Combination Disciplines
Bagman’s Shelter (Obtenebration ••, Fortitude •••)
Vampires can’t stand sunlight, but not every vampire
has the luxury of a haven or the ability to merge into
the earth. What they do have is access to some exotic
Disciplines, and some of those who have to last the
day in unsecured shelter have survived by this little
beggar’s trick.
System: The Caitiff spends a blood and a Willpower
point before resting for the day. All around them, the
shadows darken and reinforce cover in such a fashion
that improves an otherwise flimsy shelter for the
purpose of blocking sunlight. What light does penetrate
the space seems not to reflect from whatever surface
it hits. As long as none of the exposure is direct, the
vampire can sleep safely in a small space, such as the
back of a truck cab under a heavy blanket or a basement
stairway in the alley covered in trash. For some reason,
this ability doesn’t work if the Caitiff is awake.
This power costs 15 experience points to learn.
Beneath Contempt (Obfuscate ••, Presence •••)
Sometimes the only way to stay alive is to bow your head
and grovel. While that is not a necessary element of this
power, many Caitiff remain alive only because someone
more powerful didn’t think they were worth the effort
to kill. By focusing an aura of the pitiable while masking
any real strength they have, the Caitiff can find grudging
mercy in disgust.
System: The character spends a Willpower point to
activate this power. For the remainder of the scene,
anyone who looks at the Caitiff as a potential threat must
make a Willpower roll against a difficulty equal to the
Caitiff’s Humanity score, or 4 if the Caitiff is on a Path of
Enlightenment. If they fail the roll, they dismiss the Caitiff
as being unworthy of hostility. The Caitiff is not invisible
or forgotten, and they might still take them prisoner if
they have been defeated and are begging for mercy.
This power costs 15 experience points to learn.
Mover and Shaker (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.