Classification: Union // Open

Disciplines

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Name ▲ Kind Clan Requires Source
AnimalismDisciplineAhrimanes, Anda, Brahman +12V20
Assamite SorceryDisciplineAssamite SorcerersV20
AuspexDisciplineAssamite Viziers, Brahman, Cappadocians +16V20
Awakening of the SteelDisciplineV20
BardoDisciplineV20
CelerityDisciplineAssamite, Assamite Antitribu, Assamite Viziers +5V20
ChimerstryDisciplineBrahman, Ravnos, Ravnos AntitribuV20
DaimoinonDisciplineBaaliV20
DementationDisciplineMalkavian, Malkavian AntitribuV20
DominateDisciplineDominate Malkavians, Giovanni, Kiasyd +8V20
Elemental MasteryDisciplineV20
FlightDisciplineGargoylesV20
FortitudeDisciplineAnda, Blood Brothers, Cappadocians +15V20
Hands of DestructionDisciplineV20
Koldunic SorceryDisciplineV20
MelpomineeDisciplineDaughters of CacophonyV20
Movement of the MindDisciplineV20
MytherceriaDisciplineKiasydV20
NecromancyDisciplineCappadocians, Giovanni, Harbingers of Skulls +2V20
Neptune’s MightDisciplineV20
ObeahDisciplineSalubriV20
ObfuscateDisciplineAssamite, Assamite Antitribu, Assamite Sorcerers +11V20
ObtenebrationDisciplineKiasyd, Lasombra, Lasombra AntitribuV20
OghamDisciplineLhiannanV20
Path of the Four HumorsDisciplineV20
PotenceDisciplineBlood Brothers, Brujah, Brujah Antitribu +9V20
PresenceDisciplineAhrimanes, Baali, Brujah +13V20
ProteanDisciplineAnda, City Gangrel, Country Gangrel +4V20
QuietusDisciplineAssamite, Assamite Antitribu, Assamite Sorcerers +1V20
SanguinusDisciplineBlood BrothersV20
SerpentisDisciplineDaitya, Followers of Set, Serpents of the Light +1V20
SpiritusDisciplineAhrimanesV20
TemporisDisciplineTrue BrujahV20
ThanatosisDisciplineSamediV20
Thaumaturgical CountermagicDisciplineV20
ThaumaturgyDisciplineTelyavelic Tremere, Tremere, Tremere AntitribuV20
The Ash PathDisciplineV20
The Bone PathDisciplineV20
The Cenotaph PathDisciplineV20
The Corpse in the MonsterDisciplineV20
The Grave’s DecayDisciplineV20
The Green PathDisciplineV20
The Lure of FlamesDisciplineV20
The Path of BloodDisciplineV20
The Path of ConjuringDisciplineV20
The Path of CorruptionDisciplineV20
The Path of MarsDisciplineV20
The Path of TechnomancyDisciplineV20
The Path of the Father’s VengeanceDisciplineV20
The Sepulchre PathDisciplineV20
The Way of EarthDisciplineV20
The Way of FireDisciplineV20
The Way of WaterDisciplineV20
The Way of WindDisciplineV20
ValerenDisciplineSalubri AntitribuV20
VicissitudeDisciplineTzimisceV20
VisceratikaDisciplineGargoylesV20
Vitreous PathDisciplineV20
Weather ControlDisciplineV20
Classification: Union // Open Ref vampire/power/combo_discipline/mover-and-shaker

Mover and Shaker

Combination Discipline · Vampire · “Mover and Shaker (Auspex ••, Presence •••)”

Vampire
Prerequisites
Auspex ••, Presence •••

Playing the grand city game is beyond most Caitiff, but those who choose to take over a suburban town can learn to create a modest but effective hold over their minor territory. The Caitiff who becomes well acquainted with the people of their town can weave a subtle web of approval among them, harnessing not only their goodwill, but also their shelter from accusers.

System: The Caitiff must spend time meeting and getting to know all of the people of the town they want included in this effect. By spending a Willpower point for each night they spend mingling, they can gain the lasting trust of the citizens in a passive, undetectable fashion.

This does not have as obvious an effect as Presence, nor does it give you control over them. What it does do is create a sense of basic goodwill and a positive impression. They trust the Caitiff, and anyone who starts asking suspicious questions or making accusations will find doors closing to them – all Social rolls regarding the Caitiff are at +2 difficulty for a number of weeks equal to the number of Willpower points spent. This can help shake off would-be hunters and even some Kindred. Werewolves and other supernaturals will have their own ways to find the Clanless.

This power costs 15 experience points to learn.

“We are told to remember the idea, not the man, because a man can fail. He can be caught, he can be killed and forgotten, but 400 years later, an idea can still change the world.”

— Evey Hammond, V for Vendetta

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