Difference between revisions of "V20 - Disciplines"
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''"When my energies first surged through me, I discovered how to move like lightning, how to borrow the strength of the earth, how to be as stone. These were like breathing once was to me."''<br> | ''"When my energies first surged through me, I discovered how to move like lightning, how to borrow the strength of the earth, how to be as stone. These were like breathing once was to me."''<br> | ||
-- '''''The Book of Nod''''<br> | -- '''''The Book of Nod''''<br> | ||
+ | |||
+ | =Introduction= | ||
+ | Disciplines are supernatural powers granted by the | ||
+ | Embrace, which vampires cultivate to bring to bear | ||
+ | against their foes and prey. These powers separate the | ||
+ | Damned from mortals, providing an incomparable mystical edge over those who would stand against them. | ||
+ | With Disciplines, a vampire can exert the strength of | ||
+ | a dozen men, force an enemy into thrall, ignite a fire | ||
+ | with a glance, or take the mantle of a beast. Even the | ||
+ | youngest Kindred, with a few token powers at his command, has an advantage over most threats, while the | ||
+ | elders, who have often mastered a fearsome breadth of | ||
+ | these potent gifts, can seem almost unassailable. | ||
+ | |||
+ | The origin of Disciplines is a Kindred mystery. Are | ||
+ | they a form of dark Biblical justice, bestowed upon | ||
+ | Caine and his get as a damnation-scourge? Are they | ||
+ | the wiles of a twisted natural world, taught by Lilith, | ||
+ | the mother of monsters? Are they simply predatory | ||
+ | advantages, intrinsic to the state of being Kindred? | ||
+ | Whatever the answer, learning and honing these supernatural powers is paramount to being able to face | ||
+ | undeath on a vampire’s own terms. After all, the other | ||
+ | forces at play in the Jyhad will be cultivating theirs.... | ||
+ | |||
+ | Like other Traits, Disciplines are rated in progressive | ||
+ | dots. A rating of one dot indicates that the Discipline in question has barely been awakened, while a rating of | ||
+ | six dots or higher indicates mastery beyond the capacity of most neonates and even ancillae. As a character | ||
+ | increases her rating in a Discipline, she gains access | ||
+ | to the powers listed next to the appropriate number | ||
+ | of dots, as well as retaining access to lesser powers. As | ||
+ | with other Traits, Discipline levels of higher than five | ||
+ | dots are available only to those Kindred of Generations | ||
+ | seven and lower. | ||
+ | |||
+ | '''Note:''' Unless stated in the description, Disciplines cost no blood or Willpower points to activate. | ||
+ | |||
+ | = Advancing Disciplines = | ||
+ | Players begin the game with three dots to | ||
+ | spend on their characters’ Clan Disciplines, | ||
+ | which are listed with each Clan description | ||
+ | in Chapter Two. Caitiff may place their three | ||
+ | dots on any Disciplines they like, subject to | ||
+ | the Storyteller’s discretion. Characters may | ||
+ | also acquire Disciplines other than those | ||
+ | commonly taught by their Clan, provided | ||
+ | they spend the proper freebie or experience | ||
+ | points and have access to a vampiric teacher | ||
+ | (again, subject to the Storyteller’s discretion). Learning a new out-of-clan Discipline | ||
+ | requires that the teacher feeds the student a | ||
+ | point of their blood before instruction begins, | ||
+ | to start the mystical tie to the Discipline being taught. Improving knowledge of a Discipline already known does not require such a | ||
+ | transfer (although some unscrupulous teachers may claim that it’s still necessary). | ||
+ | |||
+ | Storytellers may decide that certain Disciplines are more or less difficult to acquire, depending on their chronicle. For example, it’s | ||
+ | generally easier for a Kindred to learn a common power like Potence (which many Clans | ||
+ | share) rather than Thaumaturgy (which is | ||
+ | generally the domain of the Tremere and a | ||
+ | few other bloodlines), but a chronicle set entirely around the storming and acquisition of | ||
+ | a rogue Tremere chantry may find that Thaumaturgy is much easier to learn and acquire. | ||
+ | |||
+ | = Elder Discipline Powers (6+) = | ||
+ | Discipline powers at a rating of 6 and higher | ||
+ | sometimes feature multiple powers at various levels; in such cases, the vampire increasing in power | ||
+ | simply chooses which one she wants. Some Disciplines have more options than others; usually, this | ||
+ | means there are more commonly known applications of those Disciplines. If the character wants | ||
+ | to purchase the other option or options later, she | ||
+ | can spend additional experience as if buying the | ||
+ | same dot in the Discipline again to acquire it. | ||
+ | Storytellers may also allow players to create their | ||
+ | own elder Discipline powers, if they desire. | ||
+ | |||
+ | It should be noted that 6-dot and higher | ||
+ | powers can be abused to stomp a well-crafted | ||
+ | chronicle into tiny little pieces. These potent | ||
+ | abilities are often difficult (but not impossible) | ||
+ | to acquire, so Storytellers should consider the | ||
+ | impact that high-level Disciplines might have | ||
+ | on their chronicles before allowing them at all. | ||
+ | ---- | ||
+ | <br> | ||
+ | <br> | ||
+ | ---- | ||
+ | |||
+ | '''''"The villainy you teach me I will execute, and it shall go hard but I will better the instruction."''''' - William Shakespeare, ''The Merchant of Venice'' | ||
+ | |||
+ | == Animalism == | ||
+ | The Beast resides within all creatures, from scuttling cockroaches to scabrous rats up through untamed | ||
+ | wolves and even powerful Kindred elders. Animalism | ||
+ | allows the vampire to amplify his intensely primordial | ||
+ | nature. He can not only communicate with animals, | ||
+ | but can also force his will upon them, directing such | ||
+ | beasts to do as he commands. As the vampire grows in | ||
+ | power, he can even control the Beast within mortals | ||
+ | and other supernaturals. | ||
+ | |||
+ | Beasts grow distinctly agitated in the presence of a | ||
+ | vampire who lacks this Discipline or the Skill of Animal Ken, often to the point of attacking or running | ||
+ | from the vampire. In contrast, vampires possessing | ||
+ | Animalism exude a dominant vibe to lower creatures, which attracts them. | ||
+ | |||
+ | Animalism is commonly found with vampires of the | ||
+ | Gangrel and Nosferatu Clans. Manipulation and Charisma are important for the use of Animalism powers; | ||
+ | the stronger the vampire’s personality, the more influence he has over animals. | ||
+ | |||
+ | === Storytelling Animals === | ||
+ | It can be difficult for the Storyteller to use | ||
+ | animals as something more than a plot device | ||
+ | whenever a character tries to communicate | ||
+ | with them. It’s easy to fall back on monosyllabic speech and easily led creatures in order | ||
+ | to get the story moving along. And indeed, | ||
+ | animals are simpler than humans – they focus | ||
+ | on the present and are directed by instincts | ||
+ | instead of complex goals and elaborate | ||
+ | schemes. However, simple doesn’t necessarily mean stupid; animals need cunning and | ||
+ | perception to survive, and both can be of | ||
+ | great use to a vampire master. Storytellers can | ||
+ | make animals dynamic, interesting characters | ||
+ | that bring a lot to the chronicle, or they can | ||
+ | quickly gloss over the finer points of their | ||
+ | characterization to get back to the more pressing conflicts in the chronicle. | ||
+ | |||
+ | '''Note:''' Statistics for certain animals will be included later. | ||
+ | ---- | ||
+ | <br> | ||
+ | <br> | ||
+ | ---- |
Revision as of 13:25, 10 January 2017
"When my energies first surged through me, I discovered how to move like lightning, how to borrow the strength of the earth, how to be as stone. These were like breathing once was to me."
-- The Book of Nod'
Contents
Introduction
Disciplines are supernatural powers granted by the Embrace, which vampires cultivate to bring to bear against their foes and prey. These powers separate the Damned from mortals, providing an incomparable mystical edge over those who would stand against them. With Disciplines, a vampire can exert the strength of a dozen men, force an enemy into thrall, ignite a fire with a glance, or take the mantle of a beast. Even the youngest Kindred, with a few token powers at his command, has an advantage over most threats, while the elders, who have often mastered a fearsome breadth of these potent gifts, can seem almost unassailable.
The origin of Disciplines is a Kindred mystery. Are they a form of dark Biblical justice, bestowed upon Caine and his get as a damnation-scourge? Are they the wiles of a twisted natural world, taught by Lilith, the mother of monsters? Are they simply predatory advantages, intrinsic to the state of being Kindred? Whatever the answer, learning and honing these supernatural powers is paramount to being able to face undeath on a vampire’s own terms. After all, the other forces at play in the Jyhad will be cultivating theirs....
Like other Traits, Disciplines are rated in progressive dots. A rating of one dot indicates that the Discipline in question has barely been awakened, while a rating of six dots or higher indicates mastery beyond the capacity of most neonates and even ancillae. As a character increases her rating in a Discipline, she gains access to the powers listed next to the appropriate number of dots, as well as retaining access to lesser powers. As with other Traits, Discipline levels of higher than five dots are available only to those Kindred of Generations seven and lower.
Note: Unless stated in the description, Disciplines cost no blood or Willpower points to activate.
Advancing Disciplines
Players begin the game with three dots to spend on their characters’ Clan Disciplines, which are listed with each Clan description in Chapter Two. Caitiff may place their three dots on any Disciplines they like, subject to the Storyteller’s discretion. Characters may also acquire Disciplines other than those commonly taught by their Clan, provided they spend the proper freebie or experience points and have access to a vampiric teacher (again, subject to the Storyteller’s discretion). Learning a new out-of-clan Discipline requires that the teacher feeds the student a point of their blood before instruction begins, to start the mystical tie to the Discipline being taught. Improving knowledge of a Discipline already known does not require such a transfer (although some unscrupulous teachers may claim that it’s still necessary).
Storytellers may decide that certain Disciplines are more or less difficult to acquire, depending on their chronicle. For example, it’s generally easier for a Kindred to learn a common power like Potence (which many Clans share) rather than Thaumaturgy (which is generally the domain of the Tremere and a few other bloodlines), but a chronicle set entirely around the storming and acquisition of a rogue Tremere chantry may find that Thaumaturgy is much easier to learn and acquire.
Elder Discipline Powers (6+)
Discipline powers at a rating of 6 and higher sometimes feature multiple powers at various levels; in such cases, the vampire increasing in power simply chooses which one she wants. Some Disciplines have more options than others; usually, this means there are more commonly known applications of those Disciplines. If the character wants to purchase the other option or options later, she can spend additional experience as if buying the same dot in the Discipline again to acquire it. Storytellers may also allow players to create their own elder Discipline powers, if they desire.
It should be noted that 6-dot and higher powers can be abused to stomp a well-crafted chronicle into tiny little pieces. These potent abilities are often difficult (but not impossible) to acquire, so Storytellers should consider the impact that high-level Disciplines might have on their chronicles before allowing them at all.
"The villainy you teach me I will execute, and it shall go hard but I will better the instruction." - William Shakespeare, The Merchant of Venice
Animalism
The Beast resides within all creatures, from scuttling cockroaches to scabrous rats up through untamed wolves and even powerful Kindred elders. Animalism allows the vampire to amplify his intensely primordial nature. He can not only communicate with animals, but can also force his will upon them, directing such beasts to do as he commands. As the vampire grows in power, he can even control the Beast within mortals and other supernaturals.
Beasts grow distinctly agitated in the presence of a vampire who lacks this Discipline or the Skill of Animal Ken, often to the point of attacking or running from the vampire. In contrast, vampires possessing Animalism exude a dominant vibe to lower creatures, which attracts them.
Animalism is commonly found with vampires of the Gangrel and Nosferatu Clans. Manipulation and Charisma are important for the use of Animalism powers; the stronger the vampire’s personality, the more influence he has over animals.
Storytelling Animals
It can be difficult for the Storyteller to use animals as something more than a plot device whenever a character tries to communicate with them. It’s easy to fall back on monosyllabic speech and easily led creatures in order to get the story moving along. And indeed, animals are simpler than humans – they focus on the present and are directed by instincts instead of complex goals and elaborate schemes. However, simple doesn’t necessarily mean stupid; animals need cunning and perception to survive, and both can be of great use to a vampire master. Storytellers can make animals dynamic, interesting characters that bring a lot to the chronicle, or they can quickly gloss over the finer points of their characterization to get back to the more pressing conflicts in the chronicle.
Note: Statistics for certain animals will be included later.