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Animalism
Auspex
Celerity
Dominate
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Obfuscate
Potence
Presence
Protean
Thaumaturgy - Path of blood
Corruption
Elemental Mastery
Movement of the Mind
Neptune's Might
Path of Conjuring
Path of Flame
Spirit Thaumaturgy
Weather Control

Disciplines

You began with 5 free Disciplines, which had to be from your Clan categories, and these 5 free ones must be no higher than level 3. Learning a new Discipline after character creation takes one week for each point that it costs, and except for Celerity, Potence, and Fortitude, someone must teach it to you. Even for Celerity, Potence, and Fortitude, you need a teacher to learn the fifth level and anything above. Learning Disciplines, or buying beyond the first 5, also costs experience points: a Basic Discipline costs 3 points, an Intermediate 6, an Advanced 9, and an Expert 12. If it is not a Clan Discipline, it costs 2 extra points (For Caitiff, this is reduced to only 1 extra point, but applies to all disciplines). If the discipline you are learning is out of clan for your teacher, this also costs an extra point. If your teacher doesnt have the next level above the one being taught, this costs an extra point. You cannot take an Expert Discipline at character creation; only the most powerful elders will have them. Note also that the highest levels are more likely subject to change than the lower levels, because they are so infrequently dealt with, so if you have plans that involve acquiring anything level 5 or higher, notify the storytellers well in advance, lest you receive an unwelcome surprise.

M means that using this Discipline in public is a breach of the Masquerade
B means that this Discipline costs at least one Blood Trait
W means that this Discipline costs at least one Willpower Trait
T means that this Discipline costs at least one Physical, Mental, or Social Trait.
C means that you must win at least one challenge to use this Discipline.

Send any questions and comments to storyteller@peril.org

Animalism

Sweet Whispers - Level 1 (Basic) T

By making eye contact, you can empathically communicate with an animal. Requests cannot be too complex for it to understand, and it must be coaxed (by spending Social Traits) to do what you want. The animal will obey for a time depending on how many Traits you spend. 1 Trait = 1 day; 2 = 1 week; 3 = 1 month; 4 = 1 year. These Traits are not available again until the duration ends, or until you release the animal from the command. You may retest any challenge with this discipline by risking the ability trait Animal Ken.

The Beckoning - Level 2 (Basic) T

You can issue a summoning call to any single type of animal in your locale. It costs one Social Trait to summon an animal, but the Storyteller may issue a higher cost for larger, rarer, or more unruly animals (Assuming the animal is available; e.g. Dingoes are unavailable). The summoned animal arrives in 10 to 30 minutes. You may retest using Animal Ken.

Song of Serenity - Level 3 (Intermediate) C

Reaching within another's soul, you can tame their bestial nature. If you win a Social Challenge, Song of Serenity will bring a Kindred or Garou out of frenzy. If used on an individual who is not in frenzy, this Discipline will make them weak and malleable. In this state, they may not spend Willpower, and gain the negative Mental Traits: Submissive x2 for the evening. You may not use this Discipline on yourself, and its effects are not cumulative. The target must be within arms' reach of the user; however, the source is not obvious. The target does not know the power was attempted if it fails. They can reason out that it was used after its effects have ended, however.

Beast Soul - Level 4 (Intermediate) T

By spending a social trait and making eye contact, you may possess the body of an animal. Your regular body lies dormant while this happens. Make a challenge (with a Narrator or ST) when you do this. If you lose the challenge, no dice. If you tie, you can use all the animal's senses and control it just fine. If you win the challenge, you can use the Disciplines of Auspex and Obfuscate as well.

Embrace the Beast - Level 5 (Advanced) MT

By spending a Mental Trait, you can enter a raging frenzy in which you are immune to Dominate and Presence. In addition, you have a good deal of control over your actions. You gain the Physical Traits Ferocious, Vigorous, and Relentless, but also the derangement Crimson Rage. You cannot initiate any Mental or Social Challenges except Intimidation. The effect lasts for one scene.

Channel the Beast - Level 6 (Expert) MC

You may send your frenzy into another Kindred within 10 feet. This is done by conducting a social challenge against the target, and you may retest with Animal Ken. The target may not use Willpower to negate the challenge. If the target loses the challenge, he then begins a frenzy, while you do not. Your motivation for frenzy is passed on to the target, even in the case of a beast trait or hunger frenzy. The target does not know who did it, nor do they know of the power's use, only that something sent them into frenzy.


Auspex

Heightened Senses - Level 1 (Basic) C

You can focus any one of your senses to a supernatural degree. For a difficult task, a Mental Challenge is required. This discipline can be turned on and off at will. You cannot decide to turn it on just because you, as a player, see someone walking up in obfuscate. To spot someone who is Obfuscated, you must already be using this discipline. If this is the case, you will notice a small disturbance that you can't locate. If you are curious, you may do a static mental challenge using the Obfuscator's Mental Traits as the difficulty. If you lose this test, you determine that there is nothing there, if you win, you can see who it is and where they are. You may retest this challenge by risking the ability trait Investigation.
If you are hit by strong input in your heightened sense, like loud music or bright light, you will be in pain, possibly blind or deaf while you recover.

Aura Perception - Level 2 (Basic) C

You can perceive spiritual auras. By winning a static Mental Challenge versus the watched person's number of Mental traits, you may learn the answer to one simple question, such as, "Have you committed diablerie?" "What is your emotional state?" or "What type of creature are you (human, Kindred, Garou, etc.)?" You cannot tell what generation someone is. Aura Percept can no longer be used to detect lies. If you fail the check, you cannot make out the details you were looking for in their aura. The Auspexer can retest the challenge using Investigation, while the person being tested can retest using Subterfuge. If you are looking for (or stumble upon) something weird in someone's aura, you may retest using Occult to be able to identify what it is you see.
Note: The challenge is not against the other person, it is a static challenge, so he cannot relent.

Spirit's Touch - Level 3 (Intermediate) C

You can sense psychic impressions left on something when it is touched: the faces, identities, or emotional states of the most recent handlers of an inanimate object. You cannot wear gloves and use this power. Results depend on the nature of the contact, the object, and who left the impressions. You may retest the Challenge (which is with the Storyteller) using Investigation. Any further information is at the discretion of the Storyteller. Kindred using Obfuscate leave no trace.

Telepathy - Level 4 (Intermediate) C

You can receive and transmit thoughts. Also, You can spy into others' minds by winning a Mental Challenge against them; the subject must truthfully answer a short question about whatever they are doing or thinking. The target of the power may choose to relent. Telepathy has risks; subjects with active Derangements may bid them as Mental Traits in the challenge, and if you lose you must play out the Derangement for 30 minutes. The user must also concentrate on using it. Indicate that you are using Telepathy by holding a finger to your forehead. If anyone in the vicinity has Telepathy, they will sense something and may make a Mental Challenge to listen in on your conversation. The target knows if the power fails, but may not know the source.

Psychic Projection - Level 5 (Advanced)

Your spirit can leave your body behind and travel incorporeally. Walls and doors cannot bar you, although certain wards may. Individuals using Auspex may be aware of you, but must win a Mental Challenge to perceive you. While projecting, your body is helpless and inert. Your astral form cannot interact with others unless you expend a Mental Trait to become visible to One person for ten minutes. You can use other Auspex powers in astral form.

Clairvoyance - Level 6 (Expert)

By concentrating on a familiar place or person, you can see and hear all that goes on in that vicinity, just as if you were there. You can use other Auspex Disciplines in conjunction with Clairvoyance, but to do so you must win a Mental Challenge against 8 Traits to maintain concentration.

Soul Scan - Level 7 (Expert)

You can discover the location of anyone you know, no matter where they are in the world.


Celerity

Alacrity - Level 1 (Basic) B

You can move with a speed and coordination surpassing normal mortals. If you are aware of an upcoming threat, such as a melee attack, you may spend a blood trait to make a preemptive action (such as dodging or drawing a weapon). If you choose to do a normal action, with no preemptive action, you may spend a blood trait to gain initiative over your opponent. Unless your opponent has equal or greater celerity, you can also use alacrity to make a "fair escape" (This applies to all levels of celerity).

Speed - Level 2 (Basic) B

When you are being shot at (with a gun or a bow) you have a free Dodge retest to avoid getting hit (this does not require a Blood Trait.) Also, by spending a Blood Trait, you can recover all Physical Traits related to speed and dexterity expended or lost during the night. (e.g. quick, athletic, nimble, dextrous, graceful, lithe, wiry, etc.)

Swiftness - Level 3 (Intermediate) MB

In Physical Challenges you can expend a Blood Trait and make two actions in a single round, one before the normal speed round, and one after. If used to reduce travel time, the time is half of normal.

Rapidity - Level 4 (Intermediate) MB

When employing Rapidity and expending a Blood Trait, you may make 3 actions in one round, one occurring before the "normal speed" round, and two after. If used to reduce travel time, the time is one-fourth of normal.

Fleetness - Level 5 (Advanced) MB

By expending a Blood Trait, you may make 4 actions in a Physical Challenge, two occurring before the "normal speed" round, and two after. If used to reduce travel time, the time is one-eighth of normal.

Quickness - Level 6 (Expert) MB

As Fleetness, you can make 2 actions before the "normal speed" round and 2 after. In combat, others can defend themselves but cannot attack you. If used to reduce travel time, time is one-sixteenth of normal.


Dominate

To Dominate, you must make eye contact. Orders issued with Dominate must be verbal and understandable by the target, unless Telepathy is used. You cannot Dominate Kindred of lower generation than yourself. Either the user or the target can use a Willpower Point to retest Dominate. This discipline is not a Breach of the Masquerade.

Command - Level 1 (Basic) C

By defeating a subject in a Mental Challenge, you may issue a simple command (one word, such as "Sleep!" or "Freeze!") which must be obeyed provided it does not involve self-destruction, even if it violates the subject's Nature or Demeanor. The effects of the command cannot last for more than 10 minutes. The user can retest the challenge using Leadership.

Forgetful Mind - Level 2 (Basic) C

By locking gazes and defeating a character in a Mental Challenge, you can add, alter, or erase memories of a single event of up to 15 minutes duration. You must take the time in-character to explain to the person what they remember happening; it is not a telepathic transference. The target cannot relent this challenge. You do the challenge after re-explaining the memories (go up to them, say 'Dominate, Forgetful Mind,' then re-explain, then do the challenge. The target cannot leave halfway through the explanation.) If you fail, the target knows what was attempted.

Mesmerism - Level 3 (Intermediate) C

You can plant suggestions in someone's mind. If you defeat your victim in a Mental Challenge, you may plant a trigger and command, which must be concise and simple. Examples of triggers might be: seeing a certain person, hearing a certain word, or at a precise time. Examples of commands might be: deliver a brief message, experience an emotion, recall certain information. When the trigger occurs, the command is carried out, and the Mesmerism ends. The target will not know why they acted as they did. If the command involves a threat to the victim's life, it will be ignored. The user may retest the challenge using Leadership. If the challenge fails, the target will know what was attempted.

Conditioning - Level 4 (Intermediate) CT

You can reprogram a target's mind, making them a loyal (if somewhat dull) servant. You must have complete access to the victim for 3 entire consecutive nights. You must defeat them in a Mental Challenge each of the 3 nights, and permanently expend a Mental Trait. If one challenge fails, the process fails. Conditioned victims will obey even suicidal orders, and gain 3 Willpower Traits for the sole purpose of resisting any control that would counter your wishes. If a previous Blood Bond exists, the two masters engage in a Mental Challenge every time they issue conflicting orders. The victim may be restored to normal by another Conditioning. In the attempt, the 3 Willpower Traits come into play, and if any of the 3 Mental Challenges fails, the victim's mind is destroyed. If they all succeed, the re-programmer expends a Willpower Trait to restore the victim's identity. The target does not know what occurs.

Posession - Level 5 (Advanced) MC

You can possess a victim's body. Your body is helpless and inert while Possessing, and you are subject to the host body's physical limitations. You may not use any of your physical Disciplines or any of the host's mental or social faculties. You must touch your victim and win a Mental Challenge. If you succeed, you may remain in the host body until sunrise; then you must return to your own body. If it was destroyed while you were away, you die. During Possession, the victim is totally unaware of anything. Empty bodies, such as those of people using Psychic Projection, are unable to resist Possession. If the rightful owner of a body tries to return, you must win a Mental Challenge to retain control. Failing the Challenge to Possess is disorienting; you cannot control your body or concentrate for one minute. If you fail, the target knows what happened.

Obedience - Level 6 (Expert)

You can use Dominate powers without eye contact. You need only touch your victim; the touch need not be skin to skin. Contact must be maintained long enough for the Dominate power to take effect.

Far Mastery - Level 7 (Expert)

You can use Dominate powers without eye contact or touch, over any distance. All that is required is to know the location of your victim.


Fortitude

Endurance - Level 1 (Basic)

You can shrug off the effects of minor damage. You ignore all side effects of being Wounded or Incapacitated, and are not out of play until you go beyond incapacitation, at which time you will suffer the wound penalties for incapacitation, just like everyone else. Endurance costs nothing to use and is automatically activated when needed.

Toughness - Level 2 (Basic)

If you lose a Physical Challenge and take damage, you may call for a single retest. If the damage is normal, and you win the Toughness retest, the damage is negated. If the damage is aggravated, and you win the retest, you take the damage, but it is changed from aggravated to normal. You may retest with an ability first. If the source of the damage does multiple points of damage, you must retest each point of damage separately.

Mettle - Level 3 (Intermediate) M

You are supernaturally tough. You gain 2 Health Levels, which can be lost and healed like any other.

Resilience - Level 4 (Intermediate) MT

When you suffer aggravated wounds, you may reduce them to ordinary wounds by spending an appropriate Physical Trait for each wound resisted. You also gain one more Health Level.

Aegis - Level 5 (Advanced) MTW

If you are injured, you can permanently expend 3 Physical Traits or 1 Willpower Trait to cancel the damage - its results are ignored, even if the damage was fatal. In the case of exposure to sunlight, you can survive 5 minutes of direct exposure before taking damage.

Mantle of the Sun - Level 6 (Expert) B

You can survive in sunlight for one hour by spending a Blood Point. You can do this for a number of hours equal to your Humanity level. While using Mantle of the Sun, you cannot use Disciplines (other than Fortitude), feed, heal wounds, or expend Blood Points to boost Physical attributes.


Obfuscate

Obfuscate is a mental discipline. It will not fool cameras or mechanical devices.

Cloak of Shadows - Level 1 (Basic) M

If you hold still and stay out of the way, you may remain undetected. You cannot disappear from direct view. Indicate you are using Cloak of Shadows by holding your arms crossed with your hands on your shoulders, and holding still.

Unseen Presence - Level 2 (Basic) M

You can walk about without being seen or heard. If you talk or interact with your environment, you become visible. If you are moving, a Kindred already using Heightened Senses will suspect something is amiss, but can only locate you and be sure that you are there by winning a Static Mental Challenge versus your number of mental traits. You cannot disappear from direct view. Indicate you are using Unseen Presence by holding your arms crossed with your hands on your shoulders. Other characters will subconsciously avoid running into you; if there is any way that a person can possibly avoid you, he will. (Also, people will not notice that other people are avoiding you.)

Mask of a Thousand Faces - Level 3 (Intermediate) MT

You can assume a completely different appearance. Characters using Heightened Senses can sense something is amiss about your looks, but must defeat you in a Mental Challenge to pierce your veil. You possess one "instinctive" disguise, which you can assume automatically. Other disguises may be temporarily adopted, but each one you use costs one Mental Trait. If you are trying to look like a specific person, you will have to perform a simple challenge with a storyteller (who will determine the difficulty.) While asleep, in Torpor, or upon Final Death, you will return to your true appearance. It is also worth mentioning that you cannot use Mask of a Thousand Faces along with another Obfuscate discipline (like Unseen Presence): the two would just not work together.

Vanish from Mind's Eye - Level 4 (Intermediate) CT

You can disappear from direct view by winning a Mental Challenge against a number of Traits equal to how many people can see you at the time. All who see you vanish are stunned with indecision for a round. Mortals forget they ever saw you at all; Kindred will also forget if you spend a Willpower point for every 3 Kindred affected. You must depart at once or those who forgot your presence will remember that you were there and that you "left."

Cloak of the Gathering - Level 5 (Advanced) T

You may place others (if they are willing) under your mantle of Obfuscation - any previous level of obfuscate may be used. Individuals under this power must remain within view of you to remain Obfuscated. While cloaked, you and your allies can still see each other. After you engage this power, you must expend a Mental Trait for each individual you cloak. If a Kindred using Heightened Senses spots one of the cloaked individuals, only that individual is perceived. However, if a Kindred challenges and defeats the one projecting the Cloak, all of the subjects are revealed to him.

Soul Mask - Level 6 (Expert) T

By expending a Mental Trait you can conceal your Nature, Demeanor, recent diablerie, Derangements, creature type, surface thoughts, or emotional state from Aura Perception or Telepathy. You must expend a Mental Trait for each feature you wish to disguise, however, it lasts all night.

Conceal - Level 7 (Expert) M

You can conceal an inanimate object up to the size of a house, as if with Unseen Presence. This also conceals anything contained within the object. The object must be within 30 feet of you and have some emotional attachment to you. It may be discovered if someone accidentally stumbles into it.

Cache - Level 8 (Expert)

You can maintain another Obfuscate power without being physically present, over any distance.


Potence

Prowess - Level 1 (Basic) B

If you tie in a contest of pure physical strength, you are considered to have one additional physical trait ("potent.") Also, you may expend a Blood Trait to recover all Physical Traits related to brute strength you have expended or lost this session.

Might - Level 2 (Basic) M

If you lose a challenge involving strength, you may make a single immediate retest. Any Traits you lost remain lost, but you need not bid another Trait to retest. Might can be used once per challenge. Might must be the last retest, abilities can not be used for retests once might is employed.

Vigor - Level 3 (Intermediate) M

You gain a 4th hand signal in Physical Challenges: the "Bomb," a fist with thumb upraised. The "Bomb" defeats Rock and Paper, but is defeated by scissors. (You no longer declare that you have the "Bomb" before the test. The target figures it out when you hit them.)

Force - Level 4 (Intermediate) M

In hand to hand combat, your blows inflict aggravated damage. (You no longer declare that you are employing Force at the start of the challenge. They figure it out when they get hit.)

Puissance - Level 5 (Advanced) M

You can bend metal and fracture stone. In hand-to-hand combat, you inflict an additional wound when you hit. You win all ties in challenges of strength, regardless of who has the most Traits. If your opponent is also using Puissance, determine the winner normally.

Death Blow - Level 6 (Expert) M

Any mortal you strike is killed, and any Kindred takes 4 levels of damage. You no longer have to declare this before the challenge. They'll get the picture.


Presence

This discipline cannot be used to force someone into telling the truth. The target does not know that this power was used, whether or not the challenge is lost.

Dread Gaze - Level 1 (Basic) C

You can project terror upon others by looking at them and winning a Social Challenge. The victim cannot act against you, and must flee until out of your presence. For the next hour, they will avoid you. If somehow forced to remain in your presence, the individual will be extremely uncomfortable and must bid an additional Trait in any challenges against you. If you attack the victim, they may defend, but at one bid down. You may retest this challenge with Subterfuge or Leadership. Static challenges may be needed at ST discretion when using this in combat situations.

Awe - Level 2 (Basic) CT

The subject of your power will be civil to you, and perhaps do small favors for you for one hour, as long as they are in your presence. For each person you wish to be affected, you must Expend one Social Trait and conduct a Social Challenge. You cannot use this power on someone you have recently been treating badly or attacking. If you attack, insult, or otherwise commit an act of ill will towards this person while this power is in effect, the victim is no longer under your power. If you fail the test, the victim will realize you are not so suave as you think you are, and you cannot make another attempt for an amount of time that is yet to be determined by the storytellers. You may retest this challenge using Subterfuge or Leadership. Roleplay this discipline by saying something suave.

Entrancement - Level 3 (Intermediate) CT

This power is just like Awe, with the following stipulation: Willpower cannot be used to ignore Entrancement. Expend one Social Trait and conduct a Social Challenge for each person you wish to be affected. You may retest this challenge using Subterfuge or Leadership.

Summon - Level 4 (Intermediate) CTW

You may call a person you have previously met to come to you over any distance. This person automatically knows where to find you and approaches by the fastest available means. They are drawn to you, not the place you are. If the Summoner is in Obfuscate, the target still will go to their location. Select an envoy or Storyteller to carry your Summons; they will conduct one test for each of however many Social Traits you choose to risk. The defender need only risk one Social Trait, no matter how many tests are made, and may spend a Willpower Trait to cancel 2 of your Social Traits. You may spend Willpower to cancel Willpower the target spends, but it must be spent when the envoy is sent and is lost no matter what the outcome of the tests. You lose the use of the risked Social Traits and may not replace them with Willpower until the target arrives. The Summoner is not known to the target.

Majesty - Level 5 (Advanced)

Those around you find it difficult even to think about acting against you. Majesty is broken if you take offensive action against someone. It is always active, with no effort, while you are conscious. Anyone attempting an aggressive or disrespectful action against you must first defeat you in a Social Challenge. If they fail, they may not challenge your Majesty again that night. Subjects may not spend Willpower to ignore Majesty's initial effects, but Willpower may be spent to challenge its effects one hour after the initial Social Challenge is lost.

Invoke Frenzy - Level 6 (Expert) CW

By winning a Social Challenge, you can cause a terror frenzy in a Kindred, or blind rage in a mortal or ghoul. The victim can spend a Willpower point to delay the frenzy for 15 minutes, but it will occur eventually.

Heart of the City - Level 7 (Expert) TW

You have become so integral to the life of an urban area that you can affect the mood of all who live there. You cannot radically alter emotions; you can merely encourage or mute the general emotional climate already present. Tourists are less affected than residents, and people with a close tie to the area will be affected even if they are not present at the time. To activate Heart of the City, spend a Willpower Point and a number of Social Traits determining how long the effect is to last: 1 Trait = 10 minutes; 2 = 1 hour; 3 = 1 day; 4 = 1 week; 5 = 1 month (the maximum duration). Traits thus spent are not available again until the duration expires or you cancel the effect.


Protean

Gleam of the Red Eyes - Level 1 (Basic) M

You can see in the dark, even if no light source is available. When this power is active, your eyes glow an eerie red.

Wolf Claws - Level 2 (Basic) MB

You can instantly cause long, razor sharp claws to grow from your fingertips. Wolf Claws cause aggravated damage in combat. This costs one Blood Trait to activate, this occurs at the start of a turn. Deactivating it costs nothing.

Earth Meld - Level 3 (Intermediate) MB

You can sink into the earth. This can be used as a "Fair Escape" during combat, but you must relent for one attack while you fade into the ground. You cannot sink into any substance other than soil. It costs one Blood Trait to use; you may return to the surface at no cost. You cannot be dug up.

Shadow of the Beast - Level 4 (Intermediate) MB

You can turn into a wolf or bat. This requires 10 seconds and one Blood Trait. During this time, you may not engage in any other action. You may change instantly by spending 3 Blood Traits. The change alters your body and normal clothes, not weapons or other equipment. Certain Disciplines and Abilities may not be usable; for instance, bats can't Drive, also they can't grab on to anything with their feeble little bat-hands. As a bat, you can navigate in darkness, feed, and fly, and your Physical are replaced by Quick x3. In addition you get 3 extra points in the Dodge ability, and automatic fair escape anywhere that you can be above the reach of others. As a wolf, you can communicate with other wolves (but not with the Garou), and you gain the Traits Ferocious, Tenacious, and Vigorous.

Form of Mist - Level 5 (Advanced) MB

By concentrating for 30 seconds, you can turn to mist. You can slip through any structure that isn't airtight and are immune to physical harm except from fire and sunlight. You can only move at walking speed. Wind won't tear you apart, but can push you in an undesired direction. It costs 1 Blood Trait to take mist form or three to do so instantly. You can't use Disciplines in this form.

Earth Control - Level 6 (Expert) MB

As Earth Meld, but instead of just sinking into the earth, you can move through it as if swimming through water. This can be done during daylight.

Form of the Ghost - Level 7 (Expert) MB

As Form of Mist, except that: (1) You appear exactly like your normal self. (2) You can move at your normal speed, but are immune to gravity, so you can "walk" through the air. (3) You can pass through solid objects, without needing to find an opening. (4) You are not affected by wind.


Thaumaturgy - Path of blood

Blood Mastery - Level 1 (Basic)

You can use the blood of others to gain power over them. If you possess a Blood Trait from a subject, you can use Blood Mastery before or during a challenge, and automatically win that challenge, no retests allowed. This destroys the Blood Trait.

Inquisition of Captive Vitae - Level 2 (Basic) M

If you possess a Blood Trait, you can determine information about the subject. You can learn clan, generation, creature type, diablerie, or physical nature. You can also determine if a blood bond exists, though not the recipient. You must win a Simple Test for each question asked, and you may ask three questions. You may retest using Occult.

Theft of Vitae - Level 3 (Intermediate) MCT

You can coax blood from a container or target into your body. The theft will be obvious to everyone within line of sight; expect an immediate attack. If the source is another creature or not in your direct sight, you must win a Mental Challenge against the target. You may retest using Occult. Expend a Mental Trait for every Blood Trait you draw out. Stolen blood becomes yours and can't be used against the original owner in any other use of Thaumaturgy. Blood taken in this manner can not create a blood bond. If you do not have the capacity for the surplus blood, it simply disappears.

Potency of the Blood - Level 4 (Intermediate) B

You can distill your blood, making it more potent and lowering your generation. The effects fade at sunrise. The greater the alteration, the greater the price:

Generation Change 13 to 12 12 to 11 11 to 10 10 to 9 9 to 8 8 to 7 7 to 6 6 to 5 5 to 4
Blood Trait cost 1 1 1 2 2 3 3 4 5

Costs are cumulative; it costs 10 Traits to go from 10th to 6th gen. Few Kindred can contain so much blood, but you could have more blood externally present for the process. You may only be under one application of this Discipline at a time. None of this blood is used to fill your personal pool, you must still feed to reach your temporary maximum blood pool.

Cauldron of Blood - Level 5 (Advanced) MTW

With a touch, you can cause the blood within an enemy to boil and burn. Unless the victim cannot resist, you must win a Physical Challenge to get a grip, then spend a Willpower Trait to activate the Cauldron of Blood. Each Mental Trait you expend destroys one Blood Trait and inflicts an ordinary wound. You may not inflict more wounds than the victim has Blood Traits. A human who loses 2 or more Blood Traits in this manner will die.


Thaumaturgy - Corruption

All of these powers require that the target be within arm's reach. The target does not know of the use of this power, even if the challenge is failed.

Contradict - Level 1 (Basic) C

By defeating a target in a Mental Challenge, you can make them do or say the opposite of what they intended for one action. This cannot be a long, complex process, but a simple choice where they have options (a police officer will let you go instead of arresting you, but they won't give you their gun or drive you to the airport.) Ask an ST for any clarification.

Disfigurement - Level 2 (Basic) MC

By touching your target and winning a Mental Challenge, you can "change" their facial appearance to anything you wish for one night. This change cannot be positive. We mean "Nosferatu" levels of changed. The target cannot win any social challenges involving appearance for the rest of the night.

Change Mind - Level 3 (Intermediate) C

By defeating your target in a Social Challenge, you can alter their Demeanor to anything you choose. The duration of the change is determined by how many additional Social Traits you spend after the challenge: 1 Trait = 1 scene, 2 = 1 hour, 3 = 1 night, 4 = 1 week, 5 = 1 month, 6 = 1 year.

Cripple - Level 4 (Intermediate) MCW

By spending a Willpower Point and defeating your target in a challenge (your Mental Traits against your target's Physical Traits) you can paralyze them from the waist down. Duration is the same as for Change Mind.

Corrupt Soul - Level 5 (Advanced) C

Similar to Change Mind, but you can alter a target's Nature.


Thaumaturgy - Elemental Mastery

Elemental Strength - Level 1 (Basic) W

By expending a Willpower Point, you gain the Physical Traits Brawny, Dexterous, Tireless, and Tough for the duration of one scene or combat sequence. This does not require an action, and is declared at the start of a turn.

Wooden Tongues - Level 2 (Basic) C

By winning a Static Mental Challenge (difficulty determined by the Storyteller), you can get impressions from an object of what it has experienced. You can retest using Occult.

Animate the Unmoving - Level 3 (Intermediate) MW

By spending a Willpower Point, you can cause an inanimate object within your line of sight to come to life for the duration of one scene. The object cannot do anything unnatural to its shape; for example, a door can open and close, a chair can walk around, or a gun can fire itself. This requires concentration.

Elemental Form - Level 4 (Intermediate) MC

You can take the form of an inanimate object of equal size and weight. When you use this power, make 3 Mental Challenges. 3 successes means you can use senses and Disciplines, 2 successes means you can use your senses only, 1 success means you can only return to your own form whenever you wish, and no successes means you are trapped for 15 minutes and must make a Mental Challenge every 15 minutes thereafter to come out of the form.

Summon Elemental - Level 5 (Advanced) MCW

By spending a Willpower Point, you can summon an elemental of Earth, Air, Fire, or Water. You must have some of the appropriate substance nearby, and must win a Static Mental Challenge; the more of the substance you have, the easier the Challenge will be. Each task you order the elemental to do requires that you win a Social Challenge, and after it completes the task, or if you fail the Challenge to command it, the elemental will attempt another Social Challenge to break your control and depart. Unless you lose one of the Social Challenges, the elemental must remain until you release it.


Thaumaturgy - Movement of the Mind

Force Bolt - Level 1 (Basic) MTW

By expending a Willpower Trait and winning a challenge (your Mental Traits against the opponent's Physical Traits) you gesture at a target and hurl an invisible mental bolt that knocks enemies down and stuns them for fifteen seconds. Opponents with Swiftness (celerity 3) are stunned for only ten seconds, opponents with Rapidity (celerity 4) for only five, and opponents with Fleetness (celerity 5) recover immediately.

Manipulate - Level 2 (Basic) MT

By expending 2 Mental Traits, you can move objects telekinetically. You can move objects only within a range of 100 feet, and only objects that could be lifted in one hand by an average human. The speed of movement is limited to a casual walk.

Shield - Level 3 (Intermediate) MW

By expending a Willpower Trait, you can surround yourself in an invisible shield. It deflects high-speed projectiles and small objects, but slower moving natural weapons and melee weapons can hit you if the attacker wins the initial challenge to strike and a Simple Test. Foes striking with Celerity must win two Simple Tests. The shield lasts until combat is completed or until you leave the area, whichever comes first. This does not require an action, and is declared at the start of the turn.

Flight / Snare - Level 4 (Intermediate) MCT

You can lift and move objects of several hundred pounds. This power is too awkward to drop large objects on enemies or throw things, but you can use it on yourself to fly for short distances (expend one Mental Trait per 5 minutes of flight), or to hold foes at bay by lifting them off the ground (win a challenge of your Mental Traits versus the foe's Physical Traits.)

Major Manipulation / Lifting / Control - Level 5 (Advanced) MCT

You can lift weights as large as a car. By spending a Mental Trait and defeating an opponent in a challenge (your Mental Traits against the foe's Physical Traits) you can immobilize the enemy as long as you concentrate and take no other action, or you can hurl them away, causing them to suffer one wound and go to a spot within 100 feet as you direct. You can throw objects, causing one or two wound levels depending on the size of the object.


Thaumaturgy - Neptune's Might

Eyes of the Sea - Level 1 (Basic) T

By spending a certain number of Mental Traits, you can view events that occurred near a standing body of water (a lake or puddle, but not an ocean or river) as if you were looking out from the water. 1 Trait spent allows you to see 1 hour into the past, 2 Traits = 1 day, 3 Traits = 1 week, 4 Traits = 1 month, 5 Traits = 1 year, 10 Traits = 10 years. Ten years is the maximum range of this power.

Jail of Water - Level 2 (Basic) MT

By spending Mental Traits, you can cause an amount of water to rise and entrap a target. Victims can break free by winning a Physical Challenge against double the number of Mental Traits spent to create the Jail; you can retest using Occult. Each round after the first one that a mortal is trapped inflicts one Health Level of drowning damage. Vampires with Potence have extra bids to break out: Vigor allows 2, Force allows 3, Puissance allows 6. To make the Jail, you must have an appropriate amount of water.

Dehydrate - Level 3 (Intermediate) MCTW

By spending a Willpower Point and Mental Traits, you can cause (non-aggravated) desiccation damage to a target. The target must win five Static Physical Challenges against twice the number of Mental Traits you choose to spend. Each challenge lost results in one Health Level of damage for a Mortal, or loss of one Blood Point for a vampire. If the vampire has no more blood, Health Levels are lost.

Flowing Wall - Level 4 (Intermediate) MTW

By spending a Willpower Point and permanently expending a Mental Trait, you can touch a standing body of water and make it a barrier against all supernatural creatures (including yourself). Anyone trying to break through must win 3 Static Physical Challenges in a row against 15 Traits. Might may only be used once in the Challenges and no other retests are allowed. You can dissolve the Wall at any time.

Blood to Water - Level 5 (Advanced) MCW

By spending a Willpower Point and touching your target, you can conduct a Static Mental Challenge against 10 Traits for each Blood Point the target has. Each success turns one of their Blood Traits to water. If the target is mortal, a single success is fatal. If the target is a vampire, the water remains in their system, preventing the blood from being restored by feeding for the rest of the night. During the day, the water evaporates away.


Thaumaturgy - Path of Conjuring

To conjure anything. you must be very familiar with the object's composition (have 3 or four points in an appropriate ability) and visualize it clearly. To summon an object, you must spend a point of blood per level of conjuring used minus one.

Summoning the Simple Form - Level 1 (Basic) MCW

By spending a Willpower Point, you can create a simple inanimate physical object. The quality of the object depends on a simple challenge: if you win or tie, the item is every bit as good as the original. If you lose, the item is inferior and is good only as a prop. You may retest using Occult. The item lasts 5 minutes per Mental Trait expended creating it. At this level, you can summon an object that you can carry in one hand.

Permanency - Level 2 (Basic) MCWB

As Summoning the Simple Form, except that it costs an extra Blood Points and the object is permanent. At this level, you can summon an item that you require two hands to carry (approximately the size of a TV set.)

Magic of the Smith - Level 3 (Intermediate) MCWB

As Permanency, but it costs two extra Blood Traits and a Willpower Point, and the item can be complex and detailed, such as a gun or a power drill. At this level, you can summon something as large as a person.

Reverse Conjuration - Level 4 (Intermediate) MCW

By spending a Willpower Point and winning a Mental Challenge against another conjurer, you can dissolve one of their conjured items. To banish one of your own conjurations with this power, no challenge is required. Either person can retest using Occult. At this level, you can summon something the size of a sofa.

Power over Life - Level 5 (Advanced) MCWB

As Permanency, but it costs 8 Blood Traits (above and beyond all other costs) and a Willpower Point, and the item can be a simulacrum of a living creature. This "golem" has no will, but obeys your commands intelligently. It slowly grows insubstantial and fades away over the course of a month. Quality is determined by the 3 Simple Tests; three successes produces a creature prettier or more perfect than a real creature, and one success produces a crippled or deformed being. At this level, you can conjure something as large as a car.


Thaumaturgy - Path of Flame

This path alows you to harness flame as a weapon; you are only safe from your own mystical flames; other things that you set on fire can still hurt you (including other Thaumaturgists using Lure of Flames.)

Hand of Flame - Level 1 (Basic) M

You can create a flaming wreath around your hands. Your blows can inflict aggravated damage in combat. This does not require an action, and is declared at the start of a turn.

Flamebolt - Level 2 (Basic) MT

By expending a Mental Trait, you can hurl a streak of fire from your hand, which functions like a ranged weapon, except that you use your Occult Ability instead of Firearms ability, and Mental instead of Physical Traits for the challenge.

Immolation - Level 3 (Intermediate) MW

By spending a Willpower Trait, you can sheathe yourself in fire. These flames do not harm you, but anyone who touches you takes an aggravated wound, and any wooden weapon must win a Static Test against 6 Traits to inflict harm on you. This does not require an action, and is declared at the start of a turn.

Engulf - Level 4 (Intermediate) MW

You can engulf a foe in a column of flame. To initiate, you must spend a Willpower Trait. In the challenge, you bid Mental Traits and your enemy uses Physical Traits to dodge. If you win, the target suffers 2 aggravated wounds. For each challenge or every 5 seconds, whichever is greater, the victim may attempt to win or tie in a Simple Test to extinguish the flames. Failing or engaging in any other action results in another aggravated wound. You must gesture to use this power.

Firestorm - Level 5 (Advanced) MW

You can create a firestorm to incinerate multiple foes. Expend a Willpower Trait and define the area affected, no more than 20 feet diameter. Animate targets must win a Physical Challenge against 6 Traits to leap away. If the victim fails or there is nowhere to leap to, one aggravated wound is inflicted. You must gesture to use this power.


Thaumaturgy - Spirit Thaumaturgy

This Path involves enslavement of nature spirits and ghosts. If you fail in a Spirit Thaumaturgy power, the angered spirit attacks you instead of the target.

Spirit Eyes - Level 1 (Basic)

You can see and speak to spirits and ghosts. If a spirit does not wish to be seen, it must win a Mental Challenge against you.

Evil Eye - Level 2 (Basic) CTW

By spending a Willpower Point and defeating a spirit in a Social Challenge (the spirit's strength is determined by the Storyteller), you can send it to pester a target who is within your view. After winning the Challenge, expend a number of Social Traits, and the spirit will follow the victim for the rest of the night and cause a number of automatic failures equal to the number of Traits you spent, always at the most awkward moments for the target.

Spirit Slave - Level 3 (Intermediate) CTW

By defeating a spirit in a Social Challenge, you can demand that it perform a service (provided it is within the spirit's power). The recently dead can be compelled, by expending a Willpower Point, into haunting a location for a number of weeks equal to the number of Mental Traits you spend.

Fetishes - Level 4 (Intermediate) CW

By defeating a spirit in a Social Challenge and permanently expending a Willpower Point, you can imprison it in an object. This object allows you to employ the spirit's powers at will. If you fail to imprison the spirit, the Willpower Point is not permanently lost. You can create a permanent haunting by calling up a ghost with Spirit Slave, using Fetishes and expending two Willpower Points (one temporary and one permanent) to imprison the spirit in an object, then hiding or burying the object at the desired location, forcing the ghost to haunt it. This is an especially cruel action.

Journey - Level 5 (Advanced) MW

Similar to Psychic Projection. Your spirit can depart your body by expending a Willpower Point. Differences are: (1) unless you Obfuscate, you are visible (and naked); (2) you are subject to spirit magic, fetishes or control by another thaumaturgist; (3) you can travel at speeds up to 500 mph.


Thaumaturgy - Weather Control

Cloak of Fog - Level 1 (Basic) T

Expending a Mental Trait and concentrating for fifteen minutes, you can call a fog to blanket an outdoor area up to 100 feet across. Visibility and ranged actions are cut to 5 feet. Tests involving sight require the character to invest 2 Traits instead of one.

Downpour - Level 2 (Basic) T

By expending a Mental Trait and concentrating for fifteen minutes, you can cause a heavy downpour in an area of 100 feet, reducing ranged actions to 20 feet and forcing those caught in the rain to spend 2 Physical Traits instead of one for any physical action.

Cyclone - Level 3 (Intermediate) MW

By spending a Willpower Trait, you can create strong winds around you. All within 10 feet must win a Physical Challenge or be knocked down and stunned for one round. Anyone using Celerity loses their remaining Celerity actions unless they move away from you. No missile attacks can hit you. Gunshots must win a Static Challenge to hit. Those engaging in hand-to-hand combat inside the area must win a Physical Challenge each round to remain standing, in addition to the combat challenge.

Tempest - Level 4 (Intermediate) W

By spending a Willpower Trait, you can change the weather for one hour, plus an additional hour for every Mental Trait you expend. Unusual or unseasonable weather may require a higher cost or winning a Static Mental Challenge. The effects are similar to Cloak of Fog and Downpour, but the effects are citywide.

Call Lightning - Level 5 (Advanced) CW

If it is overcast or raining, and if you expend a Willpower point and beat an opponent in a challenge (your Mental Traits versus the enemy's Physical Traits) you can summon a bolt of lightning from the sky and inflict 3 aggravated wounds on your victim. You can retest using Occult.


MLS Disciplines
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