KoNY Custom Content

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Kings of New York Custom Content

Below you will find some unique Custom Combination Disciplines for Kings of New York. Each one of these combination disciplines is possessed by a Kings of New York NPC. Player Characters may learn these custom combination disciplines from these NPCs. Only Player characters of the appropriate Paths of Enlightenment and/or Clans/Bloodlines may learn these combination disciplines and they may never be learned by those outside of those requirements. Play Characters who wish to learn these combination disciplines but are not Kings of New York players may do so with their Staffs permission and agree to follow their requirements they may not be learned by those who do not possess the correct Paths of Enlightenment and or Clans/Bloodlines.

General Combination Disciplines

  • Smell of the Grave (Auspex 1, Animalism 1)

As vampires age their blood and beasts become more potent. A trained vampire with this combination discipline can smell the very growing rot and decay of their vital organs and learn the true age of a vampire. They need not even see the vampire, only be able to smell their presence to learn how old a vampire truly is.

System: Whenever you are in proximity of another vampire you may make a static Mental Challenge retested with Investigation against a difficulty of your targets permanent Mental Traits. If you succeed, you may ask the target how old they are as a vampire and get a truthful answer even if they themselves do not know the answer in character. This power grants you the knowledge of how old a vampire is.

XP Cost: 3

Teacher Sabbat: Lorenzo Salazar Teacher: Camarilla: Gerard Raffin


Paths of Enlightenment Combination Disciplines

Path of Death and the Soul

  • Analyze the Cainite Soul (Auspex 2, Animalism 2)

The very nature of the Path of Death and Soul is an obsession with Death and the true power it has over every soul. In their research vampires of this path developed this combination discipline to better understand the soul of another. By combing the arts of auspex and the understanding of the beast brought on by animalism the Cainite with this combination discipline can know what morality their target follows for their own studies.

System: Once purchased this combination discipline is always considered active. When you use the power Aura Perception you may now ask the following questions and get an honest answer: • What Morality do you follow and what level is it? • What are your Virtue Traits and their level. This combination discipline only works if the character is on Path of Death and the Soul.

XP Cost: 4 Teacher: Enki

  • Summon Cainite Soul (Auspex 4, Presence 4)

While not all members of the Death and the Soul Path are Necromancers, many are. For those who are unable to learn the Blood Magic this combination discipline was developed by the path followers. By extending their senses into the ether of the underworld the vampire can then exert his dominion of presence to summon the souls of any who have died.

System: The character spends 1 blood and 1 willpower trait to use this combination discipline. They is combination discipline only works on vampires who have meet the Final Death and not been Diablirized or meet Golconda. Once activated the Soul of the dead vampire appears to the user for the next scene or an hour. During that time the vampire user may ask the soul questions and it must answer truthfully. The summoned soul will not know anything it didn’t know in life. The user cannot command the soul in any other way and it disappears into the ether after the scene or an hour. Further Necromancy powers may not be used on a soul summoned with this combination discipline. To use this combination discipline you need a sympatric link to them from life. If the vampire meet final death via the ritual Kiss of the Asp; it will also not work. This combination discipline only works if the character is on Path of Death and the Soul.

XP Cost: 8 Teacher: Enki

  • Wisdom of the Damned (Auspex 3, Dominate 3)

Vampires who follow the Path of Death and the Soul seeks to gain power and knowledge from their studies of the dead. They spend many of their waking hours in occult research and study of the soul itself. Many of the path find the dead offer great knowledge and insight. It is upon this concept this combination discipline was developed. Members of the path channel their connection to the dead to steal their knowledge for a time to empower themselves. System: The character with combination discipline may activate it with the cost of 1 willpower trait for the next scene or an hour. During that time they gain the Mental Traits Cunning, Clever, and Insidious. This combination discipline only works if the character is on Path of Death and the Soul.

XP Cost: 6 Teacher: Enki

Path of Honorable Accord

  • Inspiration of the Blood (Presence 2, Dominate 2)

The Knights of the Sabbat are some of the most inspirational warriors of the sect. They hold to a dark code of honor and are the first to volunteer for battle. Many legendary knights have rallied their fellow Sabbat to Crusade and watched as their will was near insurmountable. This comes from this combination discipline developed by members of the path. Their master over their own mind and emotions makes their will near unbeatable.

System: A character with this combination discipline may spend 1 willpower trait to automatically win any single willpower challenge they have to make. This combination discipline may be used once per scene. This combination discipline only works if the character is on Path of Honorable Accord.

XP Cost: 4 Teacher: Jonas Van Cortlandt

  • Resolve of Battle (Fortitude 2, Presence 2)

A true Knight of the Sabbat most hone is body and skill for all forms of battle. They must be prepared for anything and to always move forward. Followers of the Path of Honorable Accord developed this combination discipline to shrug off wounds in battle that would give pause to any other vampire.

System: Activating this combination discipline costs 1 willpower trait and lasts for a scene or an hour. During that time the character is completely immune to any form of Stun effects. This combination discipline only works if the character is on Path of Honorable Accord.

XP Cost: 4 Teacher: Jonas Van Cortlandt

  • Fight as One (Auspex 4, Presence 3)

A Knight of the Sabbat is only as good as the soldiers around him. His strength comes from his pack and their code of milan. It is this thought process that created this combination discipline. By working with other members of the Sabbat in battle the Knight can draw on their strength to bolster his own.

System: When in combat and the character is fighting with two or more other characters in a conflict they may spend 1 willpower trait to activate this combination discipline for the next scene or an hour. During that time the character gains a number of bonus traits on all combat challenges equal to the number of characters they are fighting alongside with. This applies only to a mass combat against one target where the character is fighting with allies. This bonus may not exceed 5 traits. This combination discipline only works if the character is on Path of Honorable Accord.

XP Cost: 9 Teacher: Jonas Van Cortlandt

Path of Feral Heart

  • Survival of the Beast (Animalism 3, Fortitude 3)

For the vampires of Feral Heart survival is their top priority. As the apex predators they will encounter others who would challenge their unlife. Thus this combination discipline was developed by vampires that follow the Path of Feral Heart to better increase their odds of survival. The vampire hones his beast in sync with his supernatural toughness to better stave off any deadly blow.

System: The character with this combination discipline spends 1 willpower trait to activate it for the next scene or an hour. During that time the character gains a number of retests equal to their morality level in Path of the Feral Heart which may be used only when defending against attacks that deal damage. This combination discipline only works if the character is on Path of Feral Heart.

XP Cost: 8 Teacher: Father Bronch

  • Conviction of Flame (Animalism 5, Fortitude 5)

The Ferals teach that to master the curse of fire and overcome it will grant one great strength. It is from this practice this combination discipline was created. With complete mastery of their body and beast the fear of flame and sunlight not only no longer causes them fear; it empowers them.

System: The character must perform a Fire Dance first before activating this combination discipline. Once they do so they may spend 1 willpower to activate this combination discipline for the next scene or an hour. During that time the character is completely immune to any Rotshreck challenges they may have to throw and gain the Social traits Intimidating x2. This combination discipline only works if the character is on Path of Feral Heart.

XP Cost: 9 Teacher: Father Bronch

  • Bane of the Net (Animalism 4, Dominate 4)

Vampires on the Path of Feral Heart despise technology. They prefer to focus on the primal and primitive aspects of their nature and curse. It is from a mastery of this mind set members of the path developed this combination discipline. By extending their beast and mind they can create an aura around them shuts down all technology that may be near them.

System: A character with this combination discipline may activate it by spending 1 willpower trait for the next scene or an hour. If they do, all advanced electronics and technology fail to work automatically within a ten foot radius of a character. Any piece of technology that has complex or multiple parts will fail. Simple weapons like swords, knives, bows etc continue to function. This combination discipline only works if the character is on Path of Feral Heart.

XP Cost: 6 Teacher: Father Bronch

Path of Orion

  • Scent of the Hunter (Animalsim 3, Auspex 3)

The great hunters of the Path of Orion are always seeking out new and greater prey. A Hunter who cannot track is no hunter at all. As a result vampires who follow the Path of Orion created this combination discipline to track their prey no matter where they may run off to.

System: A character with this combination discipline may spend 1 blood to activate it for the next scene or hour. A character wishing to track another character must make a static Mental Challenge against a difficulty of the Character they are tracking’s permanent physical traits. If the user succeed they know the location of the character they are tracking. This combination discipline only works if the character is on Path of Orion.

XP Cost: 6 Teacher: Ned Bronch

  • Heart of the Hunter (Animalism 3, Fortitude 2)

Hunters on the Path of Orion who cannot control their beasts will always fail in a hunt. They must master themselves and their beasts to gain full control and be calm and alert on a hunt. As a result members of the Path of Orion developed this power to them an edge over their beasts when they might need it most.

System: A character with this combination discipline spends 1 willpower trait to activate it for the next scene or an hour. During that time you gain a free retest in all virtue challenges to resist frenzy or rotshreck. This retest is not consumed upon use and may be used in multiple challenges during a scene. This combination discipline only works if the character is on Path of Orion.

XP Cost: 5 Teacher: Ned Bronch

  • Thrill of the Hunt (Animalism 3, Presence 3)

The Thrill of the hunt itself gives vampires who follow the path of orion great strength and purpose. Its followers of this path made sure to develop this combination discipline to reflect they are the supreme hunters of the vampire world. The vampire channels their own emotions for the hunt and mastery of their beast to give them amazing skills during their hunts.

System: The character with this combination discipline spends 1 blood trait to activate it for the next scene or an hour. During that time the character gains a number of bonus traits in all challenges related to a hunt equal to their morality level of Path of Orion halved (round down). These bonus traits only apply when the character is making challenges related to a prey they are hunting. This combination discipline only works if the character is on Path of Orion.

XP Cost: 6 Teacher: Ned Bronch

Path of Power and the Inner Voice

  • Embolden the Legions (Presence 3, Celerity 3)

The Unifiers present themselves as the primer leaders of the Sabbat. While they may crave power they do so only through the skills of those beneath them. If they are to succeed then their soldiers in Gehenna must succeed. Building on the Combination Discipline Inspire Greatness; members of the Path of Power and the Inner Voice developed this combination discipline to lend their supernatural speed to those who serve them as well.

System: The character spends 1 blood trait per character they wish to use this combination discipline on. For the next scene or an hour a character who receives the benefit of this discipline may use whatever levels of Celerity you possess as if they were their own for the next scene or an hour. This combination discipline only works if the character is on Path of Power and the Inner Voice.

XP Cost: 8 Teacher: Ecaterina the Wise

  • Mastery of Obedience (Dominate 3, Potence 3)

The Unifiers are well known for their skills and expectations of Obedience and loyalty from those beneath them. This combination discipline was created by them to reflect this fact. By combining their mastery of dominate with supernatural strength; few can resist their commands and power of words.

System: A Character with this combination discipline can activate it by spend 1 willpower trait for the next scene or an hour. During this time the character gains a number of bonus traits on all dominate challenges equal to their morality rating in Power and the Inner Voice halved (round down). This combination discipline only works if the character is on Path of Power and the Inner Voice.

XP Cost: 6 Teacher: Ecaterina the Wise

  • Resolve of the Inner Voice (Dominate 3, Animalism 3)

Vampires who follow the Path of Power and the Inner Voice can ill afford to allow others to see them as weak or frightened. To protect against this ever happening vampires of the path developed this combination discipline using their mastery of dominate and their own beast. A unifier with this power will never show signs of fear or flee in terror.

System: A Character with this combination discipline can activate it by spend 1 willpower trait for the next scene or an hour. During this time the character is immune to all fear causing effects. This combination discipline only works if the character is on Path of Power and the Inner Voice.

XP Cost: 5 Teacher: Ecaterina the Wise

Path of Caine

  • Knowledge of Nod (Auspex 2, Presence 2)

The followers of Caine are known as Noddists for they are scholars as well as diablerists. They seek the hidden knowledge and secrets of Caine in hopes of strengthen their own personal power. This combination discipline was developed by the Noddists to help them in those efforts. By tapping into their own memories, heightening them and focusing them, they gain an edge over others.

System: A Character with this combination discipline can activate it by spend 1 willpower trait for the next scene or an hour. During this time the character gains a number of bonus mental traits in all challenges related to Lore or the Occult equal to their level of Lore: Noddist ability. This combination discipline only works if the character is on Path of Caine.

XP Cost: 4 Teacher: Simon Orozco

  • Embrace the Beast (Animalism 5, Auspex 4)

Noddists often don’t view the beast as a burden or curse. They view it as a gift from Caine. A strength to be channeled and focused. By mastering their own beast through the arts of Animalism and then focusing that power with mastery of their senses; the Noddist gains an inner strength for a time as they allow their beast to ride the edge of frenzy.

System: A Character with this combination discipline can activate it by spend 1 willpower trait for the next scene or an hour. While under the influence of Embrace the Beast, the character is not affected by Dominate or Presence. Furthermore, for the duration of the power, the character gains the Physical Traits: Ferocious and Relentless. The Combination Discipline is not without its drawbacks, however. The character may not initiate any Mental or Social Challenges (except for Intimidation). Additionally, the character temporarily gains the Derangement: Crimson Rage. If she already has this Derangement, it becomes very active for the duration of the Combination Discipline's use. The Combination Discipline also comes to an end of the character's first physical confrontation. This combination discipline only works if the character is on Path of Caine.

XP Cost: 9 Teacher: Simon Orozco

  • Amaranth’s Kiss (Auspex 5, Animalism 5)

A vampire who follows the path of Caine is a serial diablerist. Their hope is to strength their own blood to grow in equal power to Caine. This combination discipline allows the noddist to draw on the strength of the souls they have consumed for their own benefit. The noddist stores a shard of the soul consumed within themselves to be accessed later for power.

System: Whenever the character diabolrizes another vampire they spend 1 temporary willpower trait to activate this combination discipline. If they do so, the character may store part of the soul they consumed to access later for power. The character may store a number of souls in this way equal to their permanent willpower rating. At any point the character may spend 1 willpower and access one of the souls they have consumed for power. They must do this before throwing a challenge. If they do, the user gains five bonus traits for that challenge. Once used, the soul stored with this power is lost. These bonus traits only apply to a single challenge. A character with no souls stored from diablerie would be unable to use this combination discipline for bonus traits until they committed diablerie again.

This combination discipline only works if the character is on Path of Caine.

XP Cost: 12 Teacher: Simon Orozco

Path of Cathari

  • Corrupt the Soul (Auspex 2, Presence 2)

The vampires of the Path of Cathari seek to be the darkness to counter the light. They are the test of virtue with sin. Members of the path seek to corrupt others and bring them low. However, some people are simply too stubborn to corrupt. As a result vampires who follow this path created this combination discipline to influence the very nature of a person and force them to confront the darkness.

System: To use this combination discipline the character must engage their target in a contested Social Challenge retested with Empathy. If the user succeeds they may spend 1 permanent Social trait to permanently change the targets Nature to one of their choosing. This combination discipline only works if the character is on Path of Cathari.

XP Cost: 4 Teacher: Mistress Callisto

  • Addiction of Vice (Auspex 4, Presence 4)

Some member of the Path of Cathari say this combination discipline was developed by member who knew the Blood Magic Path of Corruption. That they created it for those of the path who do not know the secrets of Blood Magic. Regardless, this tool is incredibly useful to followers of the path to aid in their corruption of the vitreous. With it they can addict others to vice and force their downfall.

System: The character using this power spends 1 blood trait and makes a contested social challenge against their target retested with Empathy. To use this power the target character must currently be engaging in a vice of some sort. If you succeed the target gains the flaw: Addiction for a number of months equal to your Path of Cathari Morality rating. This combination discipline only works if the character is on Path of Cathari.

XP Cost: 8 Teacher: Mistress Callisto

  • Wickedness of Sin (Presence 4, Auspex 4)

Those who follow the Path of Cathari are master manipulators. Vampires of the Path developed this combination discipline to empower their skill in corruption, seduction, and manipulation to get others to engage in Vice. As agents of Sin they use this power to test those who would follow the light.

System: The character with this combination discipline spends 1 blood trait to activate it for the next scene or an hour. During that time the character gains a number of bonus traits in all Social challenges related to a corrupting an individual equal to their morality level of Path of Cathari halved (round down). These bonus traits only apply when the character is making challenges related to corrupting a target into vice. This combination discipline only works if the character is on Path of Cathari.

XP Cost: 8 Teacher: Mistress Callisto

Path of Redemption

  • Embrace of the Divine Tide (Animalsim 3, Presence 3)

The Divine Tide is a holy time for the followers of the Path of Redemption. They let their beast run wild and become monsters for a time. In doing so they hope to gain control and mastery of their beast by allowing it to explore for a time. Vampires who follow this path developed this combination discipline to find and inner strength from their Divine Tide experience. With it is bolsters their own views and will itself.

System: To activate this combination discipline the character must have experienced their divine tide. Once they have done so and for the next month gain Divine Tide Trait that may be spent as follows: • As A Willpower Trait • A Retest in any Virtue Challenge • A Retest in any challenge to defend against True Faith

Once this Divine Tide trait is called it used up until the character experiences another Divine Tide. This combination discipline only works if the character is on Path of Redemption.

Xp Cost: 6 Teacher: Father Flynn

  • Blessed Guard (Auspex 4, Fortitude 4)

Those vampires who follow the path of redemption often find themselves as adversaries to the forces of hell. In this work they have developed this combination discipline to grant them a powerful weapon against the armies of hell. By focusing on their own devotion to the Path and supernatural resilience the vampires gains an edge over their demonic foes.

System: The character with this combination discipline spends 1 blood trait to activate it for the next scene or an hour. During that time the character gains a number of bonus traits in all challenges related to fighting Demons or the Infernal equal to their morality level of Path of Redemption halved (round down). These bonus traits only apply when the character is making challenges related to combating Demons or the Infernal. This combination discipline only works if the character is on Path of Redemption.

XP Cost: 8 Teacher: Father Flynn

  • Dark Saint (Animalism 4, Presence 4)

This combination discipline was crafted by the followers of the Path of Redemption to give them an aura and look of A Dark Angel. By focusing their beast the vampire sprouts two large angelic wings from their back in a shower of blood and gore. The resulting wings allow them to fly and even protect others with them should they need to.

System: The character with this combination discipline spends 1 blood trait to activate it for the next scene or an hour. During that time the character grows two angelic wings from their back and gain a fly speed of 45 mph. Additionally, they may use this wings to intercept an attack made on another character. If the character with this combination discipline wishes to do so they must expend 1 Survival ability and take the hit that was going to effect the other character. Instead of the original character suffering the repercussions of the attack you do instead. This combination discipline only works if the character is on Path of Redemption.

XP Cost: 8 Teacher: Father Flynn


Antitribu Combination Disciplines

Assamite Antitribu

NPC Teacher: Jaali Bakir

  • Hand of the Assassin (Obfuscate 2, Celerity 2)

Members of Clan Assamite are known as skilled assassins the world over. Their ability to vanish without a tracer is near legendary in the Kindred world. Some of those of the clan have developed this combination discipline which helps reinforce this belief. By combing the speed of celerity and the vanishing of Obfuscate; the Assamite finds it much easier allude those who might pursue them.

System: Once purchased this combination discipline is always considered active. The assamite character with this power may spend 1 temporary mental trait to retest any use of Obfuscate they are using.

XP Cost: 4

  • Fountain of Blood (Celerity 5, Quietus 5)

The Assamite power of Taste of Death can be a potent assassins tool of surprise. However, it can often be the last blow used or one that takes some time. By combining the arts of Celerity with Quietus; the Assamites Taste of Death becomes more potent and deadly when used. As the Assamite literally spews much of their blood in a shower over their victims in a rain of acidy death.

System: Once purchased this combination discipline is always considered active. When an Assamite uses Taste of Death; this power now inflicts two aggravated damage per blood trait instead of one. Additionally, the character may now spend up to their generational maximum of blood when using a Taste of Death in an attack.

XP Cost: 8

  • Ripples of the Blood (Quietus 5, Obfuscate 5)

Assamites are notorious for their love of Diablerie. Some members of the clan have developed this combination discipline so when the devour another vampires soul they may steal their identity for a time. This allows the Assamite to access the victims contacts and resources they may have had for their own use. That is, until the illusion fades.

System: When an assamite with this combination discipline diablerizes another vampire they may use the diablerized vampires Background for the next month as if they were his own. They may also assume their identity, personality, and voice during this time using Mask of a Thousand Faces as well.

XP Cost: 10

Brujah Antitribu

NPC Teacher: Ecaterina the Wise

  • Renegade Shot (Auspex 1, Celerity 2)

Aiming a gun on the move is hard. Aiming a gun on motorcycle is impossible. But for one gun-happy Brute thought the two great tastes of bikes and guns coming together was a personal challenge. After years of development he came up with the cowboy shot. By harnessing the speed of Celerity and the quick eye of Auspex, he learned how to steady his shooting hand by anticipating the bumps in the road before they happened.

System: This power costs 1 Blood Trait to activate and lasts a scene. For the remainder of the scene the Brujah gains a free retest on all Firearms challenges when firing a gun.

XP Cost: 6

  • Velocity (Celerity 3, Potence 3)

The Brujah clan are known for their violence and love of fighting. Members of the clan have learned to harness their supernatural speed and strength into a refined weapon. Those of the clan who learn this combination discipline make it extremely difficult for their opponents to evade their attacks. The raw strength and speed of their blows almost always land, but at a great cost of vitae and the very will of the Brujah to use.

System: The Brujah with this combination discipline may activate it by spending 1 Blood trait and 1 willpower trait for their next attack. If they do, those the Brujah attack with a Brawl or Melee attack may not Dodge the incoming attack. They may only attempt to soak the attack itself. Character with Elder levels and higher of celerity are immune to attacks made with this combination discipline.

XP Cost: 6

  • Scorching Fury (Potence 3, Celerity 3)

The Brujah were once known and feared for their power of burning wrath, but in the Final Nights something occurred that weakened the power. Much like the Celerity refinement of old that the brujah did (See the Celerity Dark Ages power the Brujah developed to make it so Celerity costs 1 blood instead of 1 blood per level) this discipline technique is a refinement of the Brujah's Burning Wrath to make it once was. The Brujah channels his fury into his blows and digs deeper than before. His Burning Wrath becomes far more intense and powerful. Not to mention lasting far longer. Thus the fear of this legendary technique of the Brujah returns once again.

System: Each Turn she spends a Blood Point to maintain this power, all her brawling attacks cause aggravated wounds. Those struck by the Refined Burning Wrath feel steam sear their flesh, and must make a Willpower check (difficulty 8) to act next turn. Those who fail the Willpower check writhe in agony as the liquid flame seems to blaze through their bodies. These mechanics are taken from the first edition Brujah Clanbook.

XP Cost: 8

Serpents of the Light

NPC Teacher: Papa Kalfu

  • Cobra Strike (Serpentis 3, Obfuscate 3)

By combining the arts of Serpentis and Obfuscate the Serpent of the Light can generate a hidden and lithe counter attack against any who would strike them. When using this combination discipline the Serpents arms quickly shift into the skin and form of snakes as they rapidly strike back at their attacker before shifting back.

System: The character spends 1 blood trait when they are attacked and make an immediate reflective counter attack against their attacker. This attack happens as a separate action that does not use up one of the character’s actions. The counter attack allowed by this power is a normal brawl attack against the person who attacked them as long as they are within range.

XP Cost: 6

  • Snake Tongue (Serpentis 2, Auspex 2)

While the abilities of both Tongue of the Serpent and Auspex allow most serpents to see perfectly fine in the dark; supernatural darkness presents its own problems. As such members of the Serpent of the Light bloodline developed this combination discipline to use their snake tongue to see near perfectly in all forms of darkness.

System: Spend 1 blood trait to activate this power for the next scene or an hour. During that time you no longer require line of sight for any power or ability use as long as the target is within 10 feet of you.

XP Cost: 6

  • Visage of the Orisha (Obfuscate 3, Presence 3)

Many Serpents of the Light serve as priests to their mortal community and herd in a religious sense. They are ridden by the various Loa and Orisha to grant insight and answers to a variety of powers. As priests to their gods, the Serpents often find the need to present themselves as such to others. This combination discipline was created by members of the bloodline by combining the arts of Obfuscate and Presence to present a more divine image to others.

System: When using the power Mask of a Thousand Face the characters gains the Social Traits Divine x3. These traits may not be used against any character who sees through your mask of a thousand faces.

XP Cost: 6

Gangrel Antitribu

NPC Teacher: Eddy the Cheater

  • Scent of the City (Animalim 2, Obfuscate 2)

Most City Gangrel are urban predators and view the cityscape as their hunting grounds. As a result members of the Gangrel Antitribu bloodline developed this combination discipline to mask their own scent when hunting or hiding in a city. When activated the Gangrel Antitribu’s scent becomes that of the city itself; thus none are able to track them via their own scent for a time.

System: The character spends 1 blood trait to activate this power for the next scene or an hour. If they do, their scent becomes untraceable during that time.

XP Cost: 3

  • Humans are Animals (Animialsm 4, Fortitude 4)

Members of the Sabbat view humans as little better then food, however, some Gangrel Antitribu take this even further. Members of the bloodline developed this combination discipline in a belief that humans are nothing more then animals. As such, this power always a Gangrel Antitribu to have their gifts of Animalism work on humans as well as animals.

System: Once purchased this combination discipline is always considered active. All levels of the character’s discipline of Animalism now work on mortals as well as animals.

XP Cost: 6

  • The Beast Within (Animalism 5, Fortitude 4)

While normal gangrel view their clan curse as a weakness; Gangrel Antitribu see it as a blessing. This combination discipline allows the Gangrel Antitribu to delve into their own clan curse and summon forth all manner of beast traits. Members of the clan gangrel call these traits mixed blessings that can happen to them on occasion. To the Gangrel Antitribu they are a source of power in the blood to be used against their enemies.

System: The character spends 1 blood and 1 willpower trait to activate this power for the next scene or an hour. Once activated the character may select one mixed blessing and have it during that time. At the end of the scene or an hour the mixed blessing ends. A character may only ever have 1 Mixed Blessing from this power at a time.

XP Cost: 8

Malkavian Antitribu

NPC Teacher: William Poole

  • Dementia Pracox (Dementation 5, Auspex 4)

Malkavians are notorious for messing with the minds of their victims. This combination discipline was developed by members of the clan to reach into the mind of their victims and flood it with self-doubt and despair. The end result of which makes it nearly impossible for the victim to concentrate or focus.

System: The Malkvian character spends 1 willpower trait to activate this combination discipline. Engage your target in a contested Mental Challenge retested with Empathy. If you succeed the target may only defend in Mental Challenges they engage in (This has no effect on any other type of challenges). If the target wishes to take an aggressive mental action they may spend 1 willpower per action to negate the effect of this combination discipline to do so. This power lasts one scene or an hour.

XP Cost: 12

  • Fractured Mind (Dementation 4, Auspex 4)

Members of clan Malkavian developed this unique combination discipline to attack their victims and drive them even further into madness. Those unlucky enough to be assaulted by a Malkavian with this power find their very will to live to driven away. Worse off, those who suffer from active insanity find its effects even more potent..

System: The Malkavian character spends 1 blood trait and engages the target in a contested mental challenge retested with Empathy. If you succeed the target loses 3 temporary willpower traits and an additional willpower per trait per active derangement they have at the time this power is used.

XP Cost: 8

  • The Great Prank (Demenation 5, Auspex 5)

At the Convention of Thorns the Malkavian clan performed the Great Prank; a power used to strip all Camarilla Malkavians of their power of Dementation. Since that time the Prank has ended and Dementation returned once more to the clan. Some Malkavians, however, developed this combination discipline in an attempt to recreate what was done during the convention of thorns. This power allows a Malkavian to reach into the mind of their victim and strip the powers of Dementation from them should they possess them; for a time.

System: The Malkvian character spends 1 willpower trait and engages the target in a contested Mental Challenge retested with Empathy. If the character with this combination discipline succeeds; the target may not use any levels of the Dementation Discipline and Dementation combination disciplines they possess for the next scene or an hour.

XP Cost: 12

Nosferatu Antitribu

NPC Teacher: Lorenzo Salazar

  • Secrets of the Beast (Animalism 3, Auspex 4)

Clan Nosferatu is well known in the Kindred world for their ability to collect and trade secrets. To aid in this endeavor the clan has developed this combination discipline. This power allows the Nosferatu to enter into the mind of their targets and speak directly to their Beast. In doing so, the vampires beast will often reveal secrets of its host to the Nosferatu. While the Nosferatu has no way of knowing what secrets the Beast will reveal; it is always something useful for trade later.

System: The Nosferatu character spends 1 blood trait and engages their target in a Social Challenge retested with Animal Ken. If they succeed, the target will reveal one secret (Decided by the Storyteller) to the Nosferatu. The target is unaware the Nosferatu has used this power unless they have a supernatural means of knowing a power was used on them; as the Nosferatu speaks to the targets beast.

XP Cost: 7

  • Seeing is Believing (Obfuscate 4, Potenc 2)

Long years of fighting to defend their undercity homes have forced the Nosferatu to adapt to ever changing circumstances. Having mastered ways of being hidden or misdirecting foes, the Antitribu can weave a deception around themselves in combat. Their opponent will see them move left, or throw a punch, and react accordingly, only to find that the Creep has instead done something completely different.

System: The player spends 1 Willpower to activate Seeing is Believing for the scene. During that scene, the Nosferatu gains their level of Obfuscate in retests they may use when attacking or defending in combat, on any challenge against another being. These retests are used up once called and may only be applied to Brawl, Firearms, Dodge, Survival or Melee attacks.

XP Cost: 6

  • Phantom Menace (Animalsim 3, Obfuscate 3)

Since time immemorial, the Nosferatu have remained hidden from the world. Malformed and hideous, they have sought refuge both underground and under the shadows of their blood power. This has given them utter mastery of the ability to remain hidden, surpassing that of other clans who use it as a tool rather than a survival tactic.

System: Once learned this power is always active. Those attempting to break your Obfuscate no longer add in their levels of Auspex or bonuses from other supernatural sensory powers. This has no effect on abilities, Merits, or bonus traits derived from sources other than supernatural powers. Additionally, the Nosferatu may spend a Mental Trait to retest any Obfuscate-related challenge. This combination discipline does not negate the ability of Auspex (or Similar Powers) to “See the Unseen” they will simply no longer gain bonus traits etc from them.

XP Cost: 6


Ravnos Antitribu

NPC Teacher: Eddie the Cheater

  • Mirror Image (Obfuscate 3, Chimerstry 2)

Master of Illusion and confusion, some Rogues have developed this discipline technique to confuse and confound their enemies. By creating illusionary copies of himself, the Ravnos Antitribu can appear to have an army of himself at his beck and call. Though these illusions can not actually harm or truly interact they make for a great distraction and frightening ones enemy.

System: For 1 Willpower, the wielder of this power can create up to his Subterfuge ability rating in intangible copies of herself. These copies of herself can cause no actual physical harm or damage, but can cause a great amount of confusion against attackers. For the remainder of the scene or an hour the Rogue gains 1 free retest to use in combat challenges equal to the number of illusionary copies of himself. Once a retest is used, it is expended and this power may only be activated once per scene. With Obfuscate 4, this power allows the character to disappear, leaving between 1 or more of the intangible images in her place. This effect grants the Rogue a free retest on all Obfuscate challenges to vanish only.

XP: 8

  • Dance of Gehenna (Animalsim 5, Auspex 4)

Members of the Ravnos Antitribu bloodline created this power based off their experiences during the Week of Nightmares. As Ravnos attacked Ravnos in a blood frenzy; those who survived decided to use that knowledge to create this ability. By combining their skills with Animalism and subtly effecting the targets mind in a frenzy; they can direct their victims to unleash their frenzy on whomever they desire. System: Once the character has successfully used Drawing Out the Beast on a target they may then spend 1 willpower and engage the same target in a contested Social Challenge. If they succeed they may tell the target who their frenzy is targeted against. The target will then direct all their frenzy actions on the target designated by this power until the frenzy ends.

XP Cost: 8

  • The Beast Within (Animalism 2, Fortitude 2)

Your affinity with the animalistic side of the Kindred gives you some power over it in others. In particular, you can draw upon a victim's bestial nature and force him to give in to this darker side. Members of the Ravnos Antitribu developed this combination discipline to draw out their enemies greatest fears and force them to the surface. System: This Discipline allows you to activate one of an opponent's Derangements (the victim chooses which one) if you can defeat him in a Social Challenge. You need not know any of your target's Derangements, but if you do, you need not risk one of your Social Traits when trying to activate that particular Derangement (knowing his Derangement takes the place of your Social Trait during your initial bid). If you should fail in the attempt to use Beast Within against a target, you may not try to use it again on her that evening.

XP Cost: 4

Salubri Antitribu

NPC Teacher: Silas

  • Fury of the Forgotten (Potence 5, Valeren 5)

One of the downfalls of the Valeren power Vengeance of Samiel is that it limits the Salubri Antiribu in their battles. Some members of the blood line have developed this combination discipline to channel their own fury into eliminating this weakness.

System: The character spends 1 blood trait and 1 willpower trait when using the power Vengeance of Samiel in addition to its normal costs. The character may now use a Vengeance of Samiel on any attack action and does not in of itself generate an attack. Meaning Carrier attack powers may now work with Vengeance of Samiel.

Xp Cost: 10

  • Deny the Usurper (Auspex 3, Valeren 3)

The Furies are the notorious enemies of Clan Tremere. They view them as the great enemy to exterminate at all costs. By exploring their gifts of Valeren the Salubri Antitribu have learned this technique to aid in their protection against the Blood Magics of the Tremere.

System: The character spends 1 blood trait to activate this power for the next scene or an hour. During that time the character gains a free retest in all challenges to defends against Blood Magic used against them. This retest is not used up upon use, and repeats for the scene or an hour. Though they may not use it more than once in a challenge.

XP Cost: 5

  • Legacy of Blood (Auspex 4, Valeren 4)

The Salubri Antitribu carry a legacy of death on their shoulders. This rage drives the very fury of the bloodline. This combination discipline developed by them allows them to strike vengeance and pain into all those who sought to destroy their clan.

System: The character spends 1 blood trait to activate this power for the next scene or an hour. During that time the character gains 3 bonus traits on all Melee attacks and all attacks made with a Melee weapon do aggravated damage.

XP Cost: 6

Toreador Antitribu

NPC Teacher: Mistress Callisto

  • Exquisite Torture (Presence 3, Vicissitude 3)

As master of the art of inflicting pain the thorns of the sabbat have developed a unique ability to extend their suffering on others nearly indefinitely. By combining the arts to mold flesh and make it permanent the throne learns how to permanently alter the pain receptors of an individual. Even the undead are not immune to their painful touch.

System: You must have your target subdued and restrained to use this combination discipline. Once you do you may engage in a contested Physical Challenge retested with Torture against the target. If you succeed you may spend 1 permanent willpower trait. If you do the target suffers the wound penalties they are suffering permanently and may not be negated in any way. This effect lasts until you choose to end it and gain back your point of willpower spent.

XP Cost: 5

  • Feel No Pain (Presence 3, Fortitude 3)

As the true masters of the art of pain, members of the Toreador Antitribu have taught themselves how to deaden their nerves and feelings to such things when inflicted on them. They quite literally feel no pain no matter what causes it. To them, they consider such efforts pathetic as only a Toreador Antitreibu can truly inflict or understand it.

System: Once purchased this combination discipline always considered active. You never suffer the effects of wound penalties regardless of their source or supernatural power that inflicts even the mechanical effects of wound penalties.

Xp Cost: 6

  • Decadence in Grotesquette (Presence 5, Auspex 4)

This art developed by the Toreador Antitribu empowers their displays of monstrous to such a degree they become social paragons for a time and all are forced to recognize them. By making a shocking display or form of custming the Thorn extends his emotions and grandeur over a crown and make themselves appear more shocking and horrifying beautiful.

System: The character must make some sort of Grotesque and Monstrous physical display on their person to use this power. Once they do they may spend 1 willpower trait to activate this power the next scene or an hour. During that time the character may add their permanent Torture ability rating in Bonus traits to all Social challenges.

Xp Cost: 8


Telyavelic Tremere

NPC Teacher: Janina Lanka

  • Call the Ancestors (Auspex 4, Sielanic Thaumaturgy 4)

The Telyavelic Tremere carry with them a legacy of their faith from Lithuania. They care deeply about both their mortal and vampiric ancestors. As such, members of the bloodline developed this combination discipline to call up the souls of their deceased ancestors gain knowledge and insight they themselves may lack.

System: The character spends 1 blood trait to activate this power the next scene or an hour. Once activated the character selects 3 abilities he would like access to. These abilities may distributed in any manner and may increase their own abilities beyond their generational maximum as well. Storytellers are the final authority if an ability is allowed to be gained from this power. Additionally, this power does not stack.

XP Cost: 6

  • Might of Telyavel (Auspex 3, Sielanic Thaumaturgy 3)

The Blood of the Telyavelic Tremere is tied forever to the god Telyavel. It gives them strength and purpose. Members of the bloodline developed this combination discipline to draw on that connection and gain strength from their god for a small amount of time. Once used, the Telyavelic Tremere takes on aspects of the God and their form will even shift and change to reflect it.

System: The character spends 3 blood traits to activate this power which lasts a scene or an hour. During that time the character gains 3 bonus traits to distribute among their attributes as they see fit. Once selected these bonus traits may not change categories and this power may not stack.

XP Cost: 6

  • Blood of Telyvael (Presence 4, Sielanic Thaumaturgy 4)

The Telyavelic Tremere developed this unique combination discipline to draw power from their god to increase the potency of their blood for a longer time then even normal. By channeling their blood magics and calling to Telyvael they may defeat some of the limitations of the Path of Blood, but only at great cost and sacrifice.

System: The character may spend 1 permanent willpower trait to activate this power. If they do, they are allowed to use the power Potency of Blood for a second time in a night. They may not use this power more than once a night in of itself.

XP Cost: 9

Ventrue Antitribu

NPC Teacher: Meyer Lansky

  • Blood Regalia (Fortitude 5, Potence 5)

In nights past, the Knights of the Blood of the Ventrue developed this combination discipline. With some of the Knights of the Blood defecting to the Sabbat they keep the secret of this combination discipline alive among them. They learned to channel the strength of their blood within their bodies to great them a tremendous advantage in fighting for a brief time. Giving the Order of the Blood an advantage over lesser foes. The blood of the Ventrue Antitribu rises to the surface to form blood colored layers of mail armor over the ventrue. In addition their muscle mass increases and their speed heightens to new levels during this time as well.. Indeed seeing a Ventrue Antitribu in the Blood Regalia is a sight to behold.

System: This power is considered a form changing power. The character may spend 1 blood trait for a single armor health level or a single Brutal Physical Trait for the next scene or an hour. A character with this power may spend a maximum of 5 blood for armor and 5 blood for Brutal Physical Traits.

XP Cost: 12

  • Calming Mind (Auspex 3, Dominate 3)

Developed by the Ventrue Antitribu of the Order of the Trinity, these vampires have mastered away to combine the insight of Auspex and commanding power of Dominate to force a vampire to end a fear frenzy. Most vampires who practice this art use it to prove their divinity to members of the church by performing miracles.

System: The character spends 1 Willpower trait and makes a static Mental Challenge difficulty 8 rested with Intimidation. The character using this power need only see his target to use it. If they succeed the victim suffering a fear frenzy immediately ends that frenzy.

XP Cost: 8

  • True Flame (Auspex 4, Presence 5)

Developed during the Anarch Revolt; this combination discipline continues to be taught and used by the Ventrue Antitribu in the modern nights. Long ago; these anarch venture learned to channel the power of the beast and the fire of passion within their blood. Once focused and turned inwards this combination discipline allows the Ventrue Antitribu to gain strength from the fire of their convictions and seem more intimidating and feral in their stature.

System: To activate this combination discipline the character must spend 1 blood trait and make a Self-Control/Instinct challenge at difficulty 4. If the character fails this challenge they enter frenzy; if they succeed they gain the following benefits for the next scene or an hour. The bonus social traits Intimidating x2 and the bonus Physical Traits Brutal x2

XP Cost: 8

Black Hand Combination Disciplines

These combination disciplines are only available to members of the Black Hand. Additionally, to qualify for them, the Black Hand Member must be of the correct role allowed for each.

Shakari Combi

  • No Trace (Obfuscate 4, Auspex 3)

The true skill of an Assassin is the art of the stealth kill. However, one other key aspect is the ability to get away with the assassination when completed. As a result the Shakar of the Black Hand developed this skills as a means to cover up their own tracks after performing a hit. By blending the arts of Obfuscate to conceal and the skills of Auspex to absorb and sense emotions the Shakar can leave an area they have recently blank void of any actual evidence of their presence having ever actually been there. Instead those searching will only find evidence to suggest a non-descript culprit did the deed instead of the Shakar.

System: The user spends 1 permanent willpower trait and removes all sources and means by which for anyone to gain factual information about the user from a location. This power is used after a scene. no powers such as, but not limited to, eyes of the past, spirits touch, spirits in another realm etc will reveal in any investigations who the user of this power was or even that this power was used. Images and information appear vague and nondescript for those investigating a scene the character was in.

XP Cost: 6 Teacher: Rashid Stockton

Magi Combi

  • Imbue the Mark of Vengeance (Vicissitude 3, Blood Magic 5)

The mystical crescent moon mark of the Black Hand has many legends and myths associated to it. Some claim the Seraphim can use the mark to affect it agents; speaking to them or even casting their powers upon them. Some rumors even claim that through the mystical crescent moon tattoo the Seraphim can call to them any who bear it or slay any they desired. While these are many of the legends among the Black Hand; this Combination discipline does call upon the mystical nature of the Black Hand tattoo.

System: Those who know of this combination discipline can bestow upon those who undergo it with some of their mystical might. The recipient of the Combination Discipline must possess no Blood Magic themselves in order to benefit from it, and obviously most also be members of the Black Hand (as one of the key components of the ritual requires the crescent moon tattoo). Once a member of the chosen is selected to undergo this power the magi performs the Japanese art of Irezumi (the tattooing art of placing ink underneath the skin). This painful form of tattooing requires an hour to perform and the recipient must perform a Self-Control/Instinct challenge at difficulty of 4 to endure the pain (failure means the power fails). The Magi mixes his own blood with the ink he inserts into the crescent moon tattoo. Once finished the magi may then cast one of his blood magic powers (not path, just one level of it, and only one at a time) upon the recipient. This spell remains dormant in the recipients tattoo until he decides to activate it. Once used, the recipient would need to undergo the process again to have another use of the spell or an entirely new one.

Xp Cost: 8 Teacher: Dr. Morrow

Watch Commander Combi

  • Guidance of the Eagle (Presence 3, Auspex 4)

A Watch Commander is expected to motivate and lead those agents under their watch. As a result this combination discipline was created by the chosen as means to mystical aid those agents under a Watch Commander. Using the ability to manipulating emotions and force of Auspex a Watch Commander’s words can inspire agents beneath them to accomplish nearly impossible deeds they may have otherwise failed.

System: The user of this power may spend 1 willpower to grant an ally a retest on the next immediate challenge they throw. This retest must be used on the characters next challenge or it is lost. Each time the user of this combination discipline wishes to grant an ally a retest they must spend a willpower trait for each.

XP Cost: 6 Teacher: The Colonel

Emissary Combi

  • Zillah's Grace (Presence 3, Obfuscate 3)

The Emissaries of the Black Hand are expected and trained to social and political masters of the Sabbat. Their jobs require them to negotiate all black hand deals and any other matters related to the rest of the Sabbat and the chosen. As a result Emissaries of the Black Hand developed this combination discipline to accent their own training and skills making them potent and forceful to others. By calling upon the grace of presence masked with the slyness of Obfuscate the Emissary appears far more charming, clever and charismatic; while at the same time protecting themselves from the manipulations of others.

System: The user spends 1 willpower to activate this combination discipline for the next scene or an hour. During that time the user gains a number of bonus traits to all social challenges equal to their permanent Leadership Ability rating. Additionally they win all ties defending in social challenges to manipulate their emotions.

XP Cost: 5 Teacher: Hagar Stone

Remover Combi

  • Obsidian Juggernaut (Potence 5, Fortitude 5)

Remover Combi

The Removers of the Chosen are expected to deal with any threat and clear any path needed for the rest of the Black Hand. As a rather dangerous job, Removers are expected to come under a lot of fire and attack. To survive such punishments, the Removers developed this combination Discipline. Calling upon their inner strength and combining it with their supernatural resilience a Remover may shrug off most blows that would bring down a lesser Cainite.

System: This power costs 3 blood and 1 willpower to activate. For the next scene or an hour the user may reduce all incoming damage they receive by one level. Additionally the character is considered to automatically win all tests for the Fortitude powers Resilience and Resistance while this power is in effect.

XP Cost: 12 Teacher: Gabriel de Cambrai

Census Taker Combi

  • Spy Master (Obfuscate 3, Auspex 4)

While the job of a census taker is to gather information; in reality their job is much more of that of a spy. They gather any and all intelligence for the needs of the chosen. Certain Census Takers have crafted this combination discipline as means to subtly gather the intelligence information required of them.

System: This power costs 3 blood and 1 Willpower to activate. For the next scene or an hour the user may extend their senses up to 1,000 feet. While extended the user of this combination discipline acts if he was in the area himself, though they may not use any other powers through this combination discipline. The vampire sees, hears and senses everything in the area as if he was there himself.

Xp Cost: 6 Teacher: Lubomira Hradok

Chaplin Combi

  • Faith of the Dark Father (Animalism 3, Dominate 2)

In charge of the spiritual well being of their fellow chosen; the priests of the black hand created this combination discipline to help members of the faction to steel their beasts in the fires of battle. By reading from the book of nod and conversing with each agent with words of wisdom from caine they wish to aid; the chaplin can quell a vampires beast as they prepare to enter battle. There after the chosen who have spoken with the chaplin need not fear their beasts taking over them at crucial moments. Indeed even supernatural means to provoke a vampires beast fail against those inspired by the Chaplin.

System: The user may spend 1 willpower trait per person they wish to benefit from this combination discipline. For the next scene or an hour those under the effects of this combination discipline cannot frenzy nor be made to do so even by supernatural means.

XP Cost: 4 Teacher: Kestrelle Hayes

Artificer Combi

  • Dark Father's Forge (Potence 4, Auspex 4)

The master forgers of the Artificers of the Black Hand are expected to create and provide the best equipment possible to other members of the Chosen. As a result the Artificers of the Chosen created this combination discipline to craft items of a limited mystical property. Using their forges and tools an Artificer can use their supernatural strength during the forging process and imbue some their spiritual strength and heighted abilities from Auspex minor mystical items for tools for members of the Black Hand to use in their mission.

System: a user with this combination discipline may create items of some mystical power. Each item the user wishes to create requires a crafts challenge at a difficulty assigned by the storyteller. Additionally each item created costs 1 permanent willpower to create. Items created by this combination discipline gain a mystical effect no greater than a basic level power. For someone to access the mystical ability of the item they must spend willpower to activate it for a scene.

XP Cost: 10 Teacher: Gatjil Munyarryun

Invocations of Caine

In the Dark Ages of the Vampire world many creatures practiced the Incantations of old. Through the insights and skills of Sabbat Rights they were able to adapt the old practices of Incantations to the faith of the Sabbat. As a result, this merit functions exactly like the Incantations merit but only the following may be purchased from it. New Invocations may be made in time, but take great skill to create and master (these require Storyteller approval). To maintain this merit the vampire must be a sabbat priest with a morality rating of 7 or higher. The Invocations of Caine Merit is just another name for the Incantation Merit (2pt Supernatural Merit). Your character learns a single Incantation. This Merit may be purchased during play several times, each for a new Incantation. This costs six experience points. Once the character learns an Incantation, he may use it by following this procedure:

  • Ritual Requirements: Each Incantation can only be cast in a particular time, place, or both, such as at under the full moon or at a murderer’s grave. The Incantation also requires specific materials: certain herbs, say, or worms

boiled in a cauldron. Only then can the witch perform ritual acts to rouse the Incantation’s magic.

  • Circle, Amulet, or Potion: The priest must decide whether the Invocation of Caine's power affects an area (circle), is bound to an object that can be moved (amulet), or is stored within an object that is later consumed (potion). Invocations of Caine possess one great limit compared to other forms of magic, in that they cannot truly affect distant targets unless an amulet or potion is brought to its location. Note that “circle,” “amulet,” and “potion” are examples and general names, and a length of red string that expends its magic when tied to someone might count as a “potion” for rules purposes. A circle need not be truly circular, but can define a space with no more than a 15 meter radius. An amulet is transferrable, and can be stolen from or secreted on a person.
  • Willpower Expenditure and Roll: At the ritual’s conclusion, spend one point of the Priests Willpower and Make a Static Willpower challenge at difficulty 8. Only one success is required to bring about the Invocations of Caine's full effect. If the challenge fails, nothing happens, but the materials are no longer fit for the Invocations of Caine, and must be replaced if the priest wants to make another attempt.
  • Invocations of Caine and Other Magic: Invocations of Caine cannot undo the effects of Path magic, Disciplines, and Awakened magic. They’re inferior to all of these, and these forms of magic can undo Incantations using their usual systems for countermagic, as if each Invocations of Caine were a one-dot power that scored one success.
  • Duration: Unless stated otherwise any effects last a scene or an hour. Once used up the Invocation of Caine would have to be cast again.

Sample Invocations of Caine

  • Crucible of Blood

Ritual Requirements: Blood of a 7th Generation or Lower Vampire

System: The elder Sabbat priest may anoint themselves or another member of the Sabbat with their blood, the blood of caine. In prayer to the Dark Father this blood leaves a mark on the flesh of the vampire in the form of an Enochian Symbol. The recipient gains 1 blood trait outside of their normal blood pool they may use at any time. Once used, this ritae would need to be cast again.

  • Blood Resistance

Ritual Requirements: Charred pieces of Gopher Wood

System: To perform this ritae the Elder priest must recite their lineage back to Caine and any of those who partake must do so as well. Once complete, the priest performs a ritual ceremony to bolster their defenses to the Gifts of Caine based on the Dark Father’s Master. Those who undergo this ritae gain a free retest on all challenges to defend against Disciplines used against them. This effect lasts for one night.

  • Caine's Sanctity

Ritual Requirements: Blood of the Enemy of the Sabbat

System: The performing elder priest of the sabbat consecrates a place or temple to the Dark Father. They must spill the blood of their enemies on the ground and invoke the might of the dark father. Once complete, those who are not Sabbat who wish to enter must first defeat the caster in a contested willpower challenge.

  • Sanguine Exaltation

Ritual Requirements: Lupine Blood

System: This ancient blood rite is performed by an elder priest of the sect that allows them increase the potency of their and others blood for a time. The sabbat vampires engaging must indulge in a valuderie together and invoke the power of the Dark Father in ritual. Once complete, the vampires blood pools increase by 3 over their maximum.

  • The Seraph's Wings

Ritual Requirements: Wings Feathers of a Ghouled Hawk

System: The Elder Sabbat Priest invoked the names of the Angels that cursed caine and tempts them to do the same to them or others who particpate in this ritae. Each must face a challenge over the various curses laid upon caine. If they succeed, the vampire gains 3 additional steps of movement in combat for the remainder of the night.

  • Anointing the Bone

Ritual Requirements: Bone of a Black Spiral Dancer

System: The Sabbat Elder priest crafts a knife from an animal Jaw bone. They recount the tale of Caine killing able as they do so. There after this creates a weapon that has the normal statistics of a dagger. It however, inflicts aggravated damage and steals 1 blood trait from a target with every strike it lands.

  • Armor of Caine

Ritual Requirements: Stone from a Golem

System: The Elder Sabbat priest invoked a blessing from Caine in their battles against their enemy. Every participant must suffer a blow from the priest and not frenzy. Those that succeed reduce all incoming damage they receive in combat by 1 level for the remainder of the night.

  • Beyond Death's Touch

Ritual Requirements: The Weapon of a Murderer

System: This Ritae is performed by the Elder Priest challenging Death itself to claim themselves or those they anoint with this power. The participating vampires must defeat a courage test at difficulty 5 to succeed. If they do, should the character be reduced to Torpor or Final Death; they may take 1 action before they do so. This ritae lasts 1 night.

  • Saint of Caine

Ritual Requirements: Relic of a Fallen Sabbat member. Morality rating 10

System: Only vampires who reached the maximum of their Morality may undergo this ritae. Those that do are tested on their faith and beliefs. If they succeed in these challenges, the vampire gains the benefit of any aggressive action taken against the recipient must first defeat them in a contested willpower challenge. This effects only other Sabbat and also breaks the second the vampire takes a violent action against another member of the Sabbat. This power lasts for a scene or an hour and then would need be cast again.

  • Rain of Blood

Ritual Requirements: Blood of an Innocent who has died.

System: The Elder Sabbat Vampire must be outside under the night sky to perform this ritae. They must invoke the tales of Gehenna and the end times from the Book of Nod. Once they complete the sky will start to rain blood in their location. Any vampire may drink this blood as an action when in combat and gain one blood trait. They may gain up to 5 blood traits from tis rain before they can no longer gain sustenance from it.

  • Sins of the Ancestors

Ritual Requirements: Blood of the Target. Blood Incense used from a Palla Grande

System: The vampire must drink the blood of their target and perform a mental challenge difficulty of 10 retested with Investigation. If they succeed they may gain a memory from the blood they are seeking, even if the target is unaware of the memory.

  • Gehenna's Judgement

Ritual Requirements: Blood Traits from the Target

System: The vampire locks eyes with their target and curses them with words spoken to Caine. They must make a contested mental challenge retested with occult. If they succeed they may spend 1 (or More) point of temporary willpower and inflict a corresponding number of aggravated damage against their target.

  • Voice of Caine

Ritual Requirements: The full lineage of the vampire they wish to use this on. Written in blood on 100 year old parchment

System: The vampire priest closes their eyes in soft mediation dwelling on the line of caine for some time. Once they finish the vampire will know when their name is spoken and hear it called from the voice that speaks it. This effect lasts for one night.


Ritae

Gangs of New York

New York was home to the third Sabbat Civil War and is infamously known for its covens fighting among each other for territory and resources in the city or political issues. To avoid another all out war in the city; the clergy of New York developed this ritae. Designed off the frame work of Monomacy; this ritae is performed under much the same rules and guidelines, but for entire packs rather than single Sabbat members. A Priest of the Sabbat (A Pack priest, Bishop or Higher) who is not involved in the conflict must perform this ritae. The start of which is brining all the packs involved in the conflict together for council to determine terms, weapons, place, and time. Such uses of ritae often result in a large bloody conflicts in the hidden parts of New York, but when the battle is done; the issue is resolved without need for further bloodshed.

System: This Ignoblis ritae functions almost identically to the Monomacy Ritae. However, rather than a one on one fight, this ritae allows for a Pack on Pack conflict. Indeed, even several packs may face off against other groups of packs under this ritae (as long the number of packs on both sides are the same.). Those who participate under this ritae can suffer Final Death legally in the Sabbat as the same a Monomacy. The victorious pack (or packs) gain the territory and possessions of the defeated packs (or packs). A member of the clergy uninvolved in the conflict must perform this ritae.

Cry of the Damned

Due to the dangers of the massive mortal population of New York; members of the cities clergy developed this ritae off the effects of the Palla Grande Ritae. The Sabbat priest burns brazers similar to those during the High Holiday to spread a fine pink reddish mist throughout and area. Mortals in that area will find their minds effected when vampires reveal themselves. The vast majority of which will react in fear or panic when the Masquerade is broken in front of them but will forget the event later. Only the strongest willed of mortals can act normally and fully remember the events of the Masquerade breech.

System: To perform this ritae the priest must burn the bones of a fallen sabbat member with the blood of a vampire in a brazer. As the reddish pink mist leaves the brazers it will fill an area. Any mortal in the area will react to any breaches of the Masquerade for the next scene or hour in the following ways depending on their willpower scores:

Caption
Willpower Score Forget? Reaction
1 Yes The human faints, or collapses in fear unable to recall anything of the events.
2 Yes The human bolts, trying to put as much distance between himself and the vampires as possible. unable to recall anything of the events.
3 Yes The human retreats to a corner to avoid the “hallucination” until it passes, but doesn’t collapse in fear
4 Yes The human attacks, be it firing a gun (he won’t have enough presence of mind to reload, however), throwing crockery, or even leaping at the “monster
5 Yes Much like panic, except with rational thought. The human is able to think enough to lock doors behind him or to get in a car and flee
6 Yes The human will try to plead and bargain with the Vampire, doing anything possible so as not to get hurt
7 No, but will rationalize Although terrified, he does not panic. The human will flee or fight as appropriate, but remains in control of his actions
8 No, but will rationalize These people are dangerous, because they remember what they saw (more or less), and they might well investigate the matter further
9 No This human refuses to take anymore. She is afraid but angry, and she will remember the Vampire and probably even try to hunt it down;
10 No The human is not the slightest bit afraid or bothered by the Vampire. Even Ghouls aren’t this stoic, so Vampires tend to be very suspicious of such folks

New York Fu*King City

The Sabbat of New York, in particular the covens, are fanatical about their love for their city. Priests of New York have developed this ritae to bolster the convictions of the sect within New York in times of need or celebration. The priest gives a speech about both the Sabbat and New York city with fiery conviction. Additionally the priest hands out a special concoction of blood that is flammable. They ignite the blood and consume it as the end of the speech as it is in flames.

System: This ritae may only be performed for members of the Sabbat who call New York their home. Once performed, for the next scene or an hour, the vampire gains 2 attribute traits of their choice which must be chosen at the time of performing this ritae and may not be changed. These traits may go over generational maximums, but not passed max trait bid rules. Additionally this ritae may not be stacked. The priest performing this ritae must drink flaming blood. To do so the priest must either pass a Courage 5 challenge or spend 1 level of the fire eating ability to automatically succeed.

Grand Synod Ritae

The following Ritae were introduced at the Kings of New York Grand Synod event. Characters were allowed to learn these Ritae from the event itself, and are free to teach them to others. For a character who does not possess these Ritae, they must locate a character who does and is willing to teach them. Please keep this in mind, as a character may not simply have any of the below Ritae without a proper chain of instruction.

Burial Rites

Camarilla Propaganda supports that Sabbat is a mindless horde of vampire monsters who will take large groups of people, embrace them, and bury them alive. This is largely incorrect to how the Sabbat actually makes new members of the sect. However, in times of war the Sabbat will in fact mass embrace humans as a tactic. This ritual was created to support that practice. By burying the newly embraced mortal “alive” and forcing them to dig themselves up it strips away their humanity and makes them more likely to kill when needed. These new vampires are known as False Sabbat and still must earn their creation rites. Though those that do often have an easier time transitioning to the Sabbat’s paths of enlightenment.

System: Characters who embraced using the burial rites must through a Simple Challenge for each level of Humanity they have (this may reduce them to a minimum of 1 Humanity but not lower). On a loss, they permanently lose a level of Humanity. However, when and if the characters attempts to go onto a Path of Enlightenment; the character gains a free retest on challenged to transition to their new Morality. This retest only applies to a transition from Humanity onto a Path of Enlightenment.

Red Wedding

A hold over from an ancient Tzimisce tradition of vampiric political weddings, the Red wedding ritae is still practiced by some of the Sabbat who wish to either form a stronger bond among sect mates or even still for political reasons. The Ritae itself requires a mortal wedding. One of which the Sabbat invade. The gathered Cainites proceed to brutally murder and terrorize the mortal wedding and turning it into a blood affair. After which, the two cainites that wish to announce their bond to one another bath in the blood of the victims on the altar and solidify their “marriage”. This is by no means a actual marriage between vampires, it is a mockery of the mortal tradition perverted by the Sabbat to make a statement over mortal traditions and the Cainite blood is stronger then words.

System: Characters that have undergone a Red Wedding develop a special bond that lasts until the vampire reaches final death. When in the presence of the other character they have performed the Red Wedding with; the character is considered to have 1 additional temporary willpower trait that may go over generational maximums. If this trait is spent, is does not return for one month. This ritae does not stack with the Merits True Love or Loyalty.

Black Cathedral

The Sabbat makes great use of religious fervor, and such, has a need for sacred places of worship. Small or nomadic groups create personal locations for pack Ignoblis, and the various dioceses may dedicate specific sites for larger Ritae. A Black Cathedral focuses magic like a prism, allowing priests to perform larger and more powerful Ritae. Black Cathedrals are permanent monuments to the strength and faith of the Sect. The Blood Bath to invest a Regent is a massive and unique rite, and can only be performed in a Black Cathedral. The raising of such a Cathedral is a rare and much-celebrated event. Three currently exist: one in Mexico City, one in Montreal, and one in Bucharest.

System: The actual effort to construct a Black Temple should require time and the effort of several characters to accomplish. It is a major event for the Sabbat when a Black Temple is raised. When completed and properly consecrated the priest performing this ritae spends 1 Permanent Willpower Trait to finish the ritae. For gameplay purposes, regain a point of temporary Willpower for every hour spent in this location, up to your permanent rating. Also, the Black Temple serves as a protection against enemies that may be threatening the character. No supernatural enemy of the Sabbat may set foot inside this sanctuary, though this does not mean mortal agents of the enemy in question could not be directed to do so.

Embracing the Monster Within

The Sabbat revels in the Beast and the power it holds. This ritae is used to unlock that very potential. The Sabbat priest must goad the Cainite before them to the razor edge of frenzy. They must push the Sabbat seeking the power if this ritae to rile up their beasts and yet control them. If the Sabbat member can control the coming frenzy and not fall to it; they grow in strength and power for a time.

System: This ritae lasts a scene or an hour. During that time the recipients of the Ritae gain the Physical Traits Brutal, Ferocious, and Vicious. However, you maintain this benefit the character must win a Self-Control/Instinct challenge at difficulty 4 each round of combat before the start of normal. If they fail, the effects of the ritae end.

Faith in the Sword

The Sword of Caine is fanatic cult dedicated to Gehenna. The priest performing this ritae for a member of the Sabbat must invoke the prophecies of the end time. They must express the purpose of the Sabbat itself and its coming victory in the Sabbat against the antediluvians. Those who listen to the priests words find themselves emboldened for a time and defy almost any odds against them.

System: This ritae lasts for one night. During that time, the character benefiting from this ritae may call upon it once a night to fully refresh their Mental or Social Traits they may have lost during the night. They may only call upon this attribute refresh once per night and may not have this ritae cast on them more than once per night.