rapid reflex: no penalty for lack of cover against Fire arms attacks. They can also take a minor action (see p. 298) worth up to two dice per turn, such as readying or reloading a weapon, for free
fleetness; Add the Celerity rating to user's dice pool for
non-combat Dexterity tests. Once per turn the user may
also do this when defending with Dexterity + Athletics
unswayable mind: The user adds their dots in Fortitude as extra dice in any roll made to resist coercion, intimidation, seduction, or any other attempt to sway the user’s mind against their will. This power also works against supernatural abilities such as Dominate and Presence.
awe: Add the Presence rating to any Skill roll involving Persuasion or Performance as well as to other Charisma related rolls, at the Storyteller’s discretion. Anyone aware that they’re being affected can try to resist with a contest of Composure + Intelligence vs the user’s Manipulation + Presence. On a win, the target can resist the effects for one scene; a critical win makes the target immune
for the entire night. Once the power wears off, victims revert to their previous opinions.