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Animalism
The primary attribute of the Gangrel clan is Animalism. This power represents a Vampires connection to his inner
beast, and to beasts of the wild, primarily Wolves and Bats. Through this power, the vampire gains lets a little of
his Beast out either to transform his body, or to command beasts in his vicinity. Gangrel also have Vigor and
Resilience as their secondary (Physical) powers.
Animal Affinity: (Animalism + Stamina + Animal Ken) - (Target's Resolve)
The character develops certain animal traits. His nails extend into talons (+2L) and his incisors
elongate larger than normal (+2L) -> biting with intent to feed still requires a grappling roll. Ears
elongate, nose shortens (+1 to Auditory/Olfactory Perception per dot of Auspex). The Vampire
has ultra-light vision (Gray scale Night Vision). Animal Affinity triggers the Predators Taint.
Feral Whispers: (Animalism + Presence + Animal Ken) - (Target's Resolve)
Allows the vampire to communicate with animals and compelcomplete obedience from
individuals, even if it is self-endangering. The base ability allows animals, even a mixed group, to
understand and communicate back with him. He may further compel an individual, similar to
Dominates Mesmerize, but he may only compel one animal at a time. Thus, the Vampire may
command any animal in his presence to fight for him, but he must command each one
individually.
Call of the Wild: (Animalism + Presence + Animal Ken) - (Target's Resolve)
May summon any number of canine or rodent animals within100 yards per success. The animal
is only compelled to show up. Using Feral Whispers, he might address the entire group using
social skills, or he may command animals individually. (Targeting Alphas makes it much faster).
Animal Possession: (Animalism + Presence + Animal Ken) - (Target's Resolve)
Similar to Domination's Possession, for animals. May 'take over'control of the animal's body,
keeping his consciousness 'asleep'. During this time, the Vampire has full control of the bodys
actions, as if it were his own. The power dissipates if the Animal comes in contact with even
indirect daylight. The vampires body lies torpid during this time.
Animal Form: (Animalism + Stamina + Animal Ken) - (Target's Resolve)
May 'polymorph' into a Dire Wolf or a Giant Bat. Transformation automatically heals 1L or 2B.
The animal does not blend with others of its kind, as a Vampires form will always be larger and
more menacing. These forms trigger the Predators Taint.
Auspex
The primary attribute of the Mekhet clan is Auspex. This power represents enhanced Mental and Sensory
abilities, delving into the spectrum of Psychic power. By means of this power, the Vampire becomes all-
knowing. He can unerringly track anything in his vicinity, read minds, objects, get a limited vision of the future,
and even project himself into Twilight. The Mekhet also have Vigor and Celerity as their physical powers.
Enhanced Senses: N/A
All of the Vampires senses become heightened to supernatural proportions, allowing him to hear
in normally inaccessible frequencies, see below the normal light spectrum (low-light vision), and a
bloodhounds scent. The Vampire gets an automatic success per dot in Auspex towards any
Perception or Tracking roll. He can spot invisible beings by sensing ripples of air in motion, the
sound of their steps, and their smell, eliminating any targeting penalties these conditions might
normally bestow.
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Read Minds: +(Manipulation + Empathy) - (Target's Resolve)
By concentrating, the vampire can read the surface thoughts of a target, hearing 1 or 2 social rolls
(indicating the ability to play the target's emotions).relevant words, and +1 per dot of Auspex .
Read Objects: +(Manipulation + Empathy) - (Target's Resolve)
Similar to Read Minds, the Vampire is able to pick-up residualemotional energies from places and
things (see images of anyemotionally charged moments).
Foresight: +(Manipulation + Empathy) - (Target's Resolve)
This ability gives the Mekhet a sense of supernatural intuition. If this power is active and he fails
on any physical roll, he can choose to abort the action and choose a different action instead.
Thus, failure to clear a chasm on a jump, would allow the Mekhet to stop and find an alternate
option. It can also be used to get a general sense if the path being taken (literally or
metaphorically) is the correct one (good feeling, bad feeling).
Twilight Projection: +(Manipulation + Empathy) - (Target's Resolve)
This ability allows a Vampire to separate his Ka (Soul) from his body, projecting into Twilight and
becoming, effectively, a Ghost, anchored to his body. In this form he can physically battle with
Twilight beings from any plane. As a Ghost, the Vampire has the following Numen:
- Materialize The vampire may spend a Willpower point to reveal his Ghostly form for a scene. When
this occurs, this triggers magnetic Disruption automatically. The Vampires visage is that
which he had at the moment of his Embrace, with an inner, unholy, ghastly light (tinged in
very light green, with strong shadows, as if from an under-light, or flashlight).
-Disruption When the Vampire manifests successfully, it disrupts electronics within a number of yardsequal to its Projection successes. Radios, TVs and telephones emit static. Appliances stop
working. Lights go out. Videotapes and camera film is erased or exposed, ruining any
captured images.
-Terrify Requires that the Vampire has manifested. By spending a Willpower point, the Vampiresvisage alters into a ghastly terror that strikes the heart of any onlookers. Roll Auspex +
Presence + Intimidate each targets Resolve + Composure. If the Vampire wins, onlookers
are struck with abject terror and must flee the scene. Those who pass, remain unaffected
by the power.
- Phantasm The Vampire has the power to create illusory images. Spend 1 Willpower point and rollAuspex + Manipulation + Expression. A negative modifier may be applied to the roll
depending on the size and complexity of the illusion. Mimicking a persons voice alone or
creating a distinctive smell (like perfume) doesnt incur any negative modifiers, but creating
the illusion of a person might be subject to a -1 penalty. Creating the illusion of a specific
person (down to patterns of speech and mannerisms) that a witness knows might call for a
-2 penalty. Creating a complex illusion that seems to have physical substance (the witness
is convinced that he can touch the illusion and it feels solid) incurs a -3 or more severe
penalty. Small, subtle illusions are generally much more effective than large, overt ones.
This power can work on only one victim at a time. Other mortals in the subjects vicinitydo not see what he does. When a subject witnesses an illusion, roll Wits + Composure (or
the Storyteller may allow Composure to be replaced by Occult if your character is aware of
ghostly activity). If the roll generates as many or more successes than were achieved in the
phantasm roll, the victim recognizes that the image cant be real. If the phantasm roll wins,
the subject believes the illusion is genuine, but another Wits + Composure (or Occult) roll is
made for him in each successive turn to attempt to see through the power. A ghost can
maintain only one illusion at a time, and each illusion remains for the duration of the scene
unless dispelled. The projection an illusions disappear at dawn.
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Celerity:
One of the three intrinsic physical powers a Vampire may possess. Unlike other Disciplines, there are no rolls
required, simply burn 1 point of Vitae and the power kicks, for a single turn. When it is activated, the Vampires
movements gain the clunky speed of Samara in The Ring, and gains all of the following benefits:
Enhanced Defense: As long as the Vampire has freedom of movement, he gets a bonus of +1 per dot
of Celerity to his defense. This bonus is good against any type of missile, including
gunfire, and does not diminish by multiple attacks.Enhanced Initiative: The character gets a bonus of +1 per dot of Celerity to his initiative that turn,
allowing his to trump the actions of anyone that acts after him.
Extra Action: The Vampire gets a Free Action on his modified initiative position, and then his
regular action on his standard initiative. Thus the Vampire may move and attack,
attack and move, attack and attack, or move and move.
Enhanced Speed: The character may add 3 to his Speed Rating per dot of Celerity (thus, a character
with Speed 9 and Celerity 2 would have an effective rating of 15).
Domination:
The primary attribute of the Ventrue clan is Domination. This power represents a Vampires ability to rule, to
dominate the thoughts of others. Like Auspex, this ability borders on Psychic, and is a forceful attack on its
subjects minds. The Ventrue also have Vigor and Resilience.
Command: Domination + Intelligence + Persuasion Targets Resolve
By meeting a targets gaze, the vampire is able to utter a single sentence which includes a verb
and a subject. The subject must recognize both, and immediate execute the command, which
must be completed in one turn. Thus, Sleep would make a character lie down, inactive for a
turn, but then immediately wake up. Shoot him force a target to make an attack against the
selected target. Shoot yourself is self-endangering, so he gets his dice in Resolve plus his
Resolve as automatic successes.
Mesmerize: Domination + Intelligence + Persuasion Targets Resolve
The number of successes determine the number of Commands that may be programmed into
the target victim. Each command may be accompanied by a trigger event. The command will
only work once and it may not be instilled multiple times (they are wasted). For instance, If
someone attacks me, shoot them. The victim will remember the command and even believe
they can disobey it, but if the trigger even happens, the victim is compelled to do it, one time
only. Thus in the example above, if a member of a Hunter group is thus mesmerized, his
companions will be very surprised when one of their members suddenly shoots a companion.
Forgetful Mind: Domination + Intelligence + Expression Targets Resolve
This power requires a successful Mesmerize to be in effect, with at least two successes. One
success is required to erase memories (You will forget the following things). The second success
is required to implant new memories (This is what you will remember). It is an extended action.
The activation roll is performed until the Vampires successes equal the victims Willpower score,
or the victim scores more successes than the Vampire. If the victim wins, he remembers the
entire incident, but has the option to fake that the effect has in fact, succeeded with a successful
Manipulation + Subterfuge vs Resolve from the Vampire.
Memories are not truly forgotten, just blocked away. Another use of Forgetful Mind, or a mortal
using Hypnosis can reverse the effects.
Possession: Domination + Intelligence + Intimidation Targets Resolve
The penultimate power of Domination is the ability to completely subsume the consciousness of
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the target, and replace it with the Vampires own. His own body drops into a torpid state, while
he gains complete control of the victims body. The victims psyche is in a state of fugue, vaguely
witnessing the actions of his body, as if in a dream. Possession ends at will from the Vampire, or
when Dawn arrives. If during the possession, the vampire attempts anything self-endangering,
the victim may attempt to evict the possessor by testing Intelligence + Intimidation vs Resolve,
with Resolve as automatic successes. The victim may further use a Willpower point to boost the
resistance roll by 2.
Possession requires a successful Mesmerize, and is an extended action. If the Vampire
accumulates his victims Willpower score, he wins. If the victim accumulates the Vampires
Willpower score, then he is immune to possession for the rest of the night.
Mass Domination: Domination + Presence + Intimidation Targets Resolve
The ultimate power of Domination is the ability to issue Commands without needing to meet his
opponents gaze. When he issues a Command, everyone within earshot must roll to avoid its
power. Thus, if the Vampire yells Shoot him, then everyone who fails, including the designated
target (who gets the automatic Resolve successes due to self-endanagerment) must shoot him.
The power may affect as many individuals as his Willpower + Blood Potency, based on proximity
to the Vampire (the closest ones are affected first). Thus, in the example above, if the Vampire
has Willpower 5 and Blood Potency 3, he can command up to 8 targets within earshot, in order of
proximity.
Majesty:
The primary attribute of the Daeva clan is Majesty. This power represents the Vampires ability to forcefully
project his personality, in such a way that it can manipulate the feelings of others. Unlike Auspex and
Domination, this power is not psychic, but rather, emotional. Daeva tend to be physically attractive, which is the
front they use to present their powers. Daeva also have Vigor and Celerity as their physical powers.
Awe: (Majesty + Presence + Intimidation) (Crowd Size + Crowds Highest Composure)
This power magnifies a characters presence to make him seem more entertaining, authoritative
or even intimidating. The size of the crowd to be affected kicks in a penalty to the roll (-1 for 2
peoples, -2 for 6 people, -3 for 20 people, and -4 for more than 20). The Vampire makes a roll
against the highest Composure in the room and takes note of his successes. Compare that to theindividual Composure of the crowd. Anyone with a Composure score lower than accumulated
successes is affect: the Vampire gets a bonus equal to his activation roll on various Social actions
(Expression, Intimidation, Persuasion, Socialize, and Subterfuge).
Intimacy: (Majesty + Manipulation + Empathy) Targets Composure
With this power, the Vampire is able to make others feel comfortable and at ease in his presence,
even familiar. By engaging in friendly conversation, the Vampire is able to get that target of the
power to speak candidly about any subject the Vampire touches on, and speak truthfully, to the
point of confession. Alternately, the power may be used as a seduction tool.
Entrancement: (Majesty + Presence + Empathy) Crowds Highest Composure
Similar to Awe, this power may be used on a crowd. Anyone catching sight of the Vampire, thatis affected, will raptly fawn over the Vampire, and will attempt to please him. Members of the
opposite sex will even endanger themselves to protect the Vampire. Unlike Dominate, the victims
believe that all actions taken are done so of their own volition, and when the effect wears off,
they simply question their judgment, without suspecting something was done to them. The effect
lasts for 1 day per success achieved, an Exceptional success doubles the duration.
Summoning: (Majesty + Manipulation + Persuasion) Targets Composure
This power enables the Vampire to issue an undeniable, telepathic summons to a single target
of the Vampires choice. The target must be someone known, and though he wont know why, he
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will know that he must come into the Vampires presence as soon as possible. He will instinctively
know what direction he must travel to, and he must do everything within his ability to reach that
destination, as soon as possible. Any action not in accordance with this directive carries a -3
penalty, and requires a Willpower point to complete.
Sovereignty: (Majesty + Presence + Intimidate) Targets Composure
With this power, the Vampire develops a lordly mien that inspires devotion, respect, and fear
from all those in his presence. The power requires no roll to activate. If anyone in the Vampires
presence attempts an attack; whether it is physical, social or mystical; must first spend 1
Willpower point, then contest the activation roll above, against his Composure (+Supernatural
Rating, if any). If the Vampire wins the roll, the would-be attacker is cowed and refrains,
otherwise, for that turn, he may do or say as he pleases though other onlookers will be shocked
that someone would even try this. If the Vampire physically responds to the attack, physically or
mystically, then the effect of Sovereignty is cancelled against that target alone. Social attacks,
however, keep the effect in full force.
Nightmare:
The primary attribute of the Nosferatu clan is Nightmare. This power represents the Vampires acceptance of his
inner Beast, and his ability to induce fear, using it as a mighty weapon. The physical power of Nosferatu are Vigor
and Resilience.
Monstrous Visage: (Nightmare + Presence + Intimidation) Crowds Highest Composure
The vampire makes an aggressive motion, hissing or bellowing a howl from beyond. His visage
visibly changes to a terrifying nature: his incisors elongate to a feral length, his eyes glow red, his
ears become pointed, and a greenish foam forms in his mouth. The Vampire then rolls his
activation roll, which is then compared individually to each onlookers Composure. Anyone
affected is struck with abject terror and must flee the scene for the remainder of its duration. The
power requires that its targets be able to see him, thus total darkness or blindness provides
immunity to the effect of this ability.
Dread Gaze: (Nightmare + Manipulation + Empathy) Targets Composure
This power requires that the victim meet the Vampires gaze. Once locked, the Vampire enters
the targets mind, infusing it with visions of his worst nightmare. The target is gripped by an
unnamable fear, and is incapable of taking any action (though defense still applies). If the target
is attacked, the gaze is broken and the target is affected as if by Monstrous Visage. After two
turns spent under the gaze, the victim must pass a Composure check or gain a mild derangement.
Once the target has a mild derangement, every two turns he checks or bumps it to Severe. Every
two turns, another check is made to either get another mild derangement or bump it to severe.
This goes on until the gaze is ended by the Vampire or an attack. If the vampire takes any action
other than concentrating, the gaze ends.
Reapers Glare: (Nightmare + Presence + Intimidation) vs Targets ComposureThis power requires that the victim meet the vampires gaze. Once locked, only the victim sees a
change similar to Monstrous Visage: and is struck by a fear so intense that he takes physical
damage (1B per success on the roll). If damage taken this way pushes into Lethal damage, the
victim must pass a Stamina check or suffer a heart attack. If he survives, then he just flees.
Entropic Mien (Nightmare + Presence + Intimidation) Crowds Highest Composure
The character develops an Aura of Entropy, 3 yards per dot of Willpower radius. Inside this Aura,
anyone affected suffers 1B per turn, is more susceptible to fear effects (including intimidation, -2
penalty to resistance rolls or +2 bonus to the effects maker) and suffers a penalty of -2 to any
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action taken, without the ability to use Willpower to increase or reduce pools. The effect lasts
only for as long as the Vampire concentrates, and those affected cannot identify its source.
Within the Aura, flowers wilt, insects die, metal corrodes and wood cracks and decays, as if
unmaintained for years (reducing 1 from its durability).
Gaze upon Death: (Nightmare + Presence + Intimidation) vs Targets Composure
The ultimate expression of Nightmares power, is the ability to inspire such abject terror, that
physical harm occurs. The power requires the target to meet the Vampires gaze, and like
Reapers glare, it causes immediate damage. The power causes 1L of damage per success and
loses that many Willpower points. If the target survives, he is still subject to fleeing the scene as
per Monstrous Countenance.
Obfuscation:
The primary attribute of the Khaibit clan is Obfuscation. This power enables the Vampire to call the Shadows, his
home. The user of this power is able to conceal himself into shadow, and at higher levels, disappear completely
from sight, or even manipulate shadows. Khaibit also have Celerity and Resilience.
Cloak of Shadows: (Obfuscation + Wits + Stealth)With this power, a Vampire may place himself entirely within a shadow, unseen, concentrate,
and blend perfectly into that shadow, in effect, becoming invisible. The Vampire must
concentrate and during this time, cannot move or use any other powers. He may, however,
speak, allowing him to be a Voice with no discernible source (although Auspex could discern it).
Control Shadows: (Obfuscation + Wits + Stealth) [vs Resolve]
With this power, the Vampire is able to create, condense and animate shadows. The vampire
may, for instance, create a shadow over a light source, diminishing it to 25% of its power. He
may cloak himself in shadow (to enable the use of Cloak of Shadow where no suitable shadow
might exist), or to reduce a targets vision to near darkness (virtually blinding him). Shadows
may also be animated to simulate movement (a person walking in front of a window, or crossing
a hallway). In all cases where another person is affected (blindness, illusion) he is entitled tocontesting the effect with his Resolve (+ Supernatural Rating, if any).
Vanishing: (Obfuscation + Wits + Stealth) [vs Resolve]
The Vampire is now able to become invisible even if hes not unseen and in a shadow. The
Vampire may move about freely, but not attack or invoke any other power, and if he does, he
becomes visible. An invisible vampire may thus place himself in a position for a +4 bonus to an
attack, negating defense, at best. The ability requires a full turn of concentration to activate,
thus, defense cannot be used on the turn it is being activated. If he is struck in that turn, then it
does not work.
Shadow Walk: (Obfuscation + Intelligence + Stealth)
This power allows a Vampire to step into a shadow, and walk out of another one, in his line ofvision. This power is in effect, a mini-teleport. In a dark alley, for instance, a Vampire might
teleport from the shadow of a dumpster to the shadow of a 3rd
floor balcony.
Unseen Terror: (Obfuscation + Wits + Stealth) [vs Resolve]
The ultimate power of Obfuscation is the abil ity to become invisible while retaining the ability to
attack or use other powers. Victims have one chance to contest the power, but once it is
working, the Vampire may move about, and attack, invisibly, unhindered. Being invisible
imposes a -4 penalty to all targeting attempts, be it melee or missile. Targets may not use
defense against an invisible assailant, and the attacker gains a +4 bonus.
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Theban Sorcery
Theban Sorcery is a special discipline that is only available to members of the Lancea Sanctum. Legend has it that
its secrets were revealed by the Archangel Vahistael to Longinus. The language of these prayers is ancient koptic,
an Egyptian dialect considered to be a dead language. The vampire has the ability to cast any prayer of a level
equal to, or lower than his dots in Theban Sorcery. Rituals must be taught, and they have the same cost as Merits
(2 XP per level). All Theban Sorceries cost 1 Willpower point to activate.
Level 1
Blessing of Eupraxia Theban Sorcery + Intelligence + Academics
By speaking in a loud, clear and supportive voice to an ally, the Theban Sorcerer may boost the
action or resistance pool of his ally by +3 or +2, as if they had spent a Willpower point.
Blood Scourge Theban Sorcery + Intelligence + Academics
This power has an additional activation cost of 1 Vitae. The Vampire slashes his wrist, and a
tendril of vitae comes out, taking on the aspect of a Cat-o-nine-tails. The weapon has a duration
equivalent to his Willpower score +1 per success achieved in the activation. The Blood Scourge
can dish-out lethal damage, and it was a weapon rating equal to dots in Theban Sorcery. Thus, a
neonate with 6 WP, Strength 2, Weaponry 3, Theban Sorcery 2, activates Blood Scourge and gets
3 successes. The weapon will last 9 turns (WP 6 + 3 successes) and his attack pool is 7L (Strength
+ Weaponry + Weapon rating [Theban].
Hauberk of Blood Theban Sorcery + Intelligence + Academics
A prayer is laid upon a chalice filled with vitae (from a vampire or human). The vampire may then
paint inscriptions in Angelic script upon his body, equivalent to one vitae per success on the
activation. The mystical vitae will provide unholy protection for the rest of the night or until all of
it is consumed absorbing damage. The hauberk of blood can absorb damage equal to 1 or 2
bashing, or 1 lethal, per vitae painted. Thus, a 3-dot hauberk can stop 3 levels of lethal or 6 levels
of bashing. 5 levels of vitae can stop 1 level of aggravated damage.
First Stygmatica Theban Sorcery + Intelligence + Academics
The Theban Sorcerer points at a mortal (only) and makes his activation roll. The mortal takes 1
lethal level per two levels of success. Vitae from this would, in addition to providing the benefits
of Vitae, gets an extra, temporary dot of Stamina (and the resulting Health increase) for the rest
of the night. If the power is useless against kindred or ghouls.
Theban Inscription Theban Sorcery + Intelligence + Academics
This power allows the Theban Sorcerer to inscribe onto a scroll, the details of a ritual. The ritual
may then be cast by someone with enough dots in Theban Sorcery, without having to pay the
Willpower point required to cast it. Alternately, it can be learned (releasing the spell from its
media) by another Sorcerer this way.
Vitae Reliquary Theban Sorcery + Intelligence + Academics
This prayer allows the Theban Sorcerer to infuse vitae upon a small object, turning it into a
battery of sorts. Vitae may be absorbed from the item at a rate of 1 vitae per turn. When all vitae
is taken from the item, the object turns to ash.
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Level 2
Curse of Babel Theban Sorcery + Intelligence + Academicsvs Resolve
This prayer makes it such that the target loses all ability to communicate. When he speaks, he
speaks in strange noises (tongues), when he writes, it is all scribbles. Hand motions are
unintelligible. The effect lasts for the entire night.
Damned Radiance Theban Sorcery + Intelligence + Academicsvs Resolve
With this ritual, the sorcerer impresses, shocks or frightensonlookers with the glorious majesty of
a walking saint or theterrible stature of a furious monster. When the ritual is completed,the
vampire adds his dots in Theban Sorcery to all dicepools involving overt use of Presence for the
rest of the scene.In the eyes of onlookers, the sorcerer takes on an exaggerated,unearthly
appearance, whether darkened by an intangible malice,smoking with hellish heat or shining with
an angelic light.
Liars Plague Theban Sorcery + Intelligence + Academics vs Resolve
This prayer allows the Sorcerer to curse the subject so that if he speaks anylies over the course of
the scene, beetles swarm from his mouth, for a number of turns equal to the activation roll.
When this power is used on a mortal, if the mortal lies, the beetles will begin to suffocate themortal as surely as if he were being choked. If the beetles continue to appear longer than he can
hold his breath, he will suffocate to death.
Second Stygmatica Theban Sorcery + Intelligence + Academics vs Resolve
When this prayer is uttered, the targets hand are perforated by invisible, phantoms nails, which
cause 1 level of Lethal damage only, but renders the hands unusable (-4 to any action requiring
the hands). If the target is mortal, and the blood thus produced is drunk, the drinker gains a dot
of Strength for the remainder of the night.
Resistance Theban Sorcery + Intelligence + Academics vs Resolve
The use of this prayer allows the Theban Sorcerer, or a named subject, a chance to counter orresist the effects of an active discipline. For example: someone has been mesmerized by a
ventrue. The Sorcerer may use this power to pit his activation roll against the Disciplines
activation roll. If successful, he dispels the Mesmerism.
Sanctity Theban Sorcery + Intelligence + Academics vs Resolve
This ritual fills a space with holy or unholy resonance, tangiblyaltering its atmosphere and
appearance. The space which mustbe a single room, closed off from other rooms and hidden
fromsight when the ritual is performed inside it is thereby alignedto grant bonus dice to all
actions involving a certain Skill, no matterwho performs them, when those actions are undertaken
withinthe affected room. The space grants bonus dice equal to thesorcerers dots in Theban
Sorcery for a number of hours equal tothe successes scored on the activation roll, plus two.
A single Skill must be chosen for the space at the time theritual is performed, but only a few Skills
fall within the purviewof this power: Academics, Empathy, Intimidation, Occultand Persuasion.
The room takes on qualities favorable tothe performance of the Skill, becoming quiet and serene
forAcademics use, growing dark and unsettling for Intimidationpurposes, or taking on dramatic
acoustics for Persuasion.
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Level 3
Blandishment of Sin: Theban Sorcery + Intelligence + Academics vs Resolve
The subject of this power suffers increased damage thenext time any harm is inflicted on him.
That wound is upgradedone degree of damage. Thus, three bashing damagebecomes three lethal,
and three lethal damage becomesthree aggravated. (Aggravated wounds do not increase toany
other sort, and the effects of the ritual are wasted.) If,at the end of the night, the subject has not
suffered anydamage, the ritual ends, though it may be invoked againsthim on the following
night.If the subject activates Resilience, that Discipline offsetsthe benefits of this ritual for the
next wound he suffers only ifthe damage upgrade would make the next wound aggravated.The
injury in question inflicts its upgraded, aggravated damage,which Resilience downgrades again.
Third Stygmatica Theban Sorcery + Intelligence + Academics vs Resolve
With this prayer, the Theban sorcerer causes a target to have his feet punctured all the way
through by phantom spikes. This causes two levels of lethal damage, and cripples the targets
ability to move, reducing his speed to 33% (one-third) of its normal rate. Vitae consumed from
this wound bestows an extra point of Dexterity (increasing dexterity-based pools, initiative, speed,
and maybe even defense, for the remainder of the night.
Legionnaires Blessing Theban Sorcery + Intelligence + Academics vs Resolve
This prayer enables a Theban Sorceror to bless a weapon with a bonus (of automatic damage)
equal to his dots in Theban Sorcery. The bonus lasts for as many attacks as the activation roll
yielded. The bonus is called upon the weapon when the user utters a specific command word
(such as: Taste my Steel!). Only melee and thrown weapons may thus be blessed, and the
blessing lasts until sunrise.
Malediction of Despair Theban Sorcery + Intelligence + Academics vs Resolve
The sorcerer curses his subject with regard to a specificaction. The next time the subject engages
in that action,her normal dice pool is not rolled. A chance roll is made,instead. The curse can be as
general (Your next attack incombat is doomed to failure!) or as specific (When nextyou feed
upon a blind Christian at midnight) as thecaster chooses. The curse remains until its conditionsaremet. If the subject suspects that she is cursed by this ritual,the player may spend a Willpower
point and make a Composure+ Resolve roll. If this roll yields more successes thanwere achieved to
invoke the malediction, the curse endswithout ever coming to pass.
Pharoahs Paces Theban Sorcery + Intelligence + Academics vs Resolve
Everyone in the presence of the Theban Sorcerer must immediately place themselves no less than
nine paces away, and not look directly at the Sorcerer. Anyone that wishes to gaze upon the
sorcerer or move into his space, must spend 1 Willpower point and contest with Resolve +
Presence. The prayer lasts for a scene, and those present may attempt to roll each turn.
Vision of the Will Theban Sorcery + Intelligence + Academics vs ResolveThe sorcerer infuses an object the sorcerer touches with anintense psychic vision of his own
creation. Whoever nexttouches the object receives this vision as a rush of sounds andimages in
the mind. Anything the sorcerer can imagine canbe instilled in the vision, but the vision can last
only as manyturns as there were successes on the activation roll. The visionis undeniably intense,
and can be used to persuade, enlighten,frighten, or intimidate the viewer.
Level 4
8/6/2019 Kindred Powers
12/13
Display of the Beast Theban Sorcery + Intelligence + Academics vs Resolve
When the Theban Sorcerer calls upon this ritual, his body visibly changes into a demonic-like
visage, similar to that of Underworlds vampire hybrid, Marcus. The Sorcerer grows gigantic bat
wings, his face changes with bat like features and he grows talons and fangs (+3L). The effects last
for a single scene.
Mark of the Damned Theban Sorcery + Intelligence + Academics vs Resolve
This prayer has an additional casting cost of one vitae, though it need not be the Sorcerers, and it
may be from an unwilling source. The Vitae is smeared with an angelic symbol on all entraces and
windows of a Haven. Anyone entering with the intent to harm the inhabitants, or stealing from
them, takes 1L per success on the activation roll, reduced by Resolve in a contest. Triggering the
prayer will awaken any sleeping kindred in that Haven.
Fourth Stygmatica Theban Sorcery + Intelligence + Academics vs Resolve
When the Theban Sorcerer utters this prayer, he may cause a single target to react as if a Crown
of Thorns had been forcefully pushed into his head. The target suffers 1L per success on the
activation roll, and the resulting blood loss blinds him. If the target was mortal, drinking from this
vitae bestows a single dot of Composure for the rest of the night.
Gift of Lazarus Theban Sorcery + Intelligence + Academics vs Resolve
This prayer may only be used upon a body that has died within 72 hours and is mostly intact. The
recipient of the Gift of Lazarus is unlike most zombies. His Wits, Resolve, Manipulation and
Resolve all drop to 0. His Intelligence and Presence drop by 1; his Dexterity drops by 2. His
Strength increases to 4 and his Stamina to 5. The Zombie degrades daily, losing 1 dot in Stamina.
When Stamina reaches 0, he dies permanently. During this time, the Sorcerer has access to the
zombies memories and skills, as the zombie is fully compliant towards the Sorcerer.
Refuge of Forbiddance Theban Sorcery + Intelligence + Academics vs Resolve
An extension of Pharoahs paces, the Sorcerer can name a large area designated by him and
determined by the successes achieved [5, 20, 50, 250, 1000 sq yards]. The sorcerer may
selectively allow individuals into his Refuge, but once they are invited, they cannot be uninvited.
Anyone wishing to enter must contest resolve against the activation roll, and those who do enter,
suffer 2B per turn they are inside.
Level 5
8/6/2019 Kindred Powers
13/13
Day of the Damned Theban Sorcery + Intelligence + Academics vs Resolve
This ritual enables the Sorcerer to call upon thick billowing clouds to cover the sky and blot out
the sun. Light is reduced such that vampires walking out only suffer 1B every minute. The
duration of the ritual is one hour per success on the activation roll.
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