Discipline
Cost
Dice Pool
Possible Modifiers
Notes
Animalism
Feral Whispers --Man + Animal Ken + Animalism+1 predatory animal, +1 can assume form of that animal, +1 uses native tongue, -1 reptile or bird, -3 insect or fish
Obedience--Pres + Animal Ken + Animalism +1 predatory animal, +1 has used feral whispers, -1 bird or snake, -1 contradicts animal's nature, -1 animal is a ghoul, -3 insect of fish, -3 order is suicidal
Call of the Wild1 VitaePres + Animal Ken + AnimalismOnce called, you get a +x modifer to Feral whispers and obediance (x = successes on call roll), -2 bad weather
Subsume the Lesser Spirit1 VitaeMan + Animal Ken + Animalism + 1 predatory animal, +1 used feral whispers, +1 can assume form of that animal , -1 bird or snake, -1 ghoul, -1 fish or insectMust spend 3 wp to completely overcome animal nature
Leashing the Beast Man + Empathy + Animalism vs Comp + BP (to affect another ) or Man + Empathy + Animalism (to affect oneself)+1 for knowng character's vice or virtue, +2 for blood tie, -2 if character is already in frenzy Can be used on self or others
Auspex
Heightened Senses --No rollCan affect one or all senses
Aura Perception --Intell + Empathy + Auspex - Subject's Composure+2 blood ties, -1 primary color, -2 color patttern, -3 subtle shifts, (no mod shows only pale bright or weak)0 mods only shows shade (pale or bright or weak)
The Spirit's Touch--Wits + Occult + Auspex
Wits + Occult + Auspex vs Resolve + BP
+2 blood ties, +1 used on object before, 0 recent and intense, -1 recent but mild, or old and intensem, -2 emotiaonally shallow, long forgotten, -3 disconnected or spiritually muted
Telepathy1 WPIntell + Socialize + Auspex - Subjects Resolve+ 2 blood ties, 0 project single thought, -1 probe surface thoughts, -1 for each derangement the subjects has, -2 digging for one piece of data, -3 searching for buried memoryno cost if used on mortal
Twilight Projection 1 WPIntell + Occult + AuspexTo spot, Wits + Investigation + Auspex (spotter) vs Resolve + Occult + Auspex
Dominate
Command--Intell + Intimidation + Dominate vs Resolve + BP+ 2 blood ties
Mesmerize--Intelligence + Expression + Dominate vs Resolve + BP+2 blood ties
The Forgetful MInd--Wits + Persuasion + Dominate - Resolve+2 bloodties, -2 distant memoriesEach roll is 5 minutes, 1-100 successes needed.
Conditioning1 WP Wits + Subterfuge + Dominate vs Resolve + BP each roll requires WP spend, each roll represents a week, 6-15 successes needed
Possession1 WP Intelligence + Intimidation + Dominate vs Resolve+ 2 bloodtiesMust roll to stay awake during the day
Majesty
Awe --Presence + Expression + Majesty (number of successes must exceed target's composure)- One person, -1 two people, -2 six people, -3 20 people, -4 crowd All Majesty effects, except Sovereignity, can be resisted for a turn with a Composure roll and the expenditure of WP. Vampires add BP to this roll to resist for a turn. Vampires of higher BP resist for an entire scene.
Revelation1 Vitae Man + Persuasion + Majesty vs Composure + BP+3 subject is a thrall, +3 subject already under entrancement, +2 subject already awed, +2 second stage vinc, +1 first stage vinc, -1 subject is an enemy, -1 user has inflicted violence or harm on subject
Entrancement--Man + Empathy + Majesty vs Composure + BP+2 blood tie, -3 user has already entranced target in the last week
Summoning1 Vitae Man + Persuasionn + Majesty vs Composure + BP+3 subject is loyal, +2 blood tie, +1 subject is friendly, summoner knows exactly where subject is, -1 summoner has no idea where subject is, -1 subject resents being summoned or dislikes summoner, -3 subject is more than 500 miles away, -3 subject has urgent busines elsewhere or reviles the summonerTarget knows exactly who calls them.
Sovereignity1 WP per scenePresence + Intimidation + Majesty vs Composure + BP+3 challenger is a thrall to user, +2 blood tie, +2 second stage vinc, +1 first stage vinc, +1 challenger has already attempted and failed an attack during the sceneAlways on, the roll is only called for in terms of resisting its power
Nightmare
Monstrous Countenance --Presence + Intimidation + Nightmare vs Composure + BP + 2 blood ties
Dread -- Manipulation + Empathy + Nightmare vs vs Composure + BP+ 2 blood tiesVictims get -2 penalty on all actions, can't spend wp to gain dice. If user attacks or uses another discipline or dodges, power is negated.
Eye of the Beast1 Vitae Presence + Empathy + Nightmare vs Composure + BP Mortal become paralyzed, Vamps rotz if user gets the most successes. If user and target tie, vampire frenzies
Shatter the Mind1 WP Man + Empathy + Nightmare vs Composure + BP

Once used successfully, can't be used again on the same target in the scene.

Success = actions for victim are at -1, loss of a WP point, gains mild derangement,

Ex. Success = complete unconsciousness, loss of WP dot

Mortal Fear 1 WPPresence + Intimidation + Nightmare MINUS Composure

Each success inflicts a point of lethal damage. each success costs the target a WP point

Can't be used again in the same scene. Ex. Success results in loss of WP dot

Obfuscate
Touch of Shadow--Wits + Larceny + Obfuscate mods apply to size of object +2 for tiny, -5 for larger than vamp Can't hide behind "hidden" objects
Mask of Tranquility--always on, no roll (can be turned off)Aura appears normal, no Predator's Taint
Cloak of Night--Intell + Stealth + Obfuscate+1 character is by himself when power is activated, 0 vanish in front of one witnesss, -1 for each additional witness
The Familiar Stranger--Wits + Subterfuge + Obfuscate vs Resolve + BP+2 knows who the subject expects to see, +2 blood tie
Cloak the Gathering --Intell + Stealth + Obfuscate+1 group is alone, 0 single witness, -1 for each witness, -1 for each individual beyond the obfu dots posessedCan hide one extra individual per dot of obfu,
Protean
Aspect of the Predator--No rollIf user is of lower blood potency, treat as equal. (Meetings only)
Haven of Soil1 VitaeNo roll3 xp to choose another substance besides soil (water, stone, wood) asphalt)
Claws of the Wild1 VitaeNo roll+1 to attack
Shape of the Beast1 Vitae No Roll1 action to change, 3 xp for additional forms
Body of Spirit1 Vitae No roll 1 action to change,
Celerity1 Vitae per turnNo roll Celerity dots subtract dice from all attacks, including firearms
Celerity dots add to inits rating
Speed (1 + cel dots) x speed rating
Resiliance1 Vitae per sceneNo RollEach dot increases stamina by one and health dots
Downgrades agg damage to lethal damage equal to number of Resiliance dots
Vigor1 Vitae per sceneNo RollIncreases strength by one per dot of vigor
Affects speed and jump