Disciplines

All vampires have supernatural abilities. These are called disciplines. The disciplines are powerful, but they draw on the life of the kindred, spending Their blood. The disciplines cost the level in blood, the first level in a discipline, costs one point of blood. The second level costs two points of blood. The third level costs three points of blood.

Fighting disciplines activates a lower level of the discipline automatically, and for free. This means, when you activate celerity level two, you spend two blood points and gets +2+1=+3 to your Fighting skill. When you activate celerity level three, you spend three blood points and gets +3+2+1=+6 to your Fighting skill.

Animalism
This discipline gives the vampire the ability to control animals and the beast within the vampire.

Noahs call (lvl1): Call upon the animals close by, to make your hunting easier. This discipline level Can be used in the hunting room, to let you draw two hunting cards and choose one.

Animal kin (lvl2): Call upon specific animals, to make your Hunt easier. Draw three cards in the hunting room and choose one.

Control the beast (lvl3): feel the beast within another vampire. Calm the vampire on the edge of frenzy or bring kindred into a frenzy. Use the really, really mechanism at level 3, see The rule of suggestion.

Auspex
This discipline gives the vampire the ability to see more than the normal eye.
You see through obfuscate if you auspex is higher or the same as the hidden.
To read another person’s aura, See the rule of suggestion.

Celerity
Faster than a speeding bullet
This is one of the three physical disciplines that gives the vampires supernatural fighting abilities,

Level 1: +1 to fighting skill
Level 2: +2 to fighting skill
Level 3: +3 to fighting skill

Dementation
The mind and the derangements that follows.

If you are a malkavian this is the first key to the Cobweb.
Infuse hallucinations, inspire derangements or remove all of it… if you can.
To use the discipline  see the rule of suggestions.

Dominate
Control your victims mind and thoughts.
A simple command or total control over the mind is a matter of skills.
To use the discipline see the rule of suggestions.

Fortitude
Skin as strong as metal
This is one of the three physical disciplines that gives the vampires supernatural fighting abilities.

Lvl 1: +1 to fighting skill
Lvl 2: +2 to fighting skill
Lvl 3: +3 to fighting skill

Obfuscate
Remain unseen
See also: "ignore me" mecanism in the section "Rule of suggestion"

Cloak of shadow (lvl1): You are one with the wall or the shadow if you stand still. Show this by putting your hand up, showing one finger. You cannot use objects while cloaked.

Mask of Thousand faces (lvl2): wear a white mask to show a neutral unrecognizable face. Now you can move around, visible and active, without reveling yourself.

Vanish behind the cloak of gathering (lvl3): As an expert, you can disappear before the very eyes of others, as well as move as normal while cloaked. You can bring one other person with you. Show this by putting your hand up and show three fingers. If bringing another person with you, they walk behind you with Their hands on your shoulders. You cannot use objects while cloaked.

Potence
Stronger than a locomotive...
This is one of the three physical disciplines that gives the vampires supernatural fighting abilities,

Lvl 1: +1 to fighting skill
Lvl 2: +2 to fighting skill
Lvl 3: +3 to fighting skill

Presence
Control and inspire feelings
Be fearsome or majestic, it is a matter of your skills.
To use the discipline, see the rule suggestions

Protean
Control your beast and use it!
Feral roar (lvl1): Show strength and intimidate your enemy! Use the really, really mechanism as level one before roaring.

Wolf claws (lvl2): Your able to grow claws that gives a +3 to your fighting skills.

Becoming the elements (lvl3): Meld into the earth or become a fog. Put your hands on your shoulders to show this. You Can move while using this level. See also: "ignore me" mechanism in the section "Rule of suggestion"

Thaumaturgy
Use the potency of your blood and make marvelous magic!
Thaumaturgy is the discipline of magic and rituals. The users know, that the blood is magic and how to use this to make changes in the world through rituals. They Also know that the power of the magic lies in the secrecy. This discipline is only used by clan Tremere in the camarilla, though other kinds of blood magic might be used elsewhere in the kindred World. A ritual must always be approved by a ST.

The player must choose a field of specialty to follow when researching rituals. A person who has chosen to study in the field of warding will likely find it difficult to succeed in a ritual outside this field and might even have to seek the help of others.

Apprentice (lvl1): you know the basics of ritual magic, and you can do rituals of power level like warding against ghouls or storing blood on your own.

Magister (lvl2): you have an in-depth knowledge of ritual magic, and are able to perform rituals of power level like making a weapon usable to kindred or warding against lupines on your own. You Can also lead kindred of same or lesser knowledge of rituals, in a combined ritual effort, making it stronger or more likely to succeed.

Regent (lvl3): you know more or less everything about ritual magic, and can do rituals of power level like making a bone of lies or warding against kindred on your own. You can lead kindred of same or lesser knowledge in rituals of the highest power level like making a blood contract. You can also lead kindred of same or lesser knowledge of rituals, in a combined ritual effort, making it stronger or more likely to succeed.

In general you can do a lot with rituals, but the effect is completely at the discretion of the ST's. It might bite you. Backfire. Literally.
But well known rituals is things like:

  • Wards: symbolized by a sign on a door. The type of creature mentioned on the sign cannot enter the room.
  • Usable weapons: making a weapon usable by vampires and against vampires, giving it a Fighting skill bonus.
  • Bone of lies: Holding a bone of lies makes you "really, really, really, really" (see rule of suggestion lvl3) want to ad to an answer, if it is a lie. Example: The Ventrue is holding a bone of lies, and the sheriff asks him: "did you plot to kill the Prince?" The Ventrue, who just made an attempt on the prince's life, answers: "no I did not! -this is a Lie"
  • Blood contract: the participants in a blood contract, has to adhere to the contract, or they will suffer a dire blood loss.

Well Known fields of research in thaumaturgy are:

  • Warding (warding rooms or objects)
  • Enchanting objects (giving objects special abilities, making weapons magical, gaining knowledge from object)
  • Fighting magic (temporary bonuses to combat/fighting skill)
  • Necromancy (talking with spirits, gaining knowledge from remains, primarily used by the Giovanni clan)
  • Blood manipulation (gaining knowledge from blood, storing blood, empowering blood to drink later)
  • Mentalism (temporarily mimicking a mental discipline, sending dreams or telepathic notes)

Remember your magic is still only ritual based when doing actions in the hunting room. This means no fireballs or levitation even though it could be handy in the situation.