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127 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION Chapter Four: Disciplines Disciplines are supernatural powers granted by the Embrace, which vampires cultivate to bring to bear against their foes and prey. These powers separate the Damned from mortals, providing an incomparable mys-tical edge over those who would st...
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128 CHAPTER FOUR: DISCIPLINES in question has barely been awakened, while a rating of six dots or higher indicates mastery beyond the capac-ity of most neonates and even ancillae. As a character increases her rating in a Discipline, she gains access to the powers listed next to the appropriate number of dots, as well a...
disciplinas.pdf
129 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION Feral Whispers This power is the basis from which all other Animal-ism abilities grow. The vampire creates an empathic connection with a beast, thereby allowing him to com-municate or issue simple commands. The Kindred locks eyes with the animal, transmitting his desi...
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130 CHAPTER FOUR: DISCIPLINESThe number of successes the player achieves dictates how strongly the character's command affects the ani-mal. One success is sufficient to have a cat follow an individual and lead the character to the same location, three successes are enough to have a raven spy on a target for weeks, and fi...
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131 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONdifficulty of the roll is 7 in either case. This is an ex-tended action requiring as many total successes as the target has Willpower. Failure indicates that the player must start over from the beginning, while a botch in-dicates that the vampire may not affect that sub...
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132 CHAPTER FOUR: DISCIPLINEStorpor. Presumably this is in sympathetic response to the massive trauma of death, but some Kindred believe that the vampire's soul is cast adrift during this time and must find its way back to the body. Drawing Out the Beast At this level of Animalism, the Kindred has a keen understanding o...
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133 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION Shared Soul This power allows a character to probe the mind of any one animal she touches. Shared Soul can be very disconcerting to both parties involved, as each par-ticipant is completely immersed in the thoughts and emotions of the other. With enough effort or time...
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134 CHAPTER FOUR: DISCIPLINESSystem: The character touches the target. The player spends a Willpower point and rolls Manipu-lation + Empathy (difficulty 7). The victim makes a Self-Control/Instinct roll (difficulty 5 + the number of successes); failure results in an immediate frenzy. A botch causes the character to unlea...
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135 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONable to notice. It's not an all-purpose insight or miracu-lous revelation. At the character's discretion, she may selectively heighten one specific sense, rather than leaving them all on. In these cases, the difficulty to perceive stimu-li using that sense drops by one, ...
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136 CHAPTER FOUR: DISCIPLINES Successes Result 1 success Can distinguish only the shade (pale or bright). 2 successes Can distinguish the main color. 3 successes Can recognize the color patterns. 4 successes Can detect subtle shifts. 5 successes Can identify mixtures of color and pattern. The Aura Colors chart offers s...
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137 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONthese purposes, a corpse counts as an “object” and can be read accordingly. ) 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...
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138 CHAPTER FOUR: DISCIPLINESlover's new boyfriend,” say “You see a fleeting series of visions: A couple kissing passionately in a doorway, then the man walking alone at night; you suddenly see your hands, knuckles white, wrapped around a steer-ing wheel, with a figure crossing the street ahead; your heart, mortal now an...
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139 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 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 considere...
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140 CHAPTER FOUR: DISCIPLINES Karmic Sight The power of Aura Perception (Auspex 2) allows a vampire to take a brief glimpse at the soul of a sub-ject. This power takes Aura Perception several steps forward, allowing a vampire who has mastered Auspex 2 to probe the inner workings of a subject's mind and soul. System: Th...
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141 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION Mirror Reflex This power was developed by a Toreador elder who made a fearsome reputation through her fencing prow-ess, acting as a hired champion in dozens of Ventrue duels. Mirror Reflex is similar to Prediction in that it is in essence a low-level telepathic scan of...
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142 CHAPTER FOUR: DISCIPLINES Seeing the Unseen Auspex enables Kindred to perceive many things beyond the limits of lesser senses. Among its many uses, Auspex can detect the presence of a supernatural being who is hidden from normal sight (a vampire using Obfuscate, for example, or a ghost) or pierce illusions created ...
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143 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONpower instead. She can go back later and purchase the “normal” dot of Celerity later, as desired. Note that it isn't possible to “skip” levels of progres-sion for the normal Discipline-an elder with Celerity 7 that buys Projective at level 6 needs to go back and buy th...
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144 CHAPTER FOUR: DISCIPLINESbows, and other ranged weapons are excluded — but does grant the attacker additional dice for damage rolls. Flower of Death is not cumulative — it is impossible to “layer” uses of the power over one another to create astronomical dice pools. Zephyr Zephyr produces an effect vaguely similar ...
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145 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONSystem: The creator spends one blood point to make the illusion move in one significant way, or in any number of subtle ways. For example, the vampire could create the illusion of a lurking mugger lurching at her victim, or she could create the illusion of a desolate st...
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146 CHAPTER FOUR: DISCIPLINES Fatuus Mastery A Ravnos with Fatuus Mastery has no restriction on how often she may use the first three levels (Ignis Fatuus, Fata Morgana, and Apparition) and can main-tain or control illusions with minimal concentration or fatigue. Kindred who rely on the high cost of Chim-erstry to limit...
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147 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONto him sees, but hears what the man 15 feet behind him hears and feels what the child a block away feels. The end result is extremely disorienting for all victims. System: When used against a single victim, the play-er must spend one Willpower point and roll Manipula-t...
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148 CHAPTER FOUR: DISCIPLINEStion brings. They don't scoff too loudly, however, lest the Malkavian advance their consciousness next. Passion The vampire stirs his victim's emotions, either heightening them to a fevered pitch or blunting them until the target is completely desensitized. The Cain-ite may not choose which...
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149 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONinformation a player seeks. Important to its use, though, is delivering the information properly. Secrets revealed via Eyes of Chaos are never simple facts; they're tanta-lizing symbols adrift in a sea of madness. Describe the results of this power in terms of allegory...
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150 CHAPTER FOUR: DISCIPLINESSystem: The Kindred must gain her target's undi-vided attention for at least one full turn to enact this power. The player spends a blood point and rolls Ma-nipulation + Intimidation (difficulty of her victim's current Willpower points). If the roll is successful, the victim is afflicted with...
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151 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONeffect is permanent and can be undone only by another application of Restructure (though subtle differences from the character's original Nature may still remain, as it is impossible for such a fundamental change to oc-cur flawlessly). A botch on this roll changes the c...
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152 CHAPTER FOUR: DISCIPLINES Perhaps unsurprisingly, vampires to which Dominate comes naturally tend to be from willful, domineering Clans. The Giovanni, Lasombra, Tremere, and Ven-true all consider an iron will to be a boon, and are ea-ger to impose that iron will on any who would move against them. Eye Contact Many ...
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153 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONSystem: The player rolls Manipulation + Leader-ship (difficulty equal to the target's current Willpower points). The number of successes determines how well the suggestion takes hold in the victim's subconscious. If the vampire scores one or two successes, the subject c...
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154 CHAPTER FOUR: DISCIPLINESEven 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 know-ing what the subject did that evening. Doing so leaves a gap in the victi...
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155 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONAfter the subject is fully conditioned, other Kindred find her more difficult to Dominate. Such conditioning raises others' difficulties by two (to a maximum of 10). It is possible, though difficult, to shake Condition-ing. The subject must be separated entirely from the v...
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156 CHAPTER FOUR: DISCIPLINESThe vampire experiences everything the mortal body feels during possession, from pleasure to pain. In fact, any damage the victim's body sustains is also applied to the character's body (though the Kindred may soak as normal). If the mortal dies before the vampire's soul can flee from the bo...
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157 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONeffect, a vampire can either stop any one of those func-tions entirely or cause them to fluctuate erratically. The exact effects of any given bodily function being shut off are left to the Storyteller. Most mortals panic if suddenly struck blind, but only the shutdown o...
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158 CHAPTER FOUR: DISCIPLINES such as “work for the greater glory of Clan Malkavian” or “destroy all those who seek to extinguish the light of knowledge. ” Speak Through the Blood can be used by a vampire in torpor. Commands issued through this power last for one decade per success on the roll. Dif-ficulties over 10 req...
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159 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION Personal Armor Nobody likes to get hit, not even Cainites. The easiest way to ensure that one is not hit (or shot, or stabbed) repeatedly is to take the weapon with which one is assaulted away from one's attacker and break it. That's where Personal Armor comes in. Thi...
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160 CHAPTER FOUR: DISCIPLINESLike Thaumaturgy, Necromancy has also spawned a series of rituals. While not nearly so immediate in ef-fect as the basic powers of Necromancy, Necromantic rituals can have impressive long-term effects. Unsur-prisingly, the elements of Necromantic ritual are things like long-buried corpses a...
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161 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONUnder its effects, a necromancer sees ghosts as trans-lucent phantoms gliding among the living and hears their whispers and moans. She feels the spectral cold of their touch and smells their musty hint of decay. Yet one cannot mistake the dead for the living, as they l...
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162 CHAPTER FOUR: DISCIPLINESof Willpower points equal to the ghost's net successes. On a tie, the roll becomes an extended contest that continues each turn until one side wins. If the vampire botches at any point, the ghost is immune to any use of the vampire's Necromancy for the rest of the scene. If the ghost botche...
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163 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONTorment allows the vampire to strike a wraith as if he himself were in the lands of the dead, inflicting dam-age on the wraith's ectoplasmic form. The vampire remains in the real world, however, so he cannot be struck in return. System: The player rolls Stamina + Empath...
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164 CHAPTER FOUR: DISCIPLINES Shroud Mastery Shroud Mastery offers the Kindred the ability to manipulate the veil between the worlds of the living and the dead. By doing so, a necromancer can make it easier for bound wraiths in his service to function, or make it nearly impossible for ghosts to contact the material wor...
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165 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION Shambling Hordes Shambling Hordes creates obvious results: reanimat-ed corpses with the ability to attack, albeit neither very well nor very quickly. Once primed by this power, the corpses wait — for years, if necessary — to fulfill the command given them. The orders m...
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166 CHAPTER FOUR: DISCIPLINESgive either a wraith or a free-floating soul (say, that of a vampire using Psychic Projection) a temporary home in the physical world. System: The body in question must be no more than 30 minutes dead, and the new tenant must agree to in-habit it — a ghost or astral form cannot be forced int...
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167 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONMany necromancers use this power on objects al-ready identified with A Touch of Death, in order to determine whether the ghost is trying to attune a given fetter or simply toying with the world of the living. System: The necromancer holds and examines the object for at ...
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168 CHAPTER FOUR: DISCIPLINES Ephemeral Binding The most puissant necromancers learn not only to sense the ties between living and dead, but to forge such ties themselves. The master of Ephemeral Bind-ing turns an otherwise mundane object or person into a depository for his own necromantic energy. The undy-ing Curse tr...
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169 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONwith the Masque of Death lose two points of Dexter-ity and Appearance (minimum of 1 in Dexterity and 0 in Appearance) for the duration of the power. The player also gets two extra dice to his Intimidation dice pool, should he wish to terrify any onlookers. Further, if ...
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170 CHAPTER FOUR: DISCIPLINESShould the character end the power's duration while exposed to any of the aforementioned harmful things, he immediately takes their full effect. If he is staked, he become immobilized; if he is on or near fire, he begins to take the damage a Cainite should take, and he must immediately roll ...
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171 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONto holy artifacts, human faith, and being staked. Her blood remains vitae, not human blood. Use of this abil-ity — which creates a mockery of human life — may interfere with a character's Path advancement, at the Storyteller's discretion. The vampire is no more vulnera...
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172 CHAPTER FOUR: DISCIPLINESthey would any other aggravated wound (see p. 285). Mortals are incapable of healing aggravated wounds, so they suffer throughout their lives unless they are healed through supernatural means. A withered limb does not degenerate further, even on a mortal. The character may be crippled for l...
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173 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONPath of the Four Humors Philosophically, the four humors represent different qualities, split along two axes: hot and cold, and wet and dry. Blood is hot and wet; phlegm is cold and wet; yellow bile is hot and dry; and black bile is cold and dry. Historically, when a m...
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174 CHAPTER FOUR: DISCIPLINESinto something not wholly vampiric. Instead, the nec-romancer edges closer to being an animated corpse in fact as well as name. She grows distant and chill, as though possessed by the spirit of Death itself; she has to work to push her attention into the physical world. System: The characte...
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175 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONbe. The information thus gained is not exact by any means, but it gives the necromancer an edge over those she scrutinizes. System: The player rolls Perception + Occult, dif-ficulty 6. One success lets a necromancer determine whether someone is injured, diseased, or dyi...
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176 CHAPTER FOUR: DISCIPLINESnight. It can activate Disciplines, heal wounds, boost Attributes, etc. Botching this power renders the vam-pire unable to feed through the Shroud for the rest of the night. However, she remains susceptible to the as-saults of ghosts and spirits for several turns (generally, a number of tur...
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177 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION(although the ghosts are under no compulsion to ig-nore the necromancer... ). Necromantic Rituals The rituals connected with Necromancy are a hodge-podge lot. Some have direct relations to the paths, while others seem to have been taught by ghosts themselves, for whate...
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178 CHAPTER FOUR: DISCIPLINESrite became a wraith or Spectre after death, or if indeed she became either. Unfortunately, this information can be learned only about the person from whose body the “stew meat” was taken. The blood component is spent progressively through the ritual: If the Necromancer takes the blood from...
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179 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONLevel Two Rituals Eyes of the Grave This ritual, which takes two hours to cast, causes the target to experience intermittent visions of her death over the period of a week. The visions come without warning and can last up to a minute. The caster of the ritual has no id...
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180 CHAPTER FOUR: DISCIPLINESThe Ritual of Pochtli This ritual cannot be cast by itself, but only in con-junction with another Necromantic ritual, or with the heavily ritualized use of a Necromantic path. The ac-tion of the ritual is this: Two or more Kindred necro-mancers restrain a mortal vessel and inflict incisions ...
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181 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONthe images that assault the target are not under the control of the necromancer; they are under the control of the ghosts who actually do the haunting. The necromancer uses his own blood and a personal possession of the target's in this ritual. Once the item has been c...
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182 CHAPTER FOUR: DISCIPLINESaway from anybody carrying one, which means that all rolls for such a character to use powers that summon or attract ghosts occur at +1 difficulty. Cadaver's Touch By chanting for three hours and melting a wax doll in the shape of the target, the necromancer turns a mortal target into a corp...
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183 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONmannerisms (and does nothing to mask the Kindred's own undead nature). Therefore, it works best for situ-ations in which contact with friends and family may be minimized. To preserve the skin's condition, the Kindred must bathe it in a blood point's worth of vi-tae nig...
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184 CHAPTER FOUR: DISCIPLINESa month, if ever. A wraith destroyed in this fashion tends to return as a Spectre, if it returns at all. The necromancer may clutch and destroy a number of spirits equal to the number of successes she rolled. After that, the vortex closes. It closes at the end of the scene if it hasn't alre...
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185 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONSystem: No roll is required as long as the character fulfills the criteria described above. So long as he re-mains quiet and motionless, virtually no one but an-other Kindred with a high enough Auspex rating will see him. Unseen Presence With experience, the vampire can...
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186 CHAPTER FOUR: DISCIPLINES Vanish from the Mind's Eye This potent expression of Obfuscate enables the vampire to disappear from plain view. So profound is this vanishing that the immortal can fade away even if he stands directly in front of someone. While the disappearance itself is quietly subtle, its impact on tho...
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187 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONEven if a potential intruder does succeed, his dice pool for the attempt is then limited to the number of suc-cesses he scored on the initial roll. Soul Mask In addition to concealing her form, a vampire who has developed Soul Mask is able to conceal her aura. She may ...
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188 CHAPTER FOUR: DISCIPLINESSystem: The player rolls Manipulation + Subterfuge (difficulty equal to the victim's Perception + Alert-ness or Awareness, maximum 10). The more successes, the more convincing the impersonation. This power only affects one victim at a time; other observers see the vampire as she truly is, un...
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189 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONseen it before). Whenever this power is invoked within a mortal's vicinity, that individual must make a Cour-age roll (difficulty 8) or suffer a one-die penalty to all dice pools for the remainder of the scene, due to fear of the monstrous shadows. Shroud of Night The v...
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190 CHAPTER FOUR: DISCIPLINESWhile under the effects of the Black Metamorphosis, the vampire possesses four tentacles similar to those evoked via Arms of the Abyss (though their Strength and Dexterity ratings are equal to the vampire's own Attributes, including dice from Celerity and Potence). These tentacles, combined...
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191 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONceilings or “drip” darkness upward — they have no mass and are thus unaffected by gravity. Rötschreck difficulties from fire and sunlight do increase by one for vampires in this form, as the light is even more painful to their shadowy bodies. Mortals (and others not used...
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192 CHAPTER FOUR: DISCIPLINES Oubliette By creating a “chamber” of pure darkness, the Cain-ite may entrap or smother her enemies. No air exists in this shadow-trap, and mortals suffocate within its chilling void. Even vampires have little recourse once trapped — they may leave only at their captor's whim. The Oubliette...
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193 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONsimply serve as a threat, or it can be used, for example, to dig handholds into sheer surfaces for purposes of climbing. System: Imprint requires a point of blood to activate. The power remains active for the duration of a scene. The depth of the imprint the vampire cr...
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194 CHAPTER FOUR: DISCIPLINESlittle what is said — the hearts of those affected lean toward the vampire's opinion. The weak want to agree with her; even if the strong-willed resist, they soon find themselves outnumbered. Awe can turn a chancy deliberation into a certain resolution in the vampire's favor almost before he...
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195 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONcess indicates the victim is cowed, while failure means the target is startled but not terrified by the sight. Three or more successes means he runs away in abject fear; victims who have nowhere to run claw at the walls, hoping to dig a way out rather than face the vamp...
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196 CHAPTER FOUR: DISCIPLINEScreases to difficulty 7 if the subject was met only briefly. If the character used Presence successfully on the target in the past, this difficulty drops to 4, but if the attempt was unsuccessful, the difficulty rises to 8. The number of successes indicates the subject's speed and attitude in r...
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197 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONing into a fetal position and gibbering incoherently. The condition lasts for a length of time determined by the number of successes rolled. If the victim's life is di-rectly threatened (by assault, impending sunrise, etc. ), the poor wretch may attempt to break out of...
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198 CHAPTER FOUR: DISCIPLINES Cooperation Any elder knows that Kindred are the most difficult beings in existence to force to work together. Peaceful coexistence is not a common tenet of vampiric society. With that in mind, this power can be used to nudge those affected by it into a fragile spirit of camaraderie. Some c...
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199 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONProtean Protean allows the Kindred the mystical ability to manipulate his physical form. Some vampires believe the power stems from a heightened connection to the natural world, while others consider it to be a magni-fication of the mark of Caine. Whatever its basis may...
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200 CHAPTER FOUR: DISCIPLINESautomatic and takes a turn to complete. The character falls into a state one step above torpor during this time, sensing his surroundings only distantly. The player must make a Humanity or Path roll (difficulty 6) for the character to rouse himself in response to danger prior to his desired ...
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201 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONSystem: This power is in effect whenever a character is Earth Melded, with no additional roll or expenditure necessary. While in the ground, a vampire can propel herself at half of her normal walking speed. She cannot see, but gains a supernatural awareness of her unde...
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202 CHAPTER FOUR: DISCIPLINESrarily return his appearance to what it was before the Embrace, removing the bestial features he has accu-mulated over the centuries. Restore the Mortal Visage has only been displayed by Gangrel; several Nosferatu elders have attempted to develop it, and it is whispered that they met sponta...
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203 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION Purify the Impaled Beast Camarilla records indicate that a disproportionately small number of Gangrel elders were killed by mortals and Anarchs during the Inquisition and the Anarch Revolt. This power is one of the primary reasons for the survival of these Kindred. An...
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204 CHAPTER FOUR: DISCIPLINESconverted into poison — vampires attempting to drink the blood of the Kindred with Scorpion's Touch are automatically considered to be “successfully hit. ” The victim may resist the poison with a Stamina + Fortitude roll (difficulty 6); successes achieved on the resistance roll subtract from...
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205 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONtheir weapons with a significant quantity of blood. If the vampire misses, no tainted blood is consumed. Taste of Death A refinement of Baal's Caress, Taste of Death allows the Cainite to spit caustic blood at her target. The blood coughed forth with this power burns fles...
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206 CHAPTER FOUR: DISCIPLINESon the number of successes rolled: One success could cause a slight twinge of conscience, while five successes may result in the subject breaking down and pouring out a full confession of his crimes. This effect is more story-oriented than mechanical, and the Storyteller is the final authorit...
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207 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONused Ripples of the Heart on a mortal is immune to any effects from that use. Purification Although most mortal cultures affix negative con-notations to the spilling of blood, most Assamites — indeed, most vampires — have quite the opposite reaction to it. For them, blo...
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208 CHAPTER FOUR: DISCIPLINESand rolls Stamina + Occult (difficulty 7). For a num-ber of months equal to the number of successes, any other vampire who drinks that mortal's blood sustains two health levels of aggravated damage for every blood point imbibed. This damage manifests as a combina-tion of acid burns and somet...
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209 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION Instinct (difficulty 8) or gain the Sanguinary Animism derangement. 5 successes The target is thrown into a nightmarish reenactment of the greatest fears of every individual upon whom he has ever fed. He must make a successful Self-Control/ Instinct roll (difficulty 9) ...
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210 CHAPTER FOUR: DISCIPLINES The Skin of the Adder By calling upon her Blood, the vampire may trans-form her skin into a mottled, scaly hide. A vampire in this form becomes more supple and flexible. System: The vampire spends one blood point and one Willpower point. Her skin becomes scaly and mottled; this, combined wi...
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21 1 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONburies the urn. While her heart is hidden, she cannot be staked by any wood that pierces her breast. More-over, because the heart is the seat of emotion, the dif-ficulties of all her rolls to resist frenzy are two lower while this power is in effect. Cainites are caref...
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212 CHAPTER FOUR: DISCIPLINESall the benefits and drawbacks of the Heart of Darkness power. Resisting frenzy becomes easier (-2 difficulty) and he cannot be staked by wood that impales his breast. On the other hand, thrusting a stake through the removed heart will instantly force the vampire into torpor and exposing the ...
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213 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONof her primary path, secondary paths may be increased to that level. Each time the character invokes one of the powers of a Thaumaturgical path, the thaumaturge's player must spend a blood point and make a Willpower roll against a difficulty equal to the power's level +...
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214 CHAPTER FOUR: DISCIPLINES Theft of Vitae A thaumaturge using this power siphons vitae from her subject. She need never come in contact with the subject — blood literally streams out in a physical tor-rent from the subject to the Kindred (though it is often mystically absorbed and need not enter through the mouth). ...
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215 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONthe character to use her senses or Disciplines while in her altered form. This power lasts for the remainder of the night, although the character may return to her normal form at will. Summon Elemental A vampire may summon one of the traditional spir-its of the element...
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216 CHAPTER FOUR: DISCIPLINES Speed the Season's Passing This power allows a thaumaturge to accelerate a plant's growth, causing roses to bloom in a matter of minutes or trees to shoot up from saplings overnight. Alternately, she can speed a plant's death and decay, withering grass and crumbling wooden stakes with but ...
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217 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONand vines with no discernible opening, and even to the casual observer it appears to be an unnatural construc-tion. Verdant Havens are rumored to have supernatural healing properties, hut no Kindred have reported experi-encing such benefits from a stay in one. System: A...
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218 CHAPTER FOUR: DISCIPLINESSystem: The victim may resist the effects of Atrophy by scoring three or more successes on a Stamina + Ath-letics roll (difficulty 8). Failure means the limb is per-manently and completely crippled. Partial resistance is possible: One success indicates that the difficulty of any roll involvin...
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219 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONing with the opposite. Blood is considered neither fresh nor salty for this purpose, and difficulties in manipulat-ing it are unaffected. Eyes of the Sea The thaumaturge may peer into a body of water and view events that have transpired on, in, or around it from the wat...
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220 CHAPTER FOUR: DISCIPLINESSystem: This power can be used on any target in the character's line of sight. The player rolls normally; the victim resists with a roll of Stamina + Fortitude (dif-ficulty 9). Each success gained by the caster translates into one health level of lethal damage inflicted on the victim. This in...
disciplinas.pdf
221 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION Summon the Simple Form At this level of mastery, the conjurer may create simple, inanimate objects. The object cannot have any moving parts and may not be made of multiple mate-rials. For example, the conjurer may summon a steel baton, a lead pipe, a wooden stake, or ...
disciplinas.pdf
222 CHAPTER FOUR: DISCIPLINESize that she is being influenced by some outside source. Three successes let her pinpoint the source of the ef-fect. Four successes give her a moment of hesitation, neither performing her original action nor its inverse, while five allow her to carry through with the original action. The Stor...
disciplinas.pdf
223 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION Dissociate “Divide and conquer” is a maxim that is well-under-stood by the Tremere, and Dissociate is a powerful tool with which to divide the Clan's enemies. This power is used to break the social ties of interpersonal rela-tionships. Even the most passionate affair ...
disciplinas.pdf
224 CHAPTER FOUR: DISCIPLINESAdditionally, he is much less resistant to her com-mands, and his dice pools are halved when he attempts to resist her Dominate, Presence (or other mental or emotional control powers), or mundane Social rolls. Finally, he is unable to regain Willpower when he is not in the thaumaturge's pre...
disciplinas.pdf
225 VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITIONgrounds for expulsion from their chantries. The Inner Council did approve the introduction of the path into the Clan's grimoires, but has yet to voice any opinion on the conservative opposition to Technomancy. Analyze Mortals are constantly developing new innovations, ...
disciplinas.pdf
226 CHAPTER FOUR: DISCIPLINESThis power may also be used to counter another thaumaturge's use of Encrypt/Decrypt. The player rolls at +1 difficulty; each success negates one of the “own-er's. ” The effects of Encrypt/Decrypt last for a number of weeks equal to the character's permanent Willpower rating. Remote Access Wi...
disciplinas.pdf