Meta-Disciplines

Aura of Inescapeable Truth (LS1)
Required: Dominate 4, Presence 4
The Ventrue with this power can ensure only the truth is spoken in his presence. All beings who speak within earshot of the Cainite are incapable of telling a deliberate untruth while this power is active. Those who attempt to lie will choke on their own words, unable to speak. Those affected by this power may impart mistaken information if they are not aware that they are telling the truth. Once the target is no longer in the presence of the vampire, she is no longer affected. If this is used on Cainites, it affects only those of a lesser generation than its user.
1 success The next statement made by those affected must be truthful
2 successes Those affected must speak the truth for the next full minute
3 successes Those affected must speak the truth for the next 10 minutes
4 successes Those affected must speak the truth for the remainder of the scene
5 successes Those affected must speak the truth for as long as they stay in the user's presence

Beast Meld (Cbk Gang Rev)
Required: Animalism 3, Protean 6
Gangrel this familiar with bestial nature and the malleability of form may hide themselves away in the beasts of the earth, rather than the earth itself. The vampire does not directly control or possess the animal for this period, but the animal will follow certain pre-set directions or instructions to the best of its ability. This allows the Gangrel remarkable latitude for travel, as the animal's body shields her from the rays of the sun. Like with Earth Meld, the vampire's essence is suspended mystically, but the animal's essence enshrouds her, making detection next to impossible without involved thaumaturgical rituals or similiarly arcane means.
Some Gangrel put this ability to more violent use in setting up ambushes. More than one poacher of exotic animals has been sent eternally packing when his fur-bearing prize disgorged a vengeful vampire. The animal host chosen is affected by his passenger's nature. The animal avoids bright light where possible, and becomes noticeably bold and aggressive, although it will not frenzy. Those creatures that carry Gangrel for decades become legendary and may develop supernatural characteristics; locals may speak of the puma with eerily glowing eyes, or the stag with horns of iron that families have seen for generations.
Costs 3 blood points and the animal must be one that is large enough to cover at least her smallest beast form. The vampire must set conditions for emerging from her animal host, such as "after one week," "when attacked," or "upon reaching my destination". If the animal is killed, the Gangrel is expelled from the body. Animals will not die of old age while "ridden" by a vampire, but will expire quickly after the vampire's emergence. The Gangrel does not take the damage inflicted on her host unless that damage is caused by fire. The Gangrel continues to spend one blood point at sunset as is usual.

Birth the Vozhd (Cbk Tzi Rev)
Required:Vicissitude 6, Animalism 6
While the creation of vozhd was once the sole province of koldunic ritual, Tzimisce who have mastered both fleshcrafting and control of the Beast Within can build vozhd as well. The ingredience at least 15 ghouls (20 or more is preferable). First, the Tzimisce fleshcrafts the ghoul together, forging bodies into a single entity. The Fiend feeds the corporate mass a concoction of the blood of the ghouls, creating something like a Vinculum among them. This bond in place, the Fiend uses Animalism to coalesce the Beasts of the ghouls into one insane and imperfect Beast that drives the vohzd to crush or devour everything in sight. With one success, the process takes as long as a year; with five, it might only take a month.

Blessed Resilience (Cbk Cappadocian)
Required: Fort 8, Mortis 4
Vampires with this power have been known to rise from Final Death. Limbs and appendages reattach themselves if severed, and heads reknit themselves to necks, if need be. Anyone attempting to exterminate a Cappadocian had better be sure her victim does not command this power or she may find herself with a powerful, very long-term enemy. In the unlikely event that the vampire using this power has any blood points left, she must spend them all. In addition, four Willpower pts, plus one for each severed limb (counting the head) which needs to rejoined to the body. Body parts must be proximate to the corpse, as they will mystically "crawl" back to the parent body. The Vampire is miraculously healed up to the "Mauled" Health Level, and hopefully crawls into some hole where she can recover. This power, when necessary, takes effect automatically and immediately, and the would-killer may freely interfere with it (if she is smart enough to see the job done). Note that catastrophic damage, such as diving into a live volcano or being deposited in a field at noon, is still fatal, and beyond the regenerative capacity of this power.

Bliss (Cbk Tor Rev)
Required: Dominate 2, Presence 3)
Any Toreador who regards a scene or work of great beauty is prone to fall into an aesthetic stupor. Those familiar with the power of Bliss can recall beauty almost as intimately as if it were before them and use this as a reservoir of inner strength. The recollection of past happiness serves as a bulwark when threated with the irrational desires, frenzies and fears of the Beast. Further, Kindred may project this sense of pleasure upon another, calming them from the throes of rage or frenzy. To use this, a Toreador needs to deliberately a trance while watching/listening to/ looking at some work of art or embodiment of beauty. The Toreador sits enthralled until the song ends, or the dance is finished, or until the piece of art is covered.

Burning Wraith (Cbk Brujah Rev)
Required: Celerity 3, Potence 3
This power's origins is lost to the Brujah, though many of its more combative members have learned the secret. Indeed, its use is very widespread, particularly among the less genteel ranks of the clan. When the Brujah activates this power, she becomes capable of striking an enemy with devasting power many times in succession--each punch or kick actually impacts the foe multiple times, all of which carry the full force of the Brujah's supernatural strength.
The blood used during this power also causes the Kindred's flesh to blush a violent crimson. In some cases, visible waves of blood-heat emanate from her body or a red mist envelops her.
Costs one blood point. All brawling damage is aggravated. This may be used multiple times in a single turn, on split actions or Celerity actions, so long as the player spends the blood.

Claw Immunity (Cbk Gang Rev)
Required: Animalism 2, Fortitude 4
Quite a number of Gangrel even of the higher generations have developed the ability to shrug off the natureal claw and bite attacks of normal animals. Some vampires have claimed that it even provides some protection against Lupines in their wolf forms--no one has volunteered to go out and field test that assertion, however.
Costs two blood points and the player specifies an animal type: wolf, lion, steer, etc.

Dark Steel (LS1)
Required: Obtenebration 3, Potence 3
Where Arms of the Abyss normally allows a Lasombra to summon forth tentacles of pure shadow, this bastardized power grants those pseudopods greater strength and endurance. Cainites used to dealing with the normal manifestation of this power may find themselves fatally surprised by the use of Dark Steel instead. Costs 2 Blood points. Each success summons one tentacle eight feet long and have Strength and Dexterity twice the vampire's Obtenebration rating. The vampire can expend a blood point more, "feeding" it to the tentacle; for each point thus spent, the tentacle's rating increases by one. A Dark Steel tentacle takes damage from fire and sunlight in addition to normal attack.

Denial of Aphrodite's Favor (Cbk Ven Rev)
Required: Dominate 3, Fortitude 3
Developed centuries ago, this power protects the Ventrue from the skills at which they and the Toreador excel. While the powers of Presence may be more subtle than those of Dominate, they are no less effective. Denial of Aphrodite's Favor allows the Ventrue to protect himself from emotional manipulation with the efficacy that his generation affords him against Dominate. Once learned, this power negates the effects of Presence Levels 1 through 3 used by any Kindred of higher generation.

Doubletalk (Cbk Tor Rev)
Required: Auspex 2, Celerity 1, Obfuscate 1
Doubletalk is a trick that's been passed around among the Toreador for centuries if not millennia. As vampire powers go, it's not as impressive as calling upon unholy strength or turning into fog, but it has its uses. When a Toredor uses Doubletalk, she speaks a full sentence very quickly and softly, between words spoken normally. To most listeners, it can sound like a normal conversation placeholder like ''uh'' or ''er'' or ''hmmm''. Someone familiar with this power knows what to listen for and can hear the spoken, hidden sentence. True masters of this power can compress entire soliloquies in a single grunt. This is not one of the great, deep secrets of the clan: Some Tremere and Malkavians have also mastered the technique and can listen in or take part in conversations themselves. Nonetheless, it is quite useful to be able to have a secret conversation that seems completely innocuous to outsiders.

Elemental Stoicism (GC)
Required: Fortitude 8, Obfuscate 4
These powers must be taught. This can hold off death from the sun or fire. For every hour exposed must spend a bloodpoint. This power does not protect clothing or items carried from fire.

Flesh Wound (Cbk Gang Rev)
Required: Fortitude 2, Obfuscate 3
This disturbing ability is common among the City Gangrel of all generations, regardless of the fact that Fortitude is no longer a clan Disc for them. Using this power, the Gangrel gives the appearance of taking no damage from attacks that hurt like hell. In reality, it does hurt like hell, but the Gangrel maintains a facade of invulnerability. Particularly canny vampires may convince foes that they are, in fact, immune to bullets. Using the power in any of the Sabbat ritae, however, is asking for a beating or worse if the pack priest finds out. Costs one blood point and lasts for one scene. Any wounds or scars already present remain visible, the visible effects of any further damage are mystically omitted from the vampire's appearance--both the wounds themselves, and any logical results, such as limping or leaking blood. This power ends abruptly if the Gangrel reaches incapacitated health level, or is staked. Characters with Auspex may attempt to pierce this.

Heart's Desire (Cbk Rav Rev)
Required: Auspex 4, Chimerstry 2
With this power, a Ravnos can reach into a target's heart and create an image her greatest desire. This image always manifests as a material object. If the target desires a specific lover, she'll see a letter from that person professing his love. Note that simply creating the illusion does not automatically convince the target. This power grants the Ravnos a potential advantage, but it's up to her to make use of it. Costs a blood point and a Willpower point. Three turns are necessary to discern the target's heart's desire and create a reasonable facsimile.

I Am Legion (Cbk Baali)
Required: Daimoinon 3, Obfuscate 2
This subtle magic allows the Baali to forge a temporary pact with a "speaking demon" or other malevolent spirit. Once the pact is sealed, the Baali's partner in mischief temporarily leaps into the vampire's body, assuming a state of limited control over its voice and movements. While the Baali is "possessed", the interloper is essentially in charge, allowing for a certain amoun of leeway when it comes to answering uncomfortable quesions. The demon can answer the questions (truthfully) that might otherwise prove difficult for the Baali to under magical, Auspex-based, or other scrutiny. The demon may answer cheerfully answer "no" to such tired questions as "Are you a Baali?" or "Do you engage in the worship of demons?" In pinch, the demon may attempt to pose as Caitiff or even mortal; "I am clanless" and "I am not a vampire" are both perfectly reasonable true statements for a non-vampiric creature to make.

Iron Heart (Cbk Brujah Rev)
Required: Potence 3, Presence 3
Some Brujah can steel themselves against the most forceful of other Kindred's will. By calling upon their physical strength and what some vampires suspect is sheer id, the Brujah can shrug off the effects of mental suggestion and supernatural force of personality. Young Kindred tell tales of bold Brujah even ignoring the attempts of princes to Dominate them--likely a use of this power. A Kindred may use this to strength the will of another. The player spends one Willpower point, and the subject of his choic becomes harder to influence. Lasts one scene.

Lifesong (Cbk Ven Rev)
Required: Dominate 1, Presence 1
This power allows the Ventrue to assess any single statement made by the subject and look for the essence of that subject's being beneath the words she speaks. The Ventrue needs to speak no words himself; he simply interprets the statement offered to him. With even a single success, the Ventrue can determine the subject's Demeanor from the statement. This power works only upon living creatures--Kindred lack the spark of life that colors the words they speak.

Martyr's Resilience (GC)
Required: Auspex 4, Fortitude 7 Allows the vampire to choose to absorb injuries inflicted upon anyone whose blood he has tasted. The vampire must have ingested at least one point of vitae of the subject's blood within the past year to use this and be within eyesight when injury is inflicted. This power is completely voluntarily and cannot be forced to be used even through dominate.

Mask of Cathay (Cbk Rav Rev)
Required: Animalism 3, Chimerstry 3
Ravnos in Asia have had to learn several tricks to conceal their presence among the fanatical Eastern Kindred. One of the more common techniques is the ability to appear as an asuratizayya. This mask conceals the Ravnos' nature as one of the Kindred descended from Caine. Costs one Willpower point and one blood point.

Pater Szlachta (Cbk Tzi Rev)
Required:Proteam 4, Vicissitude 3
Some Tzimisce combine the Protean power to turn into an animal with the possibilities of Vicissitude. Forces of chaotic change surge through the Fiend's body, forces he must direct while experiencing bone-breaking pain. When the Tzimisce can bear the strain no longer, the body settles into the Pater Szlachta. Takes 2 bloodpoints. The change takes turns to accomplish, during which the Tzimisce can only howl, drool vitae and writhe. The player can describe what sort of alterations he wants to make, but the process is difficult to control.

Pulse of Undead (Cbk Brujah Rev)
Required: Auspex 1, Potence 3
By focusing her heightened awareness and physical prowess, a Kindred can ''feel'' for which of the physical gifts of Caine another Kindred may have learned. Potence manifests as a vibration of muscles, Fortitude generates a cold rigidity in the body and Celerity causes a brief feeling of vertigo. This includes level of the Discipline. In some cases, particularly if the subject has a higher rating in a given Discipline than the character using the power, the results may be imprecise. A character may feel the telltale dizziness that indicates Celerity, but might well be unsure of the subject's potential with it.

See the Reflected Form (Cbk Gang Rev)
Required: Auspex 4, Protean 4
Those Gangrel who are both incredibly perceptive and have mastered the most basic full-body changes become sensitive to the potentiality of shape in others. Using this power, the Gangrel may pull detailed information from his subject's aura. He may see the beast forms of Gangrels or other vampires using Protean; the progression of forms of the Lupines and other shapechanging beasts; the half-real dream forms of faeries; and the forms that vampires using Discs such as Obtenebration, Serpentis and Vicissitude. Skilled practitioners may be able to spot such subtle items as which form the subject is most comfortable in, or which is her native form. A few Gangrel have claimed to see the forms a Gangrel childe will assume upon learning Shape of the Beast, or even totemic animals in the auras of normal humans. This ability does not work with Mask of a Thousand Faces.

Shadowed Eyes (LS1)
Required: Obtenebration 3, Auspex 3
The wielder summons forth small patches of darkness which cover the eyes of the target, rendering him effectively blind and giving him a demonic appearance. Those thus afflicted may find themselves in more than a little trouble with their neighbors who have little tolerance for the blind, and less for those appear unnatural.
This power affects all of the eyes of the victim, whether he be a one-eyed beggar, a "normal vampire", a Salubri, or the mythical Argus. The enveloping shadow cannot be removed by anything short of plucking the eye thus covered. Certain Lasombra have been able to create a variation covering their own eyes while still maintaining sight.
1 success one turn
2 successes one minute
3 successes five minutes
4 successes 30 minutes
5 successes one hour

Shroud of Absence (Las Cbk Rev)
Required: Dominate 3, Obtenebration 3
Shroud of Absence creates a region into which nobody looks. Bystanders don't think to linger in the area. Anyone scanning the scene just keeps looking, her eyes not resting on the shrouded zone. It is a darkness as much of the mind as of the world. Requires one blood point. This is a blind spot about 10 feet across, located anywhere within the line of sight of its creator and capable of moving at up to the vampire's walking speed.

Smothering Darkness (LS1)
Required: Obtenebration 2, Obfuscate 1
Summons fluttering shadows that immediately flock to light sources and douses them. By using this power a Lasombra can plunge an entire are into darkness almost immediately. These shadows can cause no damage but may well collide with other characters in their flight, producing confusion and fear. The shadows can smother any fire up to the size of a torch; anything larger requires multiple shadows. If there are more shadows than fires to extinguish, the excess number will flap around in the dark, likely causing more confusion, before finally vanishing into whatever dark place they originated.

Soul Decoration (Cbk Tzi Rev)
Required:Auspex 2, Obfuscate 2, Vicissitude 3
The aura is a byproduct of the body. Change the body, change the soul. The body's experiences can be summed in the aura, but this phenomenon is the product of physical forces. By fleshcrafting certain locations on the body -- chakras, joints, erogenous zones -- a Tzimisce with this power can ''paint'' whatever aura he chooses. Auras reveal mood, the stain of diablerie and the Curse of Caine. Costs 3 Willpower points, number of successes are indicated below. Lasts one per success. During this time, the aura dosen't change to reflect new conditions in its owner.
1 Can alter shades (pale or bright)
2 Can alter the main color
3 Can alter psychological state (frenzied, psychotic, etc.)
4 Can conceal or falsify diablerie and magic use
5 Can conceal or falsify natural condition (vampire, shapeshifter, ghost, etc.)

Soul Painting (Cbk Tor Rev)
Required: Auspex 4, Presence 2
The Toreador art of ''painting souls'' flourished briefly in the early 1300's, but with the loss of Katherine of Montpellier, the technique was thought to be gone forever. In recent nights, Katherine has returned. Roused from an ages-long torpor, she has agreed to teach a few worthy students the knack of painting a portrait of a being's inner nature. (Convincing Katherine to take on a new student is no simple task. A prospective student must impress the teacher with a work of his own. Futhermore, the student must agree to obey Katerine in every particular--sometimes to the extent of taking two drinks toward a blood bond. Katherine has found few who are willing to even apply under those terms.)
To create this type of painting, the artist needs to study the subject for a full, uninterrupted hour. Looking not only at the minute details of appearance and carriage, but also at the subject's aura. The painter must give himself over to an enthralled creative tempest, setting aside his preconceptions completely, in order to make a soul painting. The portrait must be painted in a single setting and interrupting a soul painter while she words is as difficult as rousing a Toreador from a more mundane fit of artistic absorption. It generally takes 10-12 hours to create a picture, though more complex efforts may take longer--Katherine's portrait of the late Archbishop Moncada reputedly took over one thousand hours--but if successfully completed, it reveals a great deal indeed.

Sympathetic Agony (Cbk Rav Rev)
Required: Chimerstry 2, Fortitude 4
Whenever the target strikes a Ravnos using this power, the target feels the pain instead. Costs one blood point. The Ravnos still suffers from the wounds, she simply doesn't feel it for a brief period. Last for duration of a scene.

True Love's Face (Cbk Set Rev)
Required: Obfuscate 3, Presence 3
Through perfect combination of Mask of 1000 Faces and Entrancement, the Setite can appear to another person as someone he already loves. If the victim does not konw such a person, the vampire can let the victim define his own ''true love'' and let the power do the rest. In that case, however, the Setite may have to use all her wits to discover who the victim thinks she is. Successes mean the chosen victim sees the vampire as a loved one for as long as the vampire remains in her presence.

Thaumaturgical Sight (Cbk Trem Rev)
Required: Auspex 2, Thaumaturgy 1
Just as some Kindred can sense the auras that surround living or undead beings, some acutely sensitive Tremere develop the talent to recognize thaumaturgical patterns. Magical energies cast by others are visible with Aura Perception, but with Thaumaturgical Sight, a Tremere can see the unholy vigor of blood magic. With enough occult knowledge, the Tremere may be able to decipher the lines of power to figure out exactly what sort of magic she faces.
A Tremere using Thaumaturgical Sight sees blood magic's power as pulsing, vicous curves of liquid scarlet, which differ from the sparkles that punctuate the aura of a person using a living, dynamic magic. As the magic turns vitae into a fuel for a twisted manifestation of undeath's curse, the viewer sees connections between thaumaturgical components and the resulting enchantment. A thaumaturge who uses the Lure of Flames, might appear to have crimson traceries weaving in his hands and coalescing until they burst into flames, while an enchanted knife might seem to have an unwholesome, sanguine glisten to it. Like similiar Auspex Disciplines, this isn't a power that's used constantly or casually. Some magical wards--especially koldunic ones--can threaten a Tremere's sanity when they're viewed with this sight. Certain places in Eastern Europe, it's said, roil with diseased power that burns out all vision from a Tremere who would look upon the naked state.
Successes scored determine the gist of the character's understanding. With one success, she might puzzle out the general idea of an effect, like whether it's geared to combat or divination; with three or more, she can probably figure out exactly what it's suppose to do. If it's an effect with which the character is familiar with--such as someone invoking Theft of Vitae, if the character knows that power--then one success is sufficient to recognize the power.
This power does notice the patterns of powr inherent to enchanted artifacts or wards, so long as they're products of blood magic. A Tremere can therefore spot a ward and determine who it's designed to deter, or notice that an object has some sort of blood magic upon it, such as Engaging the Vessel of Transference. Rituals show up to this sight, both during casting and while their effects remain, so a Tremere can tell if someone has invoked a ritual like Deflection of Wooden Doom or Steps of the Terrified.
Most importantly, Thaumaturgical Sight allows the user to spot all forms of vampiric blood magic; Thaumaturgy, Setite or Assamite magic and koldunic sorcery are all equally visible. It does not recognize ''normal'' magical effects, like the enchantments that mortal wizards us.

The Illness Unveiled (Cbk Cappadocian)
Required: Auspex 2, Fort 7
This grim diagnostic power is based on Soulsight, except it reveals a different aspect of the subject's condition. By looking at her subject, the Cappadocian may discern exactly what physical disease, if any, ails the individual, and may cure it by lending the subject a bit of her own Fortitude. The victim, while she does not instantly become vibrantly healthy, takes a definite turn for the better, and will fully recover in due time.

Typhonic Beast (Cbk Set Rev)
Required: Potence 3, Serpentis 4
Warrior Setites are most likely to learn this combination power. (The Setites also have a level 6 Serpentis version of this power.) The vampire takes the form of the mysterious Typhonic animal. Costs 3 blood points and the transformation takes 3 turns. The transformed vampire gains extra Strength, Dexterity and Stamina as well as the benefits of Potence. Gains the soak benefits of Skin of the Adder and can soak aggravated damage from claws and fangs but not fire, sunlight or magic. The Setite also gains the venomous bite of Form of the Cobra, doubles her running speed and increases smelling and hearing abilities. The vampire remains in bestial form until the next sunrise or until she voluntarily changes back. Clothing and other small personal items transform along with the vampire.

Unassailable Parry (GC)
Required: Auspex 3, Celerity 7
This power allows a vampire to deflect or catch arrows, bullets, or any thrown weapon.

Weigh the Heart (Cbk Set Rev)
Required: Auspex 3, Serpentis 5
A Setite who has Heart of Darkness can not only remove a vampire's heart to keep it safe, he gains a potential insight into the consciences of others. A vampire with this power can ''weigh'' another person's heart to read his character and sins. Such knowledge of another person's character makes tempting, corrupting, or teaching him much easier. Each success reveals one truth about the target's character, with particular emphasis on the person's weaknesses, passions and guilts. The first truth is always the target's Nature. Subsequent truths might include any Derangements or mental flaws, strong passions, or deep-laid fears and guilts (although never specific details about specific crimes).

disciplines