Discipline (World of Darkness)
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Disciplines are supernatural powers used by Vampires in White Wolf's World of Darkness setting. While some disciplines are known by many clans and are easily accessible, others remain almost exclusive to a certain clan or even bloodline.
Some Disciplines are safe as they carry no visual effects or cannot be traced to the caster, while others will certainly violate the Masquerade.
Contents |
[edit] Disciplines in Vampire: The Requiem
In 2004, the World of Darkness was rebooted with new rules and a new setting, with many new or changed concept. While this new setting still has Vampiric Disciplines very similar to those of its predecessor, there are differences both notable and subtle.
[edit] Physical
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- Celerity: The ability to move at faster-than-human speeds and with uncanny precision.
- Resilience: The ability to withstand damaging attacks with comparatively minor injuries.
- Vigor: The ability to manifest supernatural strength above and beyond even a vampire's naturally superhuman capabilities.
[edit] Psychic
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- Animalism: The power to commune with and command animals; related to a vampire's inner Beast.
- Obfuscate: The power to prevent others from sensing one's self by clouding their minds; related to a vampire's natural cunning and guile.
[edit] Uncommon disciplines
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- Auspex: Preternatural sensitivity and awareness and the ability to foresee and know things seemingly unknowable (practised by the Mekhet).
- Dominate: The piercing stare that commands minds and the ability to break the will of others (practised by the Ventrue).
- Majesty: Seductive or commanding sway of emotions and the predatory manipulation of the weak in this way (practised by the Daeva).
- Nightmare: The ability to evoke sheer terror by revealing one's primal nature (practised by the Nosferatu).
- Protean: The ability to assume a variety of forms such as a wolf or mist (practised by the Gangrel).
[edit] Covenant disciplines
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- Coils of the Dragon: Used to cheat the Curse, stripping away limitations and negative effects of the Unliving state. (practised by the Ordo Dracul)
- Crúac: Pagan blood sorcery. (practised by the Circle of the Crone)
- Theban Sorcery: Miraculous magic taught, or in some interpretations stolen, by an "avatar of God." (practised by the Lancea Sanctum)
[edit] Bloodline (Rare) disciplines
- The various Rare Disciplines are numerous and wildly diverse. While they are generally only available their respective bloodlines and highly specialized there are a few which provide significant advantages in combat (particularly some published in the antagonists book, VII, and that of the Spina Bloodline from the Invictus supplement).
[edit] Disciplines in Vampire: The Masquerade
The previous version of the World of Darkness had over thirty distinct disciplines. Ten of those were introduced in the original first and second editions of the core rulebook (Auspex, Animalism, Celerity, Dominate, Fortitude, Obfuscate, Potence, Presence, Protean, Thaumaturgy, Vicissitude), while others were introduced gradually during many years in various game supplements, especially those which introduced new Clans and Bloodlines.
In Time of Thin Blood it was revealed that, quite surprisingly, the weak 14th and 15th generation vampires are actually capable of creating new Disciplines - something that was previously possible only to a handful of Vampires of very low generation.
[edit] Core Disciplines
[edit] Animalism
Animalism allows communication and control over animals, as well as manipulation of the "animal" or "bestial" nature of people.
1. Sweet Whispers 2. The Beckoning 3. Song of Serenity 4. Sharing of Spirits 5. Drawing Out the Beast 6. Animal Succulence (V:tM Player's Guide) Deep Song (Clanbook: Ravnos) Sense the Savage Way (Dark Ages Companion) Shared Soul (V:tM Player's Guide) Shepherd's Innocence (V:tM Player's Guide) Species Speech (V:tM Player's Guide) Tier of Souls (Clanbook: Tzimisce) Vrykolas (Libellus Sanguinis 1) 7. Conquer the Beast (V:tM Player's Guide) Master's Voice (V:tM Player's Guide) Twist the Feral Will (Dark Ages Companion) 8. Mass Summons (V:tM Player's Guide) Taunt the Caged Beast (Dark Ages Companion) Twin Spirits (V:tM Player's Guide) 9. Flesh Bond (V:tM Player's Guide) 10. Army of Beasts (V:tM Player's Guide)
[edit] Auspex
The discipline Auspex is based around acquiring insight and knowledge. This discipline allows the practitioner to heighten her senses, to perceive auras and to communicate telepathically among other skills.
1. Heightened Senses 2. Aura Perception 3. The Spirit's Touch 4. Telepathy 5. Psychic Projection 6. Babble (Clanbook: Malkavian) Clairvoyance (V:tM Player's Guide) Eagle's Sight (V:tM Player's Guide) The Flaying (Libellus Sanguinis 1) Genius Loci (Clanbook: Tzimisce) Insight of the Talespinner (Clanbook: Toreador) Prediction (V:tM Player's Guide) Sense Emotion (V:tM Player's Guide) Spirit Bond (Dark Ages Companion) Telepathic Communication (V:tM Player's Guide) The Dreaming (V:tM Player's Guide) What People Want to Hear (Clanbook: Toreador) 7. Escstatic Agony (Clanbook: Tzimisce) Melange (Clanbook: Malkavian) Personality Metamorph (Clanbook: Toreador) Pluck the Secret (Dark Ages Companion) Soul Scan (V:tM Player's Guide) Spirit Link (V:tM Player's Guide) Stealing the Mind's Eye (Dark Ages Companion) 8. Malkavian Madness Network (Clanbook: Malkavian) Omniscience (V:tM Player's Guide) The Oracle's Sight (Dark Ages Companion) Psychic Assault (V:tM Player's Guide) 9. Master of the Dom (Libellus Sanguinis 1) Precognition (V:tM Player's Guide) 10. Pulse of the Canaille (V:tM Player's Guide)
[edit] Celerity
One of the three basic physical disciplines, which can be learned by vampires of any clan, as well as by Caitiffs, Ghouls and Dhampirs. Celerity is the discipline of unnatural enhanced speed.
6. Mercury's Arrow (Dark Ages Companion) 7. Sanguinary Wind (Dark Ages Companion) 8. Resist Earth's Grasp (Dark Ages Companion)
[edit] Chimerstry
1. Ignis Fatuus 2. Fata Morgana 3. Apparition 4. Permanency 5. Horrid Reality 6. Army of Apparitions (Dark Ages Companion) Fata Amria (Clanbook: Ravnos) Fatuus Mastery Mass Reality 7. Far Fatuus Mirror's Visage (Dark Ages Companion) 8. Fantasy World (Dark Ages Companion) Pseudo Blindness Sensory Overload (Clanbook: Ravnos) 9. Sensory Deprivation 10. Reality
[edit] Dominate
This discipline allows the Vampire to exert control over the minds of others via eye contact and verbal commands. This power is not usable on Vampires of lower Generation.
1. Command the Wearied Mind 2. Mesmerize 3. The Forgetful Mind 4. Conditioning 5. Possession 6. Automatic Mastery (Dark Ages Companion) Loyalty (V:tM Player's Guide) Obedience (V:tM Player's Guide) Rationalize (V:tM Player's Guide) Tranquility (V:tM Player's Guide) 7. Command the Legion (Dark Ages Companion) Mob Rule (V:tM Player's Guide) Repression of the Obvious (Clanbook: Malkavian) 8. Empowering the Puppet King (Dark Ages Companion) Far Mastery (V:tM Player's Guide) 9. Best Intentions (V:tM Player's Guide) 10. Puppet Master (V:tM Player's Guide)
[edit] Daimoinon
(V:tM Storyteller's Handbook)
1. Sense the Sin 2. Fear the Void Below 3. Flames of the Netherworld 4. Psychomachia 5. Curse 6. Diabolic Lure (Dark Ages Companion) Ignore the Searing Flames 7. Infernal Servitor (Dark Ages Companion) Summon the Herald of Hell 8. Great Curse Unleash Hell's Fury (Dark Ages Companion) 9. Call the Great Beast
[edit] Dark Thaumaturgy
(Storyteller's Guide to the Sabbat)
* Chains of Pleasure 1. Ecstasy 2. Overstimulation 3. The Wave of Pleasure 4. Writhing Delights 5. The Glow of a Thousand Embraces
* Fires of Inferno 1. One Die of Damage 2. Two Dice of Damage 3. Four Dice of Damage 4. Six Dice of Damage 5. Eight Dice of Damage
* Hands of Destruction 1. Decay 2. Gnarl Wood 3. Acidic Touch 4. Atrophy 5. Turn to Dust
* Path of Pestilence 1. Sickness 2. Vampire Sickness 3. The Swarming 4. Diseased Breath 5. Cause Plague
* Path of Phobos 1. Induce Fear 2. Spook 3. Terrorize 4. Fear Immersion 5. Leech of Fear
* Path of Secret Knowledge 1. Whispers 2. Secrets in the Dark 3. The Hidden 4. Dark Prophecy 5. Unlock the Heart of Mystery
* Path of Spirit (Dark Ages Companion) 1. Insignificant 2. Least 3. Lesser 4. Minor 5. Specific Demon
* Path of Torture 1. Hurt 2. Hunger 3. Torment 4. Agony 5. Pangs of Hell
[edit] Fortitude
One of the three basic physical disciplines, which can be learned by vampires of any clan, as well as by Caitiffs, Ghouls and Dhampirs. Fortitude is the discipline of unnatural physical resilience, very useful in combat.
6. Armor of Vitality (Dark Ages Companion) 7. Bestow Vigor (Dark Ages Companion) 8. Eternal Vigilance (Dark Ages Companion)
[edit] Obfuscate
Obfuscate enables the Vampire various degrees of invisibility or illusory appearance.
1. Cloak of Shadows 2. Unseen Presence 3. Mask of the Thousand Faces 4. Vanish from Mind's Eye 5. Cloak of Gathering 6. Conceal (V:tM Player's Guide) Diastasis (Dark Ages Companion) Mind Blank (V:tM Player's Guide) Scrawl (Clanbook: Malkavian) Soul Mask (V:tM Player's Guide) 7. Cache (V:tM Player's Guide) Cloak (V:tM Player's Guide) Veil the Legions (Dark Ages Companion) Visit Faerieland (Clanbook: Malkavian) 8. Old Friends (V:tM Player's Guide) 9. Create Name (V:tM Player's Guide) 10. Memory's Fading Glimpse (V:tM Player's Guide)
[edit] Potence
One of the three basic physical disciplines, which can be learned by vampires of any clan, as well as by Caitiffs, Ghouls and Dhampirs. Potence is the discipline of enhanced strength.
[edit] Presence
This discipline allows the Vampire to manipulate the emotions of humans and Vampires that can see them, by extending their supernatural aura. This may be manifest as awe, fear, charm, or entrancement. Higher levels of the discipline allow deeper emotional changes.
[edit] Protean
This discipline allows the user to change their own form, to acquire eyes that enable night vision, to grow claws that can rip through metal, to meld with the earth, to take the form of mist or of wolves and bats among other feats.
1. Eyes of the Beast 2. Wolf Claws 3. Earth Meld 4. Shape of the Beast 5. Mist Form
[edit] Thaumaturgy
A discipline that is practiced secretly by the vampires of the Tremere clan. Only under rare cases should a non-Tremere know thaumaturgy. In the event that it becomes known that a non-Tremere has learned this forbidden art, that kindred and the kindred responsible for the teaching are usually met with the final death by Clan Tremere. Blood magic allows the caster to use a small or big portion of his blood to harm the enemy or protect himself.
[edit] Disciplines in Vampire: The Masquerade - Bloodlines
- The disciplines below are from Vampire: The Masquerade - Bloodlines, a video game which is considered canon in the World of Darkness setting. There are differences to the Disciplines the World of Darkness in other media. The "safety" mentioned below for each discipline refers to whether use of the discipline in view of non-Vampires is a violation of the Masquerade.
- Animalism, non-exclusive Discipline that summons different magical animals to aid the player. The first level summons ravens that incapacitate the target for a time being, while the fifth swarms a large area with deadly insects. Non-safe.
- Auspex, non-exclusive Discipline that allows to see other beings' auras and adds some points to Wits and Perception, the amount depending on Discipline's level. Safe.
- Blood Buff, a Discipline accessible to all clans. Pushes all Physical attributes to maximum (i.e. 5 points). Safe.
- Celerity, a non-exclusive Discipline that speeds the character up. Any use of this beyond the first level is considered Non-Safe.
- Dementation, a Malkavian trademark Discipline that allows them to share their madness with others. First level makes target temporarily paralyzed by laughter, while the fifth one bestows upon a large group of enemies a random maddening effect. Also offers extra choices in dialogue. Safe.
- Dominate, a Discipline that allows a vampire to control the weak-willed. First level allows the user to impose his will on the victim using a one word order. Higher levels of dominate allow kindred to completely erase the minds of the weak-willed as well as forcing suicide upon them. Additionally, Ventrue characters will presented with with extra options during conversations. Safe.
- Fortitude, non-exclusive Discipline that allows to sustain more damage by adding a certain number to Soak Bashing Feat, from 1 to 5 points. It is also the only method of soaking Aggravated damage. Non-safe.
- Obfuscate, non-exclusive Discipline that allows to become invisible. While the first level only allows invisibility when being still and crouched, the fifth level allows free movement and interaction with the world. Higher levels also increase damage done when attacking an enemy while unseen. Safe.
- Potence, non-exclusive Discipline that grants superhuman strength. This power will add 'supernatural damage' to melee attacks, from 1 to 5 points. The higher the level is, the farther you can knock away enemies in the game.
- Presence, non-exclusive Discipline that causes nearby enemies to suffer certain penalties to their Attributes. It also allows for alternate conversation options. Safe.
- Protean, a Gangrel-only Discipline that allows them to change their bodies and become one with the Beast (not to be mistaken with frenzying). Each level includes the benefits of the previous ones. The first level offers heat vision and +1 to Wits. Second form adds the benefit of powerful claws that deal aggravated damage, increasing with power every level. The fifth means full transforming in the war form. Non-safe.
- Thaumaturgy: an exclusive Tremere Discipline, so-called 'blood magic'. Different levels offer different spells, from Blood Missile (shoots a homing missile that returns with stolen blood) to Blood Boil (target explodes, damaging those nearby). Non-safe.