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I cried tears of love as I, with sharp things, sacrificed that which was the first part of my joy, my brother. And the Blood of Abel covered the altar and smelled sweet as it burned.
~ Caine


Background

Caine, also known as Cain, is considered to be the first and most powerful vampire in the mythos of the World of Darkness. Like his Biblical namesake, he is the firstborn son of Adam and Eve and the older brother of Abel and Seth. As punishment, he was cursed with vampirism by God and His angels for murdering Abel and lying to God, and was casted out to wander in darkness in the Land of Nod.

Roaming the Land of Nod, Caine encountered Lilith. Cain realized that she had powers and incredible magic that he too wanted to possess, and so he pleaded with her to grant him these gifts, in the name of her love for him.

After Caine partook of Lilith's blood, he wad visited by three angels in a vision. These angels, who were agents of God, each offered Caine a chance to repent for the murder of his brother Abel, but Caine rebuffed them out of pride, seeing his actions as justified, which resulted in said angels cursing him in multiple ways.

After receiving this experience, Caine became officially "Awakened", possessing not only magick but also all disciplines and paths, at the cost of being able to drink only blood, burn in sunlight, and fear the flames.

Powers and Stats

Keys: Land of Nod | Awakened | Gehenna

Tier: 10-B. Possibly High 1-A upon death | 4-C, potentially High 1-A. Possibly High 1-A upon death | High 1-A

Dimensionality: 3-D | 3-D, potentially Inapplicable | Inapplicable

Powers and Abilities:

Animal Manipulation (The vampire creates an empathic connection with a beast, thereby allowing them to communicate or issue simple commands[18]. With Species Speech, a character can enter into psychic communion with all creatures of a certain species that are present[19]), Summoning (The vampire may call out in the voice of a specific type of animal — howling like a wolf, shrilling like a raven, etc. This call mystically summons creatures of the chosen type[20]. The power of Summon Soul allows a necromancer to call a ghost back from the Underworld[21]. Summon enables the vampire to call to herself any person whom she has ever met. This call can go to anyone, mortal or supernatural, across any distance within the physical world[22]. With Summon Elemental, the vampire may summon one of the traditional spirits of the elements: a salamander (fire), a sylph (air), a gnome (earth), or an undine (water). The caster may choose what type of elemental he wishes to summon and command[23]), Empathic Manipulation (As the supreme predators of the natural world, Kindred are highly attuned to the bestial nature that dwells within every mortal heart. A vampire who develops this power may assert his will over a mortal (animal or human) subject, subduing the Beast within them. This quenches all powerful, strong emotions — hope, fury, love, fear — within the target[24]. At this level of Animalism, the Kindred has a keen understanding of the Beast Within, and is able to release his feral urges upon another mortal or vampire[25]. The vampire stirs his victim’s emotions, either heightening them to a fevered pitch or blunting them until the target is completely desensitized. In this way, a vampire can inflame mild irritation into quivering rage or atrophy true love into casual interest[26]. By merely addressing his victims aloud, the Kindred can drive targets into fits of blind rage or fear, forcing them to abandon reason and higher thought. Victims are plagued by hallucinations of their subconscious demons. Affected victims fly immediately into frenzy or a blind fear[27]. The vampire can exude a coat of a particular humor onto their skin, causing all that touch it to experience the most intense form of that humor. After a necromancer has used this power, he generally feels the opposite of the sensation the humor usually conveys: Using blood leaves him depressed and pessimistic; using yellow bile renders him calm and placid; using black bile leaves him optimistic; and using phlegm makes him aroused and angry. With Phlegm the target becomes lethargic; With Blood the target becomes prone to excessive bleeding; With Yellow Bile the arget becomes melancholic and is plagued with visions of death[28]. A necromancer who has mastered this path can harness the undead black bile that festers at the core of their being; they pull that melancholy to their lungs and lets it mingle with their outgoing breath. They then exhale the dark mist, letting it engulf those nearby. The necromancer feels curiously lightheaded and optimistic after using this power, as they have forced some of their most depressed nature out into the world; those caught in the black vapors grow despairing and hopeless[29]. With Awe, those near the vampire suddenly desire to be closer to her and become receptive to her point of view. Awe is extremely useful for mass communication. It matters little what is said — the hearts of those affected lean toward the vampire’s opinion. The weak want to agree with her; even if the strong-willed resist, they soon find themselves outnumbered. Awe can turn a chancy deliberation into a certain resolution in the vampire’s favor almost before her opponents know that the tide has turned[30]. Entrancement bends others’ emotions, making them the vampire’s willing servants. Due to what these individuals see as true and enduring devotion, they heed the vampire’s every desire[31]. With Majesty, the vampire can augment their supernatural mien a thousandfold. The attractive become paralyzingly beautiful; the homely become hideously twisted. Majesty inspires universal respect, devotion, fear — or all those emotions at once — in those around the vampire. The weak scramble to obey their every whim, and even the most dauntless find it almost impossible to deny them. People affected find the vampire so formidable that they dare not risk the vampire's displeasure. Raising their voices to the vampire is difficult; raising a hand against him is unthinkable. Those few who shake off the vampire’s potent mystique enough to oppose him are shouted down by the many under his thrall, before the immortal need even respond[32]. A vampire possessing Spark of Rage can shorten tempers and bring old grudges and irritations to the boiling point with a minimum of effort. Spark of Rage causes disagreements and fights, and can even send other vampires into frenzy[33]. Cooperation can be used to nudge those affected by it into a fragile spirit of camaraderie[34]. With Pulse of the City, the vampire can control the emotional climate of the entire region around him, up to the size of a large city. This power is always in effect on a low level, attuning those who dwell in the area to the Kindred’s mood, but it can also be used to project a specific emotion into the minds of every being in the area[35]. Ripples of the Heart allows a Cainite to leave emotions within the bloodstream of any mortal from whom he feeds. Any other vampire who subsequently drinks from that mortal experiences those emotions as if they were his own[36]. Eyes of the Serpent grants the vampire the legendary hypnotic gaze of the serpent. The Kindred’s eyes become gold with large black irises, and mortals in the character’s vicinity find themselves strangely attracted to him. A mortal who meets the vampire’s beguiling gaze is immobilized[37]. Dissociate allows a vampire to break the social ties of interpersonal relationships. Even the most passionate affair or the oldest friendship can be cooled through use of Dissociate, and weaker personal ties can be destroyed altogether[38]. The final power of the Path of Corruption enables the vampire to tie his victim’s soul to his own, engendering feelings of lethargy and helplessness when the victim is not in his presence or acting to further his desires[39]), Possession (By locking their gaze with that of an animal, the vampire may mentally possess the creature[40]. At this level of Dominate, the force of the Kindred’s psyche is such that it can utterly supplant the mind of a mortal subject. Speaking isn’t required, but the vampire must capture the victim’s gaze. During the psychic struggle, the contestants’ eyes are locked on one an other. Once the Kindred overwhelms the subject’s mind, the vampire moves his consciousness into the victim’s body and controls it as easily as he uses his own. The mortal falls into a mental fugue while under possession[41]), Information Analysis (Shared Soul can probe the mind of any one animal the vampire touches. Shared Soul can be very disconcerting to both parties involved, as each participant is completely immersed in the thoughts and emotions of the other. With enough effort or time, each participant can gain a complete understanding of the other’s mind[42]. Karmic Sight allows a vampire to probe the inner workings of a subject’s mind and soul[43]. Eyes of Chaos allows the vampire to take advantage of the fleeting clarity hidden in insanity. He may scrutinize the “patterns” of a person’s soul, the convolutions of a vampire’s inner nature, or even random events in nature itself. The Kindred with this power can discern the most well-hidden psychoses, or gain insight into a person’s true self[44]. The necromancer employing the Eyes of the Dead can see with the perceptions of the Restless Dead (called Deathsight). To such a manipulator of ghostly energies, the auras of surrounding beings give off telltale hints as to their health and even their ultimate fate; the necromancer can see the energies of death flowing through everyone, just as ghosts can. By looking at the entropic markings on a person’s body, the necromancer can gain rough knowledge of how far that person is from death, how soon that person is likely to die, and even what the cause of her death is likely to be. Furthermore, the vampire can divine the target’s eventual demise[45]. Old Friend allows a vampire to probe a subject’s subconscious and take the semblance of the individual whom that victim trusts over anyone else. Someone using this power does not appear as someone who the victim is frightened of or awed by, but rather someone to whom the victim feels comfortable revealing intimate secrets[46]. By merely touching the blood of his subject, the caster may determine how much vitae remains in the subject and, if the subject is a vampire, how recently he has fed, his approximate Generation and, with three or more successes, whether he has ever committed diablerie[47]. Analyze allows the thaumaturge to project his perceptions into a device, granting him a temporary understanding of its purpose, the principles of its functioning, and its means of operation[48]. Zillah's Litany reveals existing blood bonds and Vinculi to the thaumaturge[49]), Berserk Mode (Masters of Animalism have a much greater understanding of both beasts in general and the Beast in particular. Those who have developed Conquer the Beast can master their own Beasts to a degree impossible for lesser Kindred to attain. Conquer the Beast allows the vampire both to control her frenzies and to enter them at will[50]), Pain Manipulation (The self-destructive nature of Cainites can be turned against them by an elder who possesses this formidable power. With a glance, the vampire can awaken the Beasts of their enemies, causing physical injury and excruciating agony as the victim’s own violent impulses manifest in physical form to tear him apart from within[51]. Chain the Psyche is a Dominate technique that inflicts incapacitating pain on a target who attempts to break the vampire’s commands[52]. Uriel's Disfavor invokes the darkness of the Angel of Death. All but the dimmest of light causes the subject excruciating pain, and some artificial forms of bright light may even damage the vampire[53]), Enhanced Senses (Heightened Senses increases the acuity of all of the vampire’s senses, effectively doubling the clarity and range of sight, hearing, and smell[54]. The vampire sees perfectly well in pitch darkness, not requiring a light source to notice details in even the darkest basement or cave[55]), Extrasensory Perception (The vampire can perceive the psychic “auras” that radiate from mortals and supernatural beings alike. These halos comprise a shifting series of colors that take practice to discern with clarity[56]. Witness of Death attunes a vampire’s unliving senses to the presence of the incorporeal[57]. Shroudsight allows a necromancer to see through the Shroud, the mystical barrier that separates the living world from the Underworld. By using this power, the vampire can spot ghostly buildings and items, the landscape of the so-called Shadowlands, and even wraiths themselves[58]. Death Knell allows a vampire to become sensitized to the pull that occurs when a soul escapes from a body only to hover in wait, enslaved by its desires. The weight of desperation becomes like a tangible tug, and some necromancers savor this emotion even as they follow the sensation to find the new ghost[59]. Tread Upon the Grave allows the necromancer to find locations where the Shadowlands and the living world come close. Often, the necromancer experiences a chill or shiver when stepping into an area where the Underworld lies near the living one. With practice, the vampire can tell exactly where such locations are[60]. Zillah's Litany reveals existing blood bonds and Vinculi to the thaumaturge[61]), Psychometry (Via Spirit's Touch[62]. With Touch of Death, a necromancer can feel whether an object has been touched by a ghost or sense the recent passage of a wraith[63]. With Reveal the Catene, the necromancer can determine a fetter with just a few moments of handling. The Kindred simply runs his hands over the object and concentrates on it. He quickly receives an impression of the item’s (or person’s) importance to wraiths, if any; should the wraith be one known to the necromancer, he immediately recognizes the object as a fetter to that (or those) ghost(s). Successful identification of a connected ghost is not exclusive; that is, if the vampire determines that the object is important to a given wraith, he can also determine if there are other ghosts tied to the item, though he must use the power again to gain their identities[64]. The thaumaturge may peer into a body of water and view events that have transpired on, in, or around it from the water’s perspective, up to 10 years into the past[65]), Telepathy (The vampire can project a portion of their consciousness into a nearby mortal’s mind, creating a mental link through which he can communicate wordlessly or even read the target’s deepest thoughts[66]. With Telepathic Communication, a character can form a more powerful link between his mind and that of other subjects, allowing them to converse in words, concepts, and sensory images at the speed of thought[67]. Can anticipate an enemy's move in personal combat by reading their mind[68]), Astral Projection & Limited Abstract Existence (The vampire can project their senses out of their physical shell, stepping from their body as an entity of pure thought[69]), Clairvoyance (By using Clairvoyance, a vampire can perceive distant events without using Psychic Projection. By concentrating on a familiar person, place, or object, a character can observe the subject’s immediate vicinity while staying aware of their own surroundings[70]), Mind Manipulation (Psychic Assault is nothing less than a direct mind-to-mind attack which uses the sheer force of an elder’s will to overpower his target. Victims of Psychic Assault show little outward sign of the attack, save for nose-bleeds and expressions of intense agony; all injuries by means of this psychic pressure inflicted are internal. A medical examination of a mortal victim of a Psychic Assault invariably shows the cause of death to be a heart attack or aneurysm, while vampires killed with this power decay to dust instantly[71]. Rather than create simple illusions, the vampire can project hallucinations directly into a victim’s mind. The target of these illusions believes completely that the images are real; a hallucinatory fire can burn him, an imaginary noose can strangle him, and an illusory wall can block him. This power affects only one person at a time; though others can see the illusion, it doesn’t impact them in the same way. Other people can try to convince the victim that his terrors are not real, but he won’t believe them[72]. Suspension of Disbelief can imbue a vampire's Chimerstry with a sense of reality that makes it easier for viewers to believe in the illusion. No matter how strange or surreal the illusion is, an onlooker will accept it as real. If the illusion is wildly unrealistic (fire-breathing dragons, a pack of aliens), once it is no longer in his sight, the observer will question what he saw and eventually deny the event ever happened. A vampire can also use this power to make something appear unbelievable, whether it’s real or not. In this case, observers will write off what they’re seeing as some kind of trick or hallucination[73]. A vampire with with Reestructure has the ability to twist his victims’ psyches at their most basic levels, warping their very beings. The subject of Restructure retains her memories, but her outlook on life changes completely, as if she has undergone a sudden epiphany or religious conversion. This effect goes much deeper than the implantation of a derangement; it actually performs a complete rewrite of the victim’s personality[74]. Lunatic Eruption is effectively a psychic nuclear bomb, used to incite every intelligent being within several miles (kilometers) into an orgy of bloodlust and rage. Within this area, all sentient creatures fall prey to their baser instincts. Mortals spontaneously riot, looting and burning between bouts of mass violence. Kindred enter hunger-induced frenzies, draining dry as many vessels as they can sink their fangs into. An entire city can quite literally be driven temporarily insane by this power[75]. The vampire can lock his eyes with the subject and speaks a one-word command, which the subject must obey instantly[76]. With Mesmerize, a vampire can verbally implant a false thought or hypnotic suggestion in the subject’s subconscious mind. The vampire may activate the imposed thought immediately or establish a stimulus that will trigger it later[77]. Through sustained manipulation, the vampire can make a subject more pliant to the Kindred’s will. Over time, the victim becomes increasingly susceptible to the vampire’s influence while simultaneously growing more resistant to the corrupting efforts of other Kindred[78]. Can command small crowds through the use of Mass Manipulation[79]. Far Mastery allows the use of Dominate on any subject that the vampire is familiar with, at any time, over any distance[80]. Speak Through the Blood allows a vampire to issue commands to every vampire whose lineage can be traced to him — even if the two have never met. Thus, entire broods act to further the goals of sleeping ancients whose existences they may be completely unaware of[81]. With Conceal, the vampire may mask an inanimate object up to the size of a house (Obfuscate cannot be used to disguise inanimate objects without the use of this power). If the object is hidden, so are all of its contents. While Conceal is in effect, passersby walk around the concealed object as if it were still visible, but refuse to acknowledge that they are making any kind of detour[82]. In addition to concealing their form, a vampire who has developed Soul Mask is able to conceal their aura. They may display whatever combination of colors and shades they wishe, or may appear to have no aura whatsoever[83]. Ironclad Command mentally controls the victim while bypassing their resistance to mental effects[84]. With Contradict, the vampire can interrupt a subject’s thought processes, forcing the victim to reverse his current course of action[85]), Illusion Creation (The vampire may conjure a minor, static mirage that confounds one sense[86]. Can create illusions that appeal to all the senses[87]. Apparition allows a vampire to give motion to an illusion created with Ignis Fatuus or Fata Morgana. Thus, the Cainite could create the illusion of a living being, running water, fluttering drapes, or a roaring fire[88]. Permanency, also used in conjunction with Ignis Fatuus or Fata Morgana, allows a mirage to persist even when the vampire cannot see it[89]. Rather than create simple illusions, the vampire can project hallucinations directly into a victim’s mind. The target of these illusions believes completely that the images are real; a hallucinatory fire can burn him, an imaginary noose can strangle him, and an illusory wall can block him. This power affects only one person at a time; though others can see the illusion, it doesn’t impact them in the same way. Other people can try to convince the victim that his terrors are not real, but he won’t believe them[90]. The vampire has no restriction on how often they may use the first three levels (Ignis Fatuus, Fata Morgana, and Apparition) and can maintain or control illusions with minimal concentration or fatigue. Even though Horrid Reality is visible to all onlookers, it can only inflict “damage” on one victim. With Shared Nightmare, a vampire can inflict tormented visions on a crowd[91]. Far Fatuus allows a Kindred to project illusions to any area he can see or visualize. Under most circumstances, accomplishing this requires him to have visited the location in question before he can project illusions there. Although more difficult, a vampire may project illusions on the basis of a description, a photo, or a video clip[92]), Sense Manipulation (A Cainite who masters Synesthesia power can shuffle others’ senses around to suit his preferences. He can select one target and inflict a serious, disorienting, and all-encompassing case of synesthesia upon her, making it impossible for her to interact meaningfully with the real world for the power’s duration. The vampire has complete control over how the target’s senses work and can manipulate them to suit[93]. The vampire manipulates the sensory centers of his victim’s brain, flooding the victim’s senses with visions, sounds, scents, or feelings that aren’t really there. They may take the form of the subject’s repressed fears, guilty memories, and so on[94]), Creation, Reality Warping (Mayaparisatya allows the Cainite to directly alter or create real objects or creatures, although such changes are of finite duration. A vampire with this power can transform the air around a rival Kindred into fire or render a locked door insubstantial. A more harrowing use of this power enables the vampire to force an object out of existence by transforming it into nothing more than a wisp of its former reality[95]. Shroud Mastery offers the Kindred the ability to manipulate the veil between the worlds of the living and the dead. By doing so, a necromancer can make it easier for bound wraiths in his service to function, or make it nearly impossible for ghosts to contact the material world[96]), Smoke Manipulation (Can create a large volume of smoke[97]. A necromancer who has mastered this path can harness the undead black bile that festers at the core of their being; they pull that melancholy to their lungs and lets it mingle with their outgoing breath. They then exhale the dark mist, letting it engulf those nearby. The necromancer feels curiously lightheaded and optimistic after using this power, as they have forced some of their most depressed nature out into the world; those caught in the black vapors grow despairing and hopeless[98]. The Breath of Thanatos allows the necromancer to draw out entropic energy and focus it upon an area or person by taking a deep breath and then forcefully exhaling a fog of necromantic energy. Channeled into an object or person, the death mist inflicts the subject with a debilitating, wasting illness[99]. Shroud of Night can create a cloud of inky blackness. The cloud completely obscures light and even sound to some extent. Those who have been trapped within it (and survived) describe the cloud as viscous and unnerving. This physical manifestation lends credence to those Lasombra who claim that their darkness is something other than mere shadow[100]. Mist Form enables the vampire to turn into mist. His physical shape disperses into a hazy cloud, but one still subject entirely to the immortal’s will[101]), Transmutation (Can change an object into another object or being[102]. Can transmute other liquids to this water. With but a touch, the victim’s blood transforms to water, weakening vampires and killing mortals in moments[103]), Gravity Manipulation (Can twist gravity sideways[104]), Water Manipulation (Can make rivers stand still as hills flow upward[105]. The thaumaturge can command a sufficiently large quantity of water to animate itself and imprison a subject[106]. The thaumaturge can animate water to an even greater degree than is possible with the use of Prison of Water, commanding it to rise up to form a barrier impassable to almost any being[107]. With Dehydrate, the thaumaturge can directly attack living and unliving targets by removing the water from their bodies. Victims killed by this power leave behind hideous mummified corpses. This power can also be used for less aggressive purposes, such as drying out wet clothes — or evaporating puddles to keep other practitioners of this path from using them[108]), Existence Erasure (Can delete any material or being from existence[109]), Madness Manipulation (By merely addressing his victims aloud, the Kindred can drive targets into fits of blind rage or fear, forcing them to abandon reason and higher thought. Victims are plagued by hallucinations of their subconscious demons. Affected victims fly immediately into frenzy or a blind fear[110]. The vampire coaxes the madness from the deepest recesses of the target’s mind, focusing it into an overwhelming wave of insanity[111]. Lingering Malaise causes permanent psychological shifts within the victim, making them lunatics[112]. Lunatic Eruption is effectively a psychic nuclear bomb, used to incite every intelligent being within several miles (kilometers) into an orgy of bloodlust and rage. Within this area, all sentient creatures fall prey to their baser instincts. Mortals spontaneously riot, looting and burning between bouts of mass violence. Kindred enter hunger-induced frenzies, draining dry as many vessels as they can sink their fangs into. An entire city can quite literally be driven temporarily insane by this power[113]. Dread Gaze causes unbearable terror in its victim, stupefying them into madness, immobility, or reckless flight. Even the most stalwart individual will fall back from the vampire’s horrific visage[114]), Fear Manipulation (By merely addressing his victims aloud, the Kindred can drive targets into fits of blind rage or fear, forcing them to abandon reason and higher thought. Victims are plagued by hallucinations of their subconscious demons. Affected victims fly immediately into frenzy or a blind fear[115]. With experience, the vampire can move around without being seen. Shadows seem to shift to cover him, and people automatically avert their gazes as he passes by. Others move unconsciously to avoid contact with the cloaked creature; those with weak wills may even scurry away from the area in unacknowledged fear. The vampire remains ignored indefinitely unless someone deliberately seeks him out or he inadvertently reveals himself[116]. With Tenebrous Form, the Kindred’s mastery of darkness is so extensive that he may physically become it. Upon activation of this power, the vampire becomes an inky, amoeboid patch of shadow. Vampires in this form are practically invulnerable and may slither through cracks and crevices. In addition, it causes victims to become panicked[117]. Dread Gaze causes unbearable terror in its victim, stupefying them into madness, immobility, or reckless flight. Even the most stalwart individual will fall back from the vampire’s horrific visage[118]. Can paralyze a victim with sheer terror via Paralyzing Glance[119]. (Chiropteran Marauder transforms the vampire into a terrifying, bipedal bat, bearing a wickedly fanged maw and veined, leathery wings. The mere sight of the marauder is enough to make mortals or weak-willed vampires flee in horror[120]), Biological Manipulation (Personal Scourge allows the vampire to turn the very strength of his victim’s mind against them, inflicting physical harm with the power of his own will. Victims of this self-powered attack spontaneously erupt in lacerations and bruises, spraying blood in every direction and howling in agony[121]. A vampire who has developed Still The Mortal Flesh is able to override her victim’s body as easily as his mind in order to cut off their senses or even stop their heart[122]. Tremens allows a necromancer to make the flesh of a corpse shift once. An arm might suddenly flop forward, a cadaver might sit up, or dead eyes might abruptly open[123]. The character with Masque of Death can assume a visage of death or inflict that shape on another vampire. The victim’s flesh becomes pallid and thin (if it is not already), and skin pulls tight against bone. This ability can be very useful, as it allows one to hide in plain sight in a tomb or crypt at any time (though the character remains as vulnerable to sunlight and fire as ever). When a necromancer uses this power on another Kindred, the victim gains the same corpselike demeanor. In this sense, the ability works as something of a minor curse[124]. The Curse of Life inflicts some of the undesirable traits of the living upon the undead, removing their corpselike nature and creating a false life to remind them of the worst things about being alive. Targets of this power regain only the unpleasant aspects of life, as culled from the memory of the Discipline’s user. This may include mundane hunger and thirst, sweat and other excretions, the need to urinate and defecate, a decrease in sensory acuity, and a particular vulnerability to attacks that the character might normally shrug off[125]. The Cainite who wields Rigor Mortis is able to push a living or undead body to a frozen point using only his will and understanding of the forces of decay. They forces their target to become rigid and unable to move without enormous effort of will, as the target's very muscles betray him[126]. The necromancer knows how to infuse his own being with the blood of a cold corpse and transform himself into something not wholly vampiric. Instead, the necromancer edges closer to being an animated corpse in fact as well as name. He grows distant and chill, as though possessed by the spirit of Death itself[127]. By simply exposing the target to a particular sensation, substance, or action, the caster creates a powerful psychological dependence with Addiction. Many thaumaturges ensure that their victims become addicted to substances or thrills that only the mystic can provide, thus creating both a source of income and potential blackmail material[128]. The Crone's Pride causes a target to become ugly for a day[129]. Feast of Ashes temporarily removes a vampire’s dependency on blood[130]. Fleshcraft allows the vampire to perform drastic, grotesque alterations on other creatures[131]), Memory Manipulation (After capturing the subject’s gaze, the vampire delves into the subject’s memories, stealing or re-creating them at his whim[132]. Blood magic practitioners and individuals skilled at Auspex have long known that vitae can carry residual impressions of emotion and personality. Song of Distant Vitae invokes those impressions to overwhelm its victim with “remembered” images and sensations drawn from the vessels who held that blood before the vampire fed from them[133]), Soul Manipulation (With Compel Soul, a vampire can command a ghost to do his bidding for a while[134]. Soul Stealing allows a necromancer to strip a soul from a living body. A mortal exiled from his body by this power becomes a wraith with a single tie to the real world: his now-empty body[135]. Daemonic Possession lets a vampire insert a soul into a freshly dead body[136]. Just as the necromancer can release entropic energies from within, he may also pull them into himself as a source of power. Soul Feasting allows the caster to either draw on the ambient death energies around him or to actively feed on a ghost, stealing the wraith’s substance and mystically transforming that energy into sustenance[137]), Sealing (Haunting binds a summoned ghost to a particular location or, in extreme cases, an object. The wraith cannot leave the area to which the necromancer binds it without risking destruction[138]), Non-Physical Interaction (Torment allows the vampire to strike a wraith as if he himself was in the lands of the dead, inflicting damage on the wraith’s ectoplasmic form. The vampire remains in the real world, however, so he cannot be struck in return[139]. Dead Hand allows a necromancer to reach across the Shroud and affect a ghostly object as if it were in the real world. Ghosts are solid to necromancers using this power and can be attacked[140]), Automatic Translation (Lifeless Tongues allows the vampire to converse with ghosts effortlessly[141]. With Wooden Tongue, the vampire may speak, albeit in limited fashion, with the spirit of any inanimate object. The conversation may not be incredibly interesting, as most rocks and chairs have limited concern for what occurs around them, but the vampire can get at least a general impression of what the subject has “experienced”[142]), Non-Corporeal (Ex Nihilo allows a necromancer to enter the Underworld physically. While in the lands of the dead, the vampire is essentially a particularly solid ghost. A vampire physically in the Underworld can pass through solid objects in the real world and remain “incorporeal”[143]. Spectral Body allows a vampire to take a shape with most of the advantages of the Mist Form but fewer of the disadvantages. A vampire who assumes Spectral Form retains his normal appearance, but becomes completely insubstantial. He walks through walls and bullets with equal ease, and can pass through the floor on which he stands if he chooses to. Although his lungs are no longer solid, the vampire can still speak[144]), Necromancy (With Apprentice’s Brooms, the necromancer can make a dead body rise and perform a simple function. For example, the corpse could be set to carrying heavy objects, digging, or just shambling from place to place[145]. Shambling Hordes creates obvious results: reanimated corpses with the ability to attack, albeit neither very well nor very quickly[146]), Body Control (The character with Masque of Death can assume a visage of death or inflict that shape on another vampire. The victim’s flesh becomes pallid and thin (if it is not already), and skin pulls tight against bone. This ability can be very useful, as it allows one to hide in plain sight in a tomb or crypt at any time (though the character remains as vulnerable to sunlight and fire as ever). When a necromancer uses this power on another Kindred, the victim gains the same corpselike demeanor. In this sense, the ability works as something of a minor curse[147]. With Cold of the Grave, the character can temporarily take on the unfeeling semblance of the dead, in order to protect themselves from physical and emotional harm. When assuming the Cold of the Grave, the vampire’s skin becomes unusually cold. When they speak, their breath mists even in warm air — those with exceptional senses might even see a slight red tinge to the breath[148]. Gift of the Corpse enables a necromancer to ignore most of their race’s inherent weaknesses for a short time. A dead body is not particularly vulnerable to sunlight, holy artifacts, frenzy, or being staked through the heart, after all, and so it is with a vampire using the Gift of the Corpse[149]. With the Gift of Life, the character can experience the best and most positive things about being alive. The overwhelming hunger for blood temporarily abates, allowing the character to consume and enjoy food and drink. They can also enjoy sex as they wish, and the sun does not burn them[150]. Create Name allows a character to create a completely new identity; face, speech pattern, aura, even thought processes are constructed according to the vampire’s desired identity. The power can be used to impersonate an existing individual, or it can project the semblance of a completely fictional identity with perfect accuracy[151]. The vampire’s nails can transform into long, bestial claws. These talons are wickedly sharp, able to rend flesh with ease and even carve stone and metal with little trouble[152]. A vampire with Purify the Impaled Beast can expel foreign objects from their body with great force, even excising stakes that transfix their heart[153]. The vampire may lengthen his tongue at will, splitting it into a fork like that of a serpent. The tongue may reach 18 inches or half a meter, and makes a terrifyingly effective weapon in close combat[154]. By calling upon their Blood, the vampire may transform their skin into a mottled, scaly hide. A vampire in this form becomes more supple and flexible[155]. With Malleable Visage, the vampire can alter their own bodily parameters: height, build, voice, facial features, and skin tone, among other things[156]), Deconstruction (Destroy the Husk turns one human corpse to a pile of about 30 pounds (13 kilograms) of unremarkable dust, roughly the size and shape of that body[157]. Dissolve the Flesh allows a necromancer to attempt to turn vampiric flesh to dust or ash, as though the target had been burned or left out in the sun[158]), Corrosion Inducement (Wither allows a vampire to cripple an opponent’s limb. Whether the foe is living or undead, muscle shrivels away, skin peels, and bone becomes brittle. The target is unable to exert any noteworthy strength in the crippled limb. This injury lasts for far longer than most injuries trouble vampires, and in mortals it simply does not heal[159]. The necromancer can strengthen the feeling of entropy around her to the point where it breaks down nonliving objects and machines. It can gnarl wood, rust metal, crack silicon chips, and erode plastic, glass, and dead organic material[160]. The Breath of Thanatos allows the necromancer to draw out entropic energy and focus it upon an area or person by taking a deep breath and then forcefully exhaling a fog of necromantic energy. Channeled into an object or person, the death mist inflicts the subject with a debilitating, wasting illness[161]. The breath of entropic energy becomes a scream of pure chaos. The necromancer can issue an unearthly cry (heard both in the living world and in the Shadowlands). The howl pours icy oblivion into a target or group of targets — either sweeping away the inherent entropy or collecting that destruction and unleashing it[162]. Taste of Death allows the Cainite to spit caustic blood at his target. The blood coughed forth with this power burns flesh and corrodes bone; some vampires have been reported to vomit voluminous streams of vitae that reduce their targets to heaps of sludge[163]. Decay accelerates the decrepitude of its target, causing it to wither, rot, or otherwise break down. The target must be inanimate, though dead organic matter can be affected[164]. Atrophy withers a victim’s limb, leaving only a desiccated, almost mummified husk of bone and skin. The effects are instantaneous; in mortals, they are also irreversible[165]), Regeneration Negation (Low-Mid. Wither allows a vampire to cripple an opponent’s limb. Whether the foe is living or undead, muscle shrivels away, skin peels, and bone becomes brittle. The target is unable to exert any noteworthy strength in the crippled limb. This injury lasts for far longer than most injuries trouble vampires, and in mortals it simply does not heal[166]), Dream Manipulation (The necromancer with Whispers to the Soul can let slip a little of his own undead bilious humor as he speaks to an other being (whether mortal or Kindred). The wicked vapor slips into the target’s ear and whispers nightmares to the target throughout the day and night. The target has a harder time sleeping, and becomes irritable and distracted during waking hours[167]), Poison Manipulation (Kiss of the Dark Mother allows the necromancer who uses it to mix their vitae with black bile, turning it into a noxious poison. The necromancer forces it into their mouth as saliva might once have come; the vitae tastes acrid and bitter, as though it had been scorched. Once the necromancer coats their teeth and lips with it, they can inflict terrible damage with their bite[168]. By changing the properties of his blood, a vampire may create powerful venom that strips his prey of their resilience. Kindred with Quietus are known to deliver the poison by coating their weapons with it, blighting their opponents with a touch, or spitting it like a cobra[169]. Baal’s Caress allows the Kindred to transmute his blood into a virulent ichor that destroys any living or undead flesh it touches[170]. Beyond leaving emotional traces in a subject’s blood, Poison the Well of Life can taint that same vitae, making it into a deadly poison for any other Cainite who drinks from that mortal[171]. Cobra Fangs enables a vampire to gain the deadly bite of Form of the Cobra without the full-body transformation[172]), Precognition (Type 2. The necromancer employing the Eyes of the Dead can see with the perceptions of the Restless Dead (called Deathsight). To such a manipulator of ghostly energies, the auras of surrounding beings give off telltale hints as to their health and even their ultimate fate; the necromancer can see the energies of death flowing through everyone, just as ghosts can. By looking at the entropic markings on a person’s body, the necromancer can gain rough knowledge of how far that person is from death, how soon that person is likely to die, and even what the cause of her death is likely to be. Furthermore, the vampire can divine the target’s eventual demise[173]), Disease Manipulation (Corrupt the Undead Flesh blurs the line between life and undeath, turning an undead creature into something just living enough to carry and suffer from disease. The disease inflicts the target, causing lethargy, dizziness, loss of strength, clumsiness, and the inability to keep blood in his system. This pernicious influence is extremely virulent among mortals. They pick the disease up simply by spending a few hours near the victim[174]. The Breath of Thanatos allows the necromancer to draw out entropic energy and focus it upon an area or person by taking a deep breath and then forcefully exhaling a fog of necromantic energy. Channeled into an object or person, the death mist inflicts the subject with a debilitating, wasting illness[175]), Heat Manipulation (The breath of entropic energy becomes a scream of pure chaos. The necromancer can issue an unearthly cry (heard both in the living world and in the Shadowlands). The howl pours icy oblivion into a target or group of targets — either sweeping away the inherent entropy or collecting that destruction and unleashing it[176]. The Darkness Within allows the Cainite to call forth the darkness contained in her black soul. This enormous, turbulent shadow vomits from the vampire’s mouth, though some vampires are said to cut themselves and let the blackness seep from their veins. The shadow-cloud engulfs a chosen target, burning it with a soul-scarring chill and siphoning its blood away in torrents[177]. Cauldron of Blood boils the subject’s blood in their veins like water on a stove. The Kindred must touch the subject, and it is this contact that simmers the subject’s blood. This power is always fatal to mortals, and causes great damage to even the mightiest vampires[178]), Stealth Mastery (With Cloak of Shadows, the vampire steps into an out-of-the-way, shadowed place and eases himself from normal sight. The vampire remains unnoticed as long as he stays silent, still, under some degree of cover (such as a curtain, bush, door frame, lamppost, or alley), and out of direct lighting. The immortal’s concealment vanishes if he moves, attacks, or falls under direct light[179]. With experience, the vampire can move around without being seen. Shadows seem to shift to cover him, and people automatically avert their gazes as he passes by. Others move unconsciously to avoid contact with the cloaked creature; those with weak wills may even scurry away from the area in unacknowledged fear. The vampire remains ignored indefinitely unless someone deliberately seeks him out or he inadvertently reveals himself[180]. Vanish from the Mind's Eye enables the vampire to disappear from plain view. So profound is this vanishing that the immortal can fade away even if he stands directly in front of someone[181]), Perception Manipulation (The vampire can influence the perception of others, causing them to see a face different from his, as well as height, gestures, mannerisms, voice, sex, and age[182]. With Cloak the Gathering, the vampire may extend his concealing abilities to cover an area. The immortal may use any Obfuscate power upon those nearby as well as upon himself, if he wishes[183]. With Conceal, the vampire may mask an inanimate object up to the size of a house (Obfuscate cannot be used to disguise inanimate objects without the use of this power). If the object is hidden, so are all of its contents. While Conceal is in effect, passersby walk around the concealed object as if it were still visible, but refuse to acknowledge that they are making any kind of detour[184]. In addition to concealing their form, a vampire who has developed Soul Mask is able to conceal their aura. They may display whatever combination of colors and shades they wishe, or may appear to have no aura whatsoever[185]. The Veil of Blissful Ignorance allows a vampire to Obfuscate an unwilling victim, removing them from the notice of others[186]. Old Friend allows a vampire to probe a subject’s subconscious and take the semblance of the individual whom that victim trusts over anyone else. Someone using this power does not appear as someone who the victim is frightened of or awed by, but rather someone to whom the victim feels comfortable revealing intimate secrets[187]), Darkness Manipulation (Shadow Play grants the vampire limited control over shadows and other ambient darkness. Though the vampire cannot truly “create” darkness, he can overlap and stretch existing shadows, creating patches of gloom. This power also allows Kindred to separate shadows from their casting bodies and even shape darkness into the shadows of things that are not there. Once a Kindred takes control of darkness or shadow, it gains a mystical tangibility. By varying accounts cold or hellishly hot and cloying, the darkness may be used to aggravate or even smother victims. Certain callous Lasombra claim to have choked mortals to death with their own shadows[188]. Refining his control over darkness, the Kindred can create prehensile tentacles that emerge from patches of dim lighting. These tentacles may grasp, restrain, and constrict foes[189]. With Black Metamorphosis, the Cainite calls upon his inner darkness and infuses himself with it, becoming a monstrous hybrid of matter and shadow. His body becomes mottled with spots of tenebrous shade, and wispy tentacles extrude from his torso and abdomen. Though still humanoid, the vampire takes on an almost demonic appearance, as the darkness within him bubbles to the surface[190]. With Tenebrous Form, the Kindred’s mastery of darkness is so extensive that he may physically become it. Upon activation of this power, the vampire becomes an inky, amoeboid patch of shadow. Vampires in this form are practically invulnerable and may slither through cracks and crevices. In addition, it causes victims to become panicked[191]. The Darkness Within allows the Cainite to call forth the darkness contained in her black soul. This enormous, turbulent shadow vomits from the vampire’s mouth, though some vampires are said to cut themselves and let the blackness seep from their veins. The shadow-cloud engulfs a chosen target, burning it with a soul-scarring chill and siphoning its blood away in torrents[192]. With Shadowstep, the vampire has such fine control over the darkness that he may become it briefly and reform himself from other darkness close by. The vampire may Shadowstep through walls, floors, and even mystical barriers. The Cainite simply steps “into” a shadow and re-emerges from another shadow a short distance away[193]. With Shadow Twin, the vampire can bestow upon a shadow a limited degree of sentience. By animating his own shadow or that of another, the Cainite can actually “free” the shadow cast by light. While this power is active, the subject casts no shadow, as it has left to pursue the vampire’s commands[194]. By creating a “chamber” of pure darkness, the vampire may entrap or smother their enemies. No air exists in this shadow-trap, and mortals suffocate within its chilling void. Even vampires have little recourse once trapped — they may leave only at their captor’s whim[195]. Ahriman's Demesne allows the vampire to summon a darkness so oppressive that it extinguishes the light of life — or unlife — of any victim trapped within it[196]. With Shadow of Apep, the vampire becomes a giant serpent of fluid, glittering Darkness — not mere shadow, but anti-light, like the black force commanded by Obtenebration. In this form, physical force cannot harm the vampire: not claws or fangs, not bullets, not explosions, nothing but fire, sunlight, or mystical powers. Physical barriers cannot easily stop the vampire, whose shadowy form can seep through even the tiniest crack. The vampire, however, can still exert physical and supernatural force quite freely[197]), Transformation (With Black Metamorphosis, the Cainite calls upon his inner darkness and infuses himself with it, becoming a monstrous hybrid of matter and shadow. His body becomes mottled with spots of tenebrous shade, and wispy tentacles extrude from his torso and abdomen. Though still humanoid, the vampire takes on an almost demonic appearance, as the darkness within him bubbles to the surface[198]. Shape of the Beast endows the vampire with the legendary ability to transform into a wolf or bat. A Kindred changed in this way is a particularly imposing representative of the animal kingdom. He retains his own psyche and temperament, but can still call upon the abilities of the beast form — increased senses for the wolf and flight for the bat[199]. A vampire employing Shape of the Beast's Wrath shifts into a huge, monstrous form, gaining half his height again and tripling his weight. His overall shape flows into an unholy amalgamation of his own form and that of the animal he feels the closest kinship to. Wolves, rats, and great cats are the most common manifestations, though ravens, serpents, bats, and stranger beasts have been reported[200]. The Cainite may change his form into that of a huge black cobra. The serpent weighs as much as the vampire’s human form, stretches over 10 feet or three meters long, and is about 20 inches (50 cm) around. The Form of the Cobra grants several advantages, including a venomous bite, the ability to slither through small spaces, and a greatly enhanced sense of smell[201]. With Shadow of Apep, the vampire becomes a giant serpent of fluid, glittering Darkness — not mere shadow, but anti-light, like the black force commanded by Obtenebration. In this form, physical force cannot harm the vampire: not claws or fangs, not bullets, not explosions, nothing but fire, sunlight, or mystical powers. Physical barriers cannot easily stop the vampire, whose shadowy form can seep through even the tiniest crack. The vampire, however, can still exert physical and supernatural force quite freely[202]. With Horrid Form, the vampire can become hideous and deadly monsters, increasing their size[203]. Chiropteran Marauder transforms the vampire into a terrifying, bipedal bat, bearing a wickedly fanged maw and veined, leathery wings. The mere sight of the marauder is enough to make mortals or weak-willed vampires flee in horror[204]), Intangibility (With Tenebrous Form, the Kindred’s mastery of darkness is so extensive that he may physically become it. Upon activation of this power, the vampire becomes an inky, amoeboid patch of shadow. Vampires in this form are practically invulnerable and may slither through cracks and crevices. In addition, it causes victims to become panicked[205]. With Shadowstep, the vampire has such fine control over the darkness that he may become it briefly and reform himself from other darkness close by. The vampire may Shadowstep through walls, floors, and even mystical barriers. The Cainite simply steps “into” a shadow and re-emerges from another shadow a short distance away[206]. Mist Form enables the vampire to turn into mist. His physical shape disperses into a hazy cloud, but one still subject entirely to the immortal’s will[207]), Blood Manipulation (The Darkness Within allows the Cainite to call forth the darkness contained in her black soul. This enormous, turbulent shadow vomits from the vampire’s mouth, though some vampires are said to cut themselves and let the blackness seep from their veins. The shadow-cloud engulfs a chosen target, burning it with a soul-scarring chill and siphoning its blood away in torrents[208]. Dagon's Call allows a vampire to drown his target in his own blood. By concentrating, the Kindred bursts his target’s blood vessels and fills their lungs with vitae that strangles them from within. The blood actually constricts the target’s body from the inside as it floods through their system; thus, it works even on unbreathing Kindred. Until the target collapses in agony or death throes, this power has no visible effect, and many Kindred like it because it leaves no trace of their presence[209]. Blood Rage allows a vampire to force another Kindred to expend blood against his will[210]. With Blood of Potency, the vampire gains such control over his own blood that he may effectively “concentrate” it, making it more powerful for a short time. In effect, he may temporarily lower his own Generation with this power[211]. Theft of Vitae siphons vitae from the subject. The vampire need never come in contact with the subject — blood literally streams out in a physical torrent from the subject to the Kindred[212]. Cauldron of Blood boils the subject’s blood in their veins like water on a stove. The Kindred must touch the subject, and it is this contact that simmers the subject’s blood. This power is always fatal to mortals, and causes great damage to even the mightiest vampires[213]. With Strike True, The vampire makes a single attack, guided by the unholy power of her Blood. This attack strikes its foe infallibly[214]. A vampire with Bloodform can physically transform all or part of their body into sentient vitae. This blood is in all respects identical to the vampire’s normal vitae; they can use it to nourish themselves or others, create ghouls, or establish blood bonds[215]. With Cocoon, the vampire can form an opaque cocoon from blood and other fluids excreted from their body. The cocoon hardens after a few moments, turning into a tough, white shell. This cocoon provides considerable protection to the vampire, even shielding them from sunlight and, to a limited degree, fire[216]), Dimensional Travel (With Shadowstep, the vampire has such fine control over the darkness that he may become it briefly and reform himself from other darkness close by. The vampire may Shadowstep through walls, floors, and even mystical barriers. The Cainite simply steps “into” a shadow and re-emerges from another shadow a short distance away[217]), Death Manipulation (Ahriman's Demesne allows the vampire to summon a darkness so oppressive that it extinguishes the light of life — or unlife — of any victim trapped within it[218]), Paralysis Inducement (Can paralyze a victim with sheer terror via Paralyzing Glance[219]. Eyes of the Serpent grants the vampire the legendary hypnotic gaze of the serpent. The Kindred’s eyes become gold with large black irises, and mortals in the character’s vicinity find themselves strangely attracted to him. A mortal who meets the vampire’s beguiling gaze is immobilized[220]), Resistance Negation (Ironclad Command mentally controls the victim while bypassing their resistance to mental effects[221]), Fusionism (Earth Meld enables the vampire to become one with the earth. The immortal literally sinks into the bare ground, transmuting his substance to bond with the earth[222]. Earth's Vast Haven allows the vampire to sink into and disperse himself through the ground. Unlike the Protean power of Earth Meld, however, the vampire actually dissolves his body into the ground; nothing short of a wide-area explosion can affect him, and he may not be dug up bodily. In addition, from sunset to sunrise, the vampire may see and hear everything happening in his environment through his mystical connection to the land[223]), Underground Mobility (With Earth Control, the vampire is no longer confined to the resting place he selected the night before. He can pass through the ground as if it were water, “swimming” through the earth itself. Some elders use this as a means of unobstructed and unobtrusive travel, while others find it a highly effective means of maneuvering in combat[224]), Damage Reduction (The skin of a vampire with Flesh of Marble becomes in essence a sort of flexible stone, although it appears (and feels) no different than normal skin and muscle. While the power is functioning, the damage of all physical attacks made against the character are halved, including assaults made with fists, claws, swords, firearms, and explosions[225]), Statistics Amplification (Inward Focus can heighten the efficiency of the vampire's undead body’s internal workings to levels undreamed of by lesser Kindred, withstanding inconceivable amounts of injury and moving with blinding speed and shattering strength[226]. Fearless Heart temporarily augments the vampire's abilities as a warrior. Through the mystical powers of blood magic, the character becomes a potent fighting force[227]), Sound Manipulation (Silence of Death imbues the vampire with a mystical silence that radiates from their body, muting all noise within a certain vicinity. No sound occurs inside this zone[228]. Selective Silence allows the skilled Cainite to silence only specific individuals or objects that he wants to silence[229]), Acid Manipulation (Taste of Death allows the Cainite to spit caustic blood at his target. The blood coughed forth with this power burns flesh and corrodes bone; some vampires have been reported to vomit voluminous streams of vitae that reduce their targets to heaps of sludge[230]. With Acidic Touch, the vampire secretes a bilious, acidic fluid from any portion of his body. The viscous acid corrodes metal, destroys wood, and causes horrendous chemical burns to living tissue[231]. With Blood of Acid, the vampire converts his blood to a viscous acid. Any blood he consumes likewise becomes acid, which is corrosive enough to burn human (and vampiric flesh) as well as wood[232]), Purification (Purification allows its wielder to cleanse other individuals’ minds and souls of stains, including those left by the mind control of other Kindred. The vampire using this power expels his own blood through his skin and allows it to soak through his subject, slowly dissipating. As it does so, it carries away spiritual impurities and outside influences[233]), Curse Manipulation (Through Condemn the Sins of the Father, a Cainite can apply lesser Quietus powers to an entire lineage[234]), Immortality (Type 2. A Kindred with mastery of Serpentis may pull their heart from their own body[235]), Shapeshifting (Can physically metamorphose into the form of a god[236]. With Elemental Form, the vampire can take the shape of any inanimate object of a mass roughly equal to their own[237]), Empowerment (The vampire can draw upon the strength and resilience of the earth, or of the objects around him, to increase his physical prowess without the need for large amounts of blood[238]), Telekinesis (Objects affected by Animating the Unmoving move as the vampire using it dictates[239]), Life Manipulation (Speed the Season's Passing allows a thaumaturge to accelerate a plant’s growth, causing roses to bloom in a matter of minutes or trees to shoot up from saplings overnight. Alternately, the caster can speed a plant’s death and decay, withering grass and crumbling wooden stakes with but a touch[240]), Plant Manipulation (Dance of Vines can animate a mass of vegetation up to his own size, using it for utilitarian or combat purposes with equal ease. Leaves can walk along a desktop, ivy can act as a scribe, and jungle creepers can strangle opponents[241]. Verdant Haven weaves a temporary shelter out of a sufficient amount of plant matter. In addition to providing physical protection from the elements (and even sunlight), the Verdant Haven also establishes a mystical barrier which is nearly impassable to anyone the caster wishes to exclude[242]. Entire trees can be animated by a master of the Green Path. Ancient oaks can be temporarily given the gift of movement, pulling their roots from the soil and shaking the ground with their steps. While not as versatile as elementals or other summoned spirits, trees brought to ponderous life via this power display awesome strength and resilience[243]), Wood Manipulation (Gnarl Wood warps and bends wooden objects. Though the wood is otherwise undamaged, this power often leaves the objects completely useless. This power may also be used to swell or contract wood, in addition to bending it into unwholesome shapes. Unlike other powers of this path, Gnarl Wood requires merely a glance rather than physical contact[244]), Age Manipulation (Turn to Dust accelerates decrepitude in its victims. Mortals literally age at the mere touch of a skilled thaumaturge, gaining decades in moments[245]), Homing Attack (With Strike True, The vampire makes a single attack, guided by the unholy power of her Blood. This attack strikes its foe infallibly[246]), Air Manipulation (The thaumaturge invokes the power of the winds, moving in a blur[247]), Power Bestowal (Comrades at Arms extends the power of the previous abilities in the path. It allows any of the earlier effects to be applied to a group such as a pack or War Party[248]), Technology Manipulation (Burnout is used to cause a device’s power supply (either internal or external) to surge, damaging or destroying the target[249]. Encrypt/Decrypt allows the vampire to scramble a device’s controls mystically, making it inaccessible to anyone else. Encrypt/Decrypt also works on electronic media; a DVD under the influence of this power displays just snow and static if played back without the owner’s approval[250]. With Remote Access, a skilled thaumaturge can bypass the need for physical contact to operate a device[251]), Data Manipulation (Burnout can be used to destroy data storage[252]), Immersion (Telecommute allows a thaumaturge to project his consciousness into the Internet, sending his mind through network connections as fast as they can transfer him. While immersed in the network, she can use any other Technomancy power on the devices with which she makes contact[253]), Bone Manipulation (Bonecraft allows a vampire to manipulate bone in the same manner that flesh is shaped. In conjunction with Fleshcraft, this power enables a Vicissitude practitioner to deform a victim (or himself) beyond recognition[254]), Size Manipulation (With Horrid Form, the vampire can become hideous and deadly monsters, increasing their size[255]), Fire Manipulation, Breath Attack (With Breath of the Dragon, the vampire becomes like one of the terrible draculs of the Old World, able to exhale a deadly gout of flame[256]), Earth Manipulation (Earth's Vast Haven allows the vampire to sink into and disperse himself through the ground. Unlike the Protean power of Earth Meld, however, the vampire actually dissolves his body into the ground; nothing short of a wide-area explosion can affect him, and he may not be dug up bodily. In addition, from sunset to sunrise, the vampire may see and hear everything happening in his environment through his mystical connection to the land[257])

Subjective Reality, Information Manipulation (Magic is described as being akin to "the keyboard of Reality," which Mages as a whole access in order to hack at its underlying code), Plot Manipulation (Mages can interact and manipulate hypernarratives, which are archetypal figures, tropes, or other elements that reoccur in human lore and media), Extrasensory Perception (Can sense things in the immediate vicinity even if it's not possible to perceive them with normal senses. Can estimate distance between objects, intuitively find a direction, notice hidden objects or characters, and spot spatial spatial instabilities, such as warps, anomalies, wormholes, etc[258]. Can perceive Quintessence[259]. Temporal understanding begins with the mage’s own perceptions of time. At this stage, they develop a precise internal clock and can spot the temporal ripples left behind by (or, in many cases, developing ahead of) Time Effects. Other phenomena, too, leave disturbances in the time-stream, and the mage can notice them as well. The mage can also detect the influence of the Time Sphere on other spells or Patterns too[260]), Precognition (Can see the currents of probability, predict dice throws, card draws, and other apparently random events[261]. The mage can read the local Gauntlet’s thickness, discern auras, sense spirits of all types, peek into the Penumbra through the Vidare (see Chapters Three and Four), and determine whether or not a material object has a spiritual component. Combined with other Spheres, that mage can spot forces, places, or items with unusual ties to the spirit world, such as Awakened objects, elemental spirits, possessed organisms, Shallowings, Nodes, and so forth[262]), Enhanced Senses (Can spot weak spots in objects, people, and arguments, and use those imperfect yet profound insights to the mage's advantage[263]. Can sense the flow of forces in the environment. Can perceive the infrared, ultraviolet spectrums, notice electrons, see in the dark, view X-Rays, discern the flow of sound or radiowaves, spot kinetic energies, and hear frequencies beyond the normal human range[264]. Can read the presence and health of nearby lifeforms. Can discern a living being's age, sex, and overall health. Can sense distant organisms, guess their potential for sickness or misfortune, perceive them through past or future states, or read the streams of Quuintessence that bind them to the universe[265]. Can perceive the intrinsic properties of base materials – their underlying structure, innate properties, and integral stability or lack thereof. Can view the material composition of an object, note its less-obvious structures, find its hidden layers or spot its weak points. Can detect implants, enhancements, and other integrations of living tissue and inert materials[266]. Can sense emotions and surface impulses of other people. Can perceive psychic impressions about a person, place, or object. Can guess the nature of weak Resonances signatures and read the stronger ones outright. Can scan auras, note mood shifts, discern truth from lies, or grasp someone's overall state of mind[267]), Mental Forcefield Creation (The mage can shield their own mind from the thoughts and emotions of other people, constructing mental barriers around his aura, emotions, and consciousness[268]), Energy Manipulation (Can channel and absorb Quintessence[269]), Power Bestowal (Can consencrate an object with personal energy, changing its properties[270]), Conceptual Manipulation (Type 1. Can channel and absorb Quintessence[271]), Power Nullification & Existence Erasure (Denial shuts out things the mage does not want to recognize. This delusion categorically denies things, people, or circumstances that a person refuses to accept. Essentially, the mage doesn't believe in it, therefore it cannot possibly exist[272]), Reality Warping, Weather Manipulation, Earth Manipulation, Sound Manipulation, Transmutation, Creation (A truly powerful Quiet can spread outward from the mage’s mind to alter the landscape and living beings nearby. Things can shift without conscious effort on the mage’s part: weather patterns could manifest, the ground might tremble, music might play, and people could be rendered silent. A crowd of people could turn, temporarily, into zombies or birds. Packs of rats, dogs, or naked toddlers might manifest out of thin air[273]), Madness Manipulation (The madness of a Marauder is contagious. When a powerful Marauder sets up shop, their madness soon overwhelms the local sense of reality. People begin to see themselves the way that the Marauder sees them, like actors in the Marauder's personal passion play. His delusions become their delusions. The Mad weave their madness into everything they do. As a result, each Marauder has powerful Resonance, rippling the Tapestry with lunatic phenomena. Eventually, the Madness becomes too strong for the Tapestry to endure[274]), Technology Manipulation (A Marauder can skew the localized reality in such powerful ways that even technology gets drawn into the dance. Video cameras, cell phones, and other recording devices shut down (a common occurrence), record indistinct blurs of unidentifiable activity, or else transform completely into related but dissimilar objects[275])

Attack Potency: Human level (Killed Abel[276]). Possibly High Ascendent level upon death (The children of Caine suspect that if Caine is killed by anyone else other than God, it will cause the demise of all Creation[277]) | Star level (The eye of Caine is stated to be a star[278]), potentially High Ascendent level (Caine is the strongest of all vampire generations, putting him above Lasombra[279], who can potentially become one with the Abyss/Void[280]). Possibly High Ascendent level upon death | High Ascendent level (Killed an angel of God, and can fight against Lilith[281])

Speed: Average Human | Irrelevant (Mages can freely move in the Astral Umbra) | Irrelevant

Lifting Strength: Average Human | Superhuman | Irrelevant

Durability: Human level | Star level, potentially High Ascendent level | High Ascendent level

Stamina: Unknown

Range: Melee range. High Ascendental via Curse of Caine | Stellar, potentially High Ascendental. High Ascendental via Curse of Caine | High Ascendental

Standard Equipment: None notable

Intelligence: Average | Mages can build platonic machines and weapons that can destroy beings in every dimension | Same as before

Weaknesses: Vampires are burned by sunlight, and can be paralyzed if impaled by a wooden stake through the heart.[282]

Notable Attacks/Techniques:

Others

Notable Victories:

Notable Losses:

Inconclusive Matches:

References

  1. Time of Judgement - Gehenna
  2. Time of Judgement - Gehenna
  3. The Erciyes Fragments
  4. Revelations of the Dark Mother
  5. The Erciyes Fragments
  6. Vampire: The Masquerade, 20th Anniversary Edition
  7. Vampire: The Masquerade, 20th Anniversary Edition
  8. Vampire: The Masquerade, 20th Anniversary Edition
  9. Vampire: The Masquerade, 20th Anniversary Edition
  10. Vampire: The Masquerade, 20th Anniversary Edition
  11. Vampire: The Masquerade, 20th Anniversary Edition
  12. Vampire: The Masquerade, 20th Anniversary Edition
  13. Vampire: The Masquerade, 20th Anniversary Edition
  14. Vampire: The Masquerade, 20th Anniversary Edition
  15. Vampire: The Dark Ages, 20th Anniversary Edition
  16. The Erciyes Fragments
  17. Time of Judgement: Gehenna
  18. Vampire: The Masquerade, 20th Anniversary Edition
  19. Vampire: The Masquerade, 20th Anniversary Edition
  20. Vampire: The Masquerade, 20th Anniversary Edition
  21. Vampire: The Masquerade, 20th Anniversary Edition
  22. Vampire: The Masquerade, 20th Anniversary Edition
  23. Vampire: The Masquerade, 20th Anniversary Edition
  24. Vampire: The Masquerade, 20th Anniversary Edition
  25. Vampire: The Masquerade, 20th Anniversary Edition
  26. Vampire: The Masquerade, 20th Anniversary Edition
  27. Vampire: The Masquerade, 20th Anniversary Edition
  28. Vampire: The Masquerade, 20th Anniversary Edition
  29. Vampire: The Masquerade, 20th Anniversary Edition
  30. Vampire: The Masquerade, 20th Anniversary Edition
  31. Vampire: The Masquerade, 20th Anniversary Edition
  32. Vampire: The Masquerade, 20th Anniversary Edition
  33. Vampire: The Masquerade, 20th Anniversary Edition
  34. Vampire: The Masquerade, 20th Anniversary Edition
  35. Vampire: The Masquerade, 20th Anniversary Edition
  36. Vampire: The Masquerade, 20th Anniversary Edition
  37. Vampire: The Masquerade, 20th Anniversary Edition
  38. Vampire: The Masquerade, 20th Anniversary Edition
  39. Vampire: The Masquerade, 20th Anniversary Edition
  40. Vampire: The Masquerade, 20th Anniversary Edition
  41. Vampire: The Masquerade, 20th Anniversary Edition
  42. Vampire: The Masquerade, 20th Anniversary Edition
  43. Vampire: The Masquerade, 20th Anniversary Edition
  44. Vampire: The Masquerade, 20th Anniversary Edition
  45. Vampire: The Masquerade, 20th Anniversary Edition
  46. Vampire: The Masquerade, 20th Anniversary Edition
  47. Vampire: The Masquerade, 20th Anniversary Edition
  48. Vampire: The Masquerade, 20th Anniversary Edition
  49. Vampire: The Masquerade, 20th Anniversary Edition
  50. Vampire: The Masquerade, 20th Anniversary Edition
  51. Vampire: The Masquerade, 20th Anniversary Edition
  52. Vampire: The Masquerade, 20th Anniversary Edition
  53. Vampire: The Masquerade, 20th Anniversary Edition
  54. Vampire: The Masquerade, 20th Anniversary Edition
  55. Vampire: The Masquerade, 20th Anniversary Edition
  56. Vampire: The Masquerade, 20th Anniversary Edition
  57. Vampire: The Masquerade, 20th Anniversary Edition
  58. Vampire: The Masquerade, 20th Anniversary Edition
  59. Vampire: The Masquerade, 20th Anniversary Edition
  60. Vampire: The Masquerade, 20th Anniversary Edition
  61. Vampire: The Masquerade, 20th Anniversary Edition
  62. Vampire: The Masquerade, 20th Anniversary Edition
  63. Vampire: The Masquerade, 20th Anniversary Edition
  64. Vampire: The Masquerade, 20th Anniversary Edition
  65. Vampire: The Masquerade, 20th Anniversary Edition
  66. Vampire: The Masquerade, 20th Anniversary Edition
  67. Vampire: The Masquerade, 20th Anniversary Edition
  68. Vampire: The Masquerade, 20th Anniversary Edition
  69. Vampire: The Masquerade, 20th Anniversary Edition
  70. Vampire: The Masquerade, 20th Anniversary Edition
  71. Vampire: The Masquerade, 20th Anniversary Edition
  72. Vampire: The Masquerade, 20th Anniversary Edition
  73. Vampire: The Masquerade, 20th Anniversary Edition
  74. Vampire: The Masquerade, 20th Anniversary Edition
  75. Vampire: The Masquerade, 20th Anniversary Edition
  76. Vampire: The Masquerade, 20th Anniversary Edition
  77. Vampire: The Masquerade, 20th Anniversary Edition
  78. Vampire: The Masquerade, 20th Anniversary Edition
  79. Vampire: The Masquerade, 20th Anniversary Edition
  80. Vampire: The Masquerade, 20th Anniversary Edition
  81. Vampire: The Masquerade, 20th Anniversary Edition
  82. Vampire: The Masquerade, 20th Anniversary Edition
  83. Vampire: The Masquerade, 20th Anniversary Edition
  84. Vampire: The Masquerade, 20th Anniversary Edition
  85. Vampire: The Masquerade, 20th Anniversary Edition
  86. Vampire: The Masquerade, 20th Anniversary Edition
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  88. Vampire: The Masquerade, 20th Anniversary Edition
  89. Vampire: The Masquerade, 20th Anniversary Edition
  90. Vampire: The Masquerade, 20th Anniversary Edition
  91. Vampire: The Masquerade, 20th Anniversary Edition
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  93. Vampire: The Masquerade, 20th Anniversary Edition
  94. Vampire: The Masquerade, 20th Anniversary Edition
  95. Vampire: The Masquerade, 20th Anniversary Edition
  96. Vampire: The Masquerade, 20th Anniversary Edition
  97. Vampire: The Masquerade, 20th Anniversary Edition
  98. Vampire: The Masquerade, 20th Anniversary Edition
  99. Vampire: The Masquerade, 20th Anniversary Edition
  100. Vampire: The Masquerade, 20th Anniversary Edition
  101. Vampire: The Masquerade, 20th Anniversary Edition
  102. Vampire: The Masquerade, 20th Anniversary Edition
  103. Vampire: The Masquerade, 20th Anniversary Edition
  104. Vampire: The Masquerade, 20th Anniversary Edition
  105. Vampire: The Masquerade, 20th Anniversary Edition
  106. Vampire: The Masquerade, 20th Anniversary Edition
  107. Vampire: The Masquerade, 20th Anniversary Edition
  108. Vampire: The Masquerade, 20th Anniversary Edition
  109. Vampire: The Masquerade, 20th Anniversary Edition
  110. Vampire: The Masquerade, 20th Anniversary Edition
  111. Vampire: The Masquerade, 20th Anniversary Edition
  112. Vampire: The Masquerade, 20th Anniversary Edition
  113. Vampire: The Masquerade, 20th Anniversary Edition
  114. Vampire: The Masquerade, 20th Anniversary Edition
  115. Vampire: The Masquerade, 20th Anniversary Edition
  116. Vampire: The Masquerade, 20th Anniversary Edition
  117. Vampire: The Masquerade, 20th Anniversary Edition
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  137. Vampire: The Masquerade, 20th Anniversary Edition
  138. Vampire: The Masquerade, 20th Anniversary Edition
  139. Vampire: The Masquerade, 20th Anniversary Edition
  140. Vampire: The Masquerade, 20th Anniversary Edition
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  142. Vampire: The Masquerade, 20th Anniversary Edition
  143. Vampire: The Masquerade, 20th Anniversary Edition
  144. Vampire: The Masquerade, 20th Anniversary Edition
  145. Vampire: The Masquerade, 20th Anniversary Edition
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  256. Vampire: The Masquerade, 20th Anniversary Edition
  257. Vampire: The Masquerade, 20th Anniversary Edition
  258. Mage: The Ascension, 20th Anniversary Edition
  259. Mage: The Ascension, 20th Anniversary Edition
  260. Mage: The Ascension, 20th Anniversary Edition
  261. Mage: The Ascension, 20th Anniversary Edition
  262. Mage: The Ascension, 20th Anniversary Edition
  263. Mage: The Ascension, 20th Anniversary Edition
  264. Mage: The Ascension, 20th Anniversary Edition
  265. Mage: The Ascension, 20th Anniversary Edition
  266. Mage: The Ascension, 20th Anniversary Edition
  267. Mage: The Ascension, 20th Anniversary Edition
  268. Mage: The Ascension, 20th Anniversary Edition
  269. Mage: The Ascension, 20th Anniversary Edition
  270. Mage: The Ascension, 20th Anniversary Edition
  271. Mage: The Ascension, 20th Anniversary Edition
  272. Mage: The Ascension, 20th Anniversary Edition
  273. Mage: The Ascension, 20th Anniversary Edition
  274. Mage: The Ascension, 20th Anniversary Edition
  275. Mage: The Ascension, 20th Anniversary Edition
  276. The Book of Nod
  277. Time of Judgement: Gehenna
  278. Time of Judgement: Gehenna
  279. Vampire: The Masquerade, 20th Anniversary Edition
  280. Time of Judgement: Gehenna
  281. Time of Judgement: Gehenna
  282. Vampire: The Masquerade, 20th Anniversary Edition
  283. Time of Judgement - Gehenna
  284. The Erciyes Fragments
  285. Time of Judgement: Gehenna
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