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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
  • Discipline List:
  • Animalism
  • Auspex
  • Celerity
  • Dementation
  • Dominate
  • Fortitude
  • Obfuscate
  • Potence
  • Presence
  • Protean
  • Thaumaturgy Paths
  • Thaumaturgical Rituals, Wards, Glyphs and Sigils
  • Thaumaturgical Countermagic

  • 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)


    Auspex (Retest - Investigation)


    Celerity


    Dementation (Retest - Empathy)


    Dominate (Retest - Intimidation)

    (Note - Telepathy Dominate WILL NOT be allowed, due to potential abuse)


    Fortitude (Retest - Survival)


    Obfuscate (Retest - Stealth)


    Potence


    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.)


    Protean


    Thaumaturgy Paths

    (Remember that every time you use Thaumaturgy you must expend a Blood Point)

    - Thaumaturgical Paths -

    The Path of Blood

    The Lure of Flames

    Movement of the Mind

    The Path of Conjuring

    Hands of Destruction

    Elemental Mastery

    The Green Path

    Neptune's Might

    The Path of Corruption

    The Path of Technomancy

    The Path of Spirit Manipulation

     The Path of Weather Control

    The Path of Blood (Retest - Occult)
     
    The Lure of Flames (Retest - Occult)
     
    Movement of the Mind (Retest - Occult)
     
    The Path of Conjuring (Retest - Occult)
     
    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.)
     
    Elemental Mastery
     
    The Green Path
     
    Neptune's Might
     
    The Path of Corruption (Retest - Occult)
     
    The Path of Technomancy (Retest - Occult)
     
    The Path of Spirit Manipulation (Retest - Occult)
     
    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)


    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)

    Rituals

    Wards

    Glyphs

    Sigils

    Basic

    Basic

    Basic

    Basic

    Intermediate

    Intermediate

    Intermediate

    Intermediate

    Advanced

    Advanced

    Advanced

    Advanced

    Basic Rituals
     
    Intermediate Rituals
     
    Advanced Rituals
     
    Basic Wards
     
    Intermediate Wards
     
    Advanced Wards
     
    Basic Glyphs
    (In order to learn a Glyph you must already know the Ward of the same type before doing so)
     
    Intermediate Glyphs
     
    Advanced Glyphs
     
    Basic Sigils
    (In order to learn a Sigil you must already know the Glyph of the same type before doing so)
     
    Intermediate Sigils
     
    Advanced Sigils


    Thaumaturgical Countermagic (Retest - Occult)