Augmenting Disciplines

Celerity
Fortitude
Vigor
Regular Disciplines

Animalism
  1. Sweet Whispers - The vampire may speak with any animal by making eye contact. Each question takes one minute to answer and animals only provide information in terms they can relate to. Animals can be asked to perform favors, a reaction check determines how likely (or long) an animal is to perform as asked.
  2. Obedience - The vampire control any animal (as described under Mind Control B68). In the case of swarms, each hex of a swarm counts as one animal.
  3. Beckoning / Call of the Wild - The vampire may summon one or more animals by calling to them in their native tongue. A mimicry roll determines how many (minimum 1 on a success) come. When animals start arriving, another reaction roll determines how they act.
  4. Sharing of Spirits / Subsume the Lesser Beast -The vampire may attempt to possess (B75) an animal, leaving his body inert and unresponsive (per Telecontrol limitation). Any damage the animal takes is also taken by the vampire though none of the damage can be considered aggravated even if it would normally be. If the vampire's body is destroyed, he is automatically slain when he attempts to return to his normal body. Possession automatically ends if the vampire becomes unconscious (such as from Nocturnal). Each possession attempt costs one blood point.
  5. Drawing out / Leashing the Beast - The vampire may cause anyone to frenzy or stop frenzying by winning a contest of Will. The vampire is at a -1 in the contest per yard away from his intended target. Each attempt costs 1 blood point.
Auspex
  1. Heightened Senses - The vampire may activate this ability with a will roll gaining Alertness +5 and Infravision for the duration of one scene (minute).
  2. Aura Perception - The vampire may activate this ability to perceive aura gaining all the benefits of the 15 point Empathy advantage (B51). The vampire may also study an aura to notice the colors which reflects the target's current surface thoughts. This is treated as a contest of Wills, though the target will not "feel" the vampire studying his aura. This ability is usually active for one scene (minute) at a time, though it can be turned off at any time. Any vampire with Aura Perception active will suffer a -2 visual penalty from the distracting colors.
  3. The Spirit's Touch - The vampire has the Psychometry advantage (B78).
  4. Unviel the Shrouded Form / Telepathy - The vampire may send and receive thoughts to anyone in their line of sight. Targets may resist with a contest of Will and failure will alert them to the attempt. Any attempt to use this ability on a non-mortal costs 1 blood point. While this ability is in use, the Vampire has an additional -2 to all other actions.
  5. Unearthly Form / Twilight Projection - The vampire may project his senses leaving his corporeal body behind. While projecting his senses are unaffected by normal penalties including darkness. The vampires senses may move up to his normal move distance each turn, but may return to his body instantly. While using this ability, the vampire is completely unaware of anything happening at his body. Each use of this ability costs 1 blood point.
Dominate
Dominate will not work on a vampire of lower generation.
  1. Command - The vampire may give one word command to anyone they can see or touch by taking a concentrate maneuver and winning a contest of Will. The command will be obeyed for one minute per point of success (minimum one).
  2. Mesmerism - The vampire may take control of someone as described under Mind Control (B68) by winning a contest of Wills.
  3. The Forgotten - The vampire may add, edit, or remove memories as described under Conditioning enhancement for Mind Control (B69).
  4. Conditioning - The vampire may perform any type of conditioning as described under the Conditioning enhancement (B69), but each use costs 1 blood point. Anyone permanently conditioned to obey and serve should be taken as an ally.
  5. Possession - The vampire can possess any human mortal as described under Possession (B75-76, with Telecontrol), leaving his corporeal form inert. While possessing a mortal the vampire suffers equal damage if the mortal takes damage though any damage that would be aggravated is simply treated as normal damage. The vampire cannot use disciplines while he is possessing a mortal. Possession automatically ends of the vampire loses consciousness (such as from Nocturnal). The vampire will not be aware of any damage to his corporeal form, and if it is destroyed the vampire automatically dies when the possession ends. Each attempt to possess someone costs 1 blood point.
Majesty
  1. Awe - The vampire also has a +1 Charisma bonus per level in Majesty, and will automatically get noticed by everyone (turn heads). As a slight drawback, those using Awe will always leave a memorable impression.
  2. Revelation - The vampire may conversationally perform a Mind Probe (B69). All the communication must be verbal, so anyone may listen to the exchange.
  3. Entrancement - The vampire may entrance a subject. Subjects will want to please, obey, and trust anything the vampire says. Additionally while under the effects, the subject is considered Tipsy (B428). This ability may only be used on a subject with direct eye contact and is resisted by a contest of Wills. This compulsion lasts until dawn.
  4. Summoning - The vampire may summon anyone they know. Subjects will will make an effort attempt to reach the vampire by the fastest means possible without behaving in either a rash or illegal fashion (unless they normally do so). Unwilling subjects may resist with a contest of Will, and the vampire additionally suffers familiarity and long distance (B241) penalties. If the subject does not reach the vampire, the compulsion ends at dawn.
  5. Sovenreignty - While in use anyone in the vampire's presence will be unable to challenge his statements and completely unable to attack him in anyway (verbally, mentally, or physically) without first winning a contest of Wills. Anyone sufficiently far away (16+ yards) will be unaffected. Activating Sovereignty takes a ready action and the effects last for the duration of one scene (1 minute).
Nightmare
  1. Monstrous Countenance - The vampire may change to a horrific appearance forcing a fright check for all that see him (per Terror B93). For each additional level of Nightmare past the first, this check is at an additional -1 (no penalty for the first level, -1 for the second, -2 for the third, etc.). Note that anyone passing this check will also automatically pass any check for Dread during the same scene (minimum one hour).
  2. Dread - The vampire may cause a subtle sense of dread and panic that see him, forcing a fright check (per B93) at half the penalty of Monstrous Countenance (round down). Note that anyone passing this check will also automatically pass any check for Monstrous Countenance during the same scene (minimum one hour). This ability costs 1 blood point per scene (minute).
  3. Eye of the Beast - The vampire may stare down an opponent instilling paralysis and fear. To use this ability the vampire must make eye contact (any eye protection will automatically cause this ability to fail), win a contest of Wills at a -1 penalty per yard to the subject, and spend one blood point. On a success the subject will be paralyzed with fear unable to move while the vampire is looking at him for one minute per point of success (minimum 1). If the vampire's gaze shifts away and the subject can flee, he may choose to do so instead of remaining paralyzed.
  4. Shatter the mind - The vampire cause such terror that is inflicts a derangement on his target. This ability works like Eye of the Beast except that the vampire will cause a derangement that lasts one day per point of success. Each usage of this ability costs 1 blood point.
  5. Mortal Fear - The vampire may instill enough fear to cause mortal harm. Anyone suffering Mortal Fear must win a contest of the vampire's Will -1 per yard to the subject vs the target's HT or suffer an immediately heart attack. Vampires and those without hearts are stunned for one turn per point of success (minimum 1) instead, and may try to snap out of it after the duration. This abillity requires eye contact. Each usage of this ability costs 1 blood point.
Obfuscate
  1. Touch of the Shadow - The vampire may render one item in his possession up to Light Encumberance in weight completely undetectable. The item may be discovered during an active search if the searcher can win a contest of his Search skill vs either the vampire's Will or Holdout skill (whichever is higher).
  2. Mask of Tranquility - The vampire can hide his true nature at will. The normally distinctive features that a vampire has (pallor, no body heat) are not readily apparent nor does his aura reveal his vampiric nature. Additionally, the vampire's motivations are hard to read and anyone trying to read him will suffer an additional -4.
  3. Cloak of the Night - The vampire may render himself (and up to light encumberance) unseen. The vampire isn't invisible, instead this is a mental trick that convinces everyone to ignore him. Anyone may actively search for a concealed vampire with a contest of Observation (skill) vs the vampire's Will or Stealth skill. (whichever is higher). Any vampire using Auspex may automatically detect the unseen vampire if he wins a contest of Wills.
  4. Mask of One Thousand Faces - The vampire may assume the appearance of anyone he chooses. To look like a particular person, he must make a successful disguise roll.
  5. Cloak of the Gathering - The vampire may render others unseen as described under Cloak of the Night. Others that are unseen must behave in a stealthy fashion and remain within line of sight of the vampire.
Protean
  1. Aspect of the Predator - The vampire is Indomitable (B60) and hides his Blood Potency (generation, current blood pool, and path rating).
  2. Haven of Soil - The vampire may move through any form of earth (clay, mud, sand, etc.) at normal move with up to light encumberance, and can rest while inside the earth. Any attempt to track a vampire that's immersed in earth is at a -3. Any disruption (such as digging) will automatically awaken and eject the vampire. Each minute of permeation costs 1 blood point.
  3. Claws of the Wild - By spending a blood point and taking a ready action a vampire may have claws that do cutting or impaling damage based on thrust. These claws last as long as desired and do aggravated damage. Additionally, claws give a +5 bonus to climbing.
  4. Shape of the Beast - The vampire may assume the form of either a wolf or a bat. Each transformation takes 3 seconds to complete and costs 1 blood point. Reverting to human form takes 3 seconds but does not require a blood point.
  5. Body of Spirit - The vampire may assume the Body of Air meta-trait. The transformation takes 3 seconds and costs 1 blood point. Reverting to human form takes 3 seconds but does not require a blood point.