In the old stores, vampires could control the minds of the weak-willed, shapeshift into beasts, or vanish from sight. These powers are intimately tied to the power of blood and rely on the Hunger to reach out through blood to work its dark magics.
Many vampires spontaneously manifest new Artes as their connection to blood evolves.
Standard Artes have five ranks, each granting a new power. It costs a vampire 3 Experience to increase their Rank in a particular Arte by 1. To unlock a higher Rank of Artes, a vampire must first increase their Proficiency in the Potence skill.
Rank 1 Artes: Require Apprentice (+0) in Potence
Rank 2 Artes: Require Trained (+2) in Potence.
Rank 3 Artes: Require Advanced (+4) in Potence.
Rank 4 Artes: Require Expert (+6) in Potence.
Rank 5 Artes (Mastery): Require Master (+8) in Potence
When you unlock a higher Rank in an Arte, you also unlock the power associated with that Rank. For example, when you reach Rank 2 in Presage, you also unlok the Predatory Aspect power associated with that rank.
In some legends, vampires are said to have inhuman speed, being able to move faster than the eye can see, and even appear in two places at once. While some of these claims are exaggerated, a vampire with Alacrity can move faster than any living mortal. Alacrity only has 1 ability associated with it.
Cost: 1 Anima per use
Action: 1 Free Action or 1 Reaction
Effect: You can spend 1 Anima to push your undead physiology to the absolute limit, gaining one of the following benefits:
Preternatural Reflexes (Free Action): Use when rolling Initiative to add your number of Rank in the Arte of Alactrity to your Initiative roll.
Blurring Speed (Free Action): Use at the start of your turn to increase your Move Speed by +1 Range until the end of your turn.
Supernatural Instincts (Free Action): Use at any time to instantly gain 1 additional Reaction, which you must use immediately (e.g., to make an Attack of Opportunity or use a defensive Arte).
The first valravns arose from the battlefields of the Viking era. It was in the midst of blood and flame that this Arte arose, as these early valravn learnt to twist their curse of undeath into a weapon against the living.
Cost: 1 Anima
Action: 1 Action
Duration: 1 Scene
You create tiny, piercing, beak-like mouths on your fingertips, allowing you to drain blood without a bite.
Effect: You can spend 1 Anima and 1 Action to cause tiny leech-like mouths to grow from your fingertips. For the rest of the Scene, whenever you successfully Grapple a target, you automatically deal 1 Wound damage and drain 1 Anima from them into your own Anima pool. You can also use your fingers to lap up spilled blood from a container or puddle at a rate of 1 pint (1 Anima) per Action.
Cost: 1 Anima
Action: 1 Action
Duration: 1 Scene
You force your bones to break through the flesh of your forearms, forming serrated, knife-like growths.
Effect: You can spend 1 Anima and 1 Action to cause your bones to break through the flesh of your arms and legs, forming serrated, knife-like growths. For the rest of the Scene, your unarmed strikes deal Slashing damage, increase in size by 2 Steps, and gain the Parrying trait, allowing you to use the Unarmed Attacks skill to perform the Block and Riposte actions instead of Melee Weapons. Furthermore, whenever you critically hit a living target with your bone-blades, you drain blood directly from the wound, draining 1 point of Anima from the target.
Cost: 2 Anima
Action: 2 Actions
Duration: 1 Scene
You cause your blood to bubble through your pores and congeal into a thick, thorny armor.
Effect: You can spend 2 Anima and 2 actions to form armour out of your tainted blood. For the rest of the Scene, you gain a Supernatal Bonus to your Armour Defence equal to your Ranks in the Arte of Battle. Any enemy that Grapples you or hits you with an unarmed strike takes 1d6 Piercing damage from the blood-thorns.
Cost: 1 Anima
Action: 1 Action
Duration: Instantaneous
You grow a spike of bone and blood and launch it from your wrist at a foe like a ballistic projectile.
Effect: Spend 1 Action and 1 Anima to make a Ranged Attack using your Potence skill against the Armour Defence of a target within 2 Range. If you hit, the dart deals 2d6 + Brawn Modifier Piercing damage, and the target takes Persistent Bleed damage equal to your Rank in the Arte of Battle.
Cost: 3 Anima
Action: 3 Action
Duration: Instantaneous
You reach out with your blood magic to violently rip the vitae from an already bleeding foe.
Effect: Spend 3 Actions and 3 Anima to target one creature in Close Range that is currently taking persistent Bleed damage or has less than maximum Wound Points. Make a Potence check against their Endurance Defense.
Critical Success: The target takes 6d6 Void damage, and you immediately heal 1 Wound Point.Success: The target takes 3d6 Void damage.Failure: The target takes half damage.A vampire is a predator, dwelling at the pinnacle of the global food chain. A vampire can use their position as an apex predator to overpower weaker animals, bending them to the vampire's will.
Cost: 1 Anima
Action: 1 Action
Duration: 1 Scene
You overpower an animal's instincts, forcing them to understand you.
Effect: Spend 1 Action and 1 Anima to gain the ability to communicate with animals for the rest of the Scene. You can command groups of animals (a flock of birds, a swarm of rats) as long as they can all see and hear you. You may use Presence skills (such as Diplomacy or Intimidation) to ask them questions or influence their reactions as if they were human. Any animal made Friendly can be commanded to complete a complex action ("follow that car," "chew those brake lines").
Cost: 1+ Anima
Action: 1 Minute
Duration: Until the next dawn
Animals cannot be raised into true undeath, but you can feed tainted anima to a corpse to create an abomination of unlife.
Effect: Spend 1 Minute and 1 Anima to feed your vitae to a dead animal. It returns to unlife until the next sunrise (you can feed it 1 additional Anima per day to extend its existence). The animal looks as it did when it died, perhaps a bit more drawn and gaunt, though it has wicked, almost vampiric fangs.
The familiar gains an Intellect score equal to your Rank in the Arte of Beast and understands complex orders. It gains the Undead typing, your vampiric immunities, and your weakness to Fire. A vampire's familiar doesn't act like a normal animal. It doesn't hunt for food, nor does it react to human presence as a wild animal would. They sleep through the day and become primarily nocturnal as bright light inflicts the Dazzled condition on them. When reduced to 0 hit points, the familiar dies, but it does not compose for a number of days equal to the vampire's Potence, allowing the vampire to recover their familiar and feed it more anima to restore its unlife.
The tainted anima thrumming in the familiar's dead veins creates a sympathetic link between the familiar and its master. The vampire and the familiar can communicate silently over a number of Kilometres equal to the vampire's Rank in the Arte of Beast. The familiar is loyal to the vampire who created it.
Note: You can only have one familiar. Raising a second causes the first to collapse into dust.
Cost: 2 Anima
Defence: Willpower
Action: 1 Action
Duration: 1 Scene
You mark your prey with your tainted blood, making them irresistible to local predators.
Effect: Spend 1 Action and 2 Anima to infuse your next melee Strike or Brawl attack. If you hit and deal damage, make a Potence check against the target's Willpower Defence. If you succeed, you call a number of animals, depending on the vampire's location. This could be one of the following:
12 tiny animals (bats, crows, feral cats, rats, vipers, weasels)
4 small animals (feral dogs, coyotes, foxes)
1 medium animal (black bear, boar, panther, wolf)
The animals arrive in 1d4 rounds and relentlessly attack the marked target. They remain until the target is dead, or until they lose half their hit points, at which point they break your control and flee. Note that while the summoned animals will not attack you, they may attack your allies if they get between them and their prey.
Cost: 1 Anima
Action: 1 Action
Duration: 1 Scene
You push the taint of your blood further into any animals under your sway, driving them into a supernatural frenzy.
Effect: Spend 1 Action and 1 Anima. For the remainder of the Scene, all animals you have summoned (via Summon the Hunt or Raise the Familiar) gain the benefits of Physical Intensity, receiving a +2 Supernatural Bonus to their Brawn, Agility, and Constitution checks and Defenses.
Your predatory dominance expands beyond mundane beasts, allowing you to command terrifying cryptids or swarms numbering in the hundreds.
Benefit: Spend 3 Actions and 3 Anima to target an animal, a cryptid of animalistic intelligence (-3 or less) or a massive swarm within 1 Range. Make a Potence check against their Resolve Defence.
Success: You assert absolute dominance over the creature or swarm. It becomes Helpful and obeys your commands for the remainder of the Scene, recognizing you as the apex predator.
Among the oldest forms of magic in the world, blood magic is primal, tied to the fundamental forces of life and death. With the Blood Magic Arte, a vampire unlocks the ability to cast spells like a Mage. Blood Magic only has one rank.
You gain Apprentice Proficiency in Spellcraft and 1 Sphere of your choice, and can spend experience to purchase additional Proficiency Ranks in Spellcraft or Spheres of Magic as a Mage. You can cast spells from the following Spheres: Animal, Charms, Curses, Illusions, Scrying, Warding, and the unique Sphere of Blood.
You cannot use Spellcraft for a Rote Channelling action.
You can only use Spellcraft for a Ritual Channelling action if you have access to a fresh corpse (less than 1 minute old) or a living human. A living human must be Immobilized, Paralyzed, or Unconscious, and takes 1 Wound damage for every 1 point of Anima the Ritual requires. If using a corpse, you can only draw 2d4 Anima from it before it is rendered totally inert.
You gain a Spellbook, as a Mage
You gain a number of Rote Spells, as a Mage
A favoured Arte of the Vetala, Breath allows a vampire to drink anima from the living's exhalations. While slower than draining blood, it leaves no telltale bite marks. Victims feel tired and nauseous until their next Long Rest; if drained severely (below the victim's Anima Threshold), a medical exam will reveal inexplicable organ damage.
Cost: None
Defence: Endurance
Action: 1 Hour
Duration: Instantaneous
You drain Anima just by being in the same room as a target.
Effect: Spend 1 Hour in Close Range of a single target, concentrating on drawing in their breath. At the end of the hour, make a make a Potence check to Drain Vitae as if you were feeding from a grappled or restrained target. Treat the success states exactly as if you had used the Drain Vitae action. If you are interrupted by violence or a complex conversation that diverts your attention away from your target, you must start the hour over.
Cost: None
Defence: Endurance
Action: 30 Minutes
Duration: Instantaneous
You can feed from a human in half the time, provided you keep them engaged in conversation.
Effect: If you actively converse with your target, and you keep your target's attention, you only need to spend 30 Minutes before making your Potence check to Drain Vitae with Sips of Breath.
You can now use Sips of Breath and Stolen Words on any supernatural being, not just mundane humans. Furthermore, you gain a Circumstance Bonus equal to your Rank in the Arte of Breath to all Drain Vitae checks made using the Breath Arte.
Cost: 1 Anima
Defence: Endurance
Action: 2 Actions
Duration: Instantaneous
You violently rip the breath from a target's lungs in the middle of combat.
Effect: Spend 2 Actions and 1 Anima to target a creature within Close Range. Make a Potence check against their Endurance Defense.
Critical Success: The target is Staggered until the end of their next turn, and you drain 1d4 Anima from them.Success: The target is Slowed until the end of their next turn.Cost: 3 Anima
Defence: Endurance
Action: 3 Actions
Duration: 1 Minute
You draw the air out of the room, creating a suffocating vacuum around yourself.
Effect: Spend 3 Actions and 3 Anima. For the next 1 Minute, any living creature that ends its turn within Close Range of you must make an Endurance Defense check against your Potence DC (10 + your Rank in the Arte of Breath + your Constitution modifier) or begin suffocating (as per the Drowning & Suffocation rules).
A vampire is a prince of the night. With the Arte of Control, a vampire learns to exert their authority over lesser creatures through supernatural means.
Cost: 1 Anima
Defence: Resolve
Action: 2 Actions
Duration: 1 Round
By meeting the gaze of a target, you issue a single, instantaneous command.
Effect: Spend 2 Actions and 1 Anima to roll a Potence check against the Resolve Defence of a target that is within Close Range and who is able to see you.
Success: You can issue a single, 1-Action command, such as "Run away," "Drop your weapon," "Close your eyes," or "Fall Prone." The target must spend their very next action fulfilling this command. The command cannot be overtly suicidal ("Die" automatically fails), and targets will interpret always interpret commands in their own best interest--telling someone on a roof to "jump" will usually prompt them to jump in place rather than leap off the edge. If the command is ambiguous or confusing, the target may not respond at all and instead just stand confused while they process the order, causing them to be Stunned for 1 action. If you do not share a language, the target is simply Stunned for 1 Action instead.
While under the effects of Command, a target cannot make reactions. Command ends after the target's next action.
Cost: 1 Anima
Defence: Resolve
Action: 3 actions
Duration: Concentration
The source of legends regarding a vampire's hypnotic gaze. This requires sustained eye contact and intense concentration.
Effect: Spend 3 Actions and 1 Anima to roll a Potence check against the Resolve Defence of a target that is within Close Range and who is able to see you.
Success: The target gains the Fascinated condition as long as you Concentrate to maintain eye contact with them. You may use other powers from the Arte of Control freely without breaking this Concentration.
Cost: 1 Anima
Defence: Resolve
Action: 1 Minute
Duration: Until the next dawn
Using your hypnotic gaze, you implant subconscious commands in the mind of your captivated target.
Effect: Spend 1 Minute and 1 Anima to roll a Potence check against the target's Resolve Defence.
Success: You issue a complex command ("Invite me inside," "Punch the dark-haired guy over at the bar who's definitely not a werewolf.") Obviously impossible actions, such as "count every grain of sand on this beach," automatically fail, as do obviously suicidal commands, such as "walk down the middle of the highway during rush hour. If carrying out the command forces the target to break their moral code or puts them in danger, the target may make a Resolve check against your Potence DC to break the mesmerization early. Otherwise, the compulsion lasts until fulfilled or until the next sunrise.
A target can only be subject to one Mesmerize effect at a time. If the vampire attempts to Mesmerize a target already under the effect of Mesmerization or a similar mental control. The vampire makes an opposed Potence roll against the Potence of the target (or the appropriate supernatural ability, such as the Charm sphere for mages or Glamour for fey).
Cost: 1+ Anima
Defence: Resolve
Action: 1-3 Minutes
Duration: 1 Week (see below)
Your control lingers as a subconscious trigger.
Effect: When using Mesmerize, you may spend 1 additional Anima to set the command to a specific trigger (e.g., "When you next see your husband..."). You may also implant longer, more complex commands with multiple steps, such as "tail this individual, take notes, and email the response." You may implant up to three linked commands, spending 1 additional Minute and 1 additional Anima per command. The subconscious triggers lay dormant for up to 1 Week (or 1 Month on a Critical Success). Once a specific compulsion is triggered, it lasts until the next sunrise.
Cost: 2 Anima
Defence: Resolve
Action: 10 Minutes
Duration: Permanent
You surgically alter a target's memory of the last 24 hours.
Effect: Spend 1 Minute and 2 Anima to roll a Potence check against the target's Resolve Defence.
The old fable that vampires cast no reflections is rooted in this Arte, granting access to the mirrored dimension behind the glass.
Cost: 1 Anima
Action: 1 Action
Duration: Until the next dawn
You twist light around yourself.
Effect: Spend 1 Action and 1 Anima. Until the next sunrise, you no longer appear in mirrors, and you appear as a blurry, distorted smear in photographs, video feeds, and security camera feeds. This prevents Veil Breaches, but you cannot turn the power off early; you have to be wary of large mirrors and reflective surfaces to avoid Sleepers discovering your presence.
Cost: 1 Anima
Action: 1 Minute
Duration: Instantaneous
Mirror, mirror on the wall...
Catoptromancy is the art of divination by mirrors. Vampires with this power can gaze into a mirror and gain insight into one question.
Effect: Spend 1 Minute and 1 Anima to smear your blood on a mirror and pose a single question regarding an unknown identity, such as "Who betrayed me," "Who really runs this city," or "Who does this weapon belong to?" The GM then makes a Potence check against the Willpower of the answer of that question.
Success: Your reflection twists into the face of the person who most directly answers the question. (If you asked to identify a murderer, your face would become the hitman, not the local Illuminati cell leader who hired that hitman to frame a potential rival).
Cost: 1 Anima
Defence: Resolve
Action: 1 Round
Duration: 1 Scene
You open a crack into the mirrored realm, allowing you to see out of other mirrors.
Effect: Spend 3 Actions and 1 Anima to smear your blood on a mirror. The mirror becomes a window, allowing you to gaze out of any other mirror within a Range increment equal to your Rank in the Arte of Mirrors. (If you are Rank 3 in the Arte of Mirrors , you can see out of any mirror within Range 3).
You can switch to a different mirror in the radius by spending 3 Actions to focus. If someone looks into the mirror you are currently gazing out of, you appear as a dim shadow just off to the side of the frame.
Cost: +1 Anima
Duration: Instantaneous
While using Reflective Eyes, you can cast Blood Magic and Artes through the reflection.
Effect: You cannot use any spells or artes that deal direct damage (like Bonedart), but any spell or Arte that targets an individual or an area can be cast using the remote mirror as the point of origin. Casting a power through the mirror costs 1 additional Anima.
Cost: 3 Anima
Action: 3 actions
Duration: Instantaneous
You physically step through the mirrored realm.
Effect: Spend 3 Actions and 3 Anima to step into a mirror large enough to accommodate your body. You instantly teleport out of any other appropriately sized mirror within a number of kilometres equal to your Rank in the Arte of Mirrors.
One of the foremost powers of legendary vampires is the ability to strike fear into the hearts of mortal men. But a vampire's Hunger does not desire fear. Fear is rational, understandable, and natural. A vampire is an unnatural predator. The fear it creates is unnatural, unholy terror, a blight on the human psyche. Vampires with this Arte learn to bear the darkest parts of their spirits, manifesting their inhumanity to drive others into mindless panic.
Cost: 1 Anima
Defence: Resolve
Action: 2 Actions
Duration: Instantaneous
You bare your fangs and unleash a malevolent, unnatural hiss, dropping the facade of humanity.
Effect: Spend 2 Actions and 1 Anima to make an Intimidation check (adding your Rank in the Arte of Nightmare as a bonus) against the Resolve Defence of a target within Close Range.
Cost: 1 Anima
Defence: Resolve
Action: 2 Actions
Duration: 1 Minute
The air chills, the lights dim, and the room's angles feel wrong. Gloom and uncertainty creep into the hearts of those around the vampire.
Effect: Spend 2 Actions and 1 Anima to project an aura of gloom. Make a Potence check against the Resolve Defence of all living creatures in Close Range.
Note: Dread lasts until the vampire takes overtly hostile action or 1 Minute, whichever comes first.
Cost: 2 Anima
Defence: Resolve
Action: 2 Actions
Duration: Instantaneous
By making eye contact, you psychically unleash your Hunger directly into the target's mind.
Effect: Spend 2 Actions and 2 Anima to make a Potence check against a target's Resolve Defence.
Note: A creature without eyes, or who is otherwise unable to see, is immune to Eye of Terror.
Cost: 2 Anima
Defence: Resolve
Action: 3 Actions
Duration: Instantaneous
You manifest the target's deepest, darkest phobia into a hallucinatory physical attack.
Effect: Spend 3 Actions and 2 Anima to target one Frightened creature in Close Range. Make a Potence check against their Resolve Defense.
Success: The target takes 4d6 Psychic damage. If this damage reduces them to 0 Vitality, they fall Unconscious from sheer terror instead of taking Wound damage.
Cost: 3 Anima
Defence: Endurance
Action: 3 Actions
Duration: Instantaneous
You push a mortal's terror so far past the breaking point that their organs physically fail.
Effect: Spend 3 Actions and 3 Anima to target a creature currently suffering from the Frightened condition. Make a Potence check against their Endurance Defence.
Vampires are nocturnal hunters. By mastering the Obscuring Arte, a vampire draws upon the darkness to meld into the night and hide their actions from mortal prey.
Cost: 1 Anima
Defence: Awareness
Action: 1 Action
Duration: 1 Scene
You cloak a single object from the observations of others. It fades from attention, becoming incredibly difficult to consciously acknowledge.
Effect: Spend 1 Action and 1 Anima to touch an unattended item, the Max Bulk of which is no greater than your Rank in the Arte of Obscure. Any creature who searches the area must succeed at an Awareness check against your Potence DC, or they completely fail to register the object's presence for the remainder of the Scene. (e.g., If you obscure a desk, they will walk around it and feel pain if they bump it, but they won't think to open the drawers nor describe it in a recollection of the room later on).
This only affects inanimate objects (including corpses). If an obscured item is used as a weapon, the victim is Flat-Footed against the attack, but the illusion instantly breaks for them once they take damage.
Cost: 1 Anima
Defence: Awareness
Action: 1 Action
Duration: 1 Scene
You render yourself so profoundly uninteresting that others fail to recognize your presence.
Effect: Spend 1 Action and 1 Anima. You gain a Circumstance Bonus equal to your Potence Tier to all Stealth and Larceny checks. Any creature that tries to interact directly with you must make an Awareness check against your Potence DC. On a failure, they acknowledge that a person is there but perceive you as just "some person" with average build and clothing. You could walk down the street holding a sword, and unless you attack someone, nobody will care.
If you attack or feed, your target is Flat-Footed against the first strike. The illusion immediately breaks for them, and everyone else nearby gets a new Awareness check with a +4 bonus to notice you.
Finally, while Shrouded Guise is active, you add your Rank in the Arte of Obscure to your defences against any attempt to discern your vampiric nature.
Cost: 2 Anima
Defence: Awareness
Action: 1 Action
Duration: 1 Scene
You vanish into the night, leaving no scent and making no sound.
Effect: Spend 1 Action and 2 Anima to become completely Invisible and Unnoticed by sapient creatures (including AIs and besouled golems) for the remainder of the Scene. You still appear in photographs and raw video feeds, and animals still react to your presence.
Cloak of Night breaks instantly if you attack a target or make an overtly hostile action.
Cost: 2 Anima
Defence: None
Action: 1 Action
Duration: 1 Scene
You extend your Shrouded Guise to cover your entire coven.
Effect: Spend 2 Actions and 2 Anima. You project a Close-Range aura. You and any allies within the aura gain the full benefits of Shrouded Guise. If an ally attacks, the illusion breaks only for that specific ally.
Cost: 3 Anima
Defence: Awareness
Action: 10 Minutes
Duration: 28 Days (1 Lunar Month)
You shroud your haven in shadows and apathy, making it the perfect, untrackable lair.
Effect: Spend 10 Minutes and 3 Anima. You expand your Touch of Shadow to cover a single building (or vehicle) up to a size of 10x your Constitution Modifier. This shroud lasts for 1 Lunar Month, or 28 Days.
Any creature attempting to track your location or examine the building using Investigate, Street Smarts, or Survival must beat your Potence DC, or they completely fail. People subconsciously acknowledge the building is there so they don't crash into it, but they simply do not perceive any other details about it, nor will they think to enter it.
You can only establish an Oubliette on a structure over which you hold a Threshold (a place you can freely enter and leave, and where you possess the right to deny others entrance). This is usually achieved through ownership or a rental lease, though squatters' rights may apply, and some vampires have used this Arte on RVs to create a mobile lair that evades law enforcement's perception.
You can only maintain one Oubliette at a time. Establishing a new one immediately causes the old shroud to fade. You can willingly dismiss an Oubliette by spending 3 Actions.
This Arte turns the vampire's predatory senses up a notch, allowing them to locate weaknesses and discern potential dangers. The more powerful a vampire becomes in this arte, the more their powers border on prophetic, allowing them to catch glimpses of the future.
Cost: 1 Anima
Defence: None
Action: 1 Action
Duration: 1 Minute
You send your vampiric senses into Overdrive.
Effect: Spend 1 Action and 1 Anima to gain a Supernatural Bonus equal to your Rank in the Arte of Presage to your Awareness Defence and all Investigate checks for the next 1 Minute.
Cost: 1 Anima
Defence: Composure
Action: 1 Round
Duration: Instantaneous
You awaken your Hunger to see things others might hide.
Effect: Spend 3 Actions and 1 Anima to make a Potence check against the Composure Defence of all creatures within Close Range. If you succeed against a target, you may ask the GM one of the following questions regarding them:
Who here is most likely to give me what I want?
Who or what is most likely to resort to violence?
Who here is most afraid?
Who or what is most likely to hurt me?
Is there a powerful supernatural here (A creature with at least Expert rank Proficiency in Potence, Spellcraft, Wyrd, Legacy, Harmony or a similar skill)?
Any creature you fail against is not considered in the answer to the question. A critical failure results in a lie about that individual, as you misread the situation.
Cost: 2 Anima
Defence: Composure
Action: 1 Action
Duration: Instantaneous
You peel back the secrets of a single individual's psyche.
Effect: Spend 1 Action and 2 Anima to make a Potence check against a single target's Composure Defence.
Success: You may ask the GM one of the following questions:
What is this person's mood?
What is this person afraid of right now?
What is this person's virtue or vice?
What is one of this person's vulnerabilities? (ex. depression, addiction, anxiety, physical illness, etc.)
Is this person being controlled by someone else? (either supernaturally, or coercion)
Is this person a supernatural creature?
Who is this person aligned with/what are their Allegiances?
Who does this person want to hurt the most?
For every 5 you beat the target's Composure defence by, you can ask an additional question.
If you fail the roll, you gain no information. A Critical Failure yields misleading information.
Cost: 1 Anima
Defence: None
Action: 1 Reaction
Duration: Instantaneous
You catch a glimpse of an incoming blow just before it lands.
Effect: If you are hit by an attack, you can spend your reaction and 1 Anima to force the attacker to reroll their attack and take the lower result. (This is a Misfortune effect).
Cost: 3 Anima
Defence: None
Action: 1 Minute
Duration: Concentration
You project your consciousness out of your body as an ethereal form to scout what your physical eyes cannot see.
Effect: Spend 1 Minute and 3 Anima meditating to separate your senses from your physical shell. Your consciousness manifests as a ghostly, Incorporeal form that vaguely resembles you.
This form possesses all of your normal senses, a Fly Speed in Range increments equal to your Potence Tier, and gains a Circumstance Bonus to Stealth checks equal to your Potence Tier. You cannot attack, manifest Artes, cast spells, or communicate verbally through this form. The ethereal form has exactly 1 Vitality Point. If it takes any damage, it is instantly destroyed and your senses violently snap back to your physical body. You take 2d6 Psychic damage and the Arte immediately ends. Otherwise, you can maintain the projection indefinitely, provided you spend 1 Action each round to Concentrate on mantaining it.
Cost: 1 Anima
Defence: None
Action: 2 Actions
Duration: 1 Minute
Vampires are walking corpses, free from the fragilities of mortality. When a vampire's Hunger is factored in, they gain a truly remarkable ability to shrug off massive trauma. Resilence has only has 1 ability associated with it.
Effect: Spend 2 Actions and 1 Anima. For the next Minute (10 rounds), you gain Resistance to all Physical Damage equal to your Rank in the Arte of Resilience. (For example, an Expert gains Resistance 6 to all ballistic, bludgeoning, slashing, and piercing damage).
One of the most legendary powers of vampires is the ability to attract, sway and control the emotions of the weak-willed, twisting mortals around their claws. The Arte of Seduction amplifies the Vampire's attractive characteristics, be it their physical appearance, charisma or force of personality to sway and control the weak-willed.
Cost: 1 Anima
Defence: Composure
Action: 3 Actions
Duration: 1 Scene
You supernaturally enhance your social attractiveness, drawing others to you like moths to a flame.
Effect: Spend 3 Actions and 1 Anima to make a Potence check against the Composure Defense of all targets in Close Range.
Success: The targets feel supernaturally drawn to you for the rest of the Scene. They suffer a Circumstance Penalty to their Composure Defense equal to your Potence Tier against your future social interactions.
In addition, while Awe is active, you ignore all penalties imposed by inappropriate attire (e.g., you fit in perfectly at a black-tie event while wearing street clothes).
Cost: 1 Anima
Defence: Composure
Action: 3 Actions
Duration: 1 Hour, see below
A few heartfelt words or a compassionate glance breaks down a target's prudence, leaving them infatuated.
Effect: Spend 3 Actions and 1 Anima to make a Potence check against a single target's Composure Defense.
Critical Success: The target becomes Helpful toward you until the next dawn, and cannot make any hostile reactions against you. Success: The target becomes Helpful toward you for 1 Hour, and cannot make any hostile reactions against you.If the vampire takes any hostile action against the target, this power immediately ends.
Cost: 2 Anima
Defence: Composure
Action: 1 Minute
Duration: 1 Hour, see below
You manipulate a target's emotions, causing them to undertake actions they normally wouldn't just to please you.
Effect: Spend 1 Minute and 2 Anima interacting with a target already under the effect of your Charmed Arte. Make a Potence check against their Composure Defense.
Critical Success: The target becomes your willing servant until the next dawn. You may issue as many Requests as you desire over that time period, and the target will try to fulfill them out of an obsessive need to please you. Unlike Control, they retain their free will; if a request would lead to bodily harm or violate their morals, they will walk away rather than comply with the command. When the effect ends, the target feels confused and out of sorts, with no lingering attraction to you.Success: As Critical Success, but the target is only entranced for 1 hour.If the vampire takes any hostile action against the target, this power immediately ends.
Cost: 2 Anima
Defence: Willpower
Action: 3 Actions
Duration: Concentration
You reveal the terrifying perfection of your undead form, inspiring absolute worship.
Effect: Spend 3 Actions and 2 Anima to project an aura of Majesty out to Close Range. This Aura lasts until the end of your next turn; you may extend the duration of this aura by 1 round by taking 1 Action to Concentrate on it each Round; each round you do so, increase the Range by 1, up to a maximum Range equal to your Rank in the Arte of Resilience. Any enemy within your aura of Majesty who attempts to target you with a hostile action must first make a Willpower Defence check against your Potence DC.
Failure: Your target is overwhelmed by your presence and lose their action. They cannot attempt to target you again with a hostile action this turn.
Cost: 3 Anima
Defence: Composure
Action: 1 Hour
Duration: 28 Days (1 Lunar Month)
You become the absolute center of a mortal's existence.
Effect: Spend 1 Hour and 3 Anima interacting with a target already under the effect of your Entrancement Arte. Make a Potence check against their Composure Defense.
Success: The target becomes utterly obsessed with you for 1 Lunar Month. They will abandon their job, their family, and their prior life to follow you, serve you, and seek your approval. (They will not necessarily be useful in combat, but they will provide you with shelter, money, and blood without question).
Vampires are predators, and some indulge their Hunger to become literal embodiments of its savage power, twisting their own flesh into weapons.
Cost: 1 Anima
Action: 1 Action
Duration: 1 Scene
You twist your nails into long, vicious talons capable of rending flesh and bone. Favoured by many Valravn, this Arte means that one of Helheim's Flock is never truly unarmed.
Effect: Spend 1 Action and 1 Anima. For the rest of the Scene, your unarmed strikes deal 1d6 + Rank in the Arte of Skinwalk. in slashing damage and gain the Finesse property. Your claws give you incredible grip, allowing you to Climb at half your normal Speed without needing an Athletics check.
Your claws remain active for the rest of the scene unless you spend 1 Action to retract them.
Cost: 1 Anima
Action: 2 Action2
Duration: 1 Scene
You warp your body, taking on specific anatomical cues from other predators.
Effect: Spend 2 Actions and 1 Anima to pick three adaptations to manifest from the list below. You cannot change these once manifested.
Aquatic: You develop webbed hands and slick scales. Gain a Swim Speed equal to your normal Speed.
Echolocation: Your ears extend out to monstrous proportions. Gain Blindsight out to Close Range, negated by Deafness or silence effects.
Feral Senses: You gain a beast's keen sense of smell. You gain a +2 supernatural bonus to Potence checks to Sense Living.
Patagia: You grow a flap of leathery skin between your arms and torso, allowing you to glide. For every 1 meter you fall, you can glide 3 meters horizontally, and you reduce falling damage by half.
Prehensile Tail: You grow a long, prehensile tail. You can use it to grab things as if it were an extra arm, though it lacks hands and so cannot be used for tasks that require fine motor skills.
Quadrupedal: Your bones crack and shift, giving you a quadrupedal gait. Your Speed increases by 1 Range, and you gain a +4 Supernatural bonus on Athletics checks.
Wall Crawling: You grow thousands of barbed hairs across your palms and the soles of your feet. Gain a Climb Speed equal to your normal Speed.
You can dismiss this Arte before its duration ends and revert to your normal form by spending 1 Action.
Cost: 2 Anima
Action: 2 Actions
Duration: 1 Scene
You physically twist your anatomy, shifting into the form of a predatory beast.
Effect: Spend 2 Actions and 2 Anima to polymorph into a Wolf, Panther, or a human-sized Bat.
You gain the following statistics and abilities regardless of which battle form you choose:
+3 Status Bonus to Armour Defence
5 temporary Hit Points.
Low-light vision and imprecise scent 30 feet.
Athletics Proficiency Bonus of +5, unless your own modifier is higher.
One or more natural weapons specific to the form you choose, which are the only attacks you can use, and use your Rank in the Arte of Skinwalk + Brawn Modifier for attack rolls while shifted.
You also gain specific abilities based on the type of animal you choose:
Bat: Speed 1/2 Range, Fly Speed 2 Range, Melee bite attack, Damage 2d6 piercing.
Panther: Speed 2 Range; Melee bite attack, Damage 2d6 piercing; Melee claw attack, Damage 1d10 slashing (agile).
Wolf: Speed 2 Range; Melee bite attack, Damage 2d8 piercing.
You can dismiss this Arte before its duration ends and revert to humanoid form by spending 1 Action.
Cost: 3 Anima
Action: 2 Actions
Duration: 1 Scene
You dissolve your physical body into a terrifying swarm of bats, rats, or venomous centipedes.
Effect: Spend 2 Actions and 3 Anima to become a Swarm. You gain Resistance 10 to all single-target physical attacks (piercing, slashing, ballistic), but you gain Weakness 5 to all Area of Effect damage. You can move through any space large enough to fit a Size 1 creature. Any creature that ends its turn sharing your space takes 3d6 piercing damage and must succeed at an Endurance Defence check or become Sickened 1.
You can dismiss this Arte before its duration ends and revert to humanoid form by spending 1 Action.
Cost: 3 Anima
Action: 2 Actions
Duration: 1 Scene
You unleash the ultimate physical manifestation of your Hunger, becoming a massive, towering monstrosity of bone, muscle, and fur.
Effect: Spend 2 Actions and 3 Anima. Your Size increases by 1. You gain 15 Temporary Vitality Points. Your unarmed strikes deal 2d8 + your Rank in the Arte of Skinwalk in slashing damage and gain the Finesse property. You gain all adaptations from Predatory Aspect simultaneously. While The Chimera is active, you gain Fortune when you use Intimidation against mortal targets.
You can dismiss this Arte before its duration ends and revert to humanoid form by spending 1 Action.
Vampires are masters of the night, but with the Tenebrous Arte, a vampire literally seizes control of the darkness in which they dwell.
Cost: 1 Anima
Defence: None
Action: 2 Actions
Duration: 1 Scene
You can see in pitch darkness.
Effect: Spend 1 Anima and 2 Actions to adjust your eyes to the deepest darkness. You gain Darkvision, suffer no vision penalties in the dark, and can sense shifts in heat. Furthermore, while Night Sight is active, you are completely immune to the Blinded condition.
Cost: 1 Anima
Defence: None
Action: 2 Actions
Duration: 1 Scene
You release the darkness dwelling within your blood to blanket an area.
Effect: Spend 2 Actions and 1 Anima to shroud an area within Close Range in supernatural darkness. Non-magical light cannot penetrate this cloud, and neither a torch nor a lantern emanates any light while inside the area, even if their light radius would extend beyond the darkness. Light can't pass through, so creatures in the area can't see outside. From outside, it appears as a cloud of pure darkness. It blocks line of sight completely for those without Darkvision.
The cloud lasts for the Scene, or until exposed to direct, natural sunlight, which burns it away in 1 round.
Cost: 1 Anima
Action: 2 Actions
Duration: 1 Scene
You entwine shadows into a weapon, allowing it to cut through physical and incorporeal targets alike.
Effect: Spend 1 Action and 1 Anima to wrap a slashing/piercing melee weapon in darkness. The weapon deals additional Void damage equal to your Rank in the Arte of Skinwalk, and can now affect incorporeal creatures.
Cost: 1 Anima+
Defence: None
Action: 1 Action or Reaction
Duration: Instantaneous
You can now emulate the Flickering nightmare of horrors, allowing you to swiftly step between shadows.
Effect: If you are standing in a location of dim illumination or lower, you can spend 1 Anima as a single action to flicker to another patch of dim illumination within Close range. This Movement is instantaneous: you vanish into the shadows at your starting location and reappear at your destination. This movement only provokes an attack of opportunity at your destination, and only if your target is aware of you.
You can only Shadow Step to a location within range that you can see and that you would be normally able to reach by walking within Close range. For example, you can Shadow Step to the back seat of a car pursuing you within Close Range, as, in theory, you could walk that distance. But you cannot Shadow Step across a chasm unless the distance to the bottom, across, and back up is less than Close Range. You can spend 1 additional Anima to increase the range of this teleportation by 1 Range band per Anima spent.
If you spend 2 Anima, you can use this action as a reaction, allowing you to step through the darkness after taking damage.
Cost: 3 Anima
Action: 1 Action
Duration: 1 Scene
You draw shadows into yourself, becoming a creature of pure darkness.
Effect: If standing in dim light or darkness, spend 1 Action and 3 Anima to become Incorporeal. While merged with the shadows, you are immune to all physical damage, and you can only take damage from sunlight, fire, and supernatural abilities that can affect incorporeal creatures.
While merged with the shadows, you cannot harm corporeal creatures, though you can freely interact with other incorporeal beings. If you are wielding a weapon you enhanced with Blades in the Night, you can attack corporeal creatures freely. You can move at your regular speed, and you are not hindered by barriers that wouldn't stop a shadow.
Developed by the Asanbosam vampires of West Africa, Thorns gives its practitioners control over wild places and plant life. Though developed in the mangroves and tropical rainforests along the Gulf of Guinea, it works just as well in any location teeming with plant life, be it a taiga, a city park, or even a greenhouse.
Cost: 1 Anima
Defence: None
Action: 3 Actions
Duration: 1 Scene
You pass through wild places without risking being heard or followed.
Effect: Spend 1 Anima and 3 actions to meditate and spread your taint into the soil. For the remainder of the Scene, while travelling across natural terrain (dirt, grass, stone, snow), you gain a Circumstance Bonus to Stealth checks equal to your Rank in the Arte of Skinwalk. Anyone attempting to Track you suffers a penalty of the same amount.
Cost: 1 Anima
Defence: Endurance
Action: 1 Round
Duration: Instantaneous
You become a bridge between entropy and the living world, rotting plants and wood.
Effect: Spend 2 Actions and 1 Anima to become a bridge between the powers of entropy and the living world. Then choose one of the following options:
Burst: Make a Potence check against the Endurance Defence of all Plants in Close Range. Any Plant that fails takes 1d4 Void damage per rank of Rank in the Arte of Thorn you possess.
Touch: Make a Potence check against the Endurance Defence of a single large plant or an item made of organic materials (such as a log cabin or a wooden bridge). On a success, the target takes 1d8 Void damage per rank of Rank in the Arte of Thorn you possess, bypassing Hardness, as rot consumes it.
Cost: 1 Anima
Defence: None
Action: 3 Actions
Duration: Instantaneous
A useful tool for stalking prey, a vampire with this power can meld with trees and other large plants.
Effect: Spend 3 Actions and 1 Anima to physically merge into a plant of your Size or larger. The plant can be dead or alive, but it cannot be worked in any form, such as turned into a wall or furniture. While merged with the plant, your senses extend from it, granting you all-around vision, and your sense of touch extends through the entire plant. While within the plant, you cannot be directly targeted, but you take half of any damage dealt to the plant. You are immune to sunlight while merged with the plant, but you retain your weakness to fire.
You can exit the plant by spending 1 Action, or spend 1 Anima to exit as a Free Action to ambush prey.
Cost: 2 Anima
Defence: Dodge
Action: 1 Round
Duration: 1 Minute
You command the undergrowth to violently seize your enemies.
Effect: Spend 2 Actions and 2 Anima to animate the flora in a Close-range emanation around you. For the next 1 Minute, any enemy that starts its turn in the area must make a Dodge Check against your Potence DC.
Failure: The targets are Grabbed by roots and vines. Escaping requires an Athletics/Acrobatics check against your Potence DC.Critical Failure: The targets are Restrained.Cost: 3 Anima
Defence: Dodge
Action: 1 Round
Duration: Instantaneous
You force massive, jagged wooden stakes to violently erupt from the earth.
Effect: Spend 3 Actions and 3 Anima to twist roots and decaying plant matter into twisted implements of torture. Make a Potence check against the Dodge Defence of all creatures in a Close Range burst.
Critical Success: The target takes 6d6 piercing damage and is Immobilized as they are impaled by the stake.Success: The target takes 3d6 piercing damage.Failure: The target takes half damage.Cost: 1 Anima
Action: 1 Action
Duration: 1 Minute
The Hunger tunes every fiber of the vampire's being into a predator of the highest caliber, granting them the ability to rend steel with their bare hands. The Arte of Vigour only has 1 power associated with it.
Effect: Spend 1 Action and 1 Anima to surge with undead might. For 1 Minute, you gain a Supernatural Bonus to all Brawn checks, Athletics checks, and Melee Damage rolls equal to your Rank in the Arte of Vigour.
While Vigour is active, you completely ignore the Encumbered condition, allowing you to lift cars, shatter doors, and wield massive weapons effortlessly.
While most vampires focus on a few artes, some experiment with the power of blood, developing strange powers that blend several artes.
Hybrid Artes require a number of ranks in standard Artes, listed in their prerequisites. A Hybrid Arte costs 3 experience, just like a standard Arte.
Cost: 3 Anima
Action: Reaction
Duration: 1 Round
Prerequisite: Resilience 4, Vigour 3
You coat yourself in a protective layer of anima-enhanced blood that boils forth from your flesh.
Effect: Spend 3 Anima as a Reaction when you are about to take damage. Until the start of your next turn, you are completely immune to all sources of damage (physical or supernatural). Even damage from sunlight and fire is absorbed into the boiling blood before it harms you.
Cost: 1 Anima
Action: 3 Actions
Duration: Instantaneous
Prerequisite: Resilience 1, Skinwalk 3
You unfold your anatomy in ways a living body could never survive, slipping into spaces you shouldn't fit.
Effect: Spend 3 Actions and 1 Anima to ooze your way into any Size 2 space. You can move through it at 1/3 your normal Speed, allowing you to slide through vents, pipes, and the spaces between walls. You cannot attack or use other Artes while distended. Reassembling yourself back into a humanoid form requires 3 Actions.
Cost: 2 Anima
Defence: Resolve
Action: 2 Actions
Duration: 1 Round
Prerequisite: Nightmare 2, Seduce 1
You blend Awe and Dread together to violently warp the emotions of those around you.
Effect: Spend 2 Actions and 2 Anima to activate both Awe and Dread simultaneously. Make a Potence check against the Resolve Defence of all creatures in Close Range.
Critical Success: The targets are Confused for 2 rounds.Success: The targets are Confused until the start of your next round.Cost: 1 Anima
Action: 1 Free Action
Duration: 1 Round
Prerequisite: Resilience 3, Vigour 1
You push through the pain, becoming stronger for it.
Effect: Spend 1 Anima as a Free Action at the start of your turn. Until the start of your next turn, you ignore all conditions that would impact your physical checks (such as Drained, Clumsy, or Wounded).
Cost: 1 Anima
Defence: Composure
Action: 2 Actions
Duration: 1 Round
Prerequisite: Seduce 1, Resilience 1
You bring forth your awe-inspiring presence, sapping the physical will of your target.
Effect: Spend 2 Actions and 1 Anima to make a Potence check against a target's Composure Defense.
Critical Success: The target gains Enfeebled 4.Success: The target gains Enfeebled 2.You tune your predatory senses to the frequencies of raw magic.
Effect: You gain access to Mage Sight as if you were a mage.
Cost: 2 Anima
Defence: Composure
Action: 1 Action
Duration: Instantaneous
Prerequisite: Control 1, Nightmare 3
You release a wave of terror that drives prey from their hiding spaces so they can be properly hunted.
Efect: Select a point you can see within 1 Range increment per rank you possess in the Arte of Nightmare, and unleast a burst of mindless panic around that point. Spend 2 Actions and 2 Anima to make a Potence check against the Resolve Defense of all creatures in a Close Range burst around that point.
Critical Success: The targets gain Fleeing 2.Success: The targets gain Fleeing.Cost: 1 Anima
Defence: Composure
Action: 1 Reaction
Duration: See below
Prerequisite: Alacrity 2, Nightmare 2
Your supernatural speed allows you to flash your monstrous nature in the blink of an eye.
Effect: If an enemy targets you with an attack or social action, you may spend 1 Anima as a Reaction to instantly activate Face of Hunger against them, interrupting their action with your terrifying visage.
Cost: 1 Anima
Defence: Composure
Action: 1 Free Action
Duration: 1 Round
Prerequisite: Alacrity 1, Presage 1
Your supernatural awareness allows you to experience time slowing down to a crawl.
Effect: Spend 2 Anima as a Free Action at the start of your turn. You gain the Quickened condition until the start of your next round.
Cost: 1 Anima
Defence: Composure
Action: 1 Reaction
Duration: Instantaneous
Prerequisite: Presence 2, Vigour 1
You pierce straight through an illusion or veiling with brute force. This includes any supernatural effect that causes Concealed, Hidden or Invisible.
Effect: If you land an Unarmed Attack on a shrouded creature or illusion, you may spend 1 Anima as a Reaction to physically shred the shroud apart. Make a Potence check (adding your Brawn modifier as a Circumstance Bonus) against the effect's DC (e.g., another Vampire's Potence DC, a Horror's Shroud DC, or a Mage's Spell DC).
Success: The shroud effect immediately ends, and the target cannot reactivate it until after the start of your next turn.
Cost: 3 Anima
Defence: Endurance
Action: 1 Round
Duration: 1 Minute
Prerequisite: Alacrity 2, Beast 3, Vigour 2
You call all pests in a neighbourhood to swarm en masse and pick apart your foes.
Effect: Spend 3 Actions and 3 Anima to taint an area within Close Range. Within 1d4 rounds, a massive swarm of small animals (rats, bats, corvids, insects) blankets the area, tearing and chewing everything in sight. At the start of each round thereafter for the following 1 minute, creatures in the area must make a Dodge Check against your Potence DC + your Rank in the Arte of Beast. After 1 minute, the swarm fades away, leaving behind no sign of the carnage they inflicted.
Failure: Targets take 1d6 slashing damage. (This increases to 2d6 if you possess Rank 4 in Beast, and 3d6 if you possess Rank 5).