                     DEIRDRE'S HIGHER LEVEL DISCIPLINES



Auspex



   ****** Glow of the Kindred: All Kindred within the Character's line of
   sight glow with a pale light.

   System: Roll Perception + Empathy against a 6.

   ******** Whispers of the Wind: The character can always hear someone
   who is speaking about her, regardless of location. This is not as
   simple as listening for a name, this is listening for the intent to
   refer to her.

   System: Make a Perception+Alertness (7) roll to determine how much
   information she gains about the speaker and intentions being spoken
   of.

   ********* Personal Fate: The character knows who she'll meet, where
   she'll find them, and whether they'll be harmful. This knowledge is
   usually a constant one hour in advance of the fact.

   System: If someone hostile is searching for the character, she may
   decide not to allow herself to be found. In some cases, she may not
   have a choice, or she may decide to meet them anyway. In either event,
   she rolls her Perception + Occult against an 8. Each success adds one
   to all of her dice pools involving Initiative, Combat, Negotiation or
   anything else the Storyteller deems reasonable.

Obeah



   ********* Rejuvenate: The character can, with this ability, reduce the
   age of mortals.

   System: For each decade, or fraction thereof, the person is reduced in
   physical age, the Salubri pays one Willpower.

Obfuscate



   ******* Displace: Causes the character to appear anywhere within 30
   feet of her actual location.

   System: No roll required, unless the character does something to
   attract attention, in which case at least 3 successes must be rolled
   on a Manipulation + Stealth (7) roll to avoid revealing her true
   location.

   ******** No Past: The character never leaves any traces for
   Psychometry to read. The only information available is that the item
   was held by a Kindred. This ability extends to other means of viewing
   past events, such as higher Auspex levels or magic or other similar
   means.

   System: The Vampire rolls her Manipulation + Stealth. If a Kindred
   with Auspex 9 or better handles the object, she rolls her Perception +
   Empathy and must exceed the user's successes.

   ********** Hidden Presence: The character cannot be located by any
   means other than visual sighting. Magic, Psionics, etc simply will not
   find her unless she wishes to be found. If the Character is using
   Create Name or another similar ability, that persona can be located,
   if the Kindred so wishes.

   System: The character can only be detected by a being with Auspex 10
   or other mystical equivalent. She is not, however, invisible to
   physical senses.

Obtenebration



   ********* Walking the World's Shadows: The Kindred can enter any
   shadow on Earth and exit any other shadow, provided she is familiar
   with where she is going. She simply takes a safe shortcut through the
   abyss.

   System: Spend two Blood Points per step through the Shadows.

Presence



   ****** Hate: Enables the Kindred to cause any one person within sight
   to hate something nearby. A statue, car, person, etc.

   System: Roll Manipulation + Subterfuge against Willpower in an opposed
   test. Target is 6 for both rolls.

   ******Comfort: With this ability, the Kindred can calm someone, make
   them feel safe, warm and otherwise taken care of.

    System: Roll Charisma + Empathy against the subject's Willpower if
   unwilling, otherwise 6.

   ******* Delirium: Causes anyone within sight of the character to react
   as if under the Delirium.

   System: The number of successes on a Manipulation + Intimidation roll
   is used to determine number of people affected.


          1 Success      1 people
          2 Successes    3 people
          3 Successes    9 people
          4 Successes    25 people
          5 Successes    All within sight



   ******* Forge Bonds: Strengthens existing positive bonds (love,
   friendship) and causes those who are neutral to be better disposed to
   those around them.

    System: The roll is made using Charisma + Empathy. The number of
   successes indicate how long the effect lasts. It will make enemies
   neutral and open to diplomacy.

   ******** Calming the Beast: Soothes the beast within.

   System: Make a Charisma + Empathy roll with a target number of 6. The
   number of successes is added to nearby Kindred's Frenzy resistance
   rolls as extra dice.

   ********* Shatter Bonds: Surgically obliterates any bonds the Kindred
   desires to remove. Emotional ties, enculturation, Dominate, Presence,
   etc. This effect is permanent. A Blood Bond could be weakened by this
   effect, but only temporarily.

   System: Roll Manipulation + Leadership against the target's Willpower.
   Each success removes one emotional tie, mystical control or other item
   of emotional attachment. Attachments so removed rarely return.

Protean



   ****** Visage of the Beast: The Vampire takes on a Crinos-like form
   based on whatever animal she desires.

   System: The change costs 1 Blood Point and takes three turns. The form
   has all of the usual abilities and drawbacks of Crinos form, including
   the Veil. Red Eyes and Claws are automatically activated by this
   ability. The change can be shortened to 1 turn at the price of 3 Blood
   Points.

   ****** Shades of the Chameleon: This allows the Kindred to alter her
   skin color in any way she desires. This allows her to give herself the
   body paint masterpiece of the century or make herself nearly invisible
   by matching the background.

   System: Costs one BP per use, although returning to normal coloration
   is free. Kindred using this to hide add 3 to the target numbers for
   others to spot them by sight.

   ****** Weapon Unity: The Kindred can effectively become one with the
   weapon of her choice.

   System: With that one weapon she has a bonus of +3 Accuracy and +3
   Damage. The weapon cannot be dropped or knocked from her hand. It
   costs one Blood Point to use this power.

   ****** Easy Protean: The Kindred can utilize other Protean abilities
   at a reduced Blood point cost.

   System: Any powers that require 1 or 2 Blood points costs no Blood.
   All other expenditures are at one third normal. This only applies to
   Protean 1-5.

   ********* Ease of Healing: With this ability the Kindred can heal
   Aggravated wounds as if they were normal wounds.

   System: It simply costs 1 BP per wound level, regardless of type, to
   heal. The normal prerequisites for killing the Kindred are the same,
   however.

   ********** Endless Tide of Vitae: The Kindred with this ability can
   concentrate her Blood even more than is usual for Elders.

   System: Double the Cainite's Blood Pool, but not the rate at which it
   can be spent.

Serpentis



   ********* Fatal Attraction: Can be placed upon an object or location.
   Causes those exposed to the location to fall in love with the Cainite
   who placed it.

   System: When anyone touches or crosses the affected area, they must
   make a Willpower roll against a target of 8. If failed, they fall
   completely, generously, unconditionally, totally and secretly in love
   with the Setite who placed it.

   ********* Heart of Life: This allows the Setite to leave a portion of
   his life force in his heart, and send forth the remainder in physical
   form. This renders the Setite nearly unkillable.

   System: His Generation and Attributes are all reduced by one, although
   any Disciplines at 9 or 10 are not reduced. If he is killed, another
   body forms around his heart. The original remains in torpor while the
   duplicate is active.

Thaumaturgy



   Yes, I am aware that the Player's Guide does not have special unique
   Thaumaturgy abilities at 6-10, but in my game, I do. If you have a
   problem with these being given at these levels then by all means make
   them Rituals.

   ****** Plentiful Vitae: This allows the Kindred to gain more benefit
   from each feeding.

   System: Roll Intelligence + Medicine after feeding. Each success gives
   her one additional Blood Point, up to the number taken in her last
   feeding, giving the potential to double her feeding.

   ****** Sense of Blood: Allows the Kindred to detect true Generation
   (what she started at), effective Generation, whether the target has
   committed Diablerie, approximately how full the Kindred is, and the
   Clan. This can be used on Kindred up to 50 feet away. System: Roll
   Perception + Occult vs an 8. Number of successes determine how much
   information is gathered and how accurate it is.

   ******** True Theft of Vitae: Used on one target, this allows you to
   make use of the target's Blood Points in any way you desire. The
   target gains no benefit.

   System: You roll Manipulation + Intelligence against Willpower, each
   success allowing you to use one Blood Point, to spend as if it were
   your own. This is in addition to your own Blood Pool.

   ******** Famine 'Midst the Feast: Use of this ability causes the
   subject to be completely unable to ingest Vitae, except the
   Thaumaturgist's own blood.

   System: Roll Manipulation + Survival vs. target's Stamina + Fortitude.
   Target number for both rolls is a 6.
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