The majority of the disciplines will be played as is with no
modifications. The following disciplines will not be made available
to player characters; Chimerstry, Melpominee, Mytherceria, Necromancy,
Obeah, Obtenebration, Quietus, Sanguinus, Serpentis, Thanatosis,
Valeren, Visceratika, Vicissitude, and Sabbat-specific Thaumaturgical
Paths/Rituals (including Dark Thaumaturgy). This page contains
a discipline list with any possible changes, along with what abilities
to retest with (if listed next to the Discipline name and not
next to an individual power, then it applies to all powers of
that Discipline you are able to perform retests for).
Click on these Links to go right to what you want or scroll
down if you just want to browse.
Auspex
verses Obfuscate or Chimerstry:
The power of Auspex grant the ability to see through supernatural
deception. With such focused attention, Auspex can even pierce
the veils of Chimerstry and Obfuscate. Whenever Heightened Senses
is active (a conscious choice on the vampire's part and the applicable
power most of the time), a Mental challenge may be made with an
opponent to try to see through the illusions of Chimerstry or
the misdirection of Obfuscate. Winning the challenge with Auspex
penetrates the deceptive powers. Losing, though, indicates the
vampire is affected normally. When the challenge is initiated,
both players should hold up a number of fingers equal to the highest
level they possess of the appropriate discipline (even though
both individuals may not be using the highest levels of their
disciplines at the time, this is considered a measure of their
overall power and proficiency in their appropriate disciplines).
Subtract the lower amount from the higher, the difference is the
number of temporary bonus Mental Traits the more powerful individual
receives for the purposes of resolving ties or overbidding during
the challenge.
- Example #1 - An Ancilla with
Telepathy (the second intermediate level of Auspex) is using
Heightened Senses to search a room for hidden people. A Neonate
happens to be hiding in there using Unseen Presence (the second
basic level and his highest level of Obfuscate). The Ancilla
initiates a Mental challenge (and holds up four fingers) against
the Neonate (who holds up two fingers). The Ancilla will receive
two temporary bonus traits in the event of a tie or if he attempts
to overbid the Neonate in this challenge to make sure the room
is truly empty.
- Example #2 - A Neonate with
Heightened Senses (his highest level of Auspex) attempts the
same action in the previous example, except the vampire using
Unseen Presence to hide is an Elder (his highest level of Obfuscate
is Cloak the Gathering, which is advanced). The Neonate initiates
a Mental challenge (holding up one finger) against the concealed
Elder (who holds up five fingers). The Elder will receive four
temporary bonus traits in the event of a tie or if he attempts
to overbid the Neonate in this challenge to remain hidden.
Discipline List:
Animalism
(Retest - Animal Ken)
- Feral Whispers (Basic) - As written.
- Beckoning (Basic) - As written.
- Quell the Beast (Intermediate) - As written.
- Subsume the Spirit (Intermediate) - As written.
- Drawing Out the Beast (Advanced) - As written.
Auspex (Retest - Investigation)
- Heightened Senses (Basic) - As written.
- Aura Perception (Basic) - Lie detection cannot be
performed with this power until you reach the advanced level
(this aspect was abused to much in previous games). Otherwise
as written.
- The Spirit's Touch (Intermediate) - As written.
- Telepathy (Intermediate) - Lie detection can be performed
either actively (by telepathic probe) or passively (by aura perception).
Telepathy Dominate WILL NOT be allowed (due to potential abuse)
otherwise as written. (Errata/Clarification
- Lie detection can only be performed actively at this point.
Passive lie detection with Aura Perception can be performed once
the individual reaches the advanced level of Auspex [which is
Psychic Projection].)
- Psychic Projection (Advanced) - As written.
Celerity
- Alacrity (Basic) - As written.
- Swiftness (Basic) - As written.
- Rapidity (Intermediate) - As written, but add the
following. Once you attain this level, you are no longer hindered
by the Clumsy negative trait of weapons and armor (that trait
effectively does not exist on weapons you wield and armor you
wear as long as you activate Celerity while using them).
- Legerity (Intermediate) - As written.
- Fleetness (Advanced) - As written, but add the following.
Once you attain this level, you are no longer hindered by the
Slow negative trait of weapons (that trait effectively does not
exist on weapons you wield as long as you activate Celerity while
using them).
Dementation (Retest - Empathy)
- Passion (Basic) - As written.
- The Haunting (Basic) - As written.
- Eyes of Chaos (Intermediate) - As written.
- Voice of Madness (Intermediate) - As written.
- Total Insanity (Advanced) - As written.
Dominate (Retest - Intimidation)
(Note - Telepathy Dominate WILL NOT be allowed, due to potential
abuse)
- Command (Basic) - As written.
- Mesmerism (Basic) - As written.
- Forgetful Mind (Intermediate) - As written.
- Conditioning (Intermediate) - As written.
- Possession (Advanced) - As written.
Fortitude (Retest - Survival)
- Endurance (Basic) - As written.
- Mettle (Basic) - As written.
- Resilience (Intermediate) - As written.
- Resistance (Intermediate) - As written.
- Aegis (Advanced) - As written.
Obfuscate (Retest - Stealth)
- Cloak of Shadows (Basic) - Instead of what is written
in the book this will grant the user a single retest on any challenge
to remain hidden (it costs nothing to use) as long as it is in
a shadowy or dark place. This retest can be used with other Obfuscate
powers related to hiding (but not Mask of a Thousand Faces) as
well as non-supernatural stealth challenges. Treat this like
a stealth version of the Potence power of "Might".
Once this retest is invoked, it is the last test of the challenge;
no further retests are allowed to detect the user for that challenge.
- Unseen Presence (Basic) - As written.
- Mask of a Thousand Faces (Intermediate) - As written.
- Vanish From the Mind's Eye (Intermediate) - As written.
- Cloak the Gathering (Advanced) - As written.
Potence
- Prowess (Basic) - As written.
- Might (Basic) - As written.
- Vigor (Intermediate) - As written, but add the following.
Once you attain this level, you are no longer hindered by the
Heavy negative trait of weapons and armor (that trait effectively
does not exist on weapons you wield and armor you wear).
- Intensity (Intermediate) - As written.
- Puissance (Advanced) - As written, but add the following.
Once you attain this level, you can wield two handed melee weapons
with one hand at no loss of effectiveness (in other words you
gain all the bonuses of using two hands while only using one).
The drawback of using melee weapons (and missile weapons you
have to draw to fire) when you are this strong is that there
is a chance that you will break them (unless they are of exceptional
quality or magical). Every time you successfully strike make
a simple test, if you lose you have broken the weapon (rendering
it useless).
Presence (Retest - Leadership)
(Errata/Clarification - Some of this
disciplines powers allow for a choice of retests [depending on
how you are using the discipline]. You should inform your target
what "style" you are using when you initiate the challenge.
Remember that once this has been done, the other ability retests
do not apply for this challenge and cannot be used.)
- Awe (Basic) - As written.
- Dread Gaze (Basic) - As written. (Errata/Clarification
- The retest ability for this will be Intimidation instead of
Leadership)
- Entrancement (Intermediate) - As written. (Errata/Clarification
- Either Vamp or Leadership can be used to retest this power,
depending on the type of Entrancement you are attempting... sensual
and seductive [Vamp] or awe-inspiring charisma [Leadership].)
- Summon (Intermediate) - This will be run like in past
games. The person initiating the summon will expend a number
of Social Traits to perform the summon and will state how many
levels of Leadership he is willing to expend for retests. The
target must win a number of Social challenges equal to the traits
expended, all of these challenges must be won to resist the summons
(If even one is failed he will go to where he was summoned).
In the event of a tie the target must bid more Social Traits
than the overall power of the summons in order to win the tie.
The target may choose to expend one Willpower to get an automatic
win on one challenge of the summon (this can be done at any time
and the summoner cannot retest this challenge).
- Example - Hawkins wants to summon
Lennox into an ambush. He sends a ten trait summons and states
that he will not to expend levels of his Leadership ability for
retests (figuring that the strength of the summons will suffice).
Lennox must win ten successive Social challenges or else he will
go to where he is summoned. Lennox gets lucky and wins all but
the last challenge, he decides to expend a Willpower to turn
the loss into a win... thus resisting the summons (much to Hawkins
anger).
- Majesty (Advanced) - As written. (Errata/Clarification
- Intimidation, Vamp or Leadership can be used to retest this
power, depending on the type of Majesty you are attempting...
fearful respect [Intimidation], sensual and seductive [Vamp],
or awe-inspiring charisma [Leadership].)
Protean
- Eyes of the Beast (Basic) - As written.
- Feral Claws (Basic) - As written with the exception
that the claws will extend as soon as a Blood Point is expended
(not at the end of the turn).
- Earth Meld (Intermediate) - As written.
- Shape of the Beast (Intermediate) - As written.
- Mist Form (Advanced) - As written.
Thaumaturgy
Paths
(Remember that every time you use Thaumaturgy you must expend
a Blood Point)
- The Path
of Blood (Retest
- Occult)
- A Taste for Blood (Basic) - As written.
- Blood Rage (Basic) - As written.
- Blood of Potency (Intermediate) - As written.
- Theft of Vitae (Intermediate) - As written.
- Cauldron of Blood (Advanced) - As written.
-
- The Lure
of Flames (Retest
- Occult)
- Hand of Flame (Basic) - As written.
- Flame Bolt (Basic) - As written.
- Wall of Fire (Intermediate) - As written.
- Engulf (Intermediate) - As written.
- Firestorm (Advanced) - As written.
-
- Movement
of the Mind (Retest
- Occult)
- Force Bolt (Basic) - As written.
- Manipulate (Basic) - As written.
- Flight (Intermediate) - As written.
- Repulse (Intermediate) - As written.
- Control (Advanced) - As written.
-
- The
Path of Conjuring (Retest
- Occult)
- Summon the Simple Form (Basic) - As written.
- Permanency (Basic) - As written.
- Magic of the Smith (Intermediate) - As written.
- Reverse Conjuration (Intermediate) - As written.
- Power Over Life (Advanced) - As written.
-
- Hands
of Destruction
- (Errata/Clarification - This Thaumaturgical
Path is considered Sabbat-oriented. Players wanting this path
must get storyteller permission to take it for their character.)
- Decay (Basic) - As written.
- Gnarl Wood (Basic) - As written.
- Acidic Touch (Intermediate) - As written.
- Atrophy (Intermediate) - As written.
- Turn to Dust (Advanced) - As written.
-
- Elemental
Mastery
- Elemental Strength (Basic) - Lasts for an entire scene/hour
once activated. Otherwise as written.
- Wooden Tongues (Basic) - As written (Retest
- Subterfuge).
- Animate the Unmoving (Intermediate) - As written.
- Elemental Form (Intermediate) - As written.
- Summon Elemental (Advanced) - As written (Retest
- Occult).
-
- The Green
Path
- Herbal Wisdom (Basic) - As written (Retest
- Subterfuge).
- Speed the Season's Passing (Basic) - As written.
- Dance of Vines (Intermediate) - As written.
- Verdant Haven (Intermediate) - The haven has a number
of health levels equal to half the Mental Traits of person who
summoned it (round up). If someone attacks the haven (with the
intention of gaining entry by damaging it), perform a test between
your Mental Traits and their Physical Traits. You receive a two
trait bonus for these tests and if you win, no damage is scored
on the haven (effectively more vegetation covers where the hit
lands). Overbidding is the only way to retest these challenges
(no abilities allowed). Otherwise as written.
- Awaken the Forest Giants (Advanced) - As written.
-
- Neptune's
Might
- Eyes of the Sea (Basic) - As written.
- Prison of Water (Basic) - As written.
- Blood to Water (Intermediate) - The maximum number
of Mental Traits you can spend per use is three. Otherwise as
written.
- Flowing Wall (Intermediate) - As written (Retest
- Occult).
- Dehydrate (Advanced) - As written (Retest
- Occult).
-
- The
Path of Corruption (Retest - Occult)
- Contradict (Basic) - As written.
- Subvert (Basic) - As written.
- Dissociate (Intermediate) - As written.
- Addiction (Intermediate) - As written.
- Dependence (Advanced) - As written.
-
- The
Path of Technomancy (Retest - Occult)
- Analyze (Basic) - As written.
- Burnout (Basic) - If you expend an additional Mental
Trait while trying to destroy something, you succeed on a win
or tie (instead of just a win). Otherwise as written.
- Encrypt/Decrypt (Intermediate) - Expend a Mental Trait
instead of a Willpower once this power is activated.. Each level
of Computer ability you have counts as two traits each for both
the encrypting and decrypting powers (and you do not have to
expend them). Otherwise as written.
- Remote Access (Intermediate) - Expend a Mental Trait
instead of a Willpower once this power is activated. Otherwise
as written.
- Telecommute (Advanced) - As written.
-
- The
Path of Spirit Manipulation (Retest
- Occult)
- Hermetic Sight (Basic) - As written.
- Astral Cant (Basic) - No Willpower expenditure is
needed once this is activated. Otherwise as written.
- Voice of Command (Intermediate) - Use Mental Traits
instead of Willpower for all expenditures called for. Otherwise
as written.
- Entrap Ephemera (Intermediate) - Expend a Mental Trait
instead of a Willpower to activate a fetish. Otherwise as written.
- Duality (Advanced) - Willpower can be expended for
an automatic successes when determining duration. Otherwise as
written.
-
- The
Path of Weather Control (Retest
- Occult)
- (The opposite of each of these powers, up to the intermediate
levels, can be also be performed. So 'Storm" could be used
to stop a storm that is already happening)
- Fog (Basic) - As written.
- Rain or Snow (Basic) - As written.
- High Winds (Intermediate) - As written.
- Storm (Intermediate) - As written.
- Lightning Strike (Advanced) - Inflicts aggravated
damage (instead of lethal). Otherwise as written.
Thaumaturgical
Rituals, Wards, Glyphs and Sigils (Retest
- Occult or Ritual Knowledge)
(Wards, Glyphs and Sigils are considered Rituals for
purposes of game usage, xp cost and learning requirements)
- Basic
Rituals
- Communicate with Kindred Sire - As written.
- Defense of the Sacred Haven - As written.
- Deflection of the Wooden Doom - As written.
- Devil's Touch - It is no longer restricted to just
mortals, any being can be affected. Otherwise as written.
- The Open Passage - As written.
- Principle Focus of Vitae Infusion - As written.
- Scent of the Lupine's Passing - As written.
- Wake with Evening's Freshness - As written.
-
- Intermediate
Rituals
- Bone of Lies - As written.
- Incorporeal Passage - As written.
- Pavis of Foul Presence - As written.
- Rutor's Hands - As written.
- Soul of the Homunculi - As written.
-
- Advanced
Rituals
- Blood Contract - As written.
- Nectar of the Bitter Rose - As written. (Errata/Clarification:
4/8/01 - This Advanced Thaumaturgical Ritual is restricted.
Players wanting this path must get storyteller permission to
take it for their character.)
- Umbra Walk - As written.
-
- Basic
Wards
- Ward versus Ghouls - As written except the ward takes
effect immediately (instead of the next night) and remember two
Blood Points are needed to perform this Ritual (one to pour over
the object being warded and one to power the Ritual). This ward
also affects Kinain and Kinfolk.
- Ward versus Mortals - Same as the Ward verses Ghouls
(only it works against Mortals instead).
-
- Intermediate
Wards
- Ward versus Fae - Same as the Ward verses Ghouls (only
it works against Fae instead) and takes 20 minutes to cast.
- Ward versus Lupines - Same as the Ward verses Ghouls
(only it works against Lupines instead) and takes 20 minutes
to cast.
-
- Advanced
Wards
- Ward versus Kindred - Same as the Ward verses Ghouls
(only it works against Kindred instead) and takes 30 minutes
to cast. Of course the person who casts it is immune to it's
effects.
- Wards of Power - With this ritual you can place multiple
wards on an object (such as Wards versus Ghouls as well as Kindred).
The only requirements are that you cannot stack the same ward
repeatedly (like multiple Wards versus Kindred), you must know
the Wards that you want to combine and all Blood Points needed
must come from your Blood Pool (you cannot feed during this Ritual
or it will be disrupted and fail). Just total up the requirements
for all Wards you want to combine (casting time and blood cost)
and perform one Static Mental Test against the highest level
Ward you want to combine. For example, if you wanted to Ward
a knife against Ghouls and Lupines you would need to spend four
Blood Points, perform a Static Mental Test against a difficulty
of 7 Traits and it would take 30 minutes to cast. For those into
overkill you could place all five Wards on an item (for 10 Blood,
a Static Mental Test against a difficulty of 9 Traits and 90
minutes to cast).
-
- Basic
Glyphs
- (In order to learn a Glyph you must already know the Ward
of the same type before doing so)
- Glyph versus Ghouls - The same as Ward verses Ghouls
except that it inflicts aggravated damage (instead of lethal).
Follow the same rules except it takes 20 minutes to perform the
Ritual and two Blood Points are poured over the object (instead
of one).
- Glyph versus Mortals - Same as the Glyph verses Ghouls
(only it works against Mortals instead).
-
- Intermediate
Glyphs
- Glyph versus Fae - Same as the Glyph verses Ghouls
(only it works against Fae instead) and takes 40 minutes to cast.
- Glyph versus Lupines - Same as the Glyph verses Ghouls
(only it works against Lupines instead) and takes 40 minutes
to cast.
-
- Advanced
Glyphs
- Glyph versus Kindred - Same as the Glyph verses Ghouls
(only it works against Kindred instead) and takes 60 minutes
to cast. Of course the person who casts it is immune to it's
effects.
- Glyphs of Power - Same as Wards of Power except for
combining Glyphs.
-
- Basic
Sigils
- (In order to learn a Sigil you must already know the Glyph
of the same type before doing so)
- Sigil versus Ghouls - A more expanded (and powerful)
version of the Glyph verses Ghouls. Follow the same rules as
Ward verses Ghouls except it takes 30 minutes to perform the
Ritual and three Blood Points are poured over the object (instead
of one) and you must also permanently expend one Mental Trait.
On weapons (or things that could be used as weapons such as gloves
or boots) it converts all damage done to aggravated, in addition
to inflicting an additional damage level. If a Ghoul merely touches
this weapon he receives two aggravated wounds. On non-weapon
items (such as doors) a Ghoul receives three aggravated wounds
for each touch (or turn he remains in contact with the Sigiled
Item).
- Sigil versus Mortals - Same as the Sigil verses Ghouls
(only it works against Mortals instead).
-
- Intermediate
Sigils
- Sigil versus Fae - Same as the Sigil verses Ghouls
(only it works against Fae instead) and takes 60 minutes to cast.
- Sigil versus Lupines - Same as the Sigil verses Ghouls
(only it works against Lupines instead) and takes 60 minutes
to cast.
-
- Advanced
Sigils
- Sigil versus Kindred - Same as the Sigil verses Ghouls
(only it works against Kindred instead) and takes 90 minutes
to cast. Of course the person who casts it is immune to it's
effects.
- Sigils of Power - Same as Wards of Power except for
combining Sigils.
Thaumaturgical
Countermagic (Retest
- Occult)
- Level 1 (Basic) - As written.
- Level 2 (Basic) - As written.
- Level 3 (Intermediate) - As written.
- Level 4 (Intermediate) - As written.
- Level 5 (Advanced) - As written.