Discipline Cost Dice Pool Possible Modifiers Notes
Animalism
Feral Whispers -- Man + Animal Ken + Animalism +1 predatory animal, +1 can assume form of that animal, +1 uses native tongue, -1 reptile or bird, -3 insect or fish  
Obedience -- Pres + Animal Ken + Animalism +1 predatory animal, +1 has used feral whispers, -1 bird or snake, -1 contradicts animal's nature, -1 animal is a ghoul, -3 insect of fish, -3 order is suicidal  
Call of the Wild 1 Vitae Pres + Animal Ken + Animalism Once called, you get a +x modifier to Feral whispers and obedience (x = successes on call roll), -2 bad weather  
Subsume the Lesser Spirit 1 Vitae Man + Animal Ken + Animalism + 1 predatory animal, +1 used feral whispers, +1 can assume form of that animal , -1 bird or snake, -1 ghoul, -1 fish or insect Must spend 3 wp to completely overcome animal nature
Leashing the Beast   Man + Empathy + Animalism vs Comp + BP (to affect another ) or Man + Empathy + Animalism (to affect oneself) +1 for knowing character's vice or virtue, +2 for blood tie, -2 if character is already in frenzy Can be used on self or others
Auspex
Heightened Senses -- No roll   Can affect one or all senses
Aura Perception -- Intel + Empathy + Auspex - Subject's Composure +2 blood ties, -1 primary color, -2 color pattern, -3 subtle shifts, (no mod shows only pale bright or weak) 0 mods only shows shade (pale or bright or weak)
The Spirit's Touch -- Wits + Occult + Auspex
Wits + Occult + Auspex vs Resolve + BP
+2 blood ties, +1 used on object before, 0 recent and intense, -1 recent but mild, or old and intensem, -2 emotionally shallow, long forgotten, -3 disconnected or spiritually muted  
Telepathy 1 WP Intel + Socialize + Auspex - Subjects Resolve + 2 blood ties, 0 project single thought, -1 probe surface thoughts, -1 for each derangement the subjects has, -2 digging for one piece of data, -3 searching for buried memory no cost if used on mortal
Twilight Projection 1 WP Intel + Occult + Auspex To spot, Wits + Investigation + Auspex (spotter) vs Resolve + Occult + Auspex  
Dominate
Command -- Intel + Intimidation + Dominate vs Resolve + BP + 2 blood ties  
Mesmerize -- Intelligence + Expression + Dominate vs Resolve + BP +2 blood ties  
The Forgetful Mind -- Wits + Persuasion + Dominate - Resolve +2 blood ties, -2 distant memories Each roll is 5 minutes, 1-100 successes needed.
Conditioning 1 WP Wits + Subterfuge + Dominate vs Resolve + BP   each roll requires WP spend, each roll represents a week, 6-15 successes needed
Possession 1 WP Intelligence + Intimidation + Dominate vs Resolve + 2 blood ties Must roll to stay awake during the day
Majesty
Awe -- Presence + Expression + Majesty (number of successes must exceed target's composure) - One person, -1 two people, -2 six people, -3 20 people, -4 crowd All Majesty effects, except Sovereignity, can be resisted for a turn with a Composure roll and the expenditure of WP. Vampires add BP to this roll to resist for a turn. Vampires of higher BP resist for an entire scene.
Revelation 1 Vitae Man + Persuasion + Majesty vs Composure + BP +3 subject is a thrall, +3 subject already under entrancement, +2 subject already awed, +2 second stage vinc, +1 first stage vinc, -1 subject is an enemy, -1 user has inflicted violence or harm on subject  
Entrancement -- Man + Empathy + Majesty vs Composure + BP +2 blood tie, -3 user has already entranced target in the last week  
Summoning 1 Vitae Man + Persuasion + Majesty vs Composure + BP +3 subject is loyal, +2 blood tie, +1 subject is friendly, summoner knows exactly where subject is, -1 summoner has no idea where subject is, -1 subject resents being summoned or dislikes summoner, -3 subject is more than 500 miles away, -3 subject has urgent business elsewhere or reviles the summoner Target knows exactly who calls them.
Sovereignity 1 WP per scene Presence + Intimidation + Majesty vs Composure + BP +3 challenger is a thrall to user, +2 blood tie, +2 second stage vinc, +1 first stage vinc, +1 challenger has already attempted and failed an attack during the scene Always on, the roll is only called for in terms of resisting its power
Nightmare
Monstrous Countenance -- Presence + Intimidation + Nightmare vs Composure + BP + 2 blood ties  
Dread -- Manipulation + Empathy + Nightmare vs vs Composure + BP + 2 blood ties Victims get -2 penalty on all actions, can't spend wp to gain dice. If user attacks or uses another discipline or dodges, power is negated.
Eye of the Beast 1 Vitae Presence + Empathy + Nightmare vs Composure + BP   Mortal become paralyzed, Vamps rotz if user gets the most successes. If user and target tie, vampire frenzies
Shatter the Mind 1 WP Man + Empathy + Nightmare vs Composure + BP   Once used successfully, can't be used again on the same target in the scene.

Success = actions for victim are at -1, loss of a WP point, gains mild derangement,

Ex. Success = complete unconsciousness, loss of WP dot

Mortal Fear 1 WP Presence + Intimidation + Nightmare MINUS Composure   Each success inflicts a point of lethal damage. each success costs the target a WP point

Can't be used again in the same scene. Ex. Success results in loss of WP dot

Obfuscate
Touch of Shadow -- Wits + Larceny + Obfuscate mods apply to size of object +2 for tiny, -5 for larger than vamp Can't hide behind "hidden" objects
Mask of Tranquility -- always on, no roll (can be turned off)   Aura appears normal, no Predator's Taint
Cloak of Night -- Intel + Stealth + Obfuscate +1 character is by himself when power is activated, 0 vanish in front of one witness, -1 for each additional witness  
The Familiar Stranger -- Wits + Subterfuge + Obfuscate vs Resolve + BP +2 knows who the subject expects to see, +2 blood tie  
Cloak the Gathering -- Intel + Stealth + Obfuscate +1 group is alone, 0 single witness, -1 for each witness, -1 for each individual beyond the obfu dots possessed Can hide one extra individual per dot of obfu,
Protean
Aspect of the Predator -- No roll   If user is of lower blood potency, treat as equal. (Meetings only)
Haven of Soil 1 Vitae No roll   3 xp to choose another substance besides soil (water, stone, wood) asphalt)
Claws of the Wild 1 Vitae No roll   +1 to attack
Shape of the Beast 1 Vitae No Roll   1 action to change, 3 xp for additional forms
Body of Spirit 1 Vitae No roll   1 action to change,
         
Celerity 1 Vitae per turn No roll Celerity dots subtract dice from all attacks, including firearms
Celerity dots add to inits rating
Speed (1 + cel dots) x speed rating
Resilience 1 Vitae per scene No Roll Each dot increases stamina by one and health dots
Downgrades agg damage to lethal damage equal to number of Resilience dots
 
Vigor 1 Vitae per scene No Roll Increases strength by one per dot of vigor
Affects speed and jump