Disciplines
DISCIPLINE DISCIPLINES DISC CLANDISC
Each vampire (except for the original one) has three disciplines from
which their powers come, although these disciplines vary from clan to
clan. In addition to the basic three, vampires are allowed to select
from one to five additional personal disciplines, depending on their
generation, age, hps, mana, move, and status. Personal disciplines
are identical to clan disciplines in all ways, except that they are
not passed on to further generations.
There are nine disciplines, each with the following powers:
* Protean - Nightsight, Claws, Earthmeld, Change.
* Celerity - Extra attacks.
* Fortitude - Improved Damage resistance.
* Potence - Improved damage.
* Obfuscate - Concealed Strike, Disregard, Mask, Shield, Unseen.
* Obtenebration - Shadowgrab, Shadowplane, Shadowsight, Nightsight.
* Serpentis - Darkheart, Nightsight, Poison, Poison Immunity, Serpent.
* Auspex - Truesight, Scry, Readaura.
* Dominate - Command, Evileye, Mesmerise, Tranquility.
* Presence - Awe, Dreadgaze, Entrancement, Mindblast.
* Dementation - Eyes of Chaos, Haunt the Soul, Howling Lunacy.
* Thaumaturgy - Improved damage with fireballs.
* Animalism - Frenzy, Wolf.
* Mortis - Blight, Death's Whisper, Vigor Mortis.
Protean
This Discipline allows a vampire to transform either their entire body or
a part of their body into something inhuman. The vampire can thus grow
claws, turn into a bat, transform into a wolf or dissolve into a fine
mist. A vampire can use most other Disciplines while shapeshifted, but
may not cast spells. Full transformation is not possible during combat,
although claws can be grown if you are fighting. While shapeshifted the
vampire cannot wear any equipment.
- Nightsight - Gives the vampire full night vision, which is much better
than normal infravision.
- Claws - Enables the user to grow inch-long claws on each finger. These
claws have no effect if the vampire is armed, however if not they cause
considerably more damage than a normal unarmed attack.
- Earthmeld - When a vampire calls forth this power they can actually meld
with and become one with the earth. Onlookers see the vampire actually sink
into the bare ground.
- Change - Allow the vampire to transform into bat, wolf or mist. Bat
form can fly and detect almost everything (invis, hidden, etc). While in
wolf form, the vampire enjoys the benefit of an extra 50hp and greatly
enhanced combat abilities. Mist form is impervious to attacks and can
pass through doors. Beware though, for two vampires in mist form CAN
attack each other.
Celerity
This Discipline explains the legendary superior quickness of vampires.
Using the Celerity Discipline allows a vampire to move extremely quickly
and have extra attacks in the same round.
Fortitude
Fortitude describes a type of supernatural toughness and vigor which
allows Kindred to resist harm. Many vampires are very tough and are able
to withstand a lot of injury inflicted by weapons and spells. However
with the Fortitude power, they resist damage even further by often keeping
the weapons from harming them at all.
- Improved Damage Resistance
Potence
This Discipline defines the superior strength that vampires often
possess. This physical might allows the user to inflict much larger
amounts of damage in combat than normal.
Obfuscate
Kindred with this Discipline excel at hiding among and away from crowds.
When they do not wish to be seen, others rarely notice them even if they
are standing in plain view. Though this Discipline affects others minds
and does not actually render the users invisible, the end result is much
the same. Obfuscate is the opposing Discipline to Auspex, and they
cancel out many of each others powers.
- Concealed Strike - Gives you extra hitroll.
- Disregard - Hides you from the world.
- Mask - Allows you to disguise yourself as another player.
- Shield - Protects you from the Auspex 'scry' and 'readaura' powers.
- Unseen - Hides you in an area.
Obtenebration
Obtenebration allows the user to manipulate the powers of darkness. By
using their powers they are able to switch between the normal plane and
the SHADOWPLANE at will. They may also view things in both planes
simultaneously if they so wish.
- Shadowgrab - Grabs players into the shadowplane.
- Shadowplane - Switch planes. You need full blood to use this power.
- Shadowsight - This power shows both planes.
- Nightsight - This power is the same as Protean nightsight.
Serpentis
Serpentis is the art of temptation and corruption. Vampires with this
Discipline have the ability to tear out their own hearts, rendering
themselves immune to being staked. Serpentis users also gain the ability
to transform themselves into a giant serpent and back at will. The third
ability available to vampires with this Discipline is the ability to run
their tongues along weapons, coating them with a deadly snake venom.
- Darkheart - Use this to rmove your heart and become immune to stakes.
- Nightsight - See in the dark.
- Poison - Put the offensive Poison spell on a weapon.
- Poison Immunity
- Serpent - Change into serpent form and back again.
Auspex
This Discipline is one of extrasensory awareness, empathy and
perception. Those using this Discipline tend to be strongly affected by
environmental phenomena. Vampires with Auspex are able to see and sense
things most other people cannot. Auspex is the opposing Discipline to
Obfuscate, and they cancel out many of each others powers.
- Truesight - The user can see everything, whether invisible or whatever.
- Scry - Allows you to view the room that the specified target is in.
- Readaura - Gives you detailed information about a creature or object.
Dominate
This discipline reflects the mystical ability of vampires to influence
the minds and actions of others. Dominate is an aspect of the power of
the mind and the will.
- Command - The user can issue a command that the target will be compelled
to obey. This will only work on those who's minds are much weaker than
the vampire's and on mobs only.
- Evileye - The user gains a lot of control over people foolish enough to
look at them.
- Mesmerise - Makes your victim to not be able to flee for a short bit.
- Tranquility - Makes your victim to not be able to kill for a short bit.
Presence
Presence is a Vampire mastery over the mind. With this telepathic
and teleconetic Discipline, a Vampire can use it's mind to, amongst other
things harbour thoughts and envoke commands from other beings, including
other Vampires.
- Awe - Extra damroll.
- Dreadgaze - Make your victim flee.
- Entrancement - Like command but for players only.
- Mindblast - Stuns your victim.
Dementation
This is a Discipline solely available to Malkavian Vampires, due to their
personal Dementation. This Discipline differs from the others in the fact
that there is little physical effect on the victim of the casters powers,
instead, the effects are on the caster, and the victim is hurt by his own
morality and conscience.
- EyesofChaos - Readaura.
- HaunttheSoul - Makes your victim go into a rage cause they are seeing things.
- HowlingLunacy - Makes your victim flee.
- Blessing of Chaos - Some immunity to mind altering powers.
Thaumaturgy
Thaumaturgy is a Vampire's mastery over all things magical. This Discipline
allows Vampires to improve there sorcery beyond that of any other Vampire.
The result of this is improved spells, notably fireball.
Animalism
This Discipline is that of the Vampire's mastery over other living things.
This ability allows Vampire to communicate, on a basic level with 'lower'
creatures, be it a wolf or a bird.
- Frenzy - Makes you go into a rage.
- Wolf - Summons a mob to help you in battle.
Mortis
This is the necromanic's Discipline of choice. All these powers, granted
naturally only to those of Cappadocian blood, have to do with death.
This Discipline focuses on corpses and other aspects of death. You can sac corpses for blood points.
- Blight - Lets you turn into a corpse.
- DeathsWhisper - Stuns your victim.
- VigorMortis - Sumons a mob to help you in battle.
Last updated:
© 1999 David Crosby
dave@snowyrock.net