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    Eldritch Disciplines

    Vampires have long unlives. In that time they have ambleyears to train and perfect the disciplines of the Vitae. As such

    many Kindred reach levels of power beyond the conventionalmastery. As stated on page 114 in Vampire: The Requiem:

    some elders insist that once a vampires potential with a Disci-

    pline reaches a certain point, she may break from the static incarna-tions of a given Discipline and manifest powers with her own per-sonality invested in them.

    This means that while legend suggests that each vampire canmanifest their own unique powers at disciplines of these levels,

    they are by no means absolute. Presented here are potentialEldritch Disciplines* for use in Vampire: The Requiem. Theycan be worked in as the Disciplines that will manifest (mean-

    ing rumors of unique powers are false), or perhaps just one ofthe options available that is introduced into your game.

    *As a point of reference in this document I refer to any Discipline

    that is 6 dots or more as an Eldritch Discipline.

    Animalism6 Animal Succulence

    Vampires at a certain Blood Potency find the blood of ani-

    mals flat, tasteless and lacking in nutritional value. SomeGangrel and Ventrue, however, have refined their understand-ing of the spirits of such lesser prey to the point that they areable to draw sustenance from beasts where other Kindred ofequal Blood Potency would find none. This power does not

    allow an elder to subsist solely on the blood of animals, but itdoes allow him to go for extended periods of time without tak-

    ing vitae from humans or other Kindred.

    Cost:

    Dice Pool: This power involves no roll, and is consideredalways on.

    Action: N/A

    Animal Succulence allows a character to feed from animals,no matter what her Blood Potency is. The amount of Vitae

    gained from such feeding is explained on pages 164-165 ofVampire: The Requiem, except the vampire gains double theblood from feeding from animals.

    Animal Succulence does not allow a character to completely

    ignore his craving for blood ofhigher prey; in fact, it height-ens his desire for real food. Every three times (rounded

    down) the character drinks from an animal, a cumulative -1die penalty is applied to the next Resolve + Composure rollthe player makes when the character is confronted with the

    possibility of dining on human or Kindred blood (depending onher Blood Potency). This penalty is reset once the vampire has

    gained nourishment from either a human or Kindred.

    6 Primal Tap

    On some level every sentient creature has a predatory orprimal instinct. Humans, like Kindred, have powerfully basedesires and needs, but socialization has taught them how to

    restrain such behaviors. This Discipline allows a Kindred toremove the veneer of civility for one scene on an unsuspecting

    target.

    Cost: If used on a mortal, 1 Willpower; If used on a super-

    natural creature, 1 Vitae.

    Dice Pool: Manipulation + Subterfuge + Animalism minus

    subjects Resolve

    Action: Instant

    Roll Results

    Dramatic Failure: The Kindred becomes the victim of herown Discipline and unless she spends a Willpower dot she de-

    generates into a Revenant for a scene. Furthermore, the Kin-dred cannot make a use of this power for the rest of the night.

    Failure: The Kindred fails to invoke the targets passions.

    Success: The Kindred stirs the ire of the target s base pas-

    sions. For every success, the effect subtracts one from the tar-

    gets effective Morality (Humanity for vampires, or whateverthe targets modified Morality trait is). In that time the targetwill be compelled to behave according to their Vice (for exam-

    ple a Glutton will gorge himself on his pleasures, while a per-son inspired by Wrath will go on a destructive spree). A target

    does not regain willpower for fulfilling their Vice. The lowerher effective Morality the more depraved she will attempt tobehave. In the above example of a Glutton, if her effective

    morality is reduced to 2 she is able to commit casual murderand may satisfy her Vice through cannibalism.

    If, in this duration, a target commits a Morality sin equal toor beneath her threshold she must role for degeneration as per

    the normal rules (any Morality lost or derangements are ap-plied to her normal Morality levels). If she commits a sin that

    is above the temporary threshold, but below her normalthreshold, then she does not. At the end of the effect she re-

    calls all her sins and is likely plagued with them. At this pointshe makes a Morality check based on the lowest Morality sin

    committed that was not beneath her temporary threshold (asthis would have already been tested).

    While in this fugue the target may attempt to rid herself ofher urges. This may only be done when she is about to engage

    in a Morality violation (based on her normal, not temporaryMorality). Before the act is done, she may roll her normal Mo-

    rality reflexively. If she succeeds then she may sacrifice a per-

    manent Willpower dot to cancel the effects of the Discipline.This represents the part of her normal conscience making apowerful sacrifice to overcome her primal instincts at the hor-ror of what she is about to do. This does not make her any lesshorrified at her actions and may incur a minor derangement at

    Storyteller approval. If she successfully rids herself of the ef-fects she cannot be affected by the power for rest of the night.

    Anyone who is reduced to Morality 0 becomes a Storytellercontrolled character for the interim.

    Exceptional Success: No additional effects except for trulylow Morality scores.

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    6 Shared Soul

    This power allows a character to probe the mind of any oneanimal within reach. Shared Soul can be very disconcerting toboth parties involved, as each participant is completely im-

    mersed in the thoughts and emotions of the other. Withenough effort or time, each participant can gain a complete

    understanding of the others mind. Shared Soul is most often

    used to extract an animals memories of a specific event, butsome vampires use this power as a tool in the search for en-lightenment, feeling they come to a better understanding oftheir own Beasts through rapport with true beasts. Too close of

    a bond, however, can leave the two souls entangled after thesharing ends, causing the vampire to adopt mannerism, behav-

    ior patterns or even ethics (or lack thereof) similar to those ofthe animal.

    Cost: 1 Willpower

    Dice Pool: Intelligence + Animal Ken + Animalism versus

    animals Resolve

    Action: Contested and Extended (6 successes to locate a

    specific memory; 10 successes to form a complete bond); Re-sistance is Reflexive (an amount of successes equal to thevampires Willpower).

    Roll Results

    Dramatic Failure: The character fails to bond with the ani-

    mal; the character enters frenzy and cannot attempt to useShared Soul for the rest of the evening.

    Failure: The character loses or ties the contested action andfails to bond with the animal.

    Success: The character makes progress towards bondingwith the animal.

    Exceptional Success: The character makes considerableheadway toward bonding with the animal.

    The character must touch the animal he wishes to sharesouls with (see Touching an Opponent, page 157 of the

    World of Darkness Rulebook). If he intended to uncover amemory from the animal, it is revealed to the character. The

    Storyteller is advised to make the memories appear as if fil-tered through an animals perceptions of the world.

    If he intended to bond with the animal the character enjoysseveral benefits. He can at any time touch the animal, or look

    into its eyes to uncover a memory from the animal. Further-more, the character can employ Feral Whispers and Obedi-

    ence on the animal without the need for eye contact.

    Suggested Modifiers

    Modifier Situation

    +1 The animal is a predatory mammal (wolf, cat, in-

    sectivorous bat).

    +1 The character has already successfully used Feral

    Whispers on the animal he now attempts to pos-sess.

    +1 The character is able to assume the same animal

    form via the Protean Discipline as the creaturewith which he tries to communicate (though he

    need not actually make the transformation).

    The animal is another sort of mammal, a predatorybird or a large reptile (rat, owl, alligator).

    -1 The animal is another sort of bird or a small reptile

    (pigeon, snake).

    -1 The animal is a ghoul in the employ of another

    vampire

    -3 The animal is an insect or fish.

    6 Species SpeechThe basic powers of Feral Whispers and Obedience allow a

    character to communicate with only one animal at a time.With Species Speech, a character can enter into psychic com-munion with all creatures of a certain species that are present.Species Speech is most often used after an application of the

    Call of the Wild, which draws a crowd of likely subjects.

    Cost: 1 Vitae

    Dice Pool:

    Action: Reflexive

    The character spends the point of Vitae when rolling Feral

    Whispers or Obedience to receive the additional benefits ofSpecies Speech. The character must make eye contact with

    one of the animals present in order to influence the whole.There is no practical upper limit on the number of animals

    that can be commanded with this power, although all of theintended subjects must be in the vampires immediate vicinity.Only one species of animal can be commanded at a time; thus,

    if a character is standing in the middle of the reptile house atthe zoo, she could command all of the Komodo dragons, all of

    the boa constrictors or all of the skinks, but she could not sim-ultaneously give orders to every reptile or snake present. Spe-

    cies Speech functions much like Feral Whispers or Obediencein all other respects.

    The modifiers below are in addition to any modifiers thatcome with employing Feral Whispers or Obedience.

    Suggested Modifiers

    Modifier Situation

    -1 to -5 Using Species Speech on larger animals (cats, dogs,

    buffalo, etc). One dice cumulative penalty for eve-ry two animals of the target species present

    -1 to -5 Using Species Speech on swarms (rats, bats, wasps,etc). Penalty is equal to the size of the swarm thevampire wants to influence.

    7 The Conquering BeastMasters of Animalism have a much greater understanding of

    both beasts in general and the Beast in particular. Those who

    have developed this power can master their own Beasts to adegree impossible for lesser Kindred to attain. The Conquering

    Beast allows the vampire to inflict their Beast on ordinary mor-tals and other supernatural beings, causing either frenzy or

    Rtschreck. This is an unnatural frenzy, however, as the vic-tim is channeling the Kindreds own fury. As such, the vam-

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    pires own behavior, expressions and even speech patterns areevident in the subjects savage actions.

    Cost: 1 Vitae

    Dice Pool: Manipulation+ Intimidation + Animalism ver-

    sus subjects Composure + Supernatural Advantage

    Action: Contested; resistance is reflexive

    Roll Results

    Dramatic Failure: The characters power rebounds and sheenters either frenzy or Rtschreck, whichever she attempted toinfluence. Additionally, the subject is immune to any furtherattempts of the Conquering Beast by the character until thenext sunset.

    Failure: The character loses or ties the contested action andthe power fails.

    Success: The character transfers the Beast successfully. Thesubject immediately enters either frenzy or Rtschreck with no

    initial roll to resist. The rules governing Frenzy on pages 178-181 in Vampire: The Requiem apply to the subject. However,

    the subject ignores wound penalties until rendered uncon-

    scious rather than torpid. Also, the subject cannot attempt toride the wave. After the frenzy is over the subject gains a mildderangement.

    Exceptional Success: If the subject is forced into frenzy orRtschreck, he or she remains in that state for the remainder

    of the scene, regardless of surrounding events or circumstanc-es. Additionally, Willpower cannot be spent to end the frenzy

    prematurely. After the frenzy is over the subject gains a severederangement.

    Once the frenzy is over the Beast leaves the subject and re-turns to the character, or he can call his Beast back reflexively

    before the frenzy expends itself. Those on the receiving end of

    this power can simply kill the host (thus causing the Beast toreturn to the vampire immediately), but such an act likely war-rants a Morality roll.

    A vampire without his Beast cannot be subjected to frenzy,

    Rtschreck or Wassail, and obviously cannot ride the wave.He is not affected by the Predators Taint, and other vampires

    do not roll Predators Taint when encountering him. However,vampires studying him with Aura Perception can still identifyhim as a vampire.

    While no longer vulnerable to frenzy, the character cannot

    use or regain Willpower and becomes increasingly lethargic. Ifhe uses this power repeatedly as a storage facility for his Beast,

    every night the vampire goes without his Beast incurs a -2penalty to all dice pools, with the exception of Humanity and

    degeneration rolls. This penalty is cumulative to a maximumof -5. After a week has passed, the vampire gains the depres-

    sion derangement. After a month the derangement increasesin severity to melancholia.

    Suggested Modifiers

    If the character knows anothers Virtue and/or Vice, suchknowledge grants a +1 bonus, though she must cajole theBeast by specifically focusing on those aspects of the subjects

    personality. These bonuses are not cumulative. Knowing acharacters Virtue and Vice nets only a +1 bonus, not a +2.

    8 Taunt the Caged BeastSome Kindred are so attuned to the Beast that they can un-

    leash it in another individual, human or supernatural, at will.Vampires who have developed this power are able to send

    their adversaries into frenzy with a fingers touch. This poweris similar to the Conquering Beast, with the key difference that

    the vampire does not transfer his Beast from himself to the

    recipient. Rather, the physical contact allows the vampiresown Beast to reach out and awaken the animal side of the vic-tim, enraging it by threatening its spiritual territory, similarlyto Leashing the Beast.

    Cost: 1Willpower

    Dice Pool: Manipulation + Empathy +Animalism versussubjects Composure + Supernatural Advantage

    Action: Contested; resistance is reflexive

    The character spends the Willpower point and touches the

    target (see Touching an Opponent, page 157 of the Worldof Darkness Rulebook). The target of Taunt the Caged Beast

    can be an ordinary human, or another supernatural being.

    Roll Results

    Dramatic Failure: The characters power rebounds and aWillpower point must be spent or she enters either frenzy orRtschreck, whichever she attempted to influence. Addition-ally, the subject is immune to any further Taunt the Caged

    Beast attempts by the character until the next sunset.

    Failure: The character loses or ties the contested action and

    the power fails.

    Success: The instant action inspires frenzy or Rtschreck in

    the subject. However, the subject ignores wound penaltiesuntil rendered unconscious rather than torpid. Also, the sub-

    ject cannot attempt to ride the wave. After the frenzy is overthe subject gains a mild derangement.

    Exceptional Success: If the subject is forced into frenzy orRtschreck, he or she remains in that state for the remainder

    of the scene, regardless of surrounding events or circumstanc-es. Additionally, Willpower cannot be spent to end the frenzy

    prematurely. After the frenzy is over the subject gains a severederangement.

    Suggested Modifiers

    If the character knows anothers Virtue and/or Vice, such

    knowledge grants a +1 bonus, though she must cajole theBeast by specifically focusing on those aspects of the subjects

    personality. These bonuses are not cumulative. Knowing acharacters Virtue and Vice nets only a +1 bonus, not a +2.

    8 Unchain the Ferocious BeastThe self-destructive nature of Kindred can be turned against

    them by an elder who possesses this formidable power. With a

    glance, the vampire can awaken the Beasts of her enemies,causing physical injury and excruciating agony as the victimsown violent impulses manifest in physical form to tear him

    apart from within. A target of this power erupts into a fountain

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    of blood and gore as claw and bite wounds from an invisiblesource spontaneously tear his flesh asunder.

    Cost: 3 Vitae

    Dice Pool: Manipulation + Intimidation + Animalism mi-

    nus subjects Composure

    Action: Instant

    The vampire must make eye contact with the target. The

    power ignores Defense and Armor. Since the power requireseye contact, incur a -1 penalty if the target is moving about.

    Roll Results

    Dramatic Failure: The characters own Beast turns againsthim. He immediately enters frenzy.

    Failure: No successes are achieved. The targets Beast is notroused.

    Success: Each success inflicts a point of aggravated damageon a target possessing a Beast. Most of the time, this means

    another vampire, but it could also be a person who has had aBeast unnaturally forced upon them by the Conquering Beast.

    Also, the victim enters Rtschreck or frenzy; the choice is up

    to the character. If the target is a vampire, each success alsoconsumes one point of Vitae from the target.

    Exceptional Success: Additional successes are their own re-

    ward.

    Auspex6 Clairvoyance

    By using Clairvoyance, Mekhet can perceive distant eventswithout using Twilight Projection. By concentrating on a fa-

    miliar person, place or object, a character can observe the sub-

    jects immediate vicinity while staying aware of her own sur-roundings.

    Cost: 1 Willpower

    Dice Pool: Intelligence + Empathy + Auspex

    Action: Instant

    Roll Results

    Dramatic Failure: The characters mind ends up in a com-pletely different location than the one desired.

    Failure: The character cannot project his mind in a different

    location.

    Success: The character successfully achieves clairvoyance.

    The character can perceive the events and environment sur-rounding the desired target for one turn per success. Other

    Auspex powers may be used on the scene being viewed: theseare rolled normally. Clairvoyance does split the vampires per-

    ceptions between what she is viewing at a distance and what istaking place around her. As a result, while using this power, a

    character is at a -3 penalty on all rolls relating to actions thataffect her physical surroundings.

    Exceptional Success: Additional successes are their own re-ward.

    Suggested Modifiers

    Modifier Situation

    +2 Power is turned on a vampire with whom the userhas a blood tie (see p. 162)

    +1 The character has successfully drawn a psychic

    impression from the object or person before, usingeither Aura Perception, Spirits Touch or Telepa-

    thy.

    -1 to -10 The power is turned on a vampire possessing theObfuscate Discipline (penalty equal to the level of

    Obfuscate possessed by the subject).

    6 The Distant TouchCost:

    Dice Pool: This power involves no roll, and is consideredalways on.

    Action: N/A

    Just as the mind of the Auspex may fly free of the body andexplore the world unseen, it may exercise its powers from its

    hidden places, wending their way to distant entities along the

    lines of Blood and dreams.

    Once the Elder achieves this level of psychic potency, theyno longer need to physically perceive someone or something toengage their powers of Telepathy or Spirits Touch. The DicePool for each of these powers is penalized by the level of mysti-

    cal sympathy the Elder has with the subject, much like theMage Sympathetic Connection Chart. Only unique examplesappear on this table, for more general examples, see page 114

    of the Mage Core book.

    Suggested Modifiers

    Penalty Sympathetic Connection

    -2Intimate:

    Drunk from within the last year, Childe,Ghoul, possess part of the targets physical substance

    -4 Known: Drunk from within the last decade, Grand-Childe, Childes Ghoul,

    -6 Acquainted: Drunk from within the last century,Distant Blood relative,

    -8 Encountered: Drunk from within the last millenia,Distant Blood relatives Ghoul

    -10 Described: Clan member, former Ghouls of yourBloodline

    6 PredictionSome people are capable of finishing their friends sentences.

    Elder Mekhet with Prediction sometimes begin their friendssentences. Prediction is a constant low-level telepathic scan ofthe minds of everyone the character is in proximity to. While

    this power does not give the vampire the details of his neigh-bors conscious thoughts, it does provide a wealth of cues as to

    the subjects moods, suppressed reflexes and attitudes towardthe topic of conversation.

    Cost: 1Vitae

    Dice Pool: Wits + Empathy + Auspex minus subjects

    Composure

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    Action: Reflexive

    Roll Results

    Dramatic Failure: The character cannot get a read on thesubject. He cannot use Prediction on the subject for the rest of

    the night.

    Failure: The character cannot get a read on the subject.

    Success: Whenever the character is in a conversation and

    either participant in the discussion makes a Social roll, thecharacter may pre-empt the roll to spend a point of Vitae.Each success is an additional die that can be applied to the

    characters Social roll against the subject or subtracted fromthe dice pool of the Social roll being made against the charac-

    ter by the subject.

    Exceptional Success: Additional successes are their own re-

    ward.

    Suggested Modifiers

    Modifier Situation

    +2 Power is turned on a vampire with whom the user

    has a blood tie (see p. 162)

    +1 The character has successfully used either Aura

    Perception or Telepathy on the subject in the sce-ne.

    -1 Each derangement the subject possesses.

    6 PrescienceA Kindred who reaches this level of mastery has such a finely

    tuned sense of perception that she can capture her currentmoment in her thoughts and make astounding predictions of

    the probability of how events will unfold from there. As such, aKindred predictive ability is not a glimpse into the future, but a

    psychically augmented estimation.The discipline can be used in one of two ways. It can be used

    to assess a general outline of a current scene, or it can be usedto more accurately predict the actions of a single target.

    Cost: 1 Willpower

    Dice Pool: Wits + Occult + Auspex (versus the subjects

    Resolve + Blood Potency if Contested).

    Action: Instant (to use on an entire scene); Reflexive +

    Contested (to predict the actions of a single target; this versionmay not be invoked more than once per turn).

    Roll Results

    Dramatic Failure: The Kindred manages to make absolutely

    untrue or vague and muddled predictions about the upcomingevents. As such they cloud and distort her judgment. For the

    duration of the event in question she loses the 10-again abilityand all 1s cancel successes.

    Failure: The Kindreds predictions prove to be neither usefulnor hampering for the duration.

    Success: When used upon a scene, the Storyteller may givethe player a single hint about what they can expect in the up-

    coming scene for each success. These hints should be oracularand become more vague the further into the future they are.

    When used upon a single target, the character or Storytellerwill describe the actions of that target to the player at the be-ginning of the turn, for a number of turns equal to successes.

    This includes the turn in which the power was activated, un-less that target has already moved that turn, in which case the

    effect begins in the subsequent turn).

    Exceptional Success: As above, but the player can assume

    the 9-again rule in any action that deals with reacting to the

    predicted events.

    6 Spirits SkillSome of the members of the Order of the Thorned Wreath

    have been known to pick up and wield unfamiliar weapons and

    vehicles with a stunning precision and use. This power, taughtexclusively to its elder knights, may be the source of such leg-ends.

    Cost: 1 Vitae, 1 Willpower

    Roll: Wits + Occult + Auspex

    Action: Instant

    Roll ResultsDramatic Failure: The character forgets a skill of his own

    for as many nights as he has dots in Auspex.

    Failure: The vampire fails to access any Physical or socialskills or merits.

    Success: Each success on the roll allows the vampire to in-crease a Physical or social skill or merit by one dot. He may notincrease his ability higher than the ability of the character that

    most impacted the item with his personality, usually the own-er. A dull katana from a pawn shop may grant perhaps one dot

    in weaponry, if it was ever used, while the katana of an ancientsamurai might be able to grant full mastery of the sword, in-

    cluding a specialty merit in katana.The character may not access skills of the owner that are un-

    related to the object. You could not pick up the aforemen-tioned samurais calligraphic skills by tapping the sword, but

    could by tapping his calligraphy brush...

    Exceptional success: as per above, except the character mayalso receive flashes of the owner or the object s lives and per-sonality at the Storytellers discretion...

    6 Telepathic CommunicationTelepathy allows a character to probe and add thoughts to

    anothers mind, one subject at a time. With Telepathic Com-

    munication, a Mekhet can form a link between his mind andthat of other subjects, allowing them to converse in words,concepts and sensory images at the speed of thought. Vampireswith this level of Auspex can act as switchboard operators,

    creating a telepathic web that allows all participants to sharethoughts with some or all other members of the network as

    they choose.

    Cost: 1 Willpower

    Dice Pool: Intelligence + Empathy + Auspex minus High-est Resolve (if subjects are resisting)

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    Action: Instant

    Roll Results

    Dramatic Failure: Dramatic failure on a Telepathic Com-munication attempt can be disastrous, as the user instantly

    adopts any derangements present in the targets for the rest ofthe night.

    Failure: Failure results in no link being established, and the

    character cannot try again for the remainder of the scene.Success: A telepathic link is established between the charac-

    ter and all subjects. The maximum range at which a subject

    may be contacted and the maximum number of individualswho may be linked simultaneously with this power depends on

    the Auspex rating of the vampire who initiates contact.

    Rating Number of Targets Range

    Auspex 6 3 subjects 100 miles

    Auspex 7 Wits rating or 3 subjects,

    whichever is higher

    200 miles

    Auspex 8 Wits + Composure 100 miles for every

    point of Intelligence

    Auspex 9 Wits + Composure x2 200 miles for every

    point of Intelligence

    Auspex10

    Wits + Composure x3 300 miles for everypoint of Intelligence

    Exceptional Success: A telepathic link is established be-tween the character and all subjects as per a success. Thecharacter regains the spent Willpower point.

    Suggested Modifiers

    Modifier Situation

    +2 Power is turned on a vampire with whom the user

    has a blood tie (see p. 162)

    +1 For every subject who the character has previouslyused Telepathy on successfully.

    -1 For each derangement a subject possesses.

    -1 For each 100 miles each individual subject is fromthe character (rounded down)

    -1 Using Telepathic Communication on a quarter ofthe maximum amount of subjects

    -2 Using Telepathic Communication on half themaximum amount of subjects

    -3 Using Telepathic Communication on three quar-

    ters of the maximum amount of subjects

    -4 Using Telepathic Communication on the maxi-mum amount of subjects

    7 Karmic SightThe power of Aura Perception allows a vampire to take a

    brief glimpse at the soul of a subject. This power takes Aura

    Perception several steps forward, allowing a Mekhet to probethe inner workings of a subjects mind and soul. Knowledge

    acquired in this fashion can be used in many ways, and a vam-pire who has developed this power is undoubtedly familiar with

    all of them.

    Cost:

    Dice Pool: Intelligence + Empathy + Auspex minus sub-jects Composure

    Action: Instant (Note that though this is an instant action,

    it takes more than just a fleeting glance to uncover the innerworkings of the soul. A character must scrutinize her subject

    for two full turns to glean information from her, though onlythe single, immediate roll is necessary to determine if she canread the subject successfully.)

    Roll Results

    Dramatic Failure: The character gleans utterly misleadingand wholly inaccurate information.

    Failure: The character can distinguish no information at all.

    Success: The subjects Virtue, Vice, Humanity rating (or

    equivalent) and Willpower rating (permanent and temporary)can be determined.

    Exceptional Success: In addition to the information gleanedfrom a success, the state of the subject s karma may be deter-

    mined. This is a highly abstract piece of information best left

    to Storyteller discretion, but should reveal the general balancebetween good and bad actions the subject has performed,both recently and over the course of his existence. If the plot

    merits it, the character may receive vision of one or more inci-dents in the subjects past that radically altered his destiny.

    Suggested Modifiers

    Modifier Situation

    +2 Power is turned on a vampire with whom the userhas a blood tie (see p. 162)

    +1 The character has successfully used Aura Percep-tion on the subject before

    7 Mirror ReflexThis power was developed by a Mekhet elder who made a

    fearsome reputation through her fencing prowess, acting as a

    hired champion in dozens of duels for the First Estate. MirrorReflex is similar to Prediction in that it is in essence a low-

    level telepathic scan of an opponent, but this power taps intophysical (rather than social) reflexes, allowing the character toanticipate an enemys moves in personal combat.

    Cost: 1 Vitae

    Dice Pool: Wits + Combat skill opponent is currently using+ Auspex minus subjects Resolve

    Action: InstantRoll Results

    Dramatic Failure: The character cannot get a read on thesubject. He cannot use Mirror Reflex on the subject for the

    rest of the night.

    Failure: The character cannot get a read on the subject.

    Success: The character spends the Vitae and rolls the dicepool to observe the subjects fighting technique using her own

    rating in the relevant skill. Each success is an additional diethat can be applied to the characters dice pools during thenext turn of combat for any actions taken against the scanned

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    opponent. The power has a maximum range in yards equal tothe characters Willpower rating.

    Exceptional Success: Additional successes are their own re-

    ward.

    Suggested Modifiers

    Modifier Situation

    +2 Power is turned on a vampire with whom the user

    has a blood tie (see p. 162)+1 The character has successfully used Aura Percep-

    tion on the subject in the scene.

    +1 The subject is employing a fighting style related tothe combat skill currently in use.

    -1 The subject possesses a fighting style not related tothe combat skill currently in use.

    8 Psychic AssaultPsychic Assault is nothing less than a direct mind-to-mind

    attack which uses the sheer force of an elders will to overpow-

    er his target. Victims of Psychic Assault show little outwardsign of the attack, save for nosebleeds and expressions of in-

    tense agony; all injuries by means of this psychic pressure in-flicted are internal. A medical examination of a mortal victimof a Psychic Assault invariably shows the cause of death to bea heart attack or aneurysm, while vampires killed with this

    power decay to dust instantly, regardless of age.

    Cost: 3 Vitae (+1 Willpower if assaulting a vampire or othersupernatural being)

    Dice Pool: Intelligence + Intimidation + Auspex minus

    subjects Resolve

    Action: Instant

    The vampire must make eye contact with the target. Thepower ignores Defense and Armor. Since the power requires

    eye contact, incur a -1 penalty if the target is moving about.Alternatively, the power can be applied by touching the sub-

    ject (see Touching an Opponent, page 157 of the World ofDarkness Rulebook). If the target is a living being any result

    that causes the victim to lose his last temporary Willpowerpoint also renders him unconscious for the rest of the night.

    Roll Results

    Dramatic Failure: The target becomes immune to the char-

    acters Psychic Assault for one night.

    Failure: The target is unharmed and may determine that a

    psychic assault is taking place by succeeding on a Wits + Oc-cult roll.

    Success: Each success inflicts a point of lethal damage onthe target. The target also loses a point of Willpower per suc-

    cess achieved. Finally, if the victim is a vampire, he entersRtschreck.

    Exceptional Success: Additional successes are their own re-ward. The victim also loses a Willpower dot.

    9 False Slumber

    Possibly the source the rumors that Methuselahs awakenfrom torpor with perfect memories, this power allows an El-ders spirit to leave his body while in torpor. While seemingly

    asleep, the Mekhet is able to project in twilight, think andperceive events normally.

    Cost:

    Dice Pool: This power involves no roll, and is consideredalways on.

    Action: N/A

    No roll is needed. This power is considered to be active

    whenever the vampires body enters torpor, whether throughviolence, starvation, staking or voluntary, and projections are

    handled as per the rules for Twilight Projection (see p. 123 ofVampire: The Requiem). The vampire may not be able toawaken physically at will, however waking from torpor is

    handled per the normal rules for such an action (see p. 175-178 ofVampire: The Requiem).

    As his Blood Potency decreases from his time in torpor, the

    vampire will lose all dots above his new trait limit, includingthis power. However, the power will still remain active duringthe entire period of torpor. When he awakens he will have to

    buy this ability again to receive the benefits the next time heenters torpor. Since the vampire is considered awake for all

    intents and purposes while projecting, he does not suffer theFog of Eternity.

    If the projecting vampire is barred from returning to hisbody, the vampire does not begin to lose Blood Potency, and

    the ghost-Kindred does not suffer the Final Death. Instead, heloses the use of this Auspex power and half of his permanent

    Willpower points, and the vampire enters true torpor. Boththe Auspex 9 power and all of the Willpower points can be

    bought back using experience points when the character

    awakens from torpor. The vampires soul slowly returns to hisbody over the course of a year and a day, during which time hemay not be awakened from torpor by any means. During thistime, the vampire doesnt dream or experience anything. It is

    as if he doesnt exist. Once he has been returned to his bodyhe will suffer the Fog of Ages as usual. He will also awakenwith a severe derangement, related to the horror of his tempo-

    rary period of non-existence.

    The vampire can at any moment return his consciousness tohis body while using of this power. If he does so, the effects of

    this power end immediately and the character enters true tor-por and suffers the Fog of Eternity as usual.

    CelerityFew Kindred can even conceive of any use for Celerity other

    than that of speeding up ones actions so that one might dodgesome more TEC-9 rounds in combat. While that approach is

    all well and good, there are other potential applications of thepower available to ancient, learned or clever vampires.

    Under normal circumstances, advanced mastery of Celeritymeans that the normal progression of the powers predomi-nates. Unless the character makes a special effort to learn analternate power or create one, each additional level of the

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    power from 6 to 10 means that once the Discipline is activat-ed, the vampire simply receives additional Initiative, an in-creased Speed modifier and subtracts more dice from incoming

    attacks, as described on page 123 in Vampire: The Requiem.

    If, however, the vampire choose to take an alternate power,

    she forfeits that normal progression (which can later be madeup through experience) and takes the new manifestation of

    Celerity instead. She does not gain the normal benefits of the

    Celerity; its an either/or situation.

    6 ProjectileDespite the fact that a vampire with Celerity moves at in-

    credible speeds, by some quirk of metaphysics any bullets he

    fires or knives he throws while in this state dont move anyfaster than they normally would. Scientifically minded Kindredhave been baffled by this phenomenon for centuries, but more

    pragmatic ones have found a way to work around it. Projectileenables a vampire to take his preternatural speed and transfer

    it into something he has thrown, fired or launched.

    This power isnt the Dexterity version of Vigor, its a trade-

    off power. How much of his own safety is he willing to risk toace the throw, so to speak?

    Cost: 1 Vitae

    Dice Pool:

    Action: Reflexive

    Projectile requires the expenditure of a blood point. In addi-tion, the player must decide how many levels of his characters

    Celerity he is putting into the speed of the launched object.Thus, a character with Celerity 6 in addition to projectile

    could decide to put three dots worth of speed into a knife he isthrowing, and use the other three dots to receive the normal

    benefits of Celerity. Each dot of Celerity infused into a thrownobject becomes an additional die on the attack roll.

    7 Flower of DeathIn combat, as in all things, speed kills. A proper application

    of Celerity in combat can turn even the meekest Kindred intoa walking abattoir. How much more deadly, then, is a vampire

    with the ability to utilize his preternatural speed to the utmostin combat? The answer to that question is Rather a lot.

    Flower of Death allows a vampire to take his Celerity and ap-ply it in full to each hand-to-hand or weaponry attack he

    makes.

    Cost: 4 VitaeDice Pool:

    Action: Instant

    Once Flower of Death is in effect, a number of dice equal to

    the vampires normal Celerity rating gets added to every dicepool for attack the character makes until the end of the scene.

    The effect is limited to hand-to-hand or weaponry attacks firearms, bows and what not are excluded. Also note that thepower only grants dice, not dots. So a character adding dice to

    a weaponry attack does not receive additional dots of strength,and the damage potential of the weapon does not increase.

    Flower of Death is not cumulative it is impossible to lay-er uses of the power over one another to create astronomicaldice-pools, but it can already be stacked with Vigor, Protean

    and ordinary blood boosting of dice pools.

    If the character decides to activate any other Celerity power

    while using the Flower of Death, the effects of the Flower ofDeath end, and the character has to activate the power again

    if he wants to enjoy the benefits once more.

    8 ZephyrZephyr produces an effect vaguely similar to one of the leg-

    endary comic book-style uses of enhanced speed, allowing itspractitioner to run so fast he can run across water (hes mov-

    ing so fast he doesnt have time to sink). Particularly successfulapplications of Zephyr allow a vampire to go so far as to run upwalls and, in at least one recorded instance, across a ceiling,

    though the latter is more of a parlor trick than anything else.

    Cost: 1 Vitae, 1 Willpower

    Dice Pool:

    Action: ReflexiveWhen activating Zephyr, the vampire enjoys the benefits of

    his normal Celerity rating, except that the benefits are dou-bled. A vampire with normal Celerity 8 in addition to Zephyrwould thus receive +16 to his Initiative, would multiply hisspeed by 18, and opponents would subtract 16 dice from their

    attack pools! Like normal Celerity, the effect lasts for one turn.

    Unfortunately for the vampire in question, Zephyr requires

    such extremes of concentration that it cannot be combinedwith any form of attack, or indeed, with most any sort of ac-

    tion at all. If a character feels the need to do something elsewhile moving at such tremendous speeds (it bears repeating:

    Zephyr cannot be combined with any form of attack), a Re-solve + Composure roll is required. Needless to say, dramatic

    failures at Zephyr speed can be spectacular in all the wrongways.

    Most times, a vampire moving at such a rate of speed is bare-ly visible, appearing more as a vampire-shaped blur than any-

    thing else. Observers must succeed on a Wits + Composureroll to get even a decent look at a Kindred zooming past in thisfashion.

    Dominate

    6 Azazel

    s TouchThought to be have been taught to Ventrue of the Cassius

    line by demons of pre-history, Azazels touch makes the vam-pire a difficult prey to hold on to indeed. Having forced anopening into the subconscious of mortals, he finds the hidden

    hallways of thought and emotion that link the minds of mor-

    tals together.

    Once the vampire has taken possession of a mortal, he maymove into the body of another mortal with a mere touch. Skincontact is not necessary, but physical contact is.

    Cost: 1 Willpower (after possession has been initiated)

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    Dice Pool: This power requires no roll to invoke

    Action: Reflexive

    The vampire must first possess a mortal. Once possession hastaken place, he need only spend 1 Willpower to fit into the

    body of any mortal who has a lower willpower than his originalride. So the more willful the original mortal, the more mor-

    tals the vampire may ride.

    6 Breaking the SpiritWhen a Kindred reaches this level of Dominate, they are li t-

    erally able to strip away the will of any who would oppose him.

    The sheer overbearing personality of the vampire enfeebles thefiercest opponent.

    Cost: 1 Willpower

    Dice Pool: Presence + Intimidation + Dominate Resolve

    Action: Instant

    Roll Results

    Dramatic Failure: The Kindreds is overcome with her own

    power and suffers the loss of a Willpower dot.

    Failure: The Kindreds force of will is not sufficient to brow-

    beat his opponent.

    Success: For every success gained, the targets willpower

    score is temporarily reduced by one for the remainder of thatnight. That is with three successes a target with a willpower of

    6 functions with only 3 dots of willpower for the duration ofthat night. Willpower points in excess of the dots reduced are

    lost and are not automatically recovered at the end of thispower.

    If the subjects willpower is effectively reduced to 0, she be-comes listless and unmotivated like usual.

    Exceptional Success: As above, but the target also loses awillpower dot for every success in excess of the targets will-

    power. That is, if 6 successes are gained and the target only has4 Willpower, she would lose two permanent Willpower dots.

    6 Chain the PsycheNot content with merely commanding their subjects, some

    Ventrue apply this power to ensure obedience from recalci-

    trant victims. Chain the Psyche is a Dominate technique thatinflicts incapacitating pain on a target who attempts to breakthe vampires commands.

    Cost: 1 Vitae

    Dice Pool: Intelligence + Intimidation + Dominate versussubjects Stamina + Blood Potency

    Action: Contested, resistance is reflexive

    Roll Results

    Dramatic Failure: The Dominate effect is completely bro-ken, and the subject does not need to roll to shake off any

    compulsions or roll to uncover any memories tampered with.

    Failure: The target can go ahead and roll to shake of any

    compulsion, or have someone roll to uncovered any memoriestampered with.

    Success: The character spends a point of Vitae when hercharacter applies Mesmerize or the Forgetful Mind to a sub-ject. Any attempt that the subject makes to go against the

    vampires implanted commands (see p. 125 in Vampire: The

    Requiem) or when anyone else tries to recover stolen memo-

    ries (see p. 127 of Vampire: The Requiem) causes intensepain in the subject. When the subject wants to attempt such a

    roll, the Storyteller rolls Chain the Psyches dice pool. Each

    success equals one turn that the victim is unable to act, as sheis wracked with agony. Furthermore, the target cannot makethe roll to resist the Dominate effect. If she wants to try again,

    she must first make a successful Resolve + Composure roll. Ifthat roll fails, the subject does not have the mental fortitude to

    face the pain again, and will not attempt to resist the Domi-nate effect for the rest of the scene. In the case of someonetrying to recover memories from the subject using the Forget-

    ful Mind, the subject must successfully roll Resolve + Compo-sure to allow the attempt to continue. If she fails, she will try

    to get away from the person attempting to uncover the memo-ries. On a dramatic failure, the subject enters frenzy. Each ap-plication of Chain the Psyche crushes a number of resistance

    attempts equal to the characters Manipulation rating, afterwhich the effect fades.

    Exceptional Success: Additional successes are their own re-

    ward.

    Suggested Modifiers

    Modifier Situation

    +2 Power is turned on a vampire with whom the userhas a blood tie (see p. 162)

    6 Command ObedienceWhile most Kindred must employ Dominate through eye

    contact, some powerful Ventrue may command loyalty withthe lightest brush of a hand.

    Cost:

    Dice Pool: This power involves no roll, and is consideredalways on.

    Action: N/A

    The character can employ all Dominate power through

    touch instead of eye contact (although eye contact still works).Skin contact is necessary simply touching the targets cloth-

    ing or something she is holding will not suffice. If the subject isresisting, rolling to touch the subject may be necessary (see

    Touching an Opponent, page 157 of the World of Darkness

    Rulebook). The touch does not have to be maintained for thefull time it takes to issue a Dominate command, though re-

    peated attempts to Dominate a single target require the char-acter to touch the subject again.

    6 LoyaltyWith this power in effect, the Ventrues Dominate is so

    strong that other vampires find it almost impossible to break

    with their own commands. Despite the name, Loyalty instillsno special feelings in the victim the vampires commands

    are simply implanted more deeply than normal.

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    Cost:

    Dice Pool: This power involves no roll, and is consideredalways on.

    Action: N/A

    Any other vampire attempting to employ Dominate on asubject who has been Dominated by a vampire with Loyalty

    must spend an additional Willpower point and make all rolls

    with a -3 penalty. This penalty is in addition to any penaltiesstemming from past Conditioning on the subject.

    6 Mass ControlThis power allows the user to still an entire room with a sin-

    gle word. Essentially, it enables her to use any power associated

    with Dominate ,, or on all the individuals in an area.

    The user makes one roll appropriate to the power shes using;

    all those in the immediate area namely, those who can bothhear her voice and see her make independent rolls to resist,

    as per the individual powers in question. Player charactersalways roll to resist. If there are a lot of Storyteller character

    victims, the Storyteller might find rolling for them all a littletedious its probably better to either just decide how many

    of them fall prey to the power, or make one or two rolls for agroup of people.

    Suggested Modifiers

    Modifier Situation

    The user tries to Dominate less than five people

    -1 The user tries to Dominate five or more people

    -2 The user tries to Dominate 15 or more people

    -4 The user tries to Dominate 25 or more people

    -6 The user tries to Dominate 50 or more people

    7 Still the Mortal FleshDespite its name, this power may be employed on vampires

    as well as mortals, and it has left more than one unfortunatevictim writhing in agony or unable to do even that. A

    Ventrue who has developed this power is able to override hervictims body as easily as his mind in order to cut off his senses

    or even stop his heart. It is rumored that this power once camemore easily to the Kindred, but modern medicine has madethe bodies and spirits of mortals more resistant to such manip-

    ulations.

    Cost:

    Dice Pool: Intelligence + Medicine + Dominate versus sub-jects Stamina + Blood Potency

    Action: Contested, resistance is reflexive

    Roll Results

    Dramatic Failure: The target becomes immune to the char-

    acters attempts at Stilling the Mortal Flesh for one night.

    Failure: The roll fails or is tied, and the target is unharmed.

    Success: The effects of Still the Mortal Flesh last for oneturn per success. The character must choose what function of

    the targets body is being cut off before rolling. She may affectany of the bodys involuntary functions; breathing, circulation,perspiration, pain receptors, sight and hearing are all viable

    targets. While Still the Mortal Flesh is in effect, a vampire caneither stop any one of those functions 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 the shutdown of the heart is one of thequickest ways to kill a target. Every success on the activationroll for stopping the heart stops the muscle for one turn, and

    the victim suffers a point of Lethal damage per turn his heartisnt beating. Vampires are unaffected by loss of heartbeat or

    breathing, but may be rendered deaf and blind as easily as mor-tals. Rules for fighting blind, listening and smelling are covered

    in the World of Darkness rulebook (pages 166-167). Rules forsuffocation can be found in the same book, on page 49.

    Exceptional Success: Additional successes are their own re-ward.

    Suggested Modifiers

    Modifier Situation

    +2 Power is turned on a vampire with whom the userhas a blood tie (see p. 162)

    8 Far MasteryThis refinement of Absolute Obedience (though the charac-

    ter need not have learned Absolute Obedience first) allows the

    use of Dominate on any subject that the Ventrue is familiarwith, at any time, over long distances. If the elder knows

    where his target is, he man issue commands as if he werestanding face-to-face with his intended victim.

    Cost: 1 Willpower. A second Willpower point must be spentin order for a vampire to use this power on another vampire or

    another supernatural being.

    Dice Pool: Wits + Empathy + Dominate minus subjects

    Resolve + Supernatural Advantage

    Action: Instant

    Roll Results

    Dramatic Failure: The character cannot establish a link to

    the subject for the rest of the night.

    Failure: The character cannot establish a link to the subject

    but may try again by spending another point of Willpower.

    Success: With a success, contact is established and the

    character may proceed to use any Dominate power as if he hadestablished eye contact with the target.

    Exceptional Success: The character also gains a point of

    Willpower.

    Suggested Modifiers

    Modifier Situation

    +2 Power is turned on a vampire with whom the user

    has a blood tie (see p. 162)

    -1 For each 50 miles each individual subject is from

    the character (rounded down)

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    -1 to -10 The power is turned on a vampire possessing the

    Obfuscate Discipline (penalty equal to the level ofObfuscate possessed by the subject).

    9 Speak Through the BloodThe power structures of Methuselahs extend across conti-

    nents and centuries. This power is a powerful tool by which

    such ancients wield control over their descendants, even faroutside their geographic spheres of influence. Speak Through

    the Blood allows a Ventrue to issue commands to every vam-pire with whom she shares a blood tie even if the two havenever met. Thus, entire broods act to further the goals of

    sleeping ancients whose existences they are completely una-ware of. The vampires affected by this power rarely act directlyto pursue the command they were given, but over 10 or so

    years, their priorities slowly shift until the fulfillment of the

    Methuselahs command is among their long-term goals. SpeakThrough the Blood, because it takes effect so slowly, is rarely

    recognized as an outside influence, and its victims rationalizetheir behavior as growing and changing, or something to that

    effect.If the Storyteller is running a high level elder game where

    the player characters are the elders and have lots of childer,grandchilder and servants (like Primacy-games from Damna-

    tion City), a player could use this power so he wouldn t haveto micromanage as much.

    Cost: 1 Willpower dot

    Dice Pool: Intelligence + Subterfuge + Dominate - highest

    Resolve

    Action: Instant

    Roll Results

    Dramatic Failure: The attempt fails and the character can-not use Speak Through the Blood for a year.

    Failure: The command does not take hold.

    Success: Unless the character is aware of the location (what

    city will suffice) and present agenda of every family memberof his who he is trying to command a highly unlikely event

    he may only issue general commands, such as work for thegreater glory of Clan Ventrue or destroy all those who seek

    to extinguish the light of knowledge. Speak Through theBlood can be used by a vampire in torpor. Commands issued

    through this power last for one decade per success rolled.

    A vampire who has reached Golconda is not affected by this

    power, and is completely unaware that it has been used. Herchilder, however, are affected normally unless they are also

    enlightened. Ghouls of the victims of this power are also af-fected, but to a lesser extent than vampires.

    Exceptional Success: Additional successes are their own re-

    ward.

    Suggested Modifiers

    Modifier Situation

    +2 Power is turned on a vampire with whom the userhas a blood tie (see p. 162). Redundant to claim,

    but it bears pointing out. This effect is not cumu-

    lative

    -1 For each step in close blood ties the character istrying to command (her sire and her childer). For

    instance, trying to command her sire would givethe character a -1 penalty, while trying to com-

    mand all her childer would also mean a -1 penalty.Were he to try and Dominate both steps, he would

    suffer a total of -2. It is not the amount of charac-

    ters that are important, but the steps removed.

    -2 For each step in distant blood ties (her sires sireand her childers childer) the character is trying

    to Dominate.

    Majesty6 Dies Irae

    The users Majesty inspires and bolsters the masses, whipping

    them into a frenzy of violence. This power does not itself grantinfluence over the subjects; they must already respect the us-

    ers commands through normal or supernatural means, and theuser must verbally address them to activate this power. The

    lord directs his subjects toward a goal, and they begin to pur-sue it with all of their might. Only mortals may be affected by

    this power.

    The affected are inspired to fight with utter disregard for

    their own safety, ignoring all wound penalties and gaining bo-nus dice on all resistance rolls against mental influence equal

    to the users Majesty. They may also use the Kindreds Majestydots in place of any dice pool used to attack if it exceeds their

    normal dice pool.

    This power lasts for one scene, or approximately one hour,

    and may affect a total number of mortals equal to the user sMajesty dots squared.

    Cost: 1 Willpower per scene

    Dice Pool: This power involves no roll.

    Action: Instant

    6 LoveThe Majesty power called Love allows the user to cause a

    victim to truly, honestly, deeply love him. It simulates the ef-fects of the Vinculum without any of the messy side effects,like Vitae addiction. While neither as sure a method of controlas a true Vinculum, nor as long-lasting, Love is still an ex-

    tremely potent means of command.

    Cost: 1 Willpower, 1 Vitae

    Dice Pool: Presence + Empathy + Majesty versus Resolve+ Supernatural Advantage

    Action: Contested; resistance is reflexive

    Roll Results

    Dramatic Failure: The attempt offends the subject, makinghim immune to the users Majesty for the rest of the night.

    Failure: The subject does not feel any different about thecharacter.

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    Success: The victim behaves as if affected by Awe and under

    a full Vinculum to the user for the rest of the night.

    Exceptional Success: An exceptional success indentures the

    target for at least a week, and potentially a month or more.

    Suggested Modifiers

    Modifier Situation

    +3 The subject is already under the influence of En-

    trancement.+2 The subject is already under the influence of Awe.

    +2 Power is turned on a vampire with whom the user

    has a blood tie (see p. 162 ofVampire: The Req-

    uiem).

    +1 to +5 Each dot of Blood Potency above the victims thatthe character possesses.

    -1 to -5 Each dot of Blood Potency above the charactersthat the victim possesses.

    -1 Subject is an enemy.

    -3 The character has already used Love on the sub-

    ject previously within a week.

    6 RaptureBeyond the realms of mere adoration, this power of Majesty

    can be used to inspire religious fervor, pious adoration andworship. When activated Rapture suffuses the Kindred with a

    holy aura that projects upon witnesses the impression that thefigure they are meeting is infused with divine inspiration.

    While this doesnt actually change the characters appearance,the aura of Rapture will overlay whatever the witness perceives

    as sacred to them. A person who is a devout Christian mightperceive a shining halo convinced that the person they are

    speaking to is a blessed saint, whilst a Hindu may see that per-son as an avatar of their deity. For people that already knowthe Kindred, they will still feel a sense of holy reverence ema-nating from them as though the person that they had always

    known was, for the moment, divinely inspired.

    While in the presence of this creature, supplicants will feel

    and behave like they might around an apparition of the divine.Characters of high Morality will feel at ease, or peace in thepresence of this person, while those of a low Morality may feel

    internal burnings of guilt and horror. Furthermore, a charactermay not act in a way that is contrary to that persons Morality.

    If the character suggests acts, or acts in a way that is lowerthan the targets Morality in front of them, the subject may

    make a reflexive Morality roll. A success means that they areno longer swayed by the effect and are disillusioned to the

    characters sanctity.

    Cost: 1 Willpower per supernatural creature targeted.

    Dice Pool: Presence + Socialize + Majesty

    Action: Instant

    Roll Results

    Dramatic Failure: The Kindreds aura takes upon an ap-pearance that reveals them for being the Damned that they

    are as the beast inside them seems to be revealed plainly on

    their appearance. While its possible that they could be mis-taken for a demonic entity, most of the time this results in aMasquerade breach.

    Failure: The Kindred fails to sway his audience.

    Success: When a success is achieved the Kindred is able toassume the guise of Rapture. A person swayed by the power

    will take most of what the character says with divine authority.There is a certain infallibility about their divinity that cannotbe denied. Advice that is given is most assuredly taken to

    heart. Anything that is said by the character is taken as sacredprose. Mechanically, the character gains the 8-again rule on

    any Social interaction with swayed targets.

    Swayed people will very likely come to the defense, sociallyand physically, against threats directed to the object of theirreverence; and often with the passion of those defending an

    object of religious adoration.

    Exceptional Success: As above, but targets once affected

    will be swayed by the effect of Rapture for a number of nightsequal to the Kindreds dots in Majesty. Even then, unless thesubject is given reason to believe otherwise (such as seeing the

    character performing debase acts), they may continue to main-tain the belief that the player was (or still is) a sacred being.

    7 CooperationAny elder knows that Kindred are the most difficult being in

    existence to force to work together. Peaceful coexistence is nota common tenet in vampiric society. With all that in mind,this power can be used to nudge those affected by it into a

    fragile spirit of camaraderie. Some cynical (or realistic) Daevaclaim that their clans mastery of this Majesty effect is the sole

    reason that anything is ever accomplished at Kindred gather-ings. Daeva who voice this opinion too loudly also tend to

    have numerous chances to test just how effective Cooperationis.

    Cost:

    Dice Pool: Presence + Persuasion + Majesty

    Action: Instant

    Roll Results

    Dramatic Failure: The character cannot use Majesty for the

    rest of the scene.

    Failure: The character loses the action. No spirit of camara-

    derie fills the room.

    Success: The character successfully activates Cooperation.

    The effects of Cooperation lasts for the remainder of the scenein which it is invoked, and invokes feelings of non-aggression.

    While this power is in effect, all those under its influence aremore favorably disposed toward one another and are more

    willing to extend trust or make cooperative plans.

    For the most part, players should simply role play Coopera-

    tions effects, but there are some concrete ramifications of thepowers use. Actions to threaten, harm, or actively workagainst someone present in the room is penalized by one dieper success rolled on the activation roll. All rolls to resist Fren-

    zy add three dice. Furthermore, Social Flaws like Notoriety

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    and Racist/Sexist (see p. 219 of World of Darkness Rule-book) are considered removed for the scene in which coop-eration is used. Supernaturally inspired dissension and spite

    (like that of Spark of Rage) is canceled out by Cooperation ifthe activation successes for this power are equal to or more

    than the activation successes of the opposing power.

    Exceptional Success: Additional successes are their own re-

    ward.

    Suggested Modifiers

    Modifier Situation

    Character uses Cooperation on one person

    -1 Character uses Cooperation on two people

    -2 Character uses Cooperation on four people

    -3 Character uses Cooperation on eight people

    -4 Character uses Cooperation on 20 people

    -5 Character uses Cooperation on a vast number ofpeople in the vampires vicinity (an auditorium, a

    mob)

    8 Ironclad CommandAny individual can normally resist the powers of Majesty for

    a brief time through an effort of will. Some elder Daeva have

    developed such force of personality that their powers of Majes-ty cannot be resisted without truly heroic efforts.

    Cost:

    Dice Pool: This power involves no roll, and is considered

    always on.

    Action: N/A

    This power is always in effect once it has been learned. A

    mortal may not spend Willpower to resist the characters Maj-

    esty (see p. 128-129 ofVampire: The Requiem). For purposesof this power, the definition ofmortal does not include su-

    pernaturally active humans such as ghouls, wolf-blooded andsleepwalkers. A supernatural subject must roll Resolve +

    Composure penalized by the characters Majesty divided bytwo, rounded up, the first time he attempts to spend a Will-

    power point to overcome the characters Majesty. He maythen spend a maximum number of Willpower points to resist

    the characters Majesty for the rest of the scene equal to thenumbers of successes he rolled. A dramatic failure doubles the

    characters Majesty dice pools against the hapless victim forthe remainder of the night.

    9 Pulse of the CityA Daeva who has developed her Majesty to this terrifying

    degree can control the emotional climate of the entire regionaround her, up to the size of a larger city. This power is always

    in effect on a low level, attuning those who dwell in the areato the Methuselahs mood, but it can also be used to project a

    specific emotion into the minds of every being in the area.Pulse of the City affects residents more strongly than tourists,

    and also has a significant impact on those individuals who

    might be elsewhere at the time but who still have strong ties tothe affected city.

    Cost: 1 Willpower

    Dice Pool: Presence + Streetwise + Majesty

    Action: Instant

    Roll Results

    Dramatic Failure: The opposite emotion of which the char-

    acter was trying to instill takes effect.

    Failure: The character fails to instill the emotion.

    Success: The character manages to instill the emotion shewants into the targeted region. The for the most part, the

    players should role play according to the emotional climate.For the Storyteller, he needs only decide on how the residentsof the target area react to the emotional climate.

    If the Storyteller is using the Ambience and Attitude systemsfrom Damnation City (see p. 153, Damnation City) the char-

    acter can instantly shift the ambience and/or attitude of anydistrict in the city in any way she wants, provided the activa-

    tion roll is successful. If the character wants to affect more

    than one district she must make another roll and spend anoth-er Willpower point. The character neednt spend the Will-power point if she is currently in the district she wants to af-

    fect.

    The effect lasts as long as the character chooses, determined

    by the chart below. The character can choose to dampen thelow level emotional bleed she exudes, or terminate the effect

    of the projected emotion at any time before it expires.

    Pulse of the City can be used by a character in torpor.

    Exceptional Success: The character feels rejuvenated by theemotional flood she creates. In addition to the effects of a suc-

    cess, the character regains a point of Willpower.

    Suggested Modifiers

    Modifier Duration

    One minute

    -1 10 minutes

    -2 One hour

    -3 One day

    -4 One week

    NightmareAt this level of mastery over Nightmare the vampire is inti-

    mately aware of the innermost workings of fear. So much sothat her simple presence can unintentionally stir feelings offoreboding in anyone nearby. Regardless of the moral fiber of

    the vampire with this level of mastery people around her willfeel a generalized "evil presence" when near her.

    6 Lingering MalaiseWhile lesser Nightmare powers allow a Nosferatu to inflict

    temporary (though often long-lasting) madness upon a victim,elders within the clan have developed the ability to brutalize

    the minds of their victims to the point of permanent dementia.

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    Lingering Malaise causes permanent psychological shifts with-in the victim, making him, as one Malkavian elder remarked,an honorary lunatic.

    Cost: 1 Willpower

    Dice Pool: Manipulation + Empathy + Nightmare versussubjects Composure + Blood Potency (The Nosferatu clan

    weakness does not apply to the Discipline users roll)

    Action: Contested; resistance is reflexive.The character speaks to his victim for at least a minute, de-

    scribing the derangement that Lingering Malaise will inflict.

    Lingering Malaise may only be used to inflict one derangementper night on any given victim.

    Roll Results

    Dramatic Failure: The character inflicts the derangement

    on himself instead of his victim, and it is immediately trig-gered.

    Failure: The character fails the roll or ties the contested ac-tion. The derangement fails to take hold on the victim. The

    character may try again, but must spend another minute first

    describing the derangement to the victim, who will probably bevery suspicious of the characters intentions by now.

    Success: The character wins the contested roll. The charac-

    ter may inflict a permanent derangement of his choice on thevictim of the power. The derangement develops at the lowest

    eligible slot of the Morality track. For example, the player ofa vampire with Humanity 3 writes the new derangement on

    the line next to Humanity 4 the lowest missing dot whilea vampire of Humanity 7 would be immune to this effect, as

    his lowest missing dot (Humanity 8) cant be saddled with aderangement.

    Exceptional Success: The Nosferatu brutally ravages the

    victims mind. In addition to the derangement, the victim losesa dot of Willpower.

    Suggested Modifiers

    Modifier Situation

    +2 Power is turned on a vampire with whom the user

    has a blood tie (see p. 162).

    +2 User is suffering from the derangement he is trying

    to inflict.

    +2 Power is turned on a subject of half, or less than

    half, the users Blood Potency

    +1 Power is turned on a subject of lower Blood Poten-

    cy

    Character is trying to inflict a mild derangement

    -1 to -5 Power is used in a noisy, crowded, or otherwisedistracting environment.

    -3 Character is trying to inflict a severe derangement

    -5 Character is trying to inflict an extreme derange-ment

    6 Pathos

    The Kindred uses the art of this discipline to inspire a senseof pathological fear in a given subject, causing them to flee interror from it as an uncontrollable phobia. This fear manifests

    in its target as a chosen psychological pathology that creepsover the victim and distorting his sense of perception over it.

    Whenever he gazes at the subject of his given fears it appearsdangerous, ominous as monstrous as it is distorted by his fear.

    A simple spider becomes 5 times as large in his mind and cov-

    ered in hoary spines. A stranger on the street comes across likea murderer following the victim. The type of Pathos selectedmust be generalized. Selecting cats as a phobia works, while

    selecting that person over there does not. This Pathos ischosen at the powers inception and cannot be changed for the

    duration. Its duration is a number of nights equal to the Kin-dreds dots in the Nightmare discipline.

    A target may not be subject to more than one effect of Pa-thos at a time.

    Cost: 1 Vitae

    Dice Pool: Presence + Empathy + Nightmare versus sub-

    jects Composure + Blood Potency (The Nosferatu clan

    weakness does not apply to the Discipline users roll.)Action: Contested

    Roll Results

    Dramatic Failure: The Kindred becomes afflicted by the Pa-

    thos herself.

    Failure: Nothing of horror manifests.

    Success: The Kindred inflicts a Pathos on the victim. Thetarget will react to the described source as though she was suf-

    fering from the Phobia derangement to that thing.

    Exceptional Success: As above, but the target will react to

    the Pathos as though she was suffering the Hysteria derange-

    ment instead.

    6 Paralyzing GlanceSome elder Nosferatu have honed their mastery of Night-

    mare to such a degree that they are able to leave a victim para-lyzed for hours on end, allowing them to pursue their nightly

    business and return to where they left their victim, knowing hewill still be there. The powers name is something of a misno-

    mer, as victims of the power are not precisely paralyzed in aphysical sense, but rather frozen with sheer terror.

    Direct eye contact is required between the vampire and thetarget; looking at someone over a satellite transmission does

    not apply.Cost:

    Dice Pool: Manipulation + Intimidation + Nightmare ver-sus subjects Composure + Blood Potency (The Nosferatu clan

    weakness does not apply to the Discipline users roll)

    Action: Contested; resistance is reflexive

    Roll Results

    Dramatic Failure: The character is incapable of using Para-lyzing Glance for the remainder of the scene.

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    Failure: The character loses or ties the contested action.

    The subject is taken aback, but no effect is triggered

    Success: The character succeeds at Paralyzing Glance. Suc-

    cess renders the victim so terrified that he falls into a whimper-ing catatonic state, unable to take any actions except curling

    into a fetal position and gibbering incoherently, and does notapply his Defense score. The effect lasts for one hour per suc-

    cess rolled. If the victims life is directly threatened (by assault,

    impending sunrise, etc.), the poor wretch may attempt tobreak out of his paralysis with a Resolve + Composure roll.One success is necessary to break the paralysis. If the roll fails,

    the victim may try again if the threat continues to assail him.On a dramatic failure, the victim, if a vampire or other super-

    natural subject capable of supernatural fear frenzy, is sent intoa continuous state of Rtschreck for the rest of the night.

    Exceptional Success: Additional successes are their own re-ward.

    6 PremonitionThe culmination of centuries of work for some, this level of

    mastery of Nightmare entails a simple ability with the mostsubtle of implications. The user quite simply is able to tap intothe latent fears of anyone in the area. Like an evil omen shecan cause nightmares (lowercase N) in the inhabitants of the

    vicinity foretelling her arrival, some horrible event, or simplybad times.

    Cost: 3 Willpower

    Dice Pool: Presence + Expression + Nightmare versus sub-

    jects Resolve + Blood Potency

    Action: Contested; resistance is reflexive

    Each success on the roll causes nightmares in anyone sleep-

    ing nearby or who will sleep soon for a number of days equal tothe successes plus one. The range of this power is one building

    plus ten yards for every success rolled.

    Rolls Results

    Dramatic Failure: The Kindred becomes afflicted by thePremonitions herself for a number of nights equal to her dots

    in the Nightmare discipline.

    Failure: Successes rolled for the subject exceed or tie those

    rolled for the vampire. The subject has "just" a bad dream butotherwise manages to rest.

    Success: The most successes are rolled for the vampire usingPremonitions. The subjects suffer from fitful sleep and get little

    or no rest.Exceptional Success: The roll made for the vampire wins

    the contested roll and gets five or more successes. Additionalsuccesses are their own reward.

    The effects of these nightmares are up to the ST. Suggestedeffects include:

    No WP gain for sleeping the duration

    -1 to all rolls

    -1 to further uses of Nightmare by the vampire who usedthis ability

    Uses for this power include the obvious: lowering propertyvalues, depopulating a building, making a grand entrance onthe Elysium scene. And the subtle: hoaxing a haunting, weak-

    ening a rivals domain, and demoralizing enemies.

    6 Quell the HerdThis power functions along the same lines as Eye of the Beast

    the Nosferatu asserts her monstrous nature over mortals,subduing them with the terrifying power of her Beast. Passion-

    ate, powerful emotions, or even simple attempts to assert indi-viduality or will are squelched, rendering those affected para-lyzed for as long as the Nosferatu is in their presence. Multiple

    targets can be affected; the only requirement is that the indi-viduals must be able to see or hear the Nosferatu. It may benecessary in some extreme situations to get the targets atten-tion, but that is not likely to be difficult for a monster of this

    power. This power does not work on supernatural beings, butmortals touched by the supernatural, like ghouls, wolf blooded

    and sleep walkers, are.

    Cost: 2 Vitae, 1 Willpower

    Dice Pool: Strength + Intimidation + Nightmare versussubjects Composure

    Action: Contested and Extended; resistance is reflexive. Thecharacter needs an amount of successes needed equal to theWillpower of each subject (each individual target is cowed as

    soon as his Willpower rating is reached). The subjects need anamount of successes equal to the characters Willpower.

    Roll Results

    Dramatic Failure: Any subjects previously subdued with this

    power enter a state akin to frenzy and immediately attack thecharacter, or anything that stands in the way.

    Failure: The character fails the roll or ties the contested ac-tion, or the subject reaches the required successes before the

    character. This subject becomes immune to the charactersattempts at Quell the Herd for the rest of the scene.

    Success: The character wins the contested action. A subjectwho is quelled can no longer use or regain Willpower points.

    He ceases all mental and physical struggles, not even defend-ing himself and does not apply his Defense score. If the vic-tims life is directly threatened, the poor wretch may attempt

    to break out of his paralysis with a Resolve + Composure roll.The subjects of this effect remain in this state as long as theyare in the characters presence. When he leaves, they can be-have as normal again.

    Exceptional Success: The character score five more suc-cesses than the targets Willpower. In addition to the effects of

    a success, the target also loses a point of Willpower.

    The character may subdue a number of individuals equal toher permanent Willpower score.

    Suggested Modifiers

    Modifier Situation

    -1 Using Quell the Herd on a number of targets equalto a quarter of the characters Willpower rating,

    rounded up

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    -2 Using Quell the Herd on a number of targets equal

    to half the characters Willpower rating, roundedup

    -3 Using Quell the Herd on a number of targets equalto three quarters of the characters Willpower rat-

    ing, rounded up

    -4 Using Quell the Herd on a number of targets equalto the characters Willpower rating

    6 Spark of RageHate and fear are two closely related emotions. A Nosferatu

    possessing this power can shorten tempers and bring oldgrudges and irritations to the boiling point with a minimum ofeffort. Spark of Rage causes disagreements and fights, and caneven send other vampires into frenzy.

    Cost:

    Dice Pool: Manipulation + Subterfuge + Nightmare (The

    Nosferatu clan weakness does not apply to the Discipline us-ers roll)

    Action: InstantRoll Results

    Dramatic Failure: The character is incapable of using Sparkof Rage for the remainder of the scene.

    Failure: The character fails to activate Spark of Rage, but

    can try again next turn.

    Success: The character successfully applies Spark of Rage.

    All affected individuals suffer a penalty on all Social rolls donefor any purposes other than to insult, threaten, bully or similar

    negative Social actions. Those affected are the people in clos-est proximity to the character. A vampire affected by this pow-

    er must spend a Willpower point or Roll Resolve + Compo-

    sure (penalized by the characters successes on the activationroll); failure means the character must roll to resist Frenzy (see

    p. 179 ofVampire: The Requiem), needing three successes.A dramatic failure on the penalized Resolve + Composure roll

    sends the character into immediate frenzy.

    This power may only be applied successfully once per scene.

    Exceptional Success: Multiple successes are their own re-ward

    Suggested Modifiers

    Modifier Situation

    Character uses Spark of Rage on one person

    -1 Character uses Spark of Rage on two people-2 Character uses Spark of Rage on four people

    -3 Character uses Spark of Rage on eight people

    -4 Character uses Spark of Rage on 20 people

    -5 Character uses Spark of Rage on a vast number of

    people in the vampires vicinity (an auditorium, amob)

    7 Stampede

    A deep, innate knowledge of fear and mans animal instinctsallows the Nosferatu to trigger a very specific fear in his vic-tims an unthinking panic that pushes hundreds of creatures

    into headlong flight. This ability only works on large groups ofpeople; too few, and the aggregate fear will not be enough to

    override sensible plans of action. Also, the crowd must be al-ready agitated by some mundane occurrence, such as a large

    predator on the loose, a lost football game by the home team

    or a shortage of this years fad toy during prime shopping sea-son. The Nosferatu may cause the mundane situation bybeing the large predator, influencing the outcome of the soccer

    match, or waylaying the toys but this is not necessary oreven wise. Once this power takes hold, its victims will flee

    until they escape the vampires influence or until they are ren-dered unable to run.

    Cost: 1 Willpower, 2 Vitae

    Dice Pool: Manipulation + Empathy + Nightmare (The

    Nosferatu clan weakness does not apply to the Discipline us-ers roll) minus Highest Composure of the crowd

    Action: Instant

    This power must be activated within sight of a crowd ofroughly 50 agitated mortals (the Storyteller may allow thispower to be used on smaller groups of really pissed-off mor-

    tals).

    Roll Results

    Dramatic Failure: The intended subjects enter a state akinto frenzy and immediately attack the character, or anything

    that stands in the way.

    Failure: The character fails to activate Stampede, but cantry again next turn.

    Success: The character succeeds at causing a Stampede.

    The resulting waves of terror roll 50 yards in all direction fromthe Nosferatu for each success achieved. Any unsettled mortal

    within this radius will immediately flee towards the nearestescape or exit unless the Nosferatu chooses to direct the

    Stampede by force of will. The vampire may set a direction orpath for the fleeing multitudes, but may not change or alter it

    once the flight has begun. Members of the Stampede will ig-nore many potential sources of danger, such as running into

    the road or through a firing range, but will not take obviouslysuicidal actions like leaping off tall cliffs or skyscrapers. In

    some cases, however, the crazed mob will not see potentialdanger in time or be forced into it anyway by the pressure of

    the crowd behind them.

    Exceptional Success: Multiple successes are their own re-ward

    Mortals who were not initially affected may be caught up

    physically or emotionally in the tide, as the Nosferatu s pro-jected Beast wreaks havoc for a scene unless he chooses to end

    the madness earlier. Upon leaving the affected area, mortalsmay recover their senses and stop their mad rush. If the area is

    bottlenecked, however, such as a long hallway or valley, themortals may opt to continue fleeing rather than be trampled. Itis worth noting that this power can go awry, even without roll-

    ing a dramatic failure the power of hundreds of morals can

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    be too much for the vampire to control. People have a disturb-ing tendency to riot.

    Suggested Modifiers

    Modifier Situation

    +1 to +5 The character takes special care in creating astressful situation.

    -3 The character attempts to steer the Stampede in a

    specific direction.

    8 Personal ScourgeSimilar to the Nightmare power of Mortal Fear, this fearsome

    ability allows the elder Nosferatu to turn the very strength ofher victims mind against him, inflicting physical harm withthe power of his own will. It is the victims own hidden fearsand feelings of inadequacy that assault him. Victims of this

    self-powered attack spontaneously erupt in lacerations andbruises, spraying blood in every direction and howling in ago-

    ny. Those who have observed such an attack with Auspexnote that the victims aura swirls with violent fear and erupts

    outward in writhing appendages a sight that can make eventhe most hardened Acolyte quail.

    Cost: 2 Willpower

    Dice Pool: Manipulation + Empathy + Nightmare minus

    subjects Stamina (The Nosferatu clan weakness does not ap-ply to the Discipline users roll)

    Action: Instant

    Roll Results

    The character must establish eye contact with her intended

    victim to apply this power. If the target moves about, instill a -1 penalty in addition to all others listed. The power ignores

    Defense and Armor.

    Dramatic Failure: The target becomes immune to all thecharacters Nightmare powers for the rest of the evening.

    Failure: The character fails the roll. The character isnt as-

    saulted by his own fears.

    Success: The character succeeds at the roll. For a number of

    turns equal to the number of successes rolled, the victim rollshis own permanent Willpower as lethal damage against him-

    self. This attack roll is penalized by the degeneration dice ofthe victims current Morality or equivalent. He may take no

    other actions during this time other than thrashing and gibber-ing; this includes spending vitae to heal. While suffering from

    this attack, the character cannot apply his Defense against

    anyone attacking him.

    Exceptional Success: Additional successes are their own re-ward.

    9 Lunat


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