Disciplines

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From the moment of the Embrace, Kindred gain access to powers colloquially known as Disciplines. These powers are developed and fuelled by the Resonances of the victims they feed from, and allow the vampires to harness their Blood-borne abilities against others. Vampire Clans have an affinity towards specific Disciplines (3 per clan, except for thin-blood and Caitiff). Disciplines rate from one to five dots on a scale, each dot allowing access to one power at the same level or below the current dot value. For example, a character with two dots of Presence can pick either one level 1 power and one level 2 power, or two level 1 powers.

A character may gain dots at Character creation and later purchase more using experience points. Typically, a newly created character gains 2 dots in one of their clan Disciplines and 1 in the second one, with an additional dot acquired via their Predator type bonus. In order to level up a Discipline in play, a character needs to feed from the resonance related to said Discipline. If a player wants to gain dots in Disciplines their character does not possess (or is not one of their clan Disciplines), the character must taste the blood of someone who possesses any powers in said Discipline. [1]

Some Disciplines are heavily guarded by their clans. This may have many reasons, from the belief that those not of the clan's Blood are not worthy of such knowledge, or the willingness to offer it only for the right price. Because of the secrecy of Clan Tremere, Blood Sorcery requires a teacher in order to learn it.[2]

The Masquerade is not the only risk with Disciplines either, Hunger, is another that users must consider when utilizing powers. Each turn a Kindred may activate one power, keep in mind some powers are passive meaning they are always active. However, others may cost them rouse checks, stirring their hunger and in turn their Beast. Each strength comes at a cost, some more than others, and stretching themselves too thin can bring more chaos than they originally intended. Blood Potency also plays a factor in Disciplines, giving them bonuses or even allowing reroll on the Rouse Checks as well as Intense Temperament from Resonance adding on an additional bonus. Be aware that if multiple Disciplines enhance the same roll, then only one of their bonuses may be added.

The use of Disciplines ranges from mental games to physical ability, and even beyond into magics. Younger Kindred may only have a handful of powers at their disposal to keep them out of too much trouble, meanwhile their elders utilize their Disciplines to crush any foe before them. Still, as powerful as Disciplines may be, they could be the one misstep needed to bring the Second Inquisition crashing down upon Kindred. The Masquerade is always present in this game and some powers have more effect than others. Presence is a power that utilizes mental tricks and manipulation to control others. The victims are unaware that they are being controlled and as such the damage to the Masquerade, while present is smaller. However, powers like Potence where the vampire might punch cleanly through an opponent's body, or Celerity where they move inhumanly fast pose a much bigger risk to the Masquerade if witnessed. In the same way they can be damaging, however, some may save the Masquerade. For example there is Forgetful Mind which allows altering the victim's memory and erasing the breach if they are quick enough. Regardless, older vampires know when and how to use their powers to minimize the risk.[3]

Amalgams

Some Discipline powers are available only as Amalgams. When a power has a listed Amalgam, the character must reach a specifically listed level of another Discipline in order to purchase the current power. If a player wishes to purchase Unliving Hive from the Animalism Discipline, they must already have two levels of Obfuscate. Because of Amalgams and natural affinity towards certain Disciplines among vampire clans, some Discipline powers are less common outside of clans that naturally possess the relevant Disciplines, such as Dementation which is often employed by Malkavians (Dominate + Obfuscate) or Chimerstry often seen among Ravnos (Obfuscate + Presence).

Pre-requisites

Pre-requisites are another type of Discipline requirement. If a Discipline power has a pre-requisite, in order to purchase it the player must already have another power For example, the Obfuscate power Vanish requires another Obfuscate power, Cloak of Shadows, in order to be obtained.[3]

The Disciplines

Animalism icon.pngAnimalism is utilized by those who desire a close and supernatural bond with the animal world as well as a vampire's own Beast. Those who have this as a clan Discipline are the Gangrel, Nosferatu, Ravnos and Tzimisce.

Auspex icon.pngAuspex enables users to hone their senses both physical and psychic in order to bolster their awareness, perceptions, or even see visions of the future. Those who have this as a clan Discipline are the Hecata, Malkavian, Salubri, Toreador and Tremere.

Blood sorcery icon.pngBlood Sorcery is a type of blood magic that allows the practitioners to manipulate the blood, mortal or vampiric. Those have this as a clan Discipline are the Banu Haqim and Tremere.

Celerity icon.pngCelerity powers up the movement of the user, enabling them to have unnatural quickness in their movement and supernatural reflexes. Those who have this as a clan Discipline are the Banu Haqim, Brujah and Toreador.

Dominate icon.pngDominate allows the user to use mind control through eye contact and spoken word as well as manipulate memories of their victims. Those who have this as a clan Discipline are the Lasombra, Malkavian, Salubri, Tremere, Tzimisce and Ventrue.

Fortitude icon.pngFortitude strengthens the user's physical and mental resistance. Those who have this as a clan Discipline are the Gangrel, Hecata, Salubri and Ventrue.

Obfuscate icon.pngObfuscate is the art of not being seen even in crowds either through being wholly unseen or by blending in. Those who have this as a clan Discipline are the Banu Haqim, Malkavian, The Ministry, Nosferatu and Ravnos.

Oblivion icon.pngOblivion has two branches. One allows the user to manipulate shadows at will and the other is through the arts of necromancy or usage of spirits, though both tap into the Abyss. Those who have this as a clan Discipline are the Hecata and Lasombra.

Potence icon.pngPotence strengthens the user's physical prowess. Those who have this as a clan Discipline are the Brujah, Nosferatu and Lasombra.

Presence icon.pngPresence enables to user to use subtle manipulation, control and swaying of emotions to guide others towards a goal. Those who have this as a clan Discipline are the Brujah, Ravnos, Toreador, The Ministry and Ventrue.

Protean icon.pngProtean grants the ability to change one's shape, grow claws, meld into the earth or become fog. Those who have this as a clan Discipline are the Gangrel, The Ministry and Tzimisce.

Alchemy symbol.pngThin-blood Alchemy is the creation of mixtures of blood, emotions and other varied ingredients to activate unique effects or even copy other Disciplines. Only thin-bloods have this as a clan Discipline.

Game concepts
Beginner's guide Vampire: The MasqueradeConsiderate playOfficial TTRPG sources
Character creation Merits and FlawsCoterie Backgrounds and MeritsLoresheetsPredator typesMortals and ghouls
Quick references Hunger systemResonanceHumanityIndex
Clans Banu HaqimBrujahGangrelCaitiffHecataLasombraMalkavianThe MinistryNosferatuRavnosSalubriToreadorTremereTzimisceVentrueThin-blood
Disciplines AnimalismAuspexBlood SorceryBlood Sorcery RitualsCelerityDominateFortitudeObfuscateOblivionOblivion CeremoniesPotencePresenceProteanThin-Blood Alchemy
Factions CamarillaAnarchCults
Antagonists Second InquisitionSabbat

References