The Unofficial Guide to
2
Compiled, Transcribed and Translated by
3
Introduction
If you are as avid of a White Wolf fan as I am many of these combo Disciplines may not be new,
however, until now many were relegated to use only in a Tabletop setting. However, with this
database it should now be easy to incorporate all of the new (and old) powers into use in the Live
Action, Mind’s Eye Theatre setting. It’s my hope that this database will show many new players that
it’s not all about whoring yourself out to other clans to leech what they know and to revitalize the
possibilities for you older players.
Note that the database includes the power’s description, as well as the tabletop and LARP systems
for employing the power. Compiling this was no small effort, many people lent me countless amounts
of books and time spent translating, revamping and editing. I’d like to thank: Verbs and Sam for
providing me access to the legions share of books, as well as Mikal, Dean, and Joe for helping to edit
and translate man of these powers for LARP use.
As I do not want to be sued by White Wolf, each entry includes the book where the power can be
found. I urge everyone who reads this database to buy/read as many of these books you can get
your hands on—not only will it help you become a better roleplayer, each book provides background
on the clans who created these powers that cannot be summed up in a list of powers.
On that note I hope my database helps to provide infinite possibilities for your character or chronicle.
LK
4
An Important Note About Combos From the LotN Anarchs Guide
For purposes of power comparison, a combination Discipline is considered to be the same level as
the highest-level Discipline it requires to learn. Thus, if a combination Discipline requires two Basic
Disciplines and one Advanced Discipline, it is considered an Advanced power. (Laws of the Night
Anarch Guide, Page 55)
Availability
Note that each power has an associated availability.
This number is arrived at using the following equation:
Sum of:
Highest discipline needed
+1 If only in a Dark Ages book
+1 If in a position book (such as Archons & Templars or Council of Primogen)
+1 If Related to a Path/Road
+1 for each combo listed as a requirement for this combo
+2 If Sect Specific
Recommended Availability modifiers: (modifiers are cumulative)
-1 If member is of the group where the power originated
-1 If combo is related to a path and both Mentor and Individual are on the path
-2 If it is Sect specific and both mentor and individual are part of that Sect
-1-3 If a appropriate boon is used to help the mentor find someone to teach the individual.
+1-3 If there is appropriate IC/RP reasons (Probationary Sect member, Poor reputation etc.)
+ X If one of the required disciplines is propriety of an extinct clan/bloodline the storyteller should feel
free to set a level to further restrict even knowledge of this power.
Unique - Teacher must have learned it form creator or someone on record as having learned it
through legitimate means.
5
# - It is recommended that the Mentor Rating should be greater then this # to acquire a teacher for
someone if the mentor can not teach the combo themselves.
It is also recommended that Storytellers control access to these powers by associating knowledge of
them to appropriate levels of Clan or Kindred Lore—one-half the availability usually comes to an
acceptable number.
Note: The bulk of this availability system was adopted from an existing Combo database created by
Sean and I make no claim to it.
6
Combo Discipline Index
MET Only(2)
Not Suitable for conversion
Tentative LARP Translation
New LARP Conversion
Animalism Combo Disciplines
Animalism/Auspex
Discipline Power
Levels Required
Book
Page
Call Upon the Blood
3/3 (5/4 LARP)
Guide to the Anarchs 159; LotN Anarchs Guide 57
15
Mind of the Wilds
2/4
Libellus Sanguinis 4 33
16
Read the Winds
4/5
Libellus Sanguinis 3 37
16
Test the Road
3/2
Road of the Beast 72
17
Beast’s Communion
3/4 (3/3 LARP)
Road of Humanity 70
18
Animalism/Chimerstry
Discipline Power
Levels Required
Book
Page
Mask of Cathay
3/3
Clanbook: Ravnos, Revised Ed. 68
18
Animalism/Dementation
Discipline Power
Levels Required
Book
Page
Respite of Lucidity
5/2
Guide to the Low Clans 163
19
Animalism/Dominate
Discipline Power
Levels Required
Book
Page
Aspect of Beast
3/3
Guide to the Anarchs 157
20
Animalism/Fortitude
Discipline Power
Levels Required
Book
Page
Alpha Glint
4/3
Counsel of Primogen 104
21
Claw Immunity
2/4
Clanbook: Gangrel, Revised Ed. 72
21
Steal the Terrible Swiftness
2/1
Winds from the East 70
22
The Beasts Vigor
3/3
Libellus Sanguinis 4 p32; Guide to the Low Clans 159
22
Scourge the Thrall
4/4
Libellus Sanguinis 4 p32; Guide to the Low Clans 159
23
Wintering*
4/2
Wolves of the Sea 71
23
Animalism/Obfuscate
Discipline Power
Levels Required
Book
Page
Animal Magnetism
4/3
Counsel of Primogen 102
24
Wolf’s Lament
1/2
Libellus Sanguinis 4 p76; Guide to the Low Clans 168
25
Animalism/Ogham
Discipline Power
Levels Required
Book
Page
Goddess Among Beasts
1/1
Guide to the Low Clans 160-161
25
Animalism/Potence
Discipline Power
Levels Required
Book
Page
7
Animalism/Presence
Discipline Power
Levels Required
Book
Page
Aura of Accursed Rage
3/2
Guide to the Low Clans 158-159
26
Mortal Terror
3/2
Archons & Templars 142
27
Animalism/Protean
Discipline Power
Levels Required
Book
Page
Bear’s Skin
2/4
Wolves of the Sea 70-71; Guide to the Low Clans 159
27
Itugen’s Embrace/Shared
Entombment
1/3
Wind from the East 71;
Guide to the Low Clans 165-166
28
Ennoia’s Mastery
1/3
Road of the Beast 72
28
Shared Strength
3/2
Wind from the East 70
29
Enhance the Wild Ride
4/4
Libellus Sanguinis 3 p28
30
Loki’s Gift
4/4
Guide to the Low Clans 162
31
Revoke the Gift of Adam
4/4
Road of the Beast 73
32
Call the Wild Hunt
5/4
Libellus Sanguinis 3 p30
33
Beast Meld
3/6
Clanbook: Gangrel Revised Ed. 73
34
Suck it Up
1/2 (1/5 LARP)
Guide to the Anarchs 64; LotN Anarch Guide 162
35
Animalism/Vicissitude
Discipline Power
Levels Required
Book
Page
Birth the Vohzd
6/6
Clanbook: Tzimisce Revised Ed. 73
35
Unchain the Wrathful Beast
5/4
Guide to the High Clans 170
36
Auspex Combo Disciplines
Auspex/Auspex
Discipline Power
Levels Required
Book
Page
An Ear for Lies
1/2
Road of Kings 73
37
Auspex/Celerity
Discipline Power
Levels Required
Book
Page
Eyes of Blades
2/2
Libellus Sanguinis 3 p66
37
Hand of the Master Artisan
1/1
Guide to the High Clans 168
38
Quickened Instincts
1/2
Guide to the Low Clans 163
38
Quicken Sight
1/2
Archons & Templars 140
38
Unassailable Parry
3/7
Guide to the Camarilla 117
39
Auspex/Celerity/Fortitude
Discipline Power
Levels Required
Book
Page
Guardian Vigil
1/1/1
LotN Anarch Gude 59; Guide to the Low Clans 161
40
Auspex/Celerity/Obfuscate
Discipline Power
Levels Required
Book
Page
8
Auspex/Chimerstry
Discipline Power
Levels Required
Book
Page
Heart’s Desire
4/2
Clanbook: Ravnos Revised Ed. 68
41
Nightmare Curse
4/5
Libellus Sanguinis 4 p33
42
Auspex/Daimoinon
Discipline Power
Levels Required
Book
Page
Blessing’s Warning
2/1
Guide to the Low Clans 159
43
Auspex/Dementation
Discipline Power
Levels Required
Book
Page
Sensory Overload
1/3
LotN: Anarch Guide 61
44
Whispers of Loathing
4/2
Guide to the Low Clans 167
45
Maddening Halo
2/3
Guide to the Low Clans 162
45
Madman’s Quill
3/variable
Libellus Sanguinis 4 p110-111
46
Prophecy
4/3
Libellus Sanguinis 4 p109-110
47
Random Patterns
2/2
Archons & Templars 141
48
Auspex/Dominate
Discipline Power
Levels Required
Book
Page
Mind’s Eye
4/3
Archons & Templars 143
49
Mood Shift
2/4
Council of Primogen 103
50
Measure the Will
2/2
Guide to the High Clans 168
51
Spectral Puppeteer
5/5
Guide to the Low Clans 166
51
Auspex/Dominate or Presence
Discipline Power
Levels Required
Book
Page
Sound of a Breaking Oath
2/4
Road of Kings 73
52
Auspex/Fortitude
Discipline Power
Levels Required
Book
Page
Martyr’s Resilience
4/7
Guide to the Camarilla 117
52
The Illness Unveiled
2/7 (2/5 LARP)
MET Journal 1 p56, Capadocain Clanbook 41
53
Auspex/Mortis
Discipline Power
Levels Required
Book
Page
Awaken the Slumbering Curse
4/5
Guide to the High Clans 164
53
Corpse Projection
5/6
Lair of the Hidden 140
54
Auspex/Mortis or Obtenebration
Discipline Power
Levels Required
Book
Page
Clarity of Emptiness
1/2
Guide to the High Clans 165
55
Auspex/Nigrimancy
Discipline Power
Levels Required
Book
Page
9
Auspex/Obfuscate
Discipline Power
Levels Required
Book
Page
Anticipatory Visage
4/3
Archons & Templars 142
56
Anticipatory Locution
4/3
Archons & Templars 142
56
Psychic Double
5/3
Lair of the Hidden 140
57
Blood Apocrypha
1/1
Libellus Sanguinis 4 p75
58
Auspex/Obfuscate Optional: Presence
Discipline Power
Levels Required
Book
Page
Ward the Soul’s Sanctity
2/3 Opt: 3 (LARP 1/3 Opt: 3)
Road of Sin 70
59
Auspex/Obfuscate/Vicissitude
Discipline Power
Levels Required
Book
Page
Soul Decoration
2/2/2
Clanbook: Tzimisce Revised Ed. 72
60
Auspex or Daimonon/Obfuscate
Discipline Power
Levels Required
Book
Page
Veil the Sin
2/2
Road of Sin 72
61
Auspex/Potence
Discipline Power
Levels Required
Book
Page
Pulse of Undeath
1/3
Clanbook: Brujah Revised Ed. 66
62
Auspex/Presence
Discipline Power
Levels Required
Book
Page
Soul Painting
4/2
Clanbook: Toreador Revised Ed. 74-75
63
Under the Skin
3/3
Counsel of Primogen 103
64
Auspex/Presence Optional: Vicissitude
Discipline Power
Levels Required
Book
Page
Enhance Sensation
2/3 Opt: 2 (LARP 3/3 Opt:2)
Road of Sin 70
65
Auspex/Protean
Discipline Power
Levels Required
Book
Page
See the Reflected Form
4/4
Clanbook: Gangrel Revised Ed. 72
66
See the True Form
2/4
Guide to the Low Clans 164
66
Shattered Fog
1/5
Guide to the Low Clans 166
67
Auspex/Quietus
Discipline Power
Levels Required
Book
Page
Draught of the Soul#
4/5
Libellus Sanguinis 3 p65-66
67
Truth of the Blood
4/2
Libellus Sanguinis 3 p66
68
Auspex/Quietus or Thaumaturgy: Path of Blood
Discipline Power
Levels Required
Book
Page
10
Auspex/Serpentis
Discipline Power
Levels Required
Book
Page
Weigh the Heart
3/5
Clanbook: Followers of Set Revised Ed. 70
69
Auspex/Temporis
Discipline Power
Levels Required
Book
Page
Quicksilver Contemplation
2/3
Guide to the High Clans 169
69
Auspex/Thaumaturgy
Discipline Power
Levels Required
Book
Page
Name the Fallen
3/1
Archons & Templars 140
70
Thaumaturgical Sight
2/1
Clanbook: Tremere Revised Ed 47
71
Scent of Caine
2/Path of Blood: 1
Guide to the Low Clans 164
72
Auspex/Valeren
Discipline Power
Levels Required
Book
Page
Eye of Unforgiving Heaven
4/4
Guide to the High Clans 166
73
Glare of Lies
2/1
Guide to the High Clans 168
73
Auspex/Vicissitude
Discipline Power
Levels Required
Book
Page
See the True Shape
2/2
Guide to the High Clans 169
74
Record Recall Sensation
3 or 4/2 (3 or 5/2 LARP)
Road of Sin 71
75
Celerity Combo Disciplines
Celerity/Auspex
Discipline Power
Levels Required
Book
Page
Focused Reflexes
5/4
Toreador Genre Packet
76
Celerity/Fortitude
Discipline Power
Levels Required
Book
Page
Forced March (Long March)
2/2
Clanbook: Assamites Revised Ed. 71
76
Seventh Chinese Brother
2/5 (3/6 LARP)
Guide to the Anarchs 161; LotN Anarch Guide 62
77
Celerity/Obfuscate
Discipline Power
Levels Required
Book
Page
Shadow Feint
2/2
Clanbook: Assamites Revised Ed. 72
77
Celerity/Potence
Discipline Power
Levels Required
Book
Page
Burning Wrath
3/3
Clanbook: Brujah Revised Ed 66
78
Celerity/Presence
Discipline Power
Levels Required
Book
Page
11
Celerity/Protean or Obtenebration
Discipline Power
Levels Required
Book
Page
Instantaneous Transformation
2/5
Archons & Templars 143
79
Celerity/Quietus
Discipline Power
Levels Required
Book
Page
Retain the Quick Blood
3/3 or 5/5
Anarch Guide 161, LotN Anarch Guide 61
79
Celerity/Vicissitude
Discipline Power
Levels Required
Book
Page
Flesh of Wind and Water
2/3
Archons & Templars 141
80
Chimerstry Combo Disciplines
Chimerstry/Fortitude
Discipline Power
Levels Required
Book
Page
Sympathetic Agony
2/4
Clanbook: Ravnos Revised Ed. 67
80
Craft Ephemera
5/3
Guide to the Low Clans 159-160
81
Daimoinon Combo Disciplines
Daimoinon or Auspex/Obfuscate
Veil the Sin listed under Auspex page 61.
Daimoinon/Obfuscate
Discipline Power
Levels Required
Book
Page
I am Legion
3/2
Clanbook: Baali 47
82
Dementation Combo Disciplines
Dementation/Auspex
Discipline Power
Levels Required
Book
Page
Catch a Whiff of Madness
2/3
Counsel of Primogen 102; Malkavian Genre Pack 83
Dementation/Dominate
Discipline Power
Levels Required
Book
Page
Phobic Affliction
3/2
Counsel of Primogen 102; Malkavian Genre Pack
83
Chaos Fold
4/4 (5/4 LARP)
Guide to the Anarchs 159; LotN Anarchs Guide 57 84
Dementation/Obfuscate
Discipline Power
Levels Required
Book
Page
12
Dominate Combo Disciplines
Dominate/Fortitude
Discipline Power
Levels Required
Book
Page
Denial of Aphrodite’s Favor
3/3
Clanbook: Ventrue Revised Ed. 77
85
Dominate/Obfuscate
Discipline Power
Levels Required
Book
Page
Smiling Jack’s Trick
3/3 (5/5 LARP)
Guide to the Anarchs 161; LotN Anarch Guide 61
86
Mortal Skin
3/3
Road of Humanity 71
86
Dominate/Obtenebration
Discipline Power
Levels Required
Book
Page
Shroud of Absence
3/3
Clanbook: Lasombra Revised Ed. 72
87
Witness of Ahriman
3/3
Guide to the High Clans 170
87
Dominate/Presence
Discipline Power
Levels Required
Book
Page
Lifesong
1/1
Clanbook: Ventrue Revised Ed. 77
88
Stunning Awe
2/2
Guide to the High Clans 169-170
88
Bliss
2/3
Clanbook: Toreador Revised Ed. 73
89
Distant Friend
2/4
Counsel of Primogen 104
90
True Tongue
2/2
Road of Kings 73
90
The Aura of Inescapable Truth
4/4
Road of Kings 73
91
Moment of Grace
4/3
Road of Heaven 68
91
Approximation of Loyalty Absolute
5/5
Counsel of Primogen 104
92
Fortitude Combo Disciplines
Fortitude/Willpower
Discipline Power
Levels Required
Book
Page
Halo of Steel
3/6+ (3/5+ LARP)
Road of Heaven 68
93
Fortitude/Mortis
Discipline Power
Levels Required
Book
Page
Aegis of Entropy
3/1
Guide to the High Clans 163
93
Blessed Resilience
8/4
The Cappadocian Clanbook 41
94
Fortitude/Obfuscate
Discipline Power
Levels Required
Book
Page
Iron Façade**
1/3
Archons & Templars 140
94
Flesh Wound**
2/3
Clanbook: Gangrel Revised Ed. 72
95
Elemental Stoicism
8/4
Guide to the Camarilla 117
95
Fortitude/Potence
Discipline Power
Levels Required
Book
Page
13
Fortitude or Potence/Obtenebration
Discipline Power
Levels Required
Book
Page
Armory of the Abyss
3 or 3, 3
Guide to the High Clans 163-164
96
Fortitude or Potence/Presence
Discipline Power
Levels Required
Book
Page
Give ‘em Hell
1 or 1, 3
Guide to the Anarchs 58; LotN Anarch’s Guide 159
97
Fortitude/Potence/Mortis
Discipline Power
Levels Required
Book
Page
Effigy of the Sculpted Tomb
2/2/2
Guide to the High Clans 165-166
97
Fortitude/Presence
Discipline Power
Levels Required
Book
Page
King of the Hill
2/2 (5/3 LARP)
Guide to the Anarchs 59; LotN Anarch’s Guide 160
98
Fortitude/Protean
Discipline Power
Levels Required
Book
Page
Badger’s Hide
1/4
Guide to the Anarchs 56; LotN Anarchs Guide 158
98
Fenris’ Talons
2/2
Wolves of the Sea 71, MET Journal 5
99
Stone Meld
2/3
Guide to the Low Clans 166
99
Torpid Hibernation*
3/3
Guide to the Low Clans 176
99
Fortitude/Protean or Thaumaturgy
Discipline Power
Levels Required
Book
Page
Sanguinary Expulsion
2, 3 or 3
Archons & Templars 142
100
Fortitude/Quietus
Discipline Power
Levels Required
Book
Page
Blood Tempering
2/4
Libellus Sanguinis 3 p66
100
Fortitude/Valeren
Discipline Power
Levels Required
Book
Page
Penitent Resilience
3/4
Guide to the High Clans 169
101
Fortitude/Vicissitude
Discipline Power
Levels Required
Book
Page
Sculpt the Flowing Wound
3/2
Guide to the High Clans 169
101
Koldunic Sorcery Combo Disciplines
Discipline Power
Levels Required
Book
Page
Jaws of the Dragon
Koldunic Sorcery 7, all five Koldunic Ways at 5
Guide to the High Clans 168
102
14
Mortis Combo Disciplines
Mortis/Necromancy/Thaumaturgy
Discipline Power
Levels Required
Book
Page
#Blood Pearl
2/2/2
The Cappodocian Clanbook 36
104
Obfuscate Combo Disciplines
Obfuscate/Obtenebration
Discipline Power
Levels Required
Book
Page
Tenebrous Veil
1/1
Guide to the Anarchs 65; LotN: Anarchs Guide 162
104
Obfuscate/Presence
Discipline Power
Levels Required
Book
Page
True Love’s Face
3/3
Clanbook: Followers of Set Revised Ed. 69
105
Memory Rift
2/2 (5/3 LARP)
Guide to the Anarchs 60; LotN: Anarchs Guide 160 106
Obtenebration Combo Disciplines
Obtenebration/Auspex
Discipline Power
Levels Required
Book
Page
Shadowed Eyes
3/3
Libellus Sanguinis 1 p33
107
Obtenebration/Dominate
Discipline Power
Levels Required
Book
Page
Echo of the Subtle Vizier
2/2
Guide to the High Clans 165
108
Eminence of Shade (Conquering Blood)
5/5
Guide to the High Clans 166
109
Obtenebration/Fortitude
Discipline Power
Levels Required
Book
Page
Armor of Darkness
4/2
Dark Ages Companion 87
110
Obtenebration/Obfuscate
Discipline Power
Levels Required
Book
Page
Smothering Darkness
2/1
Libellus Sanguinis 1 p33
111
Obtenebration/Potence
Discipline Power
Levels Required
Book
Page
15
Ogham Combo Disciplines
Ogham/Protean
Discipline Power
Levels Required
Book
Page
Tree Meld
1/3
Guide to the Low Clans 167
112
Potence Combo Disciplines
Potence/Mortis
Discipline Power
Levels Required
Book
Page
Fountain of Ill-Humors
2/3
Guide to the High Clans 167-168
112
Potence or Fortitude/Obtenebration
See entry for Armory of the Abyss under Fortitude.
Potence/Presence
Discipline Power
Levels Required
Book
Page
Righteous Gaze
3/2
Road of Heaven 68
113
Iron Heart
3/3
Clanbook: Brujah Revised Ed. 66
113
The Iron Glare
3/3
Council of Primogen 101
114
Espirit de Corps
5/5
Libellus Sanguinis 2 p102
114
Potence/Serpentis
Discipline Power
Levels Required Book
Page
Typhonic Beast
3/4
Clanbook: Followers of Set Revised Ed. 69-70 115
Potence/Vicissitude
Discipline Power
Levels Required
Book
Page
Flaying Touch
2/2
Guide to the High Clans 167
116
Presence Combo Disciplines
Presence/Animalism
Discipline Power
Levels Required
Book
Page
Command the Wary Steed
3/2
Libellus Sanguinis 2 p102
116
Presence/Auspex
Discipline Power
Levels Required
Book
Page
Diplomat’s Boon
5/3
Libellus Sanguinis 2 p37
117
Presence/Celerity
Discipline Power
Levels Required
Book
Page
16
Presence/Fortitude or Potence
Discipline Power
Levels Required
Book
Page
Inspire Greatness
3/2 or 2
Road of Kings 72
118
Greater Inspire Greatness
Inspire Greatness; Presence 5
Road of Kings 72
118
Presence/Serpentis
Discipline Power
Levels Required
Book
Page
Serpent’s Numbing Kiss
3/2
Guide to the Low Clans 164
119
Protean Combo Disciplines
Protean/Vicissitude
Discipline Power
Levels Required Book
Page
Pater Szlachta
4/3
Clanbook: Tzimisce Revised Ed. 72
120
Shape of All Beasts
4/3
Mexico by Night 114
121
Serpentis Combo Disciplines
Serpentis/Protean
Discipline Power
Levels Required
Book
Page
Hatch the Viper
4/2
Guide to the Low Clans 162
122
Vicissitude Combo Disciplines
Vicissitude/Dominate
Conquering Blood see Eminence of Shade page 109.
Vicissitude/Protean
Discipline Power
Levels Required
Book
Page
Body Armory
3/3
Guide to the Sabbat
122
Note *, #, and **: These are inherently the same powers—most were either listed in different books with different requirements while
still maintaining the same description and system.
17
Animalism Combo Disciplines
Animalism/Auspex
Name
Call Upon the Blood
Clan/Road/Sect of Origin
Anarch
Disciplines Required
Animalism 3, Auspex 3 (Animalism 5, Auspex 4 LARP)
Description
Used by anarchs to scout out the strongholds of hated enemies, this power allows the Kindred to “feel” for the Beast in the immediate vicinity. The Animalism aspect of this power attunes the Kindred to any creature that harbors a Beast, and the Auspex element allows him to interpret it and extend his senses beyond their normal limits. Doing so allows the scout to know approximately how many Kindred or ghouls are in the area.System
The player spends a blood point and rolls Perception + Animal Ken. If the roll is successful, the character gains a fairly accurate impression (give or take an entity) of how many Kindred and ghouls are in close proximity. The distance to which this sense extends depends on the successes accumulated on the roll.1 Small area; a hotel room 2 Large area; a ballroom or salon 3 Great area; a house
4 Huge area; a city block 5 Vast area; an entire estate
Storytellers, not that his power calls to the Beast in all Kindred, and impressions will include the presence of Kindred and ghouls in the anarch’s own retinue. Also, because it prods the Beast in beings to see if it’s there, particularly aware Kindred and ghouls might feel their Beast awaken or recoil as the power takes effect, perhaps alerting them to the presence of some disquieting presence. The sensory information gleaned by this power is also, a bit unsettling. Inviting the Beast in so many creatures to take not of oneself is bold, to say the least. Be wary of players using this power as a default “Detect Kindred spell.” Cainites who rely too much on provoking the Beast in others may find themselves on the verge of frenzy, as it tempts their own Beast each time they use it.
Xp Cost: 18 Tabletop; 9 LARP
Availability : 7
Book/Page
LotN Anarch Guide pg 57; Guide to the Anarchs pg 159
LARP System (Y/N)
Y; This Discipline costs one Blood Trait to activate and requires a Mental Test against a difficulty of six Traits with the Storyteller. (Retest with Survival.) If successful, the character receives an impression of how many individuals with Beasts are nearby, as well as a general idea of their proximity. If a Storyteller is not available, or if the players prefer this application in general, this Discipline allows the user to make a Mental Test against a particular individual; if successful, the user may ask the target “Are you a vampire or a ghoul?” The target must answer honestly. Those subjected to this power may make an Awareness Test to sense the Discipline’s use, as using it gently stirs the Beast, but cannot tell from what or which direction the strange sense is coming - only that someone is probing for the presence of the Beast nearby. A character can only use Call Upon the Blood for up to 10 minutes. Attempting it more times in a night than the user has Self-Control/Instinct Traits may require the user to test against frenzy or risk fully awakening her own Beast in the process. In no case can a character use this Discipline more than twice as many times per night as her rating in that particular Virtue Trait.18
Name
Mind of the Wilds
Clan/Road/Sect of Origin
Ravnos
Disciplines Required
Animalism 2, Auspex 4
Description
This power is known solely to a few Phuri Dae, who use it to find safe routes of travel and camp sites. A vampire with this power spreads her awareness through the local wildlife to get a general sense of conditions nearby—the presence or absence of danger, safe places and humans. It’s impossible to determine number or type of dangerous creatures; the vampire just gets an overall impression. For more specifics, the Phuri Dae must either summon an animal to ask or scout the area directly.System
The player rolls Perception + Animal Ken (difficulty 8) while the vampire concentrates for a full turn. Each success might grant very general knowledge about an acre or less, while five successes could cover a mountain pass or a small forest and locate the most dangerous (and safest) areas therein. A botch results in false or misleading information. The Storyteller should be careful to avoid giving away too much information with Mind of the Wilds. It’s intended to help a character scout an area, rather than serve in place of such reconnaissance.Xp Cost: 15 Tabletop; 8 LARP Availability
5
Book/Page
Libellus Sanguinis 4 pg 33
LARP System (Y/N)
N; The player makes a Static Mental challenge (difficulty 8 Traits)—retest Animal ken and concentrates for a full turn. Success grants very general knowledge about an acre or less. The player may expend additional Mental traits to expand the area of effect. Failure results in false or misleading information. The Storyteller should be careful to avoid giving away too much information with Mind of the Wilds. It’s intended to help a character scout an area, rather than serve in place of such reconnaissance.Name
Read the Winds
Clan/Road/Sect of Origin
Gangrel
Disciplines Required
Animalism 4, Auspex 5
Description
Many animals roam the night, and a vampire with this power has the ability to see through the eyes of them all. With a bit of focus, the vampire sees everything that an animal in the area witnesses. The vampire can also use this power to gain a general impression, from the animal’s states, about the area or upcoming events like disasters or storms.System
The player makes a Perception + Animal Ken roll (difficulty 7), and the vampire opens her mind to the animals in the area. Each success increases the area in which the vampire can monitor events, though progressively larger areas observed could overwhelm her with too much information.Success Distance Detail
1 Earshot Gen. Impression 2 Mile Blurry
3 Couple miles see details 4 50 miles See, hear faintly 5 100 miles See & hear clear
The player divides successes between the two categories for overall effect; this power cannot find Obfuscated or hidden things and can be used while interred in the earth (Protean 3).
Xp Cost: 20 Tabletop; 10 LARP
Availability: 6
Book/Page
Libellus Sanguinis 3 pg 37
LARP System (Y/N)
N; The player makes a Static Mental Challenge (difficulty 7 Traits) retest Animal ken, and the vampire opens her mind to the animals in the area. Success allows the vampire to monitor events, though any of the natural denizens of the forest within a couple of miles. This power provides a very general impression of the state of the surrounding area. This power cannot find users of Obfuscate or hidden items; nor does it allow the user to ask specific questions of the animals. This power may be used while using the Protean 3 power Earth Meld.19
Name
Test the Road
Clan/Road/Sect of Origin
Beast (Modern Equivilent: Feral Heart)
Disciplines Required
Animalism 3, Auspex 2
Description
This power is chiefly used by Wardens to test the sincerity of pilgrims who wish to visit Feral holy sites. Some Lorekeepers also employ it to check the veracity of Cainites who approach them wishing to be taught the lore of the Road of the Beast.The Feral begins asking the suspect Cainite a series of questions about the Beast or asks them to begin hunting. The nature of the test is not really important. The Feral is actually watching the way the other Cainite speaks and acts to see if the Beast is truly just below the surface, guiding her actions.
System
The player rolls the character’s Road rating (dif 8). The ST might want to make this roll secret. Each success indicates how clearly the Feral can determine the motives of the stranger. A botch indicates that the Feral perceives the stranger as a senior follower of the Road of the Beast immediately.1 Determine hostility toward the Road of the Beast 2 Determine interest in the Road of the Beast 3 Determine whether the stranger is a Feral or not
4 Determine whether the stranger is a Feral and what path he follows 5 As above, but can also categorize Road rating—low (1-4), medium (5-7) or
high (8-10)
Note that if the target is not a follower of the Road of the Beast, the character cannot determine what road she actually walks.
Xp Cost: 21 Tabletop and LARP
Availability: 5
Book/Page
Road of the Beast pg 72
LARP System (Y/N)
Y; This ability is used to seek out fellow Ferals and to gauge a Cainite’s interest in the Road of the Beast. Beginning by engaging the target in conversation or bringing them on a hunt. After a few minutes of observation, make a Mental challenge. Success determines whether or not the target is indeed a fellow Feral. On a loss, make a second Simple Test. if the user loses this test the target appears to be a senior follower of the Road of the Beast. Spending additional Mental Traits for the following: One Trait, to learn if the subject is hostile to the road of the Beast; two Traits, to find out the subject's Road rating. This power does not allow you to learn what road the target actually follows if she is not Feral.20
Name
Beast’s Communion
Clan/Road/Sect of Origin
Humanity
Disciplines Required
Animalism 3/Auspex 4
Description
Favored by the Illuminated, this ability enables the vampire to force another Cainite’s Beast to the fore, there to share the consciousness with the higher self, and compel it to speak through the rational human mind in a manner comprehensible to reasoning beings. When occupying the consciousness with a Cainite’s reasoning mind, the Beast is giving a voice by which its otherwise alien lusts can be known. The Beasts of different clans are, as a rule, very different in their miens. A Ravnos’ Beast is a sly, cunning thing, while a Nosferatu’s is base and wretched, and a Brujah’s brutal and proud, for example. Whatever the Cainite’s clan, however, his Beast is compelled to speak like a person of whatever intelligence the Cainite subjected to this technique himself possesses.System
Spend a point of Willpower and roll Manipulation + Intimidation (dif subject’s Willpower). If successful spend a Blood Point (to lure out the subject’s Beast). Both parties engage in an opposedSelf-Control/Instinct roll (dif of the other’s Willpower). If the subject wins, then her Beast retreats and cannot be ensnared for at least another full lunar month. If the Prodigal wins, the subject’s Beast is locked into his rational mind for a number of turns equal to the number of successes rolled. During this time, the Beast must truthfully answer questions. The Beast remembers actions taken during past frenzies with absolute clarity. Likewise, it knows when outside influences previously forced it to the fore. A willing Cainite may not relent to the use of this power, nor may a Cainite use it upon themselves.
Xp Cost: 28 Tabletop; 14 LARP
Availability: 7
Book/Page
Road of Humanity pg 70
LARP System (Y/N)
Y; By spending a Blood Trait and a Social Trait and engaging the target in a Self-Control/Instinct test (retest Intimidation), the Cainite can compel a target’s Beast to rise to the surface and answer questions in a rational manner. This Discipline lasts for a number of minutes equal to the user’s permanent Social Traits minus the target’s Willpower (min one minute). Though it should be noted that while casual brutality is forbidden by this Discipline, it does not prevent the target from truly frenzying if provoked, nor can it halt a frenzy in progress. The Beast remembers actions taken during past frenzies with absolute clarity. Likewise, it knows when outside influences previously forced it to the fore. A willing Cainite may not relent to the use of this power, nor may a Cainite use it upon themselves. The target’s rational mind is aware of the conversation that takes place. This Discipline may not be used on mortals but at ST discretion other supernatural beings—ghosts, werewolves, etc. may be targeted; however, their inner demons may not play by the same rules as the Beasts of other Cainites.Animalism/Chimerstry
Name
Mask of Cathay
Clan/Road/Sect of Origin
Ravnos
Disciplines Required
Animalism 3, Chimerstry 3
Description
Ravnos in Asia have had to learn several tricks to conceal their presence among the fanatical Eastern Kindred. One of the more common techniques is the ability to appear as an asuratizayya. This mask conceals the Ravnos’ nature as one of the Kindred descended from Caine and makes them appear to be asuratizayya for purposes of all tests.This power does not grant the Ravnos any ability to learn Eastern Disciplines or adopt their Dharmic paths. If simply allows the Ravnos to misrepresent herself.
System
The player spends one Willpower point and one blood point and rolls Manipulation + Subterfuge (difficulty 6). Each success the player gains on that roll represents one success an onlooker must overcome with the use of any power (Auspex, Kueijin Life sight, Death sight, etc.) to perceive the Ravnos as one of the Western Kindred. Otherwise, senses show the Ravnos to be a yin-aspected Kueijin. If no roll is associated with the power, roll Perception + Alertness (difficulty 6). Eastern Mask lasts for only one night per use.Xp Cost: 15 Tabletop; 7 LARP
Availability: 3
Book/Page
Clanbook: Ravnos Revised Ed. pg 68
LARP System (Y/N)
Y; For a Ravnos to use Mask of Cathay the player must spend one Willpower Trait and one Blood Trait to invoke the Mask until sunrise. During that time, the Ravnos is perceived through21
Animalism/Dementation
Name
Respite of Lucidity
Clan/Road/Sect of Origin
Malkavian
Disciplines Required
Animalism 5, Dementation 2
Description
Unlike most powers based on Dementation, this art grants reprieve from madness rather than instilling such infirmity. Vampires who know this technique may affix their insanity to their Beast as they draw it out, freeing their minds from the prison of twisted consciousness. This power is quite rare, considering many Malkavians regard their dementia as a gift rather than a curse, and very few know the secrets of Animalism. The few wretches who regularly employ this Discipline take little solace in their respites, knowing lunacy must soon descend again.System
Whenever a vampire with this Discipline technique uses the Animalism 5 power Drawing out the Beast, she may also affix her madness to the Beast. This costs one blood point per derangement, or three points to affix a Malkavian’s core derangement; the Beast’s new host suffers the affixed derangements in lieu of the vampire who expelled them. Malkavians who purge all theirderangements in this manner cannot regain Willpower by any means until they reclaim their Beast. Once a character recovers her Beast, she suffers the full effects of all her derangements.
Xp Cost: 35 Tabletop; 16 LARP
Availability: 6
Book/Page
Guide to the Low Clans pg 163
LARP System (Y/N)
N—not necessary; as above.Notes
As noted in the description, this power is incredibly rare even among Malkavians. It is advised that the storyteller add additional difficulty to the availability of this power. If this power is repeatedly abused to produce derangement free Malkavians it is advised that storytellers further limit this power by not allowing the user access to their Willpower at all until their Beast is recalled from the animal.22
Animalism/Dominate
Name
Aspect of Beast
Clan/Road/Sect of Origin
Anarch
Disciplines Required
Animalism 3, Dominate 3
Description
By calling upon another Kindred’s Beast, an anarch using this power causes his subject to display the mien of an animal. In some cases, the subject actually resembles a literal beast-man hybrid, but in most situations people affected with this power are left with a vague and unsettling impression that the focal personality of this power reminds them uncomfortably of an animal.System
The player invoking this power spends a Willpower point, or a blood point if he knows the Nature of the character he wishes to afflict with an animal aspect. The player also rolls Manipulation + Expression (dif 6). The subject of this power is the person who looks upon the character with the animal aspect. The subject sees the character as if he had some animal characteristic…If the subjects Willpower is less than 3, the character literally appears as a “beast-man” and probably causes some sort of panicked reaction. Subjects with Willpower scores above three are left with the distinct impression that the character reminds them of an animal. Roleplay this reaction accordingly, or simply add two to all Social difficulties faced by the animal-aspected character… Remember that this power is a Dominate-based Discipline, and the Kindred using it must be of equal or lower generation for it to work. This Discipline only functions on one victim at a time, although it can be used on multiple victims per session with additional uses of this power. The number of successes rolled on the Manipulation + Expression roll determines this power’s duration 1 One Scene 2 One Night 3 One Week 4 One Month 5 One YearXp Cost: 15 Tabletop; 8 LARP
Availability: 5
Book/Page
LotN Anarch Guide pgs 55-56; Guide to the Anarchs pg 157
LARP System (Y/N)
Y; This Discipline costs one Blood Trait to activate and requires the user to best the intended victim in a Social Test. It can be retested with Empathy. Those seeing the victim of Aspect of the Beast will perceive her as having a pronounced animal characteristic. This feral appearance is the result of the character’s temperament and reflects the target’s personality. The Storyteller has the final say on whether or not an animal aspect is appropriate and approves the appearance of the manifestation. A Ventrue loan shark may appear to have a multitude of teeth, making his predatory nature plain, while a clever and unscrupulous Nosferatu who has wronged the anarch may appear as a fox with large ears and a pointy muzzle, or a brutal and repressive Camarilla scourge might manifest his inner creature by taking on the snout of a pig. If the victim has less than three permanent Willpower Traits, he literally appears as a “beast-man” and will cause Delirium in non-supernatural creatures, just as if they have seen a werewolf.. . or worse. The victim is down two Social Traits on all challenges and the witnesses’ reaction to the bestial visage should be actively roleplayed. Remember that this power is a Dominate-based Discipline, and the Kindred using it must be of equal or lower generation for it to work. This Discipline only functions on one victim at a time, although it can be used on multiple victims per session with additional Blood Traits and Social Tests. The effect lasts one full night; the victim’s appearance returns to normal at sunrise. The victim gains the Negative Social Traits Bestial x2, Repugnant and Feral for the rest of the night and must wear an appropriate tag describing her altered appearance. Obfuscate will not disguise this feral mien, though the bestial outward form does not prevent actual invisibility.23
Animalism/Fortitude
Name
Alpha Glint
Clan/Road/Sect of Origin
Gangrel
Disciplines Required
Animalism 4, Fortitude 3
Description
Gangrel resilience is legendary in Kindred circles, as is their lethality in combat. This Discipline makes the Kindred’s toughness shine through her skin in a way that cows her enemies and makes them despair of defeating her—in battle or otherwise. The primary use of this Discipline is to ward off unsought combat, but it has also bee used effectively by Gangrel to hold off politicalopponents in meetings of the primogen.
System
The Gangrel calls upon her Beast and pushes it into “broadcasting” her invulnerability to the Beasts of those in her vicinity. This power works on Lupines, but not at all on creatures without a Beast to communicate with (such as mortals).Add the character’s Charisma + Animal Ken to her Willpower rating (the added Willpower is only for the purpose of Alpha Glint). The player then makes a contested Willpower roll against all those acting aggressively toward her (in the case of Lupines, halve the number of successes, rounding down, before adding them to the Gangrel’s Willpower—werewolves just aren’t that intimidated by a Gangrel vampire’s “invulnerability”). If the Gangrel wins, her opponent is cowed and behaves respectfully toward her for the rest of the scene.
Xp Cost: 20 Tabletop; 10 LARP
Availability: 5
Book/Page
Counsel of Primogen pg 104
LARP System (Y/N)
Y; The Gangrel are known for their resilience and can call upon such legendary stereotypes in their favor to warn others of their fortitude. This makes an excellent combat deterrent. The Gangrel spends a willpower and makes a social challenge against any one not already in combat with him. If he wins, no one will act aggressively towards him, but will instead, cower or show the proper respect.Name
Claw Immunity
Clan/Road/Sect of Origin
Gangrel
Disciplines Required
Animalism 2, Fortitude 4
Description
Quite a number of Gangrel even of the higher generations have developed the ability to shrug off the natural claw and bite attack of normal animals; this is not surprising considering the usefulness of the ability. Some vampires have claimed that it even provides some protection against Lupines in their wolf forms—no one has volunteered to go out and field test that assertion, however.System
The player spends two blood points and specifies an animal type: wolf, lion, steer, etc. For die remainder of the scene, the Gangrel receives extra soak dice equal to his Animalism + Fortitude Traits to resist damage from the specified animals (these dice are in addition to the vampire's usual Stamina + Fortitude, i.e. Fortitude is counted twice). Soaking the bite or claw of a wolf-form Lupine may occur, at the Storyteller's discretion, but remember that even in wolf form, those creatures are not truly animals.Xp Cost: 18 Tabletop; 9 LARP
Availability: 4
Book/Page
Clanbook: Gangrel Revised Ed. pg 72
LARP System (Y/N)
Y; Spend two Blood Traits and specify a type of animal: wolf, deer, bear, etc. Double the effects of Fortitude when soaking damage from that type for the next hour. Damage that makes it through these and other defenses remains in effect after Claw Immunity wears off, without modification.24
Name
Steal the Terrible Swiftness
Clan/Road/Sect of Origin
Gangrel
Disciplines Required
Animalism 2, Fortitude 1
Description
At time an Anda must cross enormous distance at great speed. Mongol riders are fast, covering more than a hundred miles a day under good conditions by riding 3 or 4 horses. (Even vast Mongol armies compromising 100,000 riders can cover fifty or sixty miles in a day, more than four times what comparable European armies can cross.) Steal the Terrible Swiftness allows the Anda to use the strength and speed of the Mongolian steppe pony when none are to be found. He can cover 100 miles or more in a night, running across the steppe at what sounds to those nearby to be a full horse’s gallop. However, he cannot stop for rest, blood, or conversation; once he has taken to running, he must keep moving or lose the benefits of this technique for the night.System
Spend one blood point and roll Stamina + Athletics, difficulty 6. Should the player achieve at least one success, the character can move overland at a rate of 20 miles per hour until he stops or slows to less than half his full speed for any reason. Additional successes add 5 miles per hour to the character’s rate of travel. The player can spend a Willpower to allow the Anda to stop or slow without losing the effects of Steal the Terrible Swiftness; one Willpower point must be spent for each turn the character does not return to his normal speed. If this Willpower is not spent, the character loses the great speed and may not use Steal the Terrible Swiftness again that night.Xp Cost: 5 Tabletop; 3 LARP
Availability: 3
Book/Page
Wind from the East pg 70
LARP System (Y/N)
N;
Spend one blood point and make a Simple Physical challenge--retest Athletics. If the player succeeds, the character can move overland at a rate of 20 miles per hour until he stops or slows to less than half his full speed for any reason. The player may expend additional Physical Traits to add 5 miles per hour to the character’s rate of travel. The player can spend a Willpower to stop or slow without losing the effects of Steal the Terrible Swiftness; one Willpower point must be spent for each turn the character does not return to his previous speed. If this Willpower is not spent, the character loses the great speed and may not use Steal the Terrible Swiftness again that night.Name
The Beast’s Vigor
Clan/Road/Sect of Origin
Ravnos
Disciplines Required
Animalism 3, Fortitude 3
Description
Tapping into the bond between regnant and thrall, a Ravnos knowing the Beast’s Vigor may call upon a nearby animal ghoul’s vitality to absorb injuries that could otherwise incapacitate him. The wounds appear on the animal’s body, seemingly without cause. If the animal survives, healing leaves scars and any fur that grows back is white.System
If the Ravnos has any animal ghouls within sight, he may elect to use this power. The player spends one blood point and rolls Stamina + Animal Ken (difficulty 8). Each success transfers one Health Level of damage (any type) to the animal. The Beast’s Vigor can only be used immediately after the vampire is wounded (after the soak roll) and counts as a reflexive action.Xp Cost: 10 Tabletop; 21 in Low Clans; 11 LARP
Availability: 4
Book/Page
Libellus Sanguinis 4 pgs 32-33; Guide to the Low Clans pg 159
LARP System (Y/N)
N;
If the player has any animal ghouls within sight, he may elect to use this power. The player spends one blood point and makes a Static Physical challenge (difficulty 8 Traits) retest Animal Ken. The player may bid up to three Stamina based Traits in this challenge. If successful, the player transfers one Health Level of any type of damage to the animal per Trait bid. The Beast’s Vigor can only be used immediately after the vampire is wounded (after the character has made their soak chops but still sustained damage) and counts as a reflexive action. As a reflexive action, blood used by this power does not count against the maximum allowed by generation.25
Name
Scourge the Thrall
Clan/Road/Sect of Origin
Ravnos
Disciplines Required
Animalism 4, Fortitude 4
Description
System
As Beast’s Vigor but wounds may be transferred to human ghouls so long as they are under the blood oath to the vampire.Xp Cost: 28 Tabletop; 14 LARP
Availability: 5
Book/Page
Guide to the Low Clans pg 159
LARP System (Y/N)
N; As Beast’s VigorName
Wintering
Clan/Road/Sect of Origin
Gangrel
Disciplines Required
Animalism 4, Fortitude 2
Description
In the deep winters of Scandinavia, many animals conserve their food supplies and sleep through much of the cold and hungry night. Norse vampires can sometimes emulate this feat, sleeping during the long periods when game is scarce but awakening later. By “wintering” (although the ability can actually be used at any time), the einherjar preserves her stores of blood, so that she is still able to survive for several days upon waking before needing to hunt again.System
A vampire voluntarily entering torpor may use this ability to conserve stores of blood for later use upon awakening. The vampire must roll Stamina + Survival (dif 8). Each success allows the vampire to retain one Blood Point, despite remaining in torpor, up to the limit of her current Blood Pool. Thus, if an einherjar with this power enters torpor voluntarily with three Blood Points and rolls one success, then she awakens with one Blood Point saved; if she had rolled four successes, she would have awakened with three Blood Points saved. The use of this power does not mean that the blood cannot be stolen by Thaumaturgy or attack while the vampire sleeps; it simply allows the vampire to store blood that would normally be consumed during torpor.Xp Cost: 18 Tabletop; 9 LARP
Availability: 5
Book/Page
Wolves of the Sea pgs 71-72
LARP System (Y/N)
N—Not useful in a LARP setting26
Animalism/Obfuscate
Name
Animal Magnetism
Clan/Road/Sect of Origin
Nosferatu
Disciplines Required
Animalism 4, Obfuscate 3
Description
Foul as they are to look upon and boorish as they tend to be in social situations, the wise among the Nosferatu can, if they so choose, wax alluring. This temporary appeal is rough, fleeing and slightly feral, but it gives them a fascinating charm nonetheless. Sometimes that’s all that’s necessary.System
By enhancing the powers of Mask of 1000 Faces with the dangerous allure of the Beast (channeled carefully with Animalism), some Nosferatu can briefly approximate a type of Presence. The effects of this power don’t change; it always adds dice equal to the primogen’s Animalism rating (so at least 4) to her social rolls. The duration of the effect varies. Roll Charisma + Subterfuge against a difficulty of 6. This power lasts one turn per success. This is especially effective for seduction but when properly channeled can aid with Intimidation and Subterfuge rolls as well. While this Discipline isn’t particularly powerful, it’s surprisingly effective because nobody expects the Nosferatu ever to possess such allure.This inversion of nature is not without significant risk: a botch on the roll sends the Nosferatu into immediate frenzy as the Beast rips free of its controller’s will and targets whomever the primogen was trying to charm—a social faux pas at the very least.
Xp Cost: 23 Tabletop; 9 LARP
Availability: 5
Book/Page
Council of Primogen pg 102
LARP System (Y/N)
Y; The Nosferatu channels his primal instincts into pure allure and guile. By spending a Willpower and activating Mask of 1000 Faces, the Nosferatu adopts a persona of unexpected magnetism. For the remainder of the scene or one hour he gains an additional Social Trait per level of Animalism to be used in intimidation (intimidating), persuasion (persuasive) or seduction (seductive) challenges. While active the character loses on ties to resist frenzy—the Beast does not take insults to its face lightly. This power may only be used once per night.Note
This conversion was made to keep the drawbacks associated with the power’s use in a tabletop setting; current conversions allow the user to simply jump up 5 Social Traits with no risks, drawbacks, or repercussions.27
Name
Wolf’s Lament
Clan/Road/Sect of Origin
Nosferatu, Gangrel
Disciplines Required
Animalism 1, Obfuscate 2
Description
In ancient times, the wolf’s howl echoed across the forests and mountains, communicating with its far-flung brethren. The Nosferatu and Gangrel living among the wilds of northern Europe learned how to do the same, resulting in Wolf’s Lament. This gift enables the vampire to howl a message out into the open, where it carries for miles. Additionally, any wolf hearing the wail supports it using its own voice. If done properly, a chain of wolves can sustain the lament across dozens even hundreds of miles.Anyone listening merely hears an eerie keening that pierces the air and settles across the land. Those with Feral Speech, however, hear a voice carried within the howl. The content is brief, but it imparts emotional imperative and a general missive. It can warn of danger, summon a specific individual, grieve for someone’s death or carry any other quick and simple messages. Wolf’s Lament can vocalize roughly two simple sentences.
System
To use this Discipline the player relates the simple message and the Storyteller judges whether or not it is too complex (saying it in one breath is a good rule of thumb). The player then rolls Manipulation + Animal Ken (difficulty 6) and the vampire sends out his instructions in a howl; the successes indicate the distance the message travels on the voices of wolves (see below). A failure simply means there are no packs in the area (or they fail to pick up the message), while a botch indicates that the caller attracts unwanted attention.Success Distance 1 Five Miles 2 10 miles 3 50 Miles 4 100 Miles 5 250 Miles