The Common 8


The "common" 8 disciplines are the disciplines that multiple clans share, and therefore have less restricted access to them. They are rarely jealously guarded, as they are not 'clan specific'. Whether this means that they are more common in the world is a matter of contention, but it certainly means that most people think of them as 'cheaper'.

The house rules below are either clarifications or downright changes for balance (marked as being bold and red) to discipline powers of their appropriate branch. These extend into elder powers, which can be found in many different books, and into alternative levels, which can sometimes be found in second editions or expanded clan books for specific disciplines. If your power is not in the listing below, please email the storytellers and inform them of this oversight!

Animalism by Hematite

Just as Presence lowers the difficulty of social roles with other people, Animalism conveys an innate connection with the animal world. Kindred with Animalism reduce the difficulty of all social rolls against animals by their rating in Animalism. This only applies to mundane rolls, not any discipline activations. This only applies to natural animals, not to Shifters or Vampires in animal form.


Animalism 1: Feral Whispers

If you are being followed by a small animal (bird, rat, cat, etc) you must *ask* the ST for a Perception + Alertness test if you believe you may be followed, or at least notify the ST that you are on high alert unless the animal is behaving in a manner that is out of the ordinary. For larger animals such as dogs, pigs, tigers, etc, the ST will offer the person a Perception + Alertness at appropriate difficulty.

Animals may be commanded with Feral Whispers. The duration of the effect and the danger the animal is willing to risk is determined by the successes earned, with more dangerous or long lasting assignments requiring more successes. Difficulty is determined by the type of animal in question as per the book, possibly lowered or automatically succeeded by appropriate roleplay.

Feral Whispers speaks directly into the primitive, primordial mind of an animal, and thus it cannot be used like a "language" to communicate wordlessly between two people with this Discipline. The same is true of kindred using Shape of the Beast (Protean 4) because you only take the shape of a beast, not the mind of one. One does, however, have a distinctly bestial mind while using Subsume the Spirit (Animalism 4) and thus, Feral Whispers can function normally while using this ability, both by the possessing Kindred, and others who wish to speak with her.


Animalism 2: Beckoning

If the user of Beckoning attacks or harms the animals summoned, or the animal feels threatened by the corpses of its kind, such as with feeding, they will fight or flee per their nature, and those specific animals will no longer respond to Beckoning from that Kindred forever.


Animalism 3: Quell the Beast

The required successes for this power are equal to the target’s Permanent Willpower score, not his current Willpower.

This power can be used on Kindred. When using this power against a Kindred, you must make physical contact and must spend a Willpower to initiate the test each round you hold them during an extended challenge. If contact is broken, or if you fail to gain any successes, you must start over from the beginning. If successful, it lasts the rest of the night.

Other primarily supernatural creatures (Changelings, Demons, Mages, Mummies, Kuei-Jin, Werwolves, and Wraiths) must be affected in the same manner as affecting a Kindred, not a mortal. Secondary supernaturals (Ghouls, Sorcerers, Kinain, Kinfolk, Gypsy, etc.) are affected as mortals.

If this power takes more than one round to affect its target, the subject becomes aware that they are being affected by a Discipline meant to force their submission.

This power can be used on a Frenzying Kindred to immediately bring them out of Frenzy without suffering the other effects of this power, but you must still make contact and win the challenge as normal. As per the book, this can only be done using soothing version of this power (Manipulation + Empathy) and requires 3 successes to grant the Frenzying Kindred a new Self-Control roll to end their Frenzy. If used on a Kindred following an Instinct Path, the Kindred will be automatically considered to be Riding the Wave for a number of turns equal to the successes scored on the Manipulation + Empathy roll.

A character under the effects of Quell the Beast loses all will to act, becoming lethargic and pliable. He may not spend or regain Willpower for any reason and if left unattended will usually simply stand around listless. Victims of this power are still aware of circumstances around them, they just don’t care. In any situation where a victim of this power’s life is directly threatened, he may make a Willpower roll at difficulty 6 to snap out of the effects for the rest of the scene.


Animalism 4: Subsume the Spirit

During Subsume the Spirit, as with other powers of remote perception, your body is abandoned and insensate. You can neither move, sense, nor feel, and if danger befalls your torpid body, you are completely unaware of it until you return your senses to your body.

Possessing a body uses this expanded list for what powers may be used while during Subsume the Spirit at what level of success:

Uses the Body's Physicals, if any: Abombwe, Celerity, Fortitude, Potence, Protean, Sanguinus, Serpentis, Vicissitude, Visceratika

1 success – Cannot use Disciplines

2 successes – Can use Auspex and other sensory powers

3 successes – Can also use Presence, Animalism, Melpominee and other powers of emotional manipulation

4 successes – Can also use Dementation, Dominate, Obfuscate and other powers of mental manipulation

5 successes – Can also use Bardo, Chimerstry, Daimoinon, Flight, Kineticism, Maleficia, Mytherceria, Necromancy, Obeah, Obtenebration, Ogham, Quietus, Spiritus, Striga, Temporis, Thanatosis, Valeren, Thaumaturgy and all other Blood Magics

Disciplines that require blood, such as Obtenebration or Thaumaturgy, use the blood pool of the Kindred using Dominate. If the body possesses Physical Disciplines, any use of those Disciplines that requires blood points uses the blood points in the host body itself.

Combo Disciplines that are mental or emotional in nature but require physical disciplines such as Quickened Reflexes, Quickened Sight, Iron Glare, Alpha Glint, etc, may be used during Possession so long as you meet the Success threshold for the appropriate mental or emotional Discipline. At Storyteller discretion, Combo powers that require a physical discipline of a regularly possessed ghoul may be purchased and useable only while possessing a body that meets the remaining requirements (until you learn the discipline yourself, of course).

The possessing Kindred makes a soak roll after the soak roll of the mortal he is possessing, based on the damage taken by the mortal after soak.

A possessing Kindred who scores 3 or more successes on her Possession roll may "jump" from body to body using Possession again from her host.

Unless the character is killed during a Surprise Action, the Vampire can make a reflexive Wits + Alertness test, difficulty 8. 3 Successes allows the vampire to successfully eject his consciousness from the body before death occurs and avoid torpor, though they still take sympathetic damage as normal and may reach torpor that way.

Similar to the Necromancy power Daemonic Possession, during Dominate Possession, the vampire uses all of the Physical Attributes of their host body, as well as the Social Attribute Appearance. All other Attributes are the vampire's own. The vampire also uses the physical Abilities of its host due to muscle memory and reflex. The skills considered to be "physical" abilities and thus remain with the host are the following: Athletics, Brawl, Dodge, Drive, Firearms, Melee, Stealth.

The echoes of the animal that persist in the Vampire’s mind after using this power are considered a Derangement for all mechanical purposes such as spending Willpower to ignore it for a scene. Once 3 Willpower points have been spent in this manner or seven nights have passed since the power was used, the derangement fades completely. Repeated uses of this power while suffering from one such derangement convey additional derangements of this kind that each must be resisted separately.


Animalism 5: Drawing Out the Beast

The victim of this power must frenzy on the person you yourself would have frenzied upon had you not used this power.

This power can be used while you are already in frenzy, or in lieu of a frenzy challenge.

A person afflicted with this power gains NO test to resist the Frenzy but may begin resisting it as normal as if they had already failed their frenzy test.

If the user loses her beast to another long term, it requires truly monstrous acts to entice it to return in the presence of its new host. Only things that provoke a Humanity degeneration check will entice the beast to return. If the new possessor of the Beast is killed in the presence of the original owner, it will return to the original owner automatically. If the new possessor is killed out of sight of the original owner, the Beast will jump to the nearest available host as if this power was used on them.

A Vampire with two Beasts is in a highly uncontrollable state. He must check for Frenzy twice, once for each Beast, each time Frenzy is provoked, and all Self-Control/Instinct rolls are made at +2 difficulty due to the synergy of both Beasts fighting for control. Should the character walk an Instinct Path, he cannot Ride the Wave of any Frenzy brought on by the alien Beast (see below).

Victims of this power who follow Instinct Paths have a much harder time dealing with the effects. Followers of Instinct Paths develop their ability to control themselves via a close relationship with their own Beast, rather than through a general sense of control. As such victims who walk an Instinct Path may not attempt to Ride the Wave of the alien Beast now in control of them. The only way they can mitigate their actions is by spending a Willpower point to take a single action of their own volition.

A failure on this power’s activation roll causes the character to enter Frenzy automatically, and all attempts to mitigate or control the Frenzy are made at +2 difficulty. In addition, the character must spend 2 Willpower to take control of an action.


Animalism 6: Animal Succulence [V20 p. 132]

A character who feeds on animals in downtime actions with this power will gain 10 blood per feeding action.

Each action spent feeding on animals counts as a time the character has fed on animals for the purposes of the increased frenzy difficulties.

The increased Frenzy difficulties will apply and continue to accumulate until the character next spends a feeding action to feed on humans. Once the character spends one feeding action feeding on humans, the penalties all reset to 0.

This power does not override the flaw Thirst of the Methuselah. Vampires who can only feed on other vampires may not escape that curse by means of this power.


Animalism 6: Beast Walk [LotH 135]

As the V20 version of Subsume the Spirit already allows for the vampire to jump between hosts, the first part of this power is redundant.

This power does still have a use in that it allows the vampire to remain awake indefinitely while possessing animals. No Awakening rolls must be made nor does the user suffer any penalties for operating during daylight hours while possessing an animal.

This power can remove the possibility of gaining derangements from the close link with the host’s mind. If the user scores at least 3 successes on the activation roll, he will not suffer any of the usual extended drawbacks for Subsume the Spirit.


Animalism 6: Deep Song [Cb-Ra 42]

This power is activated by rolling Manipulation + Performance at a difficulty of the target’s Current Willpower.

Use of this power requires the vampire to actually sing. His target must be able to hear his voice or remains unaffected.

The targeted emotion will remain the target’s primary emotion for 1 hour per success on the activation roll.


Animalism 6: Eye of the Schlatza

This power works on any ghoul with the user’s blood currently in its system.

As per the V20 change in possession rules, both parties do not need to have eyes for this power to work.

If this power is used on a non-animal ghoul, the user will not suffer the usual derangements associated with the possession.

This power may be used in conjunction with Beast Walk to allow the vampire to possess a ghoul indefinitely without the need to sleep through the day.


Animalism 6: Gap of Ages [LS4 76]

In order to break the established conditioning, the new user must score more successes on the activation of this power than the original user.

See Feral Whispers for the level of detail and severity of the commands that can be given.


Animalism 6: Pact of Animals [PGttLC 144]

Traits gained from additional types of animals must be worked out with the Storyteller, but should fall in line with the given examples

Traits gained via this power are always extremely physically obvious and may be mistaken for Gangrel Beast Features. This is an obvious Masquerade breach.


Animalism 6: Quell the Herd [CbR-Ga 61 & DA:V 175]

In matters of precedence, Emerald Coven Chronicles will use the version of this power presented in Dark Ages: Vampire, and not the version presented in the Gangrel Clanbook.

Despite the ruling given for Quell the Beast, this extension of that power cannot be used on primary supernatural creatures.

As soon as this power is used, all those targets whose Beasts are not fully quelled in the first roll will immediately know that they are being affected by a power meant to force their submission and may roll Perception + Awareness at difficulty 8 requiring 3 successes to identify the user.


Animalism 6: Quickened Unity [VtDA 143]


This is the same power as Shared Soul. Emerald Coven Chronicles uses the version of this power under that name as written on page 133 of the V20 Core Book. See Shared Soul for clarifications on this power.


Animalism 6: Sense the Savage Way [DAC 78]

Even if he cannot see the animal targeted with this power, the vampire must know the approximate location of a specific animal to target it. He cannot simply possess the nearest bird if he doesn’t know where one is.

Additional successes beyond 5 extend the maximum range of this power by 1 mile per success.

Contrary to the text of this power, while sharing an animal’s senses, the user may take other actions at his own body, but all actions are taken at +2 difficulty for split perceptions.

Failure on the Wits + Empathy roll causes the user to gain a derangement in the same manner as Subsume the Spirit. See clarifications on that power for details.


Animalism 6: Shared Soul [V20 133]

All memories gained are from the perspective of the animal, which can be extremely different and confusing for the recipient. After contact is broken, the user must make an Intelligence + Animal Ken roll at a variable difficulty based on the complexity of the desired information (difficulty 6 for the general layout of an area well-known to the animal, difficulty 8 for a description in human terms of something like a map or a drawing, difficulty 10 for details of a conversation). With 1 or 2 successes, he understands the general idea, but much of the information is conveyed in senses the user cannot really understand. With 3 or 4 successes, most of the information is conveyed, with some slight confusing sidelines coming from how the animal perceives the world. With 5 or more successes, all information is correctly understood in human terms.

Use of this power to gain a full bond does not bestow specific memories, rather it gives the user insight into his own bestial nature. The benefit of this is only applicable to vampires following any of the Beast Paths. After using this power, if the vampire is forced to make a degeneration roll within the same night as he gained a full bond with an animal, the first such degeneration roll is made at -2 difficulty. Any use of this power to gain a full bond will bestow a derangement in the same way as Subsume the Spirit. See clarifications on that power for details.



Animalism 6: Shepherd’s Innocence [PG2 69]

Since a house-rule was added to Animalism as a whole that lower’s the user’s difficulty when dealing with animals, this power is now redundant. Emerald Coven Chronicles does not use this power.


Animalism 6: Song in the Dark [CbR-No 76]

The creatures summoned by this power are in a constant state of prolonged hibernation until awoken by the use of this power. No other known power will cause them to wake.

The use of this power will cause one subterranean disturbance of the user’s choice that will occur sometime within the next month. The user does not get to dictate when the disturbance will occur, but it is likely based on the amount of time it takes the nearest creature to arrive. After the disturbance has been caused, the creature will return to its hibernation immediately.

The area of the subterranean effect desired cannot exceed a radius of 1 mile per success on the Charisma + Animal Ken roll.

The scale of the effect caused by one of these creatures cannot exceed roughly a 5.0 Earthquake or the creation of a haphazard tunnel network. If using this power to create a tunnel network, the user has no direct control of the organization or layout of said network. The Great Warrens of clan Nosferatu may have been begun by this power, but still take a great deal of actual labour to turn the haphazard tunnels created by the creature into a functional labyrinth.

This power grants no conscious control over the creature summoned, only a location and a general task it will accomplish.

There is no record or memory of any Nosferatu ever actually seeing one of these creatures. Those that have gone looking have not returned.


Animalism 6: Species Speech [V20 133]

All targets of this power must be within line of sight of the user.

To command animals using this power, use the same system as Feral Speech. See clarifications on that power for details. The user may issue commands to the entire group, subgroups, or individual animals under the same application of this power.

The user may only maintain one application of this power, commanding a single species (loose definition of species, not hyper-specific scientific definition of species) of animal at once.

The telepathic contact gained via this power only persists as long as the animals remain within line of sight, though commands last as normal for Feral Whispers.


Animalism 6: Tainted Oasis [VoN 158]


Any animal who drinks more than 3 times from a Tainted Oasis will be affected by the blood in the water. The animal will gain +1 Strength and +1 Stamina, and all social rolls against the animal (including the uses of Animalism) made by the vampire whose blood taints the oasis will be made at -2 difficulty. Furthermore, there is an addictive quality, meaning that without exceptional circumstances, an animal who has drunk three times from the Oasis will continue to return to drink, maintaining the effect.

The Tainted Oasis has no effect on humans or supernatural creatures of any kind.

Tainted Oasis may be used on any body of standing water no larger than a small pond. Larger bodies of water or bodies of running water are simply to diffuse for the blood to hold any real effect.

It was from one of these Tainted Oases that the first recorded Nosferatu Spawning pool came to be, though that quickly became something unique to itself. If this effect is combined with a Spawning Pool, the effects stack.


Animalism 6: Tier of Souls [Cb-Tz 44]

Each success on the Perception + Animal Ken roll allows a trait of the donor to be accessed. This overlaps the user’s own traits, allowing him to roll whichever is greater. This is true only for attributes and abilities. When converting 3 successes to gain access to an innate power or a discipline, the powers must be gained in order and also overlap the user’s own. So if the user wanted to gain Auspex 4 from the donor, he would need to spend 12 successes, regardless of his own level of Auspex.

Multiple uses of this power on the same donor do not stack, even if more than one blood point are taken.

From normal feeding actions, users may gain one use of this power per feeding action taken. No attribute or ability beyond 3 will be gained from these weekly uses. Average people fed on with normal feeding actions will be assumed to have 3 attributes and 3 abilities at 3. Everything else will be at 2 or below.

Auspex does not apply to this roll.

Use of this power does not grant any special advantage in learning the traits gained for themselves.


Animalism 6: Vyrkolas [LS1 64]


This power is a previous version of Pact With Animals from Player’s Guide to the Low Clans. Emerald Coven Chronicles uses that version and not this one. See clarifications on that power for details.

Auspex by Hematite


Auspex may be used while staked so long as your character is not also in torpor.


Seeing the Unseen [V20 142]

As outlined on page 142 of the V20 Core Book, Auspex can be used to see through illusions or pierce Obfuscate or other illusory and stealth powers. The contested roll is the Auspex-user’s Perception + Awareness vs. the target’s Manipulation + Subterfuge, both rolls made at difficulty 7. Most things that would reduce the difficulty of such rolls do not apply, though certain things such as the Discipline Prodigy merit will. Other things that may affect the difficulty of these rolls is up to ST discretion.

Characters must deliberately be using Auspex in an attempt to see hidden things to use the Seeing the Unseen rules to defeat other supernatural abilities that confuse the senses. Merely having Auspex higher than your opponent's discipline is not enough to automatically be immune to Obfuscate of lower level. The character who wishes to use Seeing the Unseen must first make a Perception + Awareness roll at difficulty 7. This test is not automatic and must be called for by the player, though activating it maintains the heightened awareness for the scene.

Auspex is assumed to remain active at its full value unless the player specifically makes note that it is not.

If, because of OOC knowledge, the question of whether or not a hidden character, wraith or otherwise Seeing the Unseen is in play with a disagreement of whether it is appropriate to do so, the hidden character may roll Manipulation + Subterfuge vs the perceiving character's Perception + Awareness, both at difficulty 6. This is not the Seeing the Unseen roll and success over the hidden character only gives the Auspex-user the justification to initiate Seeing the Unseen. The Storyteller will always be the final arbiter on cases of justification and may overrule this system if deemed necessary.


Seeing the Unseen gives no ability to pierce the Shroud or the Gauntlet. The rules for Seeing the Unseen may be used on a Manifested Wraith or Spirit, or in conjunction with another power that allows the user to see into the Umbra or Underworld.

The last section on cross-sphere powers and seeing the Unseen is redundant and overridden by the cross-sphere rules. Each type of supernatural creature has something to compare when using the system as normal. Werewolves use their Rank, Changelings use their Art level, Mages use their Sphere rating, Kuei-Jin use their Dharma, Demons use their Lore level, and Wraiths use their Arcanos level. In the case that either ability comes from a Fetish or other magical item, the item’s level is compared. For a Fetish, the Spirit in the item rolls its Gnosis for the opposed roll in the case of equal scores. In the case of an inanimate object, the item cannot oppose and it will lose in the case of ties. These comparisons only apply when one party is using an illusion or stealth based power and another party is using a power designed to pierce such illusions.

The danger sense ability of Auspex will only ever be rolled by the Storytellers. Even success on this roll will provide the user with only some detail they noticed that might allow them to justify making a roll to look for hidden assailants. Success on this roll does not prevent an ambush by itself, nor does it automatically pierce a stealth attempt. All it will ever do is give a hint.

At any point, unless the character has specifically noted they were not using their Auspex, the character may be called on to make a Willpower roll to avoid being distracted by extreme stimuli. The base difficulty varies based on the intensity of the stimulus and the Auspex-user adds his Auspex rating to this base difficulty. Someone suddenly turning on a flashlight in a dark room is a base of difficulty 2, a sudden crash of a window breaking or an engine revving might be difficulty 4, a strobe effect like a police light or a loud siren would be difficulty 6, and an explosion or flashbang could reach difficulty 8 or 9 depending on severity and range. This would mean that a flashbang thrown at the feet of someone with Auspex 5 would require that Auspex-user to make the Willpower roll at difficulty 14. Failure on this roll renders the Auspex-user stunned for a full turn after the effect, and imposes a +2 difficulty on all rolls for the remainder of the scene, or until the user suppresses his Auspex (reflexive action on his turn). A botch on this roll will leave the user stunned for a number of turns equal to the net number of negative successes and impose some form of lasting penalty for the remainder of the scene. A character with the Concentration merit makes these Willpower rolls at -2 difficulty. only suffers a +1 difficulty Penalty. 



Auspex 1: Heightened Senses

Auspex reduces the difficulty of most Perception tests by 1 per level of the discipline on any use of Perception, including the Perception + Alertness roll to detect an ambush. This does not affect any roll that uses Perception to form the basis of the difficulty for a different power, such as Vanish from Mind's Eye or Horrid Reality.

When using Heightened Senses to eavesdrop, place one finger to the appropriate sense you are using (eyes, ears, etc) and one finger pointing to where your character is actually standing. Remember that Heightened Senses only doubles the acuteness of the sense, so you should only move about half the distance to your target.

When selectively heightening only one sense at a time, the difficulty of using that sense drops by a further one in addition to the usual Auspex modifiers, but no other senses gain the usual Auspex benefit while focusing a single sense. In addition, the difficulty of the Willpower check to avoid being stunned by extreme stimuli is increased by one if the stimulus affects the heightened sense.


Auspex 2: Aura Perception

Successes get you this information:

1 Success: Nature of Creature (Pale aura, Bright Aura, Sparkling Aura, etc)
2 Successes: Primary Emotional State (Hateful, Angry, Worried, Excited, etc)
3 Successes: Secondary Emotional State (Pensive, Curious, Excited, Resentful, etc), the presence of magic that affects you personally (holding a warded object or other magic item does not count)
4 Successes: Notice of Derangements
5 Successes: Diablerie Lines

Second and subsequent uses of Aura Perception on the same target within a 1 month period treat failures as a botch. See an ST.


Infernalism does not show in a character's aura at any level of successes unless the infernalist in question possesses the Dark Thaumaturgy path, Fires of the Inferno, in which case that shows up at 1 success.

Using aura perception on a being that is subject to any kind of possession power, such as Animalism 4: Subsume the Spirit or Dominate 5: Posession shows the aura of the possessing Kindred, complete with creature type (pale aura) because the aura is created by the personality of the person and the personality is dominant.

Auras are a personal thing and can be used to positively identify someone. If the user has observed the subject’s aura before and scored at least 3 successes, he may attempt to recognize that aura as the one he has previously viewed. This requires an Intelligence + Alertness roll at a difficulty of 10 minus the number of successes scored on the most recent Aura scan.


Auspex 3: Spirit's Touch

Information readable from a place using Spirit's Touch goes up 1 Difficulty per day from the event. Stronger and more emotional events start at a lower difficulty. This does not apply to possessions, only places and locations.

It requires 4 Successes to get a name from Spirit's Touch. The name given is the subject’s real name, defined as the name by which they identify themselves. An image is not given, and if this name is unknown to the Auspex-user, then it may still not be enough to identify the target.


Auspex 4: Telepathy

"The mind is not a book to be opened at will and examined at lesiure. Thoughts are not etched on the inside of skulls to be perused by any invader. The mind is a complex and many layered thing. Or at least, most minds are." - Severus Snape

Telepathy is line of sight for the player. It’s not a substitute for a cell phone nor is it an excuse to ‘ride piggyback’ into a scene your character isn’t involved in on the other side of town. A good general rule is that telepathy works within the same room.

Using Telepathy against the insane has an additional risk. Before the Telepathy roll is made, make a simple test. If the defender wins this test, the telepath suffers from one of the defender's Derangements for the remainder of the evening. (This can be suppressed as per the normal rules). The telepath may then make the telepathy test and gain information as normal (though the information may be colored by the derangement at ST discretion).

There are two ways to use Telepathy, one is to read thoughts and the other is to send them. These are separate rolls. Successes for these rolls are per the book, (pg. 137 V20 core book).

When sending thoughts, the target may make a Perception + Awareness roll (difficulty of the user’s Manipulation + Subterfuge) to determine the origin of these thoughts. If the target is familiar with the user, he needs only one success to positively identify his “voice”. If the target does not know the user, no amount of success will positively identify him. This only applies when sending thoughts, not reading them.

Two way communication is possible only if both Kindred have Telepathy or if one party spends a Willpower to read the subject’s surface thoughts.

Thoughts projected into a target's mind do not necessarily identify the person "speaking" to them unless the Telepathy user wishes it.

1 Success grants the target's surface thoughts.
2 Successes allows for things on their mind peripherally, like the night's events.
3 Successes allows for private but not secret information such as their real name, or the location of a shared Haven.
4 Successes reveals sensitive information that they would prefer unknown to any but a trusted friend.
5 Successes reveals true secrets, things they wouldn't tell anyone, as well as buried or suppressed memories such as childhood trauma but does not break through Dominate.
5 Successes also allows you to notice mental scarring from the tampering of other powers such as Dominate. This only reveals the presence or absence of such scars, giving no hint as to what they might cover up.

The difficulty of Telepathy on a target increases by 1 for each Derangement they possess due to the inherent strangeness of their alien mind, to a maximum of +3. Any derangements shared between the user and the target do not count for this purpose.


A botch on this roll reveals an intruding presence to the target of Telepathy and a vague sense of their identity, including gender and general level of familiarity. (i.e. a "woman who is completely unknown to you" or "A male presence that you feel you know very well.") A botch will also usually give the user false information, with details left to the ST, though usually they will find what they want to see, regardless of the truth.

As the mind is still "dreaming," Telepathy works as normal on a sleeping or torpored target.


Auspex 5: Psychic Projection


Moving at a walking pace in Astral form requires no roll other than the initial one to activate the power. Walking speed is the only speed at which you may gather useful sensory information.

Other than the roll to activate Astral Projection, you may make one roll to follow a target to their destination, difficulty determined by their speed (5 for Walking, 8 for driving, 10 for aircraft).

Once you are already in Astral Form, you may make a roll to move your Astral Body to any place you are familiar with at appropriate difficulty per page 138 of the V20 Core book.

If you become lost in the Astral plane and you cannot find your way back before the sun rises over your body, the rules or staying awake during the day apply. If you fall asleep, your silver cord breaks.

If your silver cord gets snapped, a storyteller will throw you a number of World of Darkness checks to determine how dire your situation is. The amount of checks necessary to win twice in a row is the amount of scenes necessary to find your way home to your body, and only one such scene can be done each week at game. Each scene carries with it the risk of character death as some unfortunate circumstance or trial becomes necessary to proceed. This is a dire situation and will be treated as such, though your character can recover willpower normally during this time to help her overcome these challenges.

If your body goes into torpor during this time from lack of blood, you still continue your journey. If you successfully, complete the return to your body, your body will jolt awake with 0 blood points and in frenzy.

While in Astral form, your physical attributes are replaced as follows: Strength = Charisma, Dexterity = Manipulation, Stamina = Intelligence. This supersedes the usual replacement attributes.

An astral character may always use their powers of Auspex in this form. If the player achieves at least 3 Successes on the activation roll for Psychic Projection, they may employ any non-physical discipline that does not require outside components (such as most Blood Magic rituals). In order to affect the material world with any power while Astral Projecting, the user must be manifested to do so.

In Astral Form, characters normally occupy the Penumbra as it relates to spirits and werewolves. They are also considered Spirits, as well as Kindred, in this form as it relates to warding rituals.

During Psychic Projection, as with other powers of remote perception, your body is abandoned and insensate. You can neither move, sense, or feel, and if danger befalls your torpid body, you are completely unaware of it until you return your senses to your body.

A character remotely viewing a location through technology or other powers may use Astral Projection to reach that location at difficulty 5, counting it as within sight.

If one tries to astral project into a place that is warded against spirits, the projection fails and the user immediately soaks 3 lethal as he wakes back up in his body, not right outside the ward he struck.

Auspex 6: Babble [Cb-Ma 60]

The Babble lasts indefinitely until the user removes a target from his network.

The user of this power must have at least one dot in Malkavian Time.

This power may only target those with at least one dot in Malkavian Time.

This power does not convey a switchboard. When linked parties are communicating through this power, all those linked will hear everything that is said.

The user of this power is the only one who may add or remove members from the link.


Use of this power is dangerous. Each participant linked with this power must immediately make a simple test as in Telepathy or gain a new derangement, usually one of the core derangements of one of the other linked parties.



Auspex 6: Clairvoyance [V20 139]

For the sake of LARP timing, the use of Clairvoyance out of combat rounds will last the scene.

The user of Clairvoyance must be be familiar with the target. If targeting a person, the user must have met them personally. If targeting a location, the user must have physically visited that location (though doing so through Astral Projection is acceptable). If targeting an object, the user must have previously seen the object in person and studied it for distinctive features (This would take 1 mental action expended in a combat round). This study is unnecessary on any item of Rare quality or better unless the feature "unimpressive" is on it, as the item is immediately recognizable.

The radius viewed is approximately a 10 foot window centered on the target, but does not extend past the objects perceptions. You cannot clairvoyance a person in a box and see what is outside the box, you see them in the dark. The user may employ any other power of Auspex (and only Auspex) anywhere in that radius.


Auspex 6: Crocodile’s Tongue [CbR-To 74]

This power is extremely subjective an d as such the only way to properly run this in a LARP is to leave it as a roleplay power. The user, assuming success on the activation roll, may ask the target what he wants to hear.

In addition to the direct benefits of knowing what the target wants to hear, this power more directly helps in social situations. For the remainder of the scene, the user gains additional dice equal to her successes on any social roll made against the target.


Auspex 6: Cipher [A&T 144]

To update to V20, this power is rolled with Intelligence + Academics at difficulty 6.

The character must know what language he is targeting to use this power. He must also actually make the deduction that what he is looking at is a language or a code and not just pictures or gibberish.

Cipher only affects written language and code. It cannot decipher spoken or body language codes or languages, nor can it interpret sign language.

If the writing is supernatural in any way, the user’s Auspex level is compared to the relevant discipline level. This does not only apply in cases where the magical effect is intended to obscure the meaning of the writing.


Auspex 6: Discern the Aura [A&T 144]

With the V20 update allowing for a general scan of a crowd’s auras, this power is redundant and is not used in Emerald Coven Chronicles.


Auspex 6: The Dreaming [PG2 71]

This is a prophecy power, similar to the second level of Oneiromancy.

Successes on the Wits + Empathy roll dictate clarity and completeness of the dream.

A character with this power may search for visions on a specific subject, but not the answer to a specific question. For example, he may look for things that might endanger his haven, but cannot ask “will the Archbishop order my execution?”

All information gained by The Dreaming must directly concern the user himself as the subject.


Auspex 6: Eagle’s Sight [PG2 72]

The character may not utilize any other abilities (including other Auspex powers) through Eagle’s Sight. This includes the passive benefit from Auspex for enhanced senses. As such, any level of detail is very difficult to acquire with this power.

While using this power, the character takes a penalty of +3 difficulty on all rolls made at his actual body from distraction.

The user of this power may not zoom in for a closer look unless he also possesses Clairvoyance.


Auspex 6: Farsight [DA:V 179]

This is a previous version of the power Clairvoyance. Emerald Coven Chronicles uses that version rather than this one. See Clairvoyance for clarifications on that power.



Auspex 6: The Flaying [LS1 64]


This power does not allow for the skin graft or the flaying itself. That is the province of Vicissitude. This power allows for the perfect recall of form only, allowing the user to maintain a catalogue of forms equal to his Intelligence that he needs only a single success on a Dexterity + Medicine roll (difficulty 6) to reassume.

The skin duplication granted by this counts as an automatic 5 success duplication.


Auspex 6: Genius Loci [Cb-Tz 44]

When activating this power the user rolls Perception + Empathy at difficulty 8. For the remainder of the night, he will gain bonus dice equal to his successes on all rolls meant to interpret or understand situations affiliated with the ambience of the place he used this power. For example, using this power in a graveyard would give additional insight into the nature of death or even the Shadowlands. Using this power in a Church might give additional insight into matters of Faith.



Auspex 6: Horoscopic Forecast [LotH 136]

This power may only be used by a character who possesses the Occult specialty of Astrology.

If using a general reading, the Storyteller will provide one fact per success scored.

If using this power to answer a specific question, the difficulty of the roll is 9 and requires 3 successes for a complete and clear answer.

This power cannot and will not give a time frame. It can reveal what will happen, but not when.

As with any prophecy power, the STs cannot always predict player actions and can only do their best to give the information they have themselves.


Auspex 6: Insight of the Talespinner [Cb-To 36]

If used to aid in writing, this power reduces the difficulty of all Crafts and Expression rolls made to write or tell a story by 3.

If used to capture an audience’s attention, anyone enthralled by this power will remain completely in a thrall with no awareness of the world around them until the tale is finished. Treat the system for this in all ways as though they had failed the roll to resist the Toreador clan flaw.

Toreador and anyone else with the flaw Enraptured by Beauty will make the roll to resist this power at +2 difficulty.


Auspex 6: The Mind Revealed [PGttHC 150]

In order to make this power significantly better than baseline Telepathy, this power does not cost a Willpower point or require a roll to use on supernatural creatures. This power reveals only the surface thoughts, as well as the side bonuses mentioned in the power.

In combat, this power also allows the user to change his declared action immediately after the declaration of the target.



Auspex 6: Prediction [GttC 84]

Activation of this power is reflexive and does not require an action.


Auspex 6: Sense Emotion [PG2 72]

With the V20 update allowing for a general scan of a crowd’s auras, this power is redundant and is not used in Emerald Coven Chronicles.


Auspex 6: Sibyl’s Tongue [CbR-Ma 60]


This power may only be used by characters with at least one dot in Malkavian Time.

It requires 5 successes to get a complete and clear answer to your questions. Any less will increase the cryptic nature of the answer.


Auspex 6: Spirit Bond [DAC 78]


This gives the exact geographical location of the attuned object or person, but no context of that location.

This power only functions on the same plane as the user.

A person targeted by this power does not have to be willing.

The user may have any number of Spirit Bonds active at once and each one should be noted on a card.


Auspex 6: Telepathic Communication [V20 139]


If the user wishes to add more people and is already at his maximum capacity, he may remove anyone currently on his network at any time without their presence or any rolls required.

Anyone connected to a network may contact any or all others on that network either individually or by group. They do not need to go through the power’s user as a switch-board.


Auspex 6: What People Want to Hear [Cb-To 37]

This is a previous version of the power Crocodile’s Tongue. See that power for further clarifications.



Celerity by Hematite


Blood spent for Celerity does not count against the user’s Generational maximum of blood expenditures for the turn. This applies ONLY to the use of actual Celerity and not to any Celerity-requisite Discipline Techniques.

Blood spent for Celerity must be declared at the top of the round before Initiative is rolled. Any Celerity actions taken in a turn will subsequently reduce the Dexterity bonus applied to your Initiative roll that turn.

You may use Celerity actions in advance of their normal phase to become Defensive Actions per the Defensive Action rule. These cannot be “Full Defense” actions if you are taking any other normal action. They can only be single parries, blocks or dodges, as per the normal defensive action.

Combatants are permitted one mental action per round. This may occur in the main phase or in any subsequent split actions or Celerity actions as desired, but only one may be attempted per round unless another another ability specifically allows for additional mental actions (such as Focused Mind 4).

Celerity actions are considered split actions for all purposes of timing and system other than the dice pool penalties normally associated with split actions. This means that if one character has spent for Celerity and another character has split their actions, the first Celerity action and the first split action will happen at the same time with order of precedence determined by Initiative.

For reference, free movement each turn is 12 + Dexterity yards per turn and dedicated movement (taking an action to move in combat) is 20 + 3x Dexterity yards per turn. This applies to Celerity actions and split actions as well.

When performing the Full Defensive action, all actions the entire round must be used for Defensive actions, including those spent, if any, for Celerity. Thus, it is not possible to declare “Full Defensive” in use for your main action and then use Celerity actions or Split actions to perform any other type of actions.

Although it is normally impossible to dodge bullets without taking cover or dropping prone, a character who has spent for Celerity in a given turn may attempt to dodge bullets by spending one of his Celerity actions for the Dodge action. This is not the case with Split actions.


Celerity 6: Flawless Parry [PGttHC 152]

The use of Flawless Parry must be declared at the beginning of the round in the same manner as ordinary Celerity actions.

Defensive actions from this power MUST be declared before the opponent has rolled his dice to attack. Even if the attack fails, the Flawless Parry action has been used defending from an attack that never came.


Celerity 6: Mercury’s Arrow [DAC 80]

This is a previous version of the power Projectile. Emerald Coven Chronicles uses the text for that power presented in the V20 book.



Celerity 6: Precision [CbR-As 64]

This power, due to its short duration, cannot be used in conjunction with the Crafting System.

As this power is channeling the Celerity bonus towards another aim, the Dexterity + Crafts roll to activate the power does not benefit from the Celerity bonus to Dexterity rolls.

The roll to activate this power will always be Dexterity + Crafts, even in situations where the desired benefit is not to a Crafts roll.

The duration of this power is one minute per level of Celerity the character possesses. This counts only the rating of normal Celerity the character has purchased, not any levels used to purchase alternate powers.


Celerity 6: Projectile [V20 143]


Unlike normal Celerity actions, blood spent toward this power does not need to be declared at the beginning of the round with other uses of Celerity, though it still does not count against the user’s Generational maximum.

The use of Projectile can be declared at any point in the round but must be declared and all blood must be spent before the attack roll with the projectile is made.

Any Celerity levels used for Projectile will not grant their usual bonus Dexterity dice to the attack roll with the given projectile weapon nor to any subsequent rolls in the round.


Celerity 6: Tireless Tread [GttA 164]

If a character using Tireless Tread is attacked or otherwise physically interrupted in his journey, the power is instantly ended where he currently is.

This power does not require a minimum of 8 hours of travel. It requires a minimum of one hour of travel, though once the power is ended, using it again requires a separate blood expenditure.


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dustybuttons: LOUD NOISES! Jan 4, 2014 2:40:54 GMT
admin2: De-modded AST Steven at his request since he is stepping down from Sabbat staff. Give him a pay on the back for his hard work. :) Feb 6, 2014 23:05:32 GMT
HST Seth: Legit. Danke. Feb 26, 2014 1:02:27 GMT
Mark, HST: O_o May 5, 2014 1:36:52 GMT
Mark, HST: SHOUUUUT BOOOOX Aug 6, 2014 21:27:58 GMT
HST Seth: YOU BOX YOUR SHOUTS Aug 7, 2014 9:32:32 GMT
Mark, HST: I did, this is a box, my shouts are here Aug 7, 2014 15:32:29 GMT
HST Seth: Dirty fucking caitiff. Aug 10, 2014 11:57:56 GMT
Dexter Kingsman: Pander! We like them here. And treat them far better than those Cammi dogs. Aug 12, 2014 6:30:06 GMT
Mark, HST: PAAANDERS! Aug 17, 2014 3:39:46 GMT
Mark, HST: like Pandas! Aug 17, 2014 3:39:55 GMT
HST Seth: DIRTY FUCKING PANDERS Aug 18, 2014 4:38:02 GMT
Jude: You hear that, Vegeta? Pandas..... Aug 19, 2014 4:36:25 GMT
Mark, HST: Dirty Panda's? where? Aug 26, 2014 1:33:56 GMT
Big Mike: Down Times and Stuff.. >.> Sept 17, 2014 22:40:57 GMT
Mark, HST: O_o Oct 6, 2014 20:07:28 GMT
Mark, HST: People don't use this... Nov 24, 2014 7:37:30 GMT
Dexter Kingsman: No kidding Nov 27, 2014 4:00:47 GMT
AST Cefyn: I just cut six pages of Text out of the Valeren/Obeah document. FUCK EVERYTHING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Nov 27, 2014 5:02:18 GMT
Mark, HST: O_o why would you do this? Nov 30, 2014 22:52:54 GMT
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