Difference between revisions of "Disciplines"

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(Uncommon Disciplines)
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cost no blood or Willpower points to activate.
 
cost no blood or Willpower points to activate.
  
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=== Prototype ===
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:[[Prototype Discipline Page]]
  
 
==== Common Disciplines ====
 
==== Common Disciplines ====

Revision as of 11:14, 15 November 2020

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.

Prototype

Prototype Discipline Page

Common Disciplines

  • Those disciplines shared by more than one Clan or independent bloodline
Animalism -x- Animalism - V20
Auspex -x- Auspex - V20
Celerity -x- Celerity - V20
Dominate -x- Dominate - V20
Fortitude -x- Fortitude - V20
Necromancy -x- Necromancy - V20
Obfuscate -x- Obfuscate - V20
Potence -x- Potence - V20
Presence -x- Presence - V20

Uncommon Disciplines

  • Those disciplines unique to one Clan
Chimerstry -x- Chimerstry - V20
Dementation -x- Dementation - V20
Obtenebration -x- Obtenebration - V20
Protean -x- Protean - V20
Quietus -x- Quietus - V20
Serpentis -x- Serpentis - V20
Thaumaturgy -x- Thaumaturgy - V20
Vicissitude -x- Vicissitude - V20
Novam Vicissitudinis

Rare Disciplines

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

Proposed Disciplines

Achlysosis -- Discipline of Mists
Oneiros




Bibliography