21xp
May be activated after an attack as a free action. Caster spends 1 blood and targets a non magical inanimate object or weapon they are touching (or have been struck by in combat). At the end of the turn the item is decayed and rotten or rusted, the item is effectively destroyed. Can not be used if the caster was not aware of the attack prior to it
24xp
Costs 1 blood. Caster takes on the form the target most expects to see. All will see that person. Caster does not immediately know what form they have taken. This power does not alter clothing. Opposed by Auspex in the usual way.
1
Slight alterations only, same height, build, etc. There is a possibility they can still be recognised. Nosferatu may appear mortal, but are still ugly.
2
Complete change. Must be the same sex and within 10% of original size.
3
Appears exactly as intended. Up to 25% alteration of body mass. Must remain same gender.
4
As above, but including gestures, mannerisms and voice. Must remain same gender.
5
Complete change, up to 75% alteration of size, change of gender, vast change in age, etc.
20xp
Also requires Anticipatory Visage. If the caster is required to answer a question the target hears the answer they were expecting. This power does not work for long sentences, or complex questions. Opposed by Auspex in the usual way.
15xp
Costs 2 blood and 1 willpower. Caster is surrounded in shadow. Caster gains successes dice for all soak pools, including those made against Sunlight and Fire. All actions and Discipline uses made while this power is in effect are at +1 TN, as it requires constant concentration. It may be cancelled at any time. The default form for the shadow is a shapeless cloak which wraps and swirls around the caster. The shadow may be moved and moulded into any shape by the caster with a Man+Craft(6) roll.
21xp
Costs 1 blood. Caster concentrates for a turn while mystical shadow armour forms on them. The armour can be of any type and gains the statistics of that armour, including dex penalties. The best armour the caster can generate depends on their Obtenebration rating. The armour is repelled by fire and sunlight
21xp
Costs 1 blood. Caster concentrates for a turn while a mystical shadow weapon forms in their hands. The weapon can be of any type and gains the statistics of that weapon. The best weapon the caster can generate depends on their Obtenebration rating. The weapon is repelled by fire and sunlight
15xp
Costs either 1 blood(if Nature is known) or 1 willpower. Restricted as if a Dominate power. target gains some of the physical traits of their patron animal (even if they don't know what it is). If target's willpower <3 they change to a sort of beastman (illusionary only, but it can't be dispelled or seen through).
1
1 scene
2
1 night
3
1 week
4
1 month
5
1 year
21xp
Costs 1 blood. The TN of all SC rolls for all vampires in LOS increases by +1 for the rest of the scene, including caster, even if they leave LOS. If botched Caster must pass a Rotschrek check
Aura of Inescapable Truth
21xp
Ventrue Only. An obvious power. TN is highest Willpower in range. Costs 1 willpower for every 3 targets. Does not effect cainites of lower generation/ higher blood potency. Remember that truth is relative to an individuals perception.
1
All statements spoken in the next round will be truthful
2
Everything said by the targets in the next minute will be truthful
3
Everything said by the targets in the next 10 minutes will be truthful
4
Everything said by the targets in the rest of the scene will be truthful
5
Everything said by the targets while they remain in the casters presence will be truthful
Awaken the Slumbering Curse
35xp
Caster targets a Ghoul in LOS. Target becomes ill and will suffer from sunlight as a vampire, each sunlight damage taken also burns 1 blood. Lasts Successes hours
12xp
Costs 1 blood. Caster's skin becomes tough and leathery. All piercing attack damage after soak is halved (round down, min 1).
28xp
Gangrel Eiherjar Only. Costs 1 blood. Caster must be Frenzied. Caster is immobilised for a full turn while the change takes effect. Caster is covered in fur and gains many bear-like features including +2 Str & Sta from think hide and muscle bulk. Caster also gains +Sta added to soak pools for aggravated damage where they would normally only soak with Fortitude. And a larger mouth causes +1 dmg and allows +1 blood/rnd to be drunk. Cancelled if the caster is not frenzied, caster changes back to normal instantly
30xp
Gangrel only. Costs 3 blood. Caster's entire body becomes part of a target animal of bat size or larger, in order to sleep out the day. 3+ successes mean the animal will roughly follow any instructions the caster gives during the melding. Otherwise the animal is free to act as it would. The animal will however gain a nature similar to the caster's and will avoid bright light where possible, over a great period of time the animal will gain physical and unnatural characteristics. Caster must set a description for exiting the host, eg. if attacked, after 1 week, when a land mark can be seen, etc. (but always at night). The animal gains the caster's Fortitude and will not age while the caster is melded, but will age rapidly when the caster emerges. Caster will only take damge if the animal is exposed to fire, and may soak as normal.
21xp
Activated as the caster suffers damage. Costs 1 blood. Up to Successes damage taken is immediately transferred to a nearby animal ghoul belonging to the caster
42xp
Way of Spirit must be primary. Costs 10 blood. Caster repeats this roll at -1 dice each turn totalling Successes. Caster becomes a mass of bloody tendrils extending into the earth. For Successes x10 yards caster may cast any Koldunic Sorcery powers as if present at -2 TN. Any being trapped in earth (eg. by quicksand) bay be fed from. Cancelled if the caster's blood pool becomes 0. Lasts until the caster chooses to reform. Caster is not effected by sunlight as they are beneath the earth, by must still slumber through the day
36xp
Costs 15-20 ghouls of at least 50 xp. Each one must drink a concoction of all of their blood. Biothaumaturgical Experimentation 4 or Viscissitude 3 must be used to combine the ghouls into one form, though this does not have to be done by the caster. This is permanent. This takes a variable time to perform depending on successes, 1 = a year, 5 = a month. (NOTE - All vozhd's are +2 tn to effect with vicissitude, and +3 tn to effect with Dominate or Animalism). Developed from the koldunic ritual in the modern nights
36xp
Costs all remaining blood and 4 willpower (+1 per severed appendage if any, includes head). Caster raises from final death, dismembered body parts proximate to the caster's body and re-attach. Caster's wound level is set to Mauled. Caster loses -1 from every attribute and maximum attribute ratings re also reduced. If enough willpower to fully assemble the caster's body are not available this power fails.
14xp
As Auspex(Aura Perception) shows emotions as coloured auras this power shows the different types of Holiness in different ways. eg. Holy Relics and the Blessed appear with a golden nimbus around their aura, Holy Ground shines with its own soft radiance which infuses the auras of those resting on it. Higher successes can reveal other things
3
if the target follows the road of heaven their aura is a softer hue
5
if the target has a third eye, even if invisible or concealed it is visible as a blazing brand
14xp
Toreador on the path of Humanity only. Caster allows themselves to be entranced by beauty (clan flaw). Within a scene of the entrancement having run its course caster rolls Int+Sur(target virtue x2) and if successful gains +1 to a virtue for a scene (the source of the trace must have been appropriate to the virtue). Caster may instead target another at +1 TN (provided they are also on the path of humanity) to reduce one of their virtues by -1. If botched also costs 1 willpower
10xp
Nosferatu Only. Invisible communication by Kiss. Costs 1 blood each. Caster and Target kiss or breathe into each other face, smelling and tasting the spent blood of the other. The Caster tells a message and the Target understands it, two way communication is not possible (but this power can be used by the Target back at the Caster if necessary)
10xp
Nosferatu Only. Invisible communication by Written Code. Costs 1 blood. Either creates a secret message on a piece of cloth or reads one written using this power from cloth. The actual form of the text is a combination of scent and blood vapour not real text and so can only be read using this power. Creating the message requires a roll, but reading does not. Successes determine how long the message is readable
1
2 days
2
4 days
3
1 week
4
1 month
5
Permanent
25xp
Costs 3 blood. Forms a gem called a Blood Pearl. TN equals hours the Zombu will exist for. The Pearl is placed in a corpses mouth. The corpse bacomes a Zombu with the same physical attributes it did in life, all mental attributes are -1. Disintegrates when Incapacitated or when duration expires. Health Levels are +3, no wound penalties are suffered.
25xp
Costs 3 blood. Forms a gem called a Blood Pearl. TN equals hours the Zombu will exist for. The Pearl is placed in a corpses mouth. The corpse bacomes a Zombu with the same physical attributes it did in life, all mental attributes are -1. Disintegrates when Incapacitated or when duration expires. Health Levels are +3, no wound penalties are suffered.
15xp
Assamite Only. Costs 1 willpower and var blood. Cost depends on the size of the item, 1 per 30cm armour costs 3+soak bonus. The target item becomes unbreakable. Ignored if str of an attack is 10+. If target item is a weapon it also gains +1 damage bonus. If armour +1 soak bonus. Does not work on flexible items eg. rope
20xp
Costs 2 blood. Caster forms a Melee weapon out of their own body. This weapon does Aggravated damage. Caster suffers 3 unsoakable aggravated wounds from the missing bones.
15xp
Iconoclast Brujah only. Takes a turn of concentration but costs no blood to activate. For every turn afterwards it costs 1 blood (start of turn). May be cancelled by not spending this blood. Caster's body reddens and steam rises from them, the heat is concentrated in their hands and head. All brawling punch and head-butt attacks performed by the caster do Aggravated damage and the target must pass a willpower(6) roll or they are stunned for one action.
20xp
Caster's ghouls look upon their domitor. Successes ghouls lose 1 blood and gain claws (str+1 aggravated) and enter frenzy (ignore wound penalties, immune to dominate, etc) but will not attack one another or teir domitor. The ghouls will do all they can to remain in sight of their domitor, but if they lose sight they calm down and lose their claws. Caster becomes immune to frenzy and rotschreck. Lasts until dawn
18xp
Costs 1 blood. Caster senses the total number of vampires and the total number of ghouls in the area. Range determined by successes. All who are detected may roll Per+SC(6) if passed they are aware that their beast has grown alert (ie. that this power was used. Also caster must check for frenzy after using this.
1
within room
2
within a large ballroom
3
within a building
4
within a city block
5
within an estate
35xp
Costs 1 blood and 1 willpower. -2 TN if in an area of death, eg. A graveyard. Caster concentrates for a turn and becomes an incorporeal ghost immune to physical attacks and fire. Caster may pass through solid objects and walls, and may interact with wraiths as if both were solid forms. Caster may not effect the physical world with any discipline or power. Caster may be detected as a ghost by Auspex with a Per+Occ(9) roll. Caster loses blood each night they arise as normal, but the dead have no blood to drink
24xp
Opposed by Willpower(7). restricted as a Dominate power. Caster implants a derangement of their choosing into the target's subconscious. And sets a trigger event. the derangement will surface only when that trigger occurs. If 5+ successes it will be permanent from then on.
14xp
Followers of the Road of Bones or Road of the Abyss only. Aides the caster in concentration. Caster gains +Successes to the next Mental Attribute based roll they make (max is double the Mental Attribute), but suffers +2 TN to all Social rolls for the rest of the scene, cumulative if used repeatedly
18xp
Gangrel only. Costs 2 blood. Caster designates a type of animal (fox, wolf, bear, etc). Soak pools against the target animal type become Stamina+Animal Ken+Fortitude+Fortitude. This effects were-creatures who are in Lupus (or equivalent) form only. Lasts a scene.
15xp
Brujah only. Costs 1 willpower. Caster stares into the eyes of an animal or group of animals (ie. horses). The targeted beasts become skittish and uncontrollable +3 TN all rolls to control them. Also can be used to increase the courage of nearby animals -2 TN all rolls to control them
35xp
Costs 3 blood and 1 willpower. Caster summons into existence a real solid inanimate object. Maximum size is Caster's mass. Complex objects, such as guns require an additional Int+Cra(AppropriateCraft)(var) roll to be passed. If an Auspex user, of the appropriate skill, wishes to dispel this illusion it costs them 1 willpower. The item dissolves into mist at Dawn
18xp
Costs 2 blood. Summons an 8' long shadow tentacle, from any decent sized patch of darkness within LOS, with Str & Dex = 2x Obtenebration level. Any tentacle may be extended to 16' or be given +1 to either Str or Dex with the expenditure of an additional blood, any amount of blood may be spent, but each option may be taken only once per tentacle. Each tentacle has 6 health (and suffers unsoakable agg damage from fire and sunlight). Each tentacle soaks with casters Sta+Fortitude. Tentacles usually constrict foes causing Str+2 dmg per turn if they grapple (Dex(7)) first. Opposed Str(6) to break free. Caster maintains full control over tentacles without it effecting their ability to perform other actions, but if the caster enters torpor the tentacles vanish.
Denial of Aphrodite's Favour
15xp
Ventrue only. Permanently in effect. Caster is immune to Presence up to level 3 from anyone of weaker blood (higher generation)
25xp
Costs 1 blood. Caster concentrates for a full tun on a target. Caster gains knowledge of exactly what needs to be said in order to illicit a single specific response. If the concept is alien to the target they may resist with willpower(8).
10xp
Auspex
Celerity
Obfuscate
Caster inserts a hidden message into a spoken sentence by whispering a word within another sentence spoken at normal volume. This power also grants the ability to understand Doubletalk with a successful Per+Sub(5) roll, +1 TN if over the phone, +2 in a noisy bar
30xp
Costs 1 willpower each turn. TN is 10 - listener's perception. Caster's target hears one thing while the caster says something else entirely. This power is not mentally invasive and so can be used in any situation.
20xp
TN is permanent willpower + no of derangements. Costs [Int] willpower. Cast as diablerie is completed. For each skill and knowledge the target had equal or greater than the caster, the caster gains +1 XP, which may only be spent to increase those abilities. Caster also gains several of the target's most significant memories. Botch gains a derangement and caster loses a permanent willpower for every 1 they rolled. Diablerie normally only grants a gen bonus if one is possible
35xp
Only if Path of Blood is Primary. TN is permanent willpower + no of derangements. Costs [Int] willpower. Cast as diablerie is completed. For each skill and knowledge the target had equal or greater than the caster, the caster gains +1 XP, which may only be spent to increase those abilities. Caster also gains several of the target's most significant memories. Botch gains a derangement and caster loses a permanent willpower for every 1 they rolled. Diablerie normally only grants a gen bonus if one is possible
35xp
TN is permanent willpower + no of derangements. Costs [Int] willpower. Cast as diablerie is completed. For each skill and knowledge the target had equal or greater than the caster, the caster gains +1 XP, which may only be spent to increase those abilities. Caster also gains several of the target's most significant memories. Botch gains a derangement and caster loses a permanent willpower for every 1 they rolled. Diablerie normally only grants a gen bonus if one is possible
Echo of the Subtle Vizier
14xp
Costs 1 willpower. Caster activates a Dominate power on the target as usual, however the result isnot applied, instead it is held within the target's shadow until the caster releases it. Max delay is 1 hour
Effigy of the Sculpted Tomb
14xp
Costs 1 willpower. Caster gains Successes to any combination of Str and Sta. Maximum bonus is Potence for Strength and Fortitude for Stamina. This can augment the caster beyond generation limits. Botch gives the caster -1 Str and Sta
40xp
This power is permanently active. If the caster is exposed to sunlight or fire damage they must spend 1 blood. That damage is converted from Aggravated to Lethal. The blood cost only needs to be paid once per hour. Clothing and belongings are not protected. This power is cancelled if the caster enters torpor.
Eminence of Shade Conquering Blood
35xp
Dominate
Obtenebration
Vicissitude
Costs 4 blood. Caster holds a target for 3 turns while they transform into blood and merging with target's shadow. Caster then activates Dominate(Possession) without leaving a corporeal body behind. Caster may remain in the hosts shadow even through the day, but they can not feed and they must still slumber. The hosts body toughens like a ghouls and gains the ability to Soak Lethal damage, the caster may spend their own blood to heal the hosts body. If target is a vampire or ghoul the caster may force the host to use its own blood for healing purposes only and may not drink from the host. A per+ale(9) roll may reveal that there is something odd about the host
15xp
Gangrel only. Must look into animals eyes. The caster's mind is always clouded by the animals instincts until the character spends 8 willpower or rests for a full day, they continue to think and feel like the animal. For several years after this powers use the caster may gain animal features from the target. After an exciting incident caster must pass Wit+Emp(8) or lose their mind to the mind of the target. Botch indicates frenzy. This power can be used during the daytime. All damage is also soaked by the casters body, if the animal dies the caster enters Torpor|1|2|3|4|5|Optional rule - Characters may disregard any number of successes to reduce the exiting willpower cost
Can use Auspex and Presence only
also Dominate, Dementation and Animalism
also Fortitude, Chimerstry, Necromancy and Thaumaturgy
Also Protean and Potence
also Celerity and may spend animals blood to enhance physical attributes (<1/2 blood and it dies)
30xp
Brujah only. All powers which cause fear have their TNs increased by +2 for all of the caster's ally's. All Ally's gain Potence equal to successes/2 even if mortal. Does not effect those with a higher Potence
1
1 person
2
2 people
3
6 people
4
20 people
5
All ally's (a battle group)
10xp
Assamite Only. Cast as a free action before initiative is rolled. Costs 2 blood and 1 willpower. Celerity can not be used this turn. All attacks which target the caster may be defended against at full dice pool. No other actions may be performed. Maximum use is Perc times during a scene
28xp
Costs 1 blood and 1 willpower per turn. Caster's third eye opens and glows, emitting the suns rays. This bean of light is considered full sunlight. As the caster is behind the light, the caster need only soak 3 Lethal damage each turn. However if the light is reflected back at them they must soak the sunlight instead
14xp
Gangrel Eiherjar Only. Costs 1 blood. Takes a turn to activate. Casters fingers turn into giant claws. Giving -2 TN to climb rolls (because they dig into rock and metal). And Causing -2 Dice to all pools which require fine manipulation. And deal Str+3 Agg damage. Claws may grow from feet too if desired.
28xp
Caster loses up to successes Potence, target animal within LOS gains the lost Potence. Caster may cancel this instantly as a free action
14xp
Caster grabs a targets flesh and pulls away their skin. TN depends on how carefully they want to do this, 6 for a crude rip (requiring a Dex+Bra(6) roll to strike, 9 for a precise manipulation if grappled. Target soaks Successes Lethal damage, if damage taken is greater than Sta they are incapacitated with the pain for the rest of the turn. Mortals suffer 1 unsoakable bashing damage every minute afterwards (per hour if receiving proper medical attention), and may die from infection. Vampires lose 1 blood every minute until the damage caused is regenerated (ie. the skin has grown back)
16xp
Tzimisce only. Costs 2 blood. Caster may use Vicissitude powers (Malleable Visage, Fleshcraft or Bonecraft) upon themselves as a single action in a turn. This allows them to grow a new feature such as a bonespur from their knuckles where one did not previously exist.
15xp
City Gangrel only. Costs 1 blood. The caster's physical form does not change regardless of the damage taken. Does not effect clothing. May gain -2 TN to all Subterfuge rolls regarding appearence. Lasts a scene.
12xp
Assamite only. Costs var blood, up to half celerity level maximum. Caster's movement rate is Celerity rating faster. Does not effect the number of actions caster can take. Lasts an hour. Note average human running speed is about 4mph, therefore caster would move at 4mph x Celerity for an hour. Cancelled if the caster is stopped for more than 1 minute. Maximum uses per night equals Fortitude rating
21xp
Costs 2 blood. Caster spits a globule of blood up to Str+Potence yards. This attack can be dodged by Dex+Dod(7) but, can not be parried. Unless the target passes a Sta+Fortitude(8) roll the blood seeps into their system as a poison delivery mechanism. This can be combined with any blood toxin, quietus or Path of the Four Humours but can not be used to blood bond a target
12xp
Caster displays their physical might (ie. lifting something heavy and throwing it aside). All who see this display and are the caster's allies gain +3 dice to all rolls to resist fear like effects. Maximum target's are successes x3. Caster may include himself in this power.
12xp
Caster may activate this after any display of impressive defence (ie. soaks an impressive wound). All who see this display and are the caster's allies gain +3 dice to all rolls to resist fear like effects. Maximum target's are successes x3. Caster may include himself in this power.
14xp
Caster scrutinises a target. Every lies the target tells must pass a Man+Sub(8) roll or the caster detects it as a lie. Does not detect subtle omissions of information
7xp
Caster's body must be painted in their blood with the correct runes for this power only, 1 blood. Caster becomes inoffensive to animals and gains a single automatic success on all animalism rolls targeting beasts in the caster's territory. Lasts successes hours
7xp
Auspex
Celerity
Fortitude
Costs 1 blood. Caster enters a trance like state of readiness, which they can stay in until dawn if they wish to. While in this state they can not be surprised by mundane means and if they are attacked gain +10 to the first initiative roll made. Caster detects any Obfuscated attacker's they would normally see if searching for them, if the caster's Auspex equals attacker's Obfuscate. Caster's Auspex automatically sees through it
21xp
Costs 1 blood. Caster ignores all wound penalties for successes turns. Activating this power is a free action and the blood spent to use it does not count towards the gen limit of blood use in a turn.
Hand of the Master Artisan
7xp
Costs var blood and 1 willpower. Caster may speed up the time it takes to create a piece of art, dividing the normal time required by the blood spent. Caster may take up to 30 mins break every hour of work (after this powers effect is calculated
28xp
Costs 4 blood. Caster concentrates for 2 turns then regurgitates a snake. The viper is a ghoul snake with Fortitude and Potence 1, it can understand the caster and obeys them without question. Every 3 nights 1 of the snakes blood is lost, if it has 3 blood at sunset and it is 3 nights since it was fed it disintegrates. The remains can be used as a poison causing 4 Lethal damage soakable only with Fortitude (even to caster) this poison will work only on the night the snake disintegrated. Communicating with the snake with Animalism is possible, but it has its creators personality and could be detected.
20xp
Costs 1 blood and 1 willpower. Requires 3 successes or the effect is flawed. Item can be recreated without a roll, but for the same cost at any time later (for nosey Ravnos). The target is given their innermost hearts desire, in the form of an object (eg. a letter from a lover, rather than the lover themselves).
15xp
Caster opens themselves up for temporary possession by a demon. This power is commonly used to avoid detection under Auspex and other truth telling powers, the Demon for example is neither a Baali nor a worshipper of demons. Successes indicate willingness to help. Botch indicates the demon will not depart once the task is complete, or a betrayal. This power may require additional coaxing by the caster, such as a longer period of possession or other concessions
20xp
Caster reads from the target's aura exactly which disease, poison or other physical ailment the target suffers from. Caster then makes a Sta+Med(var) roll if successful the malady will heal naturally after a few days. This power does not heal wound levels.
Instantaneous Transformation
24xp
Sabbat Only. If passed a protean shape-shifting power can be performed within a single turn, although Celerity can not be used in the same turn as this power. If botched the blood for the transformation is wasted.
Instantaneous Transformation
24xp
Sabbat Only. If passed an obtenebration shape-shifting power can be performed within a single turn, although Celerity can not be used in the same turn as this power. If botched the blood for the transformation is wasted.
Instantaneous Transformation
24xp
Sabbat Only. If passed a serpentis shape-shifting power can be performed within a single turn, although Celerity can not be used in the same turn as this power. If botched the blood for the transformation is wasted.
10xp
Casters wound level can not be ascertained, they will appear in full health (unless incapacitated). This does not prevent wound penalties, and is seen through by Auspex like any Obfuscate power.
18xp
Individualist Brujah only. All mind altering and influencing powers are +2 TN, this is always in effect. Caster may spend 1 willpower and give a rousing speech to a target. Target gains the same ability (but only +1 TN)
49xp
Koldun
Ways of Air, Earth, Fire, Spirit and Water
Costs 30 blood. Caster stands barefoot in natural earth for an hour, power visibly gathers around them. Caster frenzies as this power is cast. A storm of biblical proportions strikes a Successes mile radius area. Fire rains from the sky, winds howl and turn into cyclones of abrasive sand and stone which rip buildings apart. Everything in the area of affect must soak Willpower+Occ Aggravated damage. Lasts an hour
12xp
This is always active, unless turned off. As long as the caster has health levels they are considered an immoveable object. Cars will rebound from them, etc. bullets will pass through, but the caster will not move because of them. This does not convey any other ability such as causing damage when punched.
4xp
Ventrue only. TN is Man+Exp. While active caster knows the true intent of each sentence spoken by the target. Has no effect against the dead
28xp
Costs 3 blood. Immediately after drinking blood from a living target caster transforms into them. As this is shape-shifting the disguise is flawless, additionally the caster will appear mortal with Auspex(soul sight). Caster gains the physical properties of the target including wings if they have them, but none of the target's powers or skills. Cancelled if caster drinks blood from any other source. Lasts Successes hours, upon expiry a blood can be spent to extend the duration another hour
14xp
Costs [1/2Celerity] blood (rounded up). Caster runs at normal running speed x Celerity. ie. 10+1/2[Dex+Ath(6)]mph x Celerity. Cancelled if the caster stops or walks for 1 minute. Lasts 1 hour. Can only be used Fortitude times each night
21xp
Caster hides clues to their derangements amid swirls of random colours and patterns in their own aura. Successes deduct from all Auspex(Soul Sight) rolls. If this causes an Auspex(Soul Sight) roll to fail the Auspex user gains one of the derangements for roll difference nights. Lasts a Scene.
15xp
Costs 1 blood. Caster encodes a Dementation power they know into a manuscript, painting or sculpture. Eyes of Chaos and other powers which target the caster can not be applied in this way. Casting time = lvl hrs. Successes determine duration. The item targets anyone who studies the item for at least 2 minutes as if it was the caster (at the time of casting), they additionally gain a derangement such as obsession or paranoia about the item. If the roll fails and the target is aware that the item may be magical, they may make a Per+Occ(8) roll if passed they learn that the item is cursed (and if they are well versed in Kindred Lore or possess Dementation they also detect the Discipline used)
1
1 week
2
1 month
3
3 months
4
1 year
5
Permanent
35xp
Salubri only. Caster must have drunk from the target within the last year, and be within LOS. Costs 1 blood. After damage against the target is rolled, before soaking; the damage is reduced by the casters Stamina. The Caster must then soak this damage.
15xp
Costs 1 blood and 1 willpower. Caster appears to be one of the Kuei-Jin in all forms of detection. Successes must be beaten to see through the disguise using whatever form of supernatural detection is being used, if the detection ability has no roll use Per+Ale(6). Roll must be beaten even if Auspex rating is higher!
14xp
Opposed by Willpower(6). Caster targets a being in LOS and states either Willpower, Temporary Willpower Remaining or one of the Three Virtue Groups (conscience/conviction, self-control/instinct or courage). Caster learns the exact rating of the stated trait. Failure increases the caster's TN by +1 (cumulative). If botched the target becomes aware of the attempted mental intrusion
14xp
Costs 1 blood. When caster leaves the target's vicinity they will forget they saw him. caster must leave within 5 minutes of using this power. The week willed may forget the scene entirely
25xp
Ravnos Only. Caster concentrates, thinking about the surrounding area. Successes indicate the detail of the information. eg. 1= 1/2 acre radius, vague data eg. Danger to the north, caves to the east. 5 = A mountain pass is beside the caves, safety is not guaranteed. A group of enemies have a base in the north. Note that specifics are not provided even with 5 successes
25xp
Costs 1 blood. Caster makes eye contact (this is excused by certain Dominate powers). Target must be higher generation. Target may oppose with Willpower(6). Caster asks the target to think of a scene and experiences a vision of it. Clarity depends on successes and the elapsed time since the event.
1
a clear image of an event that happened less than an hour ago
2
clear image up to a day old, or a sketchy image up to a week old
3
clear image up to a week old, or a sketchy image up to a month old
4
clear image up to a month old, or a sketchy image up to a year old
5
clear image up to a year old, or a sketchy image up to a decade old
28xp
Costs 1 willpower and 1 blood. The target's road is changed to the road of Heaven with a rating equal to successes. Road points lost on this path are applied after this power expires to the target's real path. Lasts until the end of the scene. This power has no effect on those who follow the road of Heaven or the Via Caeli or upon targets with a higher road than the caster.
18xp
Opposed by Willpower(7). Caster either touches or makes eye contact with target. If caster gets more than targets courage in successes the target suffers Rotschreck, may roll Courage to exit this beginning in the following round needing 5 successes.
Mystic Sight
Thaumaturgical Sight
14xp
As Auspex(Aura Perception) shows emotions as coloured auras this power shows the different types of magic in different ways. eg. Thaumaturgy appears as flickering crimson veins in the aura, Koldunic Sorcery appears as rotten tree roots (opp if no Viscissitude). True Magik appears as bright sparkles. Rituals are visible at the place of casting and where they have effect. If botched follow the rules for Thaumaturgy. Although this identifies other magics only vampiric magic can be understood
1
if magic is possessed or active only
2
if the target's magic comes from themselves or was cast by another
3
vague type is detected eg. Illusion or divination, also if the magic is beneficial or harmful
4
detailed information as to the type eg. Chimerstry instead of Illusion, limited by caster's lore
5
magic is seen vividly indicating source, also sees those with no active spells but ability
10xp
Caster learns the name and gets an image of a dead person. Requires a sample of the body (ash, bone, etc).
Dead <24 hours Vampire(4) Mortal(4)
Dead up to 1 week Vampire(6) Mortal(4)
Dead up to 1 month Vampire(7) Mortal(6)
Dead up to 6 months Vampire(8) Mortal(6)
Dead up to 1 year Vampire(10) Mortal(6)
Dead <10 years Vampire(3x10) Mortal(7)
Dead <1 century Vampire(5x10) Mortal(8)
Dead for over a century Vampire(impossible) Mortal(10)
10xp
Caster learns the name and gets an image of a dead person. Requires a sample of the body (ash, bone, etc).
Dead <24 hours Vampire(4) Mortal(4)
Dead up to 1 week Vampire(6) Mortal(4)
Dead up to 1 month Vampire(7) Mortal(6)
Dead up to 6 months Vampire(8) Mortal(6)
Dead up to 1 year Vampire(10) Mortal(6)
Dead <10 years Vampire(3x10) Mortal(7)
Dead <1 century Vampire(5x10) Mortal(8)
Dead for over a century Vampire(impossible) Mortal(10)
20xp
Costs var blood and 1 willpower, plus an additional 1 if the target is supernatural. Caster concentrates for a full turn on the target. If the caster makes eye contact -1 TN. If the target is not in LOS but the caster has a personal item belonging to the target and is within a few miles of the target this power can still be cast but at +1 TN. For Successes + blood spent (which can be 0) nights the target suffers the haunted and nightmares flaws, as an illusionary embodiment of their greatest fear torments them.
Pater Szlachta
Bogatyri Form
18xp
Costs 2 blood. Caster suffers intense pain, howling and writhing on the ground for 5-successes turns. Caster adjusts their physical attributes (total the dots, rub them out and put them back as desired, obeying generational limits). The resulting form is usually a horrific parody of their prior form, the form may include uses of other vicissitude powers the caster knows such as bone spikes without the need for additional blood expenditure. Botching gives the GM free reign on the change, or makes an aspect of it permanent. Lasts a scene
28xp
Road of Humanity or Heaven only. Activated as the caster is required to soak damage from sunlight as a free action. Costs 1 blood. Caster is surrounded by a shield which protects them from the suns rays. Lasts until the end of the turn
10xp
Caster throws bones or reads tea leaves or does whatever is appropriate to their culture for divining the future. They must ask a single direct question of the GM before they roll, this may be on behalf of another. 1 Success = a quick flash and the dominent emotion they (or the questioner) will feel. 5 successes = caster experiences the most likely future from the questioners point of view. This can be used to determine the outcome of a coming fight if one is expected, however the outcome is not revealed directly instead the questioner gains successes in points which can be used to alter the TN of some of the rolls the questioner makes during that combat, allocated by the caster not the questioner, each -1 TN reduction costs one point. This mechanism in roleplay terms is a few cryptic missives which the questioner understands as the combat unfolds and therefore gains the benefits of the caster's prophecy
6xp
Brujah only. Caster can sense the ratings of Celerity, Fortitude and Potence a target possesses. If the target possesses a higher rating than the caster only that fact is revealed not the actual level.
14xp
Activates whenever the Caster is Ambushed. Costs 1 blood. Caster may act defensively only, but rolls a full initiative including Celerity and otherwise may act as if they had seen the attack coming. Can not be used a second time in the same scene
9xp
Costs 1 blood. Caster can follow something which is moving too fast to see, a card while a deck is being shuffled, even read a newspaper on a stand while driving past. Successes indicate detail and clarity.
Quicksilver Contemplation
21xp
Costs 1 blood. Caster freezes time as a free action. Caster may not move, not even their eyes nor may they activate any other power, this power only gives the caster time to think nothing more. When the caster is ready and they resume time their next action is reduced by Successes TN (min TN 3). A botch causes a derangement (probably because a decade was spent realising there was no way out of the situation)
14xp
Costs 1 blood. Caster gets an instinctive feeling of the next pass in the combat round. This gives them automatic success added to their next roll equal to successes on this one. This is a free action and can be used every Celerity pass.
20xp
Gangrel only. Caster opens their mind and can see through the eyes of animals around them. Before rolling level of detail is selected, any successes over this indicate how many animals contribute. Animals are usually able to detect were beasts. Obfuscated and magically concealed foes are not detectable through this power. Can be used during the day
35xp
Caster must be close to frenzy or frenzied to use this power. The victim frenzies with the casters beast, which means without a roll to resist and with the casters mannerisms, derangements and other quirks. If the caster leaves the vicinity of the target she loses the beast, without it she cannot use or regain willpower. To regain it she must find the target and act in ways which the beast will be attracted to (or kill host). While the target is frenzied the caster does not suffer any derangements and is considered Sane|Optional rule - If the characters beast leaves LOS, it does its best to return. Other kindred with Animalism, Gangrel and were-beasts however are better homes for the beast and it will try to stay with them.
1
a random individual frenzies
2
target frenzies but Cainite is stunned and may not act next turn
3
The beast is transferred successfully
botch
the cainites frenzy lasts twice as long and is twice as hard to shrug off,
15xp
Permanently Active. All blood spent to gain additional actions from Celerity returns at the rate of 1 blood per hour.
21xp
Caster makes eye contact then unleashes the fire of their sin upon the target causing successes Aggravated Fire damage TN 7 to soak (6 if targets road is 8+). This power has no effect on targets whose road is higher than casters or who has been the target of this power since the last change in their road rating. If botched an act of contrition must be performed before it will work again.
15xp
TN is 5+ blood consumed, max 9. Caster stores the blood in their gullet, avoiding absorbing it and suffering from a blood bond. Until the blood is regurgitated up the caster may not spend any blood. If they do the blood is absorbed (this is not visible though). Costs 1 blood when the blood is purged. This power may be learned with Thaumaturgy instead of Protean as the prerequisite.
14xp
Only if Path of Blood is Primary. Permanently Active. Whenever a being containing vampire blood is near the caster a smell is in the air. TN 8 to detect vampires, 6 for ghouls. -2 TN if the caster is actively searching. -2 TN if the target's blood is significantly potent. Gives only a general sense, not direction nor distance. Each scent is distinct, though it takes great familiarity to identify an individual
14xp
Only if Path of Blood is Primary. Permanently Active. Whenever a being containing vampire blood is near the caster a smell is in the air. TN 8 to detect vampires, 6 for ghouls. -2 TN if the caster is actively searching. -2 TN if the target's blood is significantly potent. Gives only a general sense, not direction nor distance. Each scent is distinct, though it takes great familiarity to identify an individual
28xp
Ravnos Only. Activated as the caster suffers damage. Costs 1 blood. Up to Successes damage taken is immediately transferred to a nearby human or animal ghoul belonging to the caster
21xp
Costs 1 blood. Caster concentrates for a turn performing surgery using Vicissitude upon an open wound on either themselves or a target. Heals Successes Lethal damage (max Target's blood per round).
See the True Form
See the Reflected Form
28xp
Caster scrutinises a target. Only detects shape-shifting. Does not work against illusions or obfuscated images
1
If the target is capable of shape-shifting
2
If the target is currently in their true form or not
3
Reveals the target's true form as a ghostly image overlaying them
4
Shows all of the forms the target has ever assumed, all at once
14xp
Caster scrutinises a target. Only detects shape-shifting. Does not work against illusions or obfuscated images. More successes indicates more information, 1 for changed yes/no, 2 for natural form, etc
1
If the target has been altered by Vicissitude caster sees their original form
2
Caster sees through Protean, Serpentis or other vampiric discipline
3
Caster sees through any magical shape-shifting power
4
Caster sees through any Natural shape-shifting ability
21xp
Costs 1 blood. Activates instantly for a single strike. Casters tongue becomes 18" long and like a barbed dart. This can be used to bite without the need to grapple first, damage (Str, Agg). If damage is suffered target is poisoned. Poison - target must get 3 successes on a Sta(8) roll. -2 TN for supernatural's. If failed their mind becomes addled causing 1 automatic success to all mind control powers. Any divination powers the target employs while poisoned are especially vivid. If botched target suffers as above but may not act unless they pass a willpower(8) roll each round. The poison lasts an hour
12xp
Summons a little fluttering shadow which seeks out the target and attaches itself to their face. The target is blinded and their eyeballs look like shadows. This power can be cancelled if the targets eyes are plucked out. Alternatively cater may target himself with this power, but the shadow does not blind them. All who see the eyes from either version must pass Courage(5) or panic.
14xp
Cost 1 blood. Can be activated in the same turn as Celerity is used. Caster's first action must be evasive. All attacks after the first are made against the caster at +2 TN as the caster's real body is a fraction of a second faster than their image. Considered an Obfuscate power for comparison to Auspex, etc. Electronic devices are also not fooled by this power
21xp
Costs 2 blood. Only works on natural Earth over 1' deep. Caster wraps arms around a ghoul (or vampire if they share the same blood), then sinks into the ground with them, leaving no trace where they entered (+2 TN to track), to sleep out the day safe from the sun. Unlike normal slumber, caster may choose to stay asleep under the earth instead of waking as normal thus saving on blood. Under the Earth the pair become a vague rock formation, if this is attacked the pair will exit the ground in a plume of soil and muck, fully awake(ignoring Daylight effects on dice pools if any), but on +2 TN's while disoriented. Before awakening the caster may make a Road(6) roll, if passed they will be able to tell if there is movement on the ground above them. When the caster rises both rise. also called Itugen's Embrace
21xp
Costs 2 blood. Only works on natural Earth over 1' deep. Caster wraps arms around a corpse, then sinks into the ground with them, leaving no trace where they entered (+2 TN to track), to sleep out the day safe from the sun. Unlike normal slumber, caster may choose to stay asleep under the earth instead of waking as normal thus saving on blood. Under the Earth the pair become a vague rock formation, if this is attacked the pair will exit the ground in a plume of soil and muck, fully awake(ignoring Daylight effects on dice pools if any), but on +2 TN's while disoriented. Before awakening the caster may make a Road(6) roll, if passed they will be able to tell if there is movement on the ground above them. When the caster rises they may rise alone
35xp
Costs 1 blood. An evasive combat power. Caster instantly transforms as a free action. Caster becomes Mist making the caster immune to physical attacks (except fire and sunlight, though caster suffers -1 dmg from them) but may not physically attack, Supernatural damage such as Feral Claws effect the caster normally. Strong winds may blow the caster about (but Potence can be used to resist this). Caster may move at normal pace for his character, or may drift on the wind. Caster may use any Discipline, except those which are impossible such as Dominate as it requires eyes. Lasts until the end of the turn only
18xp
Creates an area where people avoid looking of 10' diameter. This area may be moved at walking pace, and may be centred on the caster and move with him (at walking pace) if desired. Bystanders must pass Willpower(7) roll to be able to see inside the area, provided they have reason to want to look or have experience with the supernatural
18xp
Opposed by Wit+Sub(7). Restricted as a Dominate power. Caster's Target takes on the form of the Caster for 60-[10xTarget's Int] minutes.
9xp
Summons a little fluttering shadow per success. This shadow immediately flies towards the nearest flame and tries to put it out. Each shadow can extinguish something the size of a burning torch. They will join forces to put out larger flames. After each one has attached to its target and put it out it disperses back to the abyss. If there are more shadows than flames the rest will flutter about for the scene on alert for flames to put out. While these shadows are in a room they cause confusion.
35xp
Tremere Only. Allows the use of Dominate(Possession) only from the shadowlands ie. From Auspex(Psychic Projection) where the caster is safe(ish). If the target dies the caster become lost in the shadowlands as the cord is severed
20xp
Vicissitude
Auspex
Obfuscate
Costs 3 willpower. Caster is able to use fleshcraft in areas of chakra (places connected to the soul) and can paint any aura they choose, even hiding diablerie. This illusionary aura is however static and unchanging. The actual emotions of the target are not altered. Lasts successes nights
1
Secondary colours are changed (hides an inhumane nature)
2
The predominant colour is changed, masks the main emotional state (hides lies)
3
Psychological state is changed (to hide psychotics or frenzied individuals)
4
Can hide diablerie or magical use
5
Shade of aura is changed (pale = vampire, bright = werewolf, normal = mortal)
18xp
Skilled artists only. Caster studies a target for at least an hour, then is able to paint the target's true self (or write it into a song or story, etc). The work takes at least an entire night to complete, longer if the personality is exceptionally complicated, while working the caster is in an unbreakable trance. 1 success grants a basic image, for each additional success one of these options may also be included - An indication of path including rating, willpower, or any one of the virtues. This power also allows a portrait which was created using this power to be decoded with a Per+Emp/Craft(5) roll
21xp
Costs 1 blood. Only works on a single block of stone over 1' thick. Caster sinks into the stone, leaving no trace where they entered (+2 TN to track), to sleep out the day safe from the sun. Unlike normal slumber, caster may choose to stay asleep under the stone instead of waking as normal thus saving on blood. Under the stone the Caster becomes a vague rock formation, if this is attacked the caster will exit the ground in a plume of grit, fully awake(ignoring Daylight effects on dice pools if any), but on +2 TN's while disoriented. Before awakening the caster may make a Road(6) roll, if passed they will be able to tell if there is movement on the ground above them.
14xp
Caster looks into the target's eyes. Target loses Successes dice from all dice pools (except soak pools). If botched target becomes immune to all mind controls powers the Caster attempts tonight. After willpower turns target regains 1 die each turn until they are back up to full dice. In each turn if the target suffers pain they get a willpower(7) roll, if passed they regain an additional die that turn. Repeated use overlays, it is not cumulative. If successes equals target's wits all these durations become minutes instead of turns
9xp
Caster may drink blood by simply touching it. Blood can only be drunk at the usual rate and this power only works on spilled blood or open wounds.
28xp
Costs 1 blood. When struck by an opponent in melee combat caster may activate this as a free action. Attacker suffers [successes] illusionary wounds (an extra wound track, only effect is to cause wound penalties). Caster loses [successes] illusionary wounds, only effect is to remove wound penalties. Maximum successes equal the damage taken from the attackers strike. Lasts until the end of the scene.
6xp
Caster remains invisible provided they are stationary, silent and do not move items, touch a person, attack or use powers (except Auspex and other 'passive' powers). Shadows move to cover the caster.
21xp
Idealist Brujah only. Costs 1 willpower. Caster concentrates and stares at target for a turn. Target receives the caster's beast inside of them, which tries to claw out causing successes unsoakable Lethal damage. Additionally if the target is capable of frenzy all TN's to frenzy are increased by +2 for the scene. This does not effect the caster's beast as it is away for only a moment in time.
The Seventh Chinese Brother
21xp
Costs 1 willpower. Caster targets one of their own limbs or their head or the bone covering the heart. If any blow strikes and would sever this target the entire wound is ignored. This power lasts a scene. This power can be used only on 1 target at a time.
21xp
Costs 5 blood. After melding with Earth, Tree or Stone caster states a duration. This can be days or even centuries. The caster next awakes at that time, their body frozen for the duration has not spent any blood. Botch sends the caster into normal Torpor
21xp
Costs 1 blood. Only works on a single block of wood or a tree over 1' thick. Caster sinks into the wood, leaving no trace where they entered (+2 TN to track), to sleep out the day safe from the sun. Unlike normal slumber, caster may choose to stay asleep under the wood instead of waking as normal thus saving on blood. Under the wood the Caster becomes a vague rock formation, if this is attacked the caster will exit the ground in a plume of sawdust, fully awake(ignoring Daylight effects on dice pools if any), but on +2 TN's while disoriented. Before awakening the caster may make a Road(6) roll, if passed they will be able to tell if there is movement around the tree or on the wood.
21xp
Target sees the caster as someone they love (including friends and family) and will treat them as such. Lasts until the caster departs. Does not work if the target can see the caster. Caster is not aware who they appear in the target's mind.
15xp
Assamite Only. Caster pours the target's blood into their hands and holds it, red vapours evaporate from the pooled blood when this power ends it all evaporates. Caster may roll for each statement the target makes (but does not have to). Cancelled if the caster spills the blood
1
Caster detects if the statement is a lie or not
2
As above plus caster detects the emotional reason for the lie (or truth), eg. Fear, Pride, etc
3
As above plus caster learns the complete truth of the statement, as the target sees it
4
As above plus caster learns everything the target knows on the subjects in the statement
5
As above plus caster has a hazy vision, this may reveal things the target does not know
21xp
Costs 3 blood. Takes 3 turns of concentration. Caster transforms into the mythical Typhonic beast (a black 30'-60' long serpent). This grants +1 Str, Dex and Sta. Caster's skin becomes thick and scaly granting -1 TN to all soak rolls (except fire, sunlight and direct magical damage). Bite attacks are TN 5 and do Str aggravated and may be made without a grapple roll. Mortals if bitten in this form will die after several hours of agony. Running speed is doubled. All perception rolls related to smell gain +2 dice. Lasts until the next sunrise.|Optional Rule - Form stats may be 5, 6, 4 (Basilisk) from Bygone Beasts (worm). Above abilities only
42xp
Costs 1 blood. Caster parry's a projectile. The damage is reduced to the base damage of the weapon. If 3+ successes are gained no damage is taken at all. Alternatively the caster may catch the item.
Rock/Grenade Parry(4) Catch(5)
Knife/Dart Parry(6) Catch(7)
Spear Parry(5) Catch(5)
Hatchet Parry(7) Catch(7)
Arrow Parry(7) Catch(8)
Crossbow bolt Parry(8) Catch(9)
Bullet Parry(9) Catch(9) x2 successes
Unchain the Wrathful Beast
35xp
Caster must be close to frenzy or frenzied to use this power. The target frenzies with the casters beast, at the end of the turn without a roll to resist the caster's beast transforms the target into the caster's Zulo shape spending 2 of the target's blood. Target grows to 8', skin becomes a greenish black chitin which exudes a foul smelling grease, arms elongate, face warps and a row of spikes grow from the spine. This causes all physical attributes to gain +3 and all social attributes to become 0 (except when intimidating they gain +3 too). Target will not attack the caster. All brawling damage pools gain +1. Any combination with other power regularly used may also be included (the beast becomes used to them). If the caster leaves the vicinity of the target she loses the beast, without it she cannot use or regain willpower. To regain it she must find the target and act in ways which the beast will be attracted to (or kill host). When the beast leaves the target the changes remain, even if the target is dead. If a supernatural; each night the target slowly changes back losing -1 to each physical stat over 3 nights until their normal shape is resumed. If mortal or ghoul the change is permanent, and they suffer 1 Unsoakable Aggravated Damage each sunrise from rotting bone marrow and supernatural tumors|Optional rule - If the characters beast leaves LOS, it does its best to return. Other kindred with Animalism, Gangrel and were-beasts however are better homes for the beast and it will try to stay with them.
1
a random individual frenzies
2
target frenzies but Cainite is stunned and may not act next turn
3
The beast is transferred successfully
botch
the vampire's frenzy lasts twice as long and is twice as hard to shrug off,
20xp
Caster makes eye contact then curses the target. The target is obfuscated and crawls away into a dark hiding spot and sits motionless staring into space oblivious to the world (but safe from the sun). If the target runs out of blood they will be in torpor when this power ends. Successes determine duration
1
1 turn
2
1 scene
3
1 night
4
1 week
5
1 month
25xp
Costs 2 blood. Caster must drain all of the blood from an animal, as the last drop is drawn the caster's body changes to resemble the animal in many ways (much like a gangrel with many animal features) these features remain present even when transformed into Zulo or Chiropteran Marauder like forms. Bonuses are gained depending on the animal, +1 to a stat or +1 Lethal claws. If in Zulo or Chiropteran Marauder form increase damage bonus by +1 and the damage becomes Aggravated if it isn't already. All social attributes become 0.
24xp
Must target a heart removed with the Heart of Darkness power. Caster weighs the heart in their hand. Caster learns a true fact about the hearts owner for each success. Nature first, Weaknesses, Passions and Guilts, Derangements and mental flaws. Guilts are never specific.
28xp
Caster makes eye contact or touches the target. The target hears their own voice whispering giving bad advice and self-abuse, driving them insane. Each week another voice adds to the din. Every week the target must pass with three successes on a willpower(6+weeks affected) roll. If botched or the TN has become 11+ the target gains a derangement (probably paranoia)
21xp
Costs 1 willpower. Caster looks into the eyes of a target, there-after the target sees and hears creeping shadows and noises from the abyss. All willpower and virtue rolls the target makes are at +2 TN. Every dawn the target must pass a willpower(Occult +2 from this power +days this roll was failed - max TN 9) or the target suffers the effects an additional night. If this roll is failed [target's willpower] nights they can no longer regain willpower, after [target's willpower+wits] nights a mortal or ghoul will become suicidal
14xp
Nosferatu and Gangrel only. Caster vocalises 2 simple sentences into a wolf's howl. Anyone with Animalism level 1 and werewolves can understand this message, wolves (and werewolves mistaking the caster for another werewolf) often relay the message even further than it naturally carries. Successes indicates distance carried, taking into account wolves giving aide.
1
5 miles
2
10 miles
3
50 miles
4
100 miles
5
250 miles