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Disciplines

Here there be Disciplines, as well as a quick listing of Thaumaturgical rituals. Have fun, Strahd.

Disciplines

Each Discipline is listed with the clan in whom it's favored (if any) and the powers that comprise it. Remember that Brujah may choose Celerity, Fortitude, or Potence for their favored Discipline.

When activating a Discipline which allows the subject to resist, the difficulty of the activation roll is either the Discipline's level or the subject's resistance successes, whichever is higher. For example, a mortal targeted by Dominate •• resists with Willpower and scores three successes, so the activation difficulty is 3; had the mortal scored only one success, the difficulty would have been 2 (the level of Dominate being employed).

Animalism

• Feral Whispers
You can understand and be understood by animals. They will accept your commands if they seem reasonable; otherwise, they resist with Willpower.
•• Beckoning
You call out and summon animals of a chosen type to you. At Storyteller discretion, more successes allows you to summon swarms of animals.
••• Quell the Beast
Resisted with Willpower. Calms the emotions of the subject, making animals docile and humans (and vampires) lethargic. If the subject is in frenzy, it ends; if he'd rolled Willpower to hold his frenzy off, his need is negated, effectively resetting him.
•••• Subsume the Spirit
By looking into an animal's eyes, you transfer your soul into it, causing your own body to fall into torpor. You retain your mind and can use your Disciplines, but you use the animal's physical Attributes and Perception. If you take damage, it manifests on your own body, though you may soak as normal. If the animal dies, your body remains in torpor for days equal to your Vitae.
••••• Rouse the Beast
Resisted with Willpower. Subject enters frenzy. If the subject is a vampire and they botch their Willpower roll, she enters sanguinary frenzy.

Auspex (Tremere)

• Heightened Senses
For the scene, you gain your successes as extra dice to sensory pools.
•• Aura Perception
You can perceive the auras of those around you, allowing you to discern if someone's lying, crazy, a diablerist, supernatural in some way, or the like. You gain your successes in extra dice to pools for reading people's emotional state.
••• The Spirit's Touch
Touch an object. For each success, you have a psychometric flash of a moment of emotional weight in that object's history.
•••• Telepathy
Resisted with Willpower.  You can hear a subject's surface thoughts and "speak" your own thoughts into his mind. If you choose instead to plumb his memories, you get honest answers to one question per success.
••••• Astral Projection
You separate your soul from your body (which enters torpor) and fly out into the Penumbra. You're effectively a ghost: invisible, intangible, capable of flying (you can cross vast distances in a scene), all that jazz. Cool.

Celerity

• – •••••
Celerity adds its activated rating to Initiative, Speed, and to all Dexterity pools for the rest of the scene.

When activating Celerity, you may activate a lower level if you don't get enough successes for the level you wanted. For example, if you try to activate Celerity ••• but get only one success, you may activate Celerity • instead of failing the roll.  This is an exception to the normal Discipline activation rule.

Dominate (Ventrue)

All uses of Dominate require eye contact. Dominate can't cause a subject to intentionally harm himself or defy his Nature. If a subject's currently Dominated, the difficulty of Dominating him is at least as high as the successes of the previous Domination. Kindred with a Vitae higher than your own get to add their Vitae to their roll to resist.
• Command
Resisted with Willpower. You speak a single-word command that must be obeyed.
•• Mesmerize
Resisted with Willpower. For each success, you can implant one significant thought or suggestion.
••• The Forgetful Mind
Resisted with Willpower. You can edit your subject's memory, with older or stronger memories requiring more successes (at Storyteller discretion).
•••• Conditioning
Resisted with Willpower. After each use, the subject treats his Willpower as one less when it comes to opposing you (normally or when you use Dominate) and one higher versus Dominate attempts made by others. You can Condition a subject once per night, and the imposed bonus/penalty can't exceed your Vitae.
••••• Possession
Resisted with Willpower. You supplant a subject's psyche with your own. He falls into a mental fugue and your body enters torpor. You use your subject's physical Attributes, though you retain your mind and can use your Disciplines. If you take damage, it manifests on your own body, though you may soak with your own Stamina; if your host's body dies, your body remains in torpor for days equal to your Vitae.

Fortitude

• – •••••
Fortitude adds its activated rating to all Stamina pools (including soak) for the rest of the scene. Unlike the old system, you can't soak aggravated damage with Fortitude.

When activating Fortitude, you may activate a lower level if you don't get enough successes for the level you wanted. For example, if you try to activate Fortitude ••• but get only one success, you may activate Fortitude • instead of failing the roll.  This is an exception to the normal Discipline activation rule.

Nightmare (Malkavian)

• Eyes of Chaos
You gain insight into a person or situation. Treat this like the Intuition Merit but with expanded utility.
•• Pall of Dread
Resisted with Willpower. Subject takes your successes in dice penalties to Attribute-based actions that don't involve fleeing your presence.
••• Erosion of Will
Resisted with Willpower. Subject takes your successes as a penalty to Willpower rolls for the scene. If used on a subject multiple times in the same scene, this effect is cumulative; if her effective Willpower pool is reduced to zero, she passes out.
•••• Voice of Nightmare
Resisted with Willpower. Upon hearing you, subject flees in a blind panic identical to Rötschrek.
••••• Absolute Terror
Resisted with Willpower. Subject takes your successes as unsoakable bashing damage.

Obfuscate (Nosferatu)

Obfuscate clouds the mind, so opponents don't get to make a reflexive roll to notice you (though they do if they spend a turn actively looking). Obfuscate affects only the mind, however, so cameras and the like see you normally. All Obfuscate uses last for a scene.
• Touch Of Shadow
Gain your successes as extra dice on rolls to conceal an object.
•• Unseen Presence
Shadows will shift to cover you, so gain your successes as extra dice on Stealth rolls made while remaining still.
••• Vanish from the Mind's Eye
You're invisible, so gain your successes as extra dice on all Stealth rolls.
•••• Mask Of A Thousand Faces
You assume the appearance of someone else, gaining your successes as extra dice to disguise yourself. Alternately, you can assume the appearance of a stranger with a vaguely forgettable face, gaining your successes as extra dice to pass unnoticed in a crowd or social situation.
••••• Cloak The Gathering
Every success lets you include an extra person in an Obfuscate effect you've already activated.

Potence

• – •••••
Potence adds its activated rating to all Strength pools (including damage) and to Speed for the rest of the scene.

When activating Potence, you may activate a lower level if you don't get enough successes for the level you wanted. For example, if you try to activate Potence ••• but get only one success, you may activate Potence • instead of failing the roll.  This is an exception to the normal Discipline activation rule.

Presence (Toreador)

• Awe
Gain your successes as extra dice to "pleasant" social pools, like oration and persuasion and seduction.
•• Revelation
Resisted with Willpower.  The subject trusts you so that he's willing to tell you some of his secrets. More successes means more (or juicier) information, at Storyteller's discretion.
••• Entrancement
Resisted with Willpower. The subject is so enamored of you that he's amenable to doing you a sweet favor.  Treat your successes like a success on an Allies roll.
•••• Summon
Resisted with Willpower. You inexplicably cause a person with whom you've shared a conversation to travel to you at with all reasonable haste.  At Storyteller discretion, more successes can signify greater speed.
••••• Majesty
Resisted with Willpower. Those in your presence can't attack, demean, or even express disagreement with you.

Protean (Gangrel)

• Aspect of the Predator
Your eyes glow red, allowing you to see in pitch darkness. Animals regard you as they would a predator, fleeing or offering challenge.
•• Feral Claws
Your fingers grow wicked claws that do +2L damage.
••• Earth Meld
You merge your body with earth, using your successes as the difficulty to detect you normally or with Auspex.
•••• Shape of the Beast
You take the form of a large wolf or bat, assuming the appropriate traits (Bat: Strength 2, Dexterity 4, Stamina 3, Speed 20; Wolf: Strength 4, Dexterity 3, Stamina 4, Perception +1, Speed 12).  At Storyteller option, extra successes can add to a bat's Speed or a wolf's bite damage.
••••• Mist Form
Your body dissolves into mist, allowing you to fly slowly. You're immune to attacks and take one less die of damage from fire or sunlight.

Thaumaturgy

A perversion (or improvement, some would say) of fallen House Tremere's power, Thaumaturgy is blood magic, impure and unsimple. Not all practitioners are Tremere, but the Warlocks do guard its secrets with unsavory ardor.

Each Thaumaturgical ritual requires at least one scene to properly enact, requiring a successful Thaumaturgy roll at difficulty equal to the level of the ritual, after which the effect takes hold. Needless to say, botches are particularly unwholesome when blood sorcery is involved. Caveat veneficus.
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