Intermediate Disciplines: Six Experience Points each (add one for out of clan)

Animalism:
Song of Serinity:
Via a Social Challenge, you can bring a Kindred or Garou out of Frenzy, however, if the subject is not in Frenzy, this Discipline will calm them drastically, making them weak and malleable. In this state the subject may not spend Willpower and gains the Negative Traits: Submissive x 2. This Discipline lasts until the end of the evening, and may not be used on oneself, also its effects are not cumulative.
Auspex:
Spirit's Touch:
With this Discipline, you can find out through residual energies, who, when, and where was last in contact with an object. If an object is a trade mark of someone, that they wear, that can be "Touched" to find out where a person has been. Kindred using Obfuscation powers leave no impressions.
Telepathy:
With an unwilling subject you must beat them in a Mental Challenge to "read" their thoughts (unwilling subjects may bid Derangements in place of Mental Traits, each Derangement bid in this way causes the telepath to bid an extra Mental Trait. If in this situation the subject wins, the telepath either has to spend a Willpower Trait, or gain that or those Derangements for thirty minutes.) If the telepath wins the Mental Challenge, they may ask the subject one "yes or no" or short answer question about anything that the subject is currently involved in. In this situation, the subject MUST answer truthfully. With a willing subject, it's much easier. When the subject is willing, the two of you may hold a private conversation that others CANNOT hear, this may be done by whispering or passing notes.
Bardo:
Boon of Anubis:
Spend a willpower, win a simple test, sit out for a half hour "meditating" and you may protect a mortal from becoming embraced. This must be done before or during the embrace, and neither will know if you were successful until after the mortals first sleep.
Pillar of Osiris:
By spending a half hour meditating, and a status trait, this allows you to establish your own temple where Bardo may be researched. However, for every month away from such a temple you will become more succeptable to frenzy, the only way to counter this is by meditating inside a temple.
Celerity:
Rapidity:
With the expendature of one Blood Trait, you may make two follow-up attacks, unless your opponent has an equal or higher level of Celerity. You may also spend one Blood Trait to reduce travel time to one-fourth.
Chimerstry:
Complex Illusion:
After winning a social challenge with someone, and spending a mental trait, you can create an illusion that looks real, can move, looks and sounds like the real thing. It however is not the real thing, people can walk through it, and this only affects one person and fades in a similar manner to minor illusion.
Dementation:
Confusion:
By defeating your opponent in a mental challenge you can cause them to be completely confused for five minutes. If you win an additional mental challenge against them you can spend extra mental traits to add five minutes, per additional trait, to their confusion time.
Eyes of Chaos:
For each mental challenge you may find out the true answer to what certain things about a character are. For example for one succesful mental challenge you can find out the persons nature, after winning another you may find out one of their beast traits. If a person possesses no beast or path traits, or derangements, negative traits should be given in their place.
Dominate:
Mesmerism:
By defeating your subject in a Mental Challenge, you may implant a suggestion and trigger in their mind. The suggestion and trigger must be concise and easily understood, and CANNOT pose a clear threat to the subjects life. The suggestion and trigger are subconciously retained until the trigger is activated, and the suggestion is carried out. The subject will not be able to explain why the action was performed, and once the suggestion is carried out, Mesmerism will be lifted.
Conditioning:
To perform this Discipline you must (In three consecutive evenings) defeat your subject in three Mental Challenges. Once this is done you must permanently expend one Mental Trait. If even one of these Mental Challenges fails, the whole process fails. The result of a sucessful Conditioning is intense. The first of the effects is, a permanent and automatic Command, where even self destructive commands will be followed. Furthermore, the subject gains three Willpower Traits for the sole purpose of resisting control and manipulation that would cause them to perform actions that would be couter-productive to their master's wishes. If a previous Blood Bond exists, the Regnant and the Kindred who conditioned the subject must engage in a Mental Challenge (out of character) every time the two issue contradictory orders.
This can all be undone via the same Discipline. Over the course of three consecutive nights, the re-programmer must make three Mental Challenges with the subject. The difficulty of these challenges is set by a storyteller, based on how long, and intensely the subject was controlled. The subjects bonus Willpower Traits come into play here, to resist the would be savior. If just one of the Mental Challenges fails, the subjects mind shatters, leaving them a mindless vegtable. If successfull, however, the re-programer need only to expend a Willpower Trait to reafirm the subject of their identity and undo to Disciplines original effects.
Fortitude:
Resilience:
By spending a resiliant type of Physical Trait, and winning a Simple Test, you may reduce an aggravated wound to a normal wound. This may only be attempted once per wound level taken. In other words, if you received three aggravated wounds, you must do this three seperate times.
Melpominee:
Toreador's Bane:
After beating someone in a social challenge you can entrance them for as long as you can sing (up to 20 minutes), and the person may only break this trance by exspending two mental traits. Toreadors however are highly suceptable to this discipline, they are automaticly down by three traits, and to break the trance they must spend four mental traits.
Mytherceria:
Faerie Wards:
By spending one mental trait you can affect an area of 10 feet, and all people within that area become disoriented and remain so for ten minutes from when they left the area of the ward. This will affect ALL worlds, including the Umbra. You may spend more than one mental trait to heighten the potency of the ward. The more powerful the ward is the harder it is to ignore the affects of this discipline. In order to ignore this discipline, a person must win a static mental test, and the number of traits you have spent, they must spend for the initial bid.
Necromancy:
Compel Spirit:
By defeating the summoned spirit in a mental challenge you may compel them to perform one simple task, or act on your behalf for one hour.
Obeah:
Neutral Guard:
By spending two mental traits, you may protect yourself and people from harm. When you activate this all people not already within 10 feet of you, may not aproach you, unless you drop your guard or they defeat you in a mental challenge, and if they lose in this mental challenge they are paralyzed for five minutes. If you show any hostile action while using this discipline, your guard drops.
Obfuscate:
Cloak of the Gathering:
In a similar fashion to Unseen Presence you can extend your invisibility to others. Each subject you wish to cloak, must be within three paces of you, and for each one, you must expend a Mental Trait. All people involved in the cloak must cross their arms, can see each other, and if one of the subjects does something to break the rules for Unseen Presence, only they become visible, and can no longer see there compatriots. If you break the rules for Unseen Presence, all of your party becomes visible. If a Kindred with Heightened Senses defeats one of the cloaked individuals, they can only see them. If that same Kindred, however, defeats you, they can see your entire party. It is not readily apparent who is employing the power.
Obtenebration:
Shroud of Night:
For every blood trait you spend, you may cause ten feet of inky blackness that not even heightened senses or gleam of red eye can see through. This looks nothing like natural shadowing, and will be obvious to be a special power. No one can tell who created it, unless they notice your high concentration level.
Arms of the Abyss:
For each blood trait you expend you may cause a natural shadow within fifteen feet of you to animate. These shadows may attack, grab, push, hold, or whatever, except the victim must be able to see the shadows initial location, but does not need to be looking at the spot. These shadows are easily seen but may not maove freely about the room, they apear as arms from their initial location. While using this discipline you may not engage in any physical action. The shadow gives and receives damage as normal.
Each shadow has an initial three physical traits, which the creater may choose which ones, but they must apply to the shadow. For example a shadow is not bulky. Lasombra using this may spend an additional blood trait to give this shadow another physical trait on a one for one basis.
Potence:
Vigor:
THE BOMB! With this (which is an obvious breach of the Masquerade) you gain the fourth hand signal "The Bomb" in the Paper, Scissors, Rock challenge. Clenched fist, thumb up. It blows up the Rock and Paper, but scissors cut the fuse. You must declare that you can use the bomb, before you can use it in a challenge.
Presence:
Summon:
The user of this Discipline through an out of game envoy (someone not playing or who does not mind) may demand the immediate appearance of a subject. The user may spend any number of Social Traits on this, each one past the first for retests, however, all traits spent in this fashion are considered lost, even if the subject relents. The first Social Trait is for a Social Challenge, if the subject loses, they MUST follow the envoy back to the user, who should remain in the same place. In case of a tie, in the initial Social Challenge, the number of Social Traits bid for the Summon are what are declared.
Protean:
Shadow of the Beast:
You can, at the cost of one Blood Trait and ten seconds (the change can be instentanious by spending three Blood Traits) change into either a Bat, or a Wolf. During the change you may not engage in any action, and any challenges made to you, you must relent. This change only alter your body and clothing, weapons and other equipment do not change. In addition, certain abilities are unable to be used while in this form.
As a Bat you gain the Traits: Quick x 3, and must avoid well lit areas. You may also use this form as use in the Fair Escape. Bats are difficult to engage in Melee, but are vulnerable to Ranged attacks.
As a Wolf you gain the bonus Traits of: Ferocious, Tenacious and Cunning. You can pass as a normal wolf to most individuals. You can communicate with other wolves, and even the Garou, if they are not to hostile and you don't stink of the Wyrm too much.
Quietus:
Posion Blade:
By spending one blood trait, the assimite may coat a weapons blade with blood. In using this discipline the assimite blood becomes poisonious to kindred, but an assimite may not just bleed on a kindred and say they did aggravated damage. When a kindred is hit with this coated weapon, they receive aggravated damage. This discipline may only be used once per blood trait spent.
Serpentis:
The Serpent's Tounge:
You can now transform your tounge into that of the serpent's. It becomes 18 inches long and causes aggravated damage. In addition for each succesful attack using this discipline, you drain one blood trait from your victim.
Spiritus:
Aspect of the Beast:
By spending a blood trait and a full minute of concentration, you may gain the use of alacrity, vigor or wolf's claws. The original costs to use these disciplines still apply and you may only use aspect of the beast once at a time. This discipline lasts for twenty minutes or until after the first physical challenge, whichever comes first.
Thanatosis:
Ashes to Ashes:
By expending one physical trait, you may transform into a heavy pile of ashes, thus rendering sunlight and such things non harmful to you. While wind and rain cannot move you, force can: if your opponent defeats you in a physical challenge, you are seperated. Reforming after such seperation is painful at best - a storyteller should decide which parts of you where seperated from your body and how much aggravated damage you take.
Thaumaturgy:
The Path of Blood:
Theft of Vitæ:
The source of such theft will be obvious and one should expect an immediate attack if used on another Kindred. Against a visible recepticle, even one in the possesion of another, the power is automatic. If the source is another creature or a hidden (but known) source, you must first win a Mental Challenge against the target. If you win, you may expend one Mental Trait for each Blood Trait you want to siphon out of your target. Any blood trait spent above your maximum must be spent immediately or be lost.
Once in your body, the blood is considered yours and CANNOT be used against the original owner in ANY other form of Thaumaturgy.
Potency of Blood:
With a cumulative exspendature of blood, you may lower your Generation.
Each Step from 13th to 10th ------- One Blood Trait
Each Step from 10th to 8th ------- Two Blood Traits
Each Step from 8th to 6th ------- Three Blood Traits
Each Step from 6th to 5th -------- Four Blood Traits
5th to 4th (maximum reduction) --- Five Blood Traits
You may use blood that is externally present as well as within you. Additionally you may only be under a single application of this Discipline once per evening, and once employed it the effects remain until the next sunrise.
Lure of Flame:
Engulf:
By first spending a Willpower Trait, then defeating your opponent in a Mental versus Physical (You being Mental) Challenge, you cause your opponent to burst into flames, and thus they receive two aggravated wounds. For each challenge or full five seconds (whichever is greater) the subject gets a chance to win a Simple test to put out the flames. Failing, or engaging in alternate activities, results in another agravated wound and continued burning. Success indicates that the flames are extinguished and no further damage is inflicted.
Movement of the Mind:
Flight / Snare:
You may lift and move large objects (no more than a few hundred pounds). If used on yourself, you may fly for short distances, and avoid falls. If used for flight, the cost is one Mental Trait per five minutes of flight. If used against a foe you must first defeat them in a Mental versus Physical (you being Mental) Challenge. If you defeat them you can hold them off the ground, but they may still: fire a gun, call for help, use their own Disciplines, etc.
Weather Control:
Tempest:
By spending a Willpower Trait the caster may change the weather citywide. The weather will last for one hour, and an additional hour per Mental Trait expended. A Storyteller may assign higher costs and Static Challenges for unusual weather (Tornado, Hurrican, etc.)
Rituals Coming Soon!
Vicissitude:
Bonecraft:
At the expense of one blood trait and a physical challenge (for unwilling victims) you may cause the bones of your victim to change. This proccess is VERY painful, and quite torurous. You may increase or decrease the size of your victim's bones, or even insert an object in their bone (provided you can touch the bone in question.) While you may not break a persons bone using this, you may by touching them and defeating them in a physical challenge, bend their bones. The affects of this discipline are permanent until someone uses the same discipline to change it back. To change an entire skeleton it takes twenty minutes, and the victim MUST spend a willpower to avoid frenzying from the pain.

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