Blood N' Smoke Disciplines

Animalism:

Feral Whispers •

Cost: None
Dice Pool: Manipulation + Animal Ken + Animalism
Action: Instant
Duration: Scene, command can persist up to a night
Success:
The vampire can communicate with an animal,asking it what it has perceived. Most animals can remember what has happened over the last night. Animals relate what theyhave encountered through the lens of their own perceptions —dogs answer in terms of smell and hearing, while birds relate what they could see. The vampire can also give the victim asimple command, equivalent to what the animal could do onits own, such as “attack him,” “follow her then return here,”“chew through these cables.” The command doesn’t normallypersist for more than a night, but the vampire can add simplecontingencies such as forcing the beast to go to ground ifnoticed, or to return once the command is complete.

Raise the Familiar ••

Cost:1 Vitae
Requirement:Feed 1 Vitae to the corpse (included in cost)
Dice Pool:None
Action:Instant
Duration: (Blood Potency * animal’s Stamina) nights
Success:
Any animal that can smell the vampire’s bloodenters a state of feral rage. It lashes out, attacking the nearest victim without a thought for its own safety. Once the victimis unconscious or dead, the animal feeds on his flesh. If the vampire wishes, she can direct the mob of frenzied creaturestowards a single target or goal. She can’t give complexinstructions or a direct command, but can point out targets toattack or the direction to move in.Humans and supernatural creatures must make a reflexive(Resolve + Composure – vampire’s successes) roll to resist the vampire’s predatory Aura. If the victim has touched or imbibedthe vampire’s blood within the last night, they suffer a –3die penalty. A failed roll puts the victim under the vampire’scommand. Vampires and werewolves frenzy, their victimsdictated by the Kindred who provoked them. Humans andother supernatural creatures fall into an atavistic state wherethey must attack the target, or move towards it if they can’treach it. If the vampire does not set a command, her victimsturn upon one another. A supernatural creature can spend apoint of Willpower to ignore the vampire’s commands, thoughshe remains frenzied.

Summon the Hunt •••

Cost:2 Vitae
Requirement:Spill 1 Vitae upon the target (included in cost).
Dice Pool:Presence + Animal Ken + Animalism
Action:Instant
Duration: 1night, or until the item marked with bloodis destroyed
Success:
The vampire chooses when spilling the Vitae whetherto summon all predators and scavengers, or whether to restrictherself to one kind of animal. All animals that match herrequest within (successes) city blocks in the city, or (successes* 100) yards (successes * 90 meters) in the country respond toher call. Once they taste the spilled Vitae, the vampire canimprint a command as though she had used Feral Whisperson the animal. All animals receive the same command, but itpersists even while the vampire slumbers; the animals followher command for one night per success.

Feral Infection ••••

Cost:2 Vitae
Requirement:Spill 1 Vitae upon the ground (included incost).
Dice Pool:Presence + Intimidation + Animalism
Action:Instant
Duration:Scene
Success:
Any animal that can smell the vampire’s bloodenters a state of feral rage. It lashes out, attacking the nearest victim without a thought for its own safety. Once the victimis unconscious or dead, the animal feeds on his flesh. If the vampire wishes, she can direct the mob of frenzied creaturestowards a single target or goal. She can’t give complexinstructions or a direct command, but can point out targets toattack or the direction to move in.Humans and supernatural creatures must make a reflexive(Resolve + Composure – vampire’s successes) roll to resist the vampire’s predatory Aura. If the victim has touched or imbibedthe vampire’s blood within the last night, they suffer a –3die penalty. A failed roll puts the victim under the vampire’scommand. Vampires and werewolves frenzy, their victimsdictated by the Kindred who provoked them. Humans andother supernatural creatures fall into an atavistic state wherethey must attack the target, or move towards it if they can’treach it. If the vampire does not set a command, her victimsturn upon one another. A supernatural creature can spend apoint of Willpower to ignore the vampire’s commands, thoughshe remains frenzied.

Lord of the Land •••••

Requirement:The vampire must walk a circuit around his newterritory while marking it with Vitae. Three Vitae is enough tosecure a small house or garden, six can secure a city block, whilenine is enough to claim a castle. She must make sure that thearea contains no other vampires; many Kindred prefer to evictall supernatural denizens. While the Discipline will still functionif her territory contains werewolves or other monsters, they willsuffer the effects — and will deduce that the vampire is to blame.
Dice Pool:None
Action:Instant
Duration:One week per dot of Blood Potency, longer if the vampire remains in his territory.
Success:
The vampire marks her territory. It remains empowered for atleast one week per dot of Blood Potency, though the effects ofthis Discipline only end when the vampire leaves her territoryafter the duration. Rumors speak of ancient vampires lying intorpor whose territories remain active to this day. A vampire’s territory scares off most creatures. Animalsand wild beasts won’t enter, and will fight to escape if forcedinside, unless otherwise affected by the vampire’s powers.Humans and supernatural creatures, including other vampires,must succeed at a reflexive Composure + Blood Potency rollto enter — or to stay in the area once it is created. Unless theyroll an exceptional success, the feeling of overwhelming dreadinflicts a –3 die penalty on all actions. For Kindred, simplybeing in another vampire’s territory is provocation to frenzy,and rolls to resist suffer a –2 die penalty. If a vampire explicitlyinvites someone into his territory — or uses Feral Whispers orSummon the Hunt in the case of animals — they do not sufferthese penalties. Ghoul animals are also exempt. When the vampire is within her territory, she can feel when aperson or animal crosses into her territory; if an invader is a vampire,she knows his general Blood Potency. She always has a rough idea of where everyone is within her domain, and only supernatural meanssuch as Disciplines can cut through her awareness — triggering aClash of Wills. As the undisputed master of her territory, a frenzyingcreature cannot attack the vampire, nor may they spend Willpowerto resist her commands delivered through Feral Infection. Anycommands given by Feral Whispers last indefinitely, or until the
Contact
It’s easier for a vampire to use Auspex on anotherperson if he’s spent some time in intimate contactwith her. The contact doesn’t need to be sexual,any period of platonic physical contact is enough.Digging a bullet out of someone’s side — orcarefully severing her arm — reveals her secrets toAuspex. Intimate contact gives a +3 bonus to thevampire’s roll.
animal leaves the vampire’s territory. Finally, the vampire can snatchthe senses of any animal she has raised with Raise the Familiar withinher territory, and use that animal to deliver commands using Feral Whispers to other creatures.
Auspex:

Beast’s Hackles •
Cost:Varies, as the Discipline is slightly tiring; the first usein a scene is free, but subsequent uses in the same scene cost1 Vitae each.
Dice Pool: Wits + Empathy + Auspex
Action:Instant.
Success: The player can ask one question of the Storyteller.The Storyteller’s answer should include the imagery conjuredby the Beast to convey the answer. This level of Auspex canonly answer immediate questions about danger or weakness;

Uncanny Perception ••
Cost:Varies; the first use in a scene is free, but subsequentuses against the same target that scene cost 1 Vitae each.
Dice Pool: Intelligence + Empathy + Auspex
Action:Instant
Success:
The player can ask the Storyteller one question persuccess. The Storyteller’s answer should include the imageryconjured by the Beast to convey the answer. This level of Auspexfocuses on questions concerning the secrets and weaknesses ofa single character.

The Spirit’s Touch •••
Cost: None
Dice Pool:Wits + Occult + Auspex
Action:Instant
Success:
The player can ask the Storyteller one question persuccess about the place or object. The Beast conjures imagesto answer rather than just words. In addition to the samplequestions below, the character can ask questions suggested for Auspex 1 and 2 if they would be relevant.

Lay Open the Mind •••
Cost:1 Vitae
Dice Pool:Intelligence + Socialize + Auspex vs. Resolve +Blood Potency
Action:Instant
Duration:Scene
Success:
The vampire’s thoughts align with the victim’s mind,and remain connected for the rest of the scene. He hears herthoughts as though she were speaking them aloud. People don’tthink in complete sentences, but the vampire can discern the victim’s precise mood and intention, and some snippets of hercurrent motivation and considerations. He can also projectthoughts, either speaking directly into the victim’s thoughts,or depositing a mental image or memory.By focusing, the vampire can drag up a full memory from the victim, including things that the victim has forgotten or that were suppressed by magic (though doing so takes a Clash of Wills). He experiences all of the memory in an instant, with allfive senses. If he chooses to transmit that memory to the victim,he can inflict a Condition like Guilty, Inspired, or Shaken asappropriate(p. 302 andp. 305). Uncovering further memoriescosts 1 Vitae per memory.

Twilight Projection •••••
Cost:2 Vitae
Dice Pool:Intelligence + Occult + Auspex
Action:Instant.
Success:
The vampire’s senses part from his body, and cantravel the world. Multiply the vampire’s Speed by his (Auspex +Blood Potency). The vampire is not bound by gravity, and cantravel through physical obstacles and even into the ground.He cannot interact with the physical world in any way whenseparate from his body. He can see and hear as well as he cannormally, but cannot use Disciplines. The vampire’s body lies ina torpor-like state, and he is unaware of anything that happensto it — though if someone kills his body or drives him to torpor,his mind jumps back to his body. Apart from that, the vampiremust move his astral form back to his body to awaken. Everysunrise that the vampire remains separate from his body he losesa dot of Blood Potency — and suffers Final Death if his BloodPotency reaches 0. He regains any lost dots upon returning tohis body. He must still spend a point of Vitae at the beginningof each night. Some vampires speak of strange magic that canprevent a vampire from returning to his body, or of his body walking around unbidden, with yellow eyes the only sign thatsomething might be wrong.

Dominate

Mesmerize •
Cost:None
Dice Pool:Intelligence + Expression + Dominate vs. Resolve+ Blood Potency
Action:Instant.
Success:
The vampire holds her victim’s gaze for just a second,but it’s enough to inflict the Mesmerized Condition(p. 305).

Iron Edict ••
Cost:1 Vitae; none if victim is in Vinculum with the vampire
Dice Pool:None
Requirement:The vampire must have inflicted theMesmerized Condition on the victim
Action:Instant.
Success:
The vampire can issue a longer command to a Mesmerized victim. This edict can be up to three sentences long, and can include a successive series of actions. The command takes twoturns per sentence to convey. As with Mesmerize, the vampire’scontrol doesn’t extend to commands that rely on the victim’sinterpretation. The victim takes the Dominated Condition(p.302) and will follow the vampire’s commands as soon as shefinishes speaking them. He continues to follow the order untilhe has completed his task, or the sun rises. Many Kindred useIron Edict to issue a simple command, such as “Obey my directinstructions when I give them to you,” which effectively givesthem control over the minion until the sun comes up — thoughit doesn’t extend the duration of the Mesmerized Condition.

Entombed Command •••
Cost:None; other Dominate powers may cost Vitae.
Dice Pool:Intelligence + Subterfuge + Dominate – victim’sResolve
Requirement:The vampire must have inflicted theMesmerized Condition on the victim
Action:Instant
Duration:One week per success, or one month per success.
Success:The vampire can implant a number of subconscioustriggers equal to the number of successes rolled to triggerspecific effects of other Dominate powers. She must pay any Vitae cost for these powers as normal. These triggers remainin place for one week per success, or one month per success ifthe victim is in any stage of Vinculum towards the vampire.During that time, the effects of the trigger emerge each timethe victim encounters the stimulus.

The Lying Mind ••••
Cost:2 Vitae
Dice Pool:None
Requirement:The vampire must have inflicted theMesmerized Condition on the victim; the victim must consumeor be anointed by 1 Vitae (included in cost).
Action:Instant
Duration:Permanent.
Success:
While he remains Mesmerized, the vampire can spin her victim’smemories like cotton candy, stretching far back into childhood. Shemust either feed him some of her Vitae or drip it onto his forehead.She can create memories of events from nothing, erase memoriesof an event or person, or change the people, events, and location ofexisting memories to serve her purpose. As part of this alteration, sheinflicts a persistent Condition on the victim. If she deletes a broadswath of memories, the victim receives the Amnesia Condition(p. 301), otherwise he takes the False Memories Condition (p. 303).The vampire has to speak with her victim, describing thechanges she wants to make to his memories. Crude alterations— deleting a swathe of his past, or replacing his wife’s face with the vampire’s in all his memories — take about a minuteto describe, but more detailed changes can take quite a bitlonger. When changing memories or creating new ones, the vampire can create the factual content of the memory, butthe victim’s thoughts and feelings remain out of her control.She can create an environment that makes him predisposedto certain reactions, but she can’t force him to love a son she’sjust invented. The vampire’s changes are permanent, unless sheused Entombed Command to only reveal them on a trigger.

Possession •••••
Cost:1 Vitae and 1 Willpower
Dice Pool:Intelligence + Intimidation + Dominate – victim’sResolve
Requirement:The vampire must have inflicted theMesmerized Condition on the victim.
Action:Reflexive
Duration:1 night per success.
Success:
The vampire takes over her victim’s body for one nightper success. While in this new body, she uses her victim’s Physical Attributes and Skills in place of her own, and gains any Physicalor Combat Merits that the victim possessed. She can stay awakeduring the day by spending a point of Willpower at dawn and takesno damage from sunlight — if she does not spend Willpower, shereturns to her body. Each night, she must spend a point of Vitaeas normal. She cannot use Disciplines or Blood Sorcery whenpossessing someone else, nor can she access any supernatural powersher victim may possess, but she otherwise controls his body totally.If she attempts to kill herself the victim may roll Resolve + BloodPotency as a reflexive action, on a success he evicts the vampire fromhis consciousness. Possessing a victim removes the Mesmerized andDominated Conditions, and the vampire is not subject to any triggersset on the victim by Entombed Command while she remains incontrol. Once she leaves the victim’s body, those triggers affect himas normal. While she commands the victim’s body, the vampire’sown form lies in a torpor-like state awaiting her return; if she remainsin the victim’s body for so long that her body slips into torpor, sheimmediately snaps back into her body.

Majesty

Awe •
Cost:None
Dice Pool:None
Action:Instant
Duration:Scene
Success:
When he wills it, all eyes fall on the vampire and nobodycares what he’s doing. For the rest of the scene, he suffers nopenalties to Social rolls from his actions or appearance — evenif he’s just beaten another man to death or waved a gun in acrowded nightclub. Given a chance, he can talk his way out ofminor criminal offenses and almost any social faux pas. As the center of attention, he adds his Majesty dots to anyPresence rolls when talking to people around him. This bonusonly applies when talking to people normally, not to other uses ofMajesty. Anyone paying attention to him also subtracts his Majestydots from any Wits + Composure rolls to notice anything otherthan the vampire. With a word, he can summon anyone in theroom to his side — not by any mystical compulsion, but by makingher aware that he wants her to approach. Another vampire canfortify herself against Awe with her predatory aura(see Lashing Out, p. 92). If she succeeds, she is unaffected by Awe.

Confidant ••
Cost:None
Requirement:The vampire must use Awe on the victim.
Dice Pool:Presence + Empathy + Majesty vs. Resolve +Blood Potency
Action:Contested; resistance is reflexive.
Success:
The vampire successfully charms his victim. She gains the Charmed Condition(p. 301).

Green Eyes •••
Cost:1 Vitae
Requirement:The vampire must have inflictedthe Charmed or Enthralled Condition on thetarget.
Dice Pool:None
Action:Reflexive
Duration:Scene
Success:
His victim is now thoroughly obsessed withthe vampire, and he can play with her feelingsand desires like they were a cheap harmonica. With Green Eyes, he can shift the emotionalstate of anyone he’s Charmed, sending theminto a violent rage (or even a frenzy, in the caseof some supernatural creatures) or making themso depressed that they feel hollow without him.Each shift costs him a point of Vitae, but he caninstill the same emotion in any number of victimsat once.The vampire can ask one of his Charmedminions to do something in such a way that theyfeel an obsessive need to accomplish it. He couldask them to kill someone, to give him money, orto perform debased and degrading acts for hisamusement. A Charmed victim will do whateverhe wants within reason — if the request would leadto the victim taking lethal damage or hitting abreaking point, the victim will save her own skin.She resolves the Charmed Condition immediately. An Enthralled victim is far more dangerous —she won’t commit suicide for the vampire, butanything else is fair game. If his victim would hita breaking point, she doesn’t notice (and doesn’troll for experiencing the breaking point) until theEnthralled Condition expires.

Loyalty ••••
Cost:2 Vitae
Requirement:The vampire must have inflicted the CharmedCondition on the target.
Dice Pool:Manipulation + Empathy + Majesty vs. Resolve+ Blood Potency
Action:Contested; resistance is reflexive.
Success:
The vampire inspires burning loyalty in the victim.She’d do anything for him, giving up her blood or organs —or taking a bullet for him. The victim gains the EnthralledCondition.

Idol •••••
Cost:2 Vitae and 1 Willpower
Dice Pool:None
Action:Reflexive
Duration:Scene.
Success:
Idol enhances Awe’s aura of superiority to divine (orblasphemous) levels. The vampire can wait until she’s established Awe and then enhance it, or pay the price to immediatelyestablish her superiority over everyone else in the room. Anyone affected by the vampire’s Awe must make a reflexiveroll of Resolve + Blood Potency minus the vampire’s Majestydots in order to take an action that could harm or embarrassthe vampire in any way. Unless they succeed, they can’t so muchas crack a joke at his expense.If the vampire has inflicted the Charmed Condition onanyone in his presence, she must make a reflexive Resolve +Blood Potency – Majesty dots roll when the vampire activatesIdol. If she fails, she acquires the Enthralled Condition for theremainder of the scene. People who the vampire has alreadyEnthralled cannot spend Willpower to act against him.

Obfuscate

Face in the Crowd •
Cost:None
Dice Pool:None
Action: Instant
Duration:Scene.
Success:
For the rest of the scene, people’s eyes just slide off the vampire. People can tell that someone’s there, but they don’tremember who he is or what he looks like; he’s just “some guy,”average height and build, average hair, average clothes. Unlessthe vampire’s doing something to draw people’s attention —pulling a gun, or screaming at people — or he’s in a place wheresomeone doesn’t expect anyone else to be, everyone around himignores him. They don’t care what he’s carrying; he could walkdown the street with an assault rifle strapped across his backor a body slung over his shoulder, and as long as he doesn’t useit to draw attention, nobody particularly cares or remembers.If the vampire is violent towards someone — if he punchessomeone or starts feeding in a crowded subway station — his victim will automatically notice. If he’s doing something that would draw attention, including but not limited to being violent,everyone around him must make a reflexive Wits + Composureroll to notice the commotion, penalized by the vampire’sObfuscate dots. The vampire’s predatory aura seeminglydisappears, so that other vampires can’t sense it.

Touch of Shadow ••
Cost:1 Vitae
Requirement:The vampire must touch the object he wantsto hide; in the case of an unwilling victim, the vampire mustroll to touch his opponent(see p. 177). The animal or objectcannot have Size greater than the vampire’s own (but seeSuggested Modifiers).
Dice Pool:Wits + Larceny + Obfuscate
Action:Reflexive
Duration:Scene.
Success:
For the rest of the scene, people’s eyes slide offthe object. The vampire can affect an inanimate object oranimal with the same effects as Face in the Crowd — peoplesubconsciously register that the subject is present, but they’renot actively aware of it. If an observer is forced to deal withsomething affected by Touch of Shadow — being thrown intoan occulted table or door, or bitten by an occulted dog — thatobserver can then recognize the subject’s existence.Since people have a hard time noticing occluded objects,the vampire can hide behind an object affected by Touch ofShadow to remain unnoticed. In order to notice the occludedobject, observers must succeed at a reflexive Wits + Composurepenalized by the vampire’s Obfuscate dots. A living creatureaffected by Touch of Shadow can see anything else that the vampire has Obfuscated without a roll.

Cloak of Night •••
Cost:1 Vitae
Dice Pool:None
Action:None
Success:
Cloak of Night increases the effect of Face in the Crowdand Touch of Shadow. At its most basic, the vampire can nowuse Touch of Shadow on other people. This costs no addiional Vitae , and the victim is overlooked just like an object or animal.Even if the victim strikes someone, only the person she hits willnotice her; everyone else must roll to notice her as for Face inthe Crowd.The vampire can also spend an extra point of Vitae whenactivating Face in the Crowd or Touch of Shadow to vanishcompletely. Rather than being overlooked or just an “averagepresence,” the vampire instead completely disappears.Everything that he’s carrying vanishes with him. People can nolonger notice his presence if he attacks someone or if he criesout. A sadistic vampire can use Cloak of Night to make his victim vanish in a crowded street, then feed with impunity whilehis victim cries out, never knowing why people do not help her.Particularly canny observers can follow the vampire byincidental signs of his passing — disturbed smoke, gaps incrowds, and the like. An observer rolls Wits + Composure –the vampire’s Obfuscate dots as an extended action. Each rolltakes one minute, and the observer must roll more successesthan the vampire’s Wits + Stealth + Obfuscate.

The Familiar Stranger ••••
Cost:2 Vitae
Dice Pool:none
Action:None
Success:
When using Face in the Crowd or affecting a person withTouch of Shadow, the vampire can spend the Vitae requiredto activate this power. She can specify a particular image thatshe wants to project, either a subjective category or a specificperson. If she takes on the form of a specific person, everyonesees and hears what they would expect were that person present.He needs to know that the person exists, and he can’t use hisdescription to influence people’s reactions — “the woman Tom will fall in love with,” or “a man Jennifer finds trustworthy”both fail, as they rely on influencing the victim’s thoughts andemotions about the person being imitated. A vampire can also use The Familiar Stranger on objectsthrough Touch of Shadow. He can redefine how people seethe object. The illusory object must be roughly the same sizeas the original object, and will pass most forms of mundaneinspection — though an illusory gun won’t fire, and an illusoryknife won’t cut. Simply discovering that the illusion won’tfunction isn’t enough to break it, however — that only happensat the end of the scene.

Oubliette •••••
Cost:3-9 Vitae and 1 Willpower
Requirement:The vampire must spread Vitae around thearea he wishes to claim, marking the gateways, exits, andlandmarks. Three Vitae is enough to secure an apartment or small house, six can Obfuscate a brownstone or alleyway, andnine is enough to hide a mansion or similarly large building. After spreading blood, he must slumber for a full day in thelocation. He can spread the bloodletting process over severalnights, but he must spend every day asleep in the location untilhis work is complete. The Oubliette absorbs the blood that hespills, making it invisible to Kindred senses.
Dice Pool:None
Action:Instant
Duration:1 week per dot of Blood Potency.
Success:
Once he has established an Oubliette, the vampire can useTouch of Shadow, Cloak of Night, and The Familiar Stranger atany distance, on anyone or anything within his haven. He canaffect multiple different people or objects with a single activationof the power — making the exits vanish with Cloak of Night,or using The Familiar Stranger to make his ghouls look likepeople his victims want to see. Using other Obfuscate powersin the Oubliette requires only one roll, and Cloak of Night andThe Familiar Stranger do not cost extra Vitae.The vampire can affect individual aspects of the areaseparately, making rifles look like snakes or making a single doordisappear, or he can make more sweeping changes with just oneuse of Touch of Shadow — making his run-down brownstoneinto a manor house with all the appropriate trappings, whilethe vampire himself becomes a venerable old gentleman.Someone interacting with elements of an Oubliette cansee their true natures, but only for a few seconds. Since theOubliette can cover a large area, and can change in the blinkof an eye, most people shrug off minor changes as just a trickof the light. A vampire’s Oubliette lasts for one week per dot of BloodPotency, though she can reinforce the effect before it ends.

Protean

Unmarked Grave •
Cost:Varies; 0 for soil or earth, otherwise Vitae equal to theDurability of the material.
Requirement:The vampire’s hiding place must be at leastthe same Size as her.
Dice Pool:None
Action:Instant
Duration:Indefinite.
Success:
The vampire sinks bodily into the earth, for as long as shedesires. Once interred, she’s mostly insensible to the outside world, though she can remain conscious if she so wishes.She has a sense of the ground above her — she’s well aware ifsomeone tries to concrete over her hiding place. Her Kindredsenses continue to function, and she remains capable of sensingthe predatory aura even though her safe haven means another vampire’s predatory aura can’t force her into a fight-or-flightreaction. Should someone spill blood or Vitae upon the ground,she can absorb it. The ground dilutes Vitae enough that it can’tresult in a blood bond, but to a Vitae-addicted vampire just thetaste might be enough to drive her out of the ground, thirstyfor more.The only way to harm the vampire is to damage or destroy theground she resides in; she takes one point of bashing damage foreach point of Structure that her haven loses. When she takesher first point of lethal damage she emerges from the ground,unable to hold herself in.

Predatory Aspect ••
Cost:1 Vitae
Dice Pool:None
Action:Reflexive
Duration:Scene.
Success:
By spending a point of Vitae, the vampire can manifest a smallhost of bestial traits. When she first learns Predatory Aspect,she picks three adaptations from the list below. From then on,she can manifest any or all of these changes for the rest of thescene by spending a point of Vitae.If none of these adaptations make sense for the character,the player and Storyteller should work together to create newones, using these as guidelines.
• Aquatic:
Growing webbed hands or slick scales, the vampirecan swim at the same Speed she can run on land.
• Claws:
Sharp claws grow from the vampire’s fingers. Theyare 1L weapons that use Brawl to attack.
• Extra Sense:
The Kindred grows extra sensory organs, givingher tremor sense, echolocation, or some other sense thatallows her to “see” without using her eyes. Using this sense,she has a 360-degree field of vision.
• Feral Senses:
Taking on a hawk’s eyes or a dog’s sense of smellallows the vampire to hear heartbeats and see or smell bloodas though her Blood Potency were two dots higher.
• Patagia:
By growing a flap of leathery skin between her armsand torso, the vampire can glide — as long as she falls at leastten yards (ten meters), she can travel thirty yards (thirtymeters) horizontally, and she takes no damage from the fall.
• Prehensile Tail:
The vampire grows a long, prehensile tail.She can use it to grab things as though it were an extra arm,though it doesn’t have a hand and can’t be used for fine-motortasks like unlocking a door or firing a gun.

• Quadripedal:
Longer arms and shorter legs allow a vampireto run on all fours like a cheetah or wolf. When running onall fours, add +4 to her Speed and double all jump distances.
• Wall Crawling:
The vampire grows hundreds of tiny insectlegs, claws on his feet, or barbed hairs on his body thatallow him to move freely across walls and ceilings withoutan Athletics roll. A character can change her adaptations by spending a day inher Unmarked Grave and spending one point of Vitae for eachadaptation she wants to replace. When she changes adaptation,the player should work to maintain the theme of a specificpredatory creature — though she may pick a different predatorto copy when the vampire’s adaptations change.

Beast’s Skin •••
Cost:2 Vitae
Dice Pool:None
Action:Instant
Duration:Scene.
Success:
Her flesh ripples and warps as the vampire takes on the formof an animal. She must have consumed the beast — killing itby feeding from it. She can only take on the form of predatoryanimals, carrion-eaters, plague-carrying beasts, and parasitesbetween Size 1 and 7. A vampire can keep a number of formsready equal to her dots in Protean; to add or replace one shemust consume the appropriate beast then slumber for a full dayand night in her Unmarked Grave.In animal form, she takes on the beast’s Physical Attributesand Skills, and its Size, Speed, and Health. She can move andsense and attack in any way that the animal can — a shark canswim and bite and sense blood, while a rat can scurry and bite,and a crow can fly. She may be unable to use some PhysicalMerits at the Storyteller’s discretion. She can remain in heranimal form indefinitely, but she still feels the need for bloodburning within her, and sunlight still harms her. While in animal form, the vampire can use her Disciplinesas normal.

Unnatural Aspect ••••
Cost:1 Vitae
Dice Pool:None
Action:None
Duration:Scene.
Success:
When manifesting her Predatory Aspect, the vampire canspend an extra point of Vitae to produce a fourth feature,this one being her Beast made manifest. She can assume anadaptation from the following list; if none of these are suitablethe player and Storyteller should work together to create anappropriate feature.
• Barbed Hands:
Pushing out tiny barbs on her hands andarms, the vampire can grab her opponents with incredibleferocity. Add her Protean dots to all grappling dice pools. When choosing the Damage move in a grapple, the vampiredeals lethal damage. These barbs enable very gory feeding inthe middle of a fight, tearing the victim’s skin as she bites him.
• Hooked Hands:
The vampire’s hands grow great hookedclaws and other unnatural appendages that allow him to digthrough soil and rock at up to half his Speed.
• Horrid Talons:
By growing giant fangs or serrated talons,the vampire can deal horrific damage to anyone who gets inher way. These weapons give a +2 lethal weapon modifier onall Brawl attacks, and armor piercing 2. The damage is lethaleven to vampires.
• Rubbery Flesh:
Warping her flesh into a rubbery substanceand her bones into flexible cartilage, the vampire canstretch, condense, and contort her body in impossible ways.She can fit through almost any gap more than an inch (twocentimeters) across. If the contortion requires a roll — suchas squeezing through a drain cover while someone’s shootingat her — add the vampire’s Protean dots to her dice pool.
• Wings:
The vampire grows great wings of sharp bone andpale leathery skin. The vampire can fly at up to her fullrunning Speed.The vampire can replace her chosen Unnatural Aspect bysleeping for a full day and night in her Unmarked Grave andspending two points of Vitae.

Primeval Miasma •••••
Cost:3 Vitae
Dice Pool:None
Action:Instant.
Success:
Taking on a smoke form gives the vampire a number ofadvantages. She can condense herself down to her humanSize, or expand into a cloud of up to (Protean + Blood Potency) yards (meters) in diameter. She can move through pretty muchanything that isn’t actively airtight, and floats at half her normalSpeed. She can perceive inside the cloud of smoke as clearly as ifshe were looking with her human senses, but the world outsideher form is blurred and muted. Her Kindred senses continueto function as normal.In her smoke form, the vampire is immune to all harm thatdoesn’t come from fire, sunlight, or other banes that dealdamage. If her smoke form is ever fully exposed to sunlight,she returns to her human form. Nothing else can force her backinto her human form — as long as she avoids sunlight she canslumber in her Miasma form. It has all the same benefits as herUnmarked Grave, allowing the vampire to shift her adaptationsand animal forms.Other beings pass right through the smoke. If a victim has anyopen wounds, the vampire can feed from them just by havingthem enter her Miasma — the blood boils out of his wounds,evaporating in a flash of grey and yellow smoke. If she needsto feed and can’t find someone who is already bleeding, the vampire can instead force herself into the victim’s lungs withstrands of semi-tangible smoke, stealing her life-force along with her breath (grapple and “bite” using her normal Physical Attributes).