
1 • Awe
Roll: Charisma + Acting, difficulty 7
The vampire can make others attracted to her. Once a target has spent one
willpower point for each success, the effect is ignored, and the target can
not be affected for the rest of the scene. The number of victims affected
is as follows:
1 suc. one person
2 suc. two people
3 suc. six people
4 suc. twenty people
5 suc. everyone in the vicinity
2 • Dread Gaze
Roll: Charisma + Intimidation, difficulty Wits + 3
The vampire can adopt a threatening presence against a victim. In addition
to the loss of one die per success on the next action, the victim is affected
as follows:
botch The victim is immune to all further uses of Presence by the vampire
for the remainder of the story.
failure All accumulated successes are lost.
1 suc. The victim is cowed.
3 suc. The victim flees in horror. If cornered, she will often adopt the
fetal position at the vampire’s feet.
3 • Entrancement
Roll: Appearance + Empathy, difficulty Willpower
The vampire may enchant the target, who will seek to please the vampire,
of her own free will. The effects last for the following time periods:
1 suc. one hour.
2 suc. one day.
3 suc. one week.
4 suc. one month.
5 suc. one year.
4 • Summon
Roll: Charisma + Subterfuge, difficulty variable
The vampire may make another target come to him. The difficulty varies according
to how well the vampire knows the target, as follows:
dif. 4 The target has previously succumbed to the vampire’s use of
Presence.
dif. 5 The target is someone the vampire knows.
dif. 7 The target is a stranger.
dif. 8 The target has previously resisted the vampire’s use of
Presence.
The effect only lasts for 24 hours, and may therefore have to be repeated.
The target will home in on the vampire as quickly as possible, without knowing
why, or having to be told where she is, even if the vampire changes location
after using this power. The degree of the effect is as follows:
1 suc. The target approaches, but with hesitation.
2 suc. The target approaches, but tentatively.
3 suc. The target approaches.
4 suc. The target approaches with great haste.
5 suc. The target rushes as quickly as possible.
5 • Majesty
Resist: Courage, difficulty Charisma + Intimidation
The vampire is automatically respected and feared.
6 • Enrage
Roll: Manipulation + Subterfuge, difficulty 8
The vampire may enrage others. Vampires so enraged must immediately spend
a willpower point to avoid frenzy. The number of victims affected is as
follows:
1 suc. two people
2 suc. four people
3 suc. eight people
4 suc. twenty people
5 suc. everyone in the vicinity
6 • Love
Roll: Charisma + Acting, difficulty Willpower
The vampire can influence a victim as if the victim was blood-bound to her,
and under the influence of Entrancement, as described above.
7 • Mask Empathy
Roll: Manipulation + Subterfuge, difficulty Willpower
Resist (vampires): Willpower, difficulty 8
The vampire may make a group of people lose all special interests, like love,
friendship, or comraderie, in each other. The number of victims affected
is as follows:
1 suc. three people
2 suc. six people
3 suc. fifteen people
4 suc. thirty people
5 suc. everyone in the vicinity
7 • Mind Numb
Roll: Manipulation + Intimidation, difficulty Willpower
Resist (vampires): Willpower, difficulty 8
The vampire may make a group of people apathethic, even if in danger, or
insulted. The number of victims affected is as follows:
1 suc. three people
2 suc. six people
3 suc. fifteen people
4 suc. thirty people
5 suc. everyone in the vicinity
8 • Invoke Frenzy
Roll: Manipulation + Empathy, difficulty Willpower
Resist: Self-Control, difficulty 7
The vampire may put a vampire into a frenzy. The type of frenzy is at the
discretion of the vampire.
9 • Heart of the City
Roll: Charisma + Area Knowledge, difficulty 10
The vampire may make all in a city feel any emotion she wants them to feel,
for the following time periods:
1 suc. one minute
2 suc. ten minutes
3 suc. one hour
4 suc. one day
5 suc. one week
10 • Dream World
Roll: Wits + Etiquette, difficulty 9
The vampire may broadcast messages, in dreams, to the entire world, or one
city, or one individual. The impact of these dreams is as follows:
1 suc. The target may or may not remember the dream, but it may have subconscious
effect.
2 suc. The target remembers bits and pieces of the dream.
3 suc. The target remembers most of the dream.
4 suc. The target remembers all of the dream, and will later reflect on it.
5 suc. The target has probably been permanently traumatized by the dream,
and will certainly never forget it.

In addition to assisting you in Physical Challenges, Potence may allow
you to perform feats of supernatural strength. Ask a Storyteller for details.
Your opponent must bid one extra Physical Trait in any challenge you initiate.
The Bomb. Boom. You may now use a fourth hand signal in all physical challenges, called the bomb. It is made by giving a simple thumbs up sign. The bomb defeats both paper and rock, but it is defeated by scissors. You must announce that you have the bomb in order to use it in a challenge. You do not have to announce it, but if you don't then you may not use it in that challenge. If you think that it confers no advantage, talk to Phil, and he'll show you how it does, using simple mathematical probability.
Opponents must bid two additional traits in any Physical Challenge you initiate
You may get a single free retest on any Physical Challenge that involves strength, such as breaking down a door, or attacking in combat, but not defending in combat. If you use this free retest, you may not use any other abilities or powers to retest again. This may be used multiple times in one session, but only once per challenge.
You inflict two levels of damage in physical combat, instead of one. Ouch.

One may pre-empt an action that one can see.... one can pre-empt someone pulling a gun, but not using telepathy (Auspex 4). You, in turn, may be pre-empted by someone with this power. The person with the higher celerity goes first. If equal, whomever pre-empted last goes first.
You may take Two actions in a round instead of one.
You may take Three actions in a round instead of one.
You may take Four actions in a round instead of one.
You may take Five actions in a round instead of one.

Because Brujah are constantly in the face of oppression and in some potential conflict, some have developed certain gifts that help them to survive. Not all are aware of these, and not even all Brujah will acknowledge them or have them.
Guard these secrets well. They belong to Brujah, and in Brujah hands they can be deadly.
When evoked, the Burning Wrath causes the Brujah's body to flush. Red steam rises from her body, cncentrating at her hands and the top of her head. Every attack becomes a moment of supreme agony for her enemies.
Only a Brujah who has raised her Celerity and Potence to three can learn this power. Each turn she spends a Blood Point to maintain this power, all her brawling attacks cause aggravated wounds. Those struck by the Burning Wrath feel the steam sear their flesh, and must make Willpower rolls difficulty 6 to act next turn. Those who fail the Willpower roll writhe in agony as the liquid flame seems to blaze through their bodies.
A Brujah Idealist who wishes to learn this must first develop a Celerity of two and a Presence of four. By spending a point of Willpower, and concentrating on a foe for a turn, the Brujah can turn his own Beasts loose inside his foe and watch it claw out.
For every success the Idealist scores on a Willpower roll against a difficulty equal to the Willpower of victims, he causes one level of damage. Additionally, if the target is vampire, werewolf, or other creatures prone to the Beast, it must roll to frenzy against a difficulty two harder than normal
Serves two functions.. First, it enables Individualists to more readily resist the manipulative Traits and powers. Attempts to affect the mind or emotions of the one with Iron Heart have their difficulties raised by two.
Additionally, an Individualist with this powwer can strengthen the resolve of others. By communicating with the one she hopes to affect the Brujah adds one to the difficulty of any attempt to manipulate the target. Each such use of Iron Heart costs the Individualist one point of Willpower. Some say this power can even weaken the blood bond, but most Individualists doubt that.
Brujah seeking to learn this power must have a Potence and Presence of three.