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		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Backgrounds&amp;diff=2307</id>
		<title>Backgrounds</title>
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		<updated>2026-05-18T02:38:00Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Allies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Backgrounds==&lt;br /&gt;
'''Backgrounds describe advantages of relationship, circumstance, and opportunity: material possessions, social networks, and the like. Backgrounds are external, not internal, Traits, and the player should always rationalize how the character came to possess them, as well as what they represent. Who are your Contacts? Why do your Allies support you? Where did you meet your Retainers? What investments do you possess that yield your four dots in Resources? You donâ€™t have to do all of that at first â€“ but be ready with an answer when the Storyteller asks during play, or be ready to suggest an answer that ties into the ongoing storyline. &lt;br /&gt;
&lt;br /&gt;
'''Backgrounds are discrete, not progressive, Traits. The same Background can be acquired multiple times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Allies===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; background-color:#A60000; color:#FFFFFF;&amp;quot;|Allies&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
Allies are mortals who support and help you: family, friends, or even a mortal organization that owes you some loyalty. Although Allies usually aid you willingly, without coaxing or coercion, they are not always available to offer assistance; they have their own concerns and can do only so much for the sake of your relationship. Usually, Allies appear about once per story. &lt;br /&gt;
&lt;br /&gt;
Allies can be almost anyone in your home city, depending on what your Storyteller will allow. You may have friends in the precinct morgue, at a tabloid newspaper or gossip blog, among high society, or at the railroad yard. Allies are generally trustworthy (though they probably donâ€™t know that youâ€™re a vampire, or even that vampires exist). However, nothing comes for free. If you wind up drawing favors from your friend in the Russian Mafia, heâ€™ll probably ask you to do him a favor in kind in the future. &lt;br /&gt;
&lt;br /&gt;
Enemies are the opposite of Allies and are taken as Flaws. &lt;br /&gt;
&lt;br /&gt;
You can use the Mortal Template rules to create Allies or Enemies when you buy them or first call on them, and you can write them down on the Relationship Map, though many groups leave this process up to the Storyteller. &lt;br /&gt;
&lt;br /&gt;
Build Allies or Enemies from a budget of points based on their Effectiveness and on their Reliability. The maximum points in one Ally is six. Ally or Enemy groups appear in numbers equal to the number of player characters. &lt;br /&gt;
&lt;br /&gt;
All Enemies are rated two fewer dots than their Effectiveness; a Gifted mortal Ally costs three dots as an Ally, but only provides one dot as a Flaw. Enemies all have the same Reliability: whenever the Storyteller thinks they should show up, but probably at least once per story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Effectiveness'''&lt;br /&gt;
&lt;br /&gt;
{{showdots|1}} Weak mortal, likely useless in a violent or potentially violent situation.&lt;br /&gt;
&lt;br /&gt;
{{showdots|2}} Average mortal or a tightknit group of Weak mortals (neighborhood kids who solve mysteries, church group, NGO chapter)&lt;br /&gt;
&lt;br /&gt;
{{showdots|3}} Gifted mortal or a dangerous group of Average mortals (a street gang, a celebrity entourage, a blue-collar union local)&lt;br /&gt;
&lt;br /&gt;
{{showdots|4}} Deadly mortal, a Gifted mortal with magic or other supernatural powers, or a well-armed group of Gifted mortals (a private security squad , a lawyer contingent, a Russian Mafia bratva)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Reliability'''&lt;br /&gt;
&lt;br /&gt;
{{showdots|1}} When you call on them, they appear half the time.&lt;br /&gt;
&lt;br /&gt;
{{showdots|2}} When you call on them, they appear within 1-10 hours (roll a die).&lt;br /&gt;
&lt;br /&gt;
{{showdots|3}} When you call on them, they appear as soon as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mortal Templates&lt;br /&gt;
&lt;br /&gt;
Use these templates to build Storyteller-played characters when even Quick Character Generation takes too much time. If desired, use Advantage points to buy more Skills. &lt;br /&gt;
&lt;br /&gt;
'''weak mortal&amp;lt;br&amp;gt;&lt;br /&gt;
â–  Attributes: Two at 2, the rest at 1&amp;lt;br&amp;gt;&lt;br /&gt;
â–  Skills: Three at 2, five at 1&amp;lt;br&amp;gt;&lt;br /&gt;
â–  Advantages: None&lt;br /&gt;
&lt;br /&gt;
'''average mortal&amp;lt;br&amp;gt;&lt;br /&gt;
â–  Attributes: Two at 3, three at 2, the rest at 1&amp;lt;br&amp;gt;&lt;br /&gt;
â–  Skills: Three at 3, four at 2, five at 1&amp;lt;br&amp;gt;&lt;br /&gt;
â–  Advantages: up to 3 points (2 points maximum Flaws)&lt;br /&gt;
&lt;br /&gt;
'''gifted mortal&amp;lt;br&amp;gt;&lt;br /&gt;
â–  Attributes: One at 4, two at 3, two at 2, the rest at 1&amp;lt;br&amp;gt;&lt;br /&gt;
â–  Skills: Two at 4 (one with a Specialty), four at 3, four at 2, four at 1&amp;lt;br&amp;gt;&lt;br /&gt;
â–  Advantages: up to 10 points (4 points maximum Flaws)&lt;br /&gt;
&lt;br /&gt;
'''deadly mortal&amp;lt;br&amp;gt;&lt;br /&gt;
â–  Attributes: Two at 5, two at 4, two at 3, the rest at 2&amp;lt;br&amp;gt;&lt;br /&gt;
â–  Skills: One at 5, three at 4, five at 3, six at 2; three Specialties&amp;lt;br&amp;gt;&lt;br /&gt;
â–  Advantages: up to 15 points (no Flaws)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; background-color:#A60000; color:#FFFFFF;&amp;quot;|Contacts&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
You know people â€“ human people â€“ from many different walks of life. Contacts primarily provide you with information in their areas of expertise, and they may want to exchange favors of various kinds. For different kinds of help, use your Influence (p. 187) in the mortal world, or call on your Allies (p. 184) or Mawla (p. 192). &lt;br /&gt;
&lt;br /&gt;
A Contact is someone in an excellent position to get information. They might be a police dispatcher, rather than a homicide lieutenant, or a congressional staffer, rather than a senator. Information brokers, gossip columnists, underworld fixers, and reporters make excellent Contacts. You can define your Contacts when you buy this Background or as you need to introduce them in play. Whenever you create them, make sure to add them to the Relationship Map.&lt;br /&gt;
&lt;br /&gt;
{{showdots|1}} One Contact who can do or get something cheap or common for you (Resources 1). Examples: a weed dealer, a car salesman.&lt;br /&gt;
&lt;br /&gt;
{{showdots|2}} One Contact who can do or get something useful for you (Resources 2). Examples: small-time gun dealer, veterinarian.&lt;br /&gt;
&lt;br /&gt;
{{showdots|3}} One Contact who can do or get something expensive or hard for you (Resources 4). Examples: security systems expert; police lieutenant in homicide, narcotics, or other useful field.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fame===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; background-color:#A60000; color:#FFFFFF;&amp;quot;|Fame&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
Mortals know your name and eagerly seek out news of your activities. You might be a movie star, rock star, or other celebrity. Fame grants pull in mass and social media; you have more ways than most to manipulate the thoughts of the populace. You likely have ways to mask the fact that youâ€™re never seen during the day, such as a body double. &lt;br /&gt;
&lt;br /&gt;
In some circumstances, the Storyteller may allow you to use Fame in a Social test dice pool instead of another Trait, especially to get into an otherwise exclusive venue or event. â€œDo you know who I am?â€ doesnâ€™t work everywhere, but it does work. Each level of Fame subtracts one from the Difficulty of Social tests against your fans and from many hunting tests, depending on your predation strategy â€“ you have less trouble attracting prey.&lt;br /&gt;
&lt;br /&gt;
Fame has its downside, of course â€“ itâ€™s harder for you to tail someone unobtrusively, for example, and who wants groupies hanging around the door to their haven all day tagging its location on Instagram? You should look into taking Disguise as a specialty. &lt;br /&gt;
&lt;br /&gt;
By default, Fame applies among mortals, but you can also buy Fame that applies among Kindred for the same cost. Some vampires, such as Dracula or Elizabeth Bathory, might have both! Vampires may admire, or at least be more interested in, a Kindred who was famous or infamous in life: Arthur Rimbaud, Crispus Attucks, Billy the Kid, and the like.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Flaw : Infamy&amp;lt;br&amp;gt;&lt;br /&gt;
You are famous for something horrible. At the very least, the Difficulty of most reaction tests increases by the amount of the Flaw; at worst, the authorities attempt to kill or capture you whenever you appear.&lt;br /&gt;
&lt;br /&gt;
'''Flaw : Dark Secret&amp;lt;br&amp;gt;&lt;br /&gt;
You can also take Dark Secret, a milder version of Infamy. The Dark Secret Flaw provides one fewer point than the equivalent Infamy, as your black deeds remain unknown to all but you and perhaps one or two very motivated enemies. The one-dot version of Infamy also provides one point as a Dark Secret, because itâ€™s easier to uncover than a truly life-threatening secret.&amp;lt;br&amp;gt;&lt;br /&gt;
â–  Flaw: (â€¢â€¢) You are a Cleaver or serial breacher of the Masquerade, have been Blood Hunted out of another city, or have grievously offended this domainâ€™s ruler. &amp;lt;br&amp;gt;&lt;br /&gt;
â–  Flaw: (â€¢) You owe a big debt to bad people or have made yourself generally odious. Alternately, your spouse, lover, or close family member has Infamy â€¢â€¢. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advantage&amp;lt;br&amp;gt;&lt;br /&gt;
â€¢ A select subculture knows who you are and admires you. &amp;lt;br&amp;gt;&lt;br /&gt;
â€¢â€¢ You are a local celebrity, recognized by a plurality of the city. &amp;lt;br&amp;gt;&lt;br /&gt;
â€¢â€¢â€¢ Most people in the country know your name, at least.&amp;lt;br&amp;gt; &lt;br /&gt;
â€¢â€¢â€¢â€¢ Everybody who even vaguely cares about social trends or your field knows something about you. &amp;lt;br&amp;gt;&lt;br /&gt;
â€¢â€¢â€¢â€¢â€¢ Your Fame reaches mass national or even global audiences. You are a major movie star, stadium-filling rock act, or former president&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Influence===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; background-color:#A60000; color:#FFFFFF;&amp;quot;|Influence&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
You have pull in the mortal community, whether through wealth, prestige, political office, blackmail, or supernatural manipulation. Kindred with high Influence can sway, and in rare cases even control, the politics and society of their city, especially the police and city bureaucracy. &lt;br /&gt;
&lt;br /&gt;
By default, Influence applies most within one group or region of your city. Groups can be large, even diffuse: organized crime, media, religion, the police, city government, etc. Regions should be larger than neighborhoods or all but the largest individual domains: Brooklyn, the Rive Gauche, the South Side, the Ginza, etc. Your Influence applies to the city as a whole at one dot less than it does within your group or region. Using local Influence in another city in the same area, state, or province might be possible at an additional one-dot penalty, and so on. So, a vampire might be Powerful (â€¢â€¢â€¢â€¢) in Hollywood, Entrenched (â€¢â€¢â€¢) everywhere in Los Angeles, merely Influential (â€¢â€¢) in San Diego or San Francisco, and just Well-Connected (â€¢) in Chicago or New York. &lt;br /&gt;
&lt;br /&gt;
The Storyteller may require you to use Influence in place of a Trait in some dice pools, particularly Social tests attempting to sway minor bureaucrats or the equivalent in your group. This Background helps you have an â€œabandonedâ€ building demolished (or preserved), not start global wars. &lt;br /&gt;
&lt;br /&gt;
If the Storyteller wants to run a game of globe-spanning masterminds, they may recalibrate Influence to potentially apply nationally (â€¢â€¢â€¢â€¢) or even globally (â€¢â€¢â€¢â€¢â€¢)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
â–  Flaw: (â€¢â€¢) Despised. One group or region of the city lives only to thwart you and your faction. Subtract two dice from dice pools attempting to convince a neutral actor to support you politically or do you a favor. The Storyteller should take any opportunity to involve your haters in the story.&lt;br /&gt;
&lt;br /&gt;
â–  Flaw: (â€¢) Disliked. Subtract one die from Social test dice pools involving any group in the city except your Contacts and Allies or other explicitly loyal supporters. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advantage&amp;lt;br&amp;gt;&lt;br /&gt;
â€¢ Well-connected: Youâ€™re guaranteed a respectful hearing.&amp;lt;br&amp;gt;&lt;br /&gt;
â€¢â€¢ Influential: People want to do you favors. &amp;lt;br&amp;gt;&lt;br /&gt;
â€¢â€¢â€¢ Entrenched: Mortal power-brokers and factions hesitate to oppose you. &amp;lt;br&amp;gt;&lt;br /&gt;
â€¢â€¢â€¢â€¢ Powerful: Without a good reason to do otherwise, functionaries and foot soldiers obey.&amp;lt;br&amp;gt;&lt;br /&gt;
â€¢â€¢â€¢â€¢â€¢ Dominant: Lesser figures try to figure out what you want and do it first.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Haven===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; background-color:#A60000; color:#FFFFFF;&amp;quot;|Haven&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
Like all Backgrounds, the Haven Background is entirely optional. A vampire with no dots in Haven has a suicideâ€™s grave, a room in an abandoned motel, a rented office, or an apartment with windows blacked out with plastic bags. They can still remain safe and hidden by day in this relatively small and insecure haven by default. The Storyteller may allow a player character to default a somewhat better haven from another Background such as Resources, Status, or Influence. Of course, if those Backgrounds go away, so does the characterâ€™s nice haven. &lt;br /&gt;
&lt;br /&gt;
A character with none of those other Backgrounds, however, can still have a perfectly reasonable haven as long as they have this Background. For instance, a character might not have enough money to afford a 20- room Victorian mansion in todayâ€™s economy, but if their great-grandmother left them one that had been fully paid for, thereâ€™s no reason they canâ€™t remain in residence as it slowly dilapidates. &lt;br /&gt;
&lt;br /&gt;
Base ratings in Haven abstract the havenâ€™s size, security, and privacy. All of those factors affect the chance of spotting, penetrating, and surveilling the vampireâ€™s actual resting place. Add +1 to the Difficulty of, or one die to dice pools resisting, such efforts for each dot of base Haven rating. &lt;br /&gt;
&lt;br /&gt;
Kindred know their havens intimately. For each dot of base Haven rating, add one per dot to dice pools to notice danger (including awakening rolls, p. 219) while in your haven.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Base Haven&amp;lt;br&amp;gt;&lt;br /&gt;
â–  Flaw: (â€¢) No Haven. You must go to some effort (at least a basic test) to find a new resting place every morning.&lt;br /&gt;
&lt;br /&gt;
'''Advantage&amp;lt;br&amp;gt;&lt;br /&gt;
â€¢ Small haven, but more secure and private than the default. Examples: basement apartment, crypt, locked storeroom in a warehouse.&amp;lt;br&amp;gt;&lt;br /&gt;
â€¢â€¢ Good size, security, or privacy. Examples: a single family home or row house, wolf enclosure at the zoo, branch sewer tunnel.&amp;lt;br&amp;gt;&lt;br /&gt;
â€¢â€¢â€¢ Very large, secure, or private. Examples: a compound outside town, a bank building, a decommissioned subway station.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Haven Merits and Flaws &amp;lt;br&amp;gt;&lt;br /&gt;
You can add Merits and Flaws to your Haven if you wish. They stack with the base Haven rating to produce the total dots in this Background for projects and other uses. Remember, you can make Haven a shared Background among your coterie â€“ easily the best way to afford a Haven with lots of features. &lt;br /&gt;
&lt;br /&gt;
â–  Flaw: (â€¢â€¢) Compromised. Your haven has been raided once before, perhaps before it was yours. It probably appears on someoneâ€™s watchlist. Invaders or spies can add two dice to their pool to penetrate or surveil your haven. If you ever do get on the Inquisitionâ€™s radar, you should think about moving out. &lt;br /&gt;
&lt;br /&gt;
â–  Flaw: (â€¢) Creepy. Your haven looks like the den of a serial killer, which in fairness is probably exactly what it is. Unknowing neighbors might phone in a tip to the cops or just talk about the creepy place they saw. Your dice pools on Social tests to seduce or otherwise put human guests at ease are at a two-dice penalty. &lt;br /&gt;
&lt;br /&gt;
â–  Flaw: (â€¢) Haunted. Your haven has a supernatural manifestation in it that you do not control or really even understand. It might just have a ghost, but a Haunted haven could hold a dimensional portal, a cursed meteorite, or anything else you canâ€™t get rid of. Obviously, someone who does understand the manifestation could use it to breach your havenâ€™s security. The Storyteller defines any other effect of the haunting, imposing at least a one-die penalty to affected pools used in the haven per dot of Haunted taken as a Flaw. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Merits&lt;br /&gt;
&lt;br /&gt;
â€¢ Hidden Armory: Each dot in this Merit adds a stand of arms to your havenâ€™s supply: one pistol and one long firearm, with ammunition. They are as secure from discovery as your resting place. &lt;br /&gt;
&lt;br /&gt;
â€¢ Cell: Your haven has a dedicated, locked place to store two prisoners, with a base Difficulty to escape of 5. Each extra dot either allows you to store twice as many prisoners (up to a maximum of 32, only in very large havens) or adds +1 to the escape Difficulty. This Merit is not available in small havens. &lt;br /&gt;
&lt;br /&gt;
â€¢ Watchmen: You have either private security or criminal thugs guarding your haven. Each dot of this Merit supplies four Average guards and one Gifted boss (see Mortal Templates, p. 185). If guards would be conspicuous here, buy this Merit cautiously. &lt;br /&gt;
&lt;br /&gt;
â€¢ Laboratory: Your haven has an equipped laboratory with a dedicated industrial sink, gas jet, reinforced floor, etc. Each dot of this Merit adds one to the dice pool for rolls related to one Science or Technology specialty or to Alchemy dice pools for thin-bloods using the Fixatio method (p. 284). This Merit is not available in small havens. &lt;br /&gt;
&lt;br /&gt;
â€¢ Library: Your Haven has a dedicated library on the occult, Cainite legends, city history, vampire lore, or the like. Each dot of this Merit adds one to the dice pool for research rolls for one Academics, Investigation, or Occult specialty. Small havens limit this Merit to a maximum of one dot. &lt;br /&gt;
&lt;br /&gt;
â€¢ Location: Your haven nestles in one of the most fashionable or otherwise exclusive areas of the city, in the Rack, on a small island, or otherwise in a prime spot. Add two dice (or +2 to foesâ€™ Difficulty) to bonuses on the relevant die rolls from either Chasse (p. 195) or from your base Haven rating (pick one). If neither modifier precisely maps to what you have in mind, work out with your Storyteller when you can expect a two-dice bonus to occur. For example, a Haven close to Elysium might grant a two-dice bonus to Etiquette tests in Elysium and on tests to pick up on court gossip. &lt;br /&gt;
&lt;br /&gt;
â€¢ Luxury: High-definition flat screens, designer furniture, objets dâ€™art, or other expensive details give you a two-dice bonus to Social tests dealing with mortal guests in your haven. If you donâ€™t have at least three dots of Resources (â€¢â€¢â€¢), your dÃ©cor was gained illegally. &lt;br /&gt;
&lt;br /&gt;
â€¢ Postern: Your Haven has a rear exit, secret tunnel, grating in the cellar leading into the sewers, or other unobtrusive way out. For each dot of this Merit, add one die to your dice pools to evade or escape surveillance near your haven. &lt;br /&gt;
&lt;br /&gt;
â€¢ Security System: Your haven has a better-than-average security system. For each dot of this Merit, add one die to your dice pool to resist (or alert you to) unauthorized entry into your haven. &lt;br /&gt;
&lt;br /&gt;
â€¢ Surgery: Your haven has one room equipped as a field surgery or better. Add two dice to relevant dice pools, generally Medicine, for tests performed in your haven. This Merit is not available in small havens. &lt;br /&gt;
&lt;br /&gt;
â€¢ Warding: Your haven possesses some kind of magical ward barring supernatural forces. You may not be able to deactivate it, but it allows you to pass. Discuss the limits of your ward with the Storyteller. Each dot of this Merit adds one to the dice pool to resist supernatural scrying, as well as whatever other entry the Storyteller allows it to prevent. The Storyteller may require you to possess Occult 3 or better, or Blood Sorcery, to buy this Merit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Herd===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; background-color:#A60000; color:#FFFFFF;&amp;quot;|Herd&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
You have cultivated a group of vessels from whom you can feed without concern. You can use them to perform basic services, although they are neither as tightly controlled nor as loyal as Retainers. (If needed, build your Herd as a combination of Weak and Average mortals; see Mortal Templates, p. 185.) You can slake your Herd rating in Hunger each week without a roll. (This benefit can be shared among more than one vampire.) Overfeeding endangers your Herd, potentially dropping the rating as members die or flee. &lt;br /&gt;
&lt;br /&gt;
â–  Flaw: (â€¢â€¢) Obvious Predator. You exude a predatory demeanor, and humans instinctively fear and mistrust you. Lose two dice from any dice pool for hunting except purely Physical expressions of stalking, chasing,and killing. Lose one die from any dice pool for any Social test intended to put humans at ease. You cannot maintain a Herd. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advantage&amp;lt;br&amp;gt;&lt;br /&gt;
â€¢ One to three vessels with random Resonance and no Dyscrasias: You can change one victimâ€™s Resonance once a month with a successful Manipulation + Insight test (Difficulty 4). Examples: graduate students, musical pupils, cleaver family &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢ Four to seven vessels, half of whom share one Resonance that you pick when you buy this Advantage. Examples: Aging devotees of the cityâ€™s fading goth or bhangra scene, fellow club scenesters, large cleaver family &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢â€¢ Seven to 15 vessels, with two different Resonances that you pick each week when you feed on different Herd members. Examples: rugby team, swinger scene, dance or night school class, night shift employees &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢â€¢â€¢ 16 to 30 vessels: Pick two Resonances every week. Herd maintenance, cover ups, and recruitment take occasional roles in your chronicle. Examples: cult, large brothel, sweatshop &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢â€¢â€¢â€¢ 31 to 60 vessels: Pick three Resonances every week. Herd maintenance and recruitment begins to brush up against the Masquerade. Examples: Large cult, large sweatshop&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mask===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; background-color:#A60000; color:#FFFFFF;&amp;quot;|Mask&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
As stealth predators, vampires have few weapons more potent than their pretense of humanity. The lies the Kindred live constantly shadow your stories, and no description of a lick should omit how they navigate mortal society â€“ what they wear as a Mask. A good Mask explains the characterâ€™s nocturnal existence and offers plenty of opportunities to be alone with mortals. &lt;br /&gt;
&lt;br /&gt;
Some vampires switch back and forth between Masks, risking deep identity confusion and slip-ups, while others forge single plausible identities and strictly adhere to them for a human lifetime before they switch, adding makeup as they â€œage,â€ and faking every aspect of life to look perfectly normal on paper. Others, almost always Nosferatu or unbound vampires, forswear safety for freedom off the grid or on the streets. &lt;br /&gt;
&lt;br /&gt;
By default (at no dots) a vampire either has no need of a Mask, such as those recently Embraced and still able to pass as the human they were, or has a single Mask and fake ID that can stand up to a traffic stop or similar surface scrutiny. A zero-dot mask does not pass a background check, much less a proper investigation by the authorities. &lt;br /&gt;
&lt;br /&gt;
â–  Flaw: (â€¢â€¢) Known Blankbody. Your biometrics, name, history, known associates, and aliases appear in several intelligence agency databases, flagged as a potential terrorist. Any inquisitor can read between the lines and recognize you as a vampire. &lt;br /&gt;
&lt;br /&gt;
â–  Flaw: (â€¢) Known Corpse. People know you died recently and react with shock and horror if you appear among them. This Flaw also applies to any database lookups on your identity. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advantage&amp;lt;br&amp;gt;&lt;br /&gt;
â€¢ You have a good fake identity, including a credit card, bank account, credit history, birth certificate, etc., all in your Maskâ€™s name. You can pass a state or provincial-level background check. &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢ Your Mask can pass a background check with the national police: FBI, Scotland Yard, or the equivalent. If you had a military or intelligence record in life, it has been classified. If you have a two-dot Mask, you can also buy the following Advantages for one dot each: &lt;br /&gt;
&lt;br /&gt;
â€¢ Zeroed: Someone in high places has purged your real records. You officially donâ€™t exist. &amp;lt;br&amp;gt;&lt;br /&gt;
â€¢ Cobbler: You can make or source Masks. Making a Mask takes three days per dot and possibly exposes you online; sourcing Masks takes one day per dot, but costs something in return. How much depends on your leverage, margin on the Social test, or whatever else the Storyteller decides.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mawla===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; background-color:#A60000; color:#FFFFFF;&amp;quot;|Mawla&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
This Trait represents one or a group of Kindred who looks out for you, offering guidance, information, or aid once in a while. The word comes from medieval Arabic, meaning different things from â€œa trusted oneâ€ to â€œuncleâ€ to â€œsource of neighborly protectionâ€ to â€œnon-Muslim whose oath still binds them.â€ Western vampires brought the term back from the Crusades, and as the Ashirra and Camarilla find themselves increasingly allied in the Gehenna War, the word enjoys a resurgence in vampire society. &lt;br /&gt;
&lt;br /&gt;
A Mawla may act as your mentor. Such a role commonly falls to your sire, if they donâ€™t treat you as property or ignore you. &lt;br /&gt;
&lt;br /&gt;
Your Mawla might trade information to mutual beneft, or even come to your aid if you have respected the relationship. A Mawla may be powerful, but their power need not be direct. Depending on the number of dots in this Background, your Mawla might be nothing more than an ancilla with a remarkable information network, or they might be a centuries-old creature with tremendous influence and supernatural power. They may offer advice, speak to the Prince or Baron on your behalf, steer other elders clear of you, or give warning when youâ€™re walking into situations you donâ€™t understand. Your Mawla, of course, expects reciprocity. &lt;br /&gt;
&lt;br /&gt;
A Mawla rating could even represent a group of like-minded vampires, such as the elders of the cityâ€™s Tremere chantry or a Trotskyite clique amongst the Anarchs in town. (The plural of Mawla is Mawali.) As a general rule, a Mawla group costs one dot more than a single Kindred of that level: a coven of elder Mawali would be a four-dot Mawla group, for example. &lt;br /&gt;
&lt;br /&gt;
Whoever they are, write them on your Relationship Map when you buy them. &lt;br /&gt;
&lt;br /&gt;
As a general rule, Mawali provide a helpful word and occasional political pushes or cover, but they donâ€™t fight your battles or call in valuable favors. If they must do so for their own sake to aid you, you probably lose a dot or more of this Background, after arousing their ire. &lt;br /&gt;
&lt;br /&gt;
Characters can also acquire one-off Minor Boons (p. 315) from other Kindred, only during character generation. These boons cost half the points (rounded up) of the equivalent Mawla. &lt;br /&gt;
&lt;br /&gt;
'''Adversaryâ€‚&amp;lt;br&amp;gt;&lt;br /&gt;
A fellow Cainite who generally wishes you (or more likely your sire, lineage, or mentor) ill, an Adversary is the reverse Flaw of the Mawla Background. Adversaries range from one-dot elders to three-dot Princes or powerful cabals. The Storyteller uses either the Adversaryâ€™s Status or some specific other Trait when building dice pools with which to oppose the player characters, not the dots in Adversary. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advantage&amp;lt;br&amp;gt;&lt;br /&gt;
â€¢ Neonate &amp;lt;br&amp;gt;&lt;br /&gt;
â€¢â€¢ Ancilla &amp;lt;br&amp;gt;&lt;br /&gt;
â€¢â€¢â€¢ Elder &amp;lt;br&amp;gt;&lt;br /&gt;
â€¢â€¢â€¢â€¢ Primogen or Anarch Revolutionary Council member &amp;lt;br&amp;gt;&lt;br /&gt;
â€¢â€¢â€¢â€¢â€¢ Prince or Baron&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; background-color:#A60000; color:#FFFFFF;&amp;quot;|Resources&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
This Background describes your Resources. These benefits are not necessarily financial in nature and are rarely completely liquid, but you can often sell them to gain money. It could take weeks or even months to do so, depending on how much needs to be sold. Especially as the Second Inquisition closes down Kindred bank accounts, vampires increasingly return to holding their Resources in cash â€“ or in gold, art, narcotics, guns, and slaves. &lt;br /&gt;
&lt;br /&gt;
Dots of Resources provide an income for you to maintain your standard of unliving, but you must detail the source of your income and the form this Background takes. After all, it might dry up, get stolen, or otherwise vanish during the chronicle. &lt;br /&gt;
&lt;br /&gt;
â–  Flaw: (â€¢) Destitute. You have no money and no home. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advantage&amp;lt;br&amp;gt;&lt;br /&gt;
â€¢ Portfolio Proletariat: You live paycheck to paycheck: apartment, car, camping equipment. &amp;lt;br&amp;gt;&lt;br /&gt;
â€¢â€¢ Middle Class: Nice apartment or small house, several cars, high-end equipment &amp;lt;br&amp;gt;&lt;br /&gt;
â€¢â€¢â€¢ Rich: Great condo or nice house, luxury items, high-end equipment for several people &amp;lt;br&amp;gt;&lt;br /&gt;
â€¢â€¢â€¢â€¢ Wealthy: Mansion, helicopter or private jet, very specialized high-end equipment &amp;lt;br&amp;gt;&lt;br /&gt;
â€¢â€¢â€¢â€¢â€¢ Ultra Rich: Many mansions, â€œanything money can buyâ€ &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Retainers===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; background-color:#A60000; color:#FFFFFF;&amp;quot;|Retainers&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
You have one or more loyal and steadfast servants or assistants. Retainers may be ghouls who are blood bound to you, individuals you have so Dominated over the years that they are incapable of independent action, or individuals you have so overwhelmed with your Presence that they would do anything for you. &lt;br /&gt;
&lt;br /&gt;
You must always control retainers in some fashion: a salary, vitae donation, or direct mesmerism. Tough typically loyal, retainers may betray you if the reward outweighs the risk or if you have treated them badly. The Storyteller can always call for a scene between you and a retainer. &lt;br /&gt;
&lt;br /&gt;
Retainers should act as characters, not puppets. Even ghoul retainers arenâ€™t supermen; the most skilled servants donâ€™t always show the highest loyalty. Everything in Vampire is a tradeoff. Storytellers can use Retainers to add flavor to the chronicle; donâ€™t let them or their misuse damage the story. &lt;br /&gt;
&lt;br /&gt;
â–  Flaw: (â€¢) Stalkers. You have a tendency to attract people who become a tad too smitten with you for your own good. A former retainer retains their memory of you and a desire to reconnect. They may be hungry, love-maddened, desperate, opportunistic, or any combination or variation. Should you get rid of them, another soon appears. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advantage&lt;br /&gt;
â€¢ Underwhelming retainer: A child, criminal lowlife, or horror nerd follows you around and does your bidding without a Blood Bond. Build them as a Weak mortal. &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢ A ghoul, a family servant, a human lover, or a dominated thrall: give them a backstory. Build them as an Average mortal or as a ghoul with no Advantages. For more on Ghouls, see p. 234. &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢â€¢ A retainer competent enough to act independently and make lesser problems go away. They are likely a ghoul with traits equivalent to Gifted mortals, on top of their supernatural abilities.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Status===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left; background-color:#A60000; color:#FFFFFF;&amp;quot;|Status&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
You have something of a reputation and standing (earned or unearned) within a specifed local community of Kindred, probably Camarilla or Anarch. Status among Camarilla society derives as ofen from your sireâ€™s status and the respect due your particular bloodline as it does from personal achievement. High Status among Anarchs theoretically depends on the characterâ€™s contributions, but more ofen to their degree of connection (by Blood or coterie) to the current Baron or other ruler. &lt;br /&gt;
&lt;br /&gt;
Status in one sect does not transfer to the other. By and large, Status held in another city effectively reduces by one dot; an Influential (â€¢â€¢â€¢) vampire in Cartagena is only Respected (â€¢â€¢) in Buenos Aires. &lt;br /&gt;
&lt;br /&gt;
The Storyteller may occasionally call on you to add your Status to a dice pool along with a Social Trait, especially for first meetings and court happenings. In other cases, the Storyteller may allow you to substitute your Status for a Social Trait â€“ but other vampires may notice that youâ€™re skating by on Status, instead of properly using the Etiquette Skill, for example. &lt;br /&gt;
&lt;br /&gt;
Caitiff characters begin with the Suspect Flaw and may not purchase positive Status during character creation. &lt;br /&gt;
&lt;br /&gt;
â–  Flaw: (â€¢â€¢) Shunned. Youâ€™re completely loathed by this sect. You betrayed them, crossed a local leader, or fought them in the past. Members of this group will actively work against you if they can. &lt;br /&gt;
&lt;br /&gt;
â–  Flaw: (â€¢) Suspect. Youâ€™re not good with this sect at all. You weaseled out of a boon, broke an oath, or did something similar. You can try to stay out of sight and out of mind, but unless you somehow make amends, you suffer a two-dice penalty to all Social tests involving the offended faction. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Advantage&lt;br /&gt;
&lt;br /&gt;
â€¢ Known: A properly introduced, welcomed neonate, seen as an up-and-comer. &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢ Respected: You have responsibilities now, an average ancilla. &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢â€¢ Influential: You hold authority over part of the group, an average elder. &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢â€¢â€¢ Powerful: You hold ofce in the group, such as Sheriff, Harpy, or Scourge. &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢â€¢â€¢â€¢ Luminary: You sit at the table of power in the group, a respected member of the Primogen&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Skills_Summary&amp;diff=2306</id>
		<title>Skills Summary</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Skills_Summary&amp;diff=2306"/>
		<updated>2026-05-15T09:52:04Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Physical Skills=&lt;br /&gt;
==Athletics==&lt;br /&gt;
'''Athletics allows you to outpace someone in pursuit, leap out of the way of an oncoming car, and climb and swim like a healthy, robust living person. &lt;br /&gt;
&lt;br /&gt;
==Brawl==&lt;br /&gt;
'''Brawl enables characters to hit their target when they swing with fist, boot, or claw. As long as you have no weapon in hand, the attack constitutes a brawl, from elegant aikijutsu to dirty street fighting.&lt;br /&gt;
&lt;br /&gt;
==Craft==&lt;br /&gt;
'''Craft broadly encompasses artistry, creation of items and utilities from the beautiful to the functional, and arts and crafts from throwing pottery all the way to building and reinforcing your own haven. &lt;br /&gt;
&lt;br /&gt;
==Drive==&lt;br /&gt;
'''Anyone (except perhaps 500-year old vampires) can learn to drive a car. The Drive Skill connotes ability to drive fast and safely under adverse conditions or in stressful situations: to drive off-road, speed away from ambushes, win street races, and get out of chases with the Second Inquisition.&lt;br /&gt;
&lt;br /&gt;
==Firearms==&lt;br /&gt;
'''Leaving a victim with holes in their throat: full-on Second Inquisition investigation. Leaving a victim with holes in their head: just another Saturday night in Baltimore. Cainites use Firearms not only for the human reasons (efficiency and thrill) but to preserve the Masquerade. This Skill comprises familiarity with small arms from holdout pistols to assault rifles. It also includes other trigger-operated weapons, such as crossbows and shoulder-fired rocket-propelled grenades. Finally, it includes cleaning, unjamming, and rapidly reloading such weapons.&lt;br /&gt;
&lt;br /&gt;
==Larceny==&lt;br /&gt;
'''This Skill entails familiarity with the tools and techniques for picking locks, planting bugs, deactivating standard burglar and car alarms, manual forgery, hot-wiring automobiles, or even safe-cracking, as well as countless forms of breaking and entering. Characters also use it for setting up â€œunbeatableâ€ security systems or deducing how and where systems failed in a break-in. Ventrue probably call the skill â€œSecurity.â€ &lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
'''Use Melee to wield handheld weapons such as knives, chains, and baseball bats with prowess. A stake is a melee weapon, often found in the hands of would-be hunters.&lt;br /&gt;
&lt;br /&gt;
==Stealth==&lt;br /&gt;
'''Stealth allows a character to shadow a target, making vampires with this ability superlative hunters. They benefit from the ability to spy, sneak, and blend in with crowds when needed.&lt;br /&gt;
&lt;br /&gt;
==Survival==&lt;br /&gt;
'''Survival conveys the ability to exist in the wild and other adverse conditions, and to return to civilization again: navigate by the stars, establish a makeshift haven, and notice werewolf signs before itâ€™s too late. Some of its related functions apply in parks, brownfields, and other wastelands of the urban jungle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Social Skills=&lt;br /&gt;
&lt;br /&gt;
==Animal Ken==&lt;br /&gt;
'''Animal Ken allows you to cow, pacify, and even befriend animals. This Skill allows you to predict how an animal might react in a given situation, train a domesticated creature, or even try to calm or enrage animals. Without this Skill, most creatures pointedly avoid or grow aggressive around vampires.&lt;br /&gt;
&lt;br /&gt;
==Etiquette==&lt;br /&gt;
'''Etiquette is the ability to identify and respond to the social conventions in the current scene, set new protocols, and please everyone around with your good graces. Use this Skill in both Kindred and mortal high society.&lt;br /&gt;
&lt;br /&gt;
==Insight==&lt;br /&gt;
'''Insight grants you the ability to interpret body language, note subtle cues in expression and tone, and determine truth from lies. It also allows you to perceive and understand the motives behind anotherâ€™s actions.&lt;br /&gt;
&lt;br /&gt;
==Intimidation==&lt;br /&gt;
'''Intimidation is the power to bully, coerce, threaten, and strongarm your way to a social victory. Vampires who rely on Intimidation do not hesitate to crush the wills â€“ and occasionally the finger bones â€“ of their foes.&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
'''Leadership grants you the ability to lead a crowd, command a detachment, boost the morale of your supporters, or subdue a riot. A strong Prince or Baron must possess Leadership or risk losing their throne.&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
'''Performance covers a range of arts, from dance to poetry and comedy to storytelling. You may be an inspired performer in your own right or simply an enthusiastic student of the arts. &lt;br /&gt;
&lt;br /&gt;
==Persuasion==&lt;br /&gt;
'''Use Persuasion when trying to convince others that you know whatâ€™s best for them, and that one bite wonâ€™t hurt at all. Skilled persuaders can play on victimsâ€™ emotions and appeal to peersâ€™ reason. Persuasion applies in law courts and princely courts, in boardrooms, barrooms, and bedrooms.&lt;br /&gt;
&lt;br /&gt;
==Streetwise==&lt;br /&gt;
'''Streetwise enables characters to talk the language and negotiate the societies of the streets and the underworld. You can understand code words and slang, interpret graffiti tags, and emulate gang signs.&lt;br /&gt;
&lt;br /&gt;
==Subterfuge==&lt;br /&gt;
'''Subterfuge is the art of lying convincingly, spinning a yarn, and making good excuses for bad actions. This Skill defines your talent for intrigue, secrets, and double-dealing. Subterfuge can also used for seduction and imitating mortal behavior.&lt;br /&gt;
&lt;br /&gt;
=Mental Skills=&lt;br /&gt;
&lt;br /&gt;
==Academics==&lt;br /&gt;
'''Academics reflects understanding, higher education, and ability to research fields within the humanities and the liberal arts. Historical study, for instance, is hardly â€œjust academicâ€ if your immortal enemies lived â€“ and left traces â€“ in that period. When you take this Skill, you get a free specialty. For foreign languages, use the Linguistics Merit (p. 179).&lt;br /&gt;
&lt;br /&gt;
==Awareness==&lt;br /&gt;
'''Awareness handles your perceptions. You may spot a Child of Haqim before a strike occurs, spy a key dropped in the trash, or sense a lingering perfume.&lt;br /&gt;
&lt;br /&gt;
==Finance==&lt;br /&gt;
'''Finance allows you to identify trends in the market, invest well, manipulate stock, and know when a fall is coming. It also allows you to assess â€“ and trace â€“ the wealth of others and broker financial deals. You can generally appraise art, property, or any other noncriminal good. Ventrue value this Skill more than some Disciplines.&lt;br /&gt;
&lt;br /&gt;
==Investigation==&lt;br /&gt;
'''Investigation allows you to unravel cases of mundane and mysterious means, spot clues, interpret them, and trace missing persons. Vampires find this Skill especially useful when a vessel escapes.&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
'''Medicine allows you to fix people who are broken and diagnose causes of death or sickness in a victim. It also allows you to use medical equipment, prescribe drugs, and stanch (or encourage) rapid blood flow.Characters use Medicine to heal Aggravated Health damage in mortals (see p. 127).&lt;br /&gt;
&lt;br /&gt;
==Occult==&lt;br /&gt;
'''Occult represents knowledge of the mystical world, extending from the rites and practices of Freemasons and Rosicrucians, all the way to Noddist scholars and real mages. You can recognize occult sigils and folk-magic practices, effective or not.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
'''Politics covers diplomacy and bureaucracy: both human and Kindred. You can work with, and possibly put pressure on, city government and perhaps higher levels. Among Kindred, you know the inside scoop on which sects are dominant where, who is at war with whom, and where the bodies are buried. Literally.&lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
'''Science is a broad church, covering everything from basic principles of life to the understanding of universal entropy. The laws of science govern the mortal world, and vampires who wish to rule that world study them. &lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
'''As a Skill, Technology acts as something of a moving target; it governs the operation and understanding of â€œtechnical developments most vampires find mystifying.â€ In 1870, it might have governed steam engines and electricity; these nights, it governs computers and computer systems. Of course, now computers govern almost everything â€“ including steam turbines in power plants and electrical systems in office buildings.&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Skills_Summary&amp;diff=2305</id>
		<title>Skills Summary</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Skills_Summary&amp;diff=2305"/>
		<updated>2026-05-15T09:49:26Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: Created page with &amp;quot;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt;  =Physical Skills= ==Athletics== '''Athletics allows you to outpace someone in pursuit, leap out of the way of an oncoming car, and climb and swim like a healthy, robust living person.   ==Brawl== '''Brawl enables characters to hit their target when they swing with fist, boot, or claw. As long as you have no weapon in hand, the attack constitutes a brawl, from elegant aikijutsu to dirty street fighting.  ==Craft==...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Physical Skills=&lt;br /&gt;
==Athletics==&lt;br /&gt;
'''Athletics allows you to outpace someone in pursuit, leap out of the way of an oncoming car, and climb and swim like a healthy, robust living person. &lt;br /&gt;
&lt;br /&gt;
==Brawl==&lt;br /&gt;
'''Brawl enables characters to hit their target when they swing with fist, boot, or claw. As long as you have no weapon in hand, the attack constitutes a brawl, from elegant aikijutsu to dirty street fighting.&lt;br /&gt;
&lt;br /&gt;
==Craft==&lt;br /&gt;
'''Craft broadly encompasses artistry, creation of items and utilities from the beautiful to the functional, and arts and crafts from throwing pottery all the way to building and reinforcing your own haven. &lt;br /&gt;
&lt;br /&gt;
==Drive==&lt;br /&gt;
'''Anyone (except perhaps 500-year old vampires) can learn to drive a car. The Drive Skill connotes ability to drive fast and safely under adverse conditions or in stressful situations: to drive off-road, speed away from ambushes, win street races, and get out of chases with the Second Inquisition.&lt;br /&gt;
&lt;br /&gt;
==Firearms==&lt;br /&gt;
'''Leaving a victim with holes in their throat: full-on Second Inquisition investigation. Leaving a victim with holes in their head: just another Saturday night in Baltimore. Cainites use Firearms not only for the human reasons (efficiency and thrill) but to preserve the Masquerade. This Skill comprises familiarity with small arms from holdout pistols to assault rifles. It also includes other trigger-operated weapons, such as crossbows and shoulder-fired rocket-propelled grenades. Finally, it includes cleaning, unjamming, and rapidly reloading such weapons.&lt;br /&gt;
&lt;br /&gt;
==Larceny==&lt;br /&gt;
'''This Skill entails familiarity with the tools and techniques for picking locks, planting bugs, deactivating standard burglar and car alarms, manual forgery, hot-wiring automobiles, or even safe-cracking, as well as countless forms of breaking and entering. Characters also use it for setting up â€œunbeatableâ€ security systems or deducing how and where systems failed in a break-in. Ventrue probably call the skill â€œSecurity.â€ &lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
'''Use Melee to wield handheld weapons such as knives, chains, and baseball bats with prowess. A stake is a melee weapon, often found in the hands of would-be hunters.&lt;br /&gt;
&lt;br /&gt;
==Stealth==&lt;br /&gt;
'''Stealth allows a character to shadow a target, making vampires with this ability superlative hunters. They benefit from the ability to spy, sneak, and blend in with crowds when needed.&lt;br /&gt;
&lt;br /&gt;
==Survival==&lt;br /&gt;
'''Survival conveys the ability to exist in the wild and other adverse conditions, and to return to civilization again: navigate by the stars, establish a makeshift haven, and notice werewolf signs before itâ€™s too late. Some of its related functions apply in parks, brownfields, and other wastelands of the urban jungle.&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Main_Page&amp;diff=2304</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Main_Page&amp;diff=2304"/>
		<updated>2026-05-15T09:46:39Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Core Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
==Basics==&lt;br /&gt;
[[Kindred Basics]]&lt;br /&gt;
&lt;br /&gt;
[[Lexicon]]&lt;br /&gt;
&lt;br /&gt;
[[Convictions|Example Convictions]]&lt;br /&gt;
&lt;br /&gt;
[[Touchstones]]&lt;br /&gt;
&lt;br /&gt;
[[Systems]]&lt;br /&gt;
&lt;br /&gt;
==Clans==&lt;br /&gt;
{| &lt;br /&gt;
!style=&amp;quot;text-align:center; background-color:#764645; color:#FFFFFF;&amp;quot;|Clans&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&amp;lt;DPL&amp;gt;&lt;br /&gt;
category=Clans &lt;br /&gt;
ordermethod = title&lt;br /&gt;
&amp;lt;/DPL&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Disciplines==&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
!style=&amp;quot;text-align:center; background-color:#764645; color:#FFFFFF;&amp;quot;|Disciplines&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&amp;lt;DPL&amp;gt;&lt;br /&gt;
category=Disciplines&lt;br /&gt;
ordermethod = title&lt;br /&gt;
&amp;lt;/DPL&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Core Traits==&lt;br /&gt;
[[Physical Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Social Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mental Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Skills Summary]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Physical Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Social Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mental Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
[[Advantages&amp;amp;Flaws]]&lt;br /&gt;
&lt;br /&gt;
==The Blood==&lt;br /&gt;
[[The Blood]]&lt;br /&gt;
&lt;br /&gt;
[[Resonance]]&lt;br /&gt;
&lt;br /&gt;
[[Predator Types]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Main_Page&amp;diff=2303</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Main_Page&amp;diff=2303"/>
		<updated>2026-05-15T09:46:10Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Core Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
==Basics==&lt;br /&gt;
[[Kindred Basics]]&lt;br /&gt;
&lt;br /&gt;
[[Lexicon]]&lt;br /&gt;
&lt;br /&gt;
[[Convictions|Example Convictions]]&lt;br /&gt;
&lt;br /&gt;
[[Touchstones]]&lt;br /&gt;
&lt;br /&gt;
[[Systems]]&lt;br /&gt;
&lt;br /&gt;
==Clans==&lt;br /&gt;
{| &lt;br /&gt;
!style=&amp;quot;text-align:center; background-color:#764645; color:#FFFFFF;&amp;quot;|Clans&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&amp;lt;DPL&amp;gt;&lt;br /&gt;
category=Clans &lt;br /&gt;
ordermethod = title&lt;br /&gt;
&amp;lt;/DPL&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Disciplines==&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
!style=&amp;quot;text-align:center; background-color:#764645; color:#FFFFFF;&amp;quot;|Disciplines&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&amp;lt;DPL&amp;gt;&lt;br /&gt;
category=Disciplines&lt;br /&gt;
ordermethod = title&lt;br /&gt;
&amp;lt;/DPL&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Core Traits==&lt;br /&gt;
[[Trait Summary]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Physical Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Social Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mental Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Physical Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Social Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mental Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
[[Advantages&amp;amp;Flaws]]&lt;br /&gt;
&lt;br /&gt;
==The Blood==&lt;br /&gt;
[[The Blood]]&lt;br /&gt;
&lt;br /&gt;
[[Resonance]]&lt;br /&gt;
&lt;br /&gt;
[[Predator Types]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Main_Page&amp;diff=2302</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Main_Page&amp;diff=2302"/>
		<updated>2024-03-19T12:38:58Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Disciplines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
==Basics==&lt;br /&gt;
[[Kindred Basics]]&lt;br /&gt;
&lt;br /&gt;
[[Lexicon]]&lt;br /&gt;
&lt;br /&gt;
[[Convictions|Example Convictions]]&lt;br /&gt;
&lt;br /&gt;
[[Touchstones]]&lt;br /&gt;
&lt;br /&gt;
[[Systems]]&lt;br /&gt;
&lt;br /&gt;
==Clans==&lt;br /&gt;
{| &lt;br /&gt;
!style=&amp;quot;text-align:center; background-color:#764645; color:#FFFFFF;&amp;quot;|Clans&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&amp;lt;DPL&amp;gt;&lt;br /&gt;
category=Clans &lt;br /&gt;
ordermethod = title&lt;br /&gt;
&amp;lt;/DPL&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Disciplines==&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
!style=&amp;quot;text-align:center; background-color:#764645; color:#FFFFFF;&amp;quot;|Disciplines&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&amp;lt;DPL&amp;gt;&lt;br /&gt;
category=Disciplines&lt;br /&gt;
ordermethod = title&lt;br /&gt;
&amp;lt;/DPL&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Core Traits==&lt;br /&gt;
[[Physical Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Social Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mental Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Physical Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Social Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mental Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
[[Advantages&amp;amp;Flaws]]&lt;br /&gt;
&lt;br /&gt;
==The Blood==&lt;br /&gt;
[[The Blood]]&lt;br /&gt;
&lt;br /&gt;
[[Resonance]]&lt;br /&gt;
&lt;br /&gt;
[[Predator Types]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Main_Page&amp;diff=2301</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Main_Page&amp;diff=2301"/>
		<updated>2024-03-19T12:38:50Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Clans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
==Basics==&lt;br /&gt;
[[Kindred Basics]]&lt;br /&gt;
&lt;br /&gt;
[[Lexicon]]&lt;br /&gt;
&lt;br /&gt;
[[Convictions|Example Convictions]]&lt;br /&gt;
&lt;br /&gt;
[[Touchstones]]&lt;br /&gt;
&lt;br /&gt;
[[Systems]]&lt;br /&gt;
&lt;br /&gt;
==Clans==&lt;br /&gt;
{| &lt;br /&gt;
!style=&amp;quot;text-align:center; background-color:#764645; color:#FFFFFF;&amp;quot;|Clans&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&amp;lt;DPL&amp;gt;&lt;br /&gt;
category=Clans &lt;br /&gt;
ordermethod = title&lt;br /&gt;
&amp;lt;/DPL&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Disciplines==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:center; background-color:#764645; color:#FFFFFF;&amp;quot;|Disciplines&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&amp;lt;DPL&amp;gt;&lt;br /&gt;
category=Disciplines&lt;br /&gt;
ordermethod = title&lt;br /&gt;
&amp;lt;/DPL&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Core Traits==&lt;br /&gt;
[[Physical Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Social Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mental Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Physical Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Social Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mental Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
[[Advantages&amp;amp;Flaws]]&lt;br /&gt;
&lt;br /&gt;
==The Blood==&lt;br /&gt;
[[The Blood]]&lt;br /&gt;
&lt;br /&gt;
[[Resonance]]&lt;br /&gt;
&lt;br /&gt;
[[Predator Types]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Template:Attribute_List&amp;diff=2300</id>
		<title>Template:Attribute List</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Template:Attribute_List&amp;diff=2300"/>
		<updated>2024-03-19T12:38:04Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----------------------------------&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| &lt;br /&gt;
!style=&amp;quot;align:center; background-color:#764645; color:#FFFFFF;&amp;quot;  colspan=&amp;quot;2&amp;quot; |Attributes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;align:center; background-color:#222; color:#FFFFFF;&amp;quot;|'''Attributes:''' || [[Physical Attributes]] ♦ [[Social Attributes]] ♦ [[Mental Attributes]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;align:center; background-color:#222; color:#FFFFFF;&amp;quot;|'''Skills:''' || [[Physical Skills]] ♦ [[Social Skills]] ♦ [[Mental Skills]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Mental_Attributes&amp;diff=2299</id>
		<title>Mental Attributes</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Mental_Attributes&amp;diff=2299"/>
		<updated>2024-03-19T12:37:30Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Resolve */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Attributes]]&lt;br /&gt;
&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
{{Attributes}}&lt;br /&gt;
&lt;br /&gt;
=MentalAttributes=&lt;br /&gt;
&lt;br /&gt;
''Mental Attributes represent the capacity for learning, intuition, and focus. High Mental Attributes might indicate native genius, superb education, or strong will. Low Mental Attributes might derive from naivetÃ©, ignorance, or just incapacity at thinking. But that was in life; the Blood can awaken brains and nerve clusters just as it can fortify sinews or heighten cheekbones&lt;br /&gt;
&lt;br /&gt;
==Intelligence==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#FFFFFF; color:#000000;&amp;quot;&lt;br /&gt;
| '''Intelligence measures your ability to reason, research, and apply logic. You can recall and analyze information from books or from your senses. No puzzle or mystery can elude the truly intelligent.&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
• You can read and write competently, though some terms confound you. &lt;br /&gt;
&lt;br /&gt;
•• You are smart enough to realize your limitations. &lt;br /&gt;
&lt;br /&gt;
••• You are enlightened, able to piece together clues without difficulty. &lt;br /&gt;
&lt;br /&gt;
•••• Youâ€™re likely consulted by members of Clan Tremere for your wisdom. &lt;br /&gt;
&lt;br /&gt;
••••• Genius does not cover the depths and range of your intellect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wits==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#FFFFFF; color:#000000;&amp;quot;&lt;br /&gt;
| '''Wits are for thinking quickly and reacting correctly on little information. â€œYou hear a soundâ€ is Wits; â€œYou hear two guards comingâ€ is Intelligence. Wits let you smell an ambush or answer the Harpy back at court right away, instead of thinking of the best response the next night.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
• You get the point eventually, but it takes explaining. &lt;br /&gt;
&lt;br /&gt;
•• You can bet the odds in poker or apply the emergency brakes in time. Usually. &lt;br /&gt;
&lt;br /&gt;
••• You can analyze a situation and quickly work out the best escape route. &lt;br /&gt;
&lt;br /&gt;
•••• You are never caught on the back foot and always come up with a smart riposte. &lt;br /&gt;
&lt;br /&gt;
••••• You think and respond more quickly than most people can comprehend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resolve==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#764645; color:#FFF;&amp;quot;&lt;br /&gt;
| '''Resolve provides focus and determination, and measures concentration and mental fortitude. Resolve powers all-night watches and blocks out distractions. &lt;br /&gt;
&lt;br /&gt;
'''Your Composure + Resolve equals your Willpower.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
• You have minimal attention for all but the most pressing things. &lt;br /&gt;
&lt;br /&gt;
•• You can settle in for the long haul, as long as it's not too long. &lt;br /&gt;
&lt;br /&gt;
••• Distracting you takes more effort than most other people want to spend. &lt;br /&gt;
&lt;br /&gt;
•••• You can brute-force your way to a deduction past any obstacles. &lt;br /&gt;
&lt;br /&gt;
••••• You can think in a gunfight or watch the door in a blood orgy and then clean up every shell casing or spilled droplet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Attribute_List}}&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Template:Attribute_List&amp;diff=2298</id>
		<title>Template:Attribute List</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Template:Attribute_List&amp;diff=2298"/>
		<updated>2024-03-19T12:21:20Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----------------------------------&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;align:center; background-color:#764645; color:#FFFFFF;&amp;quot;  colspan=&amp;quot;2&amp;quot; |Attributes&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;align:center; background-color:#222; color:#FFFFFF;&amp;quot;|'''Attributes:''' || [[Physical Attributes]] ♦ [[Social Attributes]] ♦ [[Mental Attributes]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;align:center; background-color:#222; color:#FFFFFF;&amp;quot;|'''Skills:''' || [[Physical Skills]] ♦ [[Social Skills]] ♦ [[Mental Skills]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Template:Attribute_List&amp;diff=2297</id>
		<title>Template:Attribute List</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Template:Attribute_List&amp;diff=2297"/>
		<updated>2024-03-19T12:13:50Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----------------------------------&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;align:center; background-color:#764645; color:#FFFFFF;&amp;quot;  colspan=&amp;quot;2&amp;quot; |Attributes&lt;br /&gt;
|-&lt;br /&gt;
|'''Attributes:''' || [[Physical Attributes]] ♦ [[Social Attributes]] ♦ [[Mental Attributes]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Skills:''' || [[Physical Skills]] ♦ [[Social Skills]] ♦ [[Mental Skills]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Mental_Attributes&amp;diff=2296</id>
		<title>Mental Attributes</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Mental_Attributes&amp;diff=2296"/>
		<updated>2024-03-19T12:09:34Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Resolve */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Attributes]]&lt;br /&gt;
&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
{{Attributes}}&lt;br /&gt;
&lt;br /&gt;
=MentalAttributes=&lt;br /&gt;
&lt;br /&gt;
''Mental Attributes represent the capacity for learning, intuition, and focus. High Mental Attributes might indicate native genius, superb education, or strong will. Low Mental Attributes might derive from naivetÃ©, ignorance, or just incapacity at thinking. But that was in life; the Blood can awaken brains and nerve clusters just as it can fortify sinews or heighten cheekbones&lt;br /&gt;
&lt;br /&gt;
==Intelligence==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#FFFFFF; color:#000000;&amp;quot;&lt;br /&gt;
| '''Intelligence measures your ability to reason, research, and apply logic. You can recall and analyze information from books or from your senses. No puzzle or mystery can elude the truly intelligent.&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
• You can read and write competently, though some terms confound you. &lt;br /&gt;
&lt;br /&gt;
•• You are smart enough to realize your limitations. &lt;br /&gt;
&lt;br /&gt;
••• You are enlightened, able to piece together clues without difficulty. &lt;br /&gt;
&lt;br /&gt;
•••• Youâ€™re likely consulted by members of Clan Tremere for your wisdom. &lt;br /&gt;
&lt;br /&gt;
••••• Genius does not cover the depths and range of your intellect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wits==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#FFFFFF; color:#000000;&amp;quot;&lt;br /&gt;
| '''Wits are for thinking quickly and reacting correctly on little information. â€œYou hear a soundâ€ is Wits; â€œYou hear two guards comingâ€ is Intelligence. Wits let you smell an ambush or answer the Harpy back at court right away, instead of thinking of the best response the next night.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
• You get the point eventually, but it takes explaining. &lt;br /&gt;
&lt;br /&gt;
•• You can bet the odds in poker or apply the emergency brakes in time. Usually. &lt;br /&gt;
&lt;br /&gt;
••• You can analyze a situation and quickly work out the best escape route. &lt;br /&gt;
&lt;br /&gt;
•••• You are never caught on the back foot and always come up with a smart riposte. &lt;br /&gt;
&lt;br /&gt;
••••• You think and respond more quickly than most people can comprehend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resolve==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#764645; color:#FFF;&amp;quot;&lt;br /&gt;
| '''Resolve provides focus and determination, and measures concentration and mental fortitude. Resolve powers all-night watches and blocks out distractions. &lt;br /&gt;
&lt;br /&gt;
'''Your Composure + Resolve equals your Willpower.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
• You have minimal attention for all but the most pressing things. &lt;br /&gt;
&lt;br /&gt;
•• You can settle in for the long haul, as long as itâ€™s not too long. &lt;br /&gt;
&lt;br /&gt;
••• Distracting you takes more effort than most other people want to spend. &lt;br /&gt;
&lt;br /&gt;
•••• You can brute-force your way to a deduction past any obstacles. &lt;br /&gt;
&lt;br /&gt;
••••• You can think in a gunfight or watch the door in a blood orgy and then clean up every shell casing or spilled droplet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Attribute_List}}&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Main_Page&amp;diff=2295</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Main_Page&amp;diff=2295"/>
		<updated>2024-03-19T12:08:35Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Disciplines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
==Basics==&lt;br /&gt;
[[Kindred Basics]]&lt;br /&gt;
&lt;br /&gt;
[[Lexicon]]&lt;br /&gt;
&lt;br /&gt;
[[Convictions|Example Convictions]]&lt;br /&gt;
&lt;br /&gt;
[[Touchstones]]&lt;br /&gt;
&lt;br /&gt;
[[Systems]]&lt;br /&gt;
&lt;br /&gt;
==Clans==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:center; background-color:#764645; color:#FFFFFF;&amp;quot;|Clans&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&amp;lt;DPL&amp;gt;&lt;br /&gt;
category=Clans &lt;br /&gt;
ordermethod = title&lt;br /&gt;
&amp;lt;/DPL&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Disciplines==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:center; background-color:#764645; color:#FFFFFF;&amp;quot;|Disciplines&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&amp;lt;DPL&amp;gt;&lt;br /&gt;
category=Disciplines&lt;br /&gt;
ordermethod = title&lt;br /&gt;
&amp;lt;/DPL&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Core Traits==&lt;br /&gt;
[[Physical Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Social Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mental Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Physical Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Social Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mental Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
[[Advantages&amp;amp;Flaws]]&lt;br /&gt;
&lt;br /&gt;
==The Blood==&lt;br /&gt;
[[The Blood]]&lt;br /&gt;
&lt;br /&gt;
[[Resonance]]&lt;br /&gt;
&lt;br /&gt;
[[Predator Types]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Main_Page&amp;diff=2294</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Main_Page&amp;diff=2294"/>
		<updated>2024-03-19T12:08:27Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Clans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
==Basics==&lt;br /&gt;
[[Kindred Basics]]&lt;br /&gt;
&lt;br /&gt;
[[Lexicon]]&lt;br /&gt;
&lt;br /&gt;
[[Convictions|Example Convictions]]&lt;br /&gt;
&lt;br /&gt;
[[Touchstones]]&lt;br /&gt;
&lt;br /&gt;
[[Systems]]&lt;br /&gt;
&lt;br /&gt;
==Clans==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:center; background-color:#764645; color:#FFFFFF;&amp;quot;|Clans&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&amp;lt;DPL&amp;gt;&lt;br /&gt;
category=Clans &lt;br /&gt;
ordermethod = title&lt;br /&gt;
&amp;lt;/DPL&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Disciplines==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:center; background-color:#3C78B5; color:#FFFFFF;&amp;quot;|Disciplines&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&amp;lt;DPL&amp;gt;&lt;br /&gt;
category=Disciplines&lt;br /&gt;
ordermethod = title&lt;br /&gt;
&amp;lt;/DPL&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Core Traits==&lt;br /&gt;
[[Physical Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Social Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mental Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Physical Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Social Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mental Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
[[Advantages&amp;amp;Flaws]]&lt;br /&gt;
&lt;br /&gt;
==The Blood==&lt;br /&gt;
[[The Blood]]&lt;br /&gt;
&lt;br /&gt;
[[Resonance]]&lt;br /&gt;
&lt;br /&gt;
[[Predator Types]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Physical_Attributes&amp;diff=2293</id>
		<title>Physical Attributes</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Physical_Attributes&amp;diff=2293"/>
		<updated>2024-03-19T11:21:37Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Attributes]]&lt;br /&gt;
&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
{{Attributes}}&lt;br /&gt;
&lt;br /&gt;
=Physical Attributes=&lt;br /&gt;
&lt;br /&gt;
''Physical Attributes measure a characterâ€™s general strength, agility, and stamina. Due to the vagaries of the Blood, strong, quick, or tough vampires need not look musclebound, graceful, or meaty. Some of the most lethal Kindred appear most deceptively weak and slow.&lt;br /&gt;
&lt;br /&gt;
==Strength==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#FFFFFF; color:#000000;&amp;quot;&lt;br /&gt;
| '''Strength governs how big a mortal you can lift, how hard you can hit them, and how much force you can push your dead body to exert.&lt;br /&gt;
&lt;br /&gt;
'''(The rough amount you can deadlift without an Attribute test appears in parentheses below.) &lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
• You can easily crush a beer can. (20 kg: a Christmas tree, a stop sign) &lt;br /&gt;
&lt;br /&gt;
•• You are physically average. (45 kg: a toilet) &lt;br /&gt;
&lt;br /&gt;
••• You might be able to break open a wooden door. (115 kg: a large human, an empty coffin, a refrigerator) &lt;br /&gt;
&lt;br /&gt;
•••• You are a prime physical specimen, likely with very visible musculature. (180 kg: a full coffin, an empty dumpster) &lt;br /&gt;
&lt;br /&gt;
••••• You are a true powerhouse and can likely break open a metal fire door, tear open a chain-link fence, or snap open a chained gate. (250 kg: a motorcycle, a piano)&lt;br /&gt;
&lt;br /&gt;
==Dexterity==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#FFFFFF; color:#000000;&amp;quot;&lt;br /&gt;
| '''Dexterity governs your agility and grace, how swiftly you dodge that stake to your heart, and how much fine motor control you possess when up against the clock. &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
• You can run, but balance and dodging are a challenge. &lt;br /&gt;
&lt;br /&gt;
•• Your sprint is solid, and sometimes you appear graceful. &lt;br /&gt;
&lt;br /&gt;
••• Your agility is impressive, and your coordination is as good as any trained amateur. &lt;br /&gt;
&lt;br /&gt;
•••• You could excel at acrobatics and move in a way few humans can. &lt;br /&gt;
&lt;br /&gt;
••••• Your movements are liquid and hypnotic â€“ almost superhuman.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stamina==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#FFFFFF; color:#000000;&amp;quot;&lt;br /&gt;
| '''Your physical resistance: Stamina absorbs physical harm, such as a speeding bullet or a hunterâ€™s blade, and lets you persevere through hazards and arduous effort. &lt;br /&gt;
&lt;br /&gt;
'''Your Stamina + 3 equals your Health. &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
• Even lesser exertions make you winded. &lt;br /&gt;
&lt;br /&gt;
•• You can take a beating, but consider suing for peace. &lt;br /&gt;
&lt;br /&gt;
••• Several days of hard hiking with a backpack is no problem for you. &lt;br /&gt;
&lt;br /&gt;
•••• You could win a marathon or take copious amounts of pain, at least physically. &lt;br /&gt;
&lt;br /&gt;
••••• Even if you were a mortal, youâ€™d never break a sweat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Attribute_List}}&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Mental_Skills&amp;diff=2292</id>
		<title>Mental Skills</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Mental_Skills&amp;diff=2292"/>
		<updated>2024-03-19T11:21:09Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
&lt;br /&gt;
=Mental Skills=&lt;br /&gt;
&lt;br /&gt;
''Mental Skills depend almost entirely on specialized knowledge, as well as on the characterâ€™s core intellectual gifts.&lt;br /&gt;
&lt;br /&gt;
==Academics==&lt;br /&gt;
'''Academics reflects understanding, higher education, and ability to research fields within the humanities and the liberal arts. Historical study, for instance, is hardly â€œjust academicâ€ if your immortal enemies lived â€“ and left traces â€“ in that period. When you take this Skill, you get a free specialty. For foreign languages, use the Linguistics Merit (p. 179).&lt;br /&gt;
&lt;br /&gt;
• Basic primary and secondary education; a night class at community college&amp;lt;br&amp;gt;&lt;br /&gt;
•• Basic university education or tutelage from a mediocre mentor; a four-year degree.&amp;lt;br&amp;gt;&lt;br /&gt;
••• Advanced university education or dedicated personal tuition; an excellent four-year degree, a doctorate.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• Advanced specialized study beyond university, learning into subjects few understand.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• Refined and advanced scholarship, likely to be sought out for advice and tutelage. &lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Architecture, English Literature, History of Art, History (specific Field or Period), Journalism, Philosophy, Research, Teaching, Theology&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Awareness==&lt;br /&gt;
'''Awareness handles your perceptions. You may spot a Child of Haqim before a strike occurs, spy a key dropped in the trash, or sense a lingering perfume.&lt;br /&gt;
&lt;br /&gt;
• You have a history of knowing when something is out of place.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You can spot erratic or pattern behavior in an individual.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You can see through most disguises and sense concealed dangers or hidden clues.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• Even when you are distracted, few things are beyond your notice.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• Your senses are those of a wild animal.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Ambushes, Camouflage, Concealed Objects, Hearing, Instincts, Smell, Sight, Traps, Wilderness&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Finance==&lt;br /&gt;
'''Finance allows you to identify trends in the market, invest well, manipulate stock, and know when a fall is coming. It also allows you to assess â€“ and trace â€“ the wealth of others and broker financial deals. You can generally appraise art, property, or any other noncriminal good. Ventrue value this Skill more than some Disciplines.&lt;br /&gt;
&lt;br /&gt;
• You can run a business and keep books.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You can manage a corporate division or bank branch; you file impeccably plausible tax returns.&amp;lt;br&amp;gt;&lt;br /&gt;
••• Thanks to international trading, you make a fine broker on foreign stock exchanges.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• Investment banks follow your financial lead. You have no trouble concealing fraud.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• You can make money do anything, including stick to your pockets â€“ or crash countries.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Appraisal, Banking, Black Markets, Corporate Finance, Currency Manipulation, Fine Art, Forensic Accounting, Money Laundering, Stock Market&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Investigation==&lt;br /&gt;
'''Investigation allows you to unravel cases of mundane and mysterious means, spot clues, interpret them, and trace missing persons. Vampires find this Skill especially useful when a vessel escapes.&lt;br /&gt;
&lt;br /&gt;
• You love a good mystery novel and fancy yourself an amateur sleuth.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You have a firm knowledge of criminology and the signature acts of local rogues.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You are, or could be, a detective by trade. Nothing in a crime scene escapes you.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• The Sheriff comes to you when unknown parties sabotage the domainâ€™s safety.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• You set riddles for others and live an enigmatic existence few can penetrate.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Criminology, Deduction, Forensics, Missing Persons, Murder, Paranormal Mysteries, Traffic Analysis&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
'''Medicine allows you to fix people who are broken and diagnose causes of death or sickness in a victim. It also allows you to use medical equipment, prescribe drugs, and stanch (or encourage) rapid blood flow.Characters use Medicine to heal Aggravated Health damage in mortals (see p. 127).&lt;br /&gt;
&lt;br /&gt;
• You know basic anatomy and the difference in blood flow from a vein and an artery. You can perform CPR and other first aid. You may have been a medical student in life.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You can comfortably treat minor traumas and illnesses and narrow down a diagnosis. You may have been a nurse or EMT in life.&amp;lt;br&amp;gt;&lt;br /&gt;
••• Your training allows you to perform major operations and treat serious injuries. You may have been an internist, pediatrician, or general practitioner in life.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• You can diagnose and treat all but the rarest of illnesses. You may have been a surgeon or specialist in life.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• You are a noted medical expert, sought out by mortals and immortals alike.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
First Aid, Haematology, Pathology, Pharmacy, Phlebotomy, Surgery, Trauma Care, Veterinary&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Occult==&lt;br /&gt;
'''Occult represents knowledge of the mystical world, extending from the rites and practices of Freemasons and Rosicrucians, all the way to Noddist scholars and real mages. You can recognize occult sigils and folk-magic practices, effective or not.&lt;br /&gt;
&lt;br /&gt;
• You know the legends of Caine and the Antediluvians, and you may have read the Book of Nod.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You can sift the truth from pop occult nonsense.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You have firsthand experience of something inexplicable, even by Kindred standards.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• You could name most of the Antediluvians and even comprehend a Tremere ritual.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• Tremere and Children of Haqim consult with you on obscure lore.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Alchemy, Blood Magic, Faeries, Ghosts, Grimoires, Infernalism, Magi, Necromancy, Noddism, Parapsychology, Voudun, Werewolves&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
'''Politics covers diplomacy and bureaucracy: both human and Kindred. You can work with, and possibly put pressure on, city government and perhaps higher levels. Among Kindred, you know the inside scoop on which sects are dominant where, who is at war with whom, and where the bodies are buried. Literally.&lt;br /&gt;
&lt;br /&gt;
• You follow mortal political affairs in your regnum, and you know at least what the elders reveal about Kindred politics.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You can apply influence at a local level, or you know who can.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You could run political campaigns or political machines, or make waves in your sect as an up-and-comer.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• You know the true personalities of the real movers and shakers, live and undead, in your area.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• You could guess at the unknown members of the Camarillaâ€™s Inner Circle.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Anarchs, Camarilla, City Government, Clan (specific), Diplomacy, Media, National Politics, State/Provincial Politics&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
'''Science is a broad church, covering everything from basic principles of life to the understanding of universal entropy. The laws of science govern the mortal world, and vampires who wish to rule that world study them. &lt;br /&gt;
&lt;br /&gt;
'''Levels of the Science Skill roughly match those in Academics, from â€œsome collegeâ€ to â€œworld-famous scholar.â€ Also like Academics, characters with a rating in Science get a free specialty..&lt;br /&gt;
&lt;br /&gt;
• You dabble in the sciences and understand the principles behind the building blocks of life.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You can accurately explain the competing scientific theories of the Embrace to another vampire.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You make an excellent scientific manager; you can run a laboratory, interpret scientific findings, and get up to speed on scientific research in most fields. You can repair scientific equipment.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• You are an expert in your field and in those allied to it.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• Few peers match your understanding, and others come to you for guidance.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Astronomy, Biology, Chemistry, Demolitions, Engineering, Genetics, Geology, Mathematics, Physics&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
'''As a Skill, Technology acts as something of a moving target; it governs the operation and understanding of â€œtechnical developments most vampires find mystifying.â€ In 1870, it might have governed steam engines and electricity; these nights, it governs computers and computer systems. Of course, now computers govern almost everything â€“ including steam turbines in power plants and electrical systems in office buildings.&lt;br /&gt;
&lt;br /&gt;
• You know how to upgrade a home PC and keep it protected from viruses.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You can conceal your IP, operate drones, and fake a digital photograph.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You can create and unleash your own viruses without fear of detection.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• The Prince might call you personally to manage cybersecurity for their domain.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• On the internet, nobody knows youâ€™re a vampire â€“ or that youâ€™re there at all.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Artillery, Coding, Computer Building, Data Mining, Hacking, Networks, Phones, Surveillance Systems&lt;br /&gt;
&lt;br /&gt;
{{Attribute_List}}&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Social_Skills&amp;diff=2291</id>
		<title>Social Skills</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Social_Skills&amp;diff=2291"/>
		<updated>2024-03-19T11:20:43Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
&lt;br /&gt;
=Social Skills=&lt;br /&gt;
&lt;br /&gt;
''Social Skills operate in the space between people or between Kindred. Although they depend on your ability and your personality, the other partyâ€™s response contributes something to the effort. Without skill on your part, that response tends to be negative.&lt;br /&gt;
&lt;br /&gt;
==Animal Ken==&lt;br /&gt;
'''Animal Ken allows you to cow, pacify, and even befriend animals. This Skill allows you to predict how an animal might react in a given situation, train a domesticated creature, or even try to calm or enrage animals. Without this Skill, most creatures pointedly avoid or grow aggressive around vampires.&lt;br /&gt;
&lt;br /&gt;
• Animals shy away from you but will not bolt or snap.&amp;lt;br&amp;gt;&lt;br /&gt;
•• Animals are docile around you, acting as if you arenâ€™t there, unless you build a rapport with them.&amp;lt;br&amp;gt;&lt;br /&gt;
••• Animals treat you as if you were a warm, friendly owner, unless provoked to do otherwise.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• You draw animals into your orbit. Few attacking creatures maintain their aggression.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• You can sense an animalâ€™s feelings and thoughts, and they can feel and act on yours. &lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Attack Training, Cats, Dogs, Falconry, Horses, Pacification, Rats, Snakes, Stunt Training, Wolves&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Etiquette==&lt;br /&gt;
'''Etiquette is the ability to identify and respond to the social conventions in the current scene, set new protocols, and please everyone around with your good graces. Use this Skill in both Kindred and mortal high society.&lt;br /&gt;
&lt;br /&gt;
• You know how to address your local ruler without causing a faux pas.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You know the rules of etiquette in each of the domainâ€™s popular nightspots.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You impress others with your command of politeness, deference, and grace.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• Your behavior sets trends, especially if you do something to buck the norm of etiquette. &amp;lt;br&amp;gt;&lt;br /&gt;
••••• The Keeper of Elysium and the Harpies look to you to establish domain protocol.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Anarch, Camarilla, Celebrities, Corporate, Elysium, Feudal, One-Percenter, Secret Society&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Insight==&lt;br /&gt;
'''Insight grants you the ability to interpret body language, note subtle cues in expression and tone, and determine truth from lies. It also allows you to perceive and understand the motives behind anotherâ€™s actions.&lt;br /&gt;
&lt;br /&gt;
• You can see straight through hollow boasts.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You pick up on the hidden emotion between humans and even sometimes between Kindred.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You can provide psychotherapy even more effectively than someone who doesnâ€™t want to eat their patient.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• You are an undead lie detector. Only the best con artists can slip one by you.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• People may be books of blood, but they are printed in very large type â€“ easy to read.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Ambitions, Desires, Detect Lies, Emotions, Empathy, Interrogation, Motives, Phobias, Vices&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Intimidation==&lt;br /&gt;
'''Intimidation is the power to bully, coerce, threaten, and strongarm your way to a social victory. Vampires who rely on Intimidation do not hesitate to crush the wills â€“ and occasionally the finger bones â€“ of their foes.&lt;br /&gt;
&lt;br /&gt;
• You can cut a scathing insult effectively.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You can push your way around most humans without difficulty.&amp;lt;br&amp;gt;&lt;br /&gt;
••• Your swagger and your cruel behavior have earned you your reputation.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• You're far past mere physical threats.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• Even fellow Kindred may step back if you step up.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Extortion, Insults, Interrogation, Physical Coercion, Staredowns, Veiled Treats&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Leadership==&lt;br /&gt;
'''Leadership grants you the ability to lead a crowd, command a detachment, boost the morale of your supporters, or subdue a riot. A strong Prince or Baron must possess Leadership or risk losing their throne.&lt;br /&gt;
&lt;br /&gt;
• You have led informal clubs before and can organize Kindred of like mind.&amp;lt;br&amp;gt;&lt;br /&gt;
•• Your voice makes itself heard in council, and even your superiors sometimes listen.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You can command on the battlefield and lead your soldiers into death.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• You can inspire the injured and dying to action, so long as you are there to lead them.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• Your words fill a vampireâ€™s heart with enough strength to make it feel alive and beating.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Command, Inspiration, Oratory, Praxis, Team Dynamics, War Pack&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
'''Performance covers a range of arts, from dance to poetry and comedy to storytelling. You may be an inspired performer in your own right or simply an enthusiastic student of the arts. &lt;br /&gt;
&lt;br /&gt;
'''When you take this Skill, you get a free specialty.&lt;br /&gt;
&lt;br /&gt;
• You are the life of the party, but you wouldnâ€™t take your act on stage.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You have performed for others, to mixed reviews. Some love you, others hate you.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You are an expert student of your chosen performing art.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• You perform your practiced art form stunningly, winning over even Toreador far and wide.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• Improvisation holds no terrors for you: every night a different audience, every night a different show.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Comedy, Dance, Drama, Drums, Guitar, Keyboards, Poetry, Public Speaking, Rap, Singing, Violin, Wind Instruments&lt;br /&gt;
&lt;br /&gt;
'''In theory, the Storyteller could break these specialties down endlessly â€“ can even a five-dot pop star also perform as a coloratura soprano and a country crooner? But in practice, unless the whole chronicle happens in a musical or theatrical milieu, allow broader specialties.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Persuasion==&lt;br /&gt;
'''Use Persuasion when trying to convince others that you know whatâ€™s best for them, and that one bite wonâ€™t hurt at all. Skilled persuaders can play on victimsâ€™ emotions and appeal to peersâ€™ reason. Persuasion applies in law courts and princely courts, in boardrooms, barrooms, and bedrooms.&lt;br /&gt;
&lt;br /&gt;
• You can sell to a motivated buyer.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You can always swing a discount or get on the inside track of the latest gossip.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You can always figure out a compromise in a given conflict.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• The other side starts looking for a settlement when they see you in court, human or Kindred.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• You may be the original silver-tongued devil.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Bargaining, Fast Talk, Interrogation, Legal Argument, Negotiation, Rhetoric&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Streetwise==&lt;br /&gt;
'''Streetwise enables characters to talk the language and negotiate the societies of the streets and the underworld. You can understand code words and slang, interpret graffiti tags, and emulate gang signs.&lt;br /&gt;
&lt;br /&gt;
• You know where to score drugs and sex in your domain.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You know which gangs operate in the area, including their colors and rivalries. You may have your own graffiti tag.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You can tell the good shit from bad, score guns, and blend in seamlessly with street people or gangbangers.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• When gangsters say â€œI know a guy,â€ youâ€™re who they know.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• You can hire, orchestrate, or arrange almost any criminal activity anywhere in your city.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Arms Dealing, Black Market, Bribery, Drugs, Fence Stolen Goods, Gangs, Graffiti, Personal Rep, Sex Trade, Urban Survival&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Subterfuge==&lt;br /&gt;
'''Subterfuge is the art of lying convincingly, spinning a yarn, and making good excuses for bad actions. This Skill defines your talent for intrigue, secrets, and double-dealing. Subterfuge can also used for seduction and imitating mortal behavior.&lt;br /&gt;
&lt;br /&gt;
• You can tell believable, simple lies.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You can hustle naive people, old and young, into giving you their things.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You can operate on multiple levels, telling lies intended to be uncovered to bolster other lies.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• You can operate endlessly in deep cover: a perfect double agent. Perhaps you are!&amp;lt;br&amp;gt;&lt;br /&gt;
••••• Nobody believes you have even a single dot in Subterfuge.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Bluff, Feign Mortality, Impeccable Lies, Innocence, The Long Con, Seduction&lt;br /&gt;
&lt;br /&gt;
{{Attribute_List}}&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Mental_Attributes&amp;diff=2290</id>
		<title>Mental Attributes</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Mental_Attributes&amp;diff=2290"/>
		<updated>2024-03-19T11:20:11Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Attributes]]&lt;br /&gt;
&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
{{Attributes}}&lt;br /&gt;
&lt;br /&gt;
=MentalAttributes=&lt;br /&gt;
&lt;br /&gt;
''Mental Attributes represent the capacity for learning, intuition, and focus. High Mental Attributes might indicate native genius, superb education, or strong will. Low Mental Attributes might derive from naivetÃ©, ignorance, or just incapacity at thinking. But that was in life; the Blood can awaken brains and nerve clusters just as it can fortify sinews or heighten cheekbones&lt;br /&gt;
&lt;br /&gt;
==Intelligence==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#FFFFFF; color:#000000;&amp;quot;&lt;br /&gt;
| '''Intelligence measures your ability to reason, research, and apply logic. You can recall and analyze information from books or from your senses. No puzzle or mystery can elude the truly intelligent.&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
• You can read and write competently, though some terms confound you. &lt;br /&gt;
&lt;br /&gt;
•• You are smart enough to realize your limitations. &lt;br /&gt;
&lt;br /&gt;
••• You are enlightened, able to piece together clues without difficulty. &lt;br /&gt;
&lt;br /&gt;
•••• Youâ€™re likely consulted by members of Clan Tremere for your wisdom. &lt;br /&gt;
&lt;br /&gt;
••••• Genius does not cover the depths and range of your intellect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wits==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#FFFFFF; color:#000000;&amp;quot;&lt;br /&gt;
| '''Wits are for thinking quickly and reacting correctly on little information. â€œYou hear a soundâ€ is Wits; â€œYou hear two guards comingâ€ is Intelligence. Wits let you smell an ambush or answer the Harpy back at court right away, instead of thinking of the best response the next night.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
• You get the point eventually, but it takes explaining. &lt;br /&gt;
&lt;br /&gt;
•• You can bet the odds in poker or apply the emergency brakes in time. Usually. &lt;br /&gt;
&lt;br /&gt;
••• You can analyze a situation and quickly work out the best escape route. &lt;br /&gt;
&lt;br /&gt;
•••• You are never caught on the back foot and always come up with a smart riposte. &lt;br /&gt;
&lt;br /&gt;
••••• You think and respond more quickly than most people can comprehend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resolve==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#FFFFFF; color:#000000;&amp;quot;&lt;br /&gt;
| '''Resolve provides focus and determination, and measures concentration and mental fortitude. Resolve powers all-night watches and blocks out distractions. &lt;br /&gt;
&lt;br /&gt;
'''Your Composure + Resolve equals your Willpower.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
• You have minimal attention for all but the most pressing things. &lt;br /&gt;
&lt;br /&gt;
•• You can settle in for the long haul, as long as itâ€™s not too long. &lt;br /&gt;
&lt;br /&gt;
••• Distracting you takes more effort than most other people want to spend. &lt;br /&gt;
&lt;br /&gt;
•••• You can brute-force your way to a deduction past any obstacles. &lt;br /&gt;
&lt;br /&gt;
••••• You can think in a gunfight or watch the door in a blood orgy and then clean up every shell casing or spilled droplet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Attribute_List}}&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Social_Attributes&amp;diff=2289</id>
		<title>Social Attributes</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Social_Attributes&amp;diff=2289"/>
		<updated>2024-03-19T11:19:43Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
{{Attributes}}&lt;br /&gt;
&lt;br /&gt;
=Social Attributes=&lt;br /&gt;
&lt;br /&gt;
''As manipulative creatures, Kindred use humans as building blocks in their power structure, in addition to using them as food and fuel. Social Attributes determine first impressions; the characterâ€™s ability to charm, inspire, and motivate people; and the nature of their interactions with others.&lt;br /&gt;
&lt;br /&gt;
==Charisma==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#FFFFFF; color:#000000;&amp;quot;&lt;br /&gt;
| '''Charisma measures your natural charm, grace, and sex appeal. If you have it, it draws people to you, making feeding a hell of a lot easier. Charisma doesnâ€™t depend on good looks, which are their own Merit (See Looks, p. 179). &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
• You can speak clearly, though few people tend to listen. &lt;br /&gt;
&lt;br /&gt;
•• Generally likeable despite your undead nature, you may even have friends. &lt;br /&gt;
&lt;br /&gt;
••• People trust you implicitly, and you easily make friends. &lt;br /&gt;
&lt;br /&gt;
•••• You possess significant personal magnetism and draw followers like flies. &lt;br /&gt;
&lt;br /&gt;
••••• You could lead a city in rebellion, if you so choose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Manipulation==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#FFFFFF; color:#000000;&amp;quot;&lt;br /&gt;
| '''Manipulation is your ability to twist others to your point of view, lie convincingly, and walk away after duping a mark without anyone being any the wiser. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
• As long as you stay honest, you can convince people to do what you want. &lt;br /&gt;
&lt;br /&gt;
•• Your ability to deceive surpasses the will of the weak-willed and simple-minded. &lt;br /&gt;
&lt;br /&gt;
••• You never have to pay full price for anything. &lt;br /&gt;
&lt;br /&gt;
•••• You could be a cult leader â€“ or a politician. &lt;br /&gt;
&lt;br /&gt;
••••• You could convince the Prince to invest in desert property, or maybe even to call off the Blood Hunt on your head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Composure==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#FFFFFF; color:#000000;&amp;quot;&lt;br /&gt;
| '''Composure allows you to remain calm, to command your emotions, and to put others at ease despite anxiety. It is also represents your ability to stay cool in everything from fire-fights to intimate encounters. Your Composure + Resolve equals your Willpower (p. 157).&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
• The slightest insult or confrontation could drive you to frenzy. &lt;br /&gt;
&lt;br /&gt;
•• You can subdue your predatory instincts in most non-hostile situations. &lt;br /&gt;
&lt;br /&gt;
••• Others look to you for guidance when the blood spatter hits the fan. &lt;br /&gt;
&lt;br /&gt;
•••• You can effortlessly bluff at cards and can manage your Beast to some extent. &lt;br /&gt;
&lt;br /&gt;
••••• The Beast is your pet.&lt;br /&gt;
&lt;br /&gt;
[[Category:Attributes]]&lt;br /&gt;
{{Attribute_List}}&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Template:Attribute_List&amp;diff=2288</id>
		<title>Template:Attribute List</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Template:Attribute_List&amp;diff=2288"/>
		<updated>2024-03-19T11:17:35Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----------------------------------&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;align:center; background-color:#3C78B5; color:#FFFFFF;&amp;quot;  colspan=&amp;quot;2&amp;quot; |Attributes&lt;br /&gt;
|-&lt;br /&gt;
|'''Attributes:''' || [[Physical Attributes]] ♦ [[Social Attributes]] ♦ [[Mental Attributes]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Skills:''' || [[Physical Skills]] ♦ [[Social Skills]] ♦ [[Mental Skills]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Template:Attribute_List&amp;diff=2287</id>
		<title>Template:Attribute List</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Template:Attribute_List&amp;diff=2287"/>
		<updated>2024-03-19T11:17:10Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----------------------------------&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;align:center; background-color:#3C78B5; color:#FFFFFF;&amp;quot;  colspan=&amp;quot;2&amp;quot; |Attributes&lt;br /&gt;
|-&lt;br /&gt;
|'''Attributes:''' || [[Physical Attributes]] %E2 [[Social Attributes]] %E2 [[Mental Attributes]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Skills:''' || [[Physical Skills]] %E2 [[Social Skills]] %E2 [[Mental Skills]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Physical_Skills&amp;diff=2286</id>
		<title>Physical Skills</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Physical_Skills&amp;diff=2286"/>
		<updated>2024-03-19T11:12:51Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
&lt;br /&gt;
=Physical Skills=&lt;br /&gt;
&lt;br /&gt;
''Physical Skills depend entirely, or at least in large part, on physical control, aptitude, or effort.&lt;br /&gt;
&lt;br /&gt;
==Athletics==&lt;br /&gt;
'''Athletics allows you to outpace someone in pursuit, leap out of the way of an oncoming car, and climb and swim like a healthy, robust living person. &lt;br /&gt;
&lt;br /&gt;
'''A character can use Athletics in place of any Physical combat Skill in a conflict roll, but in that case, they never inflict any hits on their opponent, no matter how many successes they roll.&lt;br /&gt;
&lt;br /&gt;
• You were always attentive in gym class and you still have a spring in your step.&amp;lt;br&amp;gt;&lt;br /&gt;
•• Despite being dead, you are still as fit as a mortal doing regular exercise. &amp;lt;br&amp;gt;&lt;br /&gt;
••• You are fit as a fiddle and could play professional sports. Night games, at least. &amp;lt;br&amp;gt;&lt;br /&gt;
•••• With your parkour abilities, why would you need to turn into a bat? &amp;lt;br&amp;gt;&lt;br /&gt;
••••• Olympic records await you; only a very few peak humans can achieve what you can. Vampires mistake your skill for Physical Disciplines. &lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Acrobatics, Archery, Climbing, Endurance, Jumping, Parkour, Swimming, Throwing&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Brawl==&lt;br /&gt;
'''Brawl enables characters to hit their target when they swing with fist, boot, or claw. As long as you have no weapon in hand, the attack constitutes a brawl, from elegant aikijutsu to dirty street fighting.&lt;br /&gt;
&lt;br /&gt;
• You had a tough upbringing and had to fight to justify your place. You still have some moves.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You received some training in hitting someone hard and accurately.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You more than hold your own in a scrap.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• You either received Spetsnaz-quality training, or you have spent decades of afterlife in fights.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• You could win MMA championships even without the use of your vampiric powers.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Animals, Armed Mortals, Bar Fights, Grappling, Kindred, Sporting Combat, Unarmed Mortals, Werewolves, While in Protean Beast Form&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Craft==&lt;br /&gt;
'''Craft broadly encompasses artistry, creation of items and utilities from the beautiful to the functional, and arts and crafts from throwing pottery all the way to building and reinforcing your own haven. &lt;br /&gt;
&lt;br /&gt;
'''When you take this Skill, you get a free specialty. Unlike most Skills, you can have more specialties in Craft than you have dots.&lt;br /&gt;
&lt;br /&gt;
• You are an amateur, but you know what you are doing.&amp;lt;br&amp;gt;&lt;br /&gt;
•• Your craftsmanship is admired for its functionality.&amp;lt;br&amp;gt;&lt;br /&gt;
••• Your creations can be beautiful or horrifying, but their intent always clear.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• Your skill is highly respected among the kine and Kindred aware of it.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• You are often chosen to create the focal point for parties at Elysium.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Carpentry, Carving, Design, Painting, Sculpting, Sewing, Weaponsmithing&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Drive==&lt;br /&gt;
'''Anyone (except perhaps 500-year old vampires) can learn to drive a car. The Drive Skill connotes ability to drive fast and safely under adverse conditions or in stressful situations: to drive off-road, speed away from ambushes, win street races, and get out of chases with the Second Inquisition.&lt;br /&gt;
&lt;br /&gt;
• You are a cautious driver, unlikely to make any mistakes.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You can put your foot down without much fear of an accident, providing visibility is good.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You have won car chases, earning a cool reputation among the Anarchs.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• You could be a stunt driver or the personal chauffeur of a Prince or Baron.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• You know cars inside and out. Few can match your skill and knowledge.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
All-Terrain Vehicles, Evasion, Motorcycles, Street Racing, Stunts, Tailing, Trucks, Vintage Models&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Firearms==&lt;br /&gt;
'''Leaving a victim with holes in their throat: full-on Second Inquisition investigation. Leaving a victim with holes in their head: just another Saturday night in Baltimore. Cainites use Firearms not only for the human reasons (efficiency and thrill) but to preserve the Masquerade. This Skill comprises familiarity with small arms from holdout pistols to assault rifles. It also includes other trigger-operated weapons, such as crossbows and shoulder-fired rocket-propelled grenades. Finally, it includes cleaning, unjamming, and rapidly reloading such weapons.&lt;br /&gt;
&lt;br /&gt;
• Youâ€™ve fired a gun a few times, at the range or in less-formal circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You know (and know how) to keep your weapon clean, take it apart, and reassemble it.&amp;lt;br&amp;gt;&lt;br /&gt;
••• Youâ€™ve been in the shit (â€œseen the elephantâ€ if youâ€™re older than a century) and come out the other side.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• You can handle trick shots, called shots, running shots â€“ really anything ending in a gunshot.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• Youâ€™ve been practising since the debut of the Winchester.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Crossbows, Gun Dealing, Gunsmithing, Handloading Ammunition, Quick-Draw, Sniper, Trick Shooting&lt;br /&gt;
&lt;br /&gt;
'''Storytellers should discourage obvious crocks such as suggested specialties in â€œCombat Shooting,â€ â€œPistols,â€ or even â€œGlock 17s.â€ A specialty in Your Personal Signature Weapon Youâ€™ve Carried For Decades might be allowable, because if you take your personally engraved Colt balanced to your personal grip to every gunfight, youâ€™re much more likely to drop it, have it stolen, or have its ballistic fingerprint connect you to a series of murders.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Larceny==&lt;br /&gt;
'''This Skill entails familiarity with the tools and techniques for picking locks, planting bugs, deactivating standard burglar and car alarms, manual forgery, hot-wiring automobiles, or even safe-cracking, as well as countless forms of breaking and entering. Characters also use it for setting up â€œunbeatableâ€ security systems or deducing how and where systems failed in a break-in. Ventrue probably call the skill â€œSecurity.â€ &lt;br /&gt;
&lt;br /&gt;
'''These days, most high-end security systems feature computer controls, video surveillance, or electronic alarms, so they might also involve the Technology Skill to defeat.&lt;br /&gt;
&lt;br /&gt;
• You can pick a simple lock or a careless pocket.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You can hotwire a car or shoplift with ease.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You can identify the locations of security cameras and alarms so to best bypass them.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• You can defeat a keypad, re-tool an ID card, or crack a safe.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• You can get into â€“ or out of â€“ the vault of a multinational bank.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Alarms, Forgery, Grand Theft Auto, Housebreaking, Lockpicking, Pickpocket, Safecracking, Security Analysis&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
'''Use Melee to wield handheld weapons such as knives, chains, and baseball bats with prowess. A stake is a melee weapon, often found in the hands of would-be hunters.&lt;br /&gt;
&lt;br /&gt;
• You can swing a bat or blade and mostly hit the people you intend to.&amp;lt;br&amp;gt;&lt;br /&gt;
•• Your clear competence with a weapon in hand should give attackers pause.&amp;lt;br&amp;gt;&lt;br /&gt;
••• Your skill with a melee weapon is known throughout the domain.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• The fools brought a gun to your knife fight.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• You are the domainâ€™s weapon master, sought out by Kindred far and wide for your skill.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Axes, Chains, Clubs, Fencing, Disarming Blows, Garrotes, Improvised Weapons, Knives, Stakes, Swords&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Stealth==&lt;br /&gt;
'''Stealth allows a character to shadow a target, making vampires with this ability superlative hunters. They benefit from the ability to spy, sneak, and blend in with crowds when needed.&lt;br /&gt;
&lt;br /&gt;
• Spotting you under the cover of darkness or in camouflage proves difficult.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You can sneak by casual observers and stalk unknowing victims without raising any hackles.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You evade patrolling guards, moving softly and hiding easily.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• Your subtle, silent passage could make you a worthy ninja â€“ or a worthy foe for ninja.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• The Children of Haqim come to you for advice on stalking and hiding, if they can find you.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Ambushes, Crowds, Disguise, Hiding, Shadowing, Silent Movement, Urban, Wilderness&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Survival==&lt;br /&gt;
'''Survival conveys the ability to exist in the wild and other adverse conditions, and to return to civilization again: navigate by the stars, establish a makeshift haven, and notice werewolf signs before itâ€™s too late. Some of its related functions apply in parks, brownfields, and other wastelands of the urban jungle.&lt;br /&gt;
&lt;br /&gt;
• You know the trails and wilderness around your domain.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You spend more time outdoors than inside, and you can track anyone who doesnâ€™t possess woodcraft.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You can subsist outside the city, setting traps for mortals and a shelter for yourself.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• You can thrive outside the city like the true predator you are.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• Gangrel run in packs with you â€“ if they can keep up.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Desert, Hunting, Jungle, Tracking, Traps, Shelters, Urban Exploration, Woodlands&lt;br /&gt;
&lt;br /&gt;
{{Attribute_List}}&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Physical_Skills&amp;diff=2285</id>
		<title>Physical Skills</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Physical_Skills&amp;diff=2285"/>
		<updated>2024-03-19T11:11:47Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
&lt;br /&gt;
=Physical Skills=&lt;br /&gt;
&lt;br /&gt;
''Physical Skills depend entirely, or at least in large part, on physical control, aptitude, or effort.&lt;br /&gt;
&lt;br /&gt;
==Athletics==&lt;br /&gt;
'''Athletics allows you to outpace someone in pursuit, leap out of the way of an oncoming car, and climb and swim like a healthy, robust living person. &lt;br /&gt;
&lt;br /&gt;
'''A character can use Athletics in place of any Physical combat Skill in a conflict roll, but in that case, they never inflict any hits on their opponent, no matter how many successes they roll.&lt;br /&gt;
&lt;br /&gt;
==={{#loop: showDots&lt;br /&gt;
 | 1&lt;br /&gt;
 | {{{7}}}&lt;br /&gt;
 | [[File:Fulldot.png]]&lt;br /&gt;
}} {{{1}}}=== You were always attentive in gym class and you still have a spring in your step.&amp;lt;br&amp;gt;&lt;br /&gt;
•• Despite being dead, you are still as fit as a mortal doing regular exercise. &amp;lt;br&amp;gt;&lt;br /&gt;
••• You are fit as a fiddle and could play professional sports. Night games, at least. &amp;lt;br&amp;gt;&lt;br /&gt;
•••• With your parkour abilities, why would you need to turn into a bat? &amp;lt;br&amp;gt;&lt;br /&gt;
••••• Olympic records await you; only a very few peak humans can achieve what you can. Vampires mistake your skill for Physical Disciplines. &lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Acrobatics, Archery, Climbing, Endurance, Jumping, Parkour, Swimming, Throwing&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Brawl==&lt;br /&gt;
'''Brawl enables characters to hit their target when they swing with fist, boot, or claw. As long as you have no weapon in hand, the attack constitutes a brawl, from elegant aikijutsu to dirty street fighting.&lt;br /&gt;
&lt;br /&gt;
• You had a tough upbringing and had to fight to justify your place. You still have some moves.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You received some training in hitting someone hard and accurately.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You more than hold your own in a scrap.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• You either received Spetsnaz-quality training, or you have spent decades of afterlife in fights.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• You could win MMA championships even without the use of your vampiric powers.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Animals, Armed Mortals, Bar Fights, Grappling, Kindred, Sporting Combat, Unarmed Mortals, Werewolves, While in Protean Beast Form&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Craft==&lt;br /&gt;
'''Craft broadly encompasses artistry, creation of items and utilities from the beautiful to the functional, and arts and crafts from throwing pottery all the way to building and reinforcing your own haven. &lt;br /&gt;
&lt;br /&gt;
'''When you take this Skill, you get a free specialty. Unlike most Skills, you can have more specialties in Craft than you have dots.&lt;br /&gt;
&lt;br /&gt;
• You are an amateur, but you know what you are doing.&amp;lt;br&amp;gt;&lt;br /&gt;
•• Your craftsmanship is admired for its functionality.&amp;lt;br&amp;gt;&lt;br /&gt;
••• Your creations can be beautiful or horrifying, but their intent always clear.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• Your skill is highly respected among the kine and Kindred aware of it.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• You are often chosen to create the focal point for parties at Elysium.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Carpentry, Carving, Design, Painting, Sculpting, Sewing, Weaponsmithing&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Drive==&lt;br /&gt;
'''Anyone (except perhaps 500-year old vampires) can learn to drive a car. The Drive Skill connotes ability to drive fast and safely under adverse conditions or in stressful situations: to drive off-road, speed away from ambushes, win street races, and get out of chases with the Second Inquisition.&lt;br /&gt;
&lt;br /&gt;
• You are a cautious driver, unlikely to make any mistakes.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You can put your foot down without much fear of an accident, providing visibility is good.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You have won car chases, earning a cool reputation among the Anarchs.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• You could be a stunt driver or the personal chauffeur of a Prince or Baron.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• You know cars inside and out. Few can match your skill and knowledge.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
All-Terrain Vehicles, Evasion, Motorcycles, Street Racing, Stunts, Tailing, Trucks, Vintage Models&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Firearms==&lt;br /&gt;
'''Leaving a victim with holes in their throat: full-on Second Inquisition investigation. Leaving a victim with holes in their head: just another Saturday night in Baltimore. Cainites use Firearms not only for the human reasons (efficiency and thrill) but to preserve the Masquerade. This Skill comprises familiarity with small arms from holdout pistols to assault rifles. It also includes other trigger-operated weapons, such as crossbows and shoulder-fired rocket-propelled grenades. Finally, it includes cleaning, unjamming, and rapidly reloading such weapons.&lt;br /&gt;
&lt;br /&gt;
• Youâ€™ve fired a gun a few times, at the range or in less-formal circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You know (and know how) to keep your weapon clean, take it apart, and reassemble it.&amp;lt;br&amp;gt;&lt;br /&gt;
••• Youâ€™ve been in the shit (â€œseen the elephantâ€ if youâ€™re older than a century) and come out the other side.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• You can handle trick shots, called shots, running shots â€“ really anything ending in a gunshot.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• Youâ€™ve been practising since the debut of the Winchester.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Crossbows, Gun Dealing, Gunsmithing, Handloading Ammunition, Quick-Draw, Sniper, Trick Shooting&lt;br /&gt;
&lt;br /&gt;
'''Storytellers should discourage obvious crocks such as suggested specialties in â€œCombat Shooting,â€ â€œPistols,â€ or even â€œGlock 17s.â€ A specialty in Your Personal Signature Weapon Youâ€™ve Carried For Decades might be allowable, because if you take your personally engraved Colt balanced to your personal grip to every gunfight, youâ€™re much more likely to drop it, have it stolen, or have its ballistic fingerprint connect you to a series of murders.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Larceny==&lt;br /&gt;
'''This Skill entails familiarity with the tools and techniques for picking locks, planting bugs, deactivating standard burglar and car alarms, manual forgery, hot-wiring automobiles, or even safe-cracking, as well as countless forms of breaking and entering. Characters also use it for setting up â€œunbeatableâ€ security systems or deducing how and where systems failed in a break-in. Ventrue probably call the skill â€œSecurity.â€ &lt;br /&gt;
&lt;br /&gt;
'''These days, most high-end security systems feature computer controls, video surveillance, or electronic alarms, so they might also involve the Technology Skill to defeat.&lt;br /&gt;
&lt;br /&gt;
• You can pick a simple lock or a careless pocket.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You can hotwire a car or shoplift with ease.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You can identify the locations of security cameras and alarms so to best bypass them.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• You can defeat a keypad, re-tool an ID card, or crack a safe.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• You can get into â€“ or out of â€“ the vault of a multinational bank.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Alarms, Forgery, Grand Theft Auto, Housebreaking, Lockpicking, Pickpocket, Safecracking, Security Analysis&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
'''Use Melee to wield handheld weapons such as knives, chains, and baseball bats with prowess. A stake is a melee weapon, often found in the hands of would-be hunters.&lt;br /&gt;
&lt;br /&gt;
• You can swing a bat or blade and mostly hit the people you intend to.&amp;lt;br&amp;gt;&lt;br /&gt;
•• Your clear competence with a weapon in hand should give attackers pause.&amp;lt;br&amp;gt;&lt;br /&gt;
••• Your skill with a melee weapon is known throughout the domain.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• The fools brought a gun to your knife fight.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• You are the domainâ€™s weapon master, sought out by Kindred far and wide for your skill.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Axes, Chains, Clubs, Fencing, Disarming Blows, Garrotes, Improvised Weapons, Knives, Stakes, Swords&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Stealth==&lt;br /&gt;
'''Stealth allows a character to shadow a target, making vampires with this ability superlative hunters. They benefit from the ability to spy, sneak, and blend in with crowds when needed.&lt;br /&gt;
&lt;br /&gt;
• Spotting you under the cover of darkness or in camouflage proves difficult.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You can sneak by casual observers and stalk unknowing victims without raising any hackles.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You evade patrolling guards, moving softly and hiding easily.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• Your subtle, silent passage could make you a worthy ninja â€“ or a worthy foe for ninja.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• The Children of Haqim come to you for advice on stalking and hiding, if they can find you.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Ambushes, Crowds, Disguise, Hiding, Shadowing, Silent Movement, Urban, Wilderness&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Survival==&lt;br /&gt;
'''Survival conveys the ability to exist in the wild and other adverse conditions, and to return to civilization again: navigate by the stars, establish a makeshift haven, and notice werewolf signs before itâ€™s too late. Some of its related functions apply in parks, brownfields, and other wastelands of the urban jungle.&lt;br /&gt;
&lt;br /&gt;
• You know the trails and wilderness around your domain.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You spend more time outdoors than inside, and you can track anyone who doesnâ€™t possess woodcraft.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You can subsist outside the city, setting traps for mortals and a shelter for yourself.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• You can thrive outside the city like the true predator you are.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• Gangrel run in packs with you â€“ if they can keep up.&lt;br /&gt;
&lt;br /&gt;
'''Specialties: &lt;br /&gt;
Desert, Hunting, Jungle, Tracking, Traps, Shelters, Urban Exploration, Woodlands&lt;br /&gt;
&lt;br /&gt;
{{Attribute_List}}&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Physical_Attributes&amp;diff=2284</id>
		<title>Physical Attributes</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Physical_Attributes&amp;diff=2284"/>
		<updated>2024-03-19T11:09:08Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Attributes]]&lt;br /&gt;
&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
{{Attributes}}&lt;br /&gt;
&lt;br /&gt;
=Physical Attributes=&lt;br /&gt;
&lt;br /&gt;
''Physical Attributes measure a characterâ€™s general strength, agility, and stamina. Due to the vagaries of the Blood, strong, quick, or tough vampires need not look musclebound, graceful, or meaty. Some of the most lethal Kindred appear most deceptively weak and slow.&lt;br /&gt;
&lt;br /&gt;
==Strength==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#FFFFFF; color:#000000;&amp;quot;&lt;br /&gt;
| '''Strength governs how big a mortal you can lift, how hard you can hit them, and how much force you can push your dead body to exert.&lt;br /&gt;
&lt;br /&gt;
'''(The rough amount you can deadlift without an Attribute test appears in parentheses below.) &lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
â€¢ You can easily crush a beer can. (20 kg: a Christmas tree, a stop sign) &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢ You are physically average. (45 kg: a toilet) &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢â€¢ You might be able to break open a wooden door. (115 kg: a large human, an empty coffin, a refrigerator) &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢â€¢â€¢ You are a prime physical specimen, likely with very visible musculature. (180 kg: a full coffin, an empty dumpster) &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢â€¢â€¢â€¢ You are a true powerhouse and can likely break open a metal fire door, tear open a chain-link fence, or snap open a chained gate. (250 kg: a motorcycle, a piano)&lt;br /&gt;
&lt;br /&gt;
==Dexterity==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#FFFFFF; color:#000000;&amp;quot;&lt;br /&gt;
| '''Dexterity governs your agility and grace, how swiftly you dodge that stake to your heart, and how much fine motor control you possess when up against the clock. &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
â€¢ You can run, but balance and dodging are a challenge. &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢ Your sprint is solid, and sometimes you appear graceful. &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢â€¢ Your agility is impressive, and your coordination is as good as any trained amateur. &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢â€¢â€¢ You could excel at acrobatics and move in a way few humans can. &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢â€¢â€¢â€¢ Your movements are liquid and hypnotic â€“ almost superhuman.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stamina==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#FFFFFF; color:#000000;&amp;quot;&lt;br /&gt;
| '''Your physical resistance: Stamina absorbs physical harm, such as a speeding bullet or a hunterâ€™s blade, and lets you persevere through hazards and arduous effort. &lt;br /&gt;
&lt;br /&gt;
'''Your Stamina + 3 equals your Health. &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
â€¢ Even lesser exertions make you winded. &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢ You can take a beating, but consider suing for peace. &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢â€¢ Several days of hard hiking with a backpack is no problem for you. &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢â€¢â€¢ You could win a marathon or take copious amounts of pain, at least physically. &lt;br /&gt;
&lt;br /&gt;
â€¢â€¢â€¢â€¢â€¢ Even if you were a mortal, youâ€™d never break a sweat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Attribute_List}}&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Template:Discipline_List&amp;diff=2283</id>
		<title>Template:Discipline List</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Template:Discipline_List&amp;diff=2283"/>
		<updated>2024-03-19T11:08:35Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;align:center;  background-color:#A12727;  color:#FFFFFF&amp;quot; | Disciplines&lt;br /&gt;
|-&lt;br /&gt;
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&amp;lt;DPL&amp;gt;&lt;br /&gt;
category=Disciplines &lt;br /&gt;
notcategory=Hidden&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
mode = inline&lt;br /&gt;
count = 15&lt;br /&gt;
ordermethod = title&lt;br /&gt;
&amp;lt;/DPL&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Template:Discipline_List&amp;diff=2282</id>
		<title>Template:Discipline List</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Template:Discipline_List&amp;diff=2282"/>
		<updated>2024-03-19T11:05:29Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
&lt;hr /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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category=Disciplines &lt;br /&gt;
notcategory=Hidden&lt;br /&gt;
ordermethod = sortkey&lt;br /&gt;
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count = 15&lt;br /&gt;
ordermethod = title&lt;br /&gt;
&amp;lt;/dynamicpagelist&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Animalism&amp;diff=2281</id>
		<title>Animalism</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Animalism&amp;diff=2281"/>
		<updated>2024-03-19T11:05:14Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
{{Discipline_List}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Disciplines]]&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = {{BASEPAGENAME}}&lt;br /&gt;
|image = [[File:{{BASEPAGENAME}}.png]]&lt;br /&gt;
|header1 = Nicknames&lt;br /&gt;
|label1  =&lt;br /&gt;
|data1   = &lt;br /&gt;
|header2 = &lt;br /&gt;
|label2  =&lt;br /&gt;
|data2   = Doolittling, Taming, Bestiae Sermo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
={{BASEPAGENAME}}=&lt;br /&gt;
Perhaps the vampire has more in common with animal than human. A dangerous set of instincts drive them, and it takes a lot for them to withhold the urge to just lash out. Much like a wild dog on a chain, a vampireâ€™s Beast will never truly be tamed. Some Kindred find a way of becoming one with their Beasts. Those who do are the masters of Animalism. Some accompany the use of this power with howls, snarls, and roars, or communicate with animals in the animalâ€™s â€œlanguage,â€ though this is an affectation and not a necessity. &lt;br /&gt;
&lt;br /&gt;
The Animalism Discipline sees much use among vampires who struggle to fit in or have no taste for living among mortals. Often classed as one of Caineâ€™s gifts of utility, allowing a vampire to thrive on unrefined blood or form companionship with non-sapient beings, it is also a devastating weapon against vampires who cling to their towers, and against inquisitors who suspect their enemies will only come on two legs. A swarm of blood-hungry rats invading a Kindredâ€™s penthouse haven, the Animalism-proficient vampire who cows the Sheriffâ€™s Beast in Elysium, or the beady-eyed raven that spies on a Society of St. Leopold chapter all serve to strengthen Animalism practitioners, and weaken their foes.&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
By default Animalism powers involving animals can only be used on vertebrates. Additionally, any use of the ability on herbivores adds one to the Difficulty of skill rolls involved.&lt;br /&gt;
&lt;br /&gt;
'''Type: &lt;br /&gt;
Mental&amp;lt;br&amp;gt;&lt;br /&gt;
'''Masquerade threat: &lt;br /&gt;
Low to medium. While talking to animals might seem eccentric, only the most violent applications of the Discipline elicit more than a few raised eyebrows.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Blood Resonance: &lt;br /&gt;
Animal blood, preferably feral&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
{{Disc_Template|Bond Famulus|When Blood Bonding an animal, the vampire can make it a famulus, forming a mental link with it and facilitating the use of other Animalism powers. While this power alone does not allow two-way communication with the animal, it can follow simple verbal instructions such as â€œstayâ€ and â€œcome here.&amp;quot; It attacks in defense of itself and its master but cannot otherwise be persuaded to fight something it would not normally attack.|Charisma + Animal Ken|The animal must be fed the userâ€™s Blood on three separate nights, each of which requires a Rouse Check by the user. The amount of Blood needed to sustain the ghoul-state of the animal after this is negligible. Players starting with this power have completed this process and can chose a famulus for free.|Only death releases a famulus once bound. As long as it receives vampire Blood on a regular basis, the famulus does not age.|Without the use of Feral Whispers, below, giving commands to the animal requires a Charisma + Animal Ken roll (Difficulty 2); increase Difficulty for more complex orders. A vampire can only have one famulus, but can get a new one if the current one dies. A vampire can use Feral Whispers (Animalism 2) and Subsume the Spirit (Animalism 4) on their famulus for free.|1}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Sense the Beast|The vampire can sense the Beast present in mortals, vampires, and other supernaturals, gaining a sense of their nature, hunger, and hostility.|Resolve + Animalism vs Composure + Subterfuge|Free|Passive|Roll Resolve + Animalism vs Composure + Subterfuge. A win allows the user to sense the level of hostility in a target (whether the person is prepared to do harm or even determined to cause it) and determine whether they harbor a supernatural Beast, marking them as a vampire or werewolf. On a win, a critical gives the user information on the exact type of creature, as well as their Hunger or Rage level. This power can be used both actively and passively, warning the user of aggressive intent in their immediate vicinity.|1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 2==&lt;br /&gt;
{{Disc_Template|Feral Whispers|The vampire can commune with the beasts of the wild and the city. Feral Whispers allows two-way communication with animals. A cat might not be interested in debating Matisseâ€™s use of color but happily discusses the lack of prey around the brownstone building across the street. Depending on the vampireâ€™s skill, they can even persuade animals to perform services; like humans, animals seldom agree to things that go against their nature or endanger them. Vampires can also use Feral Whispers to summon a chosen type of animal (see Animalism limitations above) but the animals must be present to answer. Nothing prevents a vampire trying to summon an orca in Central Park, but success seems unlikely. Summoned animals listen to the summoner, but scatter or attack if endangered.|Manipulation + Animalism, Charisma + Animalism|One Rouse Check per type of animal chosen for the scene. Allows one summoning and unlimited communication. Free when used on famulus.|Once Scene|Simple communication requires no dice pool test. Persuading an animal to perform a service requires a Manipulation + Animalism roll; the Difficulty depends on the task required. Having a bird keep an eye out for anyone entering the park at night is Difficulty 3, while ordering any animal to defend a place with their lives is Difficulty 6.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Summoning animals uses a Charisma + Animalism roll; Difficulty depends on the scarcity of the animals summoned. The number of animals summoned depend on the margin on the test; a critical win summons most, if not all, animals of the type in the area.|2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 3==&lt;br /&gt;
{{Disc_Template|Animal Succulence|The vampire can slake additional Hunger by feeding on animals. In addition, the vampire can consume its famulus, gaining nourishment far beyond what would be gained from an animal of similar stature and absorbing a sliver of its primary trait.| |Free|Passive|Feeding from animals slakes 1 additional Hunger, and the vampire counts their Blood Potency as two levels lower in regards to penalties to slaking Hunger from animal blood.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Consuming one's famulus slakes 4 Hunger, regardless of animal size. This act can never remove the final Hunger die. In addition, consuming one's famulus increases the vampireâ€™s Attribute most associated with that animal (as determined by the Storyteller) by two dots. Consuming a cat might raise Dexterity or Composure; consuming a dog might raise Charisma or Resolve. Storytellers may vary the reward from famulus consumption: draining an owl might raise the Attribute in any perception pool by two dots, or in pools involving wise decision making. The bonus lasts until the vampireâ€™s next feeding or until their Hunger reaches 5.|3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Quell the Beast|By locking eyes with a target, the vampire cows their inner Beast into temporary slumber. Mortals affected thus become apathetic, unable to take any actions other than to stay alive, while vampiresâ€™ bestial urges temporarily abate, for better or worse.|Charisma + Animalism vs Stamina + Resolve|One Rouse Check|One scene, or a number of turns equal to the test margin plus one.|Roll Charisma + Animalism vs Stamina + Resolve. A win against a mortal target incapacitates them for that scene, instilling severe lethargy. They act only to preserve themselves, not against the user or anyone else. A win against a vampire prevents the target from performing Blood Surges. While their Beast is quelled, vampires do not score messy criticals. Against vampires, this power lasts a turn plus a number of turns equal to the win margin on the contest. A critical win against a vampire target also ends their frenzy.|3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Unliving Hive (Amalgam: Obfuscate 2)|Most often seen amongst the Nosferatu, this unnerving power allows the user to extend their animal influence to swarms of insects such as flies or roaches. Certain vampires even go so far as to adopt swarms as famuli, giving them a permanent home within the folds and orifices of their malformed flesh.| |No additional cost|Passive|This power extends all powers previously restricted to vertebrates to insect swarms, treating a swarm as a single creature. The vampire can bind the swarm as a famulus, and some even give it the ability to nest inside the cavities of their body. This hides the swarm from sight while allowing it to nurse the minute amounts of Blood needed to sustain it indefinitely. While nested, the swarm is undetectable by anything less than X-rays.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Swarms do little damage in combat. They have Health 5 and a pool of 8 dice to resist attacks. Swarms take Superficial damage from Brawl; flame and insecticide cause Aggravated damage. Vampires can use swarms for spying, as distractions (resulting in a two-dice penalty on any roll for a single swarmed individual), or to intimidate mortals (add between one and three dice to Intimidation pools, depending on the type of insect and the victimâ€™s phobias). Players and Storytellers can doubtlessly come up with even more creative uses of this power|3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 4==&lt;br /&gt;
{{Disc_Template|Subsume the Spirit|The vampire can completely transfer its mind into the body of an animal. They can control the animal and use its senses freely, even during the day should they manage to stay awake. While doing this, the vampireâ€™s body lies immobile as if in torpor.|Manipulation + Animalism|One Rouse Check. Free if used on famulus.|A scene / indefinitely (see system)|Make a Manipulation + Animalism test; Difficulty 4. On a win, the vampire can inhabit the animalâ€™s body for one scene. On a critical win, the vampire can inhabit the animal indefinitely.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Extending this possession into the daylight hours requires the vampire to stay awake (p. 219); seeing the sun requires a test for fear frenzy though the sunlight does not damage the animal being ridden. The user remains oblivious to their original body, but harm to it pulls them out of the trance and releases the animal. Death of the possessed animal also ends the trance, and the vampire takes a point of Aggravated Willpower damage from the shock.|4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 5==&lt;br /&gt;
{{Disc_Template|Animal Dominion|The power the vampire holds over beasts is now great enough to command flocks and packs as if they were extensions of their own body. At a gesture, animals lay down their lives by the dozens, even hundreds, to appease their master.|Charisma + Animalism|Two Rouse Checks|A single scene or until the directive is fulfilled, whichever is shortest.|Chose a type of animal and make a Charisma + Animalism roll with a Difficulty depending on the nature of the animals and the order given. Getting a flock of crows to disperse and look for a specific individual (given some means of identifying their target) is relatively easy (Difficulty 3), but getting a pack of dogs to give their lives in a suicidal attack on another vampire is more of a challenge (Difficulty 5). The power does not allow the user to summon animals, but compels those already present to obey. The vampire can command the animals to return after completing their task, if they have means to do so.|5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Drawing out the Beast|The vampire can project their Beast at the moment of terror or fury frenzy, transferring it into a nearby subject, either mortal or vampire. That person immediately experiences the frenzy instead, going on a merciless rampage or fleeing in terror depending on the trigger.|Wits + Animalism vs Composure + Resolve|One Rouse Check|Frenzy duration (see p. 220)|Instead of the Willpower roll to resist a terror or fury frenzy, roll Wits + Animalism vs Composure + Resolve of the target. If the user fails, they enter frenzy as though they had failed the Willpower roll. On a win, the target experiences that frenzy instead of the user. Later stimuli can still provoke frenzy in the user, but they can use this power as long as they can make Rouse Checks and further targets remain available.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This power cannot transfer a hunger frenzy.|5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Discipline_List}}&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Template:Discipline_List&amp;diff=2280</id>
		<title>Template:Discipline List</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Template:Discipline_List&amp;diff=2280"/>
		<updated>2024-03-19T11:04:54Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
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&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Malkavian&amp;diff=2279</id>
		<title>Malkavian</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Malkavian&amp;diff=2279"/>
		<updated>2024-03-19T11:00:23Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = Malkavian&lt;br /&gt;
|image = [[File:200px-LogoClanMalkavian.png]]&lt;br /&gt;
|header2 = &lt;br /&gt;
|header1 = &lt;br /&gt;
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|header2 =  Nickname&lt;br /&gt;
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|data2   =&lt;br /&gt;
|header3 = &lt;br /&gt;
|label3  = &lt;br /&gt;
|data3   = Lunatics&lt;br /&gt;
|header4 = Clan Disciplines&lt;br /&gt;
|label4  =&lt;br /&gt;
|data4   = &lt;br /&gt;
|header5 = &lt;br /&gt;
|label5  =&lt;br /&gt;
|data5   =  [[Auspex]], [[Dominate]], [[Obfuscate]]&lt;br /&gt;
|header6 = Antediluvian&lt;br /&gt;
|label6  =&lt;br /&gt;
|data6   = &lt;br /&gt;
|header7 = &lt;br /&gt;
|label7  = &lt;br /&gt;
|data7   = [[Malkav]]&lt;br /&gt;
|header8 = &lt;br /&gt;
|label8  = &lt;br /&gt;
|data8   =&lt;br /&gt;
|header9 = &lt;br /&gt;
|label9  =&lt;br /&gt;
|data9 =&lt;br /&gt;
|header10 = &lt;br /&gt;
|label10  =&lt;br /&gt;
|data10 =&lt;br /&gt;
|header11 = &lt;br /&gt;
|label11  =&lt;br /&gt;
|data11 =&lt;br /&gt;
|header12 = &lt;br /&gt;
|label12  =&lt;br /&gt;
|data12 =&lt;br /&gt;
|header13 = &lt;br /&gt;
|label13  =&lt;br /&gt;
|data13 = &lt;br /&gt;
|header14 = &lt;br /&gt;
|label14  =&lt;br /&gt;
|data14= &lt;br /&gt;
|header15 = &lt;br /&gt;
|label15  =&lt;br /&gt;
|data15 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Clan Malkavian=&lt;br /&gt;
&lt;br /&gt;
Psychologists would diagnose the children of Malkav with schizophrenia, depression, obsessive compulsive disorder, or post-traumatic stress disorder. Sometimes all at once. - In reality, they have all of these things and none. Like the &amp;quot;wise madmen&amp;quot; of poetry their derangement stems from seeing too much of the world at once, from understanding too deeply, and feeling emotions that are too strong to bear. They self-medicate with blood, but that is just a temporary solution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:center; background-color:#A60000; color:#FFFFFF;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
'''''&amp;quot;We're not clowns, Jeanette. We're not here to amuse the other Kindred.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Baloney. We're here to make them laugh, make them cry, make them sticky with delight or embarrassment...&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;You drag our club through the muck. Our clan! Time was, we were the Kindred the others went to for advice, foresight, strategies in times of war.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Pull that stick outta your ass, Therese. Unless you like it up there. We've always been jesters.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Jesters in times gone by assessed the court and delivered their findings to the Prince.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;And so do we! God. You see my skirt and makeup, and just think 'slut', don't you?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Of course. Are you not?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Yeah, but how many nuggets of gold do you think I pried from the ghoul I was screwing, the repressed warlock I loosened up, or Prince LaCroix when he was bouncing up and down on my love gun? Bang. Bang.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;You... God, you disgust me. I acquire intelligence through visions, through sampling the blood, through debate, business transaction, reading emotions, drawing out uncomfortable truths...&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;You wear the suit, I wear the stockings. We're mentally impaired as a clan, but hell, if it allows us to both lower our inhibitions and get a little dirty to do what must be done, I say bring on the personality disorders. It's like a cocktail in my head.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;There is nothing wrong with me. You're the one with the special needs.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Oh, you need your daddy just as much as I do.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Shut up. Shut up. For one night, could you go without mentioning that we're all headcases and instead focus on what we accomplish?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Sorry, sis. I guess there's two sides to being a Malkavian. The visionary and the maniac. We're a good team!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;I hate you.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;You hate us.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;We hate us.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;I love you.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;I love me too.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Who Are the Malkavian==&lt;br /&gt;
&lt;br /&gt;
It has long been the misconception that few Kindred families are as disparate as the Clan of the Moon. Other clans see them and reason, &amp;quot;they are each mad, so why should their respective origins matter?&amp;quot; To the Malkavians, origins matter a great deal. Though sires may pick childer from all walks of life, age groups, ethnicities, and genders, every mortal selected for the Embrace possesses something only visible to a Malkavian. &lt;br /&gt;
&lt;br /&gt;
One of the gifts the Malkavians look for in a mortal is what they call &amp;quot;second sight.&amp;quot; If a person interprets dreams, can perceive spirits, or unerringly predicts future events, the Malkavians take notice. Such a person acts as a beacon, calling out to every member of the clan that sees them. &lt;br /&gt;
&lt;br /&gt;
Another gift revered by the Malkavians, is that of &amp;quot;insight.&amp;quot; A high level of empathy, finely-tuned knowledge of complex subject matter, or just an obsessive drive to pursue the answers to philosophical questions each appeal to the clan. As insight is often tied to profession, the clan benefts from a range of academics and doctors - especially therapists and psychologists. &lt;br /&gt;
&lt;br /&gt;
Finally, the Clan of the Moon are fascinated by the &amp;quot;broken&amp;quot; - individuals who have been changed by traumatic experiences or who were simply born slightly detached from themselves and the rest of society. To the Malkavians, they are but one gentle push away from having access to an altogether different plane of reality. Rather than treating them as burdens, the clan sees them as having great potential. &lt;br /&gt;
&lt;br /&gt;
All Malkavians suffer mental illness following the Embrace - sometimes accentuating an existing condition, other times adding a new dimension to their instability. As if their thoughts and actions were based on otherworldly logic, there seems to be no knowing when their condition will manifest destructively or when it will offer important perspectives where such were previously lacking. As a rule, no other Kindred feels completely comfortable around a known Malkavian, often viewing them as unpredictable maniacs whose flashes of insight are rarely worth the fits of insanity. &lt;br /&gt;
&lt;br /&gt;
Some Malkavians claim there is a common factor to their madness; that they are all psychically linked through a communal wavelength, a shared consciousness of sorts. Those who are aware of its existence refer to it as the cobweb or, more recently, the madness network.&lt;br /&gt;
&lt;br /&gt;
===Malkavian Archetypes===&lt;br /&gt;
&lt;br /&gt;
'''Influencing Presence'''&lt;br /&gt;
&lt;br /&gt;
This visionary is addicted to the thrill of reinventing and presenting themselves in different ways, thriving on the attention they get through the stories they tell. They seek to influence others through words, images, or the use of their Disciplines - whether it be for the purpose of pleasure, to forget their problems, or to comply with the whispers of the cobweb. As a mortal they might have had an extended network of followers on social media or led the destructive life of the mythomaniac.&lt;br /&gt;
&lt;br /&gt;
'''Medium'''&lt;br /&gt;
&lt;br /&gt;
The ability to sense and register more than any other Kindred afflicts the members of Clan Malkavian with its infamous instability but it can also reward them with great insight. Some find ways to use and benefit from their curse openly without breaching the Masquerade, such as the medium who reveals fictitious or existing spirits attached to objects, areas, and individuals - to help the grieving or for personal gain.&lt;br /&gt;
&lt;br /&gt;
'''Bad Analyst'''&lt;br /&gt;
&lt;br /&gt;
Some Malkavians instinctively know how to pick apart and reassemble minds, whatever state they are in. Maybe the analyst was a therapist in life, excelling in helping others through personal crises. Or maybe they use the experiences of their own agonized psyche as a guiding light, prying open the minds of their patients and victims with the purpose of finally healing themselves. The analyst is respected as well as feared for their ability to travel the labyrinth of the mind - and trap another inside it.&lt;br /&gt;
&lt;br /&gt;
'''Fanatic'''&lt;br /&gt;
&lt;br /&gt;
Malkavians are prone to fanaticism fuelled by mental instability. Fanatics each have one purpose that consumes most of their existence. This could be anything from a strong religious or political convictions to an immense passion for detective novels or 9/11 conspiracy theories. Devoted to this one passion, it is safe to say the fanatic knows almost all the details and information there is to obtain about it.&lt;br /&gt;
&lt;br /&gt;
'''Pure Blood Addict'''&lt;br /&gt;
&lt;br /&gt;
Defined by bizarre insight and fringe beliefs, many Malkavians feel that certain blood calms their symptoms or derangements. For the blood addict, this has become a constant goal and all they think of. In life, they abused prescription drugs, had hypochondria, or was perhaps a gourmand, and now they cannot help but drink and drink until the gnawing noises quiet down or the anxiety lessens. They know which vessels to pick to obtain the best, most filling blood, and they take every meal seriously.&lt;br /&gt;
&lt;br /&gt;
==Disciplines==&lt;br /&gt;
&lt;br /&gt;
===Auspex===&lt;br /&gt;
[[Auspex]]: Malkavians use Auspex to enhance their senses, strengthening their sight or hearing to a supernatural level, or to determine a mortal's fears, illusions, and mental weaknesses, so they can play on them horribly as they prepare to feed. Many a Malkavian has persuaded a vessel to &amp;quot;tell them all about it,&amp;quot; before draining their weeping victim not ten minutes later.&lt;br /&gt;
&lt;br /&gt;
===Dominate===&lt;br /&gt;
[[Dominate]]: Some Malkavians use Dominate to lift all distractions from a victim's mind, completely enthralling them; others use the Discipline to draw forth or inflict psychoses, through the infamous variant known as Dementation. While some do it mainly for the sake of experimentation, getting into a mortal's head and convincing them that they want to give up their blood greatly assists the clan in surviving night to night.&lt;br /&gt;
&lt;br /&gt;
===Obfuscate===&lt;br /&gt;
[[Obfuscate]]: The Malkavians do not advertise their use of Obfuscate, conveniently allowing many Kindred to forget they even have access to this Discipline. What they use it for differs vastly. While some Malkavians might want to observe the court from secluded corners or play tricks on their prince, others secrete themselves in the houses, wards, and care homes of the kine, watching the sleeping faces before discreetly feeding.&lt;br /&gt;
&lt;br /&gt;
==Bane==&lt;br /&gt;
&lt;br /&gt;
Afflicted by their lineage, all Malkavians are cursed with at least one type of mental derangement. Depending on their history and the state of their mind at death, they may experience delusions, visions of terrible clarity, or something entirely different.&lt;br /&gt;
&lt;br /&gt;
'''When the Malkavian suffers a Bestial Failure or a Compulsion, their curse comes to the fore. Suffer a penalty equal to your character's Bane Severity to one category of dice pools (Physical, Social, or Mental) for the entire scene. This is in addition to any penalties incurred by Compulsions&lt;br /&gt;
&lt;br /&gt;
You and the Storyteller decide the type of penalty and the exact nature of the character's affliction during character creation.&lt;br /&gt;
&lt;br /&gt;
==Pics==&lt;br /&gt;
&lt;br /&gt;
[[File:Malkavian_examples.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{Clan_List}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Malkavian&amp;diff=2278</id>
		<title>Malkavian</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Malkavian&amp;diff=2278"/>
		<updated>2024-03-19T10:58:09Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = Malkavian&lt;br /&gt;
|image = [[File:200px-LogoClanMalkavian.png]]&lt;br /&gt;
|header2 = &lt;br /&gt;
|header1 = &lt;br /&gt;
|label1  =&lt;br /&gt;
|data1   =&lt;br /&gt;
|header2 =  Nickname&lt;br /&gt;
|label2  =&lt;br /&gt;
|data2   =&lt;br /&gt;
|header3 = &lt;br /&gt;
|label3  = &lt;br /&gt;
|data3   = Lunatics&lt;br /&gt;
|header4 = Clan Disciplines&lt;br /&gt;
|label4  =&lt;br /&gt;
|data4   = &lt;br /&gt;
|header5 = &lt;br /&gt;
|label5  =&lt;br /&gt;
|data5   =  [[Auspex]], [[Dominate]], [[Obfuscate]]&lt;br /&gt;
|header6 = Antediluvian&lt;br /&gt;
|label6  =&lt;br /&gt;
|data6   = &lt;br /&gt;
|header7 = &lt;br /&gt;
|label7  = &lt;br /&gt;
|data7   = [[Malkav]]&lt;br /&gt;
|header8 = &lt;br /&gt;
|label8  = &lt;br /&gt;
|data8   =&lt;br /&gt;
|header9 = &lt;br /&gt;
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|data9 =&lt;br /&gt;
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|data10 =&lt;br /&gt;
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|data11 =&lt;br /&gt;
|header12 = &lt;br /&gt;
|label12  =&lt;br /&gt;
|data12 =&lt;br /&gt;
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|data13 = &lt;br /&gt;
|header14 = &lt;br /&gt;
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|data14= &lt;br /&gt;
|header15 = &lt;br /&gt;
|label15  =&lt;br /&gt;
|data15 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Clan Malkavian=&lt;br /&gt;
&lt;br /&gt;
Psychologists would diagnose the children of Malkav with schizophrenia, depression, obsessive compulsive disorder, or post-traumatic stress disorder. Sometimes all at once. - In reality, they have all of these things and none. Like the &amp;quot;wise madmen&amp;quot; of poetry their derangement stems from seeing too much of the world at once, from understanding too deeply, and feeling emotions that are too strong to bear. They self-medicate with blood, but that is just a temporary solution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:center; background-color:#A60000; color:#FFFFFF;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
'''''&amp;quot;We're not clowns, Jeanette. We're not here to amuse the other Kindred.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Baloney. We're here to make them laugh, make them cry, make them sticky with delight or embarrassment...&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;You drag our club through the muck. Our clan! Time was, we were the Kindred the others went to for advice, foresight, strategies in times of war.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Pull that stick outta your ass, Therese. Unless you like it up there. We've always been jesters.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Jesters in times gone by assessed the court and delivered their findings to the Prince.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;And so do we! God. You see my skirt and makeup, and just think 'slut', don't you?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Of course. Are you not?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Yeah, but how many nuggets of gold do you think I pried from the ghoul I was screwing, the repressed warlock I loosened up, or Prince LaCroix when he was bouncing up and down on my love gun? Bang. Bang.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;You... God, you disgust me. I acquire intelligence through visions, through sampling the blood, through debate, business transaction, reading emotions, drawing out uncomfortable truths...&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;You wear the suit, I wear the stockings. We're mentally impaired as a clan, but hell, if it allows us to both lower our inhibitions and get a little dirty to do what must be done, I say bring on the personality disorders. It's like a cocktail in my head.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;There is nothing wrong with me. You're the one with the special needs.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Oh, you need your daddy just as much as I do.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Shut up. Shut up. For one night, could you go without mentioning that we're all headcases and instead focus on what we accomplish?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Sorry, sis. I guess there's two sides to being a Malkavian. The visionary and the maniac. We're a good team!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;I hate you.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;You hate us.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;We hate us.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;I love you.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;I love me too.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Who Are the Malkavian==&lt;br /&gt;
&lt;br /&gt;
It has long been the misconception that few Kindred families are as disparate as the Clan of the Moon. Other clans see them and reason, &amp;quot;they are each mad, so why should their respective origins matter?&amp;quot; To the Malkavians, origins matter a great deal. Though sires may pick childer from all walks of life, age groups, ethnicities, and genders, every mortal selected for the Embrace possesses something only visible to a Malkavian. &lt;br /&gt;
&lt;br /&gt;
One of the gifts the Malkavians look for in a mortal is what they call &amp;quot;second sight.&amp;quot; If a person interprets dreams, can perceive spirits, or unerringly predicts future events, the Malkavians take notice. Such a person acts as a beacon, calling out to every member of the clan that sees them. &lt;br /&gt;
&lt;br /&gt;
Another gift revered by the Malkavians, is that of &amp;quot;insight.&amp;quot; A high level of empathy, finely-tuned knowledge of complex subject matter, or just an obsessive drive to pursue the answers to philosophical questions each appeal to the clan. As insight is often tied to profession, the clan benefts from a range of academics and doctors â€&amp;quot; especially therapists and psychologists. &lt;br /&gt;
&lt;br /&gt;
Finally, the Clan of the Moon are fascinated by the &amp;quot;broken&amp;quot; â€&amp;quot; individuals who have been changed by traumatic experiences or who were simply born slightly detached from themselves and the rest of society. To the Malkavians, they are but one gentle push away from having access to an altogether different plane of reality. Rather than treating them as burdens, the clan sees them as having great potential. &lt;br /&gt;
&lt;br /&gt;
All Malkavians suffer mental illness following the Embrace - sometimes accentuating an existing condition, other times adding a new dimension to their instability. As if their thoughts and actions were based on otherworldly logic, there seems to be no knowing when their condition will manifest destructively or when it will offer important perspectives where such were previously lacking. As a rule, no other Kindred feels completely comfortable around a known Malkavian, often viewing them as unpredictable maniacs whose flashes of insight are rarely worth the fits of insanity. &lt;br /&gt;
&lt;br /&gt;
Some Malkavians claim there is a common factor to their madness; that they are all psychically linked through a communal wavelength, a shared consciousness of sorts. Those who are aware of its existence refer to it as the cobweb or, more recently, the madness network.&lt;br /&gt;
&lt;br /&gt;
===Malkavian Archetypes===&lt;br /&gt;
&lt;br /&gt;
'''Influencing Presence'''&lt;br /&gt;
&lt;br /&gt;
This visionary is addicted to the thrill of reinventing and presenting themselves in different ways, thriving on the attention they get through the stories they tell. They seek to influence others through words, images, or the use of their Disciplines â€&amp;quot; whether it be for the purpose of pleasure, to forget their problems, or to comply with the whispers of the cobweb. As a mortal they might have had an extended network of followers on social media or led the destructive life of the mythomaniac.&lt;br /&gt;
&lt;br /&gt;
'''Medium'''&lt;br /&gt;
&lt;br /&gt;
The ability to sense and register more than any other Kindred afflicts the members of Clan Malkavian with its infamous instability but it can also reward them with great insight. Some find ways to use and benefit from their curse openly without breaching the Masquerade, such as the medium who reveals fictitious or existing spirits attached to objects, areas, and individuals â€&amp;quot; to help the grieving or for personal gain.&lt;br /&gt;
&lt;br /&gt;
'''Bad Analyst'''&lt;br /&gt;
&lt;br /&gt;
Some Malkavians instinctively know how to pick apart and reassemble minds, whatever state they are in. Maybe the analyst was a therapist in life, excelling in helping others through personal crises. Or maybe they use the experiences of their own agonized psyche as a guiding light, prying open the minds of their patients and victims with the purpose of finally healing themselves. The analyst is respected as well as feared for their ability to travel the labyrinth of the mind â€&amp;quot; and trap another inside it.&lt;br /&gt;
&lt;br /&gt;
'''Fanatic'''&lt;br /&gt;
&lt;br /&gt;
Malkavians are prone to fanaticism fuelled by mental instability. Fanatics each have one purpose that consumes most of their existence. This could be anything from a strong religious or political convictions to an immense passion for detective novels or 9/11 conspiracy theories. Devoted to this one passion, it is safe to say the fanatic knows almost all the details and information there is to obtain about it.&lt;br /&gt;
&lt;br /&gt;
'''Pure Blood Addict'''&lt;br /&gt;
&lt;br /&gt;
Defined by bizarre insight and fringe beliefs, many Malkavians feel that certain blood calms their symptoms or derangements. For the blood addict, this has become a constant goal and all they think of. In life, they abused prescription drugs, had hypochondria, or was perhaps a gourmand, and now they cannot help but drink and drink until the gnawing noises quiet down or the anxiety lessens. They know which vessels to pick to obtain the best, most filling blood, and they take every meal seriously.&lt;br /&gt;
&lt;br /&gt;
==Disciplines==&lt;br /&gt;
&lt;br /&gt;
===Auspex===&lt;br /&gt;
[[Auspex]]: Malkavians use Auspex to enhance their senses, strengthening their sight or hearing to a supernatural level, or to determine a mortal's fears, illusions, and mental weaknesses, so they can play on them horribly as they prepare to feed. Many a Malkavian has persuaded a vessel to &amp;quot;tell them all about it,&amp;quot; before draining their weeping victim not ten minutes later.&lt;br /&gt;
&lt;br /&gt;
===Dominate===&lt;br /&gt;
[[Dominate]]: Some Malkavians use Dominate to lift all distractions from a victim's mind, completely enthralling them; others use the Discipline to draw forth or inflict psychoses, through the infamous variant known as Dementation. While some do it mainly for the sake of experimentation, getting into a mortal's head and convincing them that they want to give up their blood greatly assists the clan in surviving night to night.&lt;br /&gt;
&lt;br /&gt;
===Obfuscate===&lt;br /&gt;
[[Obfuscate]]: The Malkavians do not advertise their use of Obfuscate, conveniently allowing many Kindred to forget they even have access to this Discipline. What they use it for differs vastly. While some Malkavians might want to observe the court from secluded corners or play tricks on their prince, others secrete themselves in the houses, wards, and care homes of the kine, watching the sleeping faces before discreetly feeding.&lt;br /&gt;
&lt;br /&gt;
==Bane==&lt;br /&gt;
&lt;br /&gt;
Afflicted by their lineage, all Malkavians are cursed with at least one type of mental derangement. Depending on their history and the state of their mind at death, they may experience delusions, visions of terrible clarity, or something entirely different.&lt;br /&gt;
&lt;br /&gt;
'''When the Malkavian suffers a Bestial Failure or a Compulsion, their curse comes to the fore. Suffer a penalty equal to your character's Bane Severity to one category of dice pools (Physical, Social, or Mental) for the entire scene. This is in addition to any penalties incurred by Compulsions&lt;br /&gt;
&lt;br /&gt;
You and the Storyteller decide the type of penalty and the exact nature of the character's affliction during character creation.&lt;br /&gt;
&lt;br /&gt;
==Pics==&lt;br /&gt;
&lt;br /&gt;
[[File:Malkavian_examples.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{Clan_List}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Toreador&amp;diff=2277</id>
		<title>Toreador</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Toreador&amp;diff=2277"/>
		<updated>2024-03-19T10:21:52Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Clan Toreador */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = Toreador&lt;br /&gt;
|image = [[File:200px-LogoClanToreador.png]]&lt;br /&gt;
|header2 = &lt;br /&gt;
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|label2  =&lt;br /&gt;
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|header3 = &lt;br /&gt;
|label3  = &lt;br /&gt;
|data3   = Degenerates&lt;br /&gt;
|header4 = Clan Disciplines&lt;br /&gt;
|label4  =&lt;br /&gt;
|data4   = &lt;br /&gt;
|header5 = &lt;br /&gt;
|label5  =&lt;br /&gt;
|data5   =  [[Auspex]], [[Celerity]], [[Presence]]&lt;br /&gt;
|header6 = Antediluvian&lt;br /&gt;
|label6  =&lt;br /&gt;
|data6   = &lt;br /&gt;
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|data7   = [[Arikel]]&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
=Clan Toreador=&lt;br /&gt;
&lt;br /&gt;
Cursed by their unbridled sensuality, the divas are obsessed by aesthetic perfection. A fashion model overdosing on a bad batch of heroin, a YouTube clip of a perfectly executed beheading, the dazed eyes of a child who has seen too much, or the reflection of the moon in a pool of blood - these are the kinds of things that make a Toreador lose themselves. They say the first diva finally died in front of their looking glass, unable to tear their gaze away from the image of their face touched by the reflected dawn. But, to dismiss the Toreador as wanton perverts or shallow artists is the last mistake a Kindred will ever make. Beauty is power, and love can make anyone do just about anything. And that is the promise of the Toreador. They can make even the dead feel something raw, something real. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:center; background-color:#A60000; color:#FFFFFF;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
'''''I serve my clan - your clan - in unearthing sleeping ancients such as yourself and introducing them to the world as it is tonight.&lt;br /&gt;
 &lt;br /&gt;
'''''You seem surprised that a member of the Clan of the Rose would dirty her hands with excavation and study. Let me guess: you thought our clan more suited to parlors, admiring mortal singers, dancers, and artists? It is true, the face of our clan is one of superficial beauty, but we have not lost our core. At its heart, Clan Toreador is the clan of creation. The sculptor dirties her hands with chisel and stone. The painter will accumulate all manner of stains. My calling is in bringing the torpid back to us and asking for their stories. It is my art form. &lt;br /&gt;
&lt;br /&gt;
'''''Clan Toreador has not missed a step since you fell into torpor. We still ride high, leading a sect known as the Camarilla alongside our peers among the Ventrue and Tremere. Do not believe we take second or third place in that triumvirate. We are the voice, the inspiration, and the soul that binds the sect together. &lt;br /&gt;
&lt;br /&gt;
'''''In these nights, the Toreador are the burning hope for all clans. We are proof that Kindred can be more than slaves to their Beast. Others come to us for guidance and seek to emulate our devotion to beauty and innocence. We teach, but none will master the arts as well as we. &lt;br /&gt;
&lt;br /&gt;
'''''For every true artist, innovator, and great mind in our clan, we have a sycophant, amateur, and vapid beauty. It is as it should be. Everything is beautiful, old one, including the duality we represent. While the others mistake us for preening fools, we work our wonders to make all of Kindred society a better place. &lt;br /&gt;
&lt;br /&gt;
'''''Welcome back to Clan Toreador. &lt;br /&gt;
&lt;br /&gt;
'''''The night is ours.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Who Are the Toreador==&lt;br /&gt;
&lt;br /&gt;
Clan Toreador has ever preached selectiveness in its rituals of the Embrace. The clan elders stress time and again that the clan requires pioneers among the arts and every kind of avant-garde. The clan is at its strongest when comprised of the freshest thinkers and those who desire experimentation and aesthetic discovery. For this reason, many Toreador emerge from the ranks of accomplished artists, both new and faded. But not all artists need wield a brush: To the Toreador, art encompasses all forms of entertainment and stimulation. The clan courts the greatest actors, singers, writers, dancers, and even sex workers, if the degenerates believe such mortals will offer something new to their clan. Despite the custom of Embracing only the best, the Toreador fixation on beauty and innocence has caused many a diva to make a fledgling in haste. Many a moonlit night, new clan members have emerged as shallow hedonists, one-hit wonders, or just a stunning body with nothing else to offer. The greatest mistakes are erased and forgotten. Still, the clan is diverse, its members considering the ensemble as a kaleidoscope of talent and beauty.&lt;br /&gt;
&lt;br /&gt;
===Toreador Archetypes===&lt;br /&gt;
&lt;br /&gt;
'''L'Artiste'''&lt;br /&gt;
&lt;br /&gt;
The Toreador indulge in the beauty of all art forms and strive to be creators themselves. Whether competent on the strings of the violin, weaving notes as lustrous as the subtle glow of the crescent moon, or wielding a spray-can to form harsh prismatic lines on back-alley walls, this Kindred is an artist revered intensely by their clan.&lt;br /&gt;
&lt;br /&gt;
'''Stage Manager'''&lt;br /&gt;
&lt;br /&gt;
Without a puppeteer to pull the strings, the puppet would not know how to dance. This divaâ€™s finger is constantly on the pulse of the night. They know every happening at every club and bar worth a visit, and likely has great influence over several such places and the people who go there. Deeply connected to a cityâ€™s social atmosphere, they have the knowledge to help others gain or lose the spotlight as they please.&lt;br /&gt;
&lt;br /&gt;
'''Gadabout'''&lt;br /&gt;
&lt;br /&gt;
With charisma, social intellect, and a cunning smile, the world is yours to conquer. The gadabout hedonist masters the art of manipulation, attraction, and empathy so well that even shy Cainites desire their attention or take pleasure in watching as they effortlessly mingle into every clique and category. This Toreador fits into any profession in which handling customers, patients, or clients is key, and they use every trick in the book to get their targets exactly where they want them.&lt;br /&gt;
&lt;br /&gt;
'''Patron of the Arts'''&lt;br /&gt;
&lt;br /&gt;
The patron is a collector of raw talent and promising beauty that just needs a guiding hand. They shape not clay or glass into intricate forms but people, and they see it as their gift to the world to pick out the best before they wither. Te patron may pose as an eccentric heiress whose home is open to struggling poets and painters or they may take on the role of the talent scout or critic, aiding their pupils with funding and guidance in return for their blood.&lt;br /&gt;
&lt;br /&gt;
'''Thespian Spy'''&lt;br /&gt;
&lt;br /&gt;
The Toreador love a performance, and the one who plays at being a spy knows how to pry valuable chunks of information from a target, often taking more time than they need to properly enjoy the game. Perhaps over-dramatic, yet rarely suspected due to an affable nature, the thespian spy inserts themselves in multiple domains to entertain, observe, and compile libraries of information to exchange for other pleasures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Disciplines==&lt;br /&gt;
&lt;br /&gt;
===Auspex===&lt;br /&gt;
[[Auspex]]: Toreador are ever on the hunt for exquisite experiences and use Auspex to identify the most susceptible vessels and those who might, through their feelings and temperament, offer new tastes and sensations to the drinker during the feed. Toreador also frequently use the Discipline on other Kindred, catering to their desires or antagonizing them with truths they should not know.&lt;br /&gt;
&lt;br /&gt;
===Celerity===&lt;br /&gt;
[[Celerity]]: The Toreador claim they are not combatants, but few move as swiftly as the degenerate using Celerity to cut an opponent to ribbons before they have even had time to draw their weapon. Toreador often use Celerity to enhance artistic or performative skills. In feeding, they use the Discipline to take what they need from a vessel and vanish before the mortal realizes the truth of what has occurred.&lt;br /&gt;
&lt;br /&gt;
===Presence===&lt;br /&gt;
[[Presence]]: The Toreador master the Discipline of Presence, often using it in concert with Auspex to manipulate the emotions of Kindred and kine. Presence can guarantee an appreciative audience or cause the failure of another artist. Some Toreador will use the Discipline to indulge in carnal pleasures with an unnaturally enthusiastic partner or to lure a vessel into their arms and under their fangs. The members of the clan adore willing vessels, even if the willingness is a supernaturally induced faÃ§ade.&lt;br /&gt;
&lt;br /&gt;
==Bane==&lt;br /&gt;
&lt;br /&gt;
Toreador exemplify the old saying that art in the blood takes strange forms. They desire beauty so intensely that they suffer in its absence. &lt;br /&gt;
&lt;br /&gt;
'''While your character finds itself in less than beautiful surroundings, lose the equivalent of their Bane Severity in dice from dice pools to use Disciplines. &lt;br /&gt;
&lt;br /&gt;
The Storyteller decides specifically how the beauty or ugliness of the Toreadorâ€™s environment (including clothing, blood dolls, etc.) penalizes them, based on the characterâ€™s aesthetics. That said, even devotees of the Ashcan School never find normal streets perfectly beautiful. This obsession with aesthetics also causes divas to lose themselves in moments of beauty and a bestial failure often results in a rapt trance, as detailed in the Compulsion rules.&lt;br /&gt;
&lt;br /&gt;
==Pics==&lt;br /&gt;
&lt;br /&gt;
[[File:Toreador_examples.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{Clan_List}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Caitiff&amp;diff=2276</id>
		<title>Caitiff</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Caitiff&amp;diff=2276"/>
		<updated>2024-03-19T07:46:21Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = Caitiff&lt;br /&gt;
|image = [[File:200px-LogoClanCaitiff.png]]&lt;br /&gt;
|header2 = &lt;br /&gt;
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|label3  = &lt;br /&gt;
|data3   = Trash, Unbound&lt;br /&gt;
|header4 = Clan Disciplines&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
=Caitiff=&lt;br /&gt;
&lt;br /&gt;
Not all Kindred inherit the curse of one of the 13. Some donâ€™t care what their lineage is. Certain bloodlines of kindred have always been clanless, and sometimes childer of the clans are just born different. Theyâ€™re often discarded, exiled, or choose to distance themselves from the clans that despise them. Pure vampires, the Caitiff make up for what they lose in respect and pedigree by flexible blood and the absence of a crippling bane. Proud or ashamed of their clanless nature as they may be, these creatures have no family and represents vampirism at its purest and most individualistic.&lt;br /&gt;
&lt;br /&gt;
==Who Are the Caitiff==&lt;br /&gt;
&lt;br /&gt;
Many Kindred incorrectly assume all Caitiff are created accidentally, that the clanless target no mortals the caitiff for the Embrace. This view is outdated and ignorant. These nights, the clanless are increasingly becoming a force to be reckoned with. Tough more disparate, individualistic, and chaotic than their cousins, they are all survivors, and they have begun to gather, build alliances, and make childer of their own. &lt;br /&gt;
&lt;br /&gt;
The Caitiff who seek out mortals to perform the Embrace generally target the strong-willed and those used to uncommon hardship. A Caitiffâ€™s position in the hierarchy of Kindred is at the bottom, just above the thin-blooded who should not have been born at all, and they are forced to fight for their place or fall and be forgotten. The Caitiff see little point in Embracing mortals unlikely to make it through the night on their own. &lt;br /&gt;
&lt;br /&gt;
While the Caitiff have begun to purposefully increase their numbers, most are still created when a fledgling Embraced into one of the clans does not form an attachment with their ancestral Blood and does not exhibit the tell-tale signs of their clanâ€™s curse. When other Kindred talk of the Caitiff, they tell tales of Nosferatu abandoned for weeks on end without ever developing any hideousness, painfully sane Malkavians, and young Ventrue able to feed from whomever they want. Unwilling to accept such a childe as one of their own, the clan abandon them. Or the childe senses in their Blood that they do not belong, despite their sireâ€™s protests. The creation of a Caitiff is not an exact science, and many abandoned childer still manifest some of the characteristics of their parent clan despite the absence of their bane.&lt;br /&gt;
&lt;br /&gt;
===Caitiff Archetypes===&lt;br /&gt;
&lt;br /&gt;
'''Raised on the Streets'''&lt;br /&gt;
&lt;br /&gt;
This Caitiff is was brought up in the worst part of their city by parents who either did not care or were not able to protect them â€“ if they had parents at all. It is likely they never had hope for a meaningful, prosperous life. For them, the Embrace was an escape, and their sire performed it out of respect for their perseverance against the odds.&lt;br /&gt;
&lt;br /&gt;
'''Abuse Survivor'''&lt;br /&gt;
&lt;br /&gt;
Caitiff habitually target abuse victims for the Embrace. The survivor caught the attention of their sire by attending a support group, appearing in the papers as the prosecuting victim in an aggravated assault case, or perhaps by writing a particularly striking blog post on the subject of their experiences. As the street kid, the survivor was â€œrewardedâ€ with immortality and a chance to fight back against their abusers. Having been through terrible experiences already, they are judged to make a fine member of the clanless.&lt;br /&gt;
&lt;br /&gt;
'''Helplessly Overestimated'''&lt;br /&gt;
&lt;br /&gt;
This Caitiff was Embraced by the clanless for all the wrong reasons. Perhaps they threw off a cruel bossâ€™ yoke once, or dumped an abusive partner, but this behavior was an exception in their life. They were chosen for their perceived strength, and now they are hopelessly lost and overwhelmed by their existence as one of the Kindred.&lt;br /&gt;
&lt;br /&gt;
'''Secret Caitiff'''&lt;br /&gt;
&lt;br /&gt;
This Kindred awoke as a Caitiff, but they managed to hide it from their sire. They are now a full member of their ancestral clan, attending the rituals and obeying the traditions of their kin in return for the protection of their elders. They have no desire to go through eternity alone, and they will do whatever it takes to keep their secret hidden.&lt;br /&gt;
&lt;br /&gt;
'''Unwanted Childe'''&lt;br /&gt;
&lt;br /&gt;
The unwanted childe was Embraced into one of the clans, but cannot remember their sire and never bonded to the Blood. As the curse of their ancestors never manifested in their body, they avoided the bane of their clan. Without this marker, the Blood of their brothers and sisters rejects them â€“ and they, it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Disciplines==&lt;br /&gt;
&lt;br /&gt;
Caitiff characters have access to three Disciplines of your choice following the Embrace. These are not considered in-clan for the purposes of Experience cost and the Caitiff can learn any Discipline at the same price assuming they taste the Blood of a wielder at least once and fulfill the standard conditions for that Discipline.&lt;br /&gt;
&lt;br /&gt;
==Bane==&lt;br /&gt;
&lt;br /&gt;
Untouched by the Antediluvians, the Caitiff share no common bane. &lt;br /&gt;
&lt;br /&gt;
'''Caitiff characters begin with the Suspect (â€¢) Flaw and you may not purchase positive Status for them during character creation. &lt;br /&gt;
&lt;br /&gt;
The Storyteller may always impose a one or two dice penalty on Social tests against fellow Kindred who know they are Caitiff, regardless of their eventual Status. &lt;br /&gt;
&lt;br /&gt;
Further, to improve one of the Disciplines of a Caitiff costs six times the level purchased in experience points.&lt;br /&gt;
&lt;br /&gt;
{{Clan_List}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Caitiff&amp;diff=2275</id>
		<title>Caitiff</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Caitiff&amp;diff=2275"/>
		<updated>2024-03-19T07:45:54Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = Caitiff1&lt;br /&gt;
|image = [[File:200px-LogoClanCaitiff.png]]&lt;br /&gt;
|header2 = &lt;br /&gt;
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|data3   = Trash, Unbound&lt;br /&gt;
|header4 = Clan Disciplines&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
=Caitiff=&lt;br /&gt;
&lt;br /&gt;
Not all Kindred inherit the curse of one of the 13. Some donâ€™t care what their lineage is. Certain bloodlines of kindred have always been clanless, and sometimes childer of the clans are just born different. Theyâ€™re often discarded, exiled, or choose to distance themselves from the clans that despise them. Pure vampires, the Caitiff make up for what they lose in respect and pedigree by flexible blood and the absence of a crippling bane. Proud or ashamed of their clanless nature as they may be, these creatures have no family and represents vampirism at its purest and most individualistic.&lt;br /&gt;
&lt;br /&gt;
==Who Are the Caitiff==&lt;br /&gt;
&lt;br /&gt;
Many Kindred incorrectly assume all Caitiff are created accidentally, that the clanless target no mortals the caitiff for the Embrace. This view is outdated and ignorant. These nights, the clanless are increasingly becoming a force to be reckoned with. Tough more disparate, individualistic, and chaotic than their cousins, they are all survivors, and they have begun to gather, build alliances, and make childer of their own. &lt;br /&gt;
&lt;br /&gt;
The Caitiff who seek out mortals to perform the Embrace generally target the strong-willed and those used to uncommon hardship. A Caitiffâ€™s position in the hierarchy of Kindred is at the bottom, just above the thin-blooded who should not have been born at all, and they are forced to fight for their place or fall and be forgotten. The Caitiff see little point in Embracing mortals unlikely to make it through the night on their own. &lt;br /&gt;
&lt;br /&gt;
While the Caitiff have begun to purposefully increase their numbers, most are still created when a fledgling Embraced into one of the clans does not form an attachment with their ancestral Blood and does not exhibit the tell-tale signs of their clanâ€™s curse. When other Kindred talk of the Caitiff, they tell tales of Nosferatu abandoned for weeks on end without ever developing any hideousness, painfully sane Malkavians, and young Ventrue able to feed from whomever they want. Unwilling to accept such a childe as one of their own, the clan abandon them. Or the childe senses in their Blood that they do not belong, despite their sireâ€™s protests. The creation of a Caitiff is not an exact science, and many abandoned childer still manifest some of the characteristics of their parent clan despite the absence of their bane.&lt;br /&gt;
&lt;br /&gt;
===Caitiff Archetypes===&lt;br /&gt;
&lt;br /&gt;
'''Raised on the Streets'''&lt;br /&gt;
&lt;br /&gt;
This Caitiff is was brought up in the worst part of their city by parents who either did not care or were not able to protect them â€“ if they had parents at all. It is likely they never had hope for a meaningful, prosperous life. For them, the Embrace was an escape, and their sire performed it out of respect for their perseverance against the odds.&lt;br /&gt;
&lt;br /&gt;
'''Abuse Survivor'''&lt;br /&gt;
&lt;br /&gt;
Caitiff habitually target abuse victims for the Embrace. The survivor caught the attention of their sire by attending a support group, appearing in the papers as the prosecuting victim in an aggravated assault case, or perhaps by writing a particularly striking blog post on the subject of their experiences. As the street kid, the survivor was â€œrewardedâ€ with immortality and a chance to fight back against their abusers. Having been through terrible experiences already, they are judged to make a fine member of the clanless.&lt;br /&gt;
&lt;br /&gt;
'''Helplessly Overestimated'''&lt;br /&gt;
&lt;br /&gt;
This Caitiff was Embraced by the clanless for all the wrong reasons. Perhaps they threw off a cruel bossâ€™ yoke once, or dumped an abusive partner, but this behavior was an exception in their life. They were chosen for their perceived strength, and now they are hopelessly lost and overwhelmed by their existence as one of the Kindred.&lt;br /&gt;
&lt;br /&gt;
'''Secret Caitiff'''&lt;br /&gt;
&lt;br /&gt;
This Kindred awoke as a Caitiff, but they managed to hide it from their sire. They are now a full member of their ancestral clan, attending the rituals and obeying the traditions of their kin in return for the protection of their elders. They have no desire to go through eternity alone, and they will do whatever it takes to keep their secret hidden.&lt;br /&gt;
&lt;br /&gt;
'''Unwanted Childe'''&lt;br /&gt;
&lt;br /&gt;
The unwanted childe was Embraced into one of the clans, but cannot remember their sire and never bonded to the Blood. As the curse of their ancestors never manifested in their body, they avoided the bane of their clan. Without this marker, the Blood of their brothers and sisters rejects them â€“ and they, it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Disciplines==&lt;br /&gt;
&lt;br /&gt;
Caitiff characters have access to three Disciplines of your choice following the Embrace. These are not considered in-clan for the purposes of Experience cost and the Caitiff can learn any Discipline at the same price assuming they taste the Blood of a wielder at least once and fulfill the standard conditions for that Discipline.&lt;br /&gt;
&lt;br /&gt;
==Bane==&lt;br /&gt;
&lt;br /&gt;
Untouched by the Antediluvians, the Caitiff share no common bane. &lt;br /&gt;
&lt;br /&gt;
'''Caitiff characters begin with the Suspect (â€¢) Flaw and you may not purchase positive Status for them during character creation. &lt;br /&gt;
&lt;br /&gt;
The Storyteller may always impose a one or two dice penalty on Social tests against fellow Kindred who know they are Caitiff, regardless of their eventual Status. &lt;br /&gt;
&lt;br /&gt;
Further, to improve one of the Disciplines of a Caitiff costs six times the level purchased in experience points.&lt;br /&gt;
&lt;br /&gt;
{{Clan_List}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Main_Page&amp;diff=2274</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Main_Page&amp;diff=2274"/>
		<updated>2024-03-19T07:44:45Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Disciplines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
==Basics==&lt;br /&gt;
[[Kindred Basics]]&lt;br /&gt;
&lt;br /&gt;
[[Lexicon]]&lt;br /&gt;
&lt;br /&gt;
[[Convictions|Example Convictions]]&lt;br /&gt;
&lt;br /&gt;
[[Touchstones]]&lt;br /&gt;
&lt;br /&gt;
[[Systems]]&lt;br /&gt;
&lt;br /&gt;
==Clans==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:center; background-color:#3C78B5; color:#FFFFFF;&amp;quot;|Clans&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&amp;lt;DPL&amp;gt;&lt;br /&gt;
category=Clans &lt;br /&gt;
ordermethod = title&lt;br /&gt;
&amp;lt;/DPL&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Disciplines==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:center; background-color:#3C78B5; color:#FFFFFF;&amp;quot;|Disciplines&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&amp;lt;DPL&amp;gt;&lt;br /&gt;
category=Disciplines&lt;br /&gt;
ordermethod = title&lt;br /&gt;
&amp;lt;/DPL&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Core Traits==&lt;br /&gt;
[[Physical Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Social Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mental Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Physical Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Social Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mental Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
[[Advantages&amp;amp;Flaws]]&lt;br /&gt;
&lt;br /&gt;
==The Blood==&lt;br /&gt;
[[The Blood]]&lt;br /&gt;
&lt;br /&gt;
[[Resonance]]&lt;br /&gt;
&lt;br /&gt;
[[Predator Types]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Main_Page&amp;diff=2273</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Main_Page&amp;diff=2273"/>
		<updated>2024-03-19T07:44:33Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Clans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
==Basics==&lt;br /&gt;
[[Kindred Basics]]&lt;br /&gt;
&lt;br /&gt;
[[Lexicon]]&lt;br /&gt;
&lt;br /&gt;
[[Convictions|Example Convictions]]&lt;br /&gt;
&lt;br /&gt;
[[Touchstones]]&lt;br /&gt;
&lt;br /&gt;
[[Systems]]&lt;br /&gt;
&lt;br /&gt;
==Clans==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:center; background-color:#3C78B5; color:#FFFFFF;&amp;quot;|Clans&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&amp;lt;DPL&amp;gt;&lt;br /&gt;
category=Clans &lt;br /&gt;
ordermethod = title&lt;br /&gt;
&amp;lt;/DPL&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Disciplines==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:center; background-color:#3C78B5; color:#FFFFFF;&amp;quot;|Disciplines&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&amp;lt;DPL&amp;gt;&lt;br /&gt;
category=Disciplines&lt;br /&gt;
order = ascending&lt;br /&gt;
&amp;lt;/DPL&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Core Traits==&lt;br /&gt;
[[Physical Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Social Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mental Attributes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Physical Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Social Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mental Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advantages==&lt;br /&gt;
[[Advantages&amp;amp;Flaws]]&lt;br /&gt;
&lt;br /&gt;
==The Blood==&lt;br /&gt;
[[The Blood]]&lt;br /&gt;
&lt;br /&gt;
[[Resonance]]&lt;br /&gt;
&lt;br /&gt;
[[Predator Types]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Toreador&amp;diff=2272</id>
		<title>Toreador</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Toreador&amp;diff=2272"/>
		<updated>2024-03-19T07:44:15Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
[[Category:Clans]]&lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = Toreador&lt;br /&gt;
|image = [[File:200px-LogoClanToreador.png]]&lt;br /&gt;
|header2 = &lt;br /&gt;
|header1 = &lt;br /&gt;
|label1  =&lt;br /&gt;
|data1   =&lt;br /&gt;
|header2 =  Nickname&lt;br /&gt;
|label2  =&lt;br /&gt;
|data2   =&lt;br /&gt;
|header3 = &lt;br /&gt;
|label3  = &lt;br /&gt;
|data3   = Degenerates&lt;br /&gt;
|header4 = Clan Disciplines&lt;br /&gt;
|label4  =&lt;br /&gt;
|data4   = &lt;br /&gt;
|header5 = &lt;br /&gt;
|label5  =&lt;br /&gt;
|data5   =  [[Auspex]], [[Celerity]], [[Presence]]&lt;br /&gt;
|header6 = Antediluvian&lt;br /&gt;
|label6  =&lt;br /&gt;
|data6   = &lt;br /&gt;
|header7 = &lt;br /&gt;
|label7  = &lt;br /&gt;
|data7   = [[Arikel]]&lt;br /&gt;
|header8 = &lt;br /&gt;
|label8  = &lt;br /&gt;
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|data13 = &lt;br /&gt;
|header14 = &lt;br /&gt;
|label14  =&lt;br /&gt;
|data14= &lt;br /&gt;
|header15 = &lt;br /&gt;
|label15  =&lt;br /&gt;
|data15 =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Clan Toreador=&lt;br /&gt;
&lt;br /&gt;
Cursed by their unbridled sensuality, the divas are obsessed by aesthetic perfection. A fashion model overdosing on a bad batch of heroin, a YouTube clip of a perfectly executed beheading, the dazed eyes of a child who has seen too much, or the reflection of the moon in a pool of blood â€“ these are the kinds of things that make a Toreador lose themselves. They say the first diva finally died in front of their looking glass, unable to tear their gaze away from the image of their face touched by the reflected dawn. But, to dismiss the Toreador as wanton perverts or shallow artists is the last mistake a Kindred will ever make. Beauty is power, and love can make anyone do just about anything. And that is the promise of the Toreador. They can make even the dead feel something raw, something real. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:center; background-color:#A60000; color:#FFFFFF;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
'''''I serve my clan â€“ your clan â€“ in unearthing sleeping ancients such as yourself and introducing them to the world as it is tonight.&lt;br /&gt;
 &lt;br /&gt;
'''''You seem surprised that a member of the Clan of the Rose would dirty her hands with excavation and study. Let me guess: you thought our clan more suited to parlors, admiring mortal singers, dancers, and artists? It is true, the face of our clan is one of superficial beauty, but we have not lost our core. At its heart, Clan Toreador is the clan of creation. The sculptor dirties her hands with chisel and stone. The painter will accumulate all manner of stains. My calling is in bringing the torpid back to us and asking for their stories. It is my art form. &lt;br /&gt;
&lt;br /&gt;
'''''Clan Toreador has not missed a step since you fell into torpor. We still ride high, leading a sect known as the Camarilla alongside our peers among the Ventrue and Tremere. Do not believe we take second or third place in that triumvirate. We are the voice, the inspiration, and the soul that binds the sect together. &lt;br /&gt;
&lt;br /&gt;
'''''In these nights, the Toreador are the burning hope for all clans. We are proof that Kindred can be more than slaves to their Beast. Others come to us for guidance and seek to emulate our devotion to beauty and innocence. We teach, but none will master the arts as well as we. &lt;br /&gt;
&lt;br /&gt;
'''''For every true artist, innovator, and great mind in our clan, we have a sycophant, amateur, and vapid beauty. It is as it should be. Everything is beautiful, old one, including the duality we represent. While the others mistake us for preening fools, we work our wonders to make all of Kindred society a better place. &lt;br /&gt;
&lt;br /&gt;
'''''Welcome back to Clan Toreador. &lt;br /&gt;
&lt;br /&gt;
'''''The night is ours.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Who Are the Toreador==&lt;br /&gt;
&lt;br /&gt;
Clan Toreador has ever preached selectiveness in its rituals of the Embrace. The clan elders stress time and again that the clan requires pioneers among the arts and every kind of avant-garde. The clan is at its strongest when comprised of the freshest thinkers and those who desire experimentation and aesthetic discovery. For this reason, many Toreador emerge from the ranks of accomplished artists, both new and faded. But not all artists need wield a brush: To the Toreador, art encompasses all forms of entertainment and stimulation. The clan courts the greatest actors, singers, writers, dancers, and even sex workers, if the degenerates believe such mortals will offer something new to their clan. Despite the custom of Embracing only the best, the Toreador fixation on beauty and innocence has caused many a diva to make a fledgling in haste. Many a moonlit night, new clan members have emerged as shallow hedonists, one-hit wonders, or just a stunning body with nothing else to offer. The greatest mistakes are erased and forgotten. Still, the clan is diverse, its members considering the ensemble as a kaleidoscope of talent and beauty.&lt;br /&gt;
&lt;br /&gt;
===Toreador Archetypes===&lt;br /&gt;
&lt;br /&gt;
'''L'Artiste'''&lt;br /&gt;
&lt;br /&gt;
The Toreador indulge in the beauty of all art forms and strive to be creators themselves. Whether competent on the strings of the violin, weaving notes as lustrous as the subtle glow of the crescent moon, or wielding a spray-can to form harsh prismatic lines on back-alley walls, this Kindred is an artist revered intensely by their clan.&lt;br /&gt;
&lt;br /&gt;
'''Stage Manager'''&lt;br /&gt;
&lt;br /&gt;
Without a puppeteer to pull the strings, the puppet would not know how to dance. This divaâ€™s finger is constantly on the pulse of the night. They know every happening at every club and bar worth a visit, and likely has great influence over several such places and the people who go there. Deeply connected to a cityâ€™s social atmosphere, they have the knowledge to help others gain or lose the spotlight as they please.&lt;br /&gt;
&lt;br /&gt;
'''Gadabout'''&lt;br /&gt;
&lt;br /&gt;
With charisma, social intellect, and a cunning smile, the world is yours to conquer. The gadabout hedonist masters the art of manipulation, attraction, and empathy so well that even shy Cainites desire their attention or take pleasure in watching as they effortlessly mingle into every clique and category. This Toreador fits into any profession in which handling customers, patients, or clients is key, and they use every trick in the book to get their targets exactly where they want them.&lt;br /&gt;
&lt;br /&gt;
'''Patron of the Arts'''&lt;br /&gt;
&lt;br /&gt;
The patron is a collector of raw talent and promising beauty that just needs a guiding hand. They shape not clay or glass into intricate forms but people, and they see it as their gift to the world to pick out the best before they wither. Te patron may pose as an eccentric heiress whose home is open to struggling poets and painters or they may take on the role of the talent scout or critic, aiding their pupils with funding and guidance in return for their blood.&lt;br /&gt;
&lt;br /&gt;
'''Thespian Spy'''&lt;br /&gt;
&lt;br /&gt;
The Toreador love a performance, and the one who plays at being a spy knows how to pry valuable chunks of information from a target, often taking more time than they need to properly enjoy the game. Perhaps over-dramatic, yet rarely suspected due to an affable nature, the thespian spy inserts themselves in multiple domains to entertain, observe, and compile libraries of information to exchange for other pleasures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Disciplines==&lt;br /&gt;
&lt;br /&gt;
===Auspex===&lt;br /&gt;
[[Auspex]]: Toreador are ever on the hunt for exquisite experiences and use Auspex to identify the most susceptible vessels and those who might, through their feelings and temperament, offer new tastes and sensations to the drinker during the feed. Toreador also frequently use the Discipline on other Kindred, catering to their desires or antagonizing them with truths they should not know.&lt;br /&gt;
&lt;br /&gt;
===Celerity===&lt;br /&gt;
[[Celerity]]: The Toreador claim they are not combatants, but few move as swiftly as the degenerate using Celerity to cut an opponent to ribbons before they have even had time to draw their weapon. Toreador often use Celerity to enhance artistic or performative skills. In feeding, they use the Discipline to take what they need from a vessel and vanish before the mortal realizes the truth of what has occurred.&lt;br /&gt;
&lt;br /&gt;
===Presence===&lt;br /&gt;
[[Presence]]: The Toreador master the Discipline of Presence, often using it in concert with Auspex to manipulate the emotions of Kindred and kine. Presence can guarantee an appreciative audience or cause the failure of another artist. Some Toreador will use the Discipline to indulge in carnal pleasures with an unnaturally enthusiastic partner or to lure a vessel into their arms and under their fangs. The members of the clan adore willing vessels, even if the willingness is a supernaturally induced faÃ§ade.&lt;br /&gt;
&lt;br /&gt;
==Bane==&lt;br /&gt;
&lt;br /&gt;
Toreador exemplify the old saying that art in the blood takes strange forms. They desire beauty so intensely that they suffer in its absence. &lt;br /&gt;
&lt;br /&gt;
'''While your character finds itself in less than beautiful surroundings, lose the equivalent of their Bane Severity in dice from dice pools to use Disciplines. &lt;br /&gt;
&lt;br /&gt;
The Storyteller decides specifically how the beauty or ugliness of the Toreadorâ€™s environment (including clothing, blood dolls, etc.) penalizes them, based on the characterâ€™s aesthetics. That said, even devotees of the Ashcan School never find normal streets perfectly beautiful. This obsession with aesthetics also causes divas to lose themselves in moments of beauty and a bestial failure often results in a rapt trance, as detailed in the Compulsion rules.&lt;br /&gt;
&lt;br /&gt;
==Pics==&lt;br /&gt;
&lt;br /&gt;
[[File:Toreador_examples.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{Clan_List}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=The_Blood&amp;diff=2271</id>
		<title>The Blood</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=The_Blood&amp;diff=2271"/>
		<updated>2021-10-12T04:21:59Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Blood Bonds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Generation==&lt;br /&gt;
All vampires gain their unholy prowess from the Blood, but not all Blood is equal. The closer a vampire is to their mythic progenitor Caine, the greater the potential of their vitae. Vampires talk of generation, with Caine (and perhaps Lilith) as the mythic progenitor of the First Generation. Following a vampireâ€™s Embrace, they rise from death one generation higher â€“ one generation weaker â€“ than their sire. Thus the Antediluvians, childer of childer of Caine, comprise the Third Generation, their childer becoming the Fourth Generation. A vampireâ€™s Embrace sets their generation. Only through the forbidden act of diablerie, by consuming the Blood and very spirit of another vampire, can it be changed. &lt;br /&gt;
&lt;br /&gt;
A vampireâ€™s generation does not necessarily indicate their age. An elder might have sired a vampire of the 10th Generation when Columbus sailed; a methuselah could have begotten a vampire of the Sixth Generation last year.&lt;br /&gt;
&lt;br /&gt;
===Caine and the Second Generation: Myths===&lt;br /&gt;
The first vampires remain almost entirely the province of legend and theological speculation. Perhaps most vampires who believe in this myth identify Caine with the Cain of the Bible, but anything might have happened under the cover of the first nights. &lt;br /&gt;
&lt;br /&gt;
===Third Generation: Antediluvians===&lt;br /&gt;
The founders of the 13 vampire clans, the Antediluvians, somehow brought about the biblical flood â€“ or were its target. Their bloodlines continue to shape the Kindred to this night, even as the plots they set into motion millennia ago still drive the endless Jyhad of vampire-kind. For the last thousand years, many Kindred assumed the Antediluvians were asleep; only a few believed they continued their struggle in subterfuge, conspiracy, and guile deep behind the scenes even of secret history. The Camarilla insisted the Antediluvians were long-dead, or even mythical, until the Sabbat forced their hand. The Sabbat at least seeks to end the Jyhad. The Sword of Caine declared war on the Antediluvians in the name of the frst vampire, unleashing Gehenna and slowly rousing the Third Generation from their torpid retreat in primordial labyrinths and passage-tombs. The Antediluvians now call their descendants to their defense, sounding a clamor in the Blood that younger vampires term the Beckoning. &lt;br /&gt;
&lt;br /&gt;
===Fourth and Fifth Generations: Methuselahs===&lt;br /&gt;
Nearly as powerful as the Antediluvians, the methuselahs withdrew from the Jyhad in its earliest millennia â€“ their power made them favored tools and chosen targets. Many methuselahs remain asleep beneath older human cities, tended by devoted cults or forgotten entirely. Others become Inconnu, withdrawing completely from vampire society and from the Jyhad.&lt;br /&gt;
&lt;br /&gt;
===Sixth through Ninth Generations: Elders===&lt;br /&gt;
Mostly Embraced before the modern age, vampires of these generations long-held the ruling places in both the Camarilla and the Anarch Movement, continuing squabbles old when the Renaissance began. The Beckoning calls them from their towers and nests, toward the front lines of the Gehenna War. A few elders hold out or claim not to hear the call of their Blood, gripping their cities ever-tighter. Ironically, after centuries of condescension, the Ninth Generation finds itself accounted true elders: they, too, hear the Beckoning. &lt;br /&gt;
&lt;br /&gt;
===10th and 11th Generations: Ancillae===&lt;br /&gt;
Typically, older ancillae eventually convince the hierarchy to include them, or they anger the hierarchy into eliminating them. Between this winnowing effect and the boom in global population, most vampires of these generations can mark less than 250 years of age. Long-excluded from elder status, thus acting as intermediaries between court and street, ancillae have nevertheless cut their teeth (so to speak) in the World of Darkness. The lowest-generation player characters in this game book come from the ranks of the ancillae. &lt;br /&gt;
&lt;br /&gt;
===12th and 13th Generations: Neonates===&lt;br /&gt;
Even more than the generations just below them, the 12th and 13th Generations dwindled slowly for centuries before exploding in modern nights. Most members of these generations have relatively little experience of the curse of vampirism, but slightly more understanding of technological and social change. Stodgy Camarilla elders blame the renewed Anarch Revolt on the influx of these generation. &lt;br /&gt;
&lt;br /&gt;
===14th through 16th Generations: Thin-bloods===&lt;br /&gt;
Many Kindred scholars look with fear on the flood of these generations, so far from Caine that both curse and gifts weaken into nothingness. The Book of Nod speaks of the â€œTime of Thin Bloodâ€ as precursor to Gehenna, the rising of the Antediluvians, and the end of vampire-kind.&lt;br /&gt;
&lt;br /&gt;
==Blood Potency==&lt;br /&gt;
&lt;br /&gt;
==Gifts of the Blood==&lt;br /&gt;
===Blush of Life===&lt;br /&gt;
Unless intentionally brought to a semblance of life, the body of a vampire is functionally dead. Undeath signifies its presence in pale or ashy skin, cold flesh, and lack of breath (except to speak) or a heartbeat. By sending their Blood through the dead capillaries of their skin and into their shrivelled heart, a vampire can appear completely human for a night, including but not limited to a heartbeat, body temperature, and breath. The vampire can even pass a cursory medical examination, though they still fail more intrusive screenings for minute tells such as the absence of intestinal flora. &lt;br /&gt;
&lt;br /&gt;
Non thin-blooded vampires must use Blush of Life to use touch screens â€“ such as those on smart phones â€“ unaided, which donâ€™t work without the skin moisture and conductivity of the living. &lt;br /&gt;
&lt;br /&gt;
Blush of Life generally allows a vampire to consume food and drink without vomiting for up to an hour. Without it, vampires must make an immediate Composure + Stamina test (Difficulty 3) to be able to get outside or to a bathroom in time. &lt;br /&gt;
&lt;br /&gt;
Depending on their Humanity, vampires can fake or sometimes even enjoy sexual intercourse while Blush of Life is active (see p. 236.) &lt;br /&gt;
&lt;br /&gt;
At Humanity 9 or higher, vampires appear ill or â€œheroin chicâ€ rather than dead; their heartbeat, pulse, and breath seem thready but detectable. They do not need to use Blush of Life for other than cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Bringing on the Blush of Life requires a Rouse Check. &lt;br /&gt;
&lt;br /&gt;
===Blood Surge===&lt;br /&gt;
Any vampire can call upon their Blood to temporarily augment their Attributes, whether Physical, Social, or Mental. When the character wills a Blood Surge, the player can add a number of dice to a dice pool incorporating an Attribute. The number of dice a Blood Surge adds depends on the characterâ€™s Blood Potency; characters can only use Blood Surge once per roll. &lt;br /&gt;
&lt;br /&gt;
A Blood Surge requires a Rouse Check. &lt;br /&gt;
&lt;br /&gt;
Blood Surge applies only to a single roll of the dice. (Dice added in a Blood Surge remain throughout any Willpower re-rolls.) Characters cannot use a Blood Surge for Willpower or Humanity rolls, for rolls that apply to more than one scene, in One-Roll Combat (p. 296), or whenever else the Storyteller disallows them. Do not apply automatic wins (p. 120) or â€œTake Halfâ€ to rolls augmented by a Blood Surge.&lt;br /&gt;
&lt;br /&gt;
===Vampiric Mending===&lt;br /&gt;
Being dead, vampires do not heal naturally. Their unliving frames can still knit themselves together, given enough effort. &lt;br /&gt;
&lt;br /&gt;
'''Mending Superficial Health Damage'''&amp;lt;br&amp;gt; &lt;br /&gt;
Depending on their Blood Potency, a vampire can mend one or more points of Superficial Health damage with a single Rouse Check. Vampires can make one Rouse Check per turn to mend Superficial Health damage. &lt;br /&gt;
&lt;br /&gt;
'''Mending Aggravated Health Damage'''&amp;lt;br&amp;gt; &lt;br /&gt;
To mend Aggravated Damage, a vampire must wait until the next nightfall and make three Rouse Checks, in addition to the regular Rouse Check made when rising. &lt;br /&gt;
&lt;br /&gt;
This process removes one point of Aggravated damage as well as one Crippling Injury or similar impairment. A vampire can only mend one point of Aggravated damage per night. &lt;br /&gt;
&lt;br /&gt;
As with awakening, if these Rouse Checks raise the vampireâ€™s Hunger above Hunger 5, they fall into torpor rather than testing for hunger frenzy.&lt;br /&gt;
&lt;br /&gt;
===Disciplines===&lt;br /&gt;
The raw power of the Blood fuels all but the most basic Discipline powers, many of which require multiple Rouse Checks. Every turn, a vampire can activate one Discipline power, regardless of that powerâ€™s duration. &lt;br /&gt;
&lt;br /&gt;
There is no limit to the number of Discipline powers a vampire can have active simultaneously. &lt;br /&gt;
&lt;br /&gt;
At higher levels of Blood Potency, the player rolls two dice for each Rouse Check to activate some Discipline powers, keeping the higher die result. As noted in the table (p. 216), the greater the vampireâ€™s Blood Potency, the higher the levels of power they can activate this way. &lt;br /&gt;
&lt;br /&gt;
In a single turn, a vampire could activate one power of a discipline, take on the Blush of Life, increase an Attribute pool with a Blood Surge, and mend Superficial damage. This process would, however, require at least three Rouse Checks in addition to the cost of the discipline power.&lt;br /&gt;
&lt;br /&gt;
==Prices of the Blood==&lt;br /&gt;
Despite all of the gifts bestowed by their condition, the Blood extracts a heavy toll. A number of terrible curses afflict a vampire, each one an enemy waiting just beneath the skin.&lt;br /&gt;
&lt;br /&gt;
===Awakening===&lt;br /&gt;
Every night a vampire rises from day-sleep they must make a Rouse Check. If failing this Rouse Check would raise the vampireâ€™s Hunger above 5, a failure sends the vampire into torpor instead of forcing a test for hunger frenzy. &lt;br /&gt;
&lt;br /&gt;
During the day, vampire Blood becomes quiescent, even gelid. Awakening during the day requires a Humanity roll at a Difficulty depending on the level of crisis. A fire or other life-threatening situation is Difficulty 3; an urgent message or decision is Difficulty 4; an inconvenience to deal with is Difficulty 5 or higher. &lt;br /&gt;
&lt;br /&gt;
Once awakened from day-sleep, a vampire can only act for a single scene. At the end of that period, to remain awake longer, they must make a Humanity roll at Difficulty 3; a win permits an additional scene. A critical win lets them stay awake for as long as needed. If a Kindred acts during daylight hours, the maximum dice pool they can roll equals their Humanity rating.&lt;br /&gt;
&lt;br /&gt;
===Frenzy===&lt;br /&gt;
(for the new players to find out during the game)&lt;br /&gt;
&lt;br /&gt;
==Dangers to the Blood==&lt;br /&gt;
&lt;br /&gt;
==Blood Bonds==&lt;br /&gt;
Feared by those who have known it, the Blood Bond creates and enforces the most severe allegiances within the Camarilla, both between Kindred and from their mortal servants. The Anarchs generally philosophically reject Blood Bonds between vampires (although exceptions must sometimes be made for the good of the Movement) and some radicals even refuse to Blood Bond mortals. Anyone who drinks the Blood of a vampire becomes progressively more attached to their donor until finally, after three drinks or more, the Bond reduces them to servile lackeys when in the donorâ€™s presence. Vampires call the one Bonded the thrall, and term the source of the Bond the regnant. When under a completed Blood Bond, the thrall experiences a sense of loyalty, sometimes even infatuation, toward their regnant. They attempt to please their master, becoming wary and eventually even terrified of angering them. Unlike many Disciplines, nothing prevents a vampire employing a Bond against a vampire of lower generation or one whose Blood is more potent. Many Kindred do not even acknowledge that theyâ€™ve been Bound, believing their feelings to be true and even noble. A mutual Blood Bond, sometimes called a Blood wedding, is not love â€“ itâ€™s obsession and addiction. Abusive and dysfunctional doesnâ€™t even begin to describe how nasty these blood-enforced affairs tend to get after a few centuries, and they are frowned upon (to say the least) in Camarilla society. &lt;br /&gt;
&lt;br /&gt;
Just as in the Embrace, the Blood consumed must be taken directly from the vein of the donor, as it loses its power to Bond in a matter of seconds unless drunk. The drinker must repeat the act on three separate nights with no more than a year between drinks for the Bond to fully form. (During their first year, a childe remains one third of the way Bound to their sire, having already tasted their Blood once.) A regnant can have as many vampire thralls as they have dots of Blood Potency, and a thrall can only have one regnant, becoming immune to other Bonding attempts while Bound. If a regnant Bonds another thrall above their maximum Blood Potency limit, their oldest Bond with a thrall fades over the course of a week.&lt;br /&gt;
&lt;br /&gt;
===Blood Bond System===&lt;br /&gt;
The Blood Bond gains a Bond Strength equal to the number of times the thrall has consumed the regnantâ€™s Blood (up to a maximum of 6) and decreases by one for each month during which the thrall consumes none of the regnantâ€™s Blood. To attempt something against their regnantâ€™s wishes, the thrall must succeed in a contest of Resolve + Intelligence vs. Bond Strength. If in the presence of the regnant, such defiance requires the test once per turn; if outside the regnantâ€™s perception, the thrall need only make a defiance test once per scene. &lt;br /&gt;
&lt;br /&gt;
Breaking the Bond requires the thrall to reduce the Bond Strength to 0 (zero) by avoiding their regnant for an extended time. They must successfully make a defiance roll once per session to do so (or more often, if the Storyteller judges that something has recalled the regnant to the thrallâ€™s mind). Few thralls can resist this long, especially if their regnant actively comes looking for them.&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=The_Blood&amp;diff=2270</id>
		<title>The Blood</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=The_Blood&amp;diff=2270"/>
		<updated>2021-10-12T04:21:37Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Blood Bonds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Generation==&lt;br /&gt;
All vampires gain their unholy prowess from the Blood, but not all Blood is equal. The closer a vampire is to their mythic progenitor Caine, the greater the potential of their vitae. Vampires talk of generation, with Caine (and perhaps Lilith) as the mythic progenitor of the First Generation. Following a vampireâ€™s Embrace, they rise from death one generation higher â€“ one generation weaker â€“ than their sire. Thus the Antediluvians, childer of childer of Caine, comprise the Third Generation, their childer becoming the Fourth Generation. A vampireâ€™s Embrace sets their generation. Only through the forbidden act of diablerie, by consuming the Blood and very spirit of another vampire, can it be changed. &lt;br /&gt;
&lt;br /&gt;
A vampireâ€™s generation does not necessarily indicate their age. An elder might have sired a vampire of the 10th Generation when Columbus sailed; a methuselah could have begotten a vampire of the Sixth Generation last year.&lt;br /&gt;
&lt;br /&gt;
===Caine and the Second Generation: Myths===&lt;br /&gt;
The first vampires remain almost entirely the province of legend and theological speculation. Perhaps most vampires who believe in this myth identify Caine with the Cain of the Bible, but anything might have happened under the cover of the first nights. &lt;br /&gt;
&lt;br /&gt;
===Third Generation: Antediluvians===&lt;br /&gt;
The founders of the 13 vampire clans, the Antediluvians, somehow brought about the biblical flood â€“ or were its target. Their bloodlines continue to shape the Kindred to this night, even as the plots they set into motion millennia ago still drive the endless Jyhad of vampire-kind. For the last thousand years, many Kindred assumed the Antediluvians were asleep; only a few believed they continued their struggle in subterfuge, conspiracy, and guile deep behind the scenes even of secret history. The Camarilla insisted the Antediluvians were long-dead, or even mythical, until the Sabbat forced their hand. The Sabbat at least seeks to end the Jyhad. The Sword of Caine declared war on the Antediluvians in the name of the frst vampire, unleashing Gehenna and slowly rousing the Third Generation from their torpid retreat in primordial labyrinths and passage-tombs. The Antediluvians now call their descendants to their defense, sounding a clamor in the Blood that younger vampires term the Beckoning. &lt;br /&gt;
&lt;br /&gt;
===Fourth and Fifth Generations: Methuselahs===&lt;br /&gt;
Nearly as powerful as the Antediluvians, the methuselahs withdrew from the Jyhad in its earliest millennia â€“ their power made them favored tools and chosen targets. Many methuselahs remain asleep beneath older human cities, tended by devoted cults or forgotten entirely. Others become Inconnu, withdrawing completely from vampire society and from the Jyhad.&lt;br /&gt;
&lt;br /&gt;
===Sixth through Ninth Generations: Elders===&lt;br /&gt;
Mostly Embraced before the modern age, vampires of these generations long-held the ruling places in both the Camarilla and the Anarch Movement, continuing squabbles old when the Renaissance began. The Beckoning calls them from their towers and nests, toward the front lines of the Gehenna War. A few elders hold out or claim not to hear the call of their Blood, gripping their cities ever-tighter. Ironically, after centuries of condescension, the Ninth Generation finds itself accounted true elders: they, too, hear the Beckoning. &lt;br /&gt;
&lt;br /&gt;
===10th and 11th Generations: Ancillae===&lt;br /&gt;
Typically, older ancillae eventually convince the hierarchy to include them, or they anger the hierarchy into eliminating them. Between this winnowing effect and the boom in global population, most vampires of these generations can mark less than 250 years of age. Long-excluded from elder status, thus acting as intermediaries between court and street, ancillae have nevertheless cut their teeth (so to speak) in the World of Darkness. The lowest-generation player characters in this game book come from the ranks of the ancillae. &lt;br /&gt;
&lt;br /&gt;
===12th and 13th Generations: Neonates===&lt;br /&gt;
Even more than the generations just below them, the 12th and 13th Generations dwindled slowly for centuries before exploding in modern nights. Most members of these generations have relatively little experience of the curse of vampirism, but slightly more understanding of technological and social change. Stodgy Camarilla elders blame the renewed Anarch Revolt on the influx of these generation. &lt;br /&gt;
&lt;br /&gt;
===14th through 16th Generations: Thin-bloods===&lt;br /&gt;
Many Kindred scholars look with fear on the flood of these generations, so far from Caine that both curse and gifts weaken into nothingness. The Book of Nod speaks of the â€œTime of Thin Bloodâ€ as precursor to Gehenna, the rising of the Antediluvians, and the end of vampire-kind.&lt;br /&gt;
&lt;br /&gt;
==Blood Potency==&lt;br /&gt;
&lt;br /&gt;
==Gifts of the Blood==&lt;br /&gt;
===Blush of Life===&lt;br /&gt;
Unless intentionally brought to a semblance of life, the body of a vampire is functionally dead. Undeath signifies its presence in pale or ashy skin, cold flesh, and lack of breath (except to speak) or a heartbeat. By sending their Blood through the dead capillaries of their skin and into their shrivelled heart, a vampire can appear completely human for a night, including but not limited to a heartbeat, body temperature, and breath. The vampire can even pass a cursory medical examination, though they still fail more intrusive screenings for minute tells such as the absence of intestinal flora. &lt;br /&gt;
&lt;br /&gt;
Non thin-blooded vampires must use Blush of Life to use touch screens â€“ such as those on smart phones â€“ unaided, which donâ€™t work without the skin moisture and conductivity of the living. &lt;br /&gt;
&lt;br /&gt;
Blush of Life generally allows a vampire to consume food and drink without vomiting for up to an hour. Without it, vampires must make an immediate Composure + Stamina test (Difficulty 3) to be able to get outside or to a bathroom in time. &lt;br /&gt;
&lt;br /&gt;
Depending on their Humanity, vampires can fake or sometimes even enjoy sexual intercourse while Blush of Life is active (see p. 236.) &lt;br /&gt;
&lt;br /&gt;
At Humanity 9 or higher, vampires appear ill or â€œheroin chicâ€ rather than dead; their heartbeat, pulse, and breath seem thready but detectable. They do not need to use Blush of Life for other than cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Bringing on the Blush of Life requires a Rouse Check. &lt;br /&gt;
&lt;br /&gt;
===Blood Surge===&lt;br /&gt;
Any vampire can call upon their Blood to temporarily augment their Attributes, whether Physical, Social, or Mental. When the character wills a Blood Surge, the player can add a number of dice to a dice pool incorporating an Attribute. The number of dice a Blood Surge adds depends on the characterâ€™s Blood Potency; characters can only use Blood Surge once per roll. &lt;br /&gt;
&lt;br /&gt;
A Blood Surge requires a Rouse Check. &lt;br /&gt;
&lt;br /&gt;
Blood Surge applies only to a single roll of the dice. (Dice added in a Blood Surge remain throughout any Willpower re-rolls.) Characters cannot use a Blood Surge for Willpower or Humanity rolls, for rolls that apply to more than one scene, in One-Roll Combat (p. 296), or whenever else the Storyteller disallows them. Do not apply automatic wins (p. 120) or â€œTake Halfâ€ to rolls augmented by a Blood Surge.&lt;br /&gt;
&lt;br /&gt;
===Vampiric Mending===&lt;br /&gt;
Being dead, vampires do not heal naturally. Their unliving frames can still knit themselves together, given enough effort. &lt;br /&gt;
&lt;br /&gt;
'''Mending Superficial Health Damage'''&amp;lt;br&amp;gt; &lt;br /&gt;
Depending on their Blood Potency, a vampire can mend one or more points of Superficial Health damage with a single Rouse Check. Vampires can make one Rouse Check per turn to mend Superficial Health damage. &lt;br /&gt;
&lt;br /&gt;
'''Mending Aggravated Health Damage'''&amp;lt;br&amp;gt; &lt;br /&gt;
To mend Aggravated Damage, a vampire must wait until the next nightfall and make three Rouse Checks, in addition to the regular Rouse Check made when rising. &lt;br /&gt;
&lt;br /&gt;
This process removes one point of Aggravated damage as well as one Crippling Injury or similar impairment. A vampire can only mend one point of Aggravated damage per night. &lt;br /&gt;
&lt;br /&gt;
As with awakening, if these Rouse Checks raise the vampireâ€™s Hunger above Hunger 5, they fall into torpor rather than testing for hunger frenzy.&lt;br /&gt;
&lt;br /&gt;
===Disciplines===&lt;br /&gt;
The raw power of the Blood fuels all but the most basic Discipline powers, many of which require multiple Rouse Checks. Every turn, a vampire can activate one Discipline power, regardless of that powerâ€™s duration. &lt;br /&gt;
&lt;br /&gt;
There is no limit to the number of Discipline powers a vampire can have active simultaneously. &lt;br /&gt;
&lt;br /&gt;
At higher levels of Blood Potency, the player rolls two dice for each Rouse Check to activate some Discipline powers, keeping the higher die result. As noted in the table (p. 216), the greater the vampireâ€™s Blood Potency, the higher the levels of power they can activate this way. &lt;br /&gt;
&lt;br /&gt;
In a single turn, a vampire could activate one power of a discipline, take on the Blush of Life, increase an Attribute pool with a Blood Surge, and mend Superficial damage. This process would, however, require at least three Rouse Checks in addition to the cost of the discipline power.&lt;br /&gt;
&lt;br /&gt;
==Prices of the Blood==&lt;br /&gt;
Despite all of the gifts bestowed by their condition, the Blood extracts a heavy toll. A number of terrible curses afflict a vampire, each one an enemy waiting just beneath the skin.&lt;br /&gt;
&lt;br /&gt;
===Awakening===&lt;br /&gt;
Every night a vampire rises from day-sleep they must make a Rouse Check. If failing this Rouse Check would raise the vampireâ€™s Hunger above 5, a failure sends the vampire into torpor instead of forcing a test for hunger frenzy. &lt;br /&gt;
&lt;br /&gt;
During the day, vampire Blood becomes quiescent, even gelid. Awakening during the day requires a Humanity roll at a Difficulty depending on the level of crisis. A fire or other life-threatening situation is Difficulty 3; an urgent message or decision is Difficulty 4; an inconvenience to deal with is Difficulty 5 or higher. &lt;br /&gt;
&lt;br /&gt;
Once awakened from day-sleep, a vampire can only act for a single scene. At the end of that period, to remain awake longer, they must make a Humanity roll at Difficulty 3; a win permits an additional scene. A critical win lets them stay awake for as long as needed. If a Kindred acts during daylight hours, the maximum dice pool they can roll equals their Humanity rating.&lt;br /&gt;
&lt;br /&gt;
===Frenzy===&lt;br /&gt;
(for the new players to find out during the game)&lt;br /&gt;
&lt;br /&gt;
==Dangers to the Blood==&lt;br /&gt;
&lt;br /&gt;
==Blood Bonds==&lt;br /&gt;
Feared by those who have known it, the Blood Bond creates and enforces the most severe allegiances within the Camarilla, both between Kindred and from their mortal servants. The &lt;br /&gt;
&lt;br /&gt;
Anarchs generally philosophically reject Blood Bonds between vampires (although exceptions must sometimes be made for the good of the Movement) and some radicals even refuse to Blood Bond mortals. Anyone who drinks the Blood of a vampire becomes progressively more attached to their donor until finally, after three drinks or more, the Bond reduces them to servile lackeys when in the donorâ€™s presence. Vampires call the one Bonded the thrall, and term the source of the Bond the regnant. When under a completed Blood Bond, the thrall experiences a sense of loyalty, sometimes even infatuation, toward their regnant. They attempt to please their master, becoming wary and eventually even terrified of angering them. Unlike many Disciplines, nothing prevents a vampire employing a Bond against a vampire of lower generation or one whose Blood is more potent. Many Kindred do not even acknowledge that theyâ€™ve been Bound, believing their feelings to be true and even noble. A mutual Blood Bond, sometimes called a Blood wedding, is not love â€“ itâ€™s obsession and addiction. Abusive and dysfunctional doesnâ€™t even begin to describe how nasty these blood-enforced affairs tend to get after a few centuries, and they are frowned upon (to say the least) in Camarilla society. &lt;br /&gt;
&lt;br /&gt;
Just as in the Embrace, the Blood consumed must be taken directly from the vein of the donor, as it loses its power to Bond in a matter of seconds unless drunk. The drinker must repeat the act on three separate nights with no more than a year between drinks for the Bond to fully form. (During their first year, a childe remains one third of the way Bound to their sire, having already tasted their Blood once.) A regnant can have as many vampire thralls as they have dots of Blood Potency, and a thrall can only have one regnant, becoming immune to other Bonding attempts while Bound. If a regnant Bonds another thrall above their maximum Blood Potency limit, their oldest Bond with a thrall fades over the course of a week.&lt;br /&gt;
&lt;br /&gt;
===Blood Bond System===&lt;br /&gt;
The Blood Bond gains a Bond Strength equal to the number of times the thrall has consumed the regnantâ€™s Blood (up to a maximum of 6) and decreases by one for each month during which the thrall consumes none of the regnantâ€™s Blood. To attempt something against their regnantâ€™s wishes, the thrall must succeed in a contest of Resolve + Intelligence vs. Bond Strength. If in the presence of the regnant, such defiance requires the test once per turn; if outside the regnantâ€™s perception, the thrall need only make a defiance test once per scene. &lt;br /&gt;
&lt;br /&gt;
Breaking the Bond requires the thrall to reduce the Bond Strength to 0 (zero) by avoiding their regnant for an extended time. They must successfully make a defiance roll once per session to do so (or more often, if the Storyteller judges that something has recalled the regnant to the thrallâ€™s mind). Few thralls can resist this long, especially if their regnant actively comes looking for them.&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2269</id>
		<title>Oblivion</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2269"/>
		<updated>2021-04-02T09:50:42Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Level 5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt; &lt;br /&gt;
{{Discipline_List}} &lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = {{BASEPAGENAME}}&lt;br /&gt;
|image = [[File:{{BASEPAGENAME}}.png]]&lt;br /&gt;
|header1 = Nicknames&lt;br /&gt;
|label1 =&lt;br /&gt;
|data1 = &lt;br /&gt;
|header2 = &lt;br /&gt;
|label2 =&lt;br /&gt;
|data2 = Obtenebration, Necromancy, Shadowboxing, Abyssal Mastery, Tenebrae Imperium, Mortis, the Dark Arts, Black Magic, Entropy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
={{BASEPAGENAME}}=&lt;br /&gt;
&lt;br /&gt;
''The sudden blast of heat from the gasoline-steeped Cardinal Renate made Talley step back, shielding his eyes. A very mortal gesture. Talley corrected himself to watch the body burn. Tracking Renate, seizing her, and staking her ultimately came down to which of them was better skilled in the Lasombra arts. It had been a gruelling task, but not an unpleasant one.''&lt;br /&gt;
&lt;br /&gt;
''As his ghoul started typing â€œIt is doneâ€ into Talleyâ€™s phone, the few lights in the alley blinked off one by one. Te shadows drew in, plunging the entire area into blackness. Talley cast about, looking for the source of this sorcery. His eyes pierced the unnatural gloom, but found nothing. A sound made him turn toward the fire. The Cardinalâ€™s body was gone, nothing left but the flames dying down. A stump of the stake was resting in the ash. â€œMaybe weâ€™ll meet again sooner than planned, my dear.â€ ''&lt;br /&gt;
&lt;br /&gt;
''Talley dusted ash from his jacket as his accomplice at the other end of the alley spoke up. â€œBy order of the Friends of the Night, youâ€™re next to go, Sir Talley.â€ Shadows throughout the alley rapidly converged on the Templar, snaking along the walls and across the ground while his assailant maintained their distance. Talley watched as the tendrils approached, and considered for a second before nodding respectfully at his murderous childe, and vaulted into the dark.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Few Kindred outside Clan Lasombra and the Hecata know the Discipline of Oblivion, and as far as the Camarilla is concerned, this is a good thing. While the Lasombra favour the Disciplineâ€™s raw power, the more necromantically-inclined Hecata explore its ritual uses. With this power, vampires wield the very stuff of shadows and unlife as weapons. Some call the powerâ€™s source the Abyss, while other practitioners refer to it as the Labyrinth. The one certainty is Oblivion channels the darkest arts, from where the dead go to die. &lt;br /&gt;
&lt;br /&gt;
The masters of Oblivion call upon the it to wreathe themselves in night, enslave spectres, or throttle victims with their own shadow. Each time they use it, wielders run the risk of losing their soul and Humanity to the something darker than death and twice as hungry.&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
&lt;br /&gt;
The powers of Oblivion allow for the control of forces or spirits of an extradimensional element, originating from a plane of death and nothingness. When manifest, this element projects into our reality as two-dimensional shadows on the surface of three-dimensional objects, either by themselves or as extensions of the wielderâ€™s own shadow, snaking along the ground, walls, objects, or people. This makes them impossible to attack with most physical means as any blow will only hit the surface on which theyâ€™re projected, rather than the entities themselves. &lt;br /&gt;
&lt;br /&gt;
Oblivion projections and spirits sustain damage from fire and sunlight, counting as vampires with Blood Potency 1 in this regard. They also take one level of Aggravated damage per round from bright, direct lights, and may also be damaged (Superficially or Aggravated) from blessed weapons and artifacts, depending on the strength of the blessing and any True Faith of the wielder. &lt;br /&gt;
&lt;br /&gt;
Oblivionâ€™s powers are ineffective in brightly lit areas. Daylight and rooms without shadows are particularly prohibitive, preventing the Disciplineâ€™s successful function, though ultraviolet light and infrared light places no restriction on the Disciplineâ€™s use. Moderately lit rooms add one to the Difficulty of the Discipline roll involved. The use of these powers takes a heavy toll on the psyche of the user, and many powers cause Stains as the numbing emptiness of Oblivion seeps into the spirit of the wielder.&lt;br /&gt;
&lt;br /&gt;
'''Type: &lt;br /&gt;
Mental&amp;lt;br&amp;gt; &lt;br /&gt;
'''Masquerade threat: &lt;br /&gt;
Medium-High. The abyssal shadows rarely show up well on cameras but are obviously unnatural if witnessed in person.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Blood Resonance: &lt;br /&gt;
Psychopaths and the emotionally detached. Blood empty of Resonance.&lt;br /&gt;
'''Note:''' When making a Rouse check for an Oblivion power, a result of â€œ1â€ or â€œ10â€ results in a Stain, in addition to any Hunger gained. If the userâ€™s Blood Potency allows for a re-roll on the Rouse check,they can pick either of the two results.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Cloak|Subtly applying the inï¬‚uence of Oblivion on ambient shadows, the user masks their appearance or seems more sinister and threatening.|None|Free|Passive|The vampire gains a two-dice bonus to Stealth rolls, as well as on Intimidation versus mortals.|1}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Oblivion's Sight|The vampire closes their eyes. Upon opening them, the irises of their eyes are black against the white of&lt;br /&gt;
their sclera, and they can now see clearly within pitch blackness, and can perceive ghosts who are not actively hiding their presence.|None|Free|One scene|On activation, the userâ€™s eyes become supernaturally attuned to darkness, allowing them to ignore all low-light penalties, including those of supernatural origin. They still need their eyes to see and are affected by blindfolds and the like as usual. If a ghost is present and not attempting stealth or using a power to conceal its presence, the spirit becomes visible to the vampire using Oblivionâ€™s Sight. In such cases, ghosts appear as they wish to appear, whether as humans bearing the wounds that caused their death, as spectral monstrosities, or as perfectly immaculate corpses. Ghosts do not automatically realize when a vampire spots them, but if they do, many react with fear or anger rather than passivity. This power does not grant the ability to make physical contact with ghosts.|1}}&lt;br /&gt;
&lt;br /&gt;
==Level 2==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Cast|Oblivion is powerful but can often be foiled by the simple lack of appropriate shadows from which to summon it. This power draws upon the darkness within the user to project a supernatural shadow from which to manifest other powers, no matter the ambient lightning. This shadow usually mimics the movement and shape of the user but can sometimes grow distorted and even monstrous, resonating with the current temperament of its owner.|None|One Rouse Check|One Scene|Activating the power conjures a supernatural shadow from the vampireâ€™s body. As long as the power is active, the user casts this shadow, which cannot be removed except by direct sunlight. &lt;br /&gt;
&lt;br /&gt;
Anyone witnessing the practitioner notices the shadow cast from no visible light source on a Wits + Awareness roll (Difficulty 3). The vampire can direct their shadow, elongating or distorting (but not detaching) it at will, though it can sometimes act on its own accord, at the Storytellerâ€™s discretion. For the purposes of other powers such as Shadow Perspective, the shadow can be lengthened to up to twice the practitionerâ€™s Oblivion rating in yards/meters. &lt;br /&gt;
&lt;br /&gt;
For anyone stood within the shadowâ€™s reach, the Willpower damage from social conflict increases by 1. Standing in a Oblivionâ€™s shadow is a terrifying prospect.|2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Arms of Ahriman (Amalgam: Potence 2)|The vampire summons abyssal appendages from unlit spots in the area, within line of sight. Local shadows distort as murky tentacles snake out from them and converge on one or more hapless victims. Whether by gliding up the body of the victim or engaging in a mystic grapple with the victimâ€™s own shadow, the arms are able to hold them in place or smother them.|Wits + Oblivion|One Rouse Check|One scene or until ended or destroyed|The user takes one turn and pays the cost, summoning the shadow appendages. Using these, the vampire can perform bludgeoning and grappling attacks against distant targets every subsequent turn. Additional arms can be created by splitting the dice pool, enabling the user to engage multiple opponents. (see Vampire: Te Masquerade p. 125). The arms use the vampireâ€™s Wits + Oblivion to attack and deal Superficial damage or grapple, adding half the userâ€™s Potence rating (round up) as a damage bonus. The vampire can do nothing else except control the arms while this power is active. They can also be used to perform simple actions (such as opening doors and pulling levers) but nothing as advanced as typing or controlling vehicles. Te arms have a length (in yards/meters) equal to twice the Oblivion dots of the user. (Note that the arms, being shadows, move across surfaces, not air, and any distances must take this into account.)&lt;br /&gt;
&lt;br /&gt;
The arms have three health levels and use their ownerâ€™s Wits + Oblivion to avoid and endure attacks. As two-dimensional shadows, they can only be harmed by bright light, such as from a powerful torch or daylight. The Wits + Oblivion roll allows the tendrils to attempt to snake into the dark corners of a room or overpower the light for a turn, taking a health level of damage but continuing the assault. &lt;br /&gt;
&lt;br /&gt;
As the shadow tendrils constrict and assault victims via magical means, it takes an act of will to escape them. A constricted victim must roll Resolve + Composure and achieve more successes than the attacker to simply pass through the tendrils incurring no harm. This action does not dissipate the Arms of Ahriman, which can attack again on a subsequent turn if the wielder wishes it and the target is still within reach.|2}}&lt;br /&gt;
&lt;br /&gt;
==Level 3==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Perspective|The vampire can project their senses into any shadow within line of sight, seeing and hearing as if they were hiding within any part of it. This includes their own shadow, as manipulated by Shadow Cast (see p. XX).|None| One Rouse Check|Following a Rouse Check, the presence of the vampire in the shadow is undetectable by anything but supernatural means. (Sense the Unseen, for example). While this power is active the vampire perceives both their surroundings as well as what can be gleaned from the Shadow Perspective, as if looking through a screen or hole.|3}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Touch of Oblivion|The vampire using Touch of Oblivion channels the power through their vitae. When they make physical contact with a victim, the annihilating element runs through the vampire and into their prey like an electric current, except the effect is to physically wither the target area. &lt;br /&gt;
&lt;br /&gt;
Effective on any part of the body, the touch shrinks and shortens muscles, snaps tendons, and makes bones brittle, effectively aging the affected part catastrophically. Its main use is in withering a limb, choking a throat, or blinding a pair of eyes.|None|One Rouse Check|One turn|Following a Rouse Check, the vampire grips their victim (requiring a Strength + Brawl roll if the victim is trying to avoid the vampire), with the victim suffering two levels of Aggravated damage as well as a crippling injury. &lt;br /&gt;
&lt;br /&gt;
If this injury is inflicted to an arm or leg, the targeted limb is rendered crippled and will in the case of mortals require lengthy rehabilitation, while vampires can mend the damage as regular Aggravated damage. Likewise, Touch of Oblivion may render a target mute, deaf, or blind. See crippling injuries in Vampire: The Masquerade (p. XX) for details on the mechanical effects of crippled limbs.|3}}&lt;br /&gt;
&lt;br /&gt;
==Level 4==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Stygian Shroud|Darkness spews out of a nearby shadow as the vampire blankets the area around them in gloom equivalent to a moonless night, while sounds are muffled and indistinct. Anyone viewing the effect from without see it as a shadow expanding over every surface, including the bodies of any victims, in the area. Those apart from the invoker caught in the effects find themselves struggling to see and hear their surroundings, and mortals are drained of their very life by the suffocating power.|None|One Rouse Check|One Scene|The user makes a Rouse Check and spends a turn concentrating, spreading the shadow over the desired surfaces. The effect covers a circular area with a radius equal to twice the userâ€™s Oblivion rating in yards/ meters. The area is centred on the user or a spot in their line of sight. &lt;br /&gt;
&lt;br /&gt;
Anyone caught in the Stygian Shroud receives a three-dice penalty to all rolls, unless they possess the ability to see through supernatural darkness. Any mortals caught in the Stygian Shroud suffer one level of Superficial damage for every turn they remain within it, due to the powerâ€™s suffocating effects.|4}}&lt;br /&gt;
&lt;br /&gt;
==Level 5==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Step|Stepping into a nearby shadow, the user disappears only to reappear from the same or another shadow further away. Whether they enter the Labyrinth or merely pass along its surface is a source of conjecture among many Lasombra and Hecata, but the spiritual damage with which they can emerge implies they are touching something foul as they use this power.|None| One Rouse Check|One Turn|The vampire must enter a shadow large enough to cover them, and emerge from another one turn later. Te target shadow must be within sight, though it can be perceived by mystical means, such as Shadow Perspective, if desired. &lt;br /&gt;
&lt;br /&gt;
It is possible to bring another through the passage, but unless that person is willing, they must be held by a successful grapple. If a Stain is incurred as a result of using this power, the passenger also receives one.|5}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Tenebrous Avatar|The vampire gains the ability to change their very substance into that of a shadow, becoming a two-dimensional patch of darkness able to slither over any surface and through minuscule gaps and cracks. While in this form the vampire is only harmed by fire and sunlight.|None|Two Rouse Checks|One Scene or until ended|The transformation takes one turn, during which the vampire is unable to do anything else. Once the transformation is complete the vampire can move at walking pace across the ground or along walls, hampered only by hermetically sealed barriers. &lt;br /&gt;
&lt;br /&gt;
Vampires using Tenebrous Avatar can envelop victims, causing the victim to reduce all their dice pools by three and suffocating mortals as with Stygian Shroud, above. If surrounding a mortal, the vampire can feed from them without penetrating the skin with fangs. &lt;br /&gt;
&lt;br /&gt;
Practitioners of this power take no damage from physical sources but can be harmed by fire and sunlight as normal. Mental Disciplines can still be used at the Storytellerâ€™s discretion.|5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Discipline_List}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Disciplines]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2268</id>
		<title>Oblivion</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2268"/>
		<updated>2021-04-02T09:36:47Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Level 5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt; &lt;br /&gt;
{{Discipline_List}} &lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = {{BASEPAGENAME}}&lt;br /&gt;
|image = [[File:{{BASEPAGENAME}}.png]]&lt;br /&gt;
|header1 = Nicknames&lt;br /&gt;
|label1 =&lt;br /&gt;
|data1 = &lt;br /&gt;
|header2 = &lt;br /&gt;
|label2 =&lt;br /&gt;
|data2 = Obtenebration, Necromancy, Shadowboxing, Abyssal Mastery, Tenebrae Imperium, Mortis, the Dark Arts, Black Magic, Entropy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
={{BASEPAGENAME}}=&lt;br /&gt;
&lt;br /&gt;
''The sudden blast of heat from the gasoline-steeped Cardinal Renate made Talley step back, shielding his eyes. A very mortal gesture. Talley corrected himself to watch the body burn. Tracking Renate, seizing her, and staking her ultimately came down to which of them was better skilled in the Lasombra arts. It had been a gruelling task, but not an unpleasant one.''&lt;br /&gt;
&lt;br /&gt;
''As his ghoul started typing â€œIt is doneâ€ into Talleyâ€™s phone, the few lights in the alley blinked off one by one. Te shadows drew in, plunging the entire area into blackness. Talley cast about, looking for the source of this sorcery. His eyes pierced the unnatural gloom, but found nothing. A sound made him turn toward the fire. The Cardinalâ€™s body was gone, nothing left but the flames dying down. A stump of the stake was resting in the ash. â€œMaybe weâ€™ll meet again sooner than planned, my dear.â€ ''&lt;br /&gt;
&lt;br /&gt;
''Talley dusted ash from his jacket as his accomplice at the other end of the alley spoke up. â€œBy order of the Friends of the Night, youâ€™re next to go, Sir Talley.â€ Shadows throughout the alley rapidly converged on the Templar, snaking along the walls and across the ground while his assailant maintained their distance. Talley watched as the tendrils approached, and considered for a second before nodding respectfully at his murderous childe, and vaulted into the dark.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Few Kindred outside Clan Lasombra and the Hecata know the Discipline of Oblivion, and as far as the Camarilla is concerned, this is a good thing. While the Lasombra favour the Disciplineâ€™s raw power, the more necromantically-inclined Hecata explore its ritual uses. With this power, vampires wield the very stuff of shadows and unlife as weapons. Some call the powerâ€™s source the Abyss, while other practitioners refer to it as the Labyrinth. The one certainty is Oblivion channels the darkest arts, from where the dead go to die. &lt;br /&gt;
&lt;br /&gt;
The masters of Oblivion call upon the it to wreathe themselves in night, enslave spectres, or throttle victims with their own shadow. Each time they use it, wielders run the risk of losing their soul and Humanity to the something darker than death and twice as hungry.&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
&lt;br /&gt;
The powers of Oblivion allow for the control of forces or spirits of an extradimensional element, originating from a plane of death and nothingness. When manifest, this element projects into our reality as two-dimensional shadows on the surface of three-dimensional objects, either by themselves or as extensions of the wielderâ€™s own shadow, snaking along the ground, walls, objects, or people. This makes them impossible to attack with most physical means as any blow will only hit the surface on which theyâ€™re projected, rather than the entities themselves. &lt;br /&gt;
&lt;br /&gt;
Oblivion projections and spirits sustain damage from fire and sunlight, counting as vampires with Blood Potency 1 in this regard. They also take one level of Aggravated damage per round from bright, direct lights, and may also be damaged (Superficially or Aggravated) from blessed weapons and artifacts, depending on the strength of the blessing and any True Faith of the wielder. &lt;br /&gt;
&lt;br /&gt;
Oblivionâ€™s powers are ineffective in brightly lit areas. Daylight and rooms without shadows are particularly prohibitive, preventing the Disciplineâ€™s successful function, though ultraviolet light and infrared light places no restriction on the Disciplineâ€™s use. Moderately lit rooms add one to the Difficulty of the Discipline roll involved. The use of these powers takes a heavy toll on the psyche of the user, and many powers cause Stains as the numbing emptiness of Oblivion seeps into the spirit of the wielder.&lt;br /&gt;
&lt;br /&gt;
'''Type: &lt;br /&gt;
Mental&amp;lt;br&amp;gt; &lt;br /&gt;
'''Masquerade threat: &lt;br /&gt;
Medium-High. The abyssal shadows rarely show up well on cameras but are obviously unnatural if witnessed in person.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Blood Resonance: &lt;br /&gt;
Psychopaths and the emotionally detached. Blood empty of Resonance.&lt;br /&gt;
'''Note:''' When making a Rouse check for an Oblivion power, a result of â€œ1â€ or â€œ10â€ results in a Stain, in addition to any Hunger gained. If the userâ€™s Blood Potency allows for a re-roll on the Rouse check,they can pick either of the two results.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Cloak|Subtly applying the inï¬‚uence of Oblivion on ambient shadows, the user masks their appearance or seems more sinister and threatening.|None|Free|Passive|The vampire gains a two-dice bonus to Stealth rolls, as well as on Intimidation versus mortals.|1}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Oblivion's Sight|The vampire closes their eyes. Upon opening them, the irises of their eyes are black against the white of&lt;br /&gt;
their sclera, and they can now see clearly within pitch blackness, and can perceive ghosts who are not actively hiding their presence.|None|Free|One scene|On activation, the userâ€™s eyes become supernaturally attuned to darkness, allowing them to ignore all low-light penalties, including those of supernatural origin. They still need their eyes to see and are affected by blindfolds and the like as usual. If a ghost is present and not attempting stealth or using a power to conceal its presence, the spirit becomes visible to the vampire using Oblivionâ€™s Sight. In such cases, ghosts appear as they wish to appear, whether as humans bearing the wounds that caused their death, as spectral monstrosities, or as perfectly immaculate corpses. Ghosts do not automatically realize when a vampire spots them, but if they do, many react with fear or anger rather than passivity. This power does not grant the ability to make physical contact with ghosts.|1}}&lt;br /&gt;
&lt;br /&gt;
==Level 2==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Cast|Oblivion is powerful but can often be foiled by the simple lack of appropriate shadows from which to summon it. This power draws upon the darkness within the user to project a supernatural shadow from which to manifest other powers, no matter the ambient lightning. This shadow usually mimics the movement and shape of the user but can sometimes grow distorted and even monstrous, resonating with the current temperament of its owner.|None|One Rouse Check|One Scene|Activating the power conjures a supernatural shadow from the vampireâ€™s body. As long as the power is active, the user casts this shadow, which cannot be removed except by direct sunlight. &lt;br /&gt;
&lt;br /&gt;
Anyone witnessing the practitioner notices the shadow cast from no visible light source on a Wits + Awareness roll (Difficulty 3). The vampire can direct their shadow, elongating or distorting (but not detaching) it at will, though it can sometimes act on its own accord, at the Storytellerâ€™s discretion. For the purposes of other powers such as Shadow Perspective, the shadow can be lengthened to up to twice the practitionerâ€™s Oblivion rating in yards/meters. &lt;br /&gt;
&lt;br /&gt;
For anyone stood within the shadowâ€™s reach, the Willpower damage from social conflict increases by 1. Standing in a Oblivionâ€™s shadow is a terrifying prospect.|2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Arms of Ahriman (Amalgam: Potence 2)|The vampire summons abyssal appendages from unlit spots in the area, within line of sight. Local shadows distort as murky tentacles snake out from them and converge on one or more hapless victims. Whether by gliding up the body of the victim or engaging in a mystic grapple with the victimâ€™s own shadow, the arms are able to hold them in place or smother them.|Wits + Oblivion|One Rouse Check|One scene or until ended or destroyed|The user takes one turn and pays the cost, summoning the shadow appendages. Using these, the vampire can perform bludgeoning and grappling attacks against distant targets every subsequent turn. Additional arms can be created by splitting the dice pool, enabling the user to engage multiple opponents. (see Vampire: Te Masquerade p. 125). The arms use the vampireâ€™s Wits + Oblivion to attack and deal Superficial damage or grapple, adding half the userâ€™s Potence rating (round up) as a damage bonus. The vampire can do nothing else except control the arms while this power is active. They can also be used to perform simple actions (such as opening doors and pulling levers) but nothing as advanced as typing or controlling vehicles. Te arms have a length (in yards/meters) equal to twice the Oblivion dots of the user. (Note that the arms, being shadows, move across surfaces, not air, and any distances must take this into account.)&lt;br /&gt;
&lt;br /&gt;
The arms have three health levels and use their ownerâ€™s Wits + Oblivion to avoid and endure attacks. As two-dimensional shadows, they can only be harmed by bright light, such as from a powerful torch or daylight. The Wits + Oblivion roll allows the tendrils to attempt to snake into the dark corners of a room or overpower the light for a turn, taking a health level of damage but continuing the assault. &lt;br /&gt;
&lt;br /&gt;
As the shadow tendrils constrict and assault victims via magical means, it takes an act of will to escape them. A constricted victim must roll Resolve + Composure and achieve more successes than the attacker to simply pass through the tendrils incurring no harm. This action does not dissipate the Arms of Ahriman, which can attack again on a subsequent turn if the wielder wishes it and the target is still within reach.|2}}&lt;br /&gt;
&lt;br /&gt;
==Level 3==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Perspective|The vampire can project their senses into any shadow within line of sight, seeing and hearing as if they were hiding within any part of it. This includes their own shadow, as manipulated by Shadow Cast (see p. XX).|None| One Rouse Check|Following a Rouse Check, the presence of the vampire in the shadow is undetectable by anything but supernatural means. (Sense the Unseen, for example). While this power is active the vampire perceives both their surroundings as well as what can be gleaned from the Shadow Perspective, as if looking through a screen or hole.|3}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Touch of Oblivion|The vampire using Touch of Oblivion channels the power through their vitae. When they make physical contact with a victim, the annihilating element runs through the vampire and into their prey like an electric current, except the effect is to physically wither the target area. &lt;br /&gt;
&lt;br /&gt;
Effective on any part of the body, the touch shrinks and shortens muscles, snaps tendons, and makes bones brittle, effectively aging the affected part catastrophically. Its main use is in withering a limb, choking a throat, or blinding a pair of eyes.|None|One Rouse Check|One turn|Following a Rouse Check, the vampire grips their victim (requiring a Strength + Brawl roll if the victim is trying to avoid the vampire), with the victim suffering two levels of Aggravated damage as well as a crippling injury. &lt;br /&gt;
&lt;br /&gt;
If this injury is inflicted to an arm or leg, the targeted limb is rendered crippled and will in the case of mortals require lengthy rehabilitation, while vampires can mend the damage as regular Aggravated damage. Likewise, Touch of Oblivion may render a target mute, deaf, or blind. See crippling injuries in Vampire: The Masquerade (p. XX) for details on the mechanical effects of crippled limbs.|3}}&lt;br /&gt;
&lt;br /&gt;
==Level 4==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Stygian Shroud|Darkness spews out of a nearby shadow as the vampire blankets the area around them in gloom equivalent to a moonless night, while sounds are muffled and indistinct. Anyone viewing the effect from without see it as a shadow expanding over every surface, including the bodies of any victims, in the area. Those apart from the invoker caught in the effects find themselves struggling to see and hear their surroundings, and mortals are drained of their very life by the suffocating power.|None|One Rouse Check|One Scene|The user makes a Rouse Check and spends a turn concentrating, spreading the shadow over the desired surfaces. The effect covers a circular area with a radius equal to twice the userâ€™s Oblivion rating in yards/ meters. The area is centred on the user or a spot in their line of sight. &lt;br /&gt;
&lt;br /&gt;
Anyone caught in the Stygian Shroud receives a three-dice penalty to all rolls, unless they possess the ability to see through supernatural darkness. Any mortals caught in the Stygian Shroud suffer one level of Superficial damage for every turn they remain within it, due to the powerâ€™s suffocating effects.|4}}&lt;br /&gt;
&lt;br /&gt;
==Level 5==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Step|Stepping into a nearby shadow, the user disappears only to reappear from the same or another shadow further away. Whether they enter the Labyrinth or merely pass along its surface is a source of conjecture among many Lasombra and Hecata, but the spiritual damage with which they can emerge implies they are touching something foul as they use this power.|None| One Rouse Check|One Turn|The vampire must enter a shadow large enough to cover them, and emerge from another one turn later. Te target shadow must be within sight, though it can be perceived by mystical means, such as Shadow Perspective, if desired. &lt;br /&gt;
&lt;br /&gt;
It is possible to bring another through the passage, but unless that person is willing, they must be held by a successful grapple. If a Stain is incurred as a result of using this power, the passenger also receives one.|5}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Terminal Decree|No longer hampered by the self-preservation instincts of their victims, the vampire can now issue commands that directly lead to the harm or death of the victim. Mortals can be made to blow their brains out, jump from rooftops, or swallow poison. Vampires can, with a bit of effort, be made to walk into fire or sunlight.||No additional Hunger cost, but the Humanity cost is potentially severe|Passive|Terminal commands now must be resisted (see individual powers regarding rolls involved), rather than failing automatically.|5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Discipline_List}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Disciplines]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2267</id>
		<title>Oblivion</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2267"/>
		<updated>2021-04-02T09:20:55Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Level 4 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt; &lt;br /&gt;
{{Discipline_List}} &lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = {{BASEPAGENAME}}&lt;br /&gt;
|image = [[File:{{BASEPAGENAME}}.png]]&lt;br /&gt;
|header1 = Nicknames&lt;br /&gt;
|label1 =&lt;br /&gt;
|data1 = &lt;br /&gt;
|header2 = &lt;br /&gt;
|label2 =&lt;br /&gt;
|data2 = Obtenebration, Necromancy, Shadowboxing, Abyssal Mastery, Tenebrae Imperium, Mortis, the Dark Arts, Black Magic, Entropy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
={{BASEPAGENAME}}=&lt;br /&gt;
&lt;br /&gt;
''The sudden blast of heat from the gasoline-steeped Cardinal Renate made Talley step back, shielding his eyes. A very mortal gesture. Talley corrected himself to watch the body burn. Tracking Renate, seizing her, and staking her ultimately came down to which of them was better skilled in the Lasombra arts. It had been a gruelling task, but not an unpleasant one.''&lt;br /&gt;
&lt;br /&gt;
''As his ghoul started typing â€œIt is doneâ€ into Talleyâ€™s phone, the few lights in the alley blinked off one by one. Te shadows drew in, plunging the entire area into blackness. Talley cast about, looking for the source of this sorcery. His eyes pierced the unnatural gloom, but found nothing. A sound made him turn toward the fire. The Cardinalâ€™s body was gone, nothing left but the flames dying down. A stump of the stake was resting in the ash. â€œMaybe weâ€™ll meet again sooner than planned, my dear.â€ ''&lt;br /&gt;
&lt;br /&gt;
''Talley dusted ash from his jacket as his accomplice at the other end of the alley spoke up. â€œBy order of the Friends of the Night, youâ€™re next to go, Sir Talley.â€ Shadows throughout the alley rapidly converged on the Templar, snaking along the walls and across the ground while his assailant maintained their distance. Talley watched as the tendrils approached, and considered for a second before nodding respectfully at his murderous childe, and vaulted into the dark.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Few Kindred outside Clan Lasombra and the Hecata know the Discipline of Oblivion, and as far as the Camarilla is concerned, this is a good thing. While the Lasombra favour the Disciplineâ€™s raw power, the more necromantically-inclined Hecata explore its ritual uses. With this power, vampires wield the very stuff of shadows and unlife as weapons. Some call the powerâ€™s source the Abyss, while other practitioners refer to it as the Labyrinth. The one certainty is Oblivion channels the darkest arts, from where the dead go to die. &lt;br /&gt;
&lt;br /&gt;
The masters of Oblivion call upon the it to wreathe themselves in night, enslave spectres, or throttle victims with their own shadow. Each time they use it, wielders run the risk of losing their soul and Humanity to the something darker than death and twice as hungry.&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
&lt;br /&gt;
The powers of Oblivion allow for the control of forces or spirits of an extradimensional element, originating from a plane of death and nothingness. When manifest, this element projects into our reality as two-dimensional shadows on the surface of three-dimensional objects, either by themselves or as extensions of the wielderâ€™s own shadow, snaking along the ground, walls, objects, or people. This makes them impossible to attack with most physical means as any blow will only hit the surface on which theyâ€™re projected, rather than the entities themselves. &lt;br /&gt;
&lt;br /&gt;
Oblivion projections and spirits sustain damage from fire and sunlight, counting as vampires with Blood Potency 1 in this regard. They also take one level of Aggravated damage per round from bright, direct lights, and may also be damaged (Superficially or Aggravated) from blessed weapons and artifacts, depending on the strength of the blessing and any True Faith of the wielder. &lt;br /&gt;
&lt;br /&gt;
Oblivionâ€™s powers are ineffective in brightly lit areas. Daylight and rooms without shadows are particularly prohibitive, preventing the Disciplineâ€™s successful function, though ultraviolet light and infrared light places no restriction on the Disciplineâ€™s use. Moderately lit rooms add one to the Difficulty of the Discipline roll involved. The use of these powers takes a heavy toll on the psyche of the user, and many powers cause Stains as the numbing emptiness of Oblivion seeps into the spirit of the wielder.&lt;br /&gt;
&lt;br /&gt;
'''Type: &lt;br /&gt;
Mental&amp;lt;br&amp;gt; &lt;br /&gt;
'''Masquerade threat: &lt;br /&gt;
Medium-High. The abyssal shadows rarely show up well on cameras but are obviously unnatural if witnessed in person.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Blood Resonance: &lt;br /&gt;
Psychopaths and the emotionally detached. Blood empty of Resonance.&lt;br /&gt;
'''Note:''' When making a Rouse check for an Oblivion power, a result of â€œ1â€ or â€œ10â€ results in a Stain, in addition to any Hunger gained. If the userâ€™s Blood Potency allows for a re-roll on the Rouse check,they can pick either of the two results.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Cloak|Subtly applying the inï¬‚uence of Oblivion on ambient shadows, the user masks their appearance or seems more sinister and threatening.|None|Free|Passive|The vampire gains a two-dice bonus to Stealth rolls, as well as on Intimidation versus mortals.|1}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Oblivion's Sight|The vampire closes their eyes. Upon opening them, the irises of their eyes are black against the white of&lt;br /&gt;
their sclera, and they can now see clearly within pitch blackness, and can perceive ghosts who are not actively hiding their presence.|None|Free|One scene|On activation, the userâ€™s eyes become supernaturally attuned to darkness, allowing them to ignore all low-light penalties, including those of supernatural origin. They still need their eyes to see and are affected by blindfolds and the like as usual. If a ghost is present and not attempting stealth or using a power to conceal its presence, the spirit becomes visible to the vampire using Oblivionâ€™s Sight. In such cases, ghosts appear as they wish to appear, whether as humans bearing the wounds that caused their death, as spectral monstrosities, or as perfectly immaculate corpses. Ghosts do not automatically realize when a vampire spots them, but if they do, many react with fear or anger rather than passivity. This power does not grant the ability to make physical contact with ghosts.|1}}&lt;br /&gt;
&lt;br /&gt;
==Level 2==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Cast|Oblivion is powerful but can often be foiled by the simple lack of appropriate shadows from which to summon it. This power draws upon the darkness within the user to project a supernatural shadow from which to manifest other powers, no matter the ambient lightning. This shadow usually mimics the movement and shape of the user but can sometimes grow distorted and even monstrous, resonating with the current temperament of its owner.|None|One Rouse Check|One Scene|Activating the power conjures a supernatural shadow from the vampireâ€™s body. As long as the power is active, the user casts this shadow, which cannot be removed except by direct sunlight. &lt;br /&gt;
&lt;br /&gt;
Anyone witnessing the practitioner notices the shadow cast from no visible light source on a Wits + Awareness roll (Difficulty 3). The vampire can direct their shadow, elongating or distorting (but not detaching) it at will, though it can sometimes act on its own accord, at the Storytellerâ€™s discretion. For the purposes of other powers such as Shadow Perspective, the shadow can be lengthened to up to twice the practitionerâ€™s Oblivion rating in yards/meters. &lt;br /&gt;
&lt;br /&gt;
For anyone stood within the shadowâ€™s reach, the Willpower damage from social conflict increases by 1. Standing in a Oblivionâ€™s shadow is a terrifying prospect.|2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Arms of Ahriman (Amalgam: Potence 2)|The vampire summons abyssal appendages from unlit spots in the area, within line of sight. Local shadows distort as murky tentacles snake out from them and converge on one or more hapless victims. Whether by gliding up the body of the victim or engaging in a mystic grapple with the victimâ€™s own shadow, the arms are able to hold them in place or smother them.|Wits + Oblivion|One Rouse Check|One scene or until ended or destroyed|The user takes one turn and pays the cost, summoning the shadow appendages. Using these, the vampire can perform bludgeoning and grappling attacks against distant targets every subsequent turn. Additional arms can be created by splitting the dice pool, enabling the user to engage multiple opponents. (see Vampire: Te Masquerade p. 125). The arms use the vampireâ€™s Wits + Oblivion to attack and deal Superficial damage or grapple, adding half the userâ€™s Potence rating (round up) as a damage bonus. The vampire can do nothing else except control the arms while this power is active. They can also be used to perform simple actions (such as opening doors and pulling levers) but nothing as advanced as typing or controlling vehicles. Te arms have a length (in yards/meters) equal to twice the Oblivion dots of the user. (Note that the arms, being shadows, move across surfaces, not air, and any distances must take this into account.)&lt;br /&gt;
&lt;br /&gt;
The arms have three health levels and use their ownerâ€™s Wits + Oblivion to avoid and endure attacks. As two-dimensional shadows, they can only be harmed by bright light, such as from a powerful torch or daylight. The Wits + Oblivion roll allows the tendrils to attempt to snake into the dark corners of a room or overpower the light for a turn, taking a health level of damage but continuing the assault. &lt;br /&gt;
&lt;br /&gt;
As the shadow tendrils constrict and assault victims via magical means, it takes an act of will to escape them. A constricted victim must roll Resolve + Composure and achieve more successes than the attacker to simply pass through the tendrils incurring no harm. This action does not dissipate the Arms of Ahriman, which can attack again on a subsequent turn if the wielder wishes it and the target is still within reach.|2}}&lt;br /&gt;
&lt;br /&gt;
==Level 3==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Perspective|The vampire can project their senses into any shadow within line of sight, seeing and hearing as if they were hiding within any part of it. This includes their own shadow, as manipulated by Shadow Cast (see p. XX).|None| One Rouse Check|Following a Rouse Check, the presence of the vampire in the shadow is undetectable by anything but supernatural means. (Sense the Unseen, for example). While this power is active the vampire perceives both their surroundings as well as what can be gleaned from the Shadow Perspective, as if looking through a screen or hole.|3}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Touch of Oblivion|The vampire using Touch of Oblivion channels the power through their vitae. When they make physical contact with a victim, the annihilating element runs through the vampire and into their prey like an electric current, except the effect is to physically wither the target area. &lt;br /&gt;
&lt;br /&gt;
Effective on any part of the body, the touch shrinks and shortens muscles, snaps tendons, and makes bones brittle, effectively aging the affected part catastrophically. Its main use is in withering a limb, choking a throat, or blinding a pair of eyes.|None|One Rouse Check|One turn|Following a Rouse Check, the vampire grips their victim (requiring a Strength + Brawl roll if the victim is trying to avoid the vampire), with the victim suffering two levels of Aggravated damage as well as a crippling injury. &lt;br /&gt;
&lt;br /&gt;
If this injury is inflicted to an arm or leg, the targeted limb is rendered crippled and will in the case of mortals require lengthy rehabilitation, while vampires can mend the damage as regular Aggravated damage. Likewise, Touch of Oblivion may render a target mute, deaf, or blind. See crippling injuries in Vampire: The Masquerade (p. XX) for details on the mechanical effects of crippled limbs.|3}}&lt;br /&gt;
&lt;br /&gt;
==Level 4==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Stygian Shroud|Darkness spews out of a nearby shadow as the vampire blankets the area around them in gloom equivalent to a moonless night, while sounds are muffled and indistinct. Anyone viewing the effect from without see it as a shadow expanding over every surface, including the bodies of any victims, in the area. Those apart from the invoker caught in the effects find themselves struggling to see and hear their surroundings, and mortals are drained of their very life by the suffocating power.|None|One Rouse Check|One Scene|The user makes a Rouse Check and spends a turn concentrating, spreading the shadow over the desired surfaces. The effect covers a circular area with a radius equal to twice the userâ€™s Oblivion rating in yards/ meters. The area is centred on the user or a spot in their line of sight. &lt;br /&gt;
&lt;br /&gt;
Anyone caught in the Stygian Shroud receives a three-dice penalty to all rolls, unless they possess the ability to see through supernatural darkness. Any mortals caught in the Stygian Shroud suffer one level of Superficial damage for every turn they remain within it, due to the powerâ€™s suffocating effects.|4}}&lt;br /&gt;
&lt;br /&gt;
==Level 5==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Mass Manipulation|The vampire can now command entire gatherings of mortals, and in some cases even groups of vampires. The vampire can use this power both to issue instructions and to manipulate memories.|| One Rouse Check in addition to the cost of the power amplified|As per power amplified|The vampire can amplify any of their other powers to affect a group of people, mortal or vampire, at once. All of the victims need to see the eyes of the user. The user makes any needed roll against the strongest opponent in the group.|5}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Terminal Decree|No longer hampered by the self-preservation instincts of their victims, the vampire can now issue commands that directly lead to the harm or death of the victim. Mortals can be made to blow their brains out, jump from rooftops, or swallow poison. Vampires can, with a bit of effort, be made to walk into fire or sunlight.||No additional Hunger cost, but the Humanity cost is potentially severe|Passive|Terminal commands now must be resisted (see individual powers regarding rolls involved), rather than failing automatically.|5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Discipline_List}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Disciplines]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2266</id>
		<title>Oblivion</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2266"/>
		<updated>2021-04-02T08:54:28Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Level 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt; &lt;br /&gt;
{{Discipline_List}} &lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = {{BASEPAGENAME}}&lt;br /&gt;
|image = [[File:{{BASEPAGENAME}}.png]]&lt;br /&gt;
|header1 = Nicknames&lt;br /&gt;
|label1 =&lt;br /&gt;
|data1 = &lt;br /&gt;
|header2 = &lt;br /&gt;
|label2 =&lt;br /&gt;
|data2 = Obtenebration, Necromancy, Shadowboxing, Abyssal Mastery, Tenebrae Imperium, Mortis, the Dark Arts, Black Magic, Entropy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
={{BASEPAGENAME}}=&lt;br /&gt;
&lt;br /&gt;
''The sudden blast of heat from the gasoline-steeped Cardinal Renate made Talley step back, shielding his eyes. A very mortal gesture. Talley corrected himself to watch the body burn. Tracking Renate, seizing her, and staking her ultimately came down to which of them was better skilled in the Lasombra arts. It had been a gruelling task, but not an unpleasant one.''&lt;br /&gt;
&lt;br /&gt;
''As his ghoul started typing â€œIt is doneâ€ into Talleyâ€™s phone, the few lights in the alley blinked off one by one. Te shadows drew in, plunging the entire area into blackness. Talley cast about, looking for the source of this sorcery. His eyes pierced the unnatural gloom, but found nothing. A sound made him turn toward the fire. The Cardinalâ€™s body was gone, nothing left but the flames dying down. A stump of the stake was resting in the ash. â€œMaybe weâ€™ll meet again sooner than planned, my dear.â€ ''&lt;br /&gt;
&lt;br /&gt;
''Talley dusted ash from his jacket as his accomplice at the other end of the alley spoke up. â€œBy order of the Friends of the Night, youâ€™re next to go, Sir Talley.â€ Shadows throughout the alley rapidly converged on the Templar, snaking along the walls and across the ground while his assailant maintained their distance. Talley watched as the tendrils approached, and considered for a second before nodding respectfully at his murderous childe, and vaulted into the dark.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Few Kindred outside Clan Lasombra and the Hecata know the Discipline of Oblivion, and as far as the Camarilla is concerned, this is a good thing. While the Lasombra favour the Disciplineâ€™s raw power, the more necromantically-inclined Hecata explore its ritual uses. With this power, vampires wield the very stuff of shadows and unlife as weapons. Some call the powerâ€™s source the Abyss, while other practitioners refer to it as the Labyrinth. The one certainty is Oblivion channels the darkest arts, from where the dead go to die. &lt;br /&gt;
&lt;br /&gt;
The masters of Oblivion call upon the it to wreathe themselves in night, enslave spectres, or throttle victims with their own shadow. Each time they use it, wielders run the risk of losing their soul and Humanity to the something darker than death and twice as hungry.&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
&lt;br /&gt;
The powers of Oblivion allow for the control of forces or spirits of an extradimensional element, originating from a plane of death and nothingness. When manifest, this element projects into our reality as two-dimensional shadows on the surface of three-dimensional objects, either by themselves or as extensions of the wielderâ€™s own shadow, snaking along the ground, walls, objects, or people. This makes them impossible to attack with most physical means as any blow will only hit the surface on which theyâ€™re projected, rather than the entities themselves. &lt;br /&gt;
&lt;br /&gt;
Oblivion projections and spirits sustain damage from fire and sunlight, counting as vampires with Blood Potency 1 in this regard. They also take one level of Aggravated damage per round from bright, direct lights, and may also be damaged (Superficially or Aggravated) from blessed weapons and artifacts, depending on the strength of the blessing and any True Faith of the wielder. &lt;br /&gt;
&lt;br /&gt;
Oblivionâ€™s powers are ineffective in brightly lit areas. Daylight and rooms without shadows are particularly prohibitive, preventing the Disciplineâ€™s successful function, though ultraviolet light and infrared light places no restriction on the Disciplineâ€™s use. Moderately lit rooms add one to the Difficulty of the Discipline roll involved. The use of these powers takes a heavy toll on the psyche of the user, and many powers cause Stains as the numbing emptiness of Oblivion seeps into the spirit of the wielder.&lt;br /&gt;
&lt;br /&gt;
'''Type: &lt;br /&gt;
Mental&amp;lt;br&amp;gt; &lt;br /&gt;
'''Masquerade threat: &lt;br /&gt;
Medium-High. The abyssal shadows rarely show up well on cameras but are obviously unnatural if witnessed in person.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Blood Resonance: &lt;br /&gt;
Psychopaths and the emotionally detached. Blood empty of Resonance.&lt;br /&gt;
'''Note:''' When making a Rouse check for an Oblivion power, a result of â€œ1â€ or â€œ10â€ results in a Stain, in addition to any Hunger gained. If the userâ€™s Blood Potency allows for a re-roll on the Rouse check,they can pick either of the two results.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Cloak|Subtly applying the inï¬‚uence of Oblivion on ambient shadows, the user masks their appearance or seems more sinister and threatening.|None|Free|Passive|The vampire gains a two-dice bonus to Stealth rolls, as well as on Intimidation versus mortals.|1}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Oblivion's Sight|The vampire closes their eyes. Upon opening them, the irises of their eyes are black against the white of&lt;br /&gt;
their sclera, and they can now see clearly within pitch blackness, and can perceive ghosts who are not actively hiding their presence.|None|Free|One scene|On activation, the userâ€™s eyes become supernaturally attuned to darkness, allowing them to ignore all low-light penalties, including those of supernatural origin. They still need their eyes to see and are affected by blindfolds and the like as usual. If a ghost is present and not attempting stealth or using a power to conceal its presence, the spirit becomes visible to the vampire using Oblivionâ€™s Sight. In such cases, ghosts appear as they wish to appear, whether as humans bearing the wounds that caused their death, as spectral monstrosities, or as perfectly immaculate corpses. Ghosts do not automatically realize when a vampire spots them, but if they do, many react with fear or anger rather than passivity. This power does not grant the ability to make physical contact with ghosts.|1}}&lt;br /&gt;
&lt;br /&gt;
==Level 2==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Cast|Oblivion is powerful but can often be foiled by the simple lack of appropriate shadows from which to summon it. This power draws upon the darkness within the user to project a supernatural shadow from which to manifest other powers, no matter the ambient lightning. This shadow usually mimics the movement and shape of the user but can sometimes grow distorted and even monstrous, resonating with the current temperament of its owner.|None|One Rouse Check|One Scene|Activating the power conjures a supernatural shadow from the vampireâ€™s body. As long as the power is active, the user casts this shadow, which cannot be removed except by direct sunlight. &lt;br /&gt;
&lt;br /&gt;
Anyone witnessing the practitioner notices the shadow cast from no visible light source on a Wits + Awareness roll (Difficulty 3). The vampire can direct their shadow, elongating or distorting (but not detaching) it at will, though it can sometimes act on its own accord, at the Storytellerâ€™s discretion. For the purposes of other powers such as Shadow Perspective, the shadow can be lengthened to up to twice the practitionerâ€™s Oblivion rating in yards/meters. &lt;br /&gt;
&lt;br /&gt;
For anyone stood within the shadowâ€™s reach, the Willpower damage from social conflict increases by 1. Standing in a Oblivionâ€™s shadow is a terrifying prospect.|2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Arms of Ahriman (Amalgam: Potence 2)|The vampire summons abyssal appendages from unlit spots in the area, within line of sight. Local shadows distort as murky tentacles snake out from them and converge on one or more hapless victims. Whether by gliding up the body of the victim or engaging in a mystic grapple with the victimâ€™s own shadow, the arms are able to hold them in place or smother them.|Wits + Oblivion|One Rouse Check|One scene or until ended or destroyed|The user takes one turn and pays the cost, summoning the shadow appendages. Using these, the vampire can perform bludgeoning and grappling attacks against distant targets every subsequent turn. Additional arms can be created by splitting the dice pool, enabling the user to engage multiple opponents. (see Vampire: Te Masquerade p. 125). The arms use the vampireâ€™s Wits + Oblivion to attack and deal Superficial damage or grapple, adding half the userâ€™s Potence rating (round up) as a damage bonus. The vampire can do nothing else except control the arms while this power is active. They can also be used to perform simple actions (such as opening doors and pulling levers) but nothing as advanced as typing or controlling vehicles. Te arms have a length (in yards/meters) equal to twice the Oblivion dots of the user. (Note that the arms, being shadows, move across surfaces, not air, and any distances must take this into account.)&lt;br /&gt;
&lt;br /&gt;
The arms have three health levels and use their ownerâ€™s Wits + Oblivion to avoid and endure attacks. As two-dimensional shadows, they can only be harmed by bright light, such as from a powerful torch or daylight. The Wits + Oblivion roll allows the tendrils to attempt to snake into the dark corners of a room or overpower the light for a turn, taking a health level of damage but continuing the assault. &lt;br /&gt;
&lt;br /&gt;
As the shadow tendrils constrict and assault victims via magical means, it takes an act of will to escape them. A constricted victim must roll Resolve + Composure and achieve more successes than the attacker to simply pass through the tendrils incurring no harm. This action does not dissipate the Arms of Ahriman, which can attack again on a subsequent turn if the wielder wishes it and the target is still within reach.|2}}&lt;br /&gt;
&lt;br /&gt;
==Level 3==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Perspective|The vampire can project their senses into any shadow within line of sight, seeing and hearing as if they were hiding within any part of it. This includes their own shadow, as manipulated by Shadow Cast (see p. XX).|None| One Rouse Check|Following a Rouse Check, the presence of the vampire in the shadow is undetectable by anything but supernatural means. (Sense the Unseen, for example). While this power is active the vampire perceives both their surroundings as well as what can be gleaned from the Shadow Perspective, as if looking through a screen or hole.|3}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Touch of Oblivion|The vampire using Touch of Oblivion channels the power through their vitae. When they make physical contact with a victim, the annihilating element runs through the vampire and into their prey like an electric current, except the effect is to physically wither the target area. &lt;br /&gt;
&lt;br /&gt;
Effective on any part of the body, the touch shrinks and shortens muscles, snaps tendons, and makes bones brittle, effectively aging the affected part catastrophically. Its main use is in withering a limb, choking a throat, or blinding a pair of eyes.|None|One Rouse Check|One turn|Following a Rouse Check, the vampire grips their victim (requiring a Strength + Brawl roll if the victim is trying to avoid the vampire), with the victim suffering two levels of Aggravated damage as well as a crippling injury. &lt;br /&gt;
&lt;br /&gt;
If this injury is inflicted to an arm or leg, the targeted limb is rendered crippled and will in the case of mortals require lengthy rehabilitation, while vampires can mend the damage as regular Aggravated damage. Likewise, Touch of Oblivion may render a target mute, deaf, or blind. See crippling injuries in Vampire: The Masquerade (p. XX) for details on the mechanical effects of crippled limbs.|3}}&lt;br /&gt;
&lt;br /&gt;
==Level 4==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Rationalize|The vampireâ€™s victims now believe that anything they do under the influence of Dominate was a result of their own free will, and defend their actions, however absurd. Long-term exposure to this power can lead to severe mental trauma in the victim.||No additional cost|Indefinitely|If pressed on their belief, the victim can make a Wits+Awareness test (Difficulty 5). A win makes them question their own statement, and possibly their sanity.|4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 5==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Mass Manipulation|The vampire can now command entire gatherings of mortals, and in some cases even groups of vampires. The vampire can use this power both to issue instructions and to manipulate memories.|| One Rouse Check in addition to the cost of the power amplified|As per power amplified|The vampire can amplify any of their other powers to affect a group of people, mortal or vampire, at once. All of the victims need to see the eyes of the user. The user makes any needed roll against the strongest opponent in the group.|5}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Terminal Decree|No longer hampered by the self-preservation instincts of their victims, the vampire can now issue commands that directly lead to the harm or death of the victim. Mortals can be made to blow their brains out, jump from rooftops, or swallow poison. Vampires can, with a bit of effort, be made to walk into fire or sunlight.||No additional Hunger cost, but the Humanity cost is potentially severe|Passive|Terminal commands now must be resisted (see individual powers regarding rolls involved), rather than failing automatically.|5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Discipline_List}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Disciplines]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2265</id>
		<title>Oblivion</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2265"/>
		<updated>2021-04-02T03:31:46Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Level 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt; &lt;br /&gt;
{{Discipline_List}} &lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = {{BASEPAGENAME}}&lt;br /&gt;
|image = [[File:{{BASEPAGENAME}}.png]]&lt;br /&gt;
|header1 = Nicknames&lt;br /&gt;
|label1 =&lt;br /&gt;
|data1 = &lt;br /&gt;
|header2 = &lt;br /&gt;
|label2 =&lt;br /&gt;
|data2 = Obtenebration, Necromancy, Shadowboxing, Abyssal Mastery, Tenebrae Imperium, Mortis, the Dark Arts, Black Magic, Entropy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
={{BASEPAGENAME}}=&lt;br /&gt;
&lt;br /&gt;
''The sudden blast of heat from the gasoline-steeped Cardinal Renate made Talley step back, shielding his eyes. A very mortal gesture. Talley corrected himself to watch the body burn. Tracking Renate, seizing her, and staking her ultimately came down to which of them was better skilled in the Lasombra arts. It had been a gruelling task, but not an unpleasant one.''&lt;br /&gt;
&lt;br /&gt;
''As his ghoul started typing â€œIt is doneâ€ into Talleyâ€™s phone, the few lights in the alley blinked off one by one. Te shadows drew in, plunging the entire area into blackness. Talley cast about, looking for the source of this sorcery. His eyes pierced the unnatural gloom, but found nothing. A sound made him turn toward the fire. The Cardinalâ€™s body was gone, nothing left but the flames dying down. A stump of the stake was resting in the ash. â€œMaybe weâ€™ll meet again sooner than planned, my dear.â€ ''&lt;br /&gt;
&lt;br /&gt;
''Talley dusted ash from his jacket as his accomplice at the other end of the alley spoke up. â€œBy order of the Friends of the Night, youâ€™re next to go, Sir Talley.â€ Shadows throughout the alley rapidly converged on the Templar, snaking along the walls and across the ground while his assailant maintained their distance. Talley watched as the tendrils approached, and considered for a second before nodding respectfully at his murderous childe, and vaulted into the dark.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Few Kindred outside Clan Lasombra and the Hecata know the Discipline of Oblivion, and as far as the Camarilla is concerned, this is a good thing. While the Lasombra favour the Disciplineâ€™s raw power, the more necromantically-inclined Hecata explore its ritual uses. With this power, vampires wield the very stuff of shadows and unlife as weapons. Some call the powerâ€™s source the Abyss, while other practitioners refer to it as the Labyrinth. The one certainty is Oblivion channels the darkest arts, from where the dead go to die. &lt;br /&gt;
&lt;br /&gt;
The masters of Oblivion call upon the it to wreathe themselves in night, enslave spectres, or throttle victims with their own shadow. Each time they use it, wielders run the risk of losing their soul and Humanity to the something darker than death and twice as hungry.&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
&lt;br /&gt;
The powers of Oblivion allow for the control of forces or spirits of an extradimensional element, originating from a plane of death and nothingness. When manifest, this element projects into our reality as two-dimensional shadows on the surface of three-dimensional objects, either by themselves or as extensions of the wielderâ€™s own shadow, snaking along the ground, walls, objects, or people. This makes them impossible to attack with most physical means as any blow will only hit the surface on which theyâ€™re projected, rather than the entities themselves. &lt;br /&gt;
&lt;br /&gt;
Oblivion projections and spirits sustain damage from fire and sunlight, counting as vampires with Blood Potency 1 in this regard. They also take one level of Aggravated damage per round from bright, direct lights, and may also be damaged (Superficially or Aggravated) from blessed weapons and artifacts, depending on the strength of the blessing and any True Faith of the wielder. &lt;br /&gt;
&lt;br /&gt;
Oblivionâ€™s powers are ineffective in brightly lit areas. Daylight and rooms without shadows are particularly prohibitive, preventing the Disciplineâ€™s successful function, though ultraviolet light and infrared light places no restriction on the Disciplineâ€™s use. Moderately lit rooms add one to the Difficulty of the Discipline roll involved. The use of these powers takes a heavy toll on the psyche of the user, and many powers cause Stains as the numbing emptiness of Oblivion seeps into the spirit of the wielder.&lt;br /&gt;
&lt;br /&gt;
'''Type: &lt;br /&gt;
Mental&amp;lt;br&amp;gt; &lt;br /&gt;
'''Masquerade threat: &lt;br /&gt;
Medium-High. The abyssal shadows rarely show up well on cameras but are obviously unnatural if witnessed in person.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Blood Resonance: &lt;br /&gt;
Psychopaths and the emotionally detached. Blood empty of Resonance.&lt;br /&gt;
'''Note:''' When making a Rouse check for an Oblivion power, a result of â€œ1â€ or â€œ10â€ results in a Stain, in addition to any Hunger gained. If the userâ€™s Blood Potency allows for a re-roll on the Rouse check,they can pick either of the two results.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Cloak|Subtly applying the inï¬‚uence of Oblivion on ambient shadows, the user masks their appearance or seems more sinister and threatening.|None|Free|Passive|The vampire gains a two-dice bonus to Stealth rolls, as well as on Intimidation versus mortals.|1}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Oblivion's Sight|The vampire closes their eyes. Upon opening them, the irises of their eyes are black against the white of&lt;br /&gt;
their sclera, and they can now see clearly within pitch blackness, and can perceive ghosts who are not actively hiding their presence.|None|Free|One scene|On activation, the userâ€™s eyes become supernaturally attuned to darkness, allowing them to ignore all low-light penalties, including those of supernatural origin. They still need their eyes to see and are affected by blindfolds and the like as usual. If a ghost is present and not attempting stealth or using a power to conceal its presence, the spirit becomes visible to the vampire using Oblivionâ€™s Sight. In such cases, ghosts appear as they wish to appear, whether as humans bearing the wounds that caused their death, as spectral monstrosities, or as perfectly immaculate corpses. Ghosts do not automatically realize when a vampire spots them, but if they do, many react with fear or anger rather than passivity. This power does not grant the ability to make physical contact with ghosts.|1}}&lt;br /&gt;
&lt;br /&gt;
==Level 2==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Cast|Oblivion is powerful but can often be foiled by the simple lack of appropriate shadows from which to summon it. This power draws upon the darkness within the user to project a supernatural shadow from which to manifest other powers, no matter the ambient lightning. This shadow usually mimics the movement and shape of the user but can sometimes grow distorted and even monstrous, resonating with the current temperament of its owner.|None|One Rouse Check|One Scene|Activating the power conjures a supernatural shadow from the vampireâ€™s body. As long as the power is active, the user casts this shadow, which cannot be removed except by direct sunlight. &lt;br /&gt;
&lt;br /&gt;
Anyone witnessing the practitioner notices the shadow cast from no visible light source on a Wits + Awareness roll (Difficulty 3). The vampire can direct their shadow, elongating or distorting (but not detaching) it at will, though it can sometimes act on its own accord, at the Storytellerâ€™s discretion. For the purposes of other powers such as Shadow Perspective, the shadow can be lengthened to up to twice the practitionerâ€™s Oblivion rating in yards/meters. &lt;br /&gt;
&lt;br /&gt;
For anyone stood within the shadowâ€™s reach, the Willpower damage from social conflict increases by 1. Standing in a Oblivionâ€™s shadow is a terrifying prospect.|2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Arms of Ahriman (Amalgam: Potence 2)|The vampire summons abyssal appendages from unlit spots in the area, within line of sight. Local shadows distort as murky tentacles snake out from them and converge on one or more hapless victims. Whether by gliding up the body of the victim or engaging in a mystic grapple with the victimâ€™s own shadow, the arms are able to hold them in place or smother them.|Wits + Oblivion|One Rouse Check|One scene or until ended or destroyed|The user takes one turn and pays the cost, summoning the shadow appendages. Using these, the vampire can perform bludgeoning and grappling attacks against distant targets every subsequent turn. Additional arms can be created by splitting the dice pool, enabling the user to engage multiple opponents. (see Vampire: Te Masquerade p. 125). The arms use the vampireâ€™s Wits + Oblivion to attack and deal Superficial damage or grapple, adding half the userâ€™s Potence rating (round up) as a damage bonus. The vampire can do nothing else except control the arms while this power is active. They can also be used to perform simple actions (such as opening doors and pulling levers) but nothing as advanced as typing or controlling vehicles. Te arms have a length (in yards/meters) equal to twice the Oblivion dots of the user. (Note that the arms, being shadows, move across surfaces, not air, and any distances must take this into account.)&lt;br /&gt;
&lt;br /&gt;
The arms have three health levels and use their ownerâ€™s Wits + Oblivion to avoid and endure attacks. As two-dimensional shadows, they can only be harmed by bright light, such as from a powerful torch or daylight. The Wits + Oblivion roll allows the tendrils to attempt to snake into the dark corners of a room or overpower the light for a turn, taking a health level of damage but continuing the assault. &lt;br /&gt;
&lt;br /&gt;
As the shadow tendrils constrict and assault victims via magical means, it takes an act of will to escape them. A constricted victim must roll Resolve + Composure and achieve more successes than the attacker to simply pass through the tendrils incurring no harm. This action does not dissipate the Arms of Ahriman, which can attack again on a subsequent turn if the wielder wishes it and the target is still within reach.|2}}&lt;br /&gt;
&lt;br /&gt;
==Level 3==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Perspective|The vampire can project their senses into any shadow within line of sight, seeing and hearing as if they were hiding within any part of it. This includes their own shadow, as manipulated by Shadow Cast (see p. XX).|None| One Rouse Check|Following a Rouse Check, the presence of the vampire in the shadow is undetectable by anything but supernatural means. (Sense the Unseen, for example). While this power is active the vampire perceives both their surroundings as well as what can be gleaned from the Shadow Perspective, as if looking through a screen or hole.|3}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Submerged Directive|When using Mesmerize, the vampire can now implant a posthypnotic suggestion, allowing the command to remain dormant until a specific stimulus occurs. This trigger can be anything from a specific date, to a person (â€œWhen you meet Roland, tell him these wordsâ€), to hearing a specific phrase. The Submerged Directive never expires; people can conceivably walk around with an order buried in their mind for years. The user can only embed one suggestion per victim.||No additional cost|Passive|As Mesmerize, though the Storyteller might want to make any rolls in secret. Thereâ€™s no way of knowing if the submerged suggestion works until the conditions are met.|3}}&lt;br /&gt;
&lt;br /&gt;
==Level 4==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Rationalize|The vampireâ€™s victims now believe that anything they do under the influence of Dominate was a result of their own free will, and defend their actions, however absurd. Long-term exposure to this power can lead to severe mental trauma in the victim.||No additional cost|Indefinitely|If pressed on their belief, the victim can make a Wits+Awareness test (Difficulty 5). A win makes them question their own statement, and possibly their sanity.|4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 5==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Mass Manipulation|The vampire can now command entire gatherings of mortals, and in some cases even groups of vampires. The vampire can use this power both to issue instructions and to manipulate memories.|| One Rouse Check in addition to the cost of the power amplified|As per power amplified|The vampire can amplify any of their other powers to affect a group of people, mortal or vampire, at once. All of the victims need to see the eyes of the user. The user makes any needed roll against the strongest opponent in the group.|5}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Terminal Decree|No longer hampered by the self-preservation instincts of their victims, the vampire can now issue commands that directly lead to the harm or death of the victim. Mortals can be made to blow their brains out, jump from rooftops, or swallow poison. Vampires can, with a bit of effort, be made to walk into fire or sunlight.||No additional Hunger cost, but the Humanity cost is potentially severe|Passive|Terminal commands now must be resisted (see individual powers regarding rolls involved), rather than failing automatically.|5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Discipline_List}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Disciplines]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2264</id>
		<title>Oblivion</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2264"/>
		<updated>2021-04-02T02:45:30Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Level 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt; &lt;br /&gt;
{{Discipline_List}} &lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = {{BASEPAGENAME}}&lt;br /&gt;
|image = [[File:{{BASEPAGENAME}}.png]]&lt;br /&gt;
|header1 = Nicknames&lt;br /&gt;
|label1 =&lt;br /&gt;
|data1 = &lt;br /&gt;
|header2 = &lt;br /&gt;
|label2 =&lt;br /&gt;
|data2 = Obtenebration, Necromancy, Shadowboxing, Abyssal Mastery, Tenebrae Imperium, Mortis, the Dark Arts, Black Magic, Entropy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
={{BASEPAGENAME}}=&lt;br /&gt;
&lt;br /&gt;
''The sudden blast of heat from the gasoline-steeped Cardinal Renate made Talley step back, shielding his eyes. A very mortal gesture. Talley corrected himself to watch the body burn. Tracking Renate, seizing her, and staking her ultimately came down to which of them was better skilled in the Lasombra arts. It had been a gruelling task, but not an unpleasant one.''&lt;br /&gt;
&lt;br /&gt;
''As his ghoul started typing â€œIt is doneâ€ into Talleyâ€™s phone, the few lights in the alley blinked off one by one. Te shadows drew in, plunging the entire area into blackness. Talley cast about, looking for the source of this sorcery. His eyes pierced the unnatural gloom, but found nothing. A sound made him turn toward the fire. The Cardinalâ€™s body was gone, nothing left but the flames dying down. A stump of the stake was resting in the ash. â€œMaybe weâ€™ll meet again sooner than planned, my dear.â€ ''&lt;br /&gt;
&lt;br /&gt;
''Talley dusted ash from his jacket as his accomplice at the other end of the alley spoke up. â€œBy order of the Friends of the Night, youâ€™re next to go, Sir Talley.â€ Shadows throughout the alley rapidly converged on the Templar, snaking along the walls and across the ground while his assailant maintained their distance. Talley watched as the tendrils approached, and considered for a second before nodding respectfully at his murderous childe, and vaulted into the dark.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Few Kindred outside Clan Lasombra and the Hecata know the Discipline of Oblivion, and as far as the Camarilla is concerned, this is a good thing. While the Lasombra favour the Disciplineâ€™s raw power, the more necromantically-inclined Hecata explore its ritual uses. With this power, vampires wield the very stuff of shadows and unlife as weapons. Some call the powerâ€™s source the Abyss, while other practitioners refer to it as the Labyrinth. The one certainty is Oblivion channels the darkest arts, from where the dead go to die. &lt;br /&gt;
&lt;br /&gt;
The masters of Oblivion call upon the it to wreathe themselves in night, enslave spectres, or throttle victims with their own shadow. Each time they use it, wielders run the risk of losing their soul and Humanity to the something darker than death and twice as hungry.&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
&lt;br /&gt;
The powers of Oblivion allow for the control of forces or spirits of an extradimensional element, originating from a plane of death and nothingness. When manifest, this element projects into our reality as two-dimensional shadows on the surface of three-dimensional objects, either by themselves or as extensions of the wielderâ€™s own shadow, snaking along the ground, walls, objects, or people. This makes them impossible to attack with most physical means as any blow will only hit the surface on which theyâ€™re projected, rather than the entities themselves. &lt;br /&gt;
&lt;br /&gt;
Oblivion projections and spirits sustain damage from fire and sunlight, counting as vampires with Blood Potency 1 in this regard. They also take one level of Aggravated damage per round from bright, direct lights, and may also be damaged (Superficially or Aggravated) from blessed weapons and artifacts, depending on the strength of the blessing and any True Faith of the wielder. &lt;br /&gt;
&lt;br /&gt;
Oblivionâ€™s powers are ineffective in brightly lit areas. Daylight and rooms without shadows are particularly prohibitive, preventing the Disciplineâ€™s successful function, though ultraviolet light and infrared light places no restriction on the Disciplineâ€™s use. Moderately lit rooms add one to the Difficulty of the Discipline roll involved. The use of these powers takes a heavy toll on the psyche of the user, and many powers cause Stains as the numbing emptiness of Oblivion seeps into the spirit of the wielder.&lt;br /&gt;
&lt;br /&gt;
'''Type: &lt;br /&gt;
Mental&amp;lt;br&amp;gt; &lt;br /&gt;
'''Masquerade threat: &lt;br /&gt;
Medium-High. The abyssal shadows rarely show up well on cameras but are obviously unnatural if witnessed in person.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Blood Resonance: &lt;br /&gt;
Psychopaths and the emotionally detached. Blood empty of Resonance.&lt;br /&gt;
'''Note:''' When making a Rouse check for an Oblivion power, a result of â€œ1â€ or â€œ10â€ results in a Stain, in addition to any Hunger gained. If the userâ€™s Blood Potency allows for a re-roll on the Rouse check,they can pick either of the two results.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Cloak|Subtly applying the inï¬‚uence of Oblivion on ambient shadows, the user masks their appearance or seems more sinister and threatening.|None|Free|Passive|The vampire gains a two-dice bonus to Stealth rolls, as well as on Intimidation versus mortals.|1}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Oblivion's Sight|The vampire closes their eyes. Upon opening them, the irises of their eyes are black against the white of&lt;br /&gt;
their sclera, and they can now see clearly within pitch blackness, and can perceive ghosts who are not actively hiding their presence.|None|Free|One scene|On activation, the userâ€™s eyes become supernaturally attuned to darkness, allowing them to ignore all low-light penalties, including those of supernatural origin. They still need their eyes to see and are affected by blindfolds and the like as usual. If a ghost is present and not attempting stealth or using a power to conceal its presence, the spirit becomes visible to the vampire using Oblivionâ€™s Sight. In such cases, ghosts appear as they wish to appear, whether as humans bearing the wounds that caused their death, as spectral monstrosities, or as perfectly immaculate corpses. Ghosts do not automatically realize when a vampire spots them, but if they do, many react with fear or anger rather than passivity. This power does not grant the ability to make physical contact with ghosts.|1}}&lt;br /&gt;
&lt;br /&gt;
==Level 2==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Cast|Oblivion is powerful but can often be foiled by the simple lack of appropriate shadows from which to summon it. This power draws upon the darkness within the user to project a supernatural shadow from which to manifest other powers, no matter the ambient lightning. This shadow usually mimics the movement and shape of the user but can sometimes grow distorted and even monstrous, resonating with the current temperament of its owner.|None|One Rouse Check|One Scene|Activating the power conjures a supernatural shadow from the vampireâ€™s body. As long as the power is active, the user casts this shadow, which cannot be removed except by direct sunlight. &lt;br /&gt;
&lt;br /&gt;
Anyone witnessing the practitioner notices the shadow cast from no visible light source on a Wits + Awareness roll (Difficulty 3). The vampire can direct their shadow, elongating or distorting (but not detaching) it at will, though it can sometimes act on its own accord, at the Storytellerâ€™s discretion. For the purposes of other powers such as Shadow Perspective, the shadow can be lengthened to up to twice the practitionerâ€™s Oblivion rating in yards/meters. &lt;br /&gt;
&lt;br /&gt;
For anyone stood within the shadowâ€™s reach, the Willpower damage from social conflict increases by 1. Standing in a Oblivionâ€™s shadow is a terrifying prospect.|2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Arms of Ahriman (Amalgam: Potence 2)|The vampire summons abyssal appendages from unlit spots in the area, within line of sight. Local shadows distort as murky tentacles snake out from them and converge on one or more hapless victims. Whether by gliding up the body of the victim or engaging in a mystic grapple with the victimâ€™s own shadow, the arms are able to hold them in place or smother them.|Wits + Oblivion|One Rouse Check|One scene or until ended or destroyed|The user takes one turn and pays the cost, summoning the shadow appendages. Using these, the vampire can perform bludgeoning and grappling attacks against distant targets every subsequent turn. Additional arms can be created by splitting the dice pool, enabling the user to engage multiple opponents. (see Vampire: Te Masquerade p. 125). The arms use the vampireâ€™s Wits + Oblivion to attack and deal Superficial damage or grapple, adding half the userâ€™s Potence rating (round up) as a damage bonus. The vampire can do nothing else except control the arms while this power is active. They can also be used to perform simple actions (such as opening doors and pulling levers) but nothing as advanced as typing or controlling vehicles. Te arms have a length (in yards/meters) equal to twice the Oblivion dots of the user. (Note that the arms, being shadows, move across surfaces, not air, and any distances must take this into account.)&lt;br /&gt;
&lt;br /&gt;
The arms have three health levels and use their ownerâ€™s Wits + Oblivion to avoid and endure attacks. As two-dimensional shadows, they can only be harmed by bright light, such as from a powerful torch or daylight. The Wits + Oblivion roll allows the tendrils to attempt to snake into the dark corners of a room or overpower the light for a turn, taking a health level of damage but continuing the assault. &lt;br /&gt;
&lt;br /&gt;
As the shadow tendrils constrict and assault victims via magical means, it takes an act of will to escape them. A constricted victim must roll Resolve + Composure and achieve more successes than the attacker to simply pass through the tendrils incurring no harm. This action does not dissipate the Arms of Ahriman, which can attack again on a subsequent turn if the wielder wishes it and the target is still within reach.|2}}&lt;br /&gt;
&lt;br /&gt;
==Level 3==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|The Forgetful Mind|The vampire can rewrite whole swathes of the victimâ€™s memories, as long as they can keep the victimâ€™s gaze and full, uninterrupted attention. The vampire verbally describes the victimâ€™s new memories, which the victim then accepts as their own. This power does not allow the user to investigate the victimâ€™s true memories; it more resembles blindly painting over the old canvas.|Manipulation + Dominate vs Intelligence + Resolve| One Rouse Check|Indefinitely|The user rolls a contest of Manipulation + Dominate vs Intelligence + Resolve. Each point of margin allows the user to add or remove an additional memory. The victim recalls the edits vaguely, foggy ideations that can fall apart under close questioning. A critical win creates a flawless imprint, as real as any true memory.|3}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Submerged Directive|When using Mesmerize, the vampire can now implant a posthypnotic suggestion, allowing the command to remain dormant until a specific stimulus occurs. This trigger can be anything from a specific date, to a person (â€œWhen you meet Roland, tell him these wordsâ€), to hearing a specific phrase. The Submerged Directive never expires; people can conceivably walk around with an order buried in their mind for years. The user can only embed one suggestion per victim.||No additional cost|Passive|As Mesmerize, though the Storyteller might want to make any rolls in secret. Thereâ€™s no way of knowing if the submerged suggestion works until the conditions are met.|3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 4==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Rationalize|The vampireâ€™s victims now believe that anything they do under the influence of Dominate was a result of their own free will, and defend their actions, however absurd. Long-term exposure to this power can lead to severe mental trauma in the victim.||No additional cost|Indefinitely|If pressed on their belief, the victim can make a Wits+Awareness test (Difficulty 5). A win makes them question their own statement, and possibly their sanity.|4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 5==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Mass Manipulation|The vampire can now command entire gatherings of mortals, and in some cases even groups of vampires. The vampire can use this power both to issue instructions and to manipulate memories.|| One Rouse Check in addition to the cost of the power amplified|As per power amplified|The vampire can amplify any of their other powers to affect a group of people, mortal or vampire, at once. All of the victims need to see the eyes of the user. The user makes any needed roll against the strongest opponent in the group.|5}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Terminal Decree|No longer hampered by the self-preservation instincts of their victims, the vampire can now issue commands that directly lead to the harm or death of the victim. Mortals can be made to blow their brains out, jump from rooftops, or swallow poison. Vampires can, with a bit of effort, be made to walk into fire or sunlight.||No additional Hunger cost, but the Humanity cost is potentially severe|Passive|Terminal commands now must be resisted (see individual powers regarding rolls involved), rather than failing automatically.|5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Discipline_List}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Disciplines]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2263</id>
		<title>Oblivion</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2263"/>
		<updated>2021-04-02T01:45:01Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Level 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt; &lt;br /&gt;
{{Discipline_List}} &lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = {{BASEPAGENAME}}&lt;br /&gt;
|image = [[File:{{BASEPAGENAME}}.png]]&lt;br /&gt;
|header1 = Nicknames&lt;br /&gt;
|label1 =&lt;br /&gt;
|data1 = &lt;br /&gt;
|header2 = &lt;br /&gt;
|label2 =&lt;br /&gt;
|data2 = Obtenebration, Necromancy, Shadowboxing, Abyssal Mastery, Tenebrae Imperium, Mortis, the Dark Arts, Black Magic, Entropy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
={{BASEPAGENAME}}=&lt;br /&gt;
&lt;br /&gt;
''The sudden blast of heat from the gasoline-steeped Cardinal Renate made Talley step back, shielding his eyes. A very mortal gesture. Talley corrected himself to watch the body burn. Tracking Renate, seizing her, and staking her ultimately came down to which of them was better skilled in the Lasombra arts. It had been a gruelling task, but not an unpleasant one.''&lt;br /&gt;
&lt;br /&gt;
''As his ghoul started typing â€œIt is doneâ€ into Talleyâ€™s phone, the few lights in the alley blinked off one by one. Te shadows drew in, plunging the entire area into blackness. Talley cast about, looking for the source of this sorcery. His eyes pierced the unnatural gloom, but found nothing. A sound made him turn toward the fire. The Cardinalâ€™s body was gone, nothing left but the flames dying down. A stump of the stake was resting in the ash. â€œMaybe weâ€™ll meet again sooner than planned, my dear.â€ ''&lt;br /&gt;
&lt;br /&gt;
''Talley dusted ash from his jacket as his accomplice at the other end of the alley spoke up. â€œBy order of the Friends of the Night, youâ€™re next to go, Sir Talley.â€ Shadows throughout the alley rapidly converged on the Templar, snaking along the walls and across the ground while his assailant maintained their distance. Talley watched as the tendrils approached, and considered for a second before nodding respectfully at his murderous childe, and vaulted into the dark.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Few Kindred outside Clan Lasombra and the Hecata know the Discipline of Oblivion, and as far as the Camarilla is concerned, this is a good thing. While the Lasombra favour the Disciplineâ€™s raw power, the more necromantically-inclined Hecata explore its ritual uses. With this power, vampires wield the very stuff of shadows and unlife as weapons. Some call the powerâ€™s source the Abyss, while other practitioners refer to it as the Labyrinth. The one certainty is Oblivion channels the darkest arts, from where the dead go to die. &lt;br /&gt;
&lt;br /&gt;
The masters of Oblivion call upon the it to wreathe themselves in night, enslave spectres, or throttle victims with their own shadow. Each time they use it, wielders run the risk of losing their soul and Humanity to the something darker than death and twice as hungry.&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
&lt;br /&gt;
The powers of Oblivion allow for the control of forces or spirits of an extradimensional element, originating from a plane of death and nothingness. When manifest, this element projects into our reality as two-dimensional shadows on the surface of three-dimensional objects, either by themselves or as extensions of the wielderâ€™s own shadow, snaking along the ground, walls, objects, or people. This makes them impossible to attack with most physical means as any blow will only hit the surface on which theyâ€™re projected, rather than the entities themselves. &lt;br /&gt;
&lt;br /&gt;
Oblivion projections and spirits sustain damage from fire and sunlight, counting as vampires with Blood Potency 1 in this regard. They also take one level of Aggravated damage per round from bright, direct lights, and may also be damaged (Superficially or Aggravated) from blessed weapons and artifacts, depending on the strength of the blessing and any True Faith of the wielder. &lt;br /&gt;
&lt;br /&gt;
Oblivionâ€™s powers are ineffective in brightly lit areas. Daylight and rooms without shadows are particularly prohibitive, preventing the Disciplineâ€™s successful function, though ultraviolet light and infrared light places no restriction on the Disciplineâ€™s use. Moderately lit rooms add one to the Difficulty of the Discipline roll involved. The use of these powers takes a heavy toll on the psyche of the user, and many powers cause Stains as the numbing emptiness of Oblivion seeps into the spirit of the wielder.&lt;br /&gt;
&lt;br /&gt;
'''Type: &lt;br /&gt;
Mental&amp;lt;br&amp;gt; &lt;br /&gt;
'''Masquerade threat: &lt;br /&gt;
Medium-High. The abyssal shadows rarely show up well on cameras but are obviously unnatural if witnessed in person.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Blood Resonance: &lt;br /&gt;
Psychopaths and the emotionally detached. Blood empty of Resonance.&lt;br /&gt;
'''Note:''' When making a Rouse check for an Oblivion power, a result of â€œ1â€ or â€œ10â€ results in a Stain, in addition to any Hunger gained. If the userâ€™s Blood Potency allows for a re-roll on the Rouse check,they can pick either of the two results.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Cloak|Subtly applying the inï¬‚uence of Oblivion on ambient shadows, the user masks their appearance or seems more sinister and threatening.|None|Free|Passive|The vampire gains a two-dice bonus to Stealth rolls, as well as on Intimidation versus mortals.|1}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Oblivion's Sight|The vampire closes their eyes. Upon opening them, the irises of their eyes are black against the white of&lt;br /&gt;
their sclera, and they can now see clearly within pitch blackness, and can perceive ghosts who are not actively hiding their presence.|None|Free|One scene|On activation, the userâ€™s eyes become supernaturally attuned to darkness, allowing them to ignore all low-light penalties, including those of supernatural origin. They still need their eyes to see and are affected by blindfolds and the like as usual. If a ghost is present and not attempting stealth or using a power to conceal its presence, the spirit becomes visible to the vampire using Oblivionâ€™s Sight. In such cases, ghosts appear as they wish to appear, whether as humans bearing the wounds that caused their death, as spectral monstrosities, or as perfectly immaculate corpses. Ghosts do not automatically realize when a vampire spots them, but if they do, many react with fear or anger rather than passivity. This power does not grant the ability to make physical contact with ghosts.|1}}&lt;br /&gt;
&lt;br /&gt;
==Level 2==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Cast|Oblivion is powerful but can often be foiled by the simple lack of appropriate shadows from which to summon it. This power draws upon the darkness within the user to project a supernatural shadow from which to manifest other powers, no matter the ambient lightning. This shadow usually mimics the movement and shape of the user but can sometimes grow distorted and even monstrous, resonating with the current temperament of its owner.|None|One Rouse Check|One Scene|Activating the power conjures a supernatural shadow from the vampireâ€™s body. As long as the power is active, the user casts this shadow, which cannot be removed except by direct sunlight. &lt;br /&gt;
&lt;br /&gt;
Anyone witnessing the practitioner notices the shadow cast from no visible light source on a Wits + Awareness roll (Difficulty 3). The vampire can direct their shadow, elongating or distorting (but not detaching) it at will, though it can sometimes act on its own accord, at the Storytellerâ€™s discretion. For the purposes of other powers such as Shadow Perspective, the shadow can be lengthened to up to twice the practitionerâ€™s Oblivion rating in yards/meters. &lt;br /&gt;
&lt;br /&gt;
For anyone stood within the shadowâ€™s reach, the Willpower damage from social conflict increases by 1. Standing in a Oblivionâ€™s shadow is a terrifying prospect.|2}}&lt;br /&gt;
&lt;br /&gt;
==Level 3==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|The Forgetful Mind|The vampire can rewrite whole swathes of the victimâ€™s memories, as long as they can keep the victimâ€™s gaze and full, uninterrupted attention. The vampire verbally describes the victimâ€™s new memories, which the victim then accepts as their own. This power does not allow the user to investigate the victimâ€™s true memories; it more resembles blindly painting over the old canvas.|Manipulation + Dominate vs Intelligence + Resolve| One Rouse Check|Indefinitely|The user rolls a contest of Manipulation + Dominate vs Intelligence + Resolve. Each point of margin allows the user to add or remove an additional memory. The victim recalls the edits vaguely, foggy ideations that can fall apart under close questioning. A critical win creates a flawless imprint, as real as any true memory.|3}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Submerged Directive|When using Mesmerize, the vampire can now implant a posthypnotic suggestion, allowing the command to remain dormant until a specific stimulus occurs. This trigger can be anything from a specific date, to a person (â€œWhen you meet Roland, tell him these wordsâ€), to hearing a specific phrase. The Submerged Directive never expires; people can conceivably walk around with an order buried in their mind for years. The user can only embed one suggestion per victim.||No additional cost|Passive|As Mesmerize, though the Storyteller might want to make any rolls in secret. Thereâ€™s no way of knowing if the submerged suggestion works until the conditions are met.|3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 4==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Rationalize|The vampireâ€™s victims now believe that anything they do under the influence of Dominate was a result of their own free will, and defend their actions, however absurd. Long-term exposure to this power can lead to severe mental trauma in the victim.||No additional cost|Indefinitely|If pressed on their belief, the victim can make a Wits+Awareness test (Difficulty 5). A win makes them question their own statement, and possibly their sanity.|4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 5==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Mass Manipulation|The vampire can now command entire gatherings of mortals, and in some cases even groups of vampires. The vampire can use this power both to issue instructions and to manipulate memories.|| One Rouse Check in addition to the cost of the power amplified|As per power amplified|The vampire can amplify any of their other powers to affect a group of people, mortal or vampire, at once. All of the victims need to see the eyes of the user. The user makes any needed roll against the strongest opponent in the group.|5}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Terminal Decree|No longer hampered by the self-preservation instincts of their victims, the vampire can now issue commands that directly lead to the harm or death of the victim. Mortals can be made to blow their brains out, jump from rooftops, or swallow poison. Vampires can, with a bit of effort, be made to walk into fire or sunlight.||No additional Hunger cost, but the Humanity cost is potentially severe|Passive|Terminal commands now must be resisted (see individual powers regarding rolls involved), rather than failing automatically.|5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Discipline_List}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Disciplines]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2262</id>
		<title>Oblivion</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2262"/>
		<updated>2021-04-02T01:43:39Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Level 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt; &lt;br /&gt;
{{Discipline_List}} &lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = {{BASEPAGENAME}}&lt;br /&gt;
|image = [[File:{{BASEPAGENAME}}.png]]&lt;br /&gt;
|header1 = Nicknames&lt;br /&gt;
|label1 =&lt;br /&gt;
|data1 = &lt;br /&gt;
|header2 = &lt;br /&gt;
|label2 =&lt;br /&gt;
|data2 = Obtenebration, Necromancy, Shadowboxing, Abyssal Mastery, Tenebrae Imperium, Mortis, the Dark Arts, Black Magic, Entropy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
={{BASEPAGENAME}}=&lt;br /&gt;
&lt;br /&gt;
''The sudden blast of heat from the gasoline-steeped Cardinal Renate made Talley step back, shielding his eyes. A very mortal gesture. Talley corrected himself to watch the body burn. Tracking Renate, seizing her, and staking her ultimately came down to which of them was better skilled in the Lasombra arts. It had been a gruelling task, but not an unpleasant one.''&lt;br /&gt;
&lt;br /&gt;
''As his ghoul started typing â€œIt is doneâ€ into Talleyâ€™s phone, the few lights in the alley blinked off one by one. Te shadows drew in, plunging the entire area into blackness. Talley cast about, looking for the source of this sorcery. His eyes pierced the unnatural gloom, but found nothing. A sound made him turn toward the fire. The Cardinalâ€™s body was gone, nothing left but the flames dying down. A stump of the stake was resting in the ash. â€œMaybe weâ€™ll meet again sooner than planned, my dear.â€ ''&lt;br /&gt;
&lt;br /&gt;
''Talley dusted ash from his jacket as his accomplice at the other end of the alley spoke up. â€œBy order of the Friends of the Night, youâ€™re next to go, Sir Talley.â€ Shadows throughout the alley rapidly converged on the Templar, snaking along the walls and across the ground while his assailant maintained their distance. Talley watched as the tendrils approached, and considered for a second before nodding respectfully at his murderous childe, and vaulted into the dark.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Few Kindred outside Clan Lasombra and the Hecata know the Discipline of Oblivion, and as far as the Camarilla is concerned, this is a good thing. While the Lasombra favour the Disciplineâ€™s raw power, the more necromantically-inclined Hecata explore its ritual uses. With this power, vampires wield the very stuff of shadows and unlife as weapons. Some call the powerâ€™s source the Abyss, while other practitioners refer to it as the Labyrinth. The one certainty is Oblivion channels the darkest arts, from where the dead go to die. &lt;br /&gt;
&lt;br /&gt;
The masters of Oblivion call upon the it to wreathe themselves in night, enslave spectres, or throttle victims with their own shadow. Each time they use it, wielders run the risk of losing their soul and Humanity to the something darker than death and twice as hungry.&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
&lt;br /&gt;
The powers of Oblivion allow for the control of forces or spirits of an extradimensional element, originating from a plane of death and nothingness. When manifest, this element projects into our reality as two-dimensional shadows on the surface of three-dimensional objects, either by themselves or as extensions of the wielderâ€™s own shadow, snaking along the ground, walls, objects, or people. This makes them impossible to attack with most physical means as any blow will only hit the surface on which theyâ€™re projected, rather than the entities themselves. &lt;br /&gt;
&lt;br /&gt;
Oblivion projections and spirits sustain damage from fire and sunlight, counting as vampires with Blood Potency 1 in this regard. They also take one level of Aggravated damage per round from bright, direct lights, and may also be damaged (Superficially or Aggravated) from blessed weapons and artifacts, depending on the strength of the blessing and any True Faith of the wielder. &lt;br /&gt;
&lt;br /&gt;
Oblivionâ€™s powers are ineffective in brightly lit areas. Daylight and rooms without shadows are particularly prohibitive, preventing the Disciplineâ€™s successful function, though ultraviolet light and infrared light places no restriction on the Disciplineâ€™s use. Moderately lit rooms add one to the Difficulty of the Discipline roll involved. The use of these powers takes a heavy toll on the psyche of the user, and many powers cause Stains as the numbing emptiness of Oblivion seeps into the spirit of the wielder.&lt;br /&gt;
&lt;br /&gt;
'''Type: &lt;br /&gt;
Mental&amp;lt;br&amp;gt; &lt;br /&gt;
'''Masquerade threat: &lt;br /&gt;
Medium-High. The abyssal shadows rarely show up well on cameras but are obviously unnatural if witnessed in person.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Blood Resonance: &lt;br /&gt;
Psychopaths and the emotionally detached. Blood empty of Resonance.&lt;br /&gt;
'''Note:''' When making a Rouse check for an Oblivion power, a result of â€œ1â€ or â€œ10â€ results in a Stain, in addition to any Hunger gained. If the userâ€™s Blood Potency allows for a re-roll on the Rouse check,they can pick either of the two results.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Cloak|Subtly applying the inï¬‚uence of Oblivion on ambient shadows, the user masks their appearance or seems more sinister and threatening.|None|Free|Passive|The vampire gains a two-dice bonus to Stealth rolls, as well as on Intimidation versus mortals.|1}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Oblivion's Sight|The vampire closes their eyes. Upon opening them, the irises of their eyes are black against the white of&lt;br /&gt;
their sclera, and they can now see clearly within pitch blackness, and can perceive ghosts who are not actively hiding their presence.|None|Free|One scene|On activation, the userâ€™s eyes become supernaturally attuned to darkness, allowing them to ignore all low-light penalties, including those of supernatural origin. They still need their eyes to see and are affected by blindfolds and the like as usual. If a ghost is present and not attempting stealth or using a power to conceal its presence, the spirit becomes visible to the vampire using Oblivionâ€™s Sight. In such cases, ghosts appear as they wish to appear, whether as humans bearing the wounds that caused their death, as spectral monstrosities, or as perfectly immaculate corpses. Ghosts do not automatically realize when a vampire spots them, but if they do, many react with fear or anger rather than passivity. This power does not grant the ability to make physical contact with ghosts.|1}}&lt;br /&gt;
&lt;br /&gt;
==Level 2==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Cast|Oblivion is powerful but can often be foiled by the simple lack of appropriate shadows from which to summon it. This power draws upon the darkness within the user to project a supernatural shadow from which to manifest other powers, no matter the ambient lightning. This shadow usually mimics the movement and shape of the user but can sometimes grow distorted and even monstrous, resonating with the current temperament of its owner.|None|One Rouse Check|Until the command is carried out or the scene ends, whichever comes first.|No roll is required against an unprepared mortal victim. Commanding a resisting victim or another vampire requires a contest of Manipulation + Dominate vs Intelligence + Resolve. Commands that go against the victimâ€™s nature also require such a contest.|2}}&lt;br /&gt;
&lt;br /&gt;
==Level 3==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|The Forgetful Mind|The vampire can rewrite whole swathes of the victimâ€™s memories, as long as they can keep the victimâ€™s gaze and full, uninterrupted attention. The vampire verbally describes the victimâ€™s new memories, which the victim then accepts as their own. This power does not allow the user to investigate the victimâ€™s true memories; it more resembles blindly painting over the old canvas.|Manipulation + Dominate vs Intelligence + Resolve| One Rouse Check|Indefinitely|The user rolls a contest of Manipulation + Dominate vs Intelligence + Resolve. Each point of margin allows the user to add or remove an additional memory. The victim recalls the edits vaguely, foggy ideations that can fall apart under close questioning. A critical win creates a flawless imprint, as real as any true memory.|3}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Submerged Directive|When using Mesmerize, the vampire can now implant a posthypnotic suggestion, allowing the command to remain dormant until a specific stimulus occurs. This trigger can be anything from a specific date, to a person (â€œWhen you meet Roland, tell him these wordsâ€), to hearing a specific phrase. The Submerged Directive never expires; people can conceivably walk around with an order buried in their mind for years. The user can only embed one suggestion per victim.||No additional cost|Passive|As Mesmerize, though the Storyteller might want to make any rolls in secret. Thereâ€™s no way of knowing if the submerged suggestion works until the conditions are met.|3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 4==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Rationalize|The vampireâ€™s victims now believe that anything they do under the influence of Dominate was a result of their own free will, and defend their actions, however absurd. Long-term exposure to this power can lead to severe mental trauma in the victim.||No additional cost|Indefinitely|If pressed on their belief, the victim can make a Wits+Awareness test (Difficulty 5). A win makes them question their own statement, and possibly their sanity.|4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 5==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Mass Manipulation|The vampire can now command entire gatherings of mortals, and in some cases even groups of vampires. The vampire can use this power both to issue instructions and to manipulate memories.|| One Rouse Check in addition to the cost of the power amplified|As per power amplified|The vampire can amplify any of their other powers to affect a group of people, mortal or vampire, at once. All of the victims need to see the eyes of the user. The user makes any needed roll against the strongest opponent in the group.|5}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Terminal Decree|No longer hampered by the self-preservation instincts of their victims, the vampire can now issue commands that directly lead to the harm or death of the victim. Mortals can be made to blow their brains out, jump from rooftops, or swallow poison. Vampires can, with a bit of effort, be made to walk into fire or sunlight.||No additional Hunger cost, but the Humanity cost is potentially severe|Passive|Terminal commands now must be resisted (see individual powers regarding rolls involved), rather than failing automatically.|5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Discipline_List}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Disciplines]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2261</id>
		<title>Oblivion</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2261"/>
		<updated>2021-04-02T01:39:55Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Level 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt; &lt;br /&gt;
{{Discipline_List}} &lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = {{BASEPAGENAME}}&lt;br /&gt;
|image = [[File:{{BASEPAGENAME}}.png]]&lt;br /&gt;
|header1 = Nicknames&lt;br /&gt;
|label1 =&lt;br /&gt;
|data1 = &lt;br /&gt;
|header2 = &lt;br /&gt;
|label2 =&lt;br /&gt;
|data2 = Obtenebration, Necromancy, Shadowboxing, Abyssal Mastery, Tenebrae Imperium, Mortis, the Dark Arts, Black Magic, Entropy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
={{BASEPAGENAME}}=&lt;br /&gt;
&lt;br /&gt;
''The sudden blast of heat from the gasoline-steeped Cardinal Renate made Talley step back, shielding his eyes. A very mortal gesture. Talley corrected himself to watch the body burn. Tracking Renate, seizing her, and staking her ultimately came down to which of them was better skilled in the Lasombra arts. It had been a gruelling task, but not an unpleasant one.''&lt;br /&gt;
&lt;br /&gt;
''As his ghoul started typing â€œIt is doneâ€ into Talleyâ€™s phone, the few lights in the alley blinked off one by one. Te shadows drew in, plunging the entire area into blackness. Talley cast about, looking for the source of this sorcery. His eyes pierced the unnatural gloom, but found nothing. A sound made him turn toward the fire. The Cardinalâ€™s body was gone, nothing left but the flames dying down. A stump of the stake was resting in the ash. â€œMaybe weâ€™ll meet again sooner than planned, my dear.â€ ''&lt;br /&gt;
&lt;br /&gt;
''Talley dusted ash from his jacket as his accomplice at the other end of the alley spoke up. â€œBy order of the Friends of the Night, youâ€™re next to go, Sir Talley.â€ Shadows throughout the alley rapidly converged on the Templar, snaking along the walls and across the ground while his assailant maintained their distance. Talley watched as the tendrils approached, and considered for a second before nodding respectfully at his murderous childe, and vaulted into the dark.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Few Kindred outside Clan Lasombra and the Hecata know the Discipline of Oblivion, and as far as the Camarilla is concerned, this is a good thing. While the Lasombra favour the Disciplineâ€™s raw power, the more necromantically-inclined Hecata explore its ritual uses. With this power, vampires wield the very stuff of shadows and unlife as weapons. Some call the powerâ€™s source the Abyss, while other practitioners refer to it as the Labyrinth. The one certainty is Oblivion channels the darkest arts, from where the dead go to die. &lt;br /&gt;
&lt;br /&gt;
The masters of Oblivion call upon the it to wreathe themselves in night, enslave spectres, or throttle victims with their own shadow. Each time they use it, wielders run the risk of losing their soul and Humanity to the something darker than death and twice as hungry.&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
&lt;br /&gt;
The powers of Oblivion allow for the control of forces or spirits of an extradimensional element, originating from a plane of death and nothingness. When manifest, this element projects into our reality as two-dimensional shadows on the surface of three-dimensional objects, either by themselves or as extensions of the wielderâ€™s own shadow, snaking along the ground, walls, objects, or people. This makes them impossible to attack with most physical means as any blow will only hit the surface on which theyâ€™re projected, rather than the entities themselves. &lt;br /&gt;
&lt;br /&gt;
Oblivion projections and spirits sustain damage from fire and sunlight, counting as vampires with Blood Potency 1 in this regard. They also take one level of Aggravated damage per round from bright, direct lights, and may also be damaged (Superficially or Aggravated) from blessed weapons and artifacts, depending on the strength of the blessing and any True Faith of the wielder. &lt;br /&gt;
&lt;br /&gt;
Oblivionâ€™s powers are ineffective in brightly lit areas. Daylight and rooms without shadows are particularly prohibitive, preventing the Disciplineâ€™s successful function, though ultraviolet light and infrared light places no restriction on the Disciplineâ€™s use. Moderately lit rooms add one to the Difficulty of the Discipline roll involved. The use of these powers takes a heavy toll on the psyche of the user, and many powers cause Stains as the numbing emptiness of Oblivion seeps into the spirit of the wielder.&lt;br /&gt;
&lt;br /&gt;
'''Type: &lt;br /&gt;
Mental&amp;lt;br&amp;gt; &lt;br /&gt;
'''Masquerade threat: &lt;br /&gt;
Medium-High. The abyssal shadows rarely show up well on cameras but are obviously unnatural if witnessed in person.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Blood Resonance: &lt;br /&gt;
Psychopaths and the emotionally detached. Blood empty of Resonance.&lt;br /&gt;
'''Note:''' When making a Rouse check for an Oblivion power, a result of â€œ1â€ or â€œ10â€ results in a Stain, in addition to any Hunger gained. If the userâ€™s Blood Potency allows for a re-roll on the Rouse check,they can pick either of the two results.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Cloak|Subtly applying the inï¬‚uence of Oblivion on ambient shadows, the user masks their appearance or seems more sinister and threatening.|None|Free|Passive|The vampire gains a two-dice bonus to Stealth rolls, as well as on Intimidation versus mortals.|1}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Oblivion's Sight|The vampire closes their eyes. Upon opening them, the irises of their eyes are black against the white of&lt;br /&gt;
their sclera, and they can now see clearly within pitch blackness, and can perceive ghosts who are not actively hiding their presence.|None|Free|One scene|On activation, the userâ€™s eyes become supernaturally attuned to darkness, allowing them to ignore all low-light penalties, including those of supernatural origin. They still need their eyes to see and are affected by blindfolds and the like as usual. If a ghost is present and not attempting stealth or using a power to conceal its presence, the spirit becomes visible to the vampire using Oblivionâ€™s Sight. In such cases, ghosts appear as they wish to appear, whether as humans bearing the wounds that caused their death, as spectral monstrosities, or as perfectly immaculate corpses. Ghosts do not automatically realize when a vampire spots them, but if they do, many react with fear or anger rather than passivity. This power does not grant the ability to make physical contact with ghosts.|1}}&lt;br /&gt;
&lt;br /&gt;
==Level 2==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Mesmerize|The vampire can issue complex commands to a victim, as long as they have the subjectâ€™s gaze and relative quiet in which to issue instructions. The instructions must be carried out immediately to the victimâ€™s best ability, and must not contain any conditional actions (â€œ...if you see Henry, give him the documentâ€), as this would require the victim to exercise cognition.|Manipulation + Dominate vs Intelligence + Resolve|One Rouse Check|Until the command is carried out or the scene ends, whichever comes first.|No roll is required against an unprepared mortal victim. Commanding a resisting victim or another vampire requires a contest of Manipulation + Dominate vs Intelligence + Resolve. Commands that go against the victimâ€™s nature also require such a contest.|2}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Dementation (Amalgam: Obfuscate 2)|This subtle power requires nothing more than casual conversation, as the vampireâ€™s insidious influence hides between the lines and inflections employed. The victim finds themselves increasingly agitated as their inner demons bubble to the surface, eventually drowning out all rhyme and reason.|Manipulation + Dominate vs Composure + Intelligence|One Rouse Check per scene|One Scene.|After engaging in conversation with a victim, the user can activate this power. For the duration of the scene, the user may attack a single individual each turn in a Manipulation + Dominate vs Composure + Intelligence conflict, causing Superficial damage to Willpower. A mortal who becomes Impaired by this power experiences a nervous breakdown or psychotic break, the shape and nature of which depends on their personality (and perhaps their blood Resonance). A vampire that becomes Impaired by this power must immediately succumb to a Compulsion, as chosen by the powerâ€™s user. &lt;br /&gt;
&lt;br /&gt;
If the user wants to affect multiple victims, they need to make a separate Rouse Check for each one.|2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 3==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|The Forgetful Mind|The vampire can rewrite whole swathes of the victimâ€™s memories, as long as they can keep the victimâ€™s gaze and full, uninterrupted attention. The vampire verbally describes the victimâ€™s new memories, which the victim then accepts as their own. This power does not allow the user to investigate the victimâ€™s true memories; it more resembles blindly painting over the old canvas.|Manipulation + Dominate vs Intelligence + Resolve| One Rouse Check|Indefinitely|The user rolls a contest of Manipulation + Dominate vs Intelligence + Resolve. Each point of margin allows the user to add or remove an additional memory. The victim recalls the edits vaguely, foggy ideations that can fall apart under close questioning. A critical win creates a flawless imprint, as real as any true memory.|3}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Submerged Directive|When using Mesmerize, the vampire can now implant a posthypnotic suggestion, allowing the command to remain dormant until a specific stimulus occurs. This trigger can be anything from a specific date, to a person (â€œWhen you meet Roland, tell him these wordsâ€), to hearing a specific phrase. The Submerged Directive never expires; people can conceivably walk around with an order buried in their mind for years. The user can only embed one suggestion per victim.||No additional cost|Passive|As Mesmerize, though the Storyteller might want to make any rolls in secret. Thereâ€™s no way of knowing if the submerged suggestion works until the conditions are met.|3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 4==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Rationalize|The vampireâ€™s victims now believe that anything they do under the influence of Dominate was a result of their own free will, and defend their actions, however absurd. Long-term exposure to this power can lead to severe mental trauma in the victim.||No additional cost|Indefinitely|If pressed on their belief, the victim can make a Wits+Awareness test (Difficulty 5). A win makes them question their own statement, and possibly their sanity.|4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 5==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Mass Manipulation|The vampire can now command entire gatherings of mortals, and in some cases even groups of vampires. The vampire can use this power both to issue instructions and to manipulate memories.|| One Rouse Check in addition to the cost of the power amplified|As per power amplified|The vampire can amplify any of their other powers to affect a group of people, mortal or vampire, at once. All of the victims need to see the eyes of the user. The user makes any needed roll against the strongest opponent in the group.|5}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Terminal Decree|No longer hampered by the self-preservation instincts of their victims, the vampire can now issue commands that directly lead to the harm or death of the victim. Mortals can be made to blow their brains out, jump from rooftops, or swallow poison. Vampires can, with a bit of effort, be made to walk into fire or sunlight.||No additional Hunger cost, but the Humanity cost is potentially severe|Passive|Terminal commands now must be resisted (see individual powers regarding rolls involved), rather than failing automatically.|5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Discipline_List}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Disciplines]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2260</id>
		<title>Oblivion</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2260"/>
		<updated>2021-04-02T01:39:07Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Level 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt; &lt;br /&gt;
{{Discipline_List}} &lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = {{BASEPAGENAME}}&lt;br /&gt;
|image = [[File:{{BASEPAGENAME}}.png]]&lt;br /&gt;
|header1 = Nicknames&lt;br /&gt;
|label1 =&lt;br /&gt;
|data1 = &lt;br /&gt;
|header2 = &lt;br /&gt;
|label2 =&lt;br /&gt;
|data2 = Obtenebration, Necromancy, Shadowboxing, Abyssal Mastery, Tenebrae Imperium, Mortis, the Dark Arts, Black Magic, Entropy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
={{BASEPAGENAME}}=&lt;br /&gt;
&lt;br /&gt;
''The sudden blast of heat from the gasoline-steeped Cardinal Renate made Talley step back, shielding his eyes. A very mortal gesture. Talley corrected himself to watch the body burn. Tracking Renate, seizing her, and staking her ultimately came down to which of them was better skilled in the Lasombra arts. It had been a gruelling task, but not an unpleasant one.''&lt;br /&gt;
&lt;br /&gt;
''As his ghoul started typing â€œIt is doneâ€ into Talleyâ€™s phone, the few lights in the alley blinked off one by one. Te shadows drew in, plunging the entire area into blackness. Talley cast about, looking for the source of this sorcery. His eyes pierced the unnatural gloom, but found nothing. A sound made him turn toward the fire. The Cardinalâ€™s body was gone, nothing left but the flames dying down. A stump of the stake was resting in the ash. â€œMaybe weâ€™ll meet again sooner than planned, my dear.â€ ''&lt;br /&gt;
&lt;br /&gt;
''Talley dusted ash from his jacket as his accomplice at the other end of the alley spoke up. â€œBy order of the Friends of the Night, youâ€™re next to go, Sir Talley.â€ Shadows throughout the alley rapidly converged on the Templar, snaking along the walls and across the ground while his assailant maintained their distance. Talley watched as the tendrils approached, and considered for a second before nodding respectfully at his murderous childe, and vaulted into the dark.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Few Kindred outside Clan Lasombra and the Hecata know the Discipline of Oblivion, and as far as the Camarilla is concerned, this is a good thing. While the Lasombra favour the Disciplineâ€™s raw power, the more necromantically-inclined Hecata explore its ritual uses. With this power, vampires wield the very stuff of shadows and unlife as weapons. Some call the powerâ€™s source the Abyss, while other practitioners refer to it as the Labyrinth. The one certainty is Oblivion channels the darkest arts, from where the dead go to die. &lt;br /&gt;
&lt;br /&gt;
The masters of Oblivion call upon the it to wreathe themselves in night, enslave spectres, or throttle victims with their own shadow. Each time they use it, wielders run the risk of losing their soul and Humanity to the something darker than death and twice as hungry.&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
&lt;br /&gt;
The powers of Oblivion allow for the control of forces or spirits of an extradimensional element, originating from a plane of death and nothingness. When manifest, this element projects into our reality as two-dimensional shadows on the surface of three-dimensional objects, either by themselves or as extensions of the wielderâ€™s own shadow, snaking along the ground, walls, objects, or people. This makes them impossible to attack with most physical means as any blow will only hit the surface on which theyâ€™re projected, rather than the entities themselves. &lt;br /&gt;
&lt;br /&gt;
Oblivion projections and spirits sustain damage from fire and sunlight, counting as vampires with Blood Potency 1 in this regard. They also take one level of Aggravated damage per round from bright, direct lights, and may also be damaged (Superficially or Aggravated) from blessed weapons and artifacts, depending on the strength of the blessing and any True Faith of the wielder. &lt;br /&gt;
&lt;br /&gt;
Oblivionâ€™s powers are ineffective in brightly lit areas. Daylight and rooms without shadows are particularly prohibitive, preventing the Disciplineâ€™s successful function, though ultraviolet light and infrared light places no restriction on the Disciplineâ€™s use. Moderately lit rooms add one to the Difficulty of the Discipline roll involved. The use of these powers takes a heavy toll on the psyche of the user, and many powers cause Stains as the numbing emptiness of Oblivion seeps into the spirit of the wielder.&lt;br /&gt;
&lt;br /&gt;
'''Type: &lt;br /&gt;
Mental&amp;lt;br&amp;gt; &lt;br /&gt;
'''Masquerade threat: &lt;br /&gt;
Medium-High. The abyssal shadows rarely show up well on cameras but are obviously unnatural if witnessed in person.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Blood Resonance: &lt;br /&gt;
Psychopaths and the emotionally detached. Blood empty of Resonance.&lt;br /&gt;
'''Note:''' When making a Rouse check for an Oblivion power, a result of â€œ1â€ or â€œ10â€ results in a Stain, in addition to any Hunger gained. If the userâ€™s Blood Potency allows for a re-roll on the Rouse check,they can pick either of the two results.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Cloak|Subtly applying the inï¬‚uence of Oblivion on ambient shadows, the user masks their appearance or seems more sinister and threatening.|None|Free|Passive|The vampire gains a two-dice bonus to Stealth rolls, as well as on Intimidation versus mortals.|1}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|oblivion's Sight|The vampire closes their eyes. Upon opening them, the irises of their eyes are black against the white of&lt;br /&gt;
their sclera, and they can now see clearly within pitch blackness, and can perceive ghosts who are not actively hiding their presence.|None|Free|One scene|On activation, the userâ€™s eyes become supernaturally attuned to darkness, allowing them to ignore all low-light penalties, including those of supernatural origin. They still need their eyes to see and are affected by blindfolds and the like as usual. If a ghost is present and not attempting stealth or using a power to conceal its presence, the spirit becomes visible to the vampire using Oblivionâ€™s Sight. In such cases, ghosts appear as they wish to appear, whether as humans bearing the wounds that caused their death, as spectral monstrosities, or as perfectly immaculate corpses. Ghosts do not automatically realize when a vampire spots them, but if they do, many react with fear or anger rather than passivity. This power does not grant the ability to make physical contact with ghosts.|1}}&lt;br /&gt;
&lt;br /&gt;
==Level 2==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Mesmerize|The vampire can issue complex commands to a victim, as long as they have the subjectâ€™s gaze and relative quiet in which to issue instructions. The instructions must be carried out immediately to the victimâ€™s best ability, and must not contain any conditional actions (â€œ...if you see Henry, give him the documentâ€), as this would require the victim to exercise cognition.|Manipulation + Dominate vs Intelligence + Resolve|One Rouse Check|Until the command is carried out or the scene ends, whichever comes first.|No roll is required against an unprepared mortal victim. Commanding a resisting victim or another vampire requires a contest of Manipulation + Dominate vs Intelligence + Resolve. Commands that go against the victimâ€™s nature also require such a contest.|2}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Dementation (Amalgam: Obfuscate 2)|This subtle power requires nothing more than casual conversation, as the vampireâ€™s insidious influence hides between the lines and inflections employed. The victim finds themselves increasingly agitated as their inner demons bubble to the surface, eventually drowning out all rhyme and reason.|Manipulation + Dominate vs Composure + Intelligence|One Rouse Check per scene|One Scene.|After engaging in conversation with a victim, the user can activate this power. For the duration of the scene, the user may attack a single individual each turn in a Manipulation + Dominate vs Composure + Intelligence conflict, causing Superficial damage to Willpower. A mortal who becomes Impaired by this power experiences a nervous breakdown or psychotic break, the shape and nature of which depends on their personality (and perhaps their blood Resonance). A vampire that becomes Impaired by this power must immediately succumb to a Compulsion, as chosen by the powerâ€™s user. &lt;br /&gt;
&lt;br /&gt;
If the user wants to affect multiple victims, they need to make a separate Rouse Check for each one.|2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 3==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|The Forgetful Mind|The vampire can rewrite whole swathes of the victimâ€™s memories, as long as they can keep the victimâ€™s gaze and full, uninterrupted attention. The vampire verbally describes the victimâ€™s new memories, which the victim then accepts as their own. This power does not allow the user to investigate the victimâ€™s true memories; it more resembles blindly painting over the old canvas.|Manipulation + Dominate vs Intelligence + Resolve| One Rouse Check|Indefinitely|The user rolls a contest of Manipulation + Dominate vs Intelligence + Resolve. Each point of margin allows the user to add or remove an additional memory. The victim recalls the edits vaguely, foggy ideations that can fall apart under close questioning. A critical win creates a flawless imprint, as real as any true memory.|3}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Submerged Directive|When using Mesmerize, the vampire can now implant a posthypnotic suggestion, allowing the command to remain dormant until a specific stimulus occurs. This trigger can be anything from a specific date, to a person (â€œWhen you meet Roland, tell him these wordsâ€), to hearing a specific phrase. The Submerged Directive never expires; people can conceivably walk around with an order buried in their mind for years. The user can only embed one suggestion per victim.||No additional cost|Passive|As Mesmerize, though the Storyteller might want to make any rolls in secret. Thereâ€™s no way of knowing if the submerged suggestion works until the conditions are met.|3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 4==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Rationalize|The vampireâ€™s victims now believe that anything they do under the influence of Dominate was a result of their own free will, and defend their actions, however absurd. Long-term exposure to this power can lead to severe mental trauma in the victim.||No additional cost|Indefinitely|If pressed on their belief, the victim can make a Wits+Awareness test (Difficulty 5). A win makes them question their own statement, and possibly their sanity.|4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 5==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Mass Manipulation|The vampire can now command entire gatherings of mortals, and in some cases even groups of vampires. The vampire can use this power both to issue instructions and to manipulate memories.|| One Rouse Check in addition to the cost of the power amplified|As per power amplified|The vampire can amplify any of their other powers to affect a group of people, mortal or vampire, at once. All of the victims need to see the eyes of the user. The user makes any needed roll against the strongest opponent in the group.|5}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Terminal Decree|No longer hampered by the self-preservation instincts of their victims, the vampire can now issue commands that directly lead to the harm or death of the victim. Mortals can be made to blow their brains out, jump from rooftops, or swallow poison. Vampires can, with a bit of effort, be made to walk into fire or sunlight.||No additional Hunger cost, but the Humanity cost is potentially severe|Passive|Terminal commands now must be resisted (see individual powers regarding rolls involved), rather than failing automatically.|5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Discipline_List}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Disciplines]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2259</id>
		<title>Oblivion</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2259"/>
		<updated>2021-04-02T01:36:33Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Level 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt; &lt;br /&gt;
{{Discipline_List}} &lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = {{BASEPAGENAME}}&lt;br /&gt;
|image = [[File:{{BASEPAGENAME}}.png]]&lt;br /&gt;
|header1 = Nicknames&lt;br /&gt;
|label1 =&lt;br /&gt;
|data1 = &lt;br /&gt;
|header2 = &lt;br /&gt;
|label2 =&lt;br /&gt;
|data2 = Obtenebration, Necromancy, Shadowboxing, Abyssal Mastery, Tenebrae Imperium, Mortis, the Dark Arts, Black Magic, Entropy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
={{BASEPAGENAME}}=&lt;br /&gt;
&lt;br /&gt;
''The sudden blast of heat from the gasoline-steeped Cardinal Renate made Talley step back, shielding his eyes. A very mortal gesture. Talley corrected himself to watch the body burn. Tracking Renate, seizing her, and staking her ultimately came down to which of them was better skilled in the Lasombra arts. It had been a gruelling task, but not an unpleasant one.''&lt;br /&gt;
&lt;br /&gt;
''As his ghoul started typing â€œIt is doneâ€ into Talleyâ€™s phone, the few lights in the alley blinked off one by one. Te shadows drew in, plunging the entire area into blackness. Talley cast about, looking for the source of this sorcery. His eyes pierced the unnatural gloom, but found nothing. A sound made him turn toward the fire. The Cardinalâ€™s body was gone, nothing left but the flames dying down. A stump of the stake was resting in the ash. â€œMaybe weâ€™ll meet again sooner than planned, my dear.â€ ''&lt;br /&gt;
&lt;br /&gt;
''Talley dusted ash from his jacket as his accomplice at the other end of the alley spoke up. â€œBy order of the Friends of the Night, youâ€™re next to go, Sir Talley.â€ Shadows throughout the alley rapidly converged on the Templar, snaking along the walls and across the ground while his assailant maintained their distance. Talley watched as the tendrils approached, and considered for a second before nodding respectfully at his murderous childe, and vaulted into the dark.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Few Kindred outside Clan Lasombra and the Hecata know the Discipline of Oblivion, and as far as the Camarilla is concerned, this is a good thing. While the Lasombra favour the Disciplineâ€™s raw power, the more necromantically-inclined Hecata explore its ritual uses. With this power, vampires wield the very stuff of shadows and unlife as weapons. Some call the powerâ€™s source the Abyss, while other practitioners refer to it as the Labyrinth. The one certainty is Oblivion channels the darkest arts, from where the dead go to die. &lt;br /&gt;
&lt;br /&gt;
The masters of Oblivion call upon the it to wreathe themselves in night, enslave spectres, or throttle victims with their own shadow. Each time they use it, wielders run the risk of losing their soul and Humanity to the something darker than death and twice as hungry.&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
&lt;br /&gt;
The powers of Oblivion allow for the control of forces or spirits of an extradimensional element, originating from a plane of death and nothingness. When manifest, this element projects into our reality as two-dimensional shadows on the surface of three-dimensional objects, either by themselves or as extensions of the wielderâ€™s own shadow, snaking along the ground, walls, objects, or people. This makes them impossible to attack with most physical means as any blow will only hit the surface on which theyâ€™re projected, rather than the entities themselves. &lt;br /&gt;
&lt;br /&gt;
Oblivion projections and spirits sustain damage from fire and sunlight, counting as vampires with Blood Potency 1 in this regard. They also take one level of Aggravated damage per round from bright, direct lights, and may also be damaged (Superficially or Aggravated) from blessed weapons and artifacts, depending on the strength of the blessing and any True Faith of the wielder. &lt;br /&gt;
&lt;br /&gt;
Oblivionâ€™s powers are ineffective in brightly lit areas. Daylight and rooms without shadows are particularly prohibitive, preventing the Disciplineâ€™s successful function, though ultraviolet light and infrared light places no restriction on the Disciplineâ€™s use. Moderately lit rooms add one to the Difficulty of the Discipline roll involved. The use of these powers takes a heavy toll on the psyche of the user, and many powers cause Stains as the numbing emptiness of Oblivion seeps into the spirit of the wielder.&lt;br /&gt;
&lt;br /&gt;
'''Type: &lt;br /&gt;
Mental&amp;lt;br&amp;gt; &lt;br /&gt;
'''Masquerade threat: &lt;br /&gt;
Medium-High. The abyssal shadows rarely show up well on cameras but are obviously unnatural if witnessed in person.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Blood Resonance: &lt;br /&gt;
Psychopaths and the emotionally detached. Blood empty of Resonance.&lt;br /&gt;
'''Note:''' When making a Rouse check for an Oblivion power, a result of â€œ1â€ or â€œ10â€ results in a Stain, in addition to any Hunger gained. If the userâ€™s Blood Potency allows for a re-roll on the Rouse check,they can pick either of the two results.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Shadow Cloak|Subtly applying the inï¬‚uence of Oblivion on ambient shadows, the user masks their appearance or seems more sinister and threatening.|None|Free|Passive|The vampire gains a two-dice bonus to Stealth rolls, as well as on Intimidation versus mortals.|1}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Compel|With eye contact, the vampire can issue the victim a single-action command, no longer than a short sentence, to be obeyed to the letter. It must be possible to complete the command in a single turn. The Storyteller decides whether to interpret ambiguous commands in an unexpected or unfavorable way; alternatively, the command simply confuses the victim and fails.|Charisma + Dominate vs Intelligence + Resolve|Free|No more than a single scene|No roll is required against an unprepared mortal victim. Commanding a resisting victim, a victim the vampire has previously Dominated in the same scene, or another vampire requires a contest of Charisma + Dominate vs Intelligence + Resolve. Commands that go against the victimâ€™s nature also require such a contest.|1}}&lt;br /&gt;
&lt;br /&gt;
==Level 2==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Mesmerize|The vampire can issue complex commands to a victim, as long as they have the subjectâ€™s gaze and relative quiet in which to issue instructions. The instructions must be carried out immediately to the victimâ€™s best ability, and must not contain any conditional actions (â€œ...if you see Henry, give him the documentâ€), as this would require the victim to exercise cognition.|Manipulation + Dominate vs Intelligence + Resolve|One Rouse Check|Until the command is carried out or the scene ends, whichever comes first.|No roll is required against an unprepared mortal victim. Commanding a resisting victim or another vampire requires a contest of Manipulation + Dominate vs Intelligence + Resolve. Commands that go against the victimâ€™s nature also require such a contest.|2}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Dementation (Amalgam: Obfuscate 2)|This subtle power requires nothing more than casual conversation, as the vampireâ€™s insidious influence hides between the lines and inflections employed. The victim finds themselves increasingly agitated as their inner demons bubble to the surface, eventually drowning out all rhyme and reason.|Manipulation + Dominate vs Composure + Intelligence|One Rouse Check per scene|One Scene.|After engaging in conversation with a victim, the user can activate this power. For the duration of the scene, the user may attack a single individual each turn in a Manipulation + Dominate vs Composure + Intelligence conflict, causing Superficial damage to Willpower. A mortal who becomes Impaired by this power experiences a nervous breakdown or psychotic break, the shape and nature of which depends on their personality (and perhaps their blood Resonance). A vampire that becomes Impaired by this power must immediately succumb to a Compulsion, as chosen by the powerâ€™s user. &lt;br /&gt;
&lt;br /&gt;
If the user wants to affect multiple victims, they need to make a separate Rouse Check for each one.|2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 3==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|The Forgetful Mind|The vampire can rewrite whole swathes of the victimâ€™s memories, as long as they can keep the victimâ€™s gaze and full, uninterrupted attention. The vampire verbally describes the victimâ€™s new memories, which the victim then accepts as their own. This power does not allow the user to investigate the victimâ€™s true memories; it more resembles blindly painting over the old canvas.|Manipulation + Dominate vs Intelligence + Resolve| One Rouse Check|Indefinitely|The user rolls a contest of Manipulation + Dominate vs Intelligence + Resolve. Each point of margin allows the user to add or remove an additional memory. The victim recalls the edits vaguely, foggy ideations that can fall apart under close questioning. A critical win creates a flawless imprint, as real as any true memory.|3}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Submerged Directive|When using Mesmerize, the vampire can now implant a posthypnotic suggestion, allowing the command to remain dormant until a specific stimulus occurs. This trigger can be anything from a specific date, to a person (â€œWhen you meet Roland, tell him these wordsâ€), to hearing a specific phrase. The Submerged Directive never expires; people can conceivably walk around with an order buried in their mind for years. The user can only embed one suggestion per victim.||No additional cost|Passive|As Mesmerize, though the Storyteller might want to make any rolls in secret. Thereâ€™s no way of knowing if the submerged suggestion works until the conditions are met.|3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 4==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Rationalize|The vampireâ€™s victims now believe that anything they do under the influence of Dominate was a result of their own free will, and defend their actions, however absurd. Long-term exposure to this power can lead to severe mental trauma in the victim.||No additional cost|Indefinitely|If pressed on their belief, the victim can make a Wits+Awareness test (Difficulty 5). A win makes them question their own statement, and possibly their sanity.|4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 5==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Mass Manipulation|The vampire can now command entire gatherings of mortals, and in some cases even groups of vampires. The vampire can use this power both to issue instructions and to manipulate memories.|| One Rouse Check in addition to the cost of the power amplified|As per power amplified|The vampire can amplify any of their other powers to affect a group of people, mortal or vampire, at once. All of the victims need to see the eyes of the user. The user makes any needed roll against the strongest opponent in the group.|5}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Terminal Decree|No longer hampered by the self-preservation instincts of their victims, the vampire can now issue commands that directly lead to the harm or death of the victim. Mortals can be made to blow their brains out, jump from rooftops, or swallow poison. Vampires can, with a bit of effort, be made to walk into fire or sunlight.||No additional Hunger cost, but the Humanity cost is potentially severe|Passive|Terminal commands now must be resisted (see individual powers regarding rolls involved), rather than failing automatically.|5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Discipline_List}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Disciplines]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
	<entry>
		<id>https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2258</id>
		<title>Oblivion</title>
		<link rel="alternate" type="text/html" href="https://vampv5.raptorred.com/wiki2/index.php?title=Oblivion&amp;diff=2258"/>
		<updated>2021-04-02T01:34:50Z</updated>

		<summary type="html">&lt;p&gt;Keira Kelly: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;yambe:breadcrumb&amp;gt;Main_Page|Main Page&amp;lt;/yambe:breadcrumb&amp;gt; &lt;br /&gt;
{{Discipline_List}} &lt;br /&gt;
{{Infobox&lt;br /&gt;
|title = {{BASEPAGENAME}}&lt;br /&gt;
|image = [[File:{{BASEPAGENAME}}.png]]&lt;br /&gt;
|header1 = Nicknames&lt;br /&gt;
|label1 =&lt;br /&gt;
|data1 = &lt;br /&gt;
|header2 = &lt;br /&gt;
|label2 =&lt;br /&gt;
|data2 = Obtenebration, Necromancy, Shadowboxing, Abyssal Mastery, Tenebrae Imperium, Mortis, the Dark Arts, Black Magic, Entropy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
={{BASEPAGENAME}}=&lt;br /&gt;
&lt;br /&gt;
''The sudden blast of heat from the gasoline-steeped Cardinal Renate made Talley step back, shielding his eyes. A very mortal gesture. Talley corrected himself to watch the body burn. Tracking Renate, seizing her, and staking her ultimately came down to which of them was better skilled in the Lasombra arts. It had been a gruelling task, but not an unpleasant one.''&lt;br /&gt;
&lt;br /&gt;
''As his ghoul started typing â€œIt is doneâ€ into Talleyâ€™s phone, the few lights in the alley blinked off one by one. Te shadows drew in, plunging the entire area into blackness. Talley cast about, looking for the source of this sorcery. His eyes pierced the unnatural gloom, but found nothing. A sound made him turn toward the fire. The Cardinalâ€™s body was gone, nothing left but the flames dying down. A stump of the stake was resting in the ash. â€œMaybe weâ€™ll meet again sooner than planned, my dear.â€ ''&lt;br /&gt;
&lt;br /&gt;
''Talley dusted ash from his jacket as his accomplice at the other end of the alley spoke up. â€œBy order of the Friends of the Night, youâ€™re next to go, Sir Talley.â€ Shadows throughout the alley rapidly converged on the Templar, snaking along the walls and across the ground while his assailant maintained their distance. Talley watched as the tendrils approached, and considered for a second before nodding respectfully at his murderous childe, and vaulted into the dark.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Few Kindred outside Clan Lasombra and the Hecata know the Discipline of Oblivion, and as far as the Camarilla is concerned, this is a good thing. While the Lasombra favour the Disciplineâ€™s raw power, the more necromantically-inclined Hecata explore its ritual uses. With this power, vampires wield the very stuff of shadows and unlife as weapons. Some call the powerâ€™s source the Abyss, while other practitioners refer to it as the Labyrinth. The one certainty is Oblivion channels the darkest arts, from where the dead go to die. &lt;br /&gt;
&lt;br /&gt;
The masters of Oblivion call upon the it to wreathe themselves in night, enslave spectres, or throttle victims with their own shadow. Each time they use it, wielders run the risk of losing their soul and Humanity to the something darker than death and twice as hungry.&lt;br /&gt;
&lt;br /&gt;
===Characteristics===&lt;br /&gt;
&lt;br /&gt;
The powers of Oblivion allow for the control of forces or spirits of an extradimensional element, originating from a plane of death and nothingness. When manifest, this element projects into our reality as two-dimensional shadows on the surface of three-dimensional objects, either by themselves or as extensions of the wielderâ€™s own shadow, snaking along the ground, walls, objects, or people. This makes them impossible to attack with most physical means as any blow will only hit the surface on which theyâ€™re projected, rather than the entities themselves. &lt;br /&gt;
&lt;br /&gt;
Oblivion projections and spirits sustain damage from fire and sunlight, counting as vampires with Blood Potency 1 in this regard. They also take one level of Aggravated damage per round from bright, direct lights, and may also be damaged (Superficially or Aggravated) from blessed weapons and artifacts, depending on the strength of the blessing and any True Faith of the wielder. &lt;br /&gt;
&lt;br /&gt;
Oblivionâ€™s powers are ineffective in brightly lit areas. Daylight and rooms without shadows are particularly prohibitive, preventing the Disciplineâ€™s successful function, though ultraviolet light and infrared light places no restriction on the Disciplineâ€™s use. Moderately lit rooms add one to the Difficulty of the Discipline roll involved. The use of these powers takes a heavy toll on the psyche of the user, and many powers cause Stains as the numbing emptiness of Oblivion seeps into the spirit of the wielder.&lt;br /&gt;
&lt;br /&gt;
'''Type: &lt;br /&gt;
Mental&amp;lt;br&amp;gt; &lt;br /&gt;
'''Masquerade threat: &lt;br /&gt;
Medium-High. The abyssal shadows rarely show up well on cameras but are obviously unnatural if witnessed in person.&amp;lt;br&amp;gt; &lt;br /&gt;
'''Blood Resonance: &lt;br /&gt;
Psychopaths and the emotionally detached. Blood empty of Resonance.&lt;br /&gt;
'''Note:''' When making a Rouse check for an Oblivion power, a result of â€œ1â€ or â€œ10â€ results in a Stain, in addition to any Hunger gained. If the userâ€™s Blood Potency allows for a re-roll on the Rouse check,they can pick either of the two results.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Cloud Memory|By uttering the phrase â€œForget!â€ the user can make the Dominated victim forget the current moment as well as the last few minutes, enough to mask a superficial feeding or a chance meeting. No new memories are formed and if pressed the victim realizes they have a few minutes missing.|Charisma + Dominate vs Wits + Resolve|Free|Indefinitely|No roll is required against an unprepared mortal victim. Clouding the memory of a resisting victim or another vampire requires a Charisma + Dominate vs Wits + Resolve roll.|1}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Compel|With eye contact, the vampire can issue the victim a single-action command, no longer than a short sentence, to be obeyed to the letter. It must be possible to complete the command in a single turn. The Storyteller decides whether to interpret ambiguous commands in an unexpected or unfavorable way; alternatively, the command simply confuses the victim and fails.|Charisma + Dominate vs Intelligence + Resolve|Free|No more than a single scene|No roll is required against an unprepared mortal victim. Commanding a resisting victim, a victim the vampire has previously Dominated in the same scene, or another vampire requires a contest of Charisma + Dominate vs Intelligence + Resolve. Commands that go against the victimâ€™s nature also require such a contest.|1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 2==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Mesmerize|The vampire can issue complex commands to a victim, as long as they have the subjectâ€™s gaze and relative quiet in which to issue instructions. The instructions must be carried out immediately to the victimâ€™s best ability, and must not contain any conditional actions (â€œ...if you see Henry, give him the documentâ€), as this would require the victim to exercise cognition.|Manipulation + Dominate vs Intelligence + Resolve|One Rouse Check|Until the command is carried out or the scene ends, whichever comes first.|No roll is required against an unprepared mortal victim. Commanding a resisting victim or another vampire requires a contest of Manipulation + Dominate vs Intelligence + Resolve. Commands that go against the victimâ€™s nature also require such a contest.|2}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Dementation (Amalgam: Obfuscate 2)|This subtle power requires nothing more than casual conversation, as the vampireâ€™s insidious influence hides between the lines and inflections employed. The victim finds themselves increasingly agitated as their inner demons bubble to the surface, eventually drowning out all rhyme and reason.|Manipulation + Dominate vs Composure + Intelligence|One Rouse Check per scene|One Scene.|After engaging in conversation with a victim, the user can activate this power. For the duration of the scene, the user may attack a single individual each turn in a Manipulation + Dominate vs Composure + Intelligence conflict, causing Superficial damage to Willpower. A mortal who becomes Impaired by this power experiences a nervous breakdown or psychotic break, the shape and nature of which depends on their personality (and perhaps their blood Resonance). A vampire that becomes Impaired by this power must immediately succumb to a Compulsion, as chosen by the powerâ€™s user. &lt;br /&gt;
&lt;br /&gt;
If the user wants to affect multiple victims, they need to make a separate Rouse Check for each one.|2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 3==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|The Forgetful Mind|The vampire can rewrite whole swathes of the victimâ€™s memories, as long as they can keep the victimâ€™s gaze and full, uninterrupted attention. The vampire verbally describes the victimâ€™s new memories, which the victim then accepts as their own. This power does not allow the user to investigate the victimâ€™s true memories; it more resembles blindly painting over the old canvas.|Manipulation + Dominate vs Intelligence + Resolve| One Rouse Check|Indefinitely|The user rolls a contest of Manipulation + Dominate vs Intelligence + Resolve. Each point of margin allows the user to add or remove an additional memory. The victim recalls the edits vaguely, foggy ideations that can fall apart under close questioning. A critical win creates a flawless imprint, as real as any true memory.|3}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Submerged Directive|When using Mesmerize, the vampire can now implant a posthypnotic suggestion, allowing the command to remain dormant until a specific stimulus occurs. This trigger can be anything from a specific date, to a person (â€œWhen you meet Roland, tell him these wordsâ€), to hearing a specific phrase. The Submerged Directive never expires; people can conceivably walk around with an order buried in their mind for years. The user can only embed one suggestion per victim.||No additional cost|Passive|As Mesmerize, though the Storyteller might want to make any rolls in secret. Thereâ€™s no way of knowing if the submerged suggestion works until the conditions are met.|3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 4==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Rationalize|The vampireâ€™s victims now believe that anything they do under the influence of Dominate was a result of their own free will, and defend their actions, however absurd. Long-term exposure to this power can lead to severe mental trauma in the victim.||No additional cost|Indefinitely|If pressed on their belief, the victim can make a Wits+Awareness test (Difficulty 5). A win makes them question their own statement, and possibly their sanity.|4}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Level 5==&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Mass Manipulation|The vampire can now command entire gatherings of mortals, and in some cases even groups of vampires. The vampire can use this power both to issue instructions and to manipulate memories.|| One Rouse Check in addition to the cost of the power amplified|As per power amplified|The vampire can amplify any of their other powers to affect a group of people, mortal or vampire, at once. All of the victims need to see the eyes of the user. The user makes any needed roll against the strongest opponent in the group.|5}}&lt;br /&gt;
&lt;br /&gt;
{{Disc_Template|Terminal Decree|No longer hampered by the self-preservation instincts of their victims, the vampire can now issue commands that directly lead to the harm or death of the victim. Mortals can be made to blow their brains out, jump from rooftops, or swallow poison. Vampires can, with a bit of effort, be made to walk into fire or sunlight.||No additional Hunger cost, but the Humanity cost is potentially severe|Passive|Terminal commands now must be resisted (see individual powers regarding rolls involved), rather than failing automatically.|5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Discipline_List}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Disciplines]]&lt;/div&gt;</summary>
		<author><name>Keira Kelly</name></author>
	</entry>
</feed>