Masquerade V5 Disciplines All

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Disciplines, All

Disciplines

Name Pre-Requisite Level Cost Description Dice Pool or System Duration Book
Animalism
Bond Famulus - 1 Animal must be fed the Users blood on 3 separate nights Bond an animal to yourself and make it your Familius. This Animal can have Feral Whispers and Subsume the Spirit used on it at no cost Charisma + Animal Ken Death of Famulus VTM V5 Core 244
Sense the Beast - 1 Free Sense the hostility level of another, whether they hold a Supernatural Beast and Hunger or Rage Level Resolve + Animalism vs Composure + Subterfuge Passive VTM V5 Core 244
Atavism - 2 One Rouse Check Revert an animal to its most base and primal instincts, causing animals to either Fight or Flight chosen by the user Composure + Animalism Turns equal to the test margin + 1, One Scene if Critical Win Winter's Teeth #3 33
Feral Whispers - 2 One Rouse Check per type of Animal Chosen (Free for Famulus) The Kindred may speak with and summon Animals. Depending on the Vampire's skill they may persuade the animal to do tasks for them Manipulation + Animalism or Charisma + Animalism One Scene VTM V5 Core 245
Animal Succulence - 3 Free A Vampire may slake additional Hunger by feeding on animals. In addition you may consume your Famulus to slake 4 Hunger regardless of size and increase an Attribute most associated with the Famulus - Passive VTM V5 Core 245
Quell the Beast - 3 One Rouse Check Quell anothers beast into slumber. Mortals become apathetic and unable to take actions while Vampire beastial urges temporarily abate Charisma + Animalism vs Stamina + Resolve One Scene, or number of turns equal to Margin + 1 VTM V5 Core 245
Unliving Hive Amalgam: Obfuscate •• 3 No Additional Cost The Kindred may extend all other powers of Animalism to swarms of insects - Passive VTM V5 Core 246
Subsume the Spirit - 4 One Rouse Check (Free for Famulus) The Vampire can possess another Animal and use its senses freely, even during the day Manipulation + Animalism (Difficulty 4) A Scene / Indefinitely (Critical) VTM V5 Core 247
Animal Dominion - 5 Two Rouse Checks The Power the Kindred holds over the beast is strong enough to command flocks and packs as if they were an extension of his own body Charisma + Animalism A Scene or until Directive is fulfilled (Whichever Shortest) VTM V5 Core 247
Drawing out the Beast - 5 One Rouse Check The Vampire can project his Frenzy into a nearby subject (Mortal or Vampire) to experience instead Wits + Animalism vs Composure + Resolve Frenzy Duration VTM V5 Core 248
Auspex
Highten Senses - 1 Free, One Willpower if holding after a scene Heighten the Senses of the Vampire, Able to see in the dark, hear ultrasonic frequencies and smell fear of cowering prey Wits + Resolve Until Deactivated. More than a scene incurs a Cost VTM V5 Core 249
Sense the Unseen - 1 Free You can sense presences otherwise hidden from the Naked eye. (Obfuscated Kindred, Ghosts, Dormant Blood Sorcery, Auspex being used to spy) Wits + Auspex or Resolve + Auspex Passive VTM V5 Core 249
Obeah Amalgam:
Fortitude •
2 One Rouse Check, Willpower Varies The vampire soothes the mental or emotional turmoil of their subject, healing Willpower Damage Composure + Auspex N/A V5 Companion 24
Premonition - 2 Free or One Rouse Check The Vampire experiences flashes of insight. The Storyteller may gift sudden aid to the user or the user may provoke a premonition by focusing on a subject and spending blood Resolve + Auspex Passive VTM V5 Core 249
Scry the Soul - 3 One Rouse Check By focusing on a person you may see their Aura Intelligence + Auspex vs Composure + Subterfuge One turn, or Storyteller's discretion VTM V5 Core 250
Share the Senses - 3 One Rouse Check The Vampire may reach out and tap into a Mortal or Vampire's senses. The Vampire is still aware of their own surroundings Resolve + Auspex One Scene VTM V5 Core 250
Spirit's Touch - 4 One Rouse Check See the circumstances surrounding the last person holding an item Intelligence + Auspex One Turn VTM V5 Core 250
Clairvoyance - 5 One Rouse Check Gather information from roughly a city-block sized area that would normally take hours Intelligence + Auspex A few minutes for information gathering, up to a night for vigilance VTM V5 Core 251
Possession Amalgam: Dominate ••• 5 Two Rouse Checks The User may Possess the body of a Mortal Resolve + Auspex vs Resolve + Intelligence Until ended, voluntarily or involuntarily VTM V5 Core 251
Telepathy - 5 One Rouse Check, Plus 1 Willpower vs non-consenting Vampires The User may Speak with another through their mind. The User may also pry into the thoughts and memories of the victim Resolve + Auspex vs Wits + Subterfuge One minute per Rouse Check. Increased to a full scene on consenting subject VTM V5 Core 252
Unburdening the Beastial Soul Amalgam: Dominate ••• 5 Two Rouse Checks, Plus 1 Stain Protect another against taking stains to their Humanity, in extreme circumstances raise the target's humanity Composure + Auspex vs Humanity One Session V5 Companion 24
Blood Sorcery
Corrosive Vitae - 1 One or more Rouse Checks The Vampire turns their blood corrosive, dripping it onto a non-living object causes it to corrode. This does not work on Vampire flesh - N/A VTM V5 Core 272
A Taste for Blood - 1 Free By tasking a drop of blood the user can discern basic traits of who it belongs to, even going as far as to taste Generation and Diablerie Resolve + Blood Sorcery N/A VTM V5 Core 273
Shape the Sanguine Sacrament - 1 Free or One Rouse Check if using own Blood The Vampire may manipulate the shape of Blood, crafting images or words Manipulation + Blood Sorcery One Scene or until Dispelled Winter's Teeth #3 33
Extinguish Vitae - 2 One Rouse Check The user can remove the properties of another's Vitae, stoking their hunger Intelligence + Blood Sorcery vs Stamina + Composure N/A VTM V5 Core 273
Blood of Potency - 3 One Rouse Check The Vampire can temporarily increase their Blood Potency Resolve + Blood Sorcery One Scene or One Night VTM V5 Core 273
Scorpion's Touch - 3 One or more Rouse Checks The Vampire transforms their blood into a paralyzing toxin. This can be spat at a target or coated on a blade Strength + Blood Sorcery vs Stamina + Occult or Fortitude Poison remains Potent for a Scene VTM V5 Core 273
Theft of Vitae - 4 One Rouse Check This opens a mystical wound in a major artery of a mortal, shooting their blood into the mouth of the user Wits + Blood Sorcery vs Wits + Occult One Feeding VTM V5 Core 274
Baal's Caress - 5 One or more Rouse Checks The Vampire turns their blood into an extremely aggressive poison, Killing mortals instantly and forcing Kindred into Torpor Strength + Blood Sorcery vs Stamina + Occult or Fortitude Poison remains Potent for a Scene VTM V5 Core 274
Cauldron of Blood - 5 One Rouse Check and gain one (or more) Stains Boil the blood within a Victim Resolve + Blood Sorcery vs Composure + Occult or Fortitude One Turn VTM V5 Core 274
Celerity
Cat's Grace - 1 Free The Vampire has a balance of grace and can walk or run across ledges and wires effortlessly Dexterity or Athletics Passive VTM V5 Core 252
Rapid Reflexes - 1 Free Able to dodge arrows or bullets without cover - Passive VTM V5 Core 253
Fleetness - 2 One Rouse Check The Vampire is able to move at dizzying speed Dexterity + Athletics One Scene VTM V5 Core 253
Blink - 3 One Rouse Check The Vampire is able to close the distance between a foe in the blink of an eye Dexterity + Athletics One Turn VTM V5 Core 253
Traversal - 3 One Rouse Check The Vampire is able to run directly up walls or ledges Dexterity + Athletics One Turn VTM V5 Core 254
Draught of Elegance - 4 One Rouse Check The Vampire can create a Draught that gifts half their Celerity dots rounded down to another - One Night, For Vampires until the next feed or Hunger 5 VTM V5 Core 254
Unerring Aim Amalgam:
Auspex ••
4 One Rouse Check The world seems to slow to a stop, the Vampire can aim and throw or fire any weapon as if the target is stationary (Celerity 5 nullifies) - A Single Attack VTM V5 Core 254
Lightning Strike - 5 One Rouse Check Faster than the eye can follow the vampire can strike with fist or melee weapon at such a speed the opponent cannot defend (Celerity 5 nullifies) - A Single Attack VTM V5 Core 254
Split Second - 5 One Rouse Check The Vampire's speed catches up with their perception. They can appear behind their ambushers or finish a favour before the words leave the supplicants mouth - Roughly one action determined by the Storyteller VTM V5 Core 254
Dominate
Cloud Memory - 1 Free By uttering "Forget" and lookin in someone's eyes the Kindred can cause a subject to forget and not form new memories for a few minutes Charisma + Dominate vs Wits + Resolve Indefinitely VTM V5 Core 256
Compel - 1 Free With eye contact the Kindred can issue single action commands no longer than a sentence to be obeyed to the letter Charisma + Dominate vs Intelligence + Resolve No more than a single scene VTM V5 Core 256
Dementation Amalgam: Obfuscate •• 2 One Rouse Check The Kindred may inflict a slow madness upon another, bringing up their Compulsions Manipulation + Dominate vs Composure + Intelligence One Scene VTM V5 Core 256
Mesmerize - 2 One Rouse Check With the subject's gaze the Vampire can issue complex commands Manipulation + Dominate vs Intelligence + Resolve Until the command is carried out or the scene ends (Whichever first) VTM V5 Core 256
Domitor's Favor - 2 One Rouse Check Ghouls find it even more difficult to defy your orders - One Month V5 Companion 25
Slavish Devotion Amalgam: Presence • 2 No Additional Cost Attempts to mentally coerce characters under your Vampire's Dominate has the Difficulty raised by 2 to no more than 7 - Passive Cults of the Blood Gods XX
The Forgetful Mind - 3 One Rouse Check The Kindred may re-write a victims memory with false memories Manipulation + Dominate vs Intelligence + Resolve Indefinitely VTM V5 Core 257
Submerged Directive - 3 No Additional Cost When using Mesmerize you may now plant a post hypnotic suggestion to remain dormant until a certain time or situation - Passive VTM V5 Core 257
Ancestral Dominion Prerequisite: Mesmerize
Amalgam: Blood Sorcery •••
4 One Rouse Check Use the powers of Dominate through your Generation line without need of eye contact. For every Generation beyond the first one the resisting Vampire gains +1 to their resistance roll Manipulation + Dominate vs Intelligence + Resolve Until the command is carried out or the scene ends (Whichever first) Cults of the Blood Gods XX
Rationalize - 4 No Additional Cost The subject under the influence of Dominate now justifies the action they were forced to do under Dominate - Indefinitely VTM V5 Core 257
Mass Manipulation - 5 One Rouse Check in addition to the original power cost The Vampire can now command entire gatherings of mortals and groups of Vampires - As per amplified power VTM V5 Core 257
Terminal Decree - 5 No Additional Hunger but potential Stains Victims of Dominate no longer care for their wellbeing, able to be commanded to hurt themselves or even die - Passive VTM V5 Core 257
Fortutude
Resilience - 1 Free The User adds dots in Fortitude to their Health Track - Passive VTM V5 Core 258
Unswayable Mind - 1 Free The User adds their dots in Fortitude as extra dice in any roll made to resist coercion, intimidation and seduction. This power also works against Dominate and Presence - Passive VTM V5 Core 258
Toughness - 2 One Rouse Check Subtract Fortitude level from all superficial damage sustained before halving. Cannot reduce damage below one - One Scene VTM V5 Core 258
Enduring Beasts Amalgam: Animalism • 2 One Rouse Check (Free for Famulus) The Kindred may extend their power of Resilience to Animals affected by their Animalism Stamina + Animalism (For non Famulus) One Scene VTM V5 Core 259
Obdurate Amalgam: Potence •• 2 One Rouse Check A Vampire may harden themselves against the forces of Physics, Reducing Superficial Damage caused by falling or collisions by their Fortitude before being halved. Stamina + Survival One Scene Winter's Teeth #3 33
Valeren Amalgam:
Auspex •
2 One Rouse Check, Health Varies Projecting the power of Fortitude, the Kindred may heal other vampire's wounds using the power of their Blood Intelligence + Fortitude N/A V5 Companion 25
Defy Bane - 3 One Rouse Check Convert a number of Aggravated damage equal to levels in Fortitude to Superficial. Converts per Scene not per attack Wits + Survival (to Activate Reflexively) One Scene or until expired (Whichever is First) VTM V5 Core 259
Fortify the Inner Façade - 3 Free Increases the difficulty of Scry Soul and Telepathy on your character by half your Fortitude rating rounded up - One Scene VTM V5 Core 259
Draught of Endurance - 4 One Rouse Check The Vampire can create a Draught that gifts half their Fortitude dots rounded down to another - One Night, For Vampires until the next feed or Hunger 5 VTM V5 Core 259
Shatter Prerequisite: Toughness 4 One Rouse Check When attacked by an unarmed attack the Vampire makes a contest roll, subtract from the damage each success or when the Margin is higher the attacker takes that as Superficial Health Damage. If the attacker used a Melee weapon and the Margin is higher that weapon is destroyed Stamina + Fortitude vs Stamina (+ Fortitude, if the attacker is attacking Unarmed) One Scene or until hit Cults of the Blood Gods XX
Flesh of Marble - 5 Two Rouse Checks Ignore the first source of physical damage each turn (excluding sunlight) - One Scene VTM V5 Core 260
Prowess from Pain - 5 One Rouse Check No longer suffer penalties from health damage, increase an attribute by Aggravated damage sustained to health. This cannot raise an attribute by Blood Potency limits - One Scene VTM V5 Core 260
Oblivion
Ashes to Ashes - 1 One Rouse Check Disintegrate corpses, animated or not Stamina + Oblivion (vs. Stamina + Medicine if the corpse is animated, + Fortitude if the Corpse possesses it) Variable Cults of the Blood Gods XX
Oblivion's Sight - 1 Free The Vampire's eyes go black and become attuned to the darkness and ignore low light penalties, including those of supernatural origin. If a ghost is present they also become visible - One Scene Chicago By Night 293
Shadow Cloak - 1 Free By manipulating ambient shadows the user masks their appearance and becomes menacing. Gain 2 dice bonus to stealth as well as intimidation against mortals - Passive Chicago By Night 293
The Binding Feather Amalgam: Auspex • 1 Free The Vampire can identify Objects and locations that are important to ghosts Wits + Oblivion Variable Cults of the Blood Gods XX
Fatal Precognition Amalgam: Auspex •• 2 One Rouse Check See visions of any non-vampire's death Resolve + Oblivion Until Fulfilled, Avoided or the Story Ends Cults of the Blood Gods XX
Shadow Cast - 2 One Rouse Check The Vampire conjures shadows from their body which cannot be removed unless by direct sunlight - One Scene Chicago by Night 294
Arms of Ahriman Amalgam: Potence •• 2 One Rouse Check The Vampire summons abyssal appendages from unlit spots. These can be controlled to attack or do simple actions. All dice rolls from the arms are the casters Wits + Oblivion Wits + Oblivion One Scene or until ended or destroyed Chicago by Night 294
Where the Shroud Thins - 2 One Rouse Check Vampires with an affinity for Oblivion can sense locations where the shroud between the world of the living and the Shadowlands thins Wits + Oblivion One Turn Cult of the Blood Gods XX
Aura of Decay - 3 One Rouse Check The Vampire can project their senses into a shadow as if they were hiding in it. The detection of the vampire is undetectable by anything but supernatural means Stamina + Oblivion vs Stamina + Medicine or Fortitude Up to one Scene Cult of the Blood Gods XX
Passion Feast Amalgam: Fortitude •• 3 Free The Vampire can slake their Hunger using the Passions of Wraiths - Passive Cult of the Blood Gods XX
Shadow perspective - 3 One Rouse Check The Vampire can project their senses into a shadow as if they were hiding in it. The detection of the vampire is undetectable by anything but supernatural means - Up to one Scene Chicago by Night 294
Touch of Oblivion - 3 One Rouse Check, Potential Stains By Touching another you can wither a part of their body as if it has been around for years, this shrinks and shortens muscles, snaps tendons, makes bones brittle and blinds eyes Strength + Brawl (To Grapple) One Turn Chicago by Night 294
Necrotic Plague - 4 One Rouse Check, Two Stains By touching a mortal, infect them with a deadly disease that wracks Intelligence + Oblivion vs Stamina + Medicine or Fortitude One Turn to Activate, Variable length of condition Cult of the Blood Gods XX
Stygian Shroud - 4 One Rouse Check Darkness spews out of a nearby shadow and blankets the area, muffling sound and suffocating mortals. Any viewing from the outside see a shadow expanding over every surface - One Scene Chicago by Night 295
Shadow Step - 5 One Rouse Check Stepping into a shadow the user vanishes to another shadow further away, they may take another with them. If they are resisting they must be held in a successful grapple - One Turn Chicago by Night 295
Skuld Fulfilled - 5 Two Rouse Checks Re-Introduce an illness to victims that have recovered by them, break bones that have long since healed and eliminate the immunity to aging of Ghouls Stamina + Oblivion vs Stamina + Medicine + Fortitude Variable, dependent on whether the condition is treatable Cult of the Blood Gods XX
Tenebrous Avatar - 5 Two Rouse Checks In two turns The Vampire changes into a shadow, becoming two dimensional able to slither over any surface. The only thing that can harm a Kindred in this form is sunlight - One Scene or until ended Chicago by Night 295
Withering Spirit - 5 Two Rouse Checks, Variable Stains Channel raw entropy via rapid spiritual decay to destroy a victim's spirit, causing Aggravated Willpower damage Resolve + Oblivion vs Resolve + Occult + Fortitude One Scene or until ended Chicago by Night 295
Obfuscate
Cloak of Shadows - 1 Free By standing completely still with no one watching and making no noise the Vampire may blend into their surroundings - One Scene VTM V5 261
Silence of Death - 1 Free The User becomes silent, his footsteps make no noise nor do any collisions - One Scene VTM V5 261
Chimestry Amalgam:
Presence •
2 One Rouse Check The Vampire can create brief but vivid hallucinations that appear in victim's blind spots Manipulation + Obfuscate vs Composure + Wits One Turn V5 Companion 25
Mental Maze Prerequisites: Cloud Memory Amalgam: Dominate • 2 One Rouse Check The Vampire whispers to a victim that they are trapped, the victim is then trapped within a room or building unable to guide themselves out Charisma + Obfuscate vs Wits + Resolve One Scene Cults of the Blood Gods XX
Unseen Passage - 2 One Rouse Check The Vampire may now move while staying hidden - One Scene or until detection VTM V5 261
Fata Morgana Amalgam:
Presence ••
3 One Rouse Check The Vampire can create elaborate Hallucinations, making any subject in the vicinity see, hear, smell or feel whatever the user can devise Manipulate + Obfuscate One Scene unless ended voluntarily V5 Companion 26
Ghost in the Machine - 3 No Additional Cost The Vampire's powers of Obfuscate are now invisible or masked on a live screen - One Scene VTM V5 262
Mask of a Thousand Faces - 3 One Rouse Check The Vampire appears to be someone of the same sex who belongs in the place they are hiding. They cannot choose who this will be - One Scene VTM V5 262
Conceal Amalgam: Auspex ••• 4 One Rouse Check The Vampire may cloak an object such as a door or a car so long as it remains stationary Intelligence + Obfuscate One Night, with an additional night per margin on the win VTM V5 262
Vanish Prerequisite: Cloak of Shadows 4 As Power Augmented The Vampire may now use other powers of Obfuscate with people watching. Mortals forget you were ever there while Kindred memories are unchanged Wits + Obfuscate vs Wits + Awareness As power Augmented VTM V5 263
Cloak the Gathering - 5 One Rouse Check in addition to the original power cost The Vampire can now extend the powers of Obfuscate to others. If their Obfuscate is broken the others remain hidden. If the User's Obfuscate is broken the others are revealed As power Augmented As power Augmented VTM V5 263
Imposter's Guise Prerequisite: Mask of a Thousand Faces 5 One Rouse Check The User may now pick who they are using Mask of a Thousand Faces on. They must observe the subject for at least 5 minutes from different angles Wits + Obfuscate vs Manipulation + Performance One Scene VTM V5 263
Potence
Lethal Body - 1 Free The user's unarmed attacks now do Aggravated health damage to Mortals if desired. Ignore one level of armor per Potence level - One Scene VTM V5 264
Soaring Leap - 1 Free Jump a number of meters equal to 3x Potence level vertically and 5x Potence level horizontally - Passive VTM V5 264
Prowess - 2 One Rouse Check Add Potence rating to unarmed damage value as well as feats of strength. Add Potence halved rounded up for Melee damage - One Scene VTM V5 264
Brutal Feed - 3 Free Sake one point of Hunger per point of Potence in a single turn. Each point does Aggravated damage to a Mortal or Superficial to a Vampire. This is always classified as a Messy Feed - One Feeding VTM V5 264
Spark of Rage Amalgam: Presence ••• 3 One Rouse Check The Kindred can incite anger and even frenzy in onlookers Manipulation + Potence One Scene VTM V5 265
Uncanny Grip - 3 One Rouse Check The Vampire can grip almost any surface allowing them to climb. Automatically succeed on a climbing check on non-metallic surfaces - One Scene VTM V5 265
Draught of Might - 4 One Rouse Check The Vampire can create a Draught that gifts half their Potence dots rounded down to another - One Night, For Vampires until the next feed or Hunger 5 VTM V5 265
Earthshock - 5 Two Rouse Checks The Vampire strikes the ground creating a shockwave that throws opponents prone - One Use VTM V5 265
Fists of Caine - 5 One Rouse Check Inflict Aggravated damage to Mortals and Kindred using brawling attacks. Tearing your opponents limb from limb - One Scene VTM V5 266
Presence
Awe - 1 Free Anyone in presence of the Vampire has their attention drawn. Add Presence to any Persuasion or Performance rolls Manipulation + Presence vs Composure + Intelligence One Scene or until ended intentionally VTM V5 267
Daunt - 1 Free Instead of attracting people they are instead repelled due to your threatening aura. Add presence to intimidation rolls and all attackers must roll to attack you - One Scene or until ended intentionally VTM V5 267
Eyes of the Serpent Amalgam: Protean • 1 Free The Kindreds eyes turn into slitted serpent like orbs able to freeze a subject meeting the Kindreds eyes in place Charisma + Presence vs Wits + Composure Until eye contact is broken or the scene ends Anarchs 185
Lingering Kiss - 2 Free The Vampire can choose to use this when they feed, this leaves the victim addicted to the kiss causing them to come back for more Charisma + Presence vs Wits + Composure Until successfully resisted VTM V5 267
Dread Gaze - 3 One Rouse Check Briefly expose your Vampiric nature causing Mortals and Vampires to submit like dogs or flee in Rötschreck Charisma + Presence vs Composure + Resolve One Turn VTM V5 267
Entrancement - 3 One Rouse Check Focus your unnatural allure on a single person, instilling them in rapt fascination for you Charisma + Presence vs Wits + Composure One hour plus one per point of margin VTM V5 268
True Love's Face Prerequisite: Entrancement, Mask of a Thousand faces
Amalgam: Obfuscate •••
3 One Rouse Check The Vampire may take on the appearance of someone a victim loves or hates Charisma + Obfuscate vs Wits + Composure One Scene Cults of the Blood Gods XX
Irresistible Voice Amalgam: Dominate • 4 No Additional Cost The Presence of the user becomes a conduit of Dominate. Kindred need only hear the users voice to employ the powers of Dominate - Passive VTM V5 268
Magnum Opus Amalgam: Auspex ••• 4 One or more Rouse Check The Vampire implants the powers of Awe or Daunt into a work of art, captivating or instilling fear into those who gaze upon it Charisma or Manipulation + Crafts N/A Winter's Teeth #3 33
Summon - 4 One Rouse Check The Vampire may call any Person to them so long as they have been under the influence of Awe, Entrancement or Majesty of the user in the past (Or tasted the blood of the user) Manipulation + Presence vs Composure + Intelligence One Night VTM V5 268
Majesty - 5 Two Rouse Checks Everyone is struck by the Vampire's image, unable to act or even speak against them. To experience Majesty is to be in presence of the Divine or Infernal Charisma + Presence vs Composure + Resolve One Night VTM V5 268
Star Magnetism - 5 One Rouse Check The Vampire can extend their use of Presence over live feeds or hearing them over the phone As per amplified power As per amplified power VTM V5 269
Protean
Eyes of the Beast - 1 Free The Vampire's eyes glow a deep unnatural red allowing them to see in pitch black darkness and gain a bonus on intimidation rolls - As long as desired VTM V5 270
Weight of the Feather - 1 Free The Vampire reduces their effective mass and density making them weightless. This cannot be used for long leaps as the vampires strength is also reduced Wits + Survival As long as desired VTM V5 270
Feral Weapons - 2 One Rouse Check The Vampire can extend their nails into talon claws or their fangs into veritable daggers. This turns the chosen weapon into a piercing brawl weapon with a +2 modifier. Superficial damage from these is not halved - One Scene VTM V5 270
Vicissitude Amalgam: Dominate •• 2 One Rouse Check The Vampire may mold their own flesh, skin, muscles and even bone into any shape they wish Resolve + Protean Permanent V5 Companion 27
Earth Meld - 3 One Rouse Check Become one with the soil. Unless Torpid the Vampire rises the next night - One day or more, until disturbed VTM V5 270
Flesh Crafting Amalgam: Dominate ••
Prerequisite: Vicissitude
2 One Rouse Check The Cainite may now extend the powers of Vicissitude onto others Resolve + Protean vs Stamina + Resolve Permanent or until healed V5 Companion 27
Shapechange - 3 One Rouse Check The Vampire transforms into an Animal of their own size, usually associated with their clan or the type of prey they most commonly feed on - One Scene unless ended voluntarily VTM V5 271
Horrid Form Amalgam: Dominate ••
Prerequisite: Vicissitude
4 One Rouse Check The vampire is a master of their own body so that it can surpass natural limitations. they can take a truly monstrous form, redistributing Attribute points - One Scene unless ended voluntarily V5 Companion 28
Metamorphosis Prerequisite: Shapechange 4 One Rouse Check The Vampire can now change into a creature much smaller or larger than they are - One Scene unless ended voluntarily VTM V5 271
Mist Form - 5 One or Three Rouse Checks The Vampire takes three turns to turn into mist, untouchable by anything but Fire, Sunlight and Supernatural aggressions. They can fit through pipes and cracks. To change instantly they must Rouse their blood thrice - One Scene unless ended voluntarily VTM V5 271
The Unfettered Heart - 5 Free The Vampire's heart moves around their body making them almost impossible to stake - Passive VTM V5 271
The Heart of Darkness Amalgam: Fortitude •• 5 Two Rouse Checks The Vampire removes their own heart without the need for incision and places it within a container. The Vampire is immune to staking unless their removed heart is the target - Permanent or until the heart is destroyed/returned Cult of the Blood Gods XX

Thin-Blood Alchemy

Distillation Types
Name Roll Description Book Page
Athanor Corporis Stamina + Alchemy The Alchemist uses their own body as the Alchemical furnace. Only one power can be active at a time, and a new power must be distilled before it can be activated. VTM V5 284
Calcinatio Manipulation + Alchemy The Alchemist uses humans as the Alchemical furnace, drinking from them when they wish to use the power. VTM V5 284
Fixatio Intelligence + Alchemy The Alchemist uses a conventional Alchemical furnace, brewing their Formulae and drinking them when they wish to use the power distilled. VTM V5 284
Name Level Ingredients Pre-requisite Activation Cost Description Required Alchemy Type Book
Far Reach 1 Alchemist's Blood, Choleric Human Blood, melted nylon fibers or a grated refrigerator magnet One Rouse Check The Alchemist may use their mind to grab, hold and push objects or people without touching them VTM V5 284
Haze 1 Alchemist's Blood, Phlegmatic Human Blood, dry ice or cigar smoke or auto exhaust One Rouse Check This formula creates a field of mist that follows the user, rendering them more difficult to target with ranged weapons VTM V5 285
Level 1 Discipline Copy 2 (Research and discuss with Storyteller) One Rouse Check By studying a formulae for a week and distilling it the Alchemist may counterfeit a Level 1 Discipline of a Kindred VTM V5 285
Envelop 2 Alchemist's Blood, Melancholic and Phlegmatic human blood, potassium chlorate, smog or halon gas One Rouse Check This formulae creates a mist that clings to a victim, binding it and causing suffocation VTM V5 285
Level 2 Discipline Copy 3 (Research and discuss with Storyteller) One Rouse Check By studying a formulae for a week and distilling it the Alchemist may counterfeit a Level 2 Discipline of a Kindred VTM V5 285
Chemically-Induced Flashback 3 A Melted down object belonging to the destroyed Vampire Concoct Ashe One Rouse Check in addition to the cost of Concoct Ashe When using Concoct Ashe this formulae can be used to imbue remains with the memories of the Vampire they once formed. When consumed this altered Ashe provokes a Willpower rest at a Difficulty of 1 + Destroyed Vampire’s Blood Potency Fixatio Cults of the Blood Gods 45
Concoct Ashe 3 A destroyed vampire’s ashes, an open flame reaching 1500C, aluminium filings One Rouse Check Creates a drug called ashe, when consumed it counts a Thin-Bloods Blood Potency as 1 for Blood Surges and Discipline Rouse Check re-rolls until the end of the session. This drug is addictive and if its creation is botched can create a Beast Shard Fixatio Cults of the Blood Gods 45
Defractionate 3 Alchemist's Blood, Sanguine and Melancholic Human Blood, O-Negative human blood, moldy spinach, hot black coffee, sodium octanoate - This formula results in a homeopathic elixir. When added to fractionated medical-supply blood, the elixir returns it to freshness, allowing vampires without the Iron Gullet merit to obtain nutrition from it VTM V5 285
Profane Hieros Gamos 3 Alchemist's Blood, Melancholic and Phlegmatic human blood, entheogenic substances One Rouse Check or one Aggravated Health damage for mortals This fomulae results in an elixer that may forgo the Vampire's curse of stagnation. By imagining how they wish to look the user may change their physical appearance during sleep VTM V5 286
Level 3 Discipline Copy 4 Drop of Vitae from a Vampire matching the Discipline's Clan or who knows the Discipline (Research and discuss with Storyteller for more) One Rouse Check By studying a formulae for three months and distilling it for three nights the Thin-Blood may counterfeit a Level 3 discipline of a Kindred VTM V5 287
Airborne Momentum 4 Alchemist's Blood, Choleric and Sanguine human blood, Champagne, Bird Blood, helium, Scopolamine or belladonna extract One Rouse Check This Formulae enables the alchemist to lift themselves from the ground, achieving a state of swift flight/floating VTM V5 287
Discipline Channeling 4 Crushed leaves from the indigo plant Concoct Ashe The same as channelled power Allows a vampire to channel the Disciplines of a destroyed vampire through the drug Ashe, even if they normally wouldn’t have access to powers of that level Fixatio Cults of the Blood Gods 46
Level 4 Discipline Copy 5 Drop of Vitae from a Vampire matching the Discipline's Clan or who knows the Discipline (Research and discuss with Storyteller for more) One Rouse Check By studying a formulae for three months and distilling it for three nights the Thin-Blood may counterfeit a Level 4 discipline of a Kindred VTM V5 287
Awaken the Sleeper 5 Alchemist's Blood, Choleric or Sanguine human blood, adrenaline, ammonium carbonate, hartshorn, caffeine or benzadrine, melatonin - This Formulae when added to Human Blood can awaken a Vampire from Torpor VTM V5 287

Oblivion Ceremonies

Coming Soon

Blood Sorcery Rituals

To be Finalised

Name Level Ingredients Process Description Book
Blood Sorcery Rituals
Intelligence + Blood Sorcery
Blood Walk 1 Silver cup filled with Blood from the subject The user mixes their blood with the subject's and repeats and incantation over the cup, spending roughly an hour Learn the Generation and name of the subject's sire, Critical win informs any blood bonds active on the subject either way VTM V5 276
Clinging of the Insect 1 A living Spider The caster fills a vial with their own blood, crushes a spider into it and drinks it The caster gains the ability to cling to walls like a spider VTM V5 276
Craft Bloodstone 1 A pebble of iron or small magnet, Liter of blood from any source, Silver bowl The user spills their vitae into the blood within the bowl and recited a chant over it for an hour, repeating this chant over the next two nights. The pebble (or magnet) absorbs the blood over three nights The Caster can sense the direction to the bloodstone VTM V5 276
Wake with Evening's Freshness 1 Burnt bones and feathers of a rooster Caster mixes the ashes with their vitae, drawing a circle with the mixture around their place of day-sleep Allows the caster top wake at any sign of danger, fully awake as if it were night VTM V5 276
Ward Against Ghouls 1 The Caster's Vitae The user pours their blood over the item they wish to ward, writing a glyph or line of scripted key into the blood before wiping it clean Any Ghoul who touches the ward takes One point of Aggravated damage on a win or Three points on a Critical Win. They must spend a point of Willpower and win a Stamina + Resolve test (Difficulty 4 or 7) to touch the item again VTM V5 277
Calling the Aura's Remnants 2 A human corpse or the corpse of a destroyed Vampire Cast within 10 feet of Corpse used Allows the Caster to speak with the animate reflection of the deceased for one scene as if they were still alive. This is not with the deceased's spirit and only has access to memories of the deceased up until the time of death Folios 171
Communicate with Kindred Sire 2 An object previously possessed by the Sire and a silver bowl filled with clear water Caster submerges the object in water and drips their vitae into the water concentrating on a memory of their sire May telepathically communicate with sire for up to 30 minutes VTM V5 277
Eyes of Babel 2 A fresh eye and tongue of a person Plucking the ingredients fresh from the victim, the vampire chews and swallows them Read and Speak the language known from the Victim VTM V5 277