Dec 17, Mind's Eye Theatre: Vampire The Masquerade is a new edition of a Note: This digital edition includes the PDF and EPUB versions of the. White Wolf, Inc. Mind's Eye Theatre and Laws of the Night are trade- marks of Masquerade describes the dark, compelling world in which your vampire exists. White Wolf, Vampire, World of Darkness, Vampire: the Masquerade,. Mind's Eye Theatre, Mage: the Ascension, Werewolf: the Apocalypse, and Changeling: the.
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Vampire: The Masquerade (VTM) is a roleplaying game, in which everyone cooperates to tell stories in a shared The free Mind's Eye Theatre: Vampire The Masquerade Quick-Start Guide can get you going. Get your free download here. Mind's Eye Theatre player perceives will depend on the characters around him, the . people are creating entire cities of vampires, from the prince workers, foremen, engineers, contractors, construction workers and manual laborers. Cost. Vampire: The Requiem inspired by Vampire: The Masquerade Mind's Eye Theatre, Requiem, Werewolf the Forsaken, Forsaken, Mage the Awakening, and .
I just happened to get the crappy one. Would be nice to receive a new one. Their customer service is fast to respond and excellent in communication. If it's even half as good as the V:tM book, I'll be quite pleased.
I look forward to the day we can switch over to the BNS rules.
They're kept nearby on tables or counters in out of character areas so people can reference them when they need to. Everything is printed in Black and White and I am extremely disappointed.
After the following hour I was told that they would be reprinting and reshipping a full color copy to my house along with forwarding the pics to the manufacturer to make sure this doesn't happen to anyone else. These guys were awesome!
I expected better considering the Blood and Smoke book I got before was quite impressive. The hardcover I received for this looks so horribly faded the beautiful pictures in this book are ruined by it. Johnathan F March 21, pm UTC An absolutely excellent reworking of the MET rules system - By Night Studios has taken a system that, while fun, was previously too stats- and math-focused and turned it into a streamlined system that encourages character-driven plot over stat-based challenges.
Well worth it! In all that time, I've only used the revised edition rule set. It is meant to allow existing campaigns to continue uninterrupted with only minor changes, while improving and streamlining gameplay without losing any of the feel of the previous version or discouraging the creativity and originality players use when creating and fleshing out characters.
If you have one or more points maneuver unless the target is within the Incapacitated marked off in your Incapacitated wound track, you wound track, but a vampire who is in torpor, asleep, or are Incapacitated. Incapacitated characters lose their otherwise helpless can be staked, with the Storytellers simple action every round until they heal all of their permission. Incapacitated health levels. Stamina Focused Torpor Stamina-focused characters dont suffer penalties when they When a vampire has no remaining health levels and takes reach the Incapacitated wound track.
Attacks that have a 1 or more points of damage, she falls into torpor. Torpid greater effect on Injured or Incapacitated characters are not vampires appear to be dead mortals. While in torpor, a blocked by the Stamina focus.
Any torpid vampire who is given at least 1 point of Blood from a vampire of three generations Damage Types lower automatically wakes up from torpor. Normal damage comes from attacks not by comparing dots of the Generation background. Unless otherwise noted, assume your attack causes normal damage. Healing Vampires do not heal naturally. Some supernatural creatures allows a vampire to instantly heal a point of normal damage. Healing doesnt require an action, and you may heal at any Vampires are particularly susceptible to fire and time even when its not your initiative.
Each point of Blood sunlight, while werewolves are famously vulnerable to spent to heal removes one normal wound. When a character is hit by an attack to which she is particularly vulnerable, she suffers To heal aggravated damage, a vampire must spend 3 points aggravated damage. When she wakes the next evening, she heals 1 point of aggravated damage.
It is not normally possible to heal more than 1 point of Daytime aggravated damage per day. Vampires sleep during the daytime. At dawn, a vampire must either fall into a deep sleep or spend a point of Willpower. If the vampire spends a point of Willpower, she. Willpower is measured both as a permanent rating, and as temporary points. A player spends Willpower to resist Mental and Social powers, among other things. While this expenditure decreases the characters current Willpower rating, it does not permanently decrease the characters permanent maximum Willpower.
Regaining Willpower At the start of each game, your character begins with her maximum Willpower as long as she had a complete days rest before starting the game.
During the course of the game, spent Willpower is regained by roleplaying. Player Acknowledgement: When another player impresses you with her roleplay, you may award her by refreshing all that characters spent Willpower. A character can only benefit from this refresh once per night. Storyteller Acknowledgement: When the Storyteller notices a player roleplaying her character well, she may elect to refresh some or all of the characters spent Willpower.
Willpower cannot be refreshed while in combat. If a player or Storyteller attempts to reward a character for actions taken during combat, the Willpower is refreshed as soon as the combat scene ends.
Humanity One of the most important themes of the Vampire roleplaying Death game is the undeads struggle to retain her soul and fight the Living characters die if they have no remaining health levels degradation of the Beast.
Humanity measures a and take 3 or more points of damage. Additionally, a living vampires innate empathy. As she degenerates, the vampire character who is knocked unconscious from damage will die loses the ability to form meaningful, emotional connections in 5 turns, unless treated by a character with the Medical with others.
Her control over the Beast diminishes, and her skill. Stamina-focused characters will survive for up to 10 next frenzy may well mean complete surrender to the Beast. Thus, it is extremely important to use Morality in a consistent, Vampires are more difficult to kill. To permanently destroy dramatic manner. If the Storyteller allows the characters to a vampire, you must damage all of the targets health levels, sometimes literally get away with murder, the tragedy of knock her into torpor, and remove her head or destroy vampiric existence vanishes and the story suffers.
To remove a vampires head, you must use a full round of actions both your simple and standard actions to do so. To destroy a vampires body without beheading her, you must expose her to a damaging situation or inflict significant blunt trauma throughout 3 full turns. The 3 turns needed to kill a vampire in this way dont need to happen consecutively, but they must happen within 10 minutes.
She becomes a beacon of evil, and those nearby Humanity Rating undead and mortal alikeactively feel disconcerted as something alien and terrible moves among them. This vampire could easily be mistaken for a normal human. Beast Traits As a vampire commits sins, she accumulates Beast traits.
This vampire is a bit pale, somewhat creepy, These Beast traits indicate her Beasts current control over and easily draws attention to herself as someone odd. When triggered with the proper stimuli or motivation, the Beast attempts to take over, trying to force 3 Unfeeling. This vampire has lost touch with many of the vampire to frenzy. If a vampire spends an entire day the things that make someone appear human.
She does sleeping, her Beast is lulled back into relative quiescence not always remember to breathe or blink, and she no and all her Beast traits fade. Gaining Beast Traits 2 Bestial. This vampire no longer understands what it Every time your character commits a sin, she gains temporary means to be human.
She is cold to the touch, rarely blinks Beast traits equal to the level of the sin. It is possible to or remembers to act alive, and is constantly in a struggle mitigate the number of Beast traits your character gains to control her Beast. This vampire disdains compassion and other soft emotions, is pale and frightening in Note that Beast traits are cumulative.
Over the course of appearance, and is clearly notable as a member of the an evening you might gain 2 Beast traits for one sin and 1 undead. Beast trait for a second sin. In this case, you have a total of 3 Beast traits. It is hungry, eager, tempting, twisting a vampires perceptions. It 1 Harm Another: Youve significantly whispers, murder is justified; even necessary. Heres one harmed another individual physically, who deserves it. That ones better off dead. A little here, mentally, or financially in a way that a little there, the Beast chisels away at a vampires ethics and will take weeks for the victim to reason until something snapsand the vampires Humanity recover.
Youve harmed In the end, all vampires are supernatural beings, animated another individual in a way that will corpses that subsist by preying on others. Vampirism reduces take the victim years to overcome an individuals capacity to feel positive emotions, slowly if ever.
With human drives and 3 Killing: Youve killed another desires twisted by a raging Beast that demands survival at individual. If they lose this tenuous thread, the Beast will win, and the original 4 Multiple Murders: Youve killed more personality of the vampire will be utterly destroyed. The than one individual. Youve committed inhuman acts that cannot be excused. However, a vampire cannot ignore the fact that she is a monster. Even a vampire with a high Humanity rating feels When a character commits a sin outside of combat, she the Beast inside, scratching at her spirit and demanding blood.
During a combat As a vampires Humanity erodes, she becomes jaded and scene, the Storyteller should not slow down the action by blas.
She may even actively pursue progressively depraved running multiple degeneration challenges. Instead the acts in order to feel anything at all. With little memory of Storyteller should track the most severe sin committed by her Humanity to guide her, a vampires behavior becomes each character, assign Beast traits accordingly, and resolve callous in the extreme, utterly degenerate and monstrously degeneration challenges at the end of the combat scene.
If Beast traits gained. The test pool is: For rage frenzy will automatically transition into a fear frenzy. If the degeneration blood and drink until your Blood pool is full. This frenzy challenge succeeds, reduce the number of Beast traits gained will only end after your Blood pool refreshes.
While by 1 point. You run away from anyone and anything or Mental but all of the characters actions must be bent that has the potential to harm you or acts aggressively towards the motivation of her frenzy. You may use Auspex towards you. You can only attack if you are cornered, to find new victims, Dread Gaze to force your enemy to flee, and even then you will abandon the fight and run as or Obfuscate to hide from a terrifying foe. Fear frenzy ends when you escape threats and find a quiet place to hide for 10 The Beast is simple but not stupid.
A frenzying character minutes. For example, if you light a frenzying character on fire, she may choose to pause Resisting Frenzy and extinguish the flames before continuing.
You attack the thing that made you angry traits the character currently possesses. A vampire can spend and will continue to fight until it is unconscious or in a point of Willpower to avoid the effect of frenzy for a scene, torpor. If your target escapes, you will spend 3 turns or three turns if in combat. A vampire who has no current venting your rage on your surroundings before the rage Beast traits will automatically resist frenzy.
Once the vampire acquires 5 Beast traits, she suffers the loss of a 1 Hit by a single blow that inflicts 4 or dot of permanent Humanity.
Each additional 5 Beast traits more points of damage rage frenzy ; claims an additional permanent point of Humanity. At zero Blood pool reaches 0 hunger frenzy ; Humanity, the Beast has taken over, and no vestige of the Engulfed by a large fire fear frenzy ; human personality or spirit remains.
The character becomes Fully exposed to bright sunlight fear an NPC, and will be controlled by the Storyteller. You are artistically talented, and have the training or experience needed to create art or build items. You can create beautiful and expensive objects. When you choose Academics: You possess a level of scholarship and general the Crafts skill, you must choose a specific field of study, knowledge beyond primary schooling.
This skill reflects the such as clockwork, blacksmithing, calligraphy, poetry, or fact that the character has received an in-depth education. Note that some artistic fields are With Academics, you can express artistic criticism, comment better represented under the Performance skill. You may download on the classics, discuss philosophy, and indulge in cultural this skill multiple times, each with a different field of study.
A player may further focus the characters education by choosing a field of study for each dot downloadd, such Dodge: When trouble rears its ugly head, you know how to as mathematics, literature, history, journalism, theology, or get out of its way.
Quick reactions let you evade blows and anything appropriate to a classical education. You can use Dodge to attempt to evade an attack that youre aware of, such as diving for cover Animal Ken: You know how to handle animals, and you as someone fires a gun or twisting away from a sword.
You know how to calm an animal, care for it, and train it to perform certain tricks Drive: Most people can drive, but you have the knowledge or obey commands. You also know how to panic or enrage and training necessary to perform difficult and dangerous an animal, when necessary. The Animal Ken skill also actions while behind the wheel of a vehicle. The first dot makes hunting animals much easier, allowing a vampire of the Drive skill gives you competency driving cars. For to temporarily hide the predatory aura of the Beast long each additional dot, you are considered competent driving enough to close in on unwitting prey.
You have a knack for athletic endeavors. You fixed-wing planes, airliners, or helicopters. You may choose are good at sports and have often participated in physical other categories, if approved by your Storyteller. This skill is useful when attempting physical activities or sports, when fighting with thrown weapons, or Empathy: A character trained in Empathy tends to be when using a bow. Such characters Awareness: Your senses are keen, and you are trained to are sensitive to the moods, emotions, and motives of notice unusual things in your environment.
You also have other people, and can identify when someone has mental visceral reactions to the presence of the supernatural, problems, psychological weaknesses, or buried issues. A character with the Awareness skill may Firearms: You have been trained to handle a wide variety of attempt to notice nearby Mental and Social attacks even firearms, from holdout pistols to heavy machine guns.
You if the attacker succeeds on her test. If you are looking at can clean, repair, recognize, and accurately fire most forms someone who successfully uses a power, you may make an of simple modern weaponry.
Your tactics might be based on your physical size, fighting prowess, reputation, or just knowing how to push someones Brawl: You have been trained to fight, and know how to use buttons and play on her fears. You might have military training, you might have been trained in the martial arts, or Investigation: It takes a great deal of training to be a good maybe you grew up with a lot of rough-and-tumble siblings.
You have that education and the experience Whatever the case, you know how to dish out damage with to use it. You notice subtleties and can connect disparate your fists and feet. With effort, you can set a jumbled mass of data into patterns, discovering clues that others Computers: You have the knowledge required to operate and would have overlooked.
In addition, you have a fundamental understanding of the internet, including website management, data-mining, and hacking. Leadership is a combination of authority, choose the Science skill you must choose a specific field strategic thinking, and the understanding of team dynamics. Even when you possibilities, though such a list is far from comprehensive. Most people have a fluent command of one Security: You may have been a dedicated security consultant language: Each dot of the Linguistics skill or an incorrigible thief.
No matter which side of the law you allows your character to be fluent in an additional language. You understand both the ins and outs of the Lore: Most vampires understand their powers and know technology and the structure of security organizations, and enough about vampiric society to get by.
To know more know how best to circumnavigate both. With a little time about the supernatural world, a character must collect and effort, you can design comprehensive security protocols and study Lore. With several dots in Lore, the character for a location or, conversely, defeat such measures.
It takes a great deal of physical training to move silently, and a tremendous amount of mental dedication to Medicine: You have a trained knowledge of human anatomy, remain unnoticed when others are attempting to find you. By taking the appropriate precautions and Melee: You are a dangerous combatant, especially when you using your natural skill, you can blend into the crowd and are armed with any sort of weaponry.
Melee represents your remain unnoticed even without supernatural powers. Youre a savvy individual, completely capable nunchaku. This skill also includes training with vampire- of taking care of yourself no matter how difficult the related weaponry, such as wooden stakes.
The streets and the underbelly of urban areas hold no danger for you, and you know the local criminal Occult: You are familiar with occult topics such as mystic organizations and how to contactor avoidthem. You philosophy, superstition, or folklore. Occult includes can recognize tagging and other territorial markers, and you knowledge of many traditions such as Jewish Kabbalah, know the signs, colors and accoutrements that are used as primitive shamanism, New Age beliefs, or psychic research, identification by those who make their homes in those areas.
It does not imply a command of hard facts, but basic knowledge of rumor, Subterfuge: Lies, bluffs, and subtle games of manipulation myth, legend, and hearsay. An individual trained in this skill is capable of Performance: You have been trained in physical hiding her intentions and redirecting the attention of others performance, and are comfortable entertaining a crowd.
You may be at your best with feats This skill represents your talent and technical ability, as of magical misdirection, or you may be a con artist, making well as the ability to enthrall an audience and keep them money playing three-card-Monte on the streets. You may wanting more. When you choose the Performance skill, you use phraseology to confuse your listener, or you might be must choose a specific field of study such as dance, comedy, the sort to utilize small feats of hypnotism to confuse and acting, oratory, singing, or anything appropriate to the distract.
Like the old hucksters used to say, theres a sucker dramatic arts. You may download this skill multiple times, each born every minute. You know the ways of the wilderness and you Science: The modern Information Age allows for all manner feel at home in untamed environments. You know how of studies. By categorizing and breaking down the world to navigate a variety of terrains, find shelter, and survive into many different forms, the methods of logic and reason in a different of habitats.
You can control your responses give sentient beings the means to understand the universe, and act with temperance and composure, having suffered or at least small pieces of it.
Education in Science covers numerous hardships with ease. Your survival instincts are techniques of inquiry, modern studies, and a broad range of rarely ignored, even under the direst provocation. When you. Brujah success. Ventrue in-clan disciplines are Dominate, Fortitude, and Presence. Rapidity The full descriptions of these powers and a comprehensive You can move faster than humanly possible.
Before a normal list of all disciplines can be found in the complete rulebook. Celerity System: When you activate Celerity, you gain an extra Vampires are described in myth as having preternatural round of actions one simple action and one standard speed and reflexes.
Celerity is the discipline of extraordinary action. Resolve these actions on the first Celerity round. When in need, a vampire can expend blood to fuel her actions, moving with startling quickness. Legerity Each dot of Celerity represents an additional increase in At this speed, you can move faster than the human eye can physical speed, and each dot stacks with all mechanical track clearly. You are a blur to those without this power, and bonuses granted by other dots of this discipline.
If a character your incredible speed allows for plenty of time to focus, aim, has Rapidity Celerity , she has the bonuses granted by and fire. Rapidity, and also the bonuses granted by Alacrity Celerity and Swiftness Celerity , which she must download in System: All of your Dodge-based defensive test pools receive order to download Rapidity.
Additionally, when you score an exceptional during a Celerity round. Therefore, she may move, attack, success with a mundane ranged attack one not related to or activate a Physical power, but cannot engage in any any supernatural discipline while Celerity is active, your Mental or Social challenges. Activating Celerity A character must spend 1 Blood point to activate Celerity Fleetness for the turn.
That expenditure activates all Celerity powers You can become a whirlwind of velocity, moving with that the character possesses. Activating Celerity doesnt preternatural speed. Your attacks are a blur of constant require an action, and can be done at any time even before motion.
You flit back and forth, appearing almost to blink in your turn in the initiative order. Focus [Dexterity]: Anytime you activate Celerity, your System: Resolve these actions on the second Celerity round. Alacrity You are capable of an incredibly fast response time. By activating Alacrity, you have the ability to make incredibly Dominate rapid movements, increasing both reaction speed and reflexes.
There are many legends describing a vampires ability to put people under her mental influence. Practitioners of System: When you spend Blood to activate Celerity, your Dominate can bend minds, implant suggestions, and even initiative increases by the sum of all of the Celerity powers control another persons actions.
The Dominate user Your body responds so quickly that the world around you then issues verbal orders or communicates through simple, seems to slow down. You can use this extra time to draw a obvious hand gestures. The target cant comply if she cant bead, increasing your accuracy with ranged weapons. Commands such as shoot yourself in.
However, the Dominate Brujah clan meeting, and bring those notes to me user can issue orders that are not harmful, but might lead afterwards. Mesmerism directions must be spoken aloud, to a dangerous situation.
For example, A character could and the target must understand your instructions. Dominate someone to shoot at a group of police officers. This action would almost certainly lead to trouble, and Unlike Command, a Mesmerism does not need to be an possibly get the target harmed, but it is not directly self- immediate action.
The instructions can reside in a targets destructive. The Dominate wielder uses her user. The victim will Command perform those tasks until completed or for an hour. Once With a word or a gesture, you can exert your will upon that Mesmerism has ended, the subject will attempt to fulfill an individual and force her to obey. A single word, even the older Mesmerism. Some vampires use this power subtly, while Mesmerism cannot rob your target of the ability to defend others revel in publicly forcing others to submit.
A character forced to count loudly to one million can still dodge, run away, or even attack, so long as she System: To Command an individual, expend a standard keeps counting.
However, she probably could not effectively action and speak a simple one-word order or give a brief hide while calling out numbers. If you are successful, your character forces the target to obey her will. The Command must be System: Then, expend a one turn attempting to obey your order. Such dictates must standard action, speak the instructions of the Mesmerism, be clear and straightforward: If you laugh, stop, go, scream, or follow are good examples. A are successful, the Mesmerismexactly as you stated it Command may be part of a sentence in order to conceal has been implanted.
Note that a Mesmerism will always the powers use, such as by saying, Im afraid I must ask you break if the subject realizes performing these actions will to leave this house at once! If a Command is confusing lead to direct harm.
The target does not realize that for one hour, whichever comes first. This subliminal order shes been Dominated. Mortals will simply rationalize may lay dormant in the targets mind for up to one month, away any strange behavior. A supernatural creature will be after which the compulsion fades and the Mesmerism ends.
An individual who has been lives.
In this case, the recipient will likely lead you to the successfully given a Command must follow your order for location which could require leaving the building, getting three turns instead of one.
Mesmerism Mesmerism cannot be used to prevent a character from Through the use of this power, a vampire acquires a near- using a discipline, although it can be used to prevent a spellbinding command of her mental facilities. This power victim from acting in certain ways. For example, you cannot implants a subliminal trigger in the targets mind. This use Dominate with the command Stop using Celerity, trigger will activate only under specified circumstances, although you can Mesmerize a target by saying Stop and forces the target to perform certain pre-programmed attacking me.
The Mesmerism user may dictate anything from simple directives hand me In all cases, your Storyteller is the final arbiter of what is or your car keys to complex ones take detailed notes at the is not appropriate for a Mesmerism. When the target fulfills the A character can also use Forgetful Mind to detect false or Mesmerism or when the duration of the power ends , your missing memories and under the correct circumstances victim will not remember following your instructions.
She restore them. Restoring lost or altered memories is difficult, will remember all actions she took of her own free will, but and takes a great deal of patience and dedication. If will not recall what she was forced to do by your Mesmerism. Your Mesmerisms may remain many powers of Dominate she possesses including elder dormant in your targets mind for up to three months powers but not techniques. If she has fewer powers than instead of one month, and the effects, once triggered, will you, then she is incapable of overpowering your Dominate last for up to two hours rather than one.
If she has equal or more powers, she may make an Forgetful Mind opposed Mental challenge against the highest Dominate Your skill with mental manipulation gives you the power pool you have applied to that subject. If she is successful, to modify and shape the memories of other individuals. This process requires one downtime action to clearly, you can place her in a hypnotic state.
While she is be spent by both the subject and the individual restoring somnambulant, you may ask questions, cause her to describe the memories.
A vampire cannot use Forgetful Mind to alter or restore her own memories. Its a relatively simple matter to rifle through a victims psyche and erase swaths of memory, but unless you offer Exceptional Success: When you score an exceptional something in its place, the deletion will leave a blank spot success, your character is considered to have 1 more dot of in the victims recollection. The Dominate user can instead Dominate for the purposes of determining whether or not create false memories, describing a plausible story for the this application of Forgetful Mind can be undone by other victims subconscious to absorb.
The user of this power characters in the future or for determining if you can undo can tell the target to incorporate new information into alterations to your targets memories. The target will do so seamlessly, justifying the information within the Focus [Wits]: You may alter up to one hour of the targets context of her overall remembrance.
Unless someone else memory with a single application of Forgetful Mind points out critical paradoxes in the memory, the target will rather than 10 minutes. Conditioning Forgetful Mind does not grant the user any telepathic It takes little effort to control an individuals actions for a ability to see an event in the targets mind.
The events brief moment, or to twist her memories of a few minutes are remembered from the subjects point of view, and are time. You are capable of far more insidious feats. By taking verbally described to the best of the subjects ability. If the your time and applying a more dedicated amount of effort, subject does not know a detail about the event, then she you can permanently alter a portion of your subjects cannot describe that detail under Forgetful Mind.
This takes a significant amount of exertion, but once accomplished, System: To activate Forgetful Mind, expend a standard you will have reshaped your target into something more action and make an opposed challenge.
If you are amenable to your purposes. Through sustained exertion and focus, you can the targets memory. If the target is threatened in any way, implant a semi-permanent Mesmerism as per the above she will snap out of this trance, ending the application Dominate power deep in your subjects mind.
Conditioning of Forgetful Mind.
Therefore, you may not use Forgetful a target takes three hours of diligent and uninterrupted Mind in combat. The target may be restrained, but she cannot A successful use of Forgetful Mind allows you to erase or be unconscious, drugged, or otherwise unaware. Once your alter up to 10 minutes of memory. A more substantial period character has completed this prerequisite, make an opposed of time may be altered in minute increments with challenge against the subject.
If successful, you implant a repeated application of this power. Mesmerism that can be triggered repeatedly. To use Possession, you must expend your standard of her standard behavior, until such time as her Conditioning action to stare into the eyes of a mortal; this power will is triggered. Once activated, the target must fulfill the not work on blind subjects, subjects who cannot see your behaviors demanded by the Conditioning or attempt to eyes, or supernatural creatures.
Make an opposed challenge for one hour, whichever comes first. Just like Command or against the person you intend to Possess. If successful, Mesmerism, a Conditioning compulsion will automatically your consciousness is transferred into the targets body, break if the target realizes that performing these actions and her mind is rendered into a fugue-like state. Because will lead to direct harm. When this happens, the current your characters mind is focused entirely on controlling compulsion to act will cease, but the Conditioning itself the body she has inhabited, the vampire has no innate will remain and can be triggered again in the future, as per sense of anything occurring to her native physical form.
The characters original body falls into a torpid state and can neither defend itself nor act on its own although your A successful compulsion implanted with Conditioning is body does have access to any Fortitude you possess while permanent until broken by the subject; it cannot be removed your consciousness is absent. While in Possession, you or overwritten. A mortal who goes one year without having always know the location of your real body, although you her Conditioning triggered may make an opposed challenge cannot perceive its surroundings.
If successful, the target breaks the Conditioning. If she fails, the target must wait another year before she can attempt While in Possession, a character uses her own Mental to break the Conditioning a second time, and another year attributes and focuses, Social attributes and focuses, skills, after that before she can try a third time.
Supernatural and backgrounds. A character using Possession has a characters may attempt to break their Conditioning if they Physical attribute of 5 and no Physical attribute focus. If avoid having the compulsion triggered for three months.
If the character uses Possession on a particularly strong or the victim fails that opposed challenge, then she must wait weak mortal, the Storyteller may choose to assign a Physical another three months before making another attempt, and attribute between 2 and 8 instead of the standard 5. Possession lasts until the next sunrise, or until you spend a A characters Conditioning cannot be triggered more than simple action for your character to return to her native body. The compulsion placed by Conditioning does Possession ends immediately if the character travels more not count towards a characters Mesmerism limit; a target than 10 miles away from her native body, if the characters may be the victim of your Mesmerism and Conditioning native body takes 1 point of damage, or if the body shes powers at the same time.
However, even as you can only possessing takes damage. Exceptional Success: If you achieve an exceptional success, A subject may have multiple Conditioning compulsions, your characters mind can maintain control of the possessed provided each one comes from a different user of Dominate. Possession will end after the third sunrise, instead of the Focus: If you are Intelligence-focused, first.
Note that your Possession will still end if the character a mortal target must avoid having her Conditioning travels more than 10 miles away from her native body, if the triggered for three years before making an attempt to characters native body takes damage, or if the body shes break that Conditioning instead of the standard one Possessing takes damage.
Supernatural creatures must go six months without having the Mesmerism triggered before attempting to Focus [Wits]: You can use the first 2 dots of your Mental break it instead of the standard three months. Before possessing a mortal, you may feed her up to 5 Blood points, Possession which you may later use to fuel these in-clan disciplines.
The strength of your will is such that you can dominate While possessing, you can only spend 1 Blood a turn. You cannot access the victims thoughts or memories directly from one subject body to another. Each new while in this state; her mind is suppressed, as though deep use of Possession requires a standard action, eye-to-eye in sleep, and she knows nothing of your activities.
While contact, and a successful opposed challenge, as per the you are in command of the subjects body, you can take any standard use of this power.
Their bodies change serious wounds and continue fighting. This is an impressive with the Embrace and can survive blows, slashes, bullet feat of endurance, clearly above and beyond mortal ability. Vampiric blood has healing properties, knitting together System: Each time your character takes aggravated damage, flesh and bone with the merest effort of conscious thought.
You can use this power in conjunction Each dot of Fortitude represents an additional increase to with other powers that convert wounds.
This power stacks a characters physical resilience, and each dot stacks with with Mettle, allowing you to convert 2 points of aggravated all other mechanical bonuses granted by other dots of this damage from each attack into normal damage. It further discipline. If your character has Resilience Fortitude stacks with Resilience, allowing you to then ignore 1 of she also has the bonuses granted by Endurance Fortitude those points of normal damage.
Aegis Your body seems as hard as iron, and as resistant to pain as Fortitude powers are always active, and do not cost Blood to steel itself. Only persistent and monumental force can truly activate. There is no standardized Fortitude test pool. Focus [Stamina]: Stamina-focused characters gain 1 System: Each time your character takes damage, you may additional health level in each wound category when they ignore 1 point of normal damage.
You can combine this effect first download Fortitude. Such a character has 4 Healthy with Resilience in order to ignore 2 points of normal damage wound levels, 4 Injured wound levels, and 4 Incapacitated per attack. You can also use this power in conjunction with wound levels. Endurance You are beyond pain or fatigue, ignoring such hardships. Potence Your body simply does not feel such minor inconveniences. Practitioners of the Potence discipline have tapped into the primal quality of their blood in order to gain superhuman System: You can easily ignore pain.
Your character is strength. The inhuman might of Potence is incredible and immune to torture and doesnt suffer wound penalties. With this discipline, a vampire can easily break bones or shatter stone. Armor is meaningless Mettle to her, as are obstacles. Anything in her way will simply be Your body can take more damage than others, suffering demolished or hurled aside.
Each dot of Potence represents an additional increase to a characters physical strength, and each dot stacks with System: Each time your character takes aggravated damage, all other mechanical bonuses granted by other dots of this you may convert 1 point of aggravated damage to normal discipline.
If your character has Vigor Potence , she damage. Resilience Wounds that would slow or maim other vampires mean Potence powers are always active, and do not require Blood nothing to you.
You can shrug off such detrimental injuries. The Potence powers cannot be used outside of hand-to-hand and melee combat range. Each time your character takes damage, you may ignore 1 point of normal damage. You can use this power Focus [Strength]: You can use Mettle to attack test pools.
Your blows achieve remarkable concussion, smashing through protective gear and shattering mortal bones with a single strike. Your characters Brawl and Melee attacks are Normal Success: Your character inflicts 3 points of damage armor-piercing.
You ignore your opponents armor bonuses. Might Exceptional Success: Your character inflicts 5 points of Your strength is clearly supernatural. You attack with mighty damage, rather than 4 points. This amount reflects the force, overwhelming your enemies with incredible blows. When you succeed making a Brawl or Melee attack, your character automatically inflicts 2 points of damage. Presence The beauty and elegance of vampires has inspired Normal Success: Your character inflicts 2 points of damage generations of mortals to write poetry, songs, and stories, at this level of Potence.
A vampires natural aura of command, intimidation, Exceptional Success: Your character inflicts 3 points of or sensuality draws the attention like nothing else, and damage. With such monumental brawn, you can heft hundreds of pounds with ease, wielding enough power to crush metal This discipline sways the emotions. Presence doesnt alter support beams or knock over brick walls. When making a Brawl or Melee attack, you gain a her with newborn emotions. Still, inspiration, eloquence, or gifts of wealth or power, when used in Intensity combination with this discipline, can earn permanent This level of strength allows you to tow cars short distances, conversions to the vampires cause.
Your strikes deliver titanic damage to enemies unfortunate enough to stand in Presence Test Pool: A Presence wielder uses her Social your way. Any time you achieve an exceptional success with a Brawl or Melee attack, your character automatically inflicts Awe 2 additional points of damage, rather than the standard 1 You get noticed, even in the busiest room.
Your beauty additional point she would normally inflict when she scores and charisma draw the attention of others like moths to a an exceptional success. Even those who do not agree with your cause or your purposes will stop and listen, willing for a moment to give Normal Success: Your character inflicts 2 point of damage you the benefit of the doubt. To activate Awe, spend 1 Blood point and expend Exceptional Success: Your character inflicts 4 points of a standard action. For the remainder of the scene, you seem damage, rather than the standard 3, when she scores an larger than life, more impressive than usual, and everyone exceptional success.
Characters affected Puissance by Awe are not compelled to like, trust, or stop attacking The strength you can muster is monumental, leveling you, but they must pay attention to you.
A target affected by phenomenal amounts of force with each blow. Such power Awe is automatically considered to be focused on you see is beyond supernatural; it is the stuff of legend. When you succeed making a Brawl or Melee attack, Characters may ignore all uses of Awe for one hour, even if your character automatically inflicts 3 points of damage. Note that Intensity still adds an additional point of damage, but only when you achieve an exceptional success.
Characters who wish to overcome to you, rationalizing any disdain or negative feelings she had your Awe must spend 2 Willpower, rather than 1, to for you before you used this power.
While the target is not ignore your Awe for the next hour. No matter how your slave and will not blindly obey your commands, the many characters in the area have this focus, expending 2 subject admires you greatly and is willing to work toward Willpower will ignore all focused uses of Awe.
Both during the effects and after this power fades, the subject will rationalize the effect of Dread Gaze Entrancement. Others, watching the Entranced individual, A vampires Beast is a terrifying thing, feral and predatory. A vampires bloodthirsty nature Entranced individual that such is true. Those targeted by this fearsome power often Entranced characters cannot bring themselves to harm you, quail before it, fleeing in terror from the fury of the Beast.
Entrancement is not mind control, System: Expend a standard action as your character and characters youve Entranced are not obligated to follow bares her fangs and hisses or roars at her target, and then your instructions to the letter.
They will generally try to make an opposed challenge against your target. If you are make you happy, and they will take your side in arguments successful, she is overcome by fear.
She will not willingly or conflicts, so long as they are not put in danger by doing come within five steps of you for the next five minutes, so. An Entranced character will not blood bind herself to and actively seeks to avoid your presence and your anger. If forced into a confined place with you, the victim may fight you If you attack someone youve Entranced, this powers effect in order to escape, but will move away and stop fighting at ends immediately.
If you achieve an exceptional success, Exceptional Success: For the rest of the evening, if you the target of your Entrancement suffers a -3 penalty to resist make any aggressive movement towards the individual who or overcome your other Presence powers for the duration has been subjected to your successful Dread Gaze, this power of this effect. This benefit applies to all powers of Presence, will re-exert itself, and your victim will be forced to back including elder powers and Presence-based techniques.
Focus [Appearance]: When you use Entrancement successfully, the effects last for three hours instead of one. Focus [Manipulation]: You can expose the fury of your Beast without revealing your vampiric nature.
Instead of Summon bearing your fangs and hissing, you glare at your target. Your powers of persuasion are so strong that you can Your eyes seem bright and piercing, brows knitted and mystically compel others to come when you beckon, even if features writ in anger; your motions are predatorybut they are miles away.
The mere memory of your beauty and your visage is not a breach of the Masquerade. Observers inspiring personality haunts them, and they feel the soft, will notice that you appear aggressive toward your insistent call of your spirit summoning them to your side.
To Summon another individual, spend 1 point of Blood and expend a standard action. Make an opposed Entrancement challenge against a familiar target. Once you have begun a A gentle smile can sway the hardest heart. You are the Summons, you cannot leave the area where you initiated highlight of the gathering, a star in a cloudy sky, the sole the power, or the Summons will immediately end.
If you recipient of attention. Few others can match your beauty succeed, the target of your Summons automatically realizes and poise, and those who are lucky enough to gain your she has been affected by the use of a power, as well as the attention will do anything to keep it. A summoned System: To activate Entrancement, spend 1 Blood, expend target will come as quickly and directly as possible, but a standard action and make an opposed challenge against she also retains her survival instincts.
The target will not your target. If successful, you bend your targets emotions walk off a cliff or enter a situation that she realizes may and capture her heart. She becomes immediately receptive be an ambush. Spend 1 Blood and expend a standard action to physically without entering a dangerous situation, the target activate Majesty.
Majesty manifests as a domineering must come as close as possible and contact you in some other emotional presence, amplifying your characters nature. If the target is not disrespect, and while they may disagree with you, they must aware of an overt risk to her safety, she will respond to do so with utmost courtesy. Supernatural creatures travel as far as possible until they Anyone who wishes to attack or be rude to your character reach you or until the next sunrise, whichever comes first.
If Exceptional Success: The target of your Summons doesnt the aggressor fails this challenge, she cannot make another know the power has been used, and therefore also cannot attempt against your Majesty for at least 10 minutes. She sense the identity of the individual summoning her. She will becomes trapped in the effects of your Majesty and will move to present herself at your location without realizing continue to treat you with respect and courtesy even if whyor where shes headed.
Your Summon still ends if the she leaves your locale. After 10 minutes have passed, the target cant approach you without walking into an obviously aggressor may again attempt to break your Majesty.
This dangerous situation. You can Summon your Retainers, Majesty user. If a character wishes to engulf a room in fire, ghouls, and individuals who are blood bound to you and one of the characters in the radius has Majesty active, without expending Blood or a standard action. You can the aggressor must test against that Majesty to do so.
This is an exception to the rule that prevents If you attack an individual affected by your Majesty, or if you powers from being used while staked or in torpor. She is rendered immune to your Majesty Majesty for the next hour and can treat you as she would You have mastered the ability to channel your vampiric Beasts normally, even attacking you, as she sees fit. This breaking emotions, focusing its rage into a dark, regal bearing that seems of Majesty only affects the specific individual; others in the almost palpable.
The force of your personality causes meeker area who are affected by your Majesty are not freed simply by hearts to quail and fearful individuals to bow or grovel before you witnessing your aggression toward their friend.
Hearts break and even the most stalwart tremble as you pass, overwhelmed by the authority and Focus [Appearance]: While your Majesty is active, you sovereignty of your countenance. You take on the aspect and ignore the Majesty of other characters. The specifics of this code must have restrictions as well as ideals. Restrictions The following merits are General Merits. They may be might include I cannot allow a woman to be injured, I downloadd by all vampires, regardless of clan or bloodline, cannot set foot on holy ground, or I can never own, carry, unless otherwise stated in the merit description.
The clan or use a weapon. Ideals might include I must always show merits specific to the Brujah clan and the Ventrue clan can be generosity and charity, I must kneel and show respect to found with those clan descriptions earlier in this quick-start every Prince, no matter how I feel about her personally, or guide Brujah Merits, page 6; Ventrue Merits, page 8.
I must accept any quest offered to me. This code must be genuinely restrictive, and must be approved by the Storyteller Additional Common Discipline 4 point merit prior to play. A Code of Honor cannot replicate any moral It is said that the blood of the first vampire could support or ethical restrictions your character must already maintain.
Your blood holds a faint trace of that quality and manifests four in- When someone attempts to use a Social or Mental power to clan disciplines rather than three. Choose one common make you violate this personal Code of Honor, you gain a discipline as a fourth in-clan discipline. However, if you willingly violate your personal code of you can teach this discipline, powers that affect in-clan ethics, even under great duress, you lose access to this merit disciplines such as Possession affect it, and you pay all for two game sessions or one month, whichever is greater.
This merit cannot be combined with other merits that give Daredevil 2 point merit your character additional in-clan disciplines. You are good at taking risks and even better at surviving them.
When attempting exceptionally dangerous Physical Ambidextrous 2 point merit actions, such as leaping from one moving car to another, Most people have a single dominant hand, either the right your test pool increases by 3. If you engage multiple or left. You cannot Efficient Digestion 1 point merit use the same bonus twice in a single challenge. When bonus. Both weapons must logically be able to hit your feeding from animals, the amount of Blood points you gain opponent in order to apply this advantage; thus, you cannot is not reduced by half.
When feeding from mortals, you gain use this merit to apply an offhand swords quality when using an additional point of Blood for every point you consume. Ambidextrous can be used during This merit does not allow you to exceed your Blood pool Celerity rounds, but can only be used once per turn.
Efficient Digestion only works on mortal or animal blood; it does not work on vampire blood, including Arcane 1 point merit vampire blood ingested by ghouls. You are mystically shrouded from notice. People you interact with briefly will not remember your presence unless you Intense Vitality 2 point merit have been specifically pointed out.
Paper trails related to you The curse of Caine runs strongly in your veins. You can disappear and computer records randomly become corrupted, spend 1 more Blood point per turn than your Generation misplaced, or accidently erased. This effect gives no benefit ordinarily permits.
This is both a benefit and potentially a mild annoyance. A character with this merit can remain vigilant for up Calm Heart 1 point merit to one hour after sunrise and wakes up one hour before You have a great deal of control over your emotions and can sunset. Additionally, you can awaken instantly at any maintain your calm even in outrageous situations. You are sign of trouble or danger, and do so without sluggishness considered to have 2 fewer Beast traits when resisting frenzy.
Characters with charmed existence. If an opponent achieves an exceptional this merit gain 1 additional health level in each wound track, success against you, you downgrade it to a normal success. This merit works in conjunction with combat. In your mortal life, you may have been a spiritualist or a shaman, or perhaps your brush with death left a portion of Skill Aptitude 2 point merit your spirit trapped within the Shadowlands. Whatever the Due to some facet of your history, whether it is intense reason, you are a channel to the lands of death, and you training or simply natural talent, you are prodigally gifted possess the natural affinity to see and hear ghosts.
This merit with a single skill. Choose one skill and raise your characters does not grant any ability to control or command ghosts, potential maximum number of dots in that skill by 1. You nor does it give you any mystic ability to understand wraiths must still spend XP as normal to download that skill to its who cannot speak a language you know.
You can download the Skill Aptitude merit multiple times, but each time you do, you must apply the Natural Linguist 1 point merit merit to a different skill. Some individuals have excellent minds for retention and association, capable of learning multiple languages with Slippery Customer 2 point merit ease.
You can assign two language specializations for each Either you are extremely lithe, incredibly dexterous, or dot of the Linguistics skill you download. Oracular Ability 2 point merit Unyielding 4 point merit You see omens of the future.
You might use techniques Whether you call it being stubborn, intractable, or just plain such as casting the bones, reading predictive cards, utilizing ornery, your character has a fire inside her that just wont mystic boards, studying astrology, or undergoing drugged quitno matter the circumstances.
Increase your maximum hallucinations. Conversely, you might have visions thrust permanent Willpower to 7. You also begin each game session upon you even if you try to prevent such divinations. You with 7 Willpower, rather than the standard 6. You can, once Versatile 3 point merit per game, ask your Storyteller for a clue about relevant Youve always been capable of multi-tasking, splitting your plots.
In addition, small flashes of insight come when most attention to accomplish two goals at once. Choose one needed; once an hour you can sacrifice a standard action in attribute category Physical, Social, or Mental and select order to immediately use a simple action.
This ability allows an additional focus for that attribute. For example, a you to use the simple action at any time, even before your character with this merit can focus her Physical attribute in initiative. Personal Masquerade 1 point merit Whisper of Life 1 point merit Although your aura is pale, and you have most of the spiritual Perhaps you did not entirely die when you were Embraced, hallmarks of a vampire, your flesh retains a semblance of the or perhaps the vampiric blood in your system altered your human condition.
You appear alive and healthy, your skin physiology less than others. You register as a mortal on is warm to the touch, and you can pretend to be human all attempts to determine your creature type, your aura is more easily than other vampires.
Additionally, you have the unnaturally bright for a vampire, and animals cannot sense capacity to eat and drink as a mortal does and can even your Beast they act as though you are a mortal.
If your savor the taste of such refreshments. While you do not Morality drops below 3 temporarily or permanently this derive nourishment from this food, the ability to eat is a merit ceases to function until your Morality is once more benefit to a vampire who is pretending to be human.