes from a human, and 
  receives double vitae consumed from kin-
  dred or other supernatural vessels. 
   
   
  PG  149, V:TR 
  The Coil  of Blood 
  Conquer the Red Fear 
   
  The Character gains +2 bonus to resist fear 
  frenzy triggered by fire or sunlight. Fear 
  frenzies triggered by other stimuli occur as 
  normal. 
  PG  149, V:TR 
  The Coil  of Banes 
  Surmounting the Daysleep 
   
  The player can spend a willpower point for 
  the character to remain awake for an entire 
  day without penalty (though the character 
  must still take precautions to remain out of 
  the sunlight and “waking” the next night 
  still costs a vitae) dice pools during the day 
  are still limited by humanity (see p. 184, 
  V:TR) if the character does sleep and dis-
  turbed add three dice to the players wake-
  up roll. 
   
  PG  149, V:TR 
  The Coil  of Banes 
  
  Sun’s Forgotten Kiss 
   
  Sunlight at twilight and dawn causes only 
  bashing damage to the Dragon, rather than 
  aggravated. After the sun has fully risen, 
  however, its rays cause aggravated damage 
  as usually. 
  PG  149, V:TR 
  The Coil  of Banes 
  Chastise the Beast 
   
   
  The player spends a willpower point for his 
  character to resist a frenzy of any kind 
  automatically. The player may choose to 
  roll Resolve + Composer as usual for his 
  character to resist frenzy, spending the 
  willpower only if the roll fails. 
   
   
  PG  149, V:TR 
  The Coil  of Beast  
  Lure the Beast 
   
   
  “Riding the wave” des not cost a willpower 
  point, and it requires a base of only three 
  successes, not five. All other rules still 
  apply 
   
  PG  150, V:TR 
  The Coil  of Beast  
  Exhaust the Beast 
   
   
  The Character may spend an hour per night 
  in frenzy (usually doing so under controlled 
  conditions such as in a locked room or far 
  from mortals). For the rest of the night, the 
  character does not enter frenzy unless she 
  wishes to do so, no mater how strong the 
  trigger is. 
  PG  150, V:TR 
  The Coil  of Beast  
  Knowing the Stranger 
  Auspex, Obfuscate 
  Contested, Resistance is reflexive 
  Dice Pool:  
  Intelligence + Empathy + Obfuscate versus 
  Resolve + Blood Potency 
   
   
  The familiar stranger is a versatile and 
  useful ability, but its use becomes perilous 
  when the vampire has no idea who he 
  should be impersonating. Knowing the 
  stranger allows the character to discern in 
  advance who the target most expects. 
  PG  150, V:TR 
  Arcane Sight 
  Auspex, Cruac 
  Instant 
  Dice Pool:  
  Wits + Occult + Auspex 
   
   
  Those who know this devotion have learned 
  how to expand their mystical sight. Rather 
  than sensing patterns of emotions as with 
  aura perception, the user sees the ebb and 
  flow of magical power, and can learn a 
  variety of information. 
  PG  150, V:TR 
  Body of Will 
  Resilience, Vigor 
  Reflexive 
  Dice Pool:  
  Composure + Athletics + Resilience 
   
   
  Each Success gained on the activation roll 
  allows the character to ignore any current 
  wound penalties as well as any penalties he 
  acquires from new wounds, for one turn. 
  Therefore, if three successes are rolled the 
  character is wound-penalty free for the 
  duration of the turn and for two turns there-
  after. 
  PG  151, V:TR 
  Instantaneous Transformation 
  Celerity, Protean 
  Reflexive 
  Dice Pool:  
  Stamina + Survival + Protean 
   
   
  Success on the activation roll indicates the 
  character transforms into an alternate shape 
  instantly — so fast in fact, that he may still 
  take a normal action in that turn  
  PG  151, V:TR 
  
  Diagnose 
  Instant 
  Dice Pool:  
  Intelligence + medicine + Cachexy 
   
  Probably the most important power of this 
  discipline, diagnose helps morbus vampire-
  sidentify suitable vessels from the throngs 
  of the kine. The power reveals the tain in 
  someone’s blood as it moves through his 
  body. A morbus can also use diagnose to 
  identify kindred who’ve been feeding on 
  tainted blood (and weather those kindred 
  are morbus) 
  PG  249, V:TR 
  Ca c hexy 
  Contaminate 
  Cost 1 Vitae 
  Instant 
  Dice Pool:  
  No roll required to activate this power 
   
  Contact with the blood of a morbus might 
  result in infection from whatever diseases 
  he has sampled, but this power ensures it., 
  reflexive stamina roll to resist the disease.  
  PG  249, V:TR 
  Ca c hexy 
  Veridical Tongue 
  Dominate, Majesty 
  Instant 
  Dice Pool:  
  Presence + Subterfuge + majesty -  
  Composure 
   
  With this power, a character is able to shift 
  through the tide of kindred lies by rendering 
  the subject unable to lie, if the roll is suc-
  cessful, the target must speak the truth for a 
  number of turns equal to the successes 
  gained. 
  PG  153, V:TR 
  Touch of Deprivation 
  Auspex, Dominate 
  Contested, Instant if willing 
  Dice Pool:  
  Intelligence + Medicine + Auspex versus 
  Resolve + Blood Potency (if unwilling) 
   
  With a simple touch, the kindred can tem-
  porarily shut down one on the victim’s five 
  senses. Some kindred have been known to 
  use this power on allies in a crisis,  if the 
  roll is successful, the target has one of her 
  senses shut down for a number of turns 
  equal to successes gained. 
  PG  153, V:TR 
  Quicken Sight 
  Auspex, Celerity 
  Reflexive 
  Dice Pool:  
  No roll to invoke 
   
   
  With this power, the kindred is able to 
  combine her heightened senses and super-
  human reaction time. Any time the charac-
  ter wishes to observer, follow or examine 
  something that moves too quickly to follow 
  with normal sight, the player may add five 
  dice to a wits + composure roll while this 
  devotion is active. 
  PG  152, V:TR 
  Partial Transformation 
  Protean, Resilience 
  Instant 
  Dice Pool:  
  This power involves no roll to invoke 
   
   
  With this power, any vampire is capable of 
  assuming a bestial or inhuman shape may 
  choose to stop the process part way 
  through, granting herself a single aspect or 
  trait of the animal, nose of a wolf, wings of 
  a bat or bird. 
   
  PG  153, V:TR 
  Lessons in the Steel 
  Auspex, Resilience 
  Instant 
  Dice Pool:  
  Resolve + Investigation + Resilience -   
  Opponents Resolve 
   
  Some rather intrepid kindred develop the 
  ability to gain insight into a foe’s combat 
  prowess by willingly subjecting themselves 
  to opponents’ attacks. Upon suffering at 
  least one point of damage of any type the 
  vampire may make a roll to determine the 
  combat abilities of his opponent. 
  PG  151, V:TR 
  Iron Facade 
  Obfuscate, Resilience 
  Instant 
  Dice Pool:  
  Intelligence + Survival + Obfuscate 
   
   
  With a successful invocation roll, the char-
  acter can hide the full extent of his injuries. 
  Wounds are invisible and he does not ap-
  pear to slow down, limp or grow weary. 
  Iron Façade does not actually heal any 
  wounds or reduce dice pool penalties. 
  PG  151, V:TR 
  
  Inflame 
  Cost 1 vitae 
  Instant 
  Dice Pool:  
  Wits + Survival + Cachexy -   
  subject’s stamina 
   
  Once a morbus successfully infects a vic-
  tim, or identifies a pre-existing disease with 
  diagnose, he can call out to it with the 
  power of his blood. The character inflames 
  the victims condition temporarily inflicting 
  a –2 modifier to all the victims rolls for a 
  number of turns equal to the successes 
  rolled. 
   
  PG  249, V:TR 
  Ca c hexy 
  Plague Bearer 
  Cost 1 Vitae per turn 
  Instant 
  Dice Pool:  
  Intelligence + Medicine + Cachexy 
   
  By concentrating and burning the blood 
  within himself a morbus can spread one of 
  the diseases that he carries to a crowd of 
  unsuspecting victims, the morbus infects up 
  to three mortals or one kindred per success. 
  Another vitae may be spent each turn after 
  the initial turn to infect the same number 
  each turn thereafter. 
  PG  250, V:TR 
  Ca c hexy 
  Accelerate Disease 
  Cost 1 willpower 
  Instant 
  Dice Pool:  
  Wits + Survival + Cachexy -   
  subject’s Stamina 
   
  The morbus inflames a disease by calling 
  on the power of his tainted blood and its 
  sympathy with that of the victim. Each 
  success automatically inflicts a lethal point 
  of damage to the victim. 
   
  PG  250, V:TR 
  Ca c hexy 
  Moonlight Preservation 
  Cost 1 Vitae 
  Instant 
  Dice Pool:  
  Composure + Medicine + Getsumei 
   
   
  Moonlight preservation, magically pre-
  serves a corpse for a period of one month 
  per success rolled. After the time is up, the 
  character must use the power again. This 
  does not repair damage done to a corpse.  
   
  PG  251, V:TR 
  Getsumei 
  Crow’s Harvest 
  Instant 
  Dice Pool:  
  Wits + Investigation + Getsumei 
   
   
  This power allows a burakumin to stare into 
  the eyes of a corpse and see reflected there 
  the last thing the dead man witnessed. 
  PG  251, V:TR 
  Getsumei 
  Corpse Skin 
  Cost 1 Vitae 
  Instant 
  Dice Pool:  
  Stamina + Athletics + Getsumei 
   
  The kindred slices a token of a corpse’s 
  flesh and uses it to mystically enhance his 
  physical resistance. The character suffers a 
  –1 penalty on all presence and manipulation 
  based rolls in exchange, the character re-
  ceives the benefit of temporary armor. 1 per 
  success rolled. 
  PG  251, V:TR 
  Getsumei 
  Channel of Hasu-Ko 
  Cost 1 Vitae 
  Instant 
  Dice Pool:  
  Dexterity + Crafts + Getsumei 
   
  This power enables a character to construct 
  a tiny, autonomous servitor from the bodies 
  of dead men. These servitor appear as gro-
  tesque insects or deformed homunculi, and 
  can be useful as spies.  
   
  PG  252, V:TR 
  Getsumei 
  Convocation of Hotoke 
  Cost 1 Vitae + 1 Willpower min. 
  Instant 
  Dice Pool:  
  Intelligence + Occult + Getsumei 
   
  With this power the kindred can command 
  a number of dead bodies to rise and perform 
  relatively simple functions. The character 
  animates one corpse per success on the 
  activation roll, provided there are enough 
  around 
   
  Requires 1 willpower point to be spent to 
  change the orders given after they have 
  been raised. 
  PG  252, V:TR 
  Getsumei 
  
SOURCE: textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/CofD/Vampire - The Requiem/Discipline Cards/Card sized/disciplines.pdf