Traits
The power and skill of a vampire are measured by her Traits: abilities possessed by all humans to some extent. These four Traits are:
Physical: This Trait measures a vampire's physical prowess - her raw strength, agility and stamina. This Trait is used to resolve all tasks involving fighting, lifting things, running, etc.
Mental: This trait measures a vampire's brains, reasoning ability, wits and cunning. This Trait is used to resolve all tasks concerned with trying to notice something, puzzle out a clue or think quickly.
Social: This Trait measures a vampire's charm, attractiveness and presence. Social is used to resolve all tasks concerned with trying to coerce, seduce, convince or con someone into doing something.
Psychic: This Trait measures a vampire's inner strength: her willpower, inner discipline and self-mastery. In many ways it is a measure of a vampire's soul. Psychic is used to resolve all tasks concerned with resisting intimidation, mind control or frenzy.
Traits are rated from 1 to 4; a rating of 1 indicates a mediocre level of ability, while a rating of 4 indicates a Trait at peak human ability (an Olympic athlete, a genius, a great statesman, or a near-Buddha). It is possible to have a zero in a Trait, reflecting a crippled or decrepit character (most characters do not start out with any zeros, though Nosferatu characters do have zeros in their Social Traits, reflecting their hideous appearance). It is also possible for vampires to attain superhuman scores - 5 or even higher (again, most characters do not start with such might, but vampire elders and those close in blood to Caine often have such Traits).
Most humans possess ratings of 1 or 2 in their Traits; beginning vampire characters, however, are considered the cream of the crop.
Trait Ratings
0 Abysmal
1 Mediocre
2 Pretty good
3 Really good
4 Human perfection
5+ Superhuman (vampires only)
Players creating new characters rank these Traits from 1 to 4. So, a player creating a stereotypical high-society Toreador might place a 4 in Social (she's absolutely fabulous, dahling), a 3 in Mental (of course she knows the difference between Post-Modernism and Abstract Expressionism), a 2 in Physical (those ballet lessons weren't a complete waste), and a 1 in Psychic (how dare you criticize her taste in vessels? What kind of Philistine are you? Ohhhh, the pain).
Disciplines
Vampires are miraculous - or horrific - by dint of their very existence. One might think that the spectacle of a corpse rising from death to live again is wondrous in itself. But Caine's curse bestowed other dark gifts on its victims. Though the Blood itself makes vampires formidable creatures, the Disciplines are what truly give the undead their power.
Disciplines come in two levels: Basic and Advanced. Each level gives a vampire access to a number of supernatural powers. A Blood Level must be spent for each power activated (two Blood Levels to use an Advanced Discipline power). Obviously, a vampire with an Advanced Discipline has mastered the Basic Level as well. Mastering a Discipline level gives access to all the powers listed under that Discipline.
Animalism
Vampires with the Discipline of Animalism find themselves with greater control over both the animal world and the Beast Within.
Basic
Beast Speech: The vampire may communicate telepathically with any animal larger than an insect. The power lasts for a scene.
Beast Summons: The vampire may summon any animals of a given species within one mile. The animals must actually exist in the area (i.e., summoning tigers in Brooklyn is unlikely to work), and they answer the summons as fast as their own mobility allows. The animals obey the caster's commands if they are not too dangerous. If two opposing vampires both employ Beast Summons on the same animal, the one with the higher Social Trait wins.
Advanced
Song of Serenity: The vampire may sing a soothing song, pacifying all creatures in the vicinity. Beings who hear the song become lethargic and incapable of acting aggressively toward anyone. Mortals are automatically affected by the power; to target another vampire, the singer must make a Mental roll (difficulty of the victim's Psychic +2).
Drawing out the Beast: The vampire may "cast" her Beast on another. To use this power, the vampire must be in a situation where she risks frenzy (see the frenzy rules, below). She may then transfer her inner Beast into another being's soul by making a Psychic roll (difficulty of the opponent's Psychic +2). If the transfer succeeds, the target immediately enters frenzy. Once the target's frenzy ends, the Beast returns to its "owner."
Auspex
The Discipline of Auspex bestows telepathic and extrasensory perception powers on its practitioners.
Basic
Heightened Senses: The vampire's senses become superhuman. Sight and hearing are doubled, and the vampire may hear ultrasonic sounds (a dog whistle, whalesong, etc.). Smell becomes as acute as a wild animal's, and the vampire may read the print on a page by touch. The vampire gains an extra die to all perception-oriented tasks.
Aura Perception: The vampire may sense the invisible "aura" surrounding all living creatures. For each success on a Mental roll (difficulty 4), the vampire may ask the Storyteller one yes-or-no question about another character's emotional or physical state. (Permissible questions include: "Is she angry?" "Is he lying?" "Is she a vampire?" "Is he sane?" and the like.)
Advanced
Telepathy: The vampire may attempt to read a victim's mind. The vampire must be able to see the person to be scrutinized. The vampire makes a Mental roll (difficulty of the opponent's Psychic + 2). Success allows the vampire to read the victim's surface thoughts, while three or more successes allow the vampire to read the victim's subconscious thoughts, dark secrets, etc.
Astral Projection: The vampire may project her spirit from her body. The spirit is invisible and intangible. The spirit may travel up to 500 m.p.h., and may penetrate walls, doors, etc. The spirit may use any senses the vampire possesses. While the spirit roams, the vampire lies dormant and helpless. Use of this power costs three Blood Points.
Celerity
Vampires with Celerity are dangerous foes, for this Discipline enables them to move and attack at superhuman speeds. A character with activated Basic Celerity always gains initiative (the first move) over a character without such enhancement. Likewise, a character with activated Advanced Celerity always gains initiative over a character without Advanced Celerity. (The only exception is a character using the Gangrel Advantage Hunter's Prowess; such a character gains initiative over everyone else.) If two characters have the same level of Celerity, defer to the normal initiative process (see "Initiative," below).
Basic
The vampire's movement rate doubles. Additionally, she gains an extra action per turn.
Advanced
The vampire's movement rate triples, and she gains two additional actions per turn.
Dominate
Vampires with Dominate may mesmerize others, or even control their minds outright. Use of this power requires eye contact.
Basic
Command: The vampire may issue a one-word command ("Go!" "Stay!" "Halt!" and the like are acceptable; "Die!" is not) to another being. Unless the victim beats the vampire in a Psychic roll (difficulty 4 for both), the command must be obeyed. The victim must understand the vampire's language. If the vampire gains no successes on her Psychic roll, the command does not take effect.
Mesmerize: The vampire may make hypnotic suggestions to her victim. After making a suggestion, the vampire makes a Social roll (difficulty varies, depending on the Storyteller's interpretation of the order: 3 to make the victim do something she was inclined to do anyway, 4 to make the victim do something that isn't terribly inconvenient, 5 to make the victim do something embarrassing or against his principles, 6 to make the victim do something life-threatening). If the vampire succeeds, the victim obeys the suggestion.
Advanced
Forgetfulness: The vampire may "block out" pieces of the victim's memory (even the fact that the victim ever saw the vampire). To do so, the vampire must beat the victim in a Psychic roll (difficulty 4 for both). One success (over and above the victim's successes) enables the vampire to "wipe" the victim's memory for a scene; three successes enables the vampire to "wipe" the victim's memory permanently.
Possession: The vampire may transfer his consciousness into the victim's brain. This power works only on mortals. To use it, the vampire must make a Psychic roll (difficulty 4) and gain more successes than his victim, who makes the same roll. If he succeeds, the victim is his puppet; the vampire's body goes dormant, but the vampire may make the victim do anything, even commit suicide. This power costs three Blood Levels to use.
Fortitude
Vampires with Fortitude prove unnaturally resistant to damage. They must often be literally hacked apart, like the walking corpses they are. Fortitude is always on (no Blood Levels need be spent to use it).
Basic
The vampire has +1 die for soak rolls, +1 Health Level (an extra "Light" level) and may soak fire, sunlight and other aggravated-damage attacks.
Advanced
The vampire has +2 dice for soak rolls, +2 Health Levels (both "Light") and may soak damage from fire, sunlight and other aggravated attacks. Additionally, potential damage from long-term exposure to fire and sunlight is halved (i.e., the vampire only tallies damage from direct sunlight every other turn, from indirect sunlight every four turns, etc.).
Obfuscate
Obfuscate is the ability to mystically cloak oneself in illusions or shadows, thereby disguising or concealing oneself.
Basic
Cloak of Shadows: The vampire may step behind some sort of cover and thereby shroud herself from sight. Any sort of cover will do - for example, a 7', 400-pound vampire could step behind a two-inch-wide post, and the power would still work. So long as the vampire remains perfectly still, no one may see her. Foes with the Auspex Discipline who are actively searching for the vampire may make a Mental roll (difficulty of the hidden vampire's Psychic + 2) to see the concealed vampire.
Unseen Presence: The vampire may hypnotically cause others not to see him. So long as he confines himself to walking about and otherwise acting unobtrusively, others will simply ignore him. Should he speak or act in a violent fashion, he must make a Mental roll (difficulty 6) not to break the spell. To activate this power, the vampire must be hidden from view; he must then spend three turns in concentration and make a successful Mental roll (difficulty 4). Foes with Auspex may roll to detect the vampire per Cloak of Shadows, above.
Advanced
Mask of 1000 Faces: The vampire may evoke illusions and thereby disguise himself as another person. To disguise oneself as "Everyman/woman" (just a random, undistinguished person) requires no roll; to disguise oneself as a specific person requires a Mental roll (difficulty equals the Social +2 of the person one wishes to impersonate).
Vanish from Mind's Eye: The vampire may disappear from plain sight. This requires a Mental roll (difficulty 4). If the vampire scores three successes, others in the vicinity will forget that they ever saw him at all. Again, foes with Auspex may roll to detect him per Cloak of Shadows, above.
Potence
Vampires with Potence are terrifying opponents, for they possess the strength of several humans. Potence is always on (no Blood Levels need be spent). When resolving any feat of strength (arm-wrestling, tug-of-war, etc.), a character with Basic Potence always beats a character without Potence. Likewise, a character with Advanced Potence always beats any character without a similar level of Potence. Two vampires with the same level of Potence resolve such Physical rolls normally.
Basic
The vampire inflicts +2 damage in hand-to-hand combat, and he may lift approximately 1000 pounds.
Advanced
The vampire inflicts +3 damage in hand-to-hand combat, and he may lift approximately one ton.
Presence
All vampires are impressive, scary creatures, but those with the Discipline of Presence are particularly captivating. Vampires with Presence can manipulate others' emotions, becoming their victims' dream lovers - or most terrifying nightmares.
Basic
Awe: The vampire gains a charismatic aura, becoming a natural leader, seducer and orator. The vampire's Social score is effectively doubled.
Fear: The vampire, by hissing and baring fangs, instills an unnatural terror in foes. Unless they score a number of successes on a Psychic roll equal to the vampire's Physical or Social Trait (whichever is higher), they must turn and flee for a scene.
Advanced
Entrancement: The vampire becomes superhumanly fascinating. If the vampire makes a successful Social roll (difficulty of the victim's Psychic Trait + 2), the victim becomes convinced that the vampire is his friend, lover, or whatever - a figure to be protected and adored. This lasts for one day per point of the vampire's Social Trait.
Majesty: Vampires with Majesty are quite literally awesome. Majesty bestows an almost godlike aura upon the vampire; mortals fall to their knees in worship or terror, and even vampires must make a successful Psychic roll (difficulty 4) to attack, insult, or be anything other than respectful and deferential to the vampire. Majesty costs three Blood Levels to invoke.
Protean
Protean is the purview of the shapeshifting Gangrel, though they have taught their secrets to a few other vampires. Vampires with Protean may shapeshift into a variety of forms.
Basic
Eyes of the Beast: The vampire may see in pitch darkness.
Talons of the Beast: The vampire may sprout claws inflicting +1 damage. This damage is aggravated; only vampires with Fortitude may roll to soak it.
Lair of the Beast: The vampire may mystically sink into the earth (earth only - not stone, concrete, etc.). She may not move or act while in this state, though she may will herself back to the surface at any time. This power can be used to escape sunlight and fire.
Advanced
Form of the Beast: The vampire may transform into a wolf or bat. In wolf form, running speed is doubled and the vampire may bite for +1 damage. In bat form, Physical becomes 1 to attack, but +1 to dodge, and the vampire may fly at 25 m.p.h.
Form of Mist: The vampire may transform into mist. The vampire may not attack while in mist form, but can be damaged only by sunlight, fire or mental Disciplines.
Thaumaturgy
The study of Thaumaturgy is largely restricted to the Tremere, although certain vampires among the Sabbat are rumored to employ the Discipline. Thaumaturgy is vampiric sorcery: ritual spellcasting and blood magic. Unlike other Disciplines, Thaumaturgy requires both blood expenditure and a Psychic roll (difficulty 4) to use successfully. If the roll fails, the Blood Level is lost.
Basic
Blood Magic: The vampire may manipulate his own blood. The first success he rolls allows him to "charge" two Blood Levels in his body, making them of double potency if spent (i.e., a Blood Level "charged" in this manner heals two Health Levels or adds +2 Physical). Each additional success enables him to "charge" an additional Blood Level.
Defense of the Haven: The vampire casts this ritual on his haven before going to sleep for the day. This ritual darkens the haven, preventing any stray sunlight from reaching the vampire. Additionally, any stake thrust at the sleeping vampire's heart automatically crumbles to dust.
Telekinesis: The vampire may levitate and move objects via psychic force. The amount of weight he can lift (in pounds) equals 50 times his Psychic Trait. Living beings may resist Telekinesis by scoring more successes on a Mental roll (difficulty 5) than the vampire scored on his Psychic roll.
Advanced
Fireballs: The vampire may hurl mystical fireballs. These inflict three levels of aggravated damage. Each fireball costs one Blood Level (not the normal two) to create.
Weather Control: The vampire may change or amplify existing weather patterns. Additionally, if under the open sky, the vampire may call down bolts of lightning on his foes (difficulty 5 to target accurately). Lightning inflicts three levels of normal damage.
Cauldron of Blood: The vampire may mystically boil the blood in an opponent's body. Mortals affected by this power die instantly; vampires lose a number of Health and Blood Levels equal to the vampire's successes.