Discipline

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Disciplines are the supernatural abilities possessed by Vampires. Each clan has three disciplines with which they have specific expertise, as outlined in the character creation section. These disciplines are known as in-clan disciplines. Each level of a discipline must be learned in sequence (i.e. a character must possess level 1 before learning level 2 and so on).

It is possible to learn disciplines outside of a character’s clan’s expertise. These are commonly known as out of clan disciplines. To learn the first level of a discipline out of clan they must drink the blood of another Vampire that possesses that discipline as an in-clan and be taught the discipline by them.

Out of clan disciplines cost significantly more experience to learn than in-clan disciplines. It is possible to reduce those costs by getting a teacher who possesses the discipline throughout the learning process.

Remember! A character does not know all of the Disciplines in this guide (and possibly never will!). A character must not use this knowledge - all starting vampires only have knowledge of their “in-clan” Disciplines. Some of these Disciplines a character will never come across, but they are here for completeness. So unless a character does know of a Discipline, treat any knowledge you have as non-existent.

If a discipline is used upon a character and they have that specific power then they will recognise the power for what it is.

If a higher level of a discipline is used upon a character that they possess a lower level power of the same discipline path then they will recognise the path has been used upon them, but not the specific power.

If they do not possess any levels of a discipline they will not be aware that anything is amiss, unless the discipline description denotes so, for example ‘Theft of Vitae’ indicates a visual effect of blood flying through the air; or if their actions change with obvious effect, for example if they are Entranced by someone they despise, they may spend an hour being nice to them, but once that hour is up and they return to hating them they’re going to realise that something was definitely amiss and that their actions were not entirely their own. Some disciplines also indicate that the victim is aware of their effects. In this case this is a ‘mystical’ feeling and the exact repercussions are explained in the discipline description.

Most disciplines have five common components:

  • Cost: An expenditure (often Blood or Willpower) that must be expended to activate the discipline
  • Action: The length of time (and concentration required) to use the discipline
  • Duration: The length of time the discipline is active for.
  • Challenge: The challenge required to use the discipline.

In the event of no challenge being involved, the phase the discipline takes place will be noted here.

Challenges will list the trait required for the threshold and any requirements, along with opposing difficulties.

Opposed challenges are listed as such and will come in the form of the aggressor’s trait used and ability used to re-test first vs the defender’s trait used and ability used to re-test second. Thus a Thaumaturgical assault might be denoted as Mental/Occult vs Physical/Dodge, indicating that the aggressor would use Mental traits and Occult ability whilst the defender would use Physical traits and Dodge ability.

For Conflicts, when determining which phase a challenge happens in when different trait spheres are involved, timing defaults to the aggressor’s sphere. So, in the previous example, the challenge would be resolved in the mental step.

Visible Effects:What an observer sees when the discipline is employed. These effects can sometimes be suppressed, at a cost.

Discipline Paths and Description

More disciplines exist within the game world but are normally only used by storyteller controlled characters (NPCs).