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Disciplines

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Disciplines Empty Disciplines

Post by Hero Fri 31 Aug 2012, 8:48 am

Animalism
• Description: Animalism gives the vampire heightened affinity with animals. Animalism seeks to utilize the Beast within each vampire without giving in to its control. This grants the vampire great strength, as well as the ability to communicate with and control animals. The Gangrel clan is known to be especially good with the Animalism Discipline, though it is not unique to them.
• Clans: Gangrel, Nosferatu, Ravnos, and Tzimisce.
• Abilities
o Level 1: Feral Whispers - The ability to communication with animals and direct commands or requests to them. More difficult with less intelligent animals (insects, fish, etc).
o Level 2: Beckoning - The vampire howls, barks, or otherwise calls on a specific type of animal to come to his/her aid.
o Level 3: Quell the Beast - The vampire manipulates the inner Beast of the target, forcing them to react as the vampire desires (fear, complacency, etc).
o Level 4: Subsume the Spirit - The vampire overwhelms the mind of a target creature and controls that animal directly.
o Level 5: Drawing out the Beast - The vampire transfers his Frenzy to another creature instead.

Auspex
• Description: Auspex grants extrasensory perception, awareness and premonitions to a vampire. This not only improves upon the natural sensory abilities of a vampire but also grants supernatural awareness as well. Vampires using the Auspex Discipline may read the minds of mortals or see through the illusions created by other vampires.
• Clans: Malkavian, Toreador, Tremere, and Tzimisce.
• Abilities
o Level 1: Heightened Senses - Increases the natural senses of the vampire. Can see further, hear more feint tones, etc.
o Level 2: Aura Perception - The ability to view the auras around mortals and supernatural creatures. This can reveal the emotional state of the being, as well as its nature (human, vampire, beast, etc).
o Level 3: The Spirit's Touch - The ability to gather information from objects on those who touched them. For example, a vampire may be able to use this ability to tell who last used a phone and what calls they made on it. Requires physical contact with the object.
o Level 4: Telepathy - The ability to read the minds of mortals without their knowledge. Does not work on supernaturals (including other vampires).
o Level 5: Psychic Projection - The vampire literally leaves his/her body in an astral projection. While in this astral form the vampire can travel through mass (doors, earth, etc) but must still remain out of sunlight.

Celerity
• Description: Celerity grants the vampire supernatural quickness and reflexes. This allows a vampire to move and react at superhuman speed. To the vampire the world moves in slow motion; to others the vampire appears but a blur.
• Clans: Assamite, Brujah, and Toreador.
• Abilities: Each level of Celerity increases the speed at which the vampire is able to reach. Higher levels allow more actions to be performed in the same amount of time. Note that Celerity is an active Discipline, and thus requires blood to utilize.

Chimerstry
• Description: Chimerstry allows the creation of illusions and planting of hallucinations into a target's mind. This allows Ravnos vampires to conjure illusions to trick mortals (and sometimes other vampires). Unique to the Ravnos clan, this Discipline is often used to manipulate and fool mortals into doing the bidding of the tricky Ravnos vampires.
• Clans: Ravnos (unique).
• Abilities
o Level 1: Ignis Fatuus - The ability to conjure a simple static mirage that fools a single sense, such as a smell or small item which is visible but not touchable.
o Level 2: Fata Morgana - The ability to conjure a static mirage that fools all five senses.
o Level 3: Apparition - The ability to add motion to mirages created by Ignis Fatuus or Fata Morgana (ex. running water).
o Level 4: Permanency - Allows the mirages created by Ignis Fatuus or Fata Morgana to remain present without the vampire's presence or concentration.
o Level 5: Horrid Reality - The ability to make illusions real in the mind of one individual. To the target the illusion seems real, so fire can burn and walls can contain him/her.

Dementation
• Description: Dementation is the vampire ability to pass one's madness on to a victim. Unique to the insane Malkavian clan, Dementation allows a vampire to unlock the inner insanity of a mortal or vampire alike. Although any vampire may learn the Dementation Discipline from a Malkavian, most do not wish to as it is feared that higher levels of Dementation require the practitioner to be insane himself (which may explain why the Malkavians are so adept at it).
• Clans: Malkavian (unique).
• Abilities
o Level 1: Passion - The vampire is able to greatly increase or decrease a victim's emotion (just one), but cannot choose which emotion is targeted.
o Level 2: The Haunting - The vampire is able to "haunt" the victim with subtle but powerful sights, sounds, and feelings which don't actually exist. The vampire cannot control what the victim senses, but can target which sense will experience it. The experience is never pleasant to the victim.
o Level 3: Eyes of Chaos - This ability grants Malkavians a unique insight into the inner workings of an individual or natural event. They claim their insanity grants them wisdom into the otherwise random and chaotic nature of the world.
o Level 4: Voice of Madness - The voice of the Malkavian drives the target into a fit of rage or fear, during which they lose control of their higher thought processes. This must be used cautiously, however, as the Malkavian using this Discipline may Frenzy from hearing his/her own voice as well.
o Level 5: Total Insanity - The Malkavian reaches into the inner depths of the target's mind and drives them completely insane. Effective on both mortals and supernaturals (such as other vampires).

Dominate
• Description: Dominate is the ability to control a target's mind through an intense gaze. The Dominate Discipline grants the vampire control over a single target only. The target must understand the vampire and make eye contact, but once Dominated will give themselves willingly over to the vampire's control.
• Clans: Giovanni, Lasombra, Tremere, and Ventrue.
• Abilities
o Level 1: Command - A one word command which is instantly obeyed by the target. Cannot be directly self harming (ex. cannot command a target to "die").
o Level 2: Mesmerize - Plants a suggestive command into the target's mind, to be performed immediately or when triggered by certain stimulus. For example, "Run home."
o Level 3: The Forgetful Mind - The vampire is able to manipulate the memories of a target, either removing existing memories or adding new ones.
o Level 4: Conditioning - The vampire is able to slowly (over weeks or months) turn a victim's will over to himself at the cost of a lack of free will or imagination in the target (as they will follow orders without question or individual thought).
o Level 5: Possession - The vampire is able to completely take over the mind of a mortal. The vampire controls the victim's body as if it were his/her own, leaving his/her body vulnerable during the process. Only works mortals.

Fortitude
• Description: Fortitude grants the vampire supernatural toughness. While all vampires are more resilient than mortals, Fortitude grants a vampire absolutely astonishing toughness even among supernaturals. Even fire and blades, normally just as deadly to vampires as mortals, can be shrugged off with enough mastery of the Fortitude Discipline.
• Clans: Gangrel, Ravnos, and Ventrue.
• Abilities: Each level of Fortitude grants the ability to soak greater amounts of damage. At high levels even supernatural effects (werewolf claws, magic, sunlight) may be partially resisted.

Necromancy
• Description: Necromancy is ability to summon and control the flesh and souls of the dead. Only officially adopted by the Giovanni clan, Necromancy is not looked upon favorably by most vampires. There are different paths of Necromancy, much like a school of magic, with each path granting control over the dead in some fashion.
• Clans: Giovanni (unique).
• Abilities: There are three different paths of Necromancy, each with its own abilities. All vampires learning the Necromancy Discipline start with the Sepulchre Path.
o The Sepulchre Path
 Level 1: Insight - Allows the vampire to look into the eyes of a corpse and see the last thing that creature witnessed before death.
 Level 2: Summon Soul - Allows the vampire to call forth a ghost in order to speak with it. Must know the ghost's name and possess an object the ghost touched in life.
 Level 3: Compel Soul - Allows the vampire to give commands to a ghost for a short time.
 Level 4: Haunting - Allows the vampire to bind a ghost to a place or object.
 Level 5: Torment - Allows the vampire to physically harm a ghost's ectoplasmic form.
o The Bone Path
 Level 1: Tremens - Allows the vampire to manipulate the flesh of a corpse briefly (ex. open the eyes or roll over).
 Level 2: Apprentice's Brooms - Allows the vampire to manipulate a corpse into performing a simple function, such as walking.
 Level 3: Shambling Hordes - Allows the vampire to reanimate a corpse for the purpose of attacking or defending an object or person.
 Level 4: Soul Stealing - Strips the soul of the target (mortal or vampire), turning it into a wraith. Prepares the body for Daemonic Possession.
 Level 5: Daemonic Possession - Allows the vampire to insert a soul into a corpse (or soul-drained body from Soul Stealing) and allows that soul to inhabit it.
o The Ash Path
 Level 1: Shroudsight - Allows the vampire to see through the Shroud (the barrier between the living world and the Underworld).
 Level 2: Lifeless Tongues - Allows the vampire to speak with ghosts in the Underworld.
 Level 3: Dead Hand - Allows the vampire to reach through the Shroud and affect the Underworld physically. The connection works both ways.
 Level 4: Ex Nihilo - Allows the vampire to completely enter the Underworld physically as a solid ghost.
 Level 5: Shroud Mastery - Allows the vampire to manipulate the Should itself, making it easier or more difficult for wraiths and ghosts to cross.

Obfuscate
• Description: Obfuscate is the ability to remain completely unseen. The Obfuscate Discipline allows the vampire to force those around him/her to simple not notice the vampire's presence (rather than actually making them invisible). As such, this Discipline does not work on cameras, though it could still affect the minds of those viewing the footage.
• Clans: Assamite, Followers of Set, Malkavian, and Nosferatu.
• Abilities
o Level 1: Cloak of Shadows - The vampire is able to hide in shadows or under light cover for a limited time, as long as no sounds or movements are made.
o Level 2: Unseen Presence - The vampire is now able to move while remaining hidden.
o Level 3: Mask of a Thousand Faces - The vampire is able to manipulate the perception of others to appear differently in their eyes (ex. change his/her face to look human to the target). Does not physically alter the vampire.
o Level 4: Vanish from the Mind's Eye - The vampire can now vanish in plain sight.
o Level 5: Cloak the Gathering - The vampire may now extend all Obfuscate abilities to other objects or beings (ex. hiding the vampire as well as a companion).

Obtenebration
• Description: A Discipline unique to the Lasombra clan, Obtenebration grants complete control over darkness and shadows. It allows both the creation of new shadows as well as the alteration of existing shadows. At higher levels the vampire may completely transform its body into a shadow form.
• Clans: Lasombra (unique).
• Abilities
o Level 1: Shadow Play - The vampire is able to manipulate existing shadows.
o Level 2: Shroud of the Night - The vampire is able to create shadows which can blot out light and even some sound.
o Level 3: Arms of the Abyss - The vampire is able to create tentacles from shadows which can physically manipulate the world (grasping, choking, striking, etc).
o Level 4: Black Metamorphosis - The vampire is able to apply his inner darkness to his/her physical form, becoming half material and half shadow. These forms are often demonic, including the tentacles from the Arms of the Abyss ability.
o Level 5: Tenebrous Form - The vampire physically becomes shadow itself, granting immunity to physical attacks but also unable to strike back. However, the vampire may still create/alter shadows as a form of attack while in this form.

Potence
• Description: Potence grants the vampire exceptional physical vigor and strength. Potence grants vampires strength unnatural even to other vampires, much like Fortitude offers super resilience. Vampires may use Potence to lift or punch with much more force than mortals or fellow vampires are able to muster. At higher levels, a vampire may lift cars or leap so far he/she appears to fly briefly.
• Clans: Brujah, Giovanni, Lasombra, and Nosferatu.
• Abilities: Each level of Potence grants a larger bonus to the vampire's strength.

Presence
• Description: Presence is the ability to supernaturally attract, sway and control crowds. It allows vampires to inspire or provoke feelings within a target (mortal or supernatural) or an entire crowd. The target(s) still retain their free will and intelligence, but have an unexplainable desire to do as the vampire wishes. Thus, it is more of a supernatural suggestion rather than mind control.
• Clans: Brujah, Followers of Set, Toreador, and Ventrue.
• Abilities
o Level 1: Awe - Individuals in proximity to the vampire wish to remain so and are more susceptible to the vampire's ideas.
o Level 2: Dread Gaze - Invokes terror and fear in the target.
o Level 3: Entrancement - The victim is extremely likely to follow the commands of the vampire due to the strong sense of devotion invoked by this ability.
o Level 4: Summon - The vampire is able to call any individual previously met to him/her from anywhere in the world. The target will come without understanding why it desires to do so.
o Level 5: Majesty - The vampire projects extreme admiration, fear, or devotion from those nearby, affecting mortals and supernaturals alike. All but the most strong willed eagerly do the vampire's bidding.

Protean
• Description: Protean allows the vampire to shape-shift and alter their physical form. The vampire may perform feats ranging from the growth of claws to transforming into a bat to melding their body with the earth. The Protean Discipline is unique to the Gangrel clan, for no other clan is as well connected with the natural world.
• Clans: Gangrel (unique).
• Abilities
o Level 1: Eyes of the Beast - The vampire gains glowing red eyes, allowing sight even in pitch black darkness.
o Level 2: Feral Claws - The vampire grows supernatural claws which can damage both mortals and vampires.
o Level 3: Earth Meld - The vampire is able to meld his body with the earth. Very useful for avoiding sunlight during the day, or simply to hide.
o Level 4: Shape of the Beast - The vampire transforms into a wolf or bat,
o Level 5: Mist Form - The vampire turns to a mist-like state, able to move through screens and under doors at will.

Quietus
• Description: Quietus is the assassination Discipline used exclusively by the Assamite clan. Assamites vampires use it to poison, plague, or otherwise harm their prey. Not all of its effects are immediately deadly, as a slow destruction of the target is sometimes preferred.
• Clans: Assamite (unique).
• Abilities
o Level 1: Silence of Death - A small area around the Assamite vampire is created which produces no sound at all. Very useful for quiet assassinations.
o Level 2: Scorpion's Touch - The Assamite changes his/her blood into a poison which slowly weakens its prey. Works on mortals as well as supernaturals, but not on the Assamite who created the poison.
o Level 3: Dagon's Call - The Assamite is able to drown a target in its own blood as the prey's blood vessels burst apart.
o Level 4: Baal's Caress - The Assamite changes his/her blood into a poison which destroys all flesh - living or undead - upon contact. Vampires often coat their blades with this poison.
o Level 5: Taste of Death - The Assamite is able to spit the poison created from Baal's Caress at prey up to 50 feet away.

Serpentis
• Description: Serpentis is a reptilian Discipline unique to the Followers of Set clan. It is a closely guarded secret among the Followers of Set, rarely being taught or used outside of the clan.
• Clans: Followers of Set (unique).
• Abilities
o Level 1: The Eyes of the Serpent - The vampire gains golden eyes which can paralyse mortals.
o Level 2: The Tongue of the Asp - The vampire extends and forks his/her tongue up to 18 inches. May be used as a weapon in close quarters combat.
o Level 3: The Skin of the Adder - The vampire gains a scaly hide like that of a serpent, which grants greater flexibility.
o Level 4: The Form of the Cobra - The vampire takes the form of a very large, black cobra.
o Level 5: The Heart of Darkness - During a New Moon the vampire may pull out his/her own heart, bury or otherwise hide it, and gain a resistance to Frenzy. Exposing the heart to fire or sunlight will kill the vampire as it would to the body itself.

Thaumaturge
• Description: Thaumaturgy is nothing short of blood-magic and is an incredibly well guarded secret of the Tremere clan. As an artificial Discipline which blends the powers of blood with magic (Tremere are mortal mages who "stole" vampirisim from the Tzimisce clan and invented Thaumaturgy to replace their lost magical abilities) it is incredibly feared by the other clans and regarded as an abomination.
• Clans: Tremere (unique).
• Abilities: As with Necromancy, there are multiple paths of Thaumaturgy. The Path of Blood is the most common path for those new to the Discipline, but there are many other paths which may be learned as well.
o The Path of Blood
 Level 1: A Taste of Blood - Through the taste of another vampire's blood the Tremere learns how much blood the vampire current has, when it last fed, and it's generation.
 Level 2: Blood Rage - Through physical touch the Tremere is able to cause another vampire to expend its blood against its will. If the other vampire looses enough blood it runs the risk of Frenzy.
 Level 3: Blood of Potency - Once per night the Tremere may effectively lower his/her generation, enhancing all blood abilities.
 Level 4: Theft of Vitae - The Tremere vampire literally sucks the blood from a target through the air, without requiring physical contact or ingestion.
 Level 5: Cauldron of Blood - Through physical touch the Tremere is able to boil the blood of a mortal, killing it in the process. Also works on supernaturals (with blood), although it isn't likely to be fatal.
o The Lure of Flames
 Level 1: Able to conjure a supernatural candle fire.
 Level 2: Able to conjure a supernatural fire in the vampire's palm.
 Level 3: Able to conjure a supernatural camp-fire.
 Level 4: Able to conjure a supernatural bonfire.
 Level 5: Able to conjure a supernatural inferno.
o The Movement of the Mind
 Level 1: Able to telekinetically move up to 1 pound.
 Level 2: Able to telekinetically move up to 20 pounds.
 Level 3: Able to telekinetically move up to 200 pounds.
 Level 4: Able to telekinetically move up to 500 pounds.
 Level 5: Able to telekinetically move up to 1000 pounds.
o The Path of Conjuring
 Level 1: Summon the Simple Form - Able to summon simple, inanimate objects.
 Level 2: Permanency - Objects summoned are permanent.
 Level 3: Magic of the Smith - Able to summon complex objects with moving parts.
 Level 4: Reverse Conjuration - Able to banish summon objects.
 Level 5: Power Over Life - Able to summon mindless (but obedient) creatures and people.
o Hands of Destruction
 Level 1: Decay - Causes an inanimate object to wither and rot away at supernatural speed.
 Level 2: Gnarl Wood - Ability to warp wooden objects into desired shape or form.
 Level 3: Acidic Touch - The vampire creates an acid from its body which burns flesh and corrodes metal.
 Level 4: Atrophy - Turns the target's limb into a mummified husk of bone and skin.
 Level 5: Turn to Dust - Ages the target at supernatural speed, literally turning mortals to dust in seconds.

Vicissitude
• Description: Vicissitude is the Tzimisce ability to shape flesh. Unused and feared outside of the Tzimisce clan, the Vicissitude Discipline grants the vampire ability to craft flesh and bone to one's desires. Whether used to perfect one's own body or as a weapon, Tzimisce take pleasure in their twisted work.
• Clans: Tzimisce (unique).
• Abilities
o Level 1: Malleable Visage - The vampire may alter minor cosmetic features of its own body (ex. height, face, voice).
o Level 2: Fleshcraft - The vampire may alter the flesh (but not bone) of creatures to their will. Allows for greater changes than Malleable Visage.
o Level 3: Bonecraft - The vampire may alter the bone of creatures to their will. Causes harm to the target if not used alongside Fleshcrafting.
o Level 4: Horrid Form - The vampire alters its own form to become an eight foot monstrosity of flesh and bone.
o Level 5: Bloodform - The vampire is able to convert part or all of its body into blood, unable to be damaged by anything other than fire or sunlight. The effect is reversible (both to targeted limbs as well as the entire body at once).



Hero
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Posts : 28291
Join date : 2012-03-02
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