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/eyes-of-alamut

Eyes of Alamut

Combination Discipline · Vampire · “Eyes of Alamut (Auspex ••••, Quietus •••)”

Vampire
Prerequisites
Auspex ••••, Quietus •••
Clan
Assamite

This power allows for a most cunning surveillance. The Assamite must touch the target to activate the power. If successful, then for the next hour per success, she can see through the target’s eyes and hear through his ears.

System: To activate Eyes of Alamut, the player must spend a Willpower point and roll Perception + Awareness (difficulty is target’s current Willpower). This power can only be used to scry on someone who the Assamite has physically touched, and the connection only lasts for an hour. A target who also has Telepathy (Auspex ••••) may notice the fact that someone is riding his senses with a successful Perception + Occult roll (difficulty 6). Such a character automatically realizes the intrusion if the Assamite uses Command From Afar and the control attempt is unsuccessful.

This power costs 21 experience points to learn.

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