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Disciplines



          Disciplines are the supernatural powers all vampires possess to some degree or another, powers that separate them from mortals. A strong human can lift as much as a strong vampire; however, if the vampire also possesses the Discipline Potence, her effective power is increased dramatically.

          The origin of these "mystical" powers is a mystery to almost all vampires. Normally, Kindred simply accept the Disciplines as yet another indication of how they are superior to all other creatures that walk the earth. Whatever their source, Disciplines are integral to a vampire's existence.

          The Disciplines described here which characters may possess. Like all other Traits in Vampire, Disciplines are normally rated from one to five. Extremely powerful vampires may well possess abilities beyond the scope of these Disciplines, but these powers are unique to the individual in question and may be defined at the Storyteller's whim. The rating a vampire has in a particular Discipline should be noted on the character sheet, where the names of these powers may be written in.

          Characters begin with five points in their Clan Disciplines - those powers most often associated with the clan to which the character belongs. However, additional Disciplines may be gained by spending "freebie" points during character creation. One additional point you are asked to obtain any relevent cards, for powers which are scilent, change your form, or make you invisable. As this will aid the other players, and will interupt the game less.

Animalism
Auspex
Celerity
Chimerstry
Dementation
Dominate
Fortitude
Kineticism
Melpominee
Mytherceria
Necromancy
Nihilistics
Obeah
Obfuscate
Obtenabration
Potence
Presence
Protean
Quietus
Serpentis
Sanguinus
Temporis
Thanatosis
Thaumaturgy
Valeren
Vicissitude