Difference between revisions of "Disciplines"

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; '''[[Discipline Techniques]]'''
+
;[[Discipline Techniques]]
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'''''"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''
  
'''''"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''
+
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.
  
  

Revision as of 22:07, 21 October 2015

Discipline Techniques

"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

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.


Common Disciplines

  • Those disciplines shared by more than one Clan or independent bloodline
Animalism
Auspex
Celerity
Dominate
Fortitude
Necromancy
Obfuscate
Potence
Presence


Uncommon Disciplines

  • Those disciplines unique to one Clan
Chimerstry
Dementation
Obtenebration
Protean
Quietus
Serpentis
Thaumaturgy
Vicissitude


Rare Disciplines

  • Those disciplines unique to one bloodline, or in-clan to no one.
Abombwe
Daimoinon
Flight
Melpominee
Mytherceria
Obeah
Phantasmagoria
Sanguinus
Spiritus
Temporis
Thanatosis
Healer Valeren
Warrior Valeren
Visceratika


Proposed Disciplines

Lacrimarum
Oneiros

Bibliography