DEIRDRE'S HIGHER LEVEL DISCIPLINES Auspex ****** Glow of the Kindred: All Kindred within the Character's line of sight glow with a pale light. System: Roll Perception + Empathy against a 6. ******** Whispers of the Wind: The character can always hear someone who is speaking about her, regardless of location. This is not as simple as listening for a name, this is listening for the intent to refer to her. System: Make a Perception+Alertness (7) roll to determine how much information she gains about the speaker and intentions being spoken of. ********* Personal Fate: The character knows who she'll meet, where she'll find them, and whether they'll be harmful. This knowledge is usually a constant one hour in advance of the fact. System: If someone hostile is searching for the character, she may decide not to allow herself to be found. In some cases, she may not have a choice, or she may decide to meet them anyway. In either event, she rolls her Perception + Occult against an 8. Each success adds one to all of her dice pools involving Initiative, Combat, Negotiation or anything else the Storyteller deems reasonable. Obeah ********* Rejuvenate: The character can, with this ability, reduce the age of mortals. System: For each decade, or fraction thereof, the person is reduced in physical age, the Salubri pays one Willpower. Obfuscate ******* Displace: Causes the character to appear anywhere within 30 feet of her actual location. System: No roll required, unless the character does something to attract attention, in which case at least 3 successes must be rolled on a Manipulation + Stealth (7) roll to avoid revealing her true location. ******** No Past: The character never leaves any traces for Psychometry to read. The only information available is that the item was held by a Kindred. This ability extends to other means of viewing past events, such as higher Auspex levels or magic or other similar means. System: The Vampire rolls her Manipulation + Stealth. If a Kindred with Auspex 9 or better handles the object, she rolls her Perception + Empathy and must exceed the user's successes. ********** Hidden Presence: The character cannot be located by any means other than visual sighting. Magic, Psionics, etc simply will not find her unless she wishes to be found. If the Character is using Create Name or another similar ability, that persona can be located, if the Kindred so wishes. System: The character can only be detected by a being with Auspex 10 or other mystical equivalent. She is not, however, invisible to physical senses. Obtenebration ********* Walking the World's Shadows: The Kindred can enter any shadow on Earth and exit any other shadow, provided she is familiar with where she is going. She simply takes a safe shortcut through the abyss. System: Spend two Blood Points per step through the Shadows. Presence ****** Hate: Enables the Kindred to cause any one person within sight to hate something nearby. A statue, car, person, etc. System: Roll Manipulation + Subterfuge against Willpower in an opposed test. Target is 6 for both rolls. ******Comfort: With this ability, the Kindred can calm someone, make them feel safe, warm and otherwise taken care of. System: Roll Charisma + Empathy against the subject's Willpower if unwilling, otherwise 6. ******* Delirium: Causes anyone within sight of the character to react as if under the Delirium. System: The number of successes on a Manipulation + Intimidation roll is used to determine number of people affected. 1 Success 1 people 2 Successes 3 people 3 Successes 9 people 4 Successes 25 people 5 Successes All within sight ******* Forge Bonds: Strengthens existing positive bonds (love, friendship) and causes those who are neutral to be better disposed to those around them. System: The roll is made using Charisma + Empathy. The number of successes indicate how long the effect lasts. It will make enemies neutral and open to diplomacy. ******** Calming the Beast: Soothes the beast within. System: Make a Charisma + Empathy roll with a target number of 6. The number of successes is added to nearby Kindred's Frenzy resistance rolls as extra dice. ********* Shatter Bonds: Surgically obliterates any bonds the Kindred desires to remove. Emotional ties, enculturation, Dominate, Presence, etc. This effect is permanent. A Blood Bond could be weakened by this effect, but only temporarily. System: Roll Manipulation + Leadership against the target's Willpower. Each success removes one emotional tie, mystical control or other item of emotional attachment. Attachments so removed rarely return. Protean ****** Visage of the Beast: The Vampire takes on a Crinos-like form based on whatever animal she desires. System: The change costs 1 Blood Point and takes three turns. The form has all of the usual abilities and drawbacks of Crinos form, including the Veil. Red Eyes and Claws are automatically activated by this ability. The change can be shortened to 1 turn at the price of 3 Blood Points. ****** Shades of the Chameleon: This allows the Kindred to alter her skin color in any way she desires. This allows her to give herself the body paint masterpiece of the century or make herself nearly invisible by matching the background. System: Costs one BP per use, although returning to normal coloration is free. Kindred using this to hide add 3 to the target numbers for others to spot them by sight. ****** Weapon Unity: The Kindred can effectively become one with the weapon of her choice. System: With that one weapon she has a bonus of +3 Accuracy and +3 Damage. The weapon cannot be dropped or knocked from her hand. It costs one Blood Point to use this power. ****** Easy Protean: The Kindred can utilize other Protean abilities at a reduced Blood point cost. System: Any powers that require 1 or 2 Blood points costs no Blood. All other expenditures are at one third normal. This only applies to Protean 1-5. ********* Ease of Healing: With this ability the Kindred can heal Aggravated wounds as if they were normal wounds. System: It simply costs 1 BP per wound level, regardless of type, to heal. The normal prerequisites for killing the Kindred are the same, however. ********** Endless Tide of Vitae: The Kindred with this ability can concentrate her Blood even more than is usual for Elders. System: Double the Cainite's Blood Pool, but not the rate at which it can be spent. Serpentis ********* Fatal Attraction: Can be placed upon an object or location. Causes those exposed to the location to fall in love with the Cainite who placed it. System: When anyone touches or crosses the affected area, they must make a Willpower roll against a target of 8. If failed, they fall completely, generously, unconditionally, totally and secretly in love with the Setite who placed it. ********* Heart of Life: This allows the Setite to leave a portion of his life force in his heart, and send forth the remainder in physical form. This renders the Setite nearly unkillable. System: His Generation and Attributes are all reduced by one, although any Disciplines at 9 or 10 are not reduced. If he is killed, another body forms around his heart. The original remains in torpor while the duplicate is active. Thaumaturgy Yes, I am aware that the Player's Guide does not have special unique Thaumaturgy abilities at 6-10, but in my game, I do. If you have a problem with these being given at these levels then by all means make them Rituals. ****** Plentiful Vitae: This allows the Kindred to gain more benefit from each feeding. System: Roll Intelligence + Medicine after feeding. Each success gives her one additional Blood Point, up to the number taken in her last feeding, giving the potential to double her feeding. ****** Sense of Blood: Allows the Kindred to detect true Generation (what she started at), effective Generation, whether the target has committed Diablerie, approximately how full the Kindred is, and the Clan. This can be used on Kindred up to 50 feet away. System: Roll Perception + Occult vs an 8. Number of successes determine how much information is gathered and how accurate it is. ******** True Theft of Vitae: Used on one target, this allows you to make use of the target's Blood Points in any way you desire. The target gains no benefit. System: You roll Manipulation + Intelligence against Willpower, each success allowing you to use one Blood Point, to spend as if it were your own. This is in addition to your own Blood Pool. ******** Famine 'Midst the Feast: Use of this ability causes the subject to be completely unable to ingest Vitae, except the Thaumaturgist's own blood. System: Roll Manipulation + Survival vs. target's Stamina + Fortitude. Target number for both rolls is a 6.