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| Disciplines - Gifts of the Blood | |||||||||||||||||||||||||||
| All Vampires have 3 'Clan' Disciplines. A vampire may learn any of the Disciplines, either through teaching or in some cases, Diablerie. 'Non-Clan' Disciplines can be improved through experience points, but at a higher cost.
Animalism: The Beast resides in all creatures, from lice-ridden rats to Kindred Elders. Animalism allows the vampire to develop a close connection with his primordial nature. He not only communicates emphatically with the lower beasts, but also projects his will, directing them to do his bidding. Additionally, as the vampire grows in power, he can use Animalism to control the Beast within mortals and even other supernaturals. Key Traits: Manipulation and Charisma. Auspex: Bestows uncanny sensory abilities upon the vampire. From heightening the natural senses, the perceiving psychic auras and even project their mind into another's thoughts. Key Traits: Perception Celerity: Superhuman speed and reflexes. Kindred without Celerity seem to move in slow motion compared to the astonishing blur the vampire becomes. Key Traits: Spend Blood Points Dominate: The influencing of the very thoughts and actions of another through the vampire's own force of will. Dominate requires the Kindred capture his victim's eye. Key Traits: Manipulation, Charisma Fortitude: All vampires posses a preternatural constitution that makes most normal damage inconsequential. Fortitude bestows a resilience far beyond even normal vampires, ignoring the mightiest of punches and even feel the hail of bullets. This Discipline even aids in warding off sources of damage even vampires fear, such as sunlight, fire and terminal falls. Key Traits: Automatic (adds to Stamina) Obfuscate: This power enables a Kindred to conceal themselves from other's sight, simply by wishing to remain unseen. The vampire doesn't actually become invisible, he simply deludes any observer into thinking he has vanished. Other uses of Obfuscate include altering the Kindred's features or making others disappear as well. Key Traits: Normally automatic, depends on actions Potence: Supernatural strength. Potence enables a vampire to leap tremendous distances, lift massive weights or strike opponents with terrifying force. Key Traits: Automatic (adds to strength) Presence: Supernatural attraction. Kindred who develop Presence can inspire zealous fervor, devoted Passion or unspeakable terror in mortals and immortals alike. Presence is notable, since unlike virtually all other Disciplines, some of it's powers can be used on entire crowds at a time. Key Traits: Charisma, Appearance Protean: This Discipline allows the vampire to manipulate his physical form. Vampires who develop this power can grow bestial claws, assume the form of wolves and bats, transform into mists or meld with the earth itself. Key traits: Spend Blood points Thaumaturgy: This Discipline is the art of Blood Magic, created and wielded primarilly by the Tremere. Some other clans have learned variations of this art as well however. Thaumaturgy is divided into Paths, (an art or style of magical invokings) and Rituals. ( a researched and pre-set spell to create a magical effect) Key traits: Varies depending on Path and Ritual selected Vicissitude: The amazing and horrifying power of Fleshcrafting, primarilly practiced by the Tzimisce, although some secrets have leaked out among the other clans. With the power to mold flesh and bone like clay, this power is viewed with awe and horror. Key traits: Body Crafting (unique ability) + Physical Contact It is important to note that these are not ALL the Disciplines that Kindred may posses, but they are the most 'common' ones. |
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