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Disciplines

Work in Progress!
A Discipline is the term used for the different supernatural powers possessed by vampires. The origin of the disciplines is unknown, but many believe they are gifts from Caine or Lilith, some think disciplines were invented by the elder vampires of the different clans and have been passed down to their descendants. 

​The basic disciplines are:
  • Animalism
  • Auspex
  • Celerity
  • Dominate
  • Fortitude
  • Obfuscate
  • Potence
  • Presence
  • Protean
  • Thaumaturgy
Each vampire bloodline is gifted with certain disciplines and every vampire of that bloodline will have these gifts to some degree.  Generally the more distant a vampire is from the bloodline founder the weaker in the disciplines one is, but this is not always the case. Sometimes even a new vampire is strong in one or two of the disciplines for their bloodline.  Rarely, a new vampire can even be exceptional in a discipline.  

​** most disciplines are conscious actions.  For example, a vampire must specifically be concentrating on listening to a conversation across a room  to hear the details.   It is suggested that a vampire make a skill roll to determine if they succeed or not, since a room could be too noisy even for acute hearing. 
Animalism:

The Beast resides within all creatures, from scuttling cockroaches to scabrous rats up through untamed wolves and even powerful Kindred elders. Animalism allows the vampire to amplify his intensely primordial nature. He can not only communicate with animals, but can also force his will upon them, directing such beasts to do as he commands. As the vampire grows in power, he can even control the Beast within mortals and other supernaturals. Beasts grow distinctly agitated in the presence of a vampire who lacks this Discipline or the Skill of Animal Ken, often to the point of attacking or running from the vampire. In contrast, vampires possessing Animalism exude a dominant vibe to lower creatures, which attracts them. 

Vampires with the discipline of Animalism find themselves with greater control over both the animal world and the Beast within themselves. The gifts Animalism grants one with the following abilities:
  • Feral Whispers - The vampire creates an empathetic connection with a beast, thereby allowing them to communicate or issue simple commands. The Kindred locks eyes with the animal, transmitting his desires through sheer force of will. Although it isn’t necessary to actually “speak” in chirps, hisses, or barks, some vampires find that doing so helps strengthen the connection with the animal. Eye contact must be maintained the entire time; if it’s broken, the Kindred must re-establish contact to continue communication.  The simpler the  creature, the more difficult it becomes to connect with the animal’s Beast. Mammals, predatory birds, and larger reptiles are relatively easy
    to communicate with. Insects, invertebrates, and most fish are just too simple to connect with.  Only soimple caomands that the animal would normally perform can be issues by the vampire.
  • Beckoning - The vampire’s connection to the Beast grows strong enough that he may call out in the voice of a specific type of animal — howling like a wolf, shrilling like a raven, etc. This call mystically summons creatures of the chosen type. Since each type of animal has a different call, Beckoning works for only a single species at a time.   All such animals within earshot are summoned if a successful role is made.  The vampire has no further control over the beasts who answer but the animals who are summoned are favorably disposed toward them. 
  • Calm the Beast - As the supreme predators of the natural world, Kindred are highly attuned to the bestial nature that dwells within every mortal heart. A vampire who develops this power may assert his will over a mortal (animal or human) subject, subduing the Beast within them. This quenches all powerful, strong emotions , e.g. hope, fury, love, fear within the target. The Kindred must either touch his subject or stare into her eyes to channel their will effectively.
Auspex:
Auspex gives the vampire uncanny sensory abilities. They have the capacity to heighten their natural senses significantly. However, a vampire with Auspex needs to be careful.  Their increased sensory sensitivity can cause them to be drawn in by beautiful things or stunned by loud noises or pungent smells or bright lights.
Celerity:
Not all vampires are slow, meticulous creatures. When needed, some vampires can move fast, very fast. Celerity allows a vampire to move with astonishing swiftness, becoming practically a blur. 
Dominate:
Dominate is one of the most dreaded of Disciplines. It is a vampire’s ability to influence another person’s thoughts and actions through her own force of will. Dominate requires that the vampire capture their victim’s gaze; as such, it may be used against only one subject at a time. Further, commands must be issued verbally, although simple orders may be made with signs, e.g. for example, a pointed finger and forceful expression to indicate “Go!” However, the subject won’t comply if he can’t understand the vampire, no matter how powerful the Kindred’s will is.

  • Command - The vampire may issue a simple one-word command to another being.  The command must be simple and something that the the being can do of their own violation, e.g. " run away", "freezer", "stop".  A command like "die" will not work. 
  • Mesmerize - The vampire may make hypnotic suggestions to their victim.  Like a command, the suggestion needs to be a violational action. (put dice role information here)   
  • Forget - After capturing the subject’s gaze, the vampire may command the victim to forget something that happened recently.  Any memory must be recent and the vampire must have been present with the victim at the time.    
Fortitude:
Although all vampires have an unnatural constitution that make them much sturdier than mortals, Fortitude bestows a resilience that would make an action movie hero envious. Vampires with this Discipline can shrug off agonizing trauma and make the most bone-shattering impact look like a flesh wound. 
Obfuscate:
Obfuscate is the uncanny ability for Kindred to conceal themselves from sight, sometimes even in full view of a crowd. An Obfuscated vampire doesn’t actually become invisible, however rather, they is able to delude observers into believing that he has vanished.  A vampire using Obfuscate must be within a short range of their witnesses (approximately five meters for their power to be effective.  

Since Obfuscate clouds the mind of the viewer, vampires can’t use it to hide their presence from mechanical devices. Photo cameras,  for example, capture the vampire’s image accurately. Even so, the person using, say, a camera to record an Obfuscated vampire will still have their mind impacted by the power, and they won’t see the Kindred’s image until they view the picture later. 
Potence:
Vampires with Potence are terrifying opponents, for they possess the strength of several humans. Potence is always on and no conscious control is needed. This Discipline enables vampire to leap massive distances, lift tremendous weights, and strike opponents with brutal force. 
Presence:
All vampires are impressive, scary creatures, but those with the Discipline of Presence are particularly captivating.  Vampires with Presence can manipulate other's emotions, becoming their victim's dream lovers , or become the most terrifying nightmares.

In addition, unlike most Disciplines, some of Presence’s powers can be used on entire crowds at one time. Presence can transcend race, religion, gender, class, and (most importantly) supernatural nature. As such, this subtle power is one of the most useful Disciplines a vampire can possess.
Anyone can resist Presence by making a successful will power roll, but the affected individual must keep making that roll every few minutes.  

The major drawback of Presence is that it controls only the emotions. It causes others to feel a certain way toward the vampire, but does not give the vampire outright control over them. While people weigh strongly the orders that the vampire declares, their minds are still their own. Suicidal or ridiculous directives don’t sound any more sensible just because the person giving them is unusually fascinating. Still, inspired eloquence or significant wealth used in combination with this Discipline can enable the vampire to urge others along a desired course.
Protean:
Protean is the purview of the shapeshifting Gangrel, though they have taught their secrets to a few other vampires.  Vampires with Protean may shapeshift into a variety of forms.
  • Eyes of the Night -The vampire may see in pitch darkness.
  • Talons of the Beast - The vampire may sprout claws inflicting  extra damage. 
  • Lair of the Beast - The vampire may mystically sink into the earth (earth only — not stone, concrete, etc.). They may not move or act while in this state, though they may will themselves back to the surface at any time. This power can be used to escape sunlight and fire.
Thaumaturgy:
The study of Thaumaturgy is largely restricted to the Tremere, although certain vampires among the Sabbat are rumored to employ the Discipline. Thaumaturgy is vampiric sorcery: ritual spell casting and blood magic. Unlike other Disciplines, Thaumaturgy requires some type of blood.
Quick Links:
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​
References:
​http://whitewolf.wikia.com/wiki/Discipline_(VTM)

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Copyright © Digital Alchemyst, 2015-2019
Updated 26-Dec-2016