1. Fluent Endurance: The vampire rolls twice on Rouse Checks to Blood Surge for Stamina or Fortitude. Resilience: The vampire can add their Fortitude rating to their Health total. Unswayable Mind: The vampire can add their Fortitude rating to dice rolls to resist manipulation and coercion. 2. Toughness: The vampire can subtract Fortitude rating from all Superficial damage sustained. Obdurate: By shoring up their physical hardiness with vampiric Potence, the Kindred may maintain a steady footing when struck by a massive force. Amalgam: Potence 2 3. Calloused Soul: Commit atrocities earning stains to prevent further stains Defy Bane: The vampire can downgrade Aggravated damage into Superficial damage Fortify the Inner Facade: The vampire can use their Fortitude to resist the Auspex powers of Scry Soul and Telepathy. Seal the Beast's Maw: The vampire can ignore the effects of their Hunger for a scene, at the risk of becoming frenzied. Valeren: Projects Fortitude outwardly, willing the vampire's Blood to mend another vampire's injuries. Amalgam: Auspex 1. 4. Draught of Endurance: The vampire can bestow their Fortitude abilities onto those who drink their blood. Shatter: The vampire becomes so tough, that they repel close combat blows, to the point where weapons break and bones shatter 5. Flesh of Marble: The vampire can ignore the first source of damage each turn, including Fire but not Sunlight. Meat Shields: Draw toughness from weak or dying mortals nearby Prowess from Pain: The vampire can ignore penalties to dice pools from injury Alabastard: Ignore damage penalties Armor of Vitality/Personal Armor/The Knight's Bane: Weapons that hit you may break Curse the Laurel: Slowly move your heart while staked to stop being paralyzed Sensory Shield: Protect your mind from sensory overload and suffer less wound penalties Stand Against All Foes: Cannot be moved from your spot by any force Armor of Kings: Weapons that hit you may break, doing no damage Curse the Laurel: Slowly move stakes from your heart Resilient Mind: Your mind sheds derangements and animalistic quirks while becoming resistant to mind-altering powers Shared Strength: Grant your supernatural resilience to another
8. Adamantine: Weapons that hit you may break, doing no damage
Eternal Vigilance: Remain awake during the day almost at full strength
King of the Mountain: Take no actions but fully blocking attacks, breaking weapons that you stop
Repair the Undead Flesh: Heal aggravated damage without need of rest
Armored Flesh: Suffer no damage outside of combat, and block attacks with your bare hands.
1. Heightened Senses: Raise your five senses to superhuman levels (you may chose to only raise one). The vampire can add their Auspex rating to their perception checks. Ancestors' Vigilance: Raise one of your five senses and perceive ghosts Sense the Unseen: The vampire can detect things that are supernaturally invisible, like Obfuscate users, ghosts, or dormant Blood Sorcery spells. 2. An Ear for Lies: Know when someone lies to you Aura Perception: Learn various qualities of a person from their aura Sense Vibrations: Learn the most intense emotion of a person Premonition: The vampire can receive visions and hints about what is about to happen. 3. Artist's Intent: Learn details of an artist's state of mind in relation to a piece of art The Spirit's Touch: Learn something of an object and its previous owner from its resonance Spirit Ties: Learn something about a target from residues of its tissue Scry the Soul: The vampire can read auras. Share the Senses: The vampire can sense through the senses of another kindred or mortal 4. Telepathy: Briefly probe someone's mind or project a telepathic message to them Ancestors' Insight: Briefly probe someone's mind, project a telepathic message or plant a foreign thought in the mind of the target Spirit's Touch: The vampire can touch an inanimate object to sense the emotional residue from when the object was last used, or the ground of their present location from past visitors. Heart Laid Bare: Learn the deepest fears or desires of your subject 5. Psychic Projection: Free your mind to travel the world in astral form Spirit Travel: Project your mind into one of the spiritual realms Clairvoyance: The vampire can gather information from an entire city-block at once. Telepathy: The vampire can project their thoughts into the mind of another kindred or mortal or read surface level thoughts and emotions. 6. Celestial Harmony: Open your mind to the thoughts and emotions of a crowd Cipher: Gain the ability to read any non-supernatural language or code Crocodile's Tongue: Know what someone wants to hear in order to get the best reaction Eagle's Sight: Gain a bird's eye view of your area Prediction: Socially outwit someone by knowing what they are going to say ahead of time Sense Emotion: Learn the emotions of the people around you The Dreaming: Be somewhat aware of events concerning you while in torpor What People Want to Hear: Automatically know the appropriate things to say in a conversation. 7. Anima Gathering: Take other people with you to travel astrally Ecstatic Agony: The pain from wounds makes you act stronger, not weaker Karmic Sight: View someone's aura, personality, morality, and other karmic qualities Melange: See the truths behind reality in metaphor Mirror Reflex: React quickly to an opponent in combat by reading their mind Personality Metamorph: Take on fictitious personalities as your own Pluck the Secret: Learn what a target knows about a specific subject Spirit Link: Speak with multiple people telepathically at once Stealing the Mind's Eye: See and hear what a target does and even use some Disciplines through them Supernal Awareness: Sense events and deeds anywhere in the world Dreaming Mind: The elder retains a vague sense of awareness in torpor and can send dream-like messages to those who share their bloodline within the region. Eyes of the Sun: The methuselah grants a single target the ability to see the sun. Unfortunately, this ability activates at any time the victim opens their eyes, directly exposing them to sunlight.
1. Command: Give a simple one-word order that a target must obey. Cloud Memory: The vampire can make the target forget the past few minutes. Compel: The vampire can issue a short sentence command to the target. Slavish Devotion: The vampire can strengthen the mind of their dominated victims, against interference from other Kindred. Amalgam: Fortitude 1. 2. Mesmerize: By holding a target with your gaze you can implant false thoughts or hypnotic suggestions in a target's mind Mesmerize: The vampire can issue a longer, more complicated command to the target. Domitor's Favor: Makes it more difficult for a vampire's Blood Bonded thrall to act against them. 3. The Forgetful Mind: Rewrite the memories of a target The Stolen Voice: Steal a victim's ability to speak Submerged Directive: The vampire can use Mesmerize to embed delayed or triggered commands. 4. Conditioning: Over time make a target a slave to your will alone Rationalize: The vampire can make victims of their Dominate powers internalize the commands and not realize they were compelled. Tabula Rasa: Wipes the victim's memory clean, save for learned skills, leaving them a pliant effigy of themselves. 5. Possession: Transfer your mind into a mortal body and control their actions Mass Manipulation: The vampire can amplify their other Dominate abilities to affect greater numbers at the same time. Terminal Decree: The vampire can now issue commands that are deadly or harmful to their targets. 6. Autonomic Mastery: Start, stop, or otherwise control a target's bodily functions Chain the Psyche: Attempting to circumvent your Dominate commands fills the target with incapacitating pain Command Obedience: You no longer require eye contact for Dominate, relying on skin contact or your voice Fealty: Enforce oaths a target makes to you so they cannot be broken Implanted Opinion: Implant a feeling, opinion, or even a personality trait the victim will believe is their own Loyalty: It becomes very difficult for other vampires to override your Dominate commands with their own Memory Block: Leave a target unable to talk about a memory even while able to remember it Obedience: The vampire may use any Dominate power without eye contact. Touching their skin, or even clothing, is sufficient. Oberon's Grail: Erase entire nights of a target's memory Rationalize: Those you Dominate refuse to believe their actions are not their own Tranquility: Ease a vampire out of Frenzy
Chain of Command: Should a target be made unable to obey one of your Dominate command the effect will be passed to one who can
Command the Legion/Mass Manipulation: You can use Dominate on small groups at once
Dynastic Power: Control mortal descendants and implant suggestions using just a name or picture of the target
Repression of the Obvious: Learn a thought the target is repressing and make them blurt it out
Still the Mortal Flesh: Shut down the body functions of a target
Strings of the Marionette: Force a vampire to obey your commands even when staked or in torpor
Tyrant's Gaze: Reduce the Attributes of a target with a look
8. Carry the Master's Voice: Make it so you can issue Dominate commands through a thrall
Far Mastery: You can issue Dominate commands to someone you know anywhere in the world if you know their location
Elder - Conditioned Loyalty: The elder can make and maintain completely sentient thralls of multiple mortals or ghouls, who obey the elder’s every whim and complex command. Elder - Restructure: The elder can rewrite a Kindred’s conviction. Also requires Auspex. Methuselah - Witless Humanity: To the Kindred, mortals are but livestock to feed from. This power takes that to an extreme, as it renders every mortal who is physically able to see the methuselah into an obedient servant.