1 - Skin of the Chameleon
By spending one blood point, the vampire
can make her skin adopt the texture and color of her surroundings, adding
five dice to her Stealth rolls if she moves slowly.
2 - Scrye the Hearthstone
Roll: Perception + Alertness, difficulty
6
Resist: Self-Control + Stealth, difficulty
6
The vampire can detect all others within
an entire building, or other enclosed area, even if they are using other
disciplines to hide.
4 - Bond with the Mountain
By paying one blood point, the vampire
may sink into earth, stone, brick, asphalt, etc. However, the vampire is
only directly below the surface, and her outline can be seen on the surface.
5 - Armour of Terra
The vampire gains one extra die for soak
rolls (aggravated and lethal), her wound penalties are reduced by one,
and her damage taken by fire is cut in half, rounding down. Although he
is no less terrified of it.
-Optional 2nd Edition Disciplines, not included in Revised-
6 - Rockheart
All damage done to the vampire by penetrative
weapons is cut in half, and unless an attacker has Strength + Potence of
at least 7, staking the vampire is not possible.
6 - Dark Statue
Roll: Stamina + Fortitude, difficulty 9
The vampire is physically unaffected by
sunlight, as long as she doesn’t move. She must still roll to avoid Rötschreck.
The vampire must have Fortitude to use this power.
7 - Crawling Chamber
Roll: Manipulation + Empathy, difficulty
8
By spending three blood points, the vampire
may animate, give a limited sentience to, and command (to an extent) a
10' × 10' × 10' volume of stone.