WORLD OF DARKNESS HERO

VAMPIRE: THE MASQUERADE HERO

I) CHARACTER CONSTRUCTION

Abilities

A) Undead Toughness

1) 50% Resistant Physical and Energy Damage Reduction, Only versus STUN (-1/2), Not versus aggravated damage (-1/2)
Active Cost: 60
Real Cost: 30
2) Damage Resistance, PD and ED up to 1/2 of figured PD and ED, Not versus aggravated damage (-1/2)
Active Cost: 1 pt/2 rPD or rED
Real Cost: 0.66 pt/2 rPD or rED
3) Does not Bleed
Cost : 15
4) Life Support: Does not need to breath, eat , or excrete, immune to high radiation, heat, and cold, aging
Cost: 25
5) 18 points. Power Defense, only versus drugs and poisons (-1), Not versus poisons and drugs present in blood meals (-1/2)
Active Cost: 18
Real Cost: 7
6) 12 points. Power Defense, only versus disease (-1)
Active Cost: 12
Real Cost: 6

B) Blood Pool—This is constructed as an END Reserve that can only be filled with the BODY-to-END Reserve Transfer used to simulate The Kiss. Because a vampire's Blood Pool END Reserve was initially filled using this Transfer, the vampire loses 10 END/day from the Reserve.
Blood Pool: END Reserve, minimum 100 END
Cost: 10 points for 100 END, +1/additional 10 END

C) Feeding (The Kiss) - Once a vampire sinks his fangs into his prey, the victim is overcome with physical bliss that renders him unable to resist. The victim can flail his limbs about and return the vampire's embrace, but can't speak or put up any meaningful resistance.

1) Fangs—1 pip HKA (1/2d6 with STR), Must follow successful Grab maneuver (-1/2)
Active Cost: 5
Real Cost: 3

2) 1d6 BODY Transfer to Blood Pool END Reserve, +40 to maximum rolled, recover 5 Active points/day (+1 1/4), 0 END (+1/2), Gradual Effect (1 Turn, -1/4), Must ingest blood of target (-1/2), Can't drain target below 0 BODY (-1/2), Can only bring Blood Pool END up to starting values (-1/2), Half effect with non-sentient animal blood or "old" blood (from a corpse or blood bank; -1/2), Linked to Entangle below (-1/2)
Active Cost: 96
Real Cost: 26

3) Ecstasy of the Kiss: 4 DEF/4d6 Entangle, BOECV (+1), Works against EGO not STR (+1/2), Transparent to Physical Attacks (+1/4), Invisible to Hearing Sense Group (+1/2), Half effectiveness versus other Kindred (-1/4), Entangle fades at 1 BODY/phase after BODY Transfer is disengaged (-1/2), No range (-1/2), Fangs must do BODY damage (-1/2)
Active Cost: 130
Real Cost: 47

D) Physical Prowess Boosts and Basic Healing—These Aids represent the ability of the vampire to use his Blood Pool to make himself stronger, tougher, and faster, and to heal non-aggravated damage to his body. These Aids are best placed in a multipower. If they are placed in ultra slots, only one aid can be used at a time, but more powerful vampires may wish to place them in normal slots so they can boost multiple characteristics at once.
All of these Aids are built with Self Only (-1/2) and powered by the Blood Pool END Reserve. Please note that the BODY Aid costs 6 END per application—healing burns up lotsa blood! Other advantages and limitations are noted below.

1) 1d6 STR Aid, +6 to maximum, Fade rate 5 Active points/5 minutes (+1/2)
Active Cost: 12
Real Cost: 8

2) 2d6 CON Aid, +12 to maximum, Fade rate 5 Active points/5 minutes (+1/2)
Active Cost: 24
Real Cost: 16

3) 3d6 DEX Aid, +18 to maximum, Fade rate 5 Active points/5 minutes (+1/2)
Active Cost: 36
Real Cost: 21

4) 1d6 BODY Aid, + 40 to maximum, Only to recover lost BODY (-1/2), Not versus aggravated damage (-1/2), Increased END (3X, -1)
Active Cost: 25
Real Cost: 7

E) Regeneration from Death and Aggravated Damage—This represents the fundamental reality of the vampire as already being dead, as well as the difficulty he has healing damage resulting from fire, sunlight, massive tissue destruction, etc. Note that each point of BODY recovered from aggravated wounds and lost limbs/organs costs 40 Blood Pool END and requires an entire day (and night) of inactivity.
Regeneration, 1 BODY/Turn, can recover lost limbs/organs and regenerate after death,
Only to regenerate BODY lost to aggravated damage, lost limbs/organ, and after death (-1)
Regeneration after death: Not versus aggravated damage that takes the vampire below negative BODY (-1/4), Only to keep BODY at one point above negative BODY (-1)
Regeneration of aggravated wounds, lost limbs and organs: Costs Blood Pool END (-1/2), Increased END (10X, -4), ExtraTime (1 day, -1 1/4)
Active Cost: 40
Real Cost: 15

F) Frenzy—+5 EGO, +5 CON, and +20 STUN, only when Beserk or Enraged (-1/2)
Active Cost: 40
Real Cost: 27

G) Blood Bond—2d6 Major Transform (person to loyal servant), Cumulative (+1/2), No Range (-1/2), Gradual Effect (1 day, -1 1/2), Target must ingest vampire's blood (-1/2), Extra Time (1 Turn, -1), Target must drink blood on at least three occasions before bond takes hold (-1/4)
Active Cost: 45
Real Cost: 11

H) The Embrace—11d6 Major Transform (person to vampire), Gradual Effect (1 week, -1 3/4), Extra Time (1 Full Phase, -1/2), Concentrate (0 DCV, -1/2), Vampire must drain blood from target first (reduce BODY below 0 with Feeding power, -1/2)
Active Cost: 165
Real Cost: 39

I) Living Appearance—Shapeshift to normal "living" appearance (normal skin color and warmth, heartbeat, etc.). Costs 1 Blood Pool END/phase
Cost: 10

Disadvantages

Disadvantage Value
Normal Characteristic Maxima -20
Secret Identity: Vampire -15
Frenzy I: Beserk when induced to frenzy (sight, smell, taste of blood; low amount of END in Blood Pool); uncommon, activation and recovery rolls variable -5 to -25
Frenzy II: Enraged when harassed, threatened, humiliated, or provoked; common, activation and recovery rolls variable -5 to -15
Distinctive features: Pale, cold, clammy skin; no heartbeat, no breathing; bestial appearance -5 to -20
Rötschreck I: Psychological limitation: Fear of fire -10 to -20
Rötschreck II: Psychological limitation: Fear of sunlight -15 to -25
Paths and Roads: Code of conduct (depends upon the Path or Road followed by the vampire) -5 to -25
Susceptibility to sunlight, 1d6 BODY/Turn -20
Susceptibility to sunlight, 1d6 STUN/Turn -20
Torpor: Physical Limitation: Goes into coma when at negative 2x BODY for at least one day -10
Physical Limitation: Immobilized by wooden weapon thrust through heart -15
Physical Limitation: Cannot heal BODY normally (with REC) -5
Physical Limitation: 1 BODY lost/day when Blood Pool END Reserve is at 0 -5
Physical Limitation: Must sleep during the day -10 to -20
The Downward Spiral: Susceptibility: 1d6 Major Transform, Cumulative (+1/2), vampire to vampire with Path rating reduced by one level, whenever vampire commits acts unworthy of his Path rating and subsequently fails an EGO roll, instant, uncommon -10
Hunted by werewolves, limited area, 8- -5

Frenzy, Rötschreck, and other vampiric weaknesses -- The value of the Rötschreck and Path Code of Conduct Psychological Limitations, Frenzy Beserk and Enraged, Distinctive Features, and Physical Limitations: Must sleep during day Disadvantages are determined by the Path rating of the vampire, as indicated in the table below.

Path Rating Rötschreck Intensity Bonus Path Code Of Conduct Frequency Bonus Path Code Of Conduct Intensity Bonus Frenzy Beserk or Enraged Activation Roll
0 -10 None None 14-
1 -10 -0 -5 13-
2 -10 -0 -5 12-
3 -10 -0 -5 11-
4 -5 -5 -5 11-
5 -5 -5 -10 10-
6 -5 -5 -10 10-
7 -5 -5 -10 9-
8 -0 -10 -10 9-
9 -0 -10 -15 8-
10 -0 -10 -15 8-
Path Rating Frenzy Beserk or Enraged Recovery Roll Frenzy Beserk or Enraged Bonus For Activation or Recovery Distinctive Features Bonus Physical Limitation: Sleep During Day Bonus
0 8- -20 -20 -20
1 9- -17 -15 -20
2 10- -13 -10 -20
3 10- -12 -10 -20
4 11- -10 -10 -20
5 11- -8 -5 -15
6 12- -7 -5 -15
7 12- -5 -5 -15
8 13- -3 -5 -15
9 13- -2 -5 -10
10 14- -0 -5 -10

The values for different Beserk/Enraged Activation and Recovery rolls was parsed as follows:

Roll Activation Recovery
8- 0 -10
9- -1.7 -8.4
10- -3.4 -6.7
11- -5 -5
12- -6.7 -3.4
13- -8.4 -1.7
14- -10 0

A player who wants a combination of Activation and Recovery rolls that differ from the Path table can use this table to determine the value of the bonus from a different combination.

Blood Pool Characteristics and Generation

Generation Blood Pool Maximum Max END/phase
13th 100 10
12th 110 10
11th 120 10
10th 130 10
9th 140 20
8th 150 30
7th 200 60
6th 300 70
5th 400 80
4th 500 90
3rd ? 100

II) VAMPIRE DISCIPLINES

A) Animalism

1) Feral Whispers—This is the base power of this discipline and is a requirement for learning some of the others. For persuading animals to do the vampire's bidding, 6d6 Mind Control can be used on predatory mammals, 4d6 Mind Control can be used on non-predatory mammals and predatory birds, and only 2d6 Mind Control is available for controlling reptiles and non-predatory birds.
Feral Whispers—(a) Mind Link, any one mind , Only with reptiles, birds, and mammals (-1), and (b) 6d6 Mind Control, 2d6 only with reptiles, birds, and mammals (-1/2), 2d6 only with predatory birds and mammals (-3/4), and 2d6 only with predatory mammals ( -1)
Common Limitations: Requires eye contact (-1/2), Extra time (1 full phase, -1/2), Concentrate (0 DCV, -1/2)
Active Cost: 45
Real Cost: 16

2) Beckoning—This version of the power is a rather powerful one, good for summoning some of the truly mighty predators (lions, tigers, grizzly bears, etc.). The player can purchase weaker versions.
Beckoning—65 points Summoning, any animal, bird, or reptile (+1), Incantations (animal call, type of call determine type of animal appearing, -1/4), Animals must make their own way to the caster (-1)
Active Cost: 130
Real Cost: 58

3) Quell the Beast—Weaker or more powerful versions of this power can be purchased.
Quell the Beast -11d6 Mind Control, Must touch target or make eye contact (-1/4), Single command: Stop struggling and submit (-1/2), Does not work with other Kindred (-1/4), Concentrate (0 DCV, -1/2), Extra Time (1 Turn, -1)
Active Cost: 55
Real Cost: 17

4) Subsume the Spirit—This power is built using the Mind Transference/Transformation effect described on p. 72 of The Ultimate Mentalist. Characters who don't begin with this power must purchase the weakest version of this power first, in which no other disciplines can be used while the vampire resides in the host body. After experience using this power, the character can spend experience and purchase the more advanced levels.
Subsume the Spirit—2d6 Major Transform, BOECV (+1), versus EGO not BODY (+0), Cumulative (+1/2), Requires eye contact (-1/2), Extra time (1 full phase, -1/2), Concentrate (0 DCV, -1/2), EGO roll required each phase to assert vampire's personality in host body (-1/2), Vampire's body takes damage that host body takes, minus defenses (-1/2), Cannot use other vampire disciplines (-1/2) or Can only use simple vampire disciplines (Auspex, etc., -1/4), or Can use any discipline that doesn't require human hands (-0)
Active Cost: 75
Real Cost: 17 (no other disciplines), 18 (only simple disciplines), or 19 (any discipline)

5) Drawing out the Beast—This power can be purchased with optional limitations, described below.
Drawing out the Beast—(a) 5 3-point Skill Levels for Berserk and Enraged activation and recovery rolls for Frenzy, Linked to Mind Control (-1/2), Doesn't work if Mind Control is unsuccessful (-1/2), (b) 11d6 Mind Control, Extra time (1 full phase, -1/2), Concentrate (0 DCV, -1/2), Only to cause vampire-like frenzy in target (-1)
Active Cost: 70
Real Cost: 25; -2 points for Mind Control hitting a random target in the vampire's line of sight, -1 point for vampire being unable to do anything and having a 0 DCV for one phase after the use of this power

B) Auspex

1) Heightened Senses—as described in Vampire: the Masquerade
Heightened Senses—(a) +3 to all PER rolls, Costs END (1 END/phase, -1/2), Side Effect (1d6 Flash from bright lights, loud noise, strong smells, -1/2), Side Effect (2X Effect from Flash attacks, -1), (b) Danger Sense, out of combat, 11-, (c) Clairsentience (normal vision) with Precognition, No Conscious Control (-2), Precognition only (-1), Information received is vague and confusing (-1)
Active Cost: 64
Real Cost: 26

2) Aura Perception—This power is handled by the Aura Vision enhanced sense found in The Ultimate Mentalist, p. 65.
Cost: 10, +1 on roll/2 points

3) The Spirit's Touch—This is essentially psychometry.
The Spirit's Touch—Clairsentience with Retrocognition, Requires access to object (-1/2), Retrocognition only (-1), Only to see persons and events associated with touched object (-1)
Active Cost: 40
Real Cost: 11

4) Telepathy—6d6 Telepathy, Extra time (1 full phase, -1/2), 4d6 of effect only works with mortal, non-supernatural minds (-1/2)
Active Cost: 30
Real Cost: 17

5) Psychic Projection—In its base form, this power enables the vampire to project his soul/consciousness outside of his body as described by the Astral Form power in The Ultimate Mentalist (also The Ultimate Supermage), pp. 26-27). Images is used to simulate the vampire's ability to project a hazy picture of himself to others. To progress into the Umbra, the vampire must purchase the appropriately limited Duplication power described below. The Extradimensional Movement power belongs exclusively to the Duplicate and is part of the Duplicate's calculated cost.
Psychic Projection—(a) Desolidification, 0 END (+1/2), Extra Time (1 Turn, -1), Concentrate (0 DCV, -1/2), Astral Form (-1), (b) Images versus sight and hearing, -2 to PER roll, only to make an image and sound of oneself (-1/2), (c) Duplication, Original form goes comatose (-1/2), Each form takes damage inflicted on the other form (-1/2), Vampire must project astral form first (-1/2), Duplicate must move into the Penumbra and cannot come to earth (-1), (d) Extradimensional movement to Penumbra (possessed only by Duplicate form)

Active Cost: 86 for Astral Form, (Vampire character total ÷ 2.5) + 12 for dimension-travelling Duplicate

Real Cost: 34 for Astral Form, Duplicate Active Cost ÷ 3.5 for dimension-travelling Duplicate

C) Celerity

This is simply extra SPD and Lightning Reflexes. Celerity costs 3 Blood Pool END/extra point of SPD and +2 Lightning Reflexes. In other words, each extra phase of action/Turn will cost the vampire 3 Blood Pool END.
Each level = +1 SPEED and +2 Lightning Reflexes, Costs Blood Pool END (-1/2), Increased END cost (2x, -1/2), Only to perform physical actions (-1/2)
Active Cost: 13
Real Cost: 5

D) Chimerstry

Powers of this discipline are more hierarchical than others and can be placed into an elemental control to save points.

1) Ignis Fatuus—Static images that affect only one sense in a 1-hex radius.

Ignis Fatuus—Images versus sight/hearing/touch/smell & taste, -2 to PER roll, 0 END (+1/2), Creator must be able to sense image to maintain (-1/4), Only to make static, simple images that affect one sense at a time (-1 1/2), Dispelled if someone makes PER roll (-1/2)
Active Cost: 69
Real Cost: 21

2) Fata Morgana—Static images that can affect a combination of senses in a 2-hex radius.
Fata Morgana—Images versus sight/hearing/touch/smell & taste, -3 to PER roll, 0 END (+1/2), Double radius (+1/4), Only to make static images (-1), Dispelled if someone makes PER roll (-1/2), Creator must be able to sense image to maintain (-1/4), Costs Blood Pool END to initiate (-1/4)
Active Cost: 86
Real Cost: 29

3) Appararition—Mobile images in a 2-hex radius.
Apparation—Images versus sight/hearing/touch/smell & taste, -4 to PER roll, 0 END (+1/2), Double radius (+1/4), Dispelled if someone makes PER roll (-1/2), Creator must be able to sense image to maintain (-1/4), Costs Blood Pool END to initiate (-1/4), Must first create image with Ignis Fatuus or Fata Morgana (-1/2)
Active Cost: 91
Real Cost: 36

4) Permanency—Mobile images that do not require the awareness of their creator, can fill a 4-hex radius.
Permanency—Images versus sight/hearing/touch/smell & taste, -4 to PER roll, 0 END (+1/2), Double radius (2 levels, +1/2), Persistent (+1/2), Uncontrolled (+1/2), Dispelled if someone makes PER roll (-1/2), Extra Time (1 Turn, -1) Costs Blood Pool END to initiate (-1/4), Must first create image with Apparation (-1/2)
Active Cost: 156
Real Cost: 48

5) Horrid Reality—Images projected directly into the target's mind
Horrid Reality—12d6 Mental Illusions
Limitations: Extra time (1 full phase, -1/2), Concentrate (1/2 DCV, -1/4)
Active Cost: 60
Real Cost: 34

E) Dementation

1) Passion—Amplifies or deadens the emotions of single person
Passion—8d6 Mind Control, Emotions only (-1/2), Can only amplify or dull emotions already present in the target (-1/2)
Active Cost: 40
Real Cost: 20

2) The Haunting—This creepy power will affect the target without the attention or presence of the vampire that uses it.
The Haunting—6d6 Mental Illusions, 0 END Persistent (+1), Uncontrolled (+1/2)
No Conscious Control (-1), Doesn't work continuously (only causes fleeting images and sensations, -1), Extra Time (1 full phase, -1/2), Costs Blood Pool END to initiate (-1/4)
Active Cost: 75
Real Cost: 20

3) Eyes of Chaos—Handled with Telepathy, Deduction, and Cryptography
Eyes of Chaos—(a) 12d6 Telepathy, Only to learn target's Psych. Lims. and other character traits (not memories, current thoughts, or information; -1), Extra Time (1 full phase, -1/2), (b) Deduction, (c) Cryptography, Only to decode (-1)
Limitations in common: Concentrate (0 DCV, -1/2)
Active Cost: 66
Real Cost: 23

4) Voices of Madness—This power inflicts temporary madness on everyone in a 5" radius. It costs Blood Pool END to activate.
Voices of Madness—10d6 Mind Control, Area Effect: Radius, Non-selective target (+3/4), Only to cause rage or fear (-3/4), Vampire must make Frenzy or Rötschreck roll after using power (-1/2)
Active Cost: 87
Real Cost: 35

5) Total Insanity—This power also requires expenditure of Blood Pool END.
Total Insanity—6d6 Major Transform (sane person to insane person with five new Psych Limitations), BOECV (+1), Against EGO not BODY (+0), Vampire must have target's undivided attention (-1), Extra Time (1 Turn, -1)
Active Cost: 180
Real Cost: 60

F) Dominate

1) Command—Good for controlling individuals with one-word commands.
Command—9d6 Mind Control, Requires eye contact (-1/2), Clear, straighforward one-word commands only (-1/2), Must vocalize commands (-1/4)
Active Cost: 45
Real Cost: 16

2) Mesmerize—Vampiric hypnotism
Mesmerize—11d6 Mind Control, Trigger (variable, +1/2), Requires eye contact (-1/2), Concentrate (0 DCV, -1/2), Target cannot be distracted (-1/2), Extra time (1 Turn, -1), Must vocalize commands (-1/4)
Active Cost: 82
Real Cost: 22

3) The Forgetful Mind—The vampire can erase and implant memories, and detect memory alteration that has occurred in others.
The Forgetful Mind—(a) 1d6 Major Transform (person to person with altered/restored memories), BOECV (+1), Cumulative (+1/2), Requires eye contact (-1/2), Extra Time (1 Turn, -1), Effectiveness varies with extent of memory alteration (-1/2), (b) Detect Memory Alteration, Sense
Active Cost: 42
Real Cost: 17

4) Conditioning—The vampire can gradually convert someone to a loyal servant over a space of weeks, without feeding him blood.
Conditioning—(a) 1d6 Major Transform (person to mindlessly loyal servant of vampire), BOECV (+1), Cumulative (+1/2), versus EGO not BODY (+0), Extra Time (1 minute, -1 1/2), Gradual Effect (1 week, -1 3/4), Incantations (-1/4), Linked to Mental/Power Defense (-1/2), (b) 10 points Mental Defense and 10 points Power Defense, Usable by others at range, 4 others (+1 1/4), Only for completely transformed targets (-1/4), Only to resist other vampires' Dominate (-2)
Active Cost: 82
Real Cost: 21

5) Possession—1d6 Major Transform (Mind Transference), BOECV (+1), Cumulative (+1/2), Requires eye contact (-1/2), Extra time (1 full phase, -1/2), Concentrate (0 DCV, -1/2), Cannot use other vampire disciplines (-1/2) or Can only use simple vampire disciplines (Auspex, etc., -1/4), or Can use any discipline (-0), Prerequisite: Conditioning (-1/2), Vampire's body takes any damage that host body takes (-1/2)
Active Cost: 37
Real Cost: 9 (no other disciplines), 10 (only simple disciplines), or 11 (any discipline)

G) Fortitude

The following defensive powers must be purchased in order of their listing here. These defenses can absorb aggravated damage.

a) 1 PD/1 ED Damage Resistance, up to 1/2 the vampire's PD and ED
Cost: 1 pt/2 points resistant PD/ED
b) Remove Only versus STUN (-1/2) and Not versus aggravated damage (-1/2) modifiers from half of the base Undead Toughness Damage Reduction
Cost: +10 points to Damage Reduction
c) Increase in Susceptibility to sunlight time increment to 1d6/minute
Cost: Reduce value of Susceptibilities by 5 points

H) Necromancy

H1) The Sepulchre Path

1) Sight of the Bound Soul - This power simply allows the vampire to see the wraiths that he has summoned. This is something that all vampiric necromancers really need to have.
Sight of the Bound Soul—Detect Wraith, Sense, Ranged, Only to see wraiths summoned by the vampire (-1)
Active Cost: 10
Real Cost: 5

2) Insight—Psychometry with a corpse's eyes
Insight—Clairsentience with Retrocognition, Retrocognition only (-1), Focus (OAF, corpse with eyes, -1), Only to see last images seen by corpse prior to death (-1), Concentrate (1/2 DCV, -1/4), Extra Time (1 full phase, -1/2)
Active Cost: 40
Real Cost: 8

2) Summon Soul—The ability to summon a wraith whose name is known to the vampire.
Summon Soul—Summon Wraith, Focus (Object associated with wraith, OAF, -1), Must know name of wraith to be summoned (-1/2), Wraith must remain in Shadowlands (-1/2), Extra Time (1 Turn, -1)
Active Cost: 30 + (Character points of wraith/5)
Real Cost: Active Cost/4

3) Compel Soul—The ability to command summoned wraiths
Compel Soul—9d6 Mind Control, Transdimensional (+1/2), Only usable on wraiths summoned by vampire (-1)
Active Cost: 67
Real Cost: 27

4) Haunting—The ability to compel a wraith to remain within a particular area.
Haunting—(a) 10d6 Mind Control, Transdimensional (+1/2), Uncontrolled (+1/2), Only to force wraith to stay within a certain area (-1/2), (b) 2d6 EGO Attack, Transdimensional (+1/2), Does BODY (+1), Trigger (when wraith leaves designated area, +1/4), Linked to Mind Control (-1/2)
Limitations in common: Only on wraiths summoned by the vampire (-1), Extra Time (1 Turn, -1)
Active Cost: 155 (100 + 55)
Real Cost: 45

5) Torment—The ability to torture summoned wraiths
Torment—1d6 RKA, Transdimensional (+1/2)
Limitations: Only against wraiths summoned by the vampire (-1), No range (-1/2)
Active Cost: 22
Real Cost: 9

H2) The Bone Path

1) Tremens—The vampire can expend Blood Pool END to animate a corpse or body part for an instant and at a defined time.
Tremens—8 STR TK, Trigger (variable, +1/2), Only to manipulate corpses for 1 phase (-1 1/2), Simple motions only (-1)
Active Cost: 18
Real Cost: 5

2) Apprentice's Brooms—The vampire spends Blood Pool END to create undead domestic help.
Apprentice's Brooms -10 STR TK, Fine manipulation, 0 END Persistent (+1), Uncontrolled (dispelled when corpse is destroyed or decays, +1/2), Costs Blood Pool END for the first phase (-1/4), Focus (corpses, OIF, -1/2), Only to carry out menial tasks (-1/2), Telekinesis range and activity limited by the location and nature of the corpse (-3/4), Prerequisite: Tremens (-1/2), Extra Time (1 full phase, -1/2)
Active Cost: 62
Real Cost: 15

3) Shambling Hordes—The vampire spends Blood Pool END to create cadaverous combatants
Shambling Hordes—Summon Zombies, Focus (Available corpses, OAF, bulky, -1 1/4), Extra Time (1 Turn, -1)
Active Cost: 30 + (Character points in zombie/5)
Real Cost: Active Cost/3.25

4) Soul Stealing—The vampire forces a target's soul out of his body and into astral form. The vampire must touch the target to do this.
Soul Stealing—Desolidification, Usable against others (+1), BOECV at range (+1), 0 END (+1/2), Astral form (-1), Extra Time (1 full phase, -1/2), Concentrate (1/2 DCV, -1/4), Lasts one hour to less than a day (-3/4), Costs END to initiate (-1/4)
Active Cost: 140
Real Cost: 37

5) Daemonic Possession—6d6 Major Transform (Mind Transference, disembodied ghost or astral form to incarnate ghost, heals at REC/month), BOECV (+1), Ghost must be willing (-1/2), Focus (Corpse less than 30 minutes after death or living body stripped of its soul, Bulky, Hard to obtain, -1 3/4), Extra Time (1 Turn, -1), Concentrate (1/2 DCV, -1/4)
Active Cost: 180
Real Cost: 40

H3) The Ash Path

1) Shroudsight—The ability to see into the Shadowlands/Underworld. May draw the (unwelcome) notice of its inhabitants.
Shroudsight—Clairsentience (sight), Transdimensional (+1/2), Costs END (-1/2), Use of clairsentience may draw attention of Underworld inhabitants
Active Cost: 30
Real Cost: 17

2) Lifeless Tongues—Allows communication with wraiths in their native environment. Vampires must be able to see the wraiths (with Shroudsight) first.
Lifeless Tongues—4d6 Telepathy, Transdimensional (+1/2), Only usable on ghosts (-1/2), Communicative telepathy (-1/4)
Active Cost: 30
Real Cost: 17

3) Dead Hand—With an expenditure of Blood Pool END, the vampire can extend his reach into the Shadowlands and grab things and persons there.
Dead Hand—Telekinesis up to STR of vampire, Fine manipulation, Transdimensional (+1/2), Base Duration (1 minute to 10 minutes, +1/2), No range (-1/2), Vampire can be physically affected by wraiths while using Dead Hand (-1/2)
Active Cost: [(Vampire's STR x 1.5) + 10] x 2
Real Cost: Active Cost ÷ 2

4) Ex Nihilo—Through an elaborate ritual that requires the expenditure of much Blood Pool END, the vampire is able to travel to the Underworld, where he enjoys protection against attacks that don't inflict aggravated damage on wraiths.
Ex Nihilo—(a) EDM to the Underworld, Costs both normal and Blood Pool END to enter (-1/2), Increased Blood Pool END (10X, -4), Focus (Chalk or blood-drawn door, OIF, -1/2), Linked to Force Field (-1/2), Extra Time (1 Turn, -1), (b) 10 PD/10 ED Force Field, 0 END (+1/2), Doesn't protect against attacks that inflict aggravated damage on wraiths (-1/2), Extra Time (1 Turn, -1)
Active Cost: 50 (20 + 30)
Real Cost: 15

5) Shroud Mastery—Increases or decreases the strength of the Shroud, thus making it easier or harder for wraiths and other Underworld beings to use certain abilities. The vampire rolls his EGO roll, and each point by which he makes his roll (unmodified by the Active Cost of the power) imposes a +1 or -1 to rolls required by wraiths to exercise powers with the Transdimensional advantage. Not making the roll means that only a +1 or -1 modifier is imposed. This power has the Transdimensional advantage to reflect the fact that it affects beings on both sides of the Shroud.
Shroud Mastery—Change Environment (strengthen/weaken the Shroud), 8" radius, Transdimensional (+1/2), Vary Effect (+1), Uncontrolled (+1/2), Base Duration (10 minutes to less than one hour, +1/2), Extra Time (1 Turn, -1), Concentrate (0 DCV, -1/2)
Active Cost: 70
Real Cost: 28

H4) Necromantic Rituals

Vampires must purchase a Variable Power Pool to represent knowledge and ability to perform Necromantic rituals. The vampire may use the VPP to perform any ritual he has learned. All rituals also require this same KS as a skill roll to perform them successfully. Rituals that are learned and performed for the first time take a -3 modifier to the KS: Vampiric Necromancy roll. A successful use of the ritual drops the modifier to a -2, and each successive use drops the penalty by another point. Changing powers in the VPP also requires the KS roll and at least one Turn; extra time taken to change powers will add the skill roll required (+1/step on the Time Chart). Limitations on the Control Cost include "Powers restricted to known rituals (-1/4)" and "Requires a KS: Vampiric Necromancy skill roll (-1/2)".

1) Ritual Preparation—This is simply a Mind Scan that allows vampires to target victims of rituals with whatever mental powers are involved. It is useful for simulating the way that a ritual will affect a target no matter where the target currently is located. Ritual Preparation can only be used for rituals. It cannot provide information about the location of the target. It is purchased separately from the ritual VPP.
Ritual Preparation—8d6 Mind Scan, +12 to Attack roll, Only to target mental powers of rituals (gives no information about location of the target, -1), Extra Time (5 minutes, -2)
Active Cost: 64
Real Cost: 16

2) Call of the Hungry Dead—Causes target to hear the noises made by wraiths in the Shadowlands.
7d6 Mental Illusions, Only to create noises of howling ghosts (-1/2), Focus (hair of victim to be burned, OAF, -1), Extra time (5 minutes, -2), Requires KS: Vampiric Necromancy skill roll (-1/2)
Active Cost: 35
Real Cost: 7

3) Eyes of the Grave—The target sees intermittent visions of his own death that paralyze him with fear.
Eyes of the Grave—(a) 7d6 Mental Illusions, Only to create visions of target's death (-1/2), Linked to Mind Control (-1/2), Occurs intermittently for up to a minute at a time and ends after a week (-1/2), No Concious Control (-1), (b) 9d6 Mind Control, Fear only (-1), Fear kicks in only when illusions occur (-1)
Limitations in common: Focus (pinch of soil from fresh grave, OAF, -1), Extra time (1 hr, -2 1/2)
Active Cost: 80
Real Cost: 11

4) Ritual of the Unearthed Fetter—This ritual creates an item which makes the execution of Sepulchre Path necromantic powers easier. The vampire only pays for the cost of the item, even though a ritual must be performed to create it.
Ritual of the Unearthed Fetter—+3 5-point Skill Levels for rolls required for Sepulchre Path disciplines, Focus (Something of crucial importance to a wraith, OAF, -1)
Active Cost:

5) Cadaver's Touch—Makes target look like a corpse.
Cadaver's Touch—Shapeshift (target to corpse-like appearance), Usable against Others (+1), BOECV at range (+1 1/2), Focus (wax doll to be melted, OAF, -1), Extra time (1 hour, -2 1/2)
Active Cost: 35
Real Cost: 8

6) Grasp of the Ghostly—Enables vampire to reach into Shadowlands and bring wraithly relics into world of the living.
Grasp of the Ghostly—Extradimensional Movement, Usable against others at range (+1 1/2), Transdimensional (+1/2), Only to bring Underworld relics into the real world (-1), Focus (object of the same mass as object to be relocated, OAF, -1), Transported object fades away after one year (-1/4), Extra time (5 hours, -3)
Active Cost: 60
Real Cost: 10

I) Obfuscate

1) Cloak of Shadows—An easy form of invisibility
Cloak of Shadows—Invisibility to normal sight, 0 END (+1/2), Only works in out of the way, shadowed places (-1), Psionic (-1/2), Vampire must be quiet and motionless (-1)
Active Cost: 30
Real Cost: 9

2) Unseen Presence—A more difficult but more useful form of invisibility
Unseen Presence—Invisibility to normal sight, hearing, and scent/taste, 1/2 END (-1/4), Psionic (-1/2), Invisibility dispelled and cannot be re-established if vampire makes a ruckus (-1/2), Cannot be established if vampire is under observation (-1/2)
Active Cost: 37
Real Cost: 15

3) Mask of a Thousand Faces—Psionic disguise ability
Mask of a Thousand Faces—(a) Shapeshift to any humanoid, 0 END (+1/2), ) Psionic (-1/2), (b) Disguise (or + to Disguise skill), Linked to Shapeshift (-1/2), Psionic (-1/2)
Active Cost: 33
Real Cost: 21

4) Vanish from the Mind's Eye—The ability to turn invisible in plain sight, which frightens ordinary mortals.
Vanish from the Mind's Eye—(a) Invisibility to normal sight, hearing, and scent/taste, 1/2 END (+1/4), Psionic (-1/2), Linked to PRE (-1/2), (b) +45 PRE, Offense only (-1/2), Only to cause fear and trauma (-1), Good for only one PRE attack after vampire turns invisible (-1/2), Targets of PRE attack must witness vampire's disappearance (-1/4), Only versus ordinary mortals (-1/2)
Active Cost: 82
Real Cost: 30

5) Cloak the Gathering—This ability must be purchased separately for each of the other Obfuscate powers that the vampire knows. It enables the vampire to extend Obfuscate to others.
Cloak the Gathering—Usable by Others at range, both vampire and others can use, up to 4 others (total: +1 1/2) added to any Obfuscate disciplines known by vampire, Power dispelled for everyone if vampire gives himself away (-1/2)

Power Active Cost Real Cost
Cloak of Shadows +30 +3
Unseen Presence +45 +12
Mask of a Thousand Faces +34 +12
Vanish from the Mind's Eye +112 +24

J) Obtenebration

1) Shadow Play—Can extend and manipulate existing or create shadows almost from whole cloth for 1 Blood Pool END/phase. Shadows made with Images can, at the vampire's option, make noises (like the rustling of clothes, flapping of bat wings, etc.).
Shadow Play—(a) Change Environment (extend/manipulate shadows), 4 hex radius, (b) Images versus sight and normal hearing in 1 hex, -4 to PER roll, 1/2 END (+1/4), Only to make shadows of non-existent persons and objects or manipulate currently existing shadows in fantastic ways (-3/4)
Active Cost: 49 (15 + 34)
Real Cost: 34

2) Shroud of Night—Inky cloud of darkness that obliterates sight and muffles sound. Costs normal END (2/phase).
Shroud of Night—Darkness v. Sight group and normal hearing, 2" radius, 1/2 END (+1/4), Personal Immunity (+1/4)
Cost: 37

3) Arms of the Abyss—The vampire can summon up to five black tentacles at a cost of 5 Blood Pool END/tentacle. These tentacles can come from any sufficiently dark and deep shadow and attack people within 2—4" of the vampire.
Arms of the Abyss -14 STR Telekinesis, Autofire (+1/2), 0 END (+1), Uncontrolled (dispelled if arms area destroyed, +1/2), Indirect (+3/4), Reduced by Range (-10 STR for each 2" beyond 2" from the vampire that the tentacles act, -1/2), Each telekinetic attack requires Blood Pool END to initiate (5 END each, -1/4), No punches (-1/4)
Active Cost: 79
Real Cost: 39

4) Black Metamorphosis—The vampire acquires a horrific appearance, with mottled skin, tentacles, and a demonic mien. This costs 1 Blood Pool END/phase to maintain.
Black Metamorphosis—(a) +5 to sight PER roll, Only to offset darkness penalties (-1/2), (b) +2 SPD, Only used to make attacks with extra limbs (tentacles, -1), (c) Extra limbs, (d) Ambidexterity, Only with attacks made with extra limbs (-1), (e) +40 PRE, Offense only (-1/2), Only to cause fear (-1), Only versus normal mortals and animals (-1/2)
(f) Shapeshift to horrific appearance
Powers (a,) (b), (c), (d), and (f) are all Linked (-1/2) to the extra PRE
Active Cost: 88
Real Cost: 38

5) Tenebrous Form—The vampire takes on the terrifying form of a living shadow for 2 Blood Pool END/phase.
(a) Desolidification, 1/2 END (+1/4), Can be affected by fire and sunlight, Cannot through solid objects (-1/2), Gradual Effect (1 minute, -1/2), (b) +5 to sight PER roll, Only to offset darkness penalties, (c) +40 PRE, Offense only (-1/2), Only to cause fear (-1), Only versus normal mortals and animals (-1/2), (d) Clinging
Powers (b) thru (d) are Linked (-1/2) to Desolidification
Active Cost: 110
Real Cost: 48

6) The Suffocating Darkness - This is an optional effect of being wrapped in any form of Obtenebration darkness, in which the target feels like he is suffocating and has his life force sucked from him by the cloying, stifling darkness. It may be used in conjunction with any Obtenebration power that surrounds the target in darkness from the vampire's soul.
The Suffocating Darkness—1d6 Drain, Recover 5 points/5 minutes (+1/2), 0 END (+1/2), Affects END, STUN, and BODY (+1/4), Drain must reduce END to 0, then STUN, then BODY (-1/2)
If used in conjunction with Tenebrous Form, this power must also take Affects Physical World (+2)
Active Cost: 22 (42 for Tenebrous Form application)
Real Cost: 15 (28 for Tenebrous Form application)

K) Potence

Each level of Potence provides the following:

(a) +5 STR, 0 END (+1/2), up to +25 STR, Does not affect figured characteristics (-1/2)
Cost: 5
(b) +2" Superleap, up to +10" Superleap
Cost: 2

L) Presence

1) Awe—The vampire becomes extremely persuasive to everyone in a 4" radius
Awe—3d6 Mind Control, Area effect (2X radius, non-selective target, +1), Only to cause sympathetic feelings (-1), Mental power based on PRE (-1/4), Targets must be looking at vampire (-1/4), Half effectiveness against vampires 3 generations lower than the wielder (-1/4)
Active Cost: 30
Real Cost: 11

2) Dread Gaze—The vampire can cause extreme fear in a target.
Dread Gaze -12d6 Mind Control, Fear only (-1), Mental power based on PRE (-1/4), Target must be looking at vampire (-1/4), Half effectiveness against vampires 3 generations lower than the wielder (-1/4)
Active Cost: 60
Real Cost: 22

3) Entrancement—Targets are infatuated with the vampire, if only temporarily.
12d6 Mind Control, Only to cause love (-1), Only to make target love the vampire (-1/4), Mental power based on PRE (-1/4), Target must be looking at vampire (-1/4), Half effectiveness against vampires 3 generations lower than the wielder (-1/4)
Active Cost: 60
Real Cost: 20

4) Summon—The vampire can cause someone he's met before to seek him out.
Summon—(a) 7d6 Mind Scan, +12 to attack roll, Only to target victim for linked Mind Control (-2), Mental power based on PRE (-1/4), (b) 9d6 Mind Control, Telepathic command (+1/4), Only functions with person with whom vampire is acquainted (-1/2), Single command ("Come to me", -1/2), Must be repeated each day (-1/2), Mental power based on PRE (-1/4), Linked to Mind Scan (-1/2), Half effectiveness against vampires 3 generations lower than the wielder (-1/4)
Active Cost: 104
Real Cost: 40

5) Majesty—Those around the vampire are crushed by the weight of his presence. Those in a 3" radius darenot raise their voices or hands against the vampire.
Majesty—(a) 13d6 PRE Aid, Fade 5 Active/Turn, Only to provide lots of dice for PRE attacks (-1/2), (b) 6d6 Mind Control, Area Effect (Radius, nonselective target, +3/4), Single command ("Risk not my displeasure", -1/2), Targets must be looking at vampire (-1/4), Half effectiveness against vampires 3 generations lower than the wielder (-1/4)
Active Cost: 117
Real Cost: 69

M) Protean

1) Eyes of the Beast—The vampire can see in complete darkness. His eyes turn a disturbing shade of red.
Eyes of the Beast—+5 to sight PER roll, Only to compensate for darkness penalties (-1/2), Visible (-1/4), Costs END (-1/2)
Active Cost: 10
Real Cost: 4

2) Feral Claws—The vampire spends 1 Blood Pool END and grows tough, sharp claws capable of inflicting aggravated damage and digging into sheer rock faces.
Feral Claws—(a)1/2d6 HKA (1d6+1 with STR), Armor-Piercing (+1/2),1 phase to activate (-1/2), Costs Blood Pool END to grow (-1/4), (b) +2 to Climbing skill, Only when claws are out (-1/2)
Active Cost: 19
Real Cost: 9

3) Earth Meld—For 8 Blood Pool END, the vampire can merge into the earth and hide there during the day. Disturbing the vampire causes an explosion of earth that temporarily blinds everyone in a 1 hex radius.
Earth Meld—(a) Desolidification, 0 END Persistent (+1), Can only submerge oneself horizontally in bare earth (-2), Costs Blood Pool END to initiate (-1/4), Extra Time (1 Turn, -1), Vampire disoriented for 1 phase after turning off Desolidification (-1/4), (b) Invisibility to Mental and Smell/Taste sense groups, 0 END Persistent (+1), Only when in the ground (-2), Extra Time (1 Turn, -1), Linked to Desolidification (-1/2), (c) Flash versus sight, Area Effect (radius, +1), Trigger (when submerged vampire is disturbed, +1/4)
Active Cost: 162
Real Cost: 53

4) Shape of the Beast—For 5 END, the vampire can change into a large bat. For 1 END, he can change into a large wolf.

Bat Form—(a) Shapeshift to bat, 0 END (-1/2), Costs Blood Pool END to initiate (-1/4), Extra Time (1 minute, -1 1/2), (b) 30 points Shrinking, 0 END (+1/2), Costs Blood Pool END to initiate (-1/4), Extra Time (1 minute, -1 1/2), (c) Active Sonar, (d) +4 levels to Stealth, (e) +3 to Hearing PER roll, (f) Clinging, Not to smooth surfaces (-1/2), (g) 7" Flight, Restrainable (-1/2)
Powes (a), (c), (d), (e), (f) are all Linked (-1/2) to Shrinking
Active Cost: 113
Real Cost: 49

Wolf Form—(a) Shapeshift to wolf, 0 END (+1/2), Costs Blood Pool END to initiate (-1/4), Extra Time (1 minute, -1 1/2), (b) Damage Resistance, +1 rPD/rED, (c) +15 PRE, Offense only (-1/2), Only to cause fear (-1), Only while growling (-1/4), (d) +1" Running, (e) UV vision, (f) Ultrasonic hearing, (g) +1 to all PER rolls, (h) +3 to Hearing and Smell PER rolls, (i) +4 to Stealth
Powers (b) thru (i) are Linked (-1/2) to Shapeshift
Active Cost: 64
Real Cost: 32

5) Mist Form—For 6 Blood Pool END, the vampire can transform himself into a cloud of mist.
Mist Form—Desolidification, 0 END (+1/2), Still harmed by fire/sunlight, Cannot pass through physical barriers (-1/2), Susceptible to be blown about by the wind (-1/4), Costs Blood Pool END to initiate (-1/4), Extra Time (1 minute, -1 1/2)
Active Cost: 60
Real Cost: 17

N) Quietus

1) Silence of Death—The vampire spends 6 Blood Pool END/hour to create a 3"-radius zone of silence.
Silence of Death—Darkness versus Hearing sense group, 3" radius, Base duration of 1 hr (+1), Sounds originating from beyond the Darkness zone can be heard (-1/4)
Active Cost: 60
Real Cost: 48

2) Scorpion's Touch—For 5 Blood Pool END, the vampire can convert some of his Vitae to one dose of a poison which drains the constitution of those whose flesh it touches. This poison can cause vampires to go into torpor.
Scorpion's Touch—(a) 2d6 CON Drain, recover 5 points/hour (+3/4), Linked to Transform (-1/2), (b) 1d6 PD Drain, recover 5 points/hour (+3/4), Linked to Transform (-1/2), (c) 2d6 Minor Transform, vampire to vampire in torpor, Cumulative (+1/2), 0 END (+1/2), Final transformation requires reduction of target's CON below 0 (-1/2), No range (-1/2)
All powers take Focus (vampire's blood, IIF, -1/4), Extra Time (1 full phase, -1/2), and Must touch target's bare flesh (-1/4)
Active Cost: 92
Real Cost: 34

3) Dagon's Call—This long-range attack power requires touching the victim one hour before initiating the attack.
Dagon's Call—(a) 7d6 Mind Scan, +12 to attack roll, Only target victims for linked RKA (-1), Extra Time (1 minute, -1 1/2), (b) 1d6 RKA, BOECV (not versus desolidified targets, +3/4), Does BODY (+1), Invisible Power Effects (sight and hearing, +3/4), Must touch victim 1 hour before use (-1/2), Only versus victims with blood (-1/4), No knockback (-1/4), Gradual Effect (1 Turn, -1/4), Linked to Mind Scan (-1/2)
Active Cost: 111
Real Cost: 36

4) Baal's Caress - The vampire coats bladed/pointed weapons with transformed , venomous Vitae capable of inflicting aggravated damage. Each charge costs 3 Blood Pool END, and a clip of 6 therefore costs 18 Blood Pool END to prepare.
Baal's Caress—1d6 BODY Drain, Recover 5 Active/month (+1 3/4), Trigger (when coated weapon causes BODY Damage, +1/4), Charges (4 clips of 6 charges, -1/4), Charge is lost even if weapon hits but fails to cause BODY damage (-1/2), Charges cost Blood Pool END (-1/2), Focus (bladed weapon coated with vampire's blood, OAF, -1), Only versus flesh (-1/4), Extra Time (1 Turn to load up weapon with a clip of charges, -1/2)
Active Cost: 30
Real Cost: 7

5) Taste of Death—This power enables the vampire to transform his Vitae into a more corrosive form of Baal's Caress and to spit it at his opponents. Each dose costs 1 Blood Pool END. It causes aggravated damage and is therefore not absorbable by a vampire's normal defenses.
Taste of Death—1d6 RKA, Only versus flesh (-1/4), Range limited to STR throwing range (-1/2)
Active Cost: 15
Real Cost: 9

O) Serpentis

1) The Eyes of the Serpent—The vampire can immobilize persons with his gaze. His eyes become very snaky.
The Eyes of the Serpent—3 DEF/3d6 Entangle, BOECV (+1), Transparent to physical attacks (+1/4), Works versus EGO not STR (+1/2), Must capture and maintain target's gaze (-1), Half effectiveness against vampires and other supernatural creatures (-1/2)
Active Cost: 82
Real Cost: 30

2) The Tongue of the Asp—This power confers an 18-inch range to the abilities listed under The Kiss. It also provides a targeting ability to hearing, although this involves flicking out a large, forked tongue.
The Tongue of the Asp—(a) Ranged (+1/2) on Fangs HKA, BODY Transfer, and Mind Control abilities of the vampire's Kiss, Range is only 18 inches (-2, taken only on the Active points deriving from the Ranged advantage) (b) Targeting sense on Hearing, Visible (-1/4)
Active Cost: + 48 to Feeding powers (+2 to Fangs HKA, +18 to BODY Transfer, +28 to Mind Control), 20 for hearing Targeting sense
Real Cost: +10 to Feeding powers (+1 to Fangs HKA, +4 to BODY Transfer, +7 to Mind Control), 16 for hearing Targeting sense

3) Skin of the Adder—With this power, the vampire turns into a snaky-looking guy who can squeeze through tight spaces. It costs 1 Blood Pool END/5 minutes to maintain this form. The scaly skin can absorb some aggravated damage.
Skin of the Adder—(a) Shapeshift to snake-like humanoid, Base duration of 5 minutes (+3/4), (b) 2 PD Armor, (c) +1 DC to bite (up to 1/2d6, 1d6 with STR),
Powers (b) and (c) are Linked (-1/2) to Shapeshift
Active Cost: 25
Real Cost: 22

4) The Form of the Cobra—This power enables the vampire to transform into a giant Egyptian cobra with the same mass as the vampire. It costs 1 Blood Pool END/5 minutes to maintain this form.
The Form of the Cobra—(a) Shapeshift to giant Egyptian cobra, Base duration of 5 minutes (+3/4), Extra Time (1 minute, -1 1/2), (b) Cobra venom (p. 32 HERO System Almanac 1), 1d6 BODY, 1d6 STUN, and 1d6 DEX Drains, Continuous (+1), Uncontrolled (+1/2), Recover 5 Active/day (BODY and STUN Drains) or 5 Active/ 5 hours (DEX Drain), Charges (8 clips of 8 charges for BODY and STUN Drains, 8 clips of 6 charges for DEX Drain), Gradual Effect (1 hour, -1), Must do BODY with fangs first (-1/4), (c) +3 with Smell PER roll
Powers (a) and (c) are Linked (-1/2) to the cobra venom.
Active Cost: 182 (159 for venom alone)
Real Cost: 66 (56 for venom alone)

5) The Heart of Darkness—With this power, the vampire can essentially eliminate the "Immobilized by weapon struck through the heart" Physical Limitation disadvantage by removing his heart and hiding it well. The vampire's activation rolls for the Beserk and Enraged disadvantages also increase by two each. The vampire can confer these characteristics to other vampires as well with a special, gruesome ritual. If a vampire's heart is discovered, staking the heart or throwing it into a fire or sunlight will subject the vampire to 0-point Susceptibility (occurring rarely) in which he takes 1d6 BODY and STUN/minute. Burning the heart or exposing it to sunlight will destroy the vampire, while staking it will send the vampire into a torpor from which he cannot recover until the stake is removed. Vampire characters with this power cannot start with the altered disadvantages, but must instead pay for them with experience points.
The Heart of Darkness—(a) On oneself—remove Physical Limitation involving being staked, increase "Frenzy" Beserks and Enrageds activation rolls by 2 (decreasing disadvantage value by 3 points each), (b) On others—2d6 Minor Transform (vampire with vampire with the above altered Disadvantages), Cumulative (+1/2), No range (-1/2), Extra Time (1 hour, -2 1/2), Can only be performed under a full moon (-2)
Active Cost: (a) 21, (b) 30
Real Cost: (a) 21, (b) 5

P) Thaumaturgy

Costs Blood Pool END (-0)

P1) The Path of Blood

1) Taste for Blood—The vampire spends 1 Blood Pool END to learn about the status of a target vampire (or if the target is a vampire at all).
Taste for Blood—Detect Vampire Blood Pool, Discriminatory, +1 to PER roll, Must taste blood of vampire in question (-1/2), Costs Blood Pool END (-1/2)
Active Cost: 5
Real Cost: 2

2) Blood Rage—This power enables the vampire to force another vampire to spend Blood Pool END against his will.
Blood Rage—9d6 Mind Control, Only to force vampire to expend Blood Pool END against his will, in a manner dictated by the thaumaturge (-1/2), No range (-1/2)
Active Cost: 45
Real Cost: 22

3) Blood of Potency—The vampire can temporarily take on the characteristics of a vampire more closely related to Caine. Each successful application of this power (which costs 9 Blood Pool END) will reduce the effective generation of the vampire by 1.
Blood of Potency—6d6 Major Transform, vampire to vampire of one generation less removed from Caine, Self only (-1/2), Heals at 5 Active points/hour (-1), Does not affect results of diablerie or embracing (-1/4), Extra Time (1 minute, -1 1/2)
Active Cost: 90
Real Cost: 21

4) Theft of Vitae—This power enables the vampire to extract blood from his target at range.
Theft of Vitae -1d6 BODY Transfer to Blood Pool END, +40 to maximum, Return rate of 5 points/day (+1 1/4), Ranged (+1/2), Reduced by Range (-1/4), Three consecutive uses against a Kindred target blood-bonds user to target (-1/4), Can only bring Blood Pool END Reserve up to starting levels (-1/2)
Active Cost: 96
Real Cost: 48

5) Cauldron of Blood—This power causes aggravated damage.
Cauldron of Blood—3d6 RKA, BOECV (+1), Does BODY (+1), No range (-1/2), Does work on targets with no blood (-1/4), Extra Time (1 full phase, -1/2)
Active Cost: 135
Real Cost: 60

P2) The Lure of Flames

The character can conjure flame and burn things.

1) Change Environment, light in 2-hex radius, 0 END (+1/2), Costs Blood Pool END (1 point) to initiate (-1/4)
Active Cost: 15
Real Cost: 12
2) Energy RKA (fire), up to 2d6, Indirect (+1/4), Increased Maximum Range (5x, +1/4)
Cost: (Damage Class x 5) x 1.5; requires Active Cost/10 in Blood Pool END

P3) Movement of the Mind

a) Telekinesis up to 30 STR, Fine manipulation, Base duration of 1 minute (+1/2), Cannot punch or squeeze (-1/2)
Active Cost: [(STR x 1.5) +10] x 1.5
Real Cost: Active Cost/1.5
Costs Active Cost/10 in Blood Pool END per minute.

b) 6" Flight
Cost: 12; Costs 1 Blood Pool END/phase of flight.

P4) The Path of Conjuring

1) Summon the Simple Form—This power enables the vampire to create simple objects composed of a single substance out of thin air. The vampire can either create temporary objects for a low amount (7 points) of Blood Pool END (these objects require spending 7 normal END/Turn to maintain their existence), or permanently existing objects for an expenditure of 28 Blood Pool END.
Summon the Simple Form—3d6 Major Transform (air to simple, inanimate object), Limited class of objects (+1/2), Variable Limitation (-3/4; either "Costs 7 END/Turn to keep object in existence or "Increased END, 4x"), Object cannot have more mass than the vampire (-1/4), Extra Time (1 full phase, -1/2)
Active Cost: 67
Real Cost: 27

2) Magic of the Smith - This power allows the vampire to create permanently existing, complex objects.
Magic of the Smith—3d6 Major Transform (air to complex, inanimate objects), Limited class of objects (+1/2), Increased END (x7, -3), Requires skill roll pertinent to the item being conjured (-1/20 active points, -1/4), Object cannot have more mass than the vampire (-1/4), Extra Time (1 full phase, -1/2)
Active Cost: 67
Real Cost: 13

3) Reverse Conjuration—Allows vampire to destroy objects created through the Path of Conjuring.
Reverse Conjuration -19d6 Dispel versus Transform, Extra Time (1 full phase, -1/2), Only versus Transforms of The Path of Conjuring (-2)
Active Cost: 57
Real Cost: 16

4) Power over Life—This allows the vampire to create a simulacrum of any creature. The creature has no will of its own and will take no actions of its own accord. It will mindlessly follow simple instructions from the vampire. Simulacra cost 2 x (Active Cost/10) in Blood Pool END to create.
Power over Life—Summon Simulacrum, Any creature (+2), Loyalty (+1), Increased END (x2, -1/2), Creature cannot have more mass than the vampire (-1/4), Creature vanishes after one week (-1/4), Extra Time (1 Turn, -1)
Active Cost: (30 + Character points in simulacrum/5) x 4
Real Cost: Active Cost/3

P5) Hands of Destruction

1) Decay—Items touched by the vampire wither, rot, or otherwise break down. Costs 1 Blood Pool END for one minute's worth of destruction.
Decay -1d6 BODY Drain, Extra Time (1 minute, -1 1/2), Only versus inanimate objects (-1/2)
Active Cost: 10
Real Cost: 3

2) Gnarl Wood—Can warp wood, either one item at a time (1 Blood Pool END/phase of warping) or in a 2" radius (2 Blood Pool END/phase) if the vampire is powerful enough to have this option.
Gnarl Wood—1d6 Minor Transform (wooden object to warped wooden object), Cumulative (+1/2), Optional: Area effect: 2X radius (+1 1/4), Extra Time (1 full phase, -1/2)
Active Cost: 15 (27 for Area Effect power)
Real Cost: 10 (18 for Area Effect power)

3) Acidic Touch—For 4 Blood Pool END/phase, the vampire secretes an extremely powerful acid.
Acidic Touch -1d6 RKA, Armor-Piercing (+1/2), Continuous (+1), Penetrating (+1/2)
Limitations: No range (-1/2), Accumulated damage must exceed resistant defenses before Penetrating advantage kicks in (-1/2 on 7 active points), Extra Time (1 full phase, -1/2)
Active Cost: 45
Real Cost: 25

4) Atrophy—Causes a limb to wither. It costs 11 Blood Pool END per application, and the shock can potentially kill a character.
Atrophy—2d6 RKA, BOECV (+1), Does BODY (+1), Invisible Power Effects (+3/4)
Limitations: Only affects a limb (-1), Extra Time (1 full phase, -1/2)
Active Cost: 112
Real Cost: 45

5) Turn to Dust—The vampire grabs/touches a character and causes him to age in increments of 10 years for 3 Blood Pool END/phase.
Turn to Dust—2d6 Major Transform (mortal to mortal 10 years older), Continuous (+1), Cumulative (+1/2), 1/2 END (+1/4), Extra Time (1 full phase, -1/4), No range (-1/2)
Active Cost: 82
Real Cost: 47

P6) Thaumaturgic Rituals

These are handled identically to Necromantic Rituals, with a VPP of the same structure. The Ritual Preparation effect also applies to some of these rituals as well.

1) Defense of the Sacred Haven—This power creates a ring of Darkness which blocks out the sun. It costs 7 Blood Pool END to set up.
Defense of the Sacred Haven—Darkness to sight, 3" radius, 0 END Persistent(+1), Hole in the Middle (variable size, +1/2), Costs Blood Pool END to initiate (-1/4), Caster must be within 6" of darkness to maintain (-1/4), Extra time (1 hour, -2 1/2)
Active Cost: 75
Real Cost: 19

2) Wake with Evening's Freshness—This ritual enables the vampire to awaken during the day if necessary.
Wake with Evening's Freshness—(a) 5 5-point Skills levels for EGO-based rolls, Only to EGO rolls required for waking during the day (-1 1/2), (b) Lightsleep, Linked to Skill Levels (-1/2)
Both powers take Extra time (5 minutes, -2) and Limited Duration (1 day, -1/2)
Active Cost: 28
Real Cost: 6

3) Communicate with Kindred Sire—This power allows communication with a vampire's sire, once located with Ritual Preparation.
Communicate with Kindred Sire—Mind Link (to sire of vampire), Extra time (5 minutes, -2), Focus (Possession of sire, IAF, -1/2)
Active Cost: 5
Real Cost: 1

4) Deflection of Wooden Doom—This ritual protects the vampire from being staked.
Deflection of Wooden Doom—(a) 6 PD Armor, Linked to RKA (-1/2), (b) 2d6 RKA, Damage Shield (+1/2)
Both Powers take Only versus wooden stakes (-2), Extra Time (1 hour, -2 1/2), Limited Duration (1 day, -1/2), Focus (Wooden splinter held under the tongue, IIF, -1/4)
Active Cost: 84
Real Cost: 13

5) Devil's Touch—This ritual makes the target very unpopular for one night.
Devil's Touch—6d6 Minor Transform (person to person with a slew of Psychological and Physical Limitations that make others loathe/taunt him), Recovers after one night (-1), Mortals only (-1/2), Focus (Penny, to be placed somewhere on the loathed one, IIF, -1/4), Extra time (5 minutes, -2)
Active Cost: 60
Real Cost: 13

6) Ward versus Ghouls—This protective effect destroys other vampires' servants.
Ward versus Ghouls—1 1/2d6 RKA, Trigger (touch object defined during ritual, +1/4), No Normal Defense (not being a ghoul, +1), Does BODY (+1), Extra Time (5 minutes, -2), Not usable for 10 hours after completion of ritual (-1)
Active Cost: 81
Real Cost: 20

7) Principal Focus of Vitae Infusion—This ritual creates items that are infused with blood. These items can be converted to 10 points of Blood Pool END for use by the vampire. The ritual that creates the foci will make 13 charges of the END Reserve.
Principal Focus of Vitae Infusion—1d6 Aid to END Reserve, Focus (anything, OAF, -1), Only to bring Blood Pool END to starting values (-1), Charges (13, -0)
Active Cost: 5
Real Cost: 2

8) Incorporeal Passage—Enables vampire to move horizontally in a straight line through any barrier. The vampire is not affected by physical attacks but is still susceptible to fire and sunlight.
Incorporeal Passage—Desolidification, 0 END (+1/2), Extra Time (5 minutes, -2), Can only move forward horizontally in a straight path (-1 1/2), Limited duration (5 hours, -3/4), Focus (mirror shard, IAF, -1/2)
Active Cost: 60
Real Cost: 10

9) Pavis of Foul Presence --
Pavis of Foul Presence—Missile Reflection, 11-, Usable by Others at range (vampire can't use at the same time, +3/4), Extra Time (5 minutes, -1), Only to reflect vampire Presence discipline attacks (-2), Focus (A blue scarf, IAF, -1/2), Limited Duration (1 day, -1/2)
Active Cost: 70
Real Cost: 14

10) Bone of Lies—This ritual binds a spirit into a skull which forces the holder of the skull to answer questions truthfully.
Bone of Lies—(a) 10d6 Mind Control, Single command: "Answer questions truthfully" (-1/2), Target must hold skull (-1/2), (b) 100 point END Reserve, Only to fuel associated Mind Control (-1)
Both powers take Focus (200 year-old skull, OAF, difficult to recover, -1 1/4)
Active Cost: 60
Real Cost: 18

11) Blood Contract—This power magically enforces the terms of a contract between two parties. Sometimes the terms must be enforced by a demon. This ritual costs 5 Blood Pool END, plus Active Cost/10 in Blood Pool END for summoning the Contract Demon.
Blood Contract—(a) 8d6 Mind Control, Area of Effect: 1 hex, Nonselective target (+1/4), Single command: "Fulfill obligations of the contract" (-1/2), (b) Summon Contract Demon, Trigger (If contract is not fulfilled, +1/4)
Both powers take Focus (Contract, IIF, -1/4), Extra Time (1 day, -3 1/2)
Active Cost: 50 (Mind Control), (30 + Characteristic points of demon/5) x 1.25 for the Summon
Real Cost: 9 (Mind Control), Active Cost/4.75 for the Summon

Q) Vicissitude

Achieving functional or aesthetically pleasing results with these powers also requires a PS: Body Sculpting roll.

1) Malleable Image - Enables the vampire to change his appearance. Costs 2 Blood Pool END to
Malleable Image—Shapeshift to any human image, 0 END Persistent (+1), Uncontrolled (+1/2), Costs Blood Pool END to initiate (-1/4), Requires separate application of discipline for each feature (-1/4), Only to make cosmetic or minor changes (-1/2)
Active Cost: 25
Real Cost: 12

2) Fleshcraft—This power enables the vampire to adjust and redistribute the flesh of the target.
Fleshcraft—1d6 Minor Transform (target with flesh to target with altered distribution of flesh), Cumulative (+1/2), Any change of flesh (+1/4), No range (-1/2)
Active Cost: 17
Real Cost: 11

3) Bonecraft—This power allows the vampire to alter the skeletal structure of the target, sometimes to the detriment of the target if need be. The vampire can also create offensive weapons with his own bones (in the form of spikes).
Bonecraft—(a) 1d6 Minor Transform (target with bone into target with altered bone skeletal structure), Cumulative (+1/2), Any change of skeletal structure (+1/4), No range (-1/2), (b) 1d6 HKA, Causes 1 BODY damage to user (-1/4), (c) 1/2d6 RKA, Damage Shield (+1/2), 0 END (+1/2), Activation roll (15-, -1/4), Causes 1 BODY damage to user (-1/4), (d) 1d6 HKA, No Normal Defense (CON roll or no bones, +1), Does BODY (+1), No range (-1/2)
Active Cost: 97
Real Cost: 66

4) Horrid Form—This allows the vampire to transform into a hideous, frightening beast for 5 Blood Pool END + 2 Blood Pool END for each 5 minutes that the vampire is in this form.
Horrid Form—(a) Shapeshift to Horrid Form, Base Duration of 5 minutes (+3/4), Extra Time (1 full phase, -1/2), (b) 5 points. Growth, 0 END (+1/2), Costs Blood Pool END to initiate (-1/4), Extra Time (1 full phase, -1/2), (c) +4 STR, +9 DEX, +9 CON, +2 BODY, (d) 2 PD/2 ED Armor, (e) 1/2d6 HKA (1d6 with STR), (f) 1/2d6 RKA, Damage Shield (+1/2), 0 END (+1/2), Costs Blood Pool END to initiate (-1/4), Activation Roll (9-, -1 1/2)
Powers (a), (b), (d), (e), and (f) are Linked (-1/2) to the extra Characteristics
Active Cost: 113
Real Cost: 80

5) Blood Form—This horrific power enables the vampire to convert himself to a form of animated blood.
Blood Form—(a) Desolidification, 0 END (+1/2), Cannot move through solid objects (-1/2), Extra Time (1 full phase, -1/2), (b) Clinging, (c) Affects Real World advantage on Blood Bond, (d) +45 PRE, Offense only (-1/2), Only to cause fear (-1), Only versus mortals or animals (-1/2), Must wash over mortal or animal (-1/2)
Powers (b) thru (d) are Linked (-1/2) to Desolidification
Active Cost: 167
Real Cost: 57