Mechanics · Updated 2026-05-22
Disciplines
House rulings on Animalism through Vicissitude, including Majesty as line of interaction.
- disciplines
- majesty
- obfuscate
- dominate
Animalism
Drawing out the Beast. Your beast always returns to you at the next sunset.
Auspex
In tests of Auspex versus Obfuscate or Chimerstry, the PC gains bonus traits (1 to 5) equal to their level of Auspex, Chimerstry, or Obfuscate.
Psychic Projection. Location of your body must be logged with the STs. You may not spend Blood. This also applies to Psychic Double, African Auspex, or any power that functions as Psychic Projection.
Chimerstry
Levels 1 through 4 do not require a challenge. A challenge may be issued if the target has Heightened Senses active (or reason to activate it), or if the illusion is truly unbelievable. That challenge is a normal Social challenge.
Horrid Reality. An ST must be present. If used to stake or cause a fatal blow, the victim may spend Aegis to negate the staking/damage.
Dementation
Voice of Madness. Only one social trait needs be risked. Willpower may not be spent to ignore this challenge. The Virtue test must be thrown against this power.
Dominate
All uses of Forgetful Mind, and any Mesmerism set to trigger at a specific event, must be annotated on the sheet (Notes or journal) and approved by staff.
Possession. Location of a PC’s real body must be logged with staff and must be within the jurisdiction of the game.
Fortitude
Resistance and Resilience. If the character has Aegis, they automatically win on ties when testing down the damage. Otherwise a stamina-related trait must be bid, as per LotNR.
Aegis. May only be used prior to the two simple challenges for staking, not after.
Mytherceria
Riddle Fantastique. The player must have a riddle that has an answer, for the roleplay of this power.
Necromancy
Bone Path (Soul Steal). A soul-stolen PC may still use Mental and Social powers, but may not spend blood.
Obfuscate
When comparing traits vs Auspex, add your levels of Obfuscate as bonus traits.
Cloak the Gathering. You may cover others under combo powers that use Obfuscate as if you were using Cloak the Gathering.
Presence
Summon. Target is aware who summoned them only when being summoned into danger. Targets may be summoned into dangerous, life-threatening scenes.
Majesty
Line of interaction. If a PC can interact with the character that has Majesty active, they are under it.
The test to break Majesty is thrown before an aggressive action is attempted. The challenger breaking Majesty is the aggressor, not the defender.
Example: two Brujah with Iron Heart argue. One activates Majesty. The other spends temporary Willpower to enter the standard challenge. They tie, both have Iron Heart. The winner is the character defending their Majesty.
Majesty is one of the few powers both Challenger and Defender can spend Willpower to retest.
If the aggressor succeeds, they need not check against that use again. If they fail, they may not test against that use again, per LotNR.
Quietus
Scorpion’s Touch. Traits lost do not return until the next night.
Dagon’s Call. Also destroys one blood trait per successful level of damage inflicted.
Taste of Death. Only one blood point may be spent on activation. Deals 4 levels of aggravated damage.
Temporis
Clotho’s Gift. Potence and Fortitude are not considered Discipline uses for this power. Damage from using Disciplines is unsoakable and may not be reduced by any means. It may still be healed normally.
Thanatosis
Withering. If a victim’s head is Withered, the only Disciplines they may then use are Potence, Celerity, and Fortitude.
Valeren
Burning Touch. A Willpower may be spent to ignore the effects, one-for-one.
Vicissitude
Modifications have these restrictions: purely cosmetic with no mechanical benefits, or what is printed in the OWbN Tzimisce packet.
See also
Combination Disciplines
Burning Wrath, Forced Internment, Under the Skin, and the rest of the combo list.
Thaumaturgy and Necromancy
Ritual windows, free pre-game casts, mind-affecting paths, wards, and path-by-path rulings.
House Actions
Golden rule, Rule of 4 but Never 6, overbid, surprise, carrier attacks, and true names.
