the Cardinal Disciplines
Animalism (LotN pg. 134)
Basic Animalism
Feral Whispers: This power requires eye contact, and allows for silent, emotional communication with a creature. This power can also be used to communicate with Kindred using the Protean power 'Shape of the Beast' or the Animalism power 'Subsume the Spirit'. This is explicitly a one on one conversation. OOC this conversation must be whispered between the player using the power and its target. No group conversations are allowed.
Beckoning: Clarification - Animals summoned with this power must be able to hear your actual call. To summon a specific individual animal a character must have interacted with it in the past.
Intermediate Animalism
Quell the Beast: This does not impact "willpower like" traits such as faith or true love. It is still possible to be goaded into frenzy while under the effect of this power. This power has no effect on the use of permanent willpower.
Subsume the Spirit: Spending a single temporary willpower will remove all feral traits acquired from a single use of this power. All blood magic used while 'subsumed' requires ST approval. All uses of this power require a Storyteller (or player) to have a 'body card' for the character with the number of traits expended to activate this power and the body's current location recorded. All bodies must remain within Sacramento Chronicle Sovereignty. A Kindred may elect to spend three Social traits when taking over an animal using Subsume the Spirit to enable use of their Obfuscate.
Advanced Animalism
Drawing out the Beast: Unless plot otherwise dictates a characters beast will always 'snap back' to the character's body just prior to sunrise. If this occurs the character does not get a virtue test to resist the impending frenzy, nor may they spend willpower to control or direct it.
Auspex (LotN pg. 137)
General: A character may add traits equal to their Auspex rating for the purpose of resolving ties when attempting to pierce powers of deception such as Obfuscate and Chimerstry.
Basic Auspex
Heightened Senses: A character may move as far towards a target of heightened senses as they like (within reason) to represent their heightened sense. Storytellers will be prepared to be strict about loud noises, bright lights, smells etc. Uses of this power requires a hand symbol, card, or ST to be informed of its use.
Aura Perception: A character must stare intently at a target for at least 15 seconds prior to making any challenge to determine truthfulness. All other uses require but a passing intent glance. There are ways to fool this power.
Intermediate Auspex
Spirits Touch: This power is often misunderstood, and the staff encourages players to read the description in Laws of the Night. Some uses of Obfuscate can confuse Spirits Touch. All uses of this power require an ST.
Telepathy: A character with 8 willpower traits can control their surface thoughts to a degree, confounding the common use of this power at the expense of it being readily apparent they are exerting their will. A Storyteller must be informed if a character attempts to control their thoughts in such a manner. Such control can not be maintained at all times, it is a conscious effort.
Telepathic Deep probes are an obvious mental invasion and a target of such may immediately attempt to eject a telepath from their mind with a contested willpower challenge. This ejection attempt must be performed BEFORE any questions are asked. If successfully ejected a telepath may not re enter a targets mind for the remainder of a scene. A successful deep probe can force a character to give an honest one sentence answer to a question. They do not provide for an encyclopedic download of information.
There is no Telepathic "buzz" when Telepathy is in use, however a telepath who is probed (surface or otherwise) will be aware of such probing.
All previous hose rules on the power are now void.
Advanced Auspex
Psychic Projection: A character can not spend blood while using Psychic Projection. A character can see into the 'normal' world while using Psychic Projection however they are unaware of their astral surroundings, and therefore other astral travelers while doing so. Auspex does not require an astral traveler to manifest to effect the mortal realm. All other powers use require manifestation to impact the 'real world'. When returning to their body (only) a character can not be followed; however someone who discovers an astral traveler unawares can follow their silver cord back to their body given enough time (ST discretion), be wary.
Celerity (LotN pg. 140)
General: There is no need to declare ties or the bomb prior to a challenge. See the General Systems House Rules for related changes to movement in combat.
Basic Celerity
Alacrity: Alacrity allows 1 step (or its equivalent) of movement OR the readying of a weapon prior to the beginning of the everyman round. No challenges are allowed during Alacrity. Duck behind a rock, dive under a desk, turn a corner, step in front of (or behind) an ally.
Swiftness: There are currently no House Rules for this power
Intermediate Celerity
Rapidity: 'The Bomb' may not be bid on ranged attacks.
Legerity: There are currently no House Rules for this power
Advanced Celerity
Fleetness: If a character declares they are doing nothing but dodging for an action they will gain ties against all physical challenges against them in that action phase. Fleetness does not give ties on ranged attacks.
Chimerstry (LotN pg. 142)
Due to the incredibly involved nature of Chimestry all uses require an ST. This is a plot driving power not an easy sunrise.
Dementation (LotN pg. 144)
Basic Dementation
Passion: There are currently no House Rules for this power
The Haunting: There are currently no House Rules for this power
Intermediate Dementation
Eyes of Chaos: There are currently no House Rules for this power
Voice of Madness: Upon using this power a character may pick frenzy or Rötschreck; all targets that can hear the vampire using this power that posses 3 or less of the appropriate Virtue trait (Self Control or Courage) automatically enter the appropriate type of Frenzy without a test. Targets with 4 or 5 Self Control may make a the appropriate Virtue test as they normally would. The user of this power is also subjected to the full terror and will automatically Frenzy unless they have 3 or more Self Control or Courage when they may test normally. Note, there is no longer a social challenge required to activate this power.
Willpower may not be spent to resist this Frenzy however it may be used to direct actions taken in Frenzy as normal.
Run bitches.... Run
Advanced Dementation
Total Insanity: A characters existing derangements are activated first and then they are given addition ones until they have 5. Existing derangements a character has may not be suppressed using willpower when they are activated by TI. A character may not have more then 5 derangements, active or otherwise. This power lasts for a scene not the evening.
Dominate (LotN pg. 146)
General: All uses of Dominate (aside from Possession) require eye contact and thus ST discretion is required for combat use.
Basic Dominate
Command: This powers effects are not instantaneous unless they require no reasonable preparation to perform. Telling a mortal to sleep will force them to create an opportunity to take a nap. Commanding a Brujah to be silent will make them shut the fuck up. Harmful actions will never be taken at this level of Dominate.
Mesmerism: The Storyteller is always the arbiter of a 'self destructive' action. Triggers planted in a target character must be recorded in notes or, if they are to remain secret from the target player, recorded with the Storyteller's.
Intermediate Dominate
Forgetful Mind: A Storyteller must be present for any use of Forgetful Mind. Any time Forgetful Mind is used to modify a characters memories it will recorded in the notes section of their sheet. Forgetful mind to remove or alter false memories requires a chop for detecting the false memories of the target and a static challenge against the traits of the kindred that implanted them.
Conditioning: All uses of conditioning require a storyteller. Additionally at this level of mastery over others Mesmerisms begin to take on a more potent bent allowing potentially harmful commands (Defend Me!, next time you see the Prince attack him) to be given. Directly harmful commands are ignored as usual.
Advanced Dominate
Possession: All bodies must remain within Sacramento Chronicle Sovereignty. A Kindred may elect to spend three Mental Traits when taking using Possession to enable use of their Obfuscate.
Fortitude (LotN pg. 149)
Basic Fortitude
Endurance: There are currently no House Rules for this power
Mettle: There are currently no House Rules for this power
Intermediate Fortitude
Resilience: Characters always win on ties when using this power to soak damage - no expenditure of a trait is required
Resistance: Characters always win on ties when using this power to soak damage - no expenditure of a trait is required
Advanced Fortitude
Aegis: Aegis will always be used reflexively to prevent death. Aegis must be used before staking placement chops to prevent paralysis. Effect driven powers such as wither are not reversed by the use of aegis.
Melpominee (LotN pg. 150)
All uses of this power require a ST
Necromancy (LotN pg. 151)
See Sacramento Blood Magic Packet
Obeah (LotN pg. 158)
All uses of this power require a ST
Obfuscate (LotN pg. 160)
General: Obfuscate is a power of mental misdirection, not invisibility. Mundane objects (such as photographs, videos, or tracks left in the dirt) are not altered by this power. That said, characters in a scene with an Obfuscated individual will ignore such signs until they are no longer subject to the power. A character may add traits equal to their Obfuscate rating when resolving ties vs characters attempting to pierce their concealment.
Basic Obfuscate
Cloak of Shadows: There are currently no House Rules for this power
Unseen Presence: At this level of power a character is unable to be selective in who their Obfuscate effects. It is impossible to relent to a challenge to see through Unseen Presence without becoming visible to everyone. Note that a character can move at 'walking speed' when using this power, which in combat equates to one normal sized step a round. texting and Telepathy are possible at this level of power while whispering and running are not.
Intermediate Obfuscate
Mask of a Thousand Faces: The use of this power can not change the appearance of clothing or items worn or carried by a character. Body parts, can however, be masked or changed, even unusual body parts like tails or ears. Please also note the descriptions of this power in Laws specifically exclude the sensation of touch as being effected by Mask of a Thousand Faces.
Vanish from the Mind’s Eye: At this level of power of the Kindred is able to mask even local beeps or alarms set to catch unseen visitors.
Advanced Obfuscate
Cloak the Gathering: There are currently no House Rules for this power
Obtenebration (LotN pg. 163)
General: Obtenebration effects occur at the end of a round after all Celerity actions have been resolved..
Basic Obtenebration
Shadow Play: There are currently no House Rules for this power
Shroud of Night: Open flame illuminates a shroud in a very limited sense - When in a Shroud a character with an open flame may enter static mental challenge with a difficulty of their intended target's current physical traits to use a sight based power. Only one shroud may be summoned by a character in a given round, however it is not an action to do so.
Intermediate Obtenebration
Arms of the Abyss: A character invoking this power may summon and control [Occult (or Shadow Crafting) + Obten]/2 Tentacles. These may not be used to create "shadow armor" however other creative uses might be allowed if they do not disrupt game balance.
Black Metamorphosis: The extra attack granted by this power occurs at end of a round after all Celerity actions are resolved. This power is not a "Form Power".
Advanced Obtenebration
Tenebrous Form: This is a form based power.
Potence (LotN pg. 165)
General: If a character is grappled and thrown by someone using Potence they travel three steps per level of Potence used. Characters specifically 'hit for distance' will stumble, fall or fly 1 step per level of Potence used to strike them. Either of these uses of Potence will break the Masquerade fairly easily.
Basic Potence
Prowess: This power refreshes all of a characters physical traits.
Might: Might is no longer canceled by Might. Might is the last retest a character can use in a given challenge, however their opponent is still free to use any retests available to them.
Intermediate Potence
Vigor: "The Bomb" may not be bid on ranged attacks.
Intensity: There are currently no House Rules for this power
Advanced Potence
Puissance: The first time a character using Puissance loses a challenge while using a weapon not specifically designed for this level of strength, the weapon becomes an improvised weapon with 1 trait.
Presence (LotN pg. 167)
Basic Presence
Awe: Awe may be used to catch someones eye in combat at the Storytellers discretion. In a non-combat setting this effect can be used to gain the attention of a target for a round. Both of these uses of Awe cost a Social Trait. Awe may be used as a retest on Summon challenges if the character expends a Social Trait prior to the Summon challenge.
Dread Gaze: "Cornered" is defined at Storyteller discretion. An open field and a pistol can be as effective a corner as a concrete and re-bar wall.
Intermediate Presence
Entrancement: Any aggressive action taken by a character who has used Entrancement will result in the effect of the power being broken, regardless who the target of the aggressive action is. Additionally this power is subtle in the extreme. Characters will not be able to 'figure out' that they have been entranced because they suddenly felt differently about someone they hated. They will rationalize that the emotions, for the time they existed, as their own.
Summon: Summon cannot be used to force its target into an obvious ambush (Storyteller Discretion). The range limit of Summon is equal to Sacramento by Night's Chronicle Sovereignty. The target of a successful Summon is aware of whom they are being drawn to. Characters will take literally every precaution to successfully fulfill a Summon including avoiding allies that might interfere, or remaining silent about why they are leaving a meeting.
Advanced Presence
Majesty - This power will affect all characters with line of sight (or its equivalent at ST discression). Iorn Heart does not provide ties to the possessor of Majesty or those who are attempting to break it.
Protean (LotN pg. 169)
Basic Protean
Eyes of the Beast - The light of this power is an actual glow, not merely the eerie reflection of cat's eyes, and thus is a breach of the Masquerade, unless somehow hidden.
Feral Claws - Feral Claws are not considered a form power. In order to add the additional trait given by Feral Claws to a challenge, Feral Claws must be used to accomplish said action.
Intermediate Protean
Earth Meld - It takes a significant disturbance of the ground to unearth a Kindred who has used this power. Get a backhoe. Scrying on or otherwise detecting an Earth Meleded Kindred is nearly impossible. A kindred may not activate any powers after entering Earth Meld.
Shape of the Beast - Gangrel who wish to take animal forms other then Wolf and Bat must submit a background that involves their alternate selection. Non Gangrel using this power gain the traits listed in the Laws of the Night for animal forms.
Advanced Protean
Mist Form - Mist form is affected by the Stone of the True Form.
Quietus (LotN pg. 171)
General: Blood converted for use in Quietus effects is not usable as a kindred's blood or a sympathetic link.
Basic Quietus
Silence of Death - This powers use has no effect on the use of Thaumaturgy.
Scorpion’s Touch - Anyone grappling a Kindred using this power effectively relents to its effect should the Assamite choose to activate it. There is no limit to the number of traits of converted blood that can be applied to a weapon however all coating effects loose their potency at sunrise.
Intermediate Quietus
Dagon’s Call - There are currently no House Rules for this power
Baal’s Caress - There is no limit to the number of traits of converted blood that can be applied to a weapon however all coating effects loose their potency at sunrise.
Advanced Quietus
Taste of Death - This power allows a character to teach level 4 Quietus. It is otherwise as useless as the book says it is. (see Thanatosis level 5)
Serpentis (LotN pg. 172)
Basic Serpentis
The Eyes of the Serpent - ST discretion is required for combat use - blood loss is damage
The Tongue of the Asp - There are currently no House Rules for this power
Intermediate Serpentis
The Skin of the Adder - There are currently no House Rules for this power.
The Form of the Cobra - A character also gains the bonuses from Skin of the Adder when in this form.
Advanced Serpentis
The Heart of Darkness - There are currently no House Rules for this power
Thanatosis (LotN pg. 174)
Basic Thanatosis
Hags' Wrinkles - There are currently no House Rules for this power
Putrefaction - There are currently no House Rules for this power
Intermediate Thanatosis
Ashes to Ashes - These ashes do not have an aura. A character that can "Vaguely sense" its surroundings can detect movement, vibration, and variations in ambient brightness.
Withering - The Willpower required to make this attack must be spent before the attack is made. If a characters head is withered this power prevents the use of powers other then Potence, Celerity and Fortitude. If a characters head is targeted and either hard simple test fails the attack misses entirely. A character may pick a limb to effect other then the head at no penalty. This is an exception to the no called shots rule.
Advanced Thanatosis
Necrosis - This power allows you to teach level 4 Thanatosis. It is otherwise as useless as the book says it is. (see Quietus level 5)
Thaumaturgy (LotN pg. 176)
See Sacramento Blood Magic Packet
Vicissitude (LotN pg. 188)
Basic Vicissitude
Malleable Visage - There are currently no House Rules for this power.
Fleshcraft - There are currently no House Rules for this power. There are no called shots for combat Vicissitude.
Intermediate Vicissitude
Bonecraft -There are currently no House Rules for this power. There are no called shots for combat Vicissitude.
Horrid Form - A Horrid form is incapable of wielding a weapon.
Advanced Vicissitude
Bloodform - Converting a body part takes an action. All blood from a body must be in the same general area.
