Visceratika

Level 1:
Flesh of Unbreaking Stone (Earth; You add your Visceratika rating as extra dice in any roll where you stand your ground and simply resist a force or attack, such as being shot or staked.)

Fluid Heart of Ice (Water; You add your Visceratika rating to your Willpower Track, as your heart is cold to the world's trials and not rigid in it's vices.)

Mask of Horrifying Dragonfire (Fire; Your mouth and eyes alight in flame. This does not harm you, though it provides light as bright as a flash light and grants two extra dice to intimidating mortals and kindred. Further, your Bite may provoke Fear Frenzy in kindred, due to the flames (Difficulty 2).)

Quiet of Phantom's Mist (Air; Your body emits a dulling mist that obscures your form and conceals your identity from most observers and cameras. This mist dampens sound and light, and grants two extra dice for stealth.)

Level 2:
Blood of Water's Venomous Wrath (Water; Rouse Check: You convert one dose of your vitae into poison which can even wound kindred. This poison may be injected as part of a bite, or can fill your mouth or flood from a wound, where it can be spit or splashed onto another, or used to coat a bladed weapon. The poison doesn't typically last long enough to be placed in a drink, though it is sometimes used within the vein to poison a kindred attempting to drink from your veins. In any case, the victim of this poison must roll Stamina+Fortitude against your Stamina+Visceratika, suffering the margin in damage. Kindred suffer non-halved superficial damage, but mortals suffer aggravated damage.)

Burning Soul of the Dragon's Rage (Fire; When you are at risk of entering a Hunger or Terror Frenzy (Before you would roll to resist), you may instead enter a Fury Frenzy, and you ride the wave of this frenzy. While in a Fury Frenzy, you may use physical disciplines and resist mental disciplines as normal to the frenzy, however you may also activate any Fire-aspected powers from Visceratika.)

Chameleon's Stony Guise (Earth; Turn your skin like stone. This takes your entire turn, during which time you may not defend yourself, though you do gain the benefits of this power. Until you begin moving, your skin is grainy and rocky. You are indistinguishable from a statue(Gain Visceratika as extra dice to pass yourself off as a statue), and your rocky skin is especially good at resisting harm. You gain Armour equal to your Visceratika; This armour works to hamper all damage, except sunlight.)

Kiss of Dispassionate Lightning (Air; Rouse Check: You send a mighty jolt through your hands. Stamina+Visceratika vs Stamina+Fortitude, with this electricity dealing nonhalved superficial damage to mortals, halved against vampires. Against machinery, this damage is aggravated, and likely to short out any electronic devices, if not cause them to explode outright.)

Level 3:
Breath of the Undying Dragon (Fire; Rouse Check: You exhale a gout of flame. You are unaffected by the breath, but incidental flames will still affect you. The flame extends in a cone or fan out to yards/metres equal to your Visceratika rating. Beings in this cone must roll Dexterity+Athletics at difficulty 4 to avoid the flames. If they fail, they suffer aggravated fire damage equal to your Visceratika and are lit on fire (One aggravated damage each round until put out). Kindred roll against Fear Frenzy at difficulty 2 if they dodged, or 4 otherwise.)

Kiss of the Scorpion's Hatred (Water; Scorpion's Touch, from V5 Core)

Unending Flow of the Sunken Mountain (Earth; Rouse Check: Sink into the earth or concrete, then emerge from another point within 30 metres/yards. Distance is calculated by the stone traveled through, not the true distance (So moving around a domed building would count the distance around the dome, etc.) You can still take an action.)

Voice of the Misty Gale (Air; Rouse Check: You create a mystic, chilling gale from your false breath, which sweeps around your body. Until the end of the scene, this cold wind disperses open flames as large as a campfire (Before they bring risk of terror frenzy, if appropriate). The gale fills small rooms, and otherwise effects out to a number of yards/metres equal to twice your Visceratika rating. Mortals within the gale suffer a 3 die penalty to all social rolls, you gain 3 additional dice when intimidating mortals within the gale, and over the course of a scene those within the cold suffer one aggravated willpower damage as it erodes their confidence.)

Level 4:
Flight of Thundering Dragons (Air; Rouse Check: Until the end of the scene, you gain the ability to fly or hover as fast as you could sprint. You may fly as fast as you can walk while carrying people or objects as heavy as you are. Controlling this flight to move quickly, dodge obstacles and attacks, and the like uses Dexterity+Visceratika.)

Blood of the Dragon's Passions (Fire; You may cause your vitae to become viscous and flammable, like napalm. It may be ignited through normal methods, like a lighter, or you can ignite one Rouse Check's worth of vitae by making a Rouse Check. If spread across a surface or otherwise stuck to an object, it will burn until put out or the end of the scene. This adds +2 Aggravated damage if used on a weapon (Bullets don't tend to be substantial enough to do this), and otherwise acts as normal fire. On the outside of a person, it burns for 2 Aggravated damage every turn until removed (Composure+Survival at difficulty [Visceratika] is usually enough to do so, though it's at a further +2 difficulty if most of the vitae is on skin, not clothes). On the inside of a ghoul (Who still has your blood in them) or kindred (Who probably drank your blood; This opportunity only remains for two rounds, as it stops being "your" vitae fairly quickly, though clever methods might extend this time), it is a Strength+Visceratika vs Stamina roll, causing internal aggravated fire damage, and lighting their insides on fire (They may make a Rouse Check to push around their own Vitae to try to put it out, rolling dice equal to their Bane Severity vs difficulty 2). Oh, and they lose the ignited vitae.)

Guarding Shield of Immortal Stone (Earth; Rouse Check: Wits+Survival to activate reflexively. Until the end of the scene, whenever you would take physical damage from a source other than sunlight, unless the margin exceeds your Visceratika rating, you do not suffer this harm.)

Red Tendrils of the Bleeding Kraken (Water; Rouse Check: Take your turn to manifest thorny tendrils from your vitae. They erupt from your open wounds, or rip free from your veins directly (This causes you no true harm). These can be used as grappling, piercing, or bludgeoning appendages, and reach out to a distance equal to twice your Visceratika rating. While a mortal is grappled by the tendril, you may drink blood from them at the normal rate without inducing the kiss, and without using your turn. They use your Strength+Visceratika or Dexterity+Visceratika to manipulate and attack with. A tendril possesses Health equal to your Stamina+Visceratika, but only suffer harm from bludgeoning or slashing implements, fire, and sunlight. Fire and sunlight do no more than one damage to the tendril, regardless of it's normal damage. When a tendril is destroyed, you may make a Rouse check to restore it to full Health, but it drops anything held when it was destroyed.)

Level 5:
Bleeding Call to the Angry Sky (Air; Two Rouse Checks: Your shout creates a vortex of harsh wind and blood-red lightning. Summoning this vortex leaves you exhausted for the turn after, leaving you unable to act even to defend yourself. Until the end of the scene, this vortex follows you and surrounds you, extending 5 yards/metres in all directions. The wind imposes a 3-die penalty on all dice pools, aside from your own, and the lightning causes 2 nonhalved superficial damage to mortals and kindred within the vortex. Machinery and electronics exposed to the vortex suffer 2 aggravated damage, and cease functioning until removed and repaired fully. The raging wind also makes it nearly impossible for others to hear, though you are able to hear completely clearly.)

Dark Armour of Burned Obsidian (Earth; Passive: You are entitled to a Stamina roll to reduce any source of damage you couldn't already defend against, regardless of source, with each success reducing the damage suffered by 1. This happens before the damage is converted from aggravated to superficial (Due to armour) and before superficial damage is halved. In addition, any discipline powers which grant physical protection will also work against natural fire and sunlight, even if the power specifically excludes one or both of these.)

Fatal Grasp of Water's Pain (Water; Baal's Caress, from V5 Core)

Mantle of Burning Scales (Fire; One Rouse Check: Until the end of the scene, parts of your body are covered in crimson scales made of fire. Fire and sunlight cause you halved superficial damage, even magically- or artificially-produced fire and sunlight. You are at no risk of terror frenzy because of these scales, and gain 5 extra dice to resist terror frenzy provoked by other sources of fire or sunlight.)