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VAMPIRE THE E-MAIL MASQUERADE

The Unofficial Play By E-mail RPG

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CLAN CAITIFF

DISCIPLINES

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Disciplines are the special ablitiys that are inate within a vampires blood they are used in battle and in everday life. The following is a list of disciplines for clan
Catiff. Catiff are rabble and have no clear liniage they may have any discipline, Catiff are generally only from generations 15 an up, catiff from generations any
lower are very rare.

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Disciplines: Any 3 of the following

Anamalism

The Beast resides within all creatures, from lice-ridden rats to powerful Kindred elders. The Discipline of Animalism allows the
vampire to develop a close, intense connection with his primordial nature. He not only communicates empathically with the lower
beasts, but also projects his own force of will upon them, directing the animals to do his bidding. Additionally, as the vampire
grows in power, he can use Animalism to control the beast within mortals and supernaturals.

Auspex

This Discipline bestows uncanny sensory abilities upon the vampire. While Auspex initially heightens all of the Kindred's senses
significantly, that is merely the beginning. As she grows in power, the vampire can perceive the psychic auras that flow around
her and even project her mind into another being's thoughts. Furthermore, Auspex can pierce the disguises that Obfuscate
creates. Such sensory command gives the vampire a distinct advantage over mortals and even many supernaturals. Whether
these talents let her view a distant haven, sense the prince's mood or pluck secrets from a rival Kindred's ghoul, Auspex is a
powerful tool. Still, the vampire must be careful lest this heightened sensitivity cause her to be distracted by beautiful things,
startled by loud noises or overwhelmed by foul smells.

Celerity

The Embrace gifts some vampires with startling speed and reflexes. They can use Celerity to move with amazing swiftness in
times of stress. Mortals, and even Kindred lacking this Discipline, move as if in slow motion compared to the astonishing blur the
vampire becomes. Celerity is common among the Assamite, Brujah and Toreador clans. The Assamites use this ability to strike
down their foes before the victims are even aware of the attack. Brujah delight in the advantage this Discipline gives them against
superior numbers of opponents. Toreador are more likely to use Celerity to lend preternatural grace to live performances such
as dance or extraordinary speed when creating sculptures or paintings, however, they can be as terrifying as any Assamite or
Brujah when angered.

Obfuscate

This uncanny power enables Kindred to conceal themselves from others' sight. By simply wishing to remain unseen, a vampire
can disappear, even if he stands in full view of a crowd. The immortal doesn't actually become invisible; he simply deludes any
observers into thinking he has vanished. Additional uses of Obfuscate include changing the Kindred's features and concealing
other people or objects. Unless the vampire purposefully makes himself seen, he can remain obscured indefinitely. At higher
levels of power, the vampire may fade from view so subtly that those nearby never register the point at which he "left." Under
most circumstances, few mortals or supematurals can penetrate Obfuscates cloaking fog. Animals, operating on a more
instinctual level, often perceive (and fear) the vampire's presence even if they can't detect him with their normal senses.

Potence

Vampires endowed with this discipline possess preternatural strength. Potence enables vampires to leap tremendous distances,
lift massive weights and strike opponents with terrifying force. Even the lowest ranks of this power gift the Kindred with physical
might beyond mortal bounds. More powerful immortals have been known to leap so far they seem to be flying, toss cars aside
like tin cans, and punch through concrete as if it were cardboard. While the mental Disciplines are awe inspiring, Potence's brute
effectiveness is formidable in its own right. Clans Brujah, Giovanni, Lasombra and Nosferatu are the primary possessors of this
Discipline. Still, members of other clans often make a point to search out someone who can enlighten them in the ways of
Potence.

Presence

This is the Discipline of supernatural attraction. Kindred who develop Presence can inspire zealous fervor, devoted passion or
unspeakable terror in mortal and immortal alike. This subtle power is one of the most useful disciplines a vampire can have.
Presence is notable since, unlike virtually all other disciplines, some of its powers can be used on entire crowds at a time. The
vampire may bring large groups under her sway, so long as her face is visible to those she wishes to affect - Presence doesn't
even require eye contact. Further, this Discipline transcends race, religion, gender, class and (most importantly) supernatural
nature. In theory, the powers have the same chance of affecting a Methuselah as they do a cab driver. In practice, while
Presence can sway virtually any immortal, older and more canny Kindred are much more likely to notice the influence and resist
with preternatural will. Quite aside from its deliberate uses, Presence conveys upon the vampire an indescribable mystique. She
stands out in any crowd, drawing the interest (and often desire) of those around her even when she's merely standing still. The
higher the vampire's Presence, the greater this allure and the more powerful its impact on others.

Protean

This Discipline allows the vampire to manipulate his physical form. Some Kindred view this power as a heightened connection to
the natural world, while others see it as a magnification of the mark of Dominion. Whatever its basis, vampires who develop this
discipline can grow bestial claws, assume the form of wolves and bats, transform into mist and meld into the earth.

Fortitude

All vampires possess a preternatural constitution that makes most normal damage inconsequential. Fortitude bestows a resilience
and vigor far beyond even normal vampiric toughness. Kindred with this power ignore the mightiest punches and barely feel hails
of bullets. This Discipline also helps protect against sources of damage even vampires fear, such as sunlight, fire and terminal
falls. Gangrel, Ravnos and Ventrue possess this potent ability. Gangrel enjoy the benefit of Fortitude as a matter of course, but
Ravnos and especially Ventrue delight in the power's psychological effects. It's not unusual for a Ventrue to take a "fatal" blow,
giving his opponent just enough time to register the vampire's smile before the Ventrue finishes off the shocked victim.

Dominate

This Discipline involves influencing the very thoughts and actions of others through the vampire's own force of will. Use of
Dominate requires that the Kindred capture his victim's eye; as such, it may be used against only one subject at a time. The
extent of this control depends on the particular power being applied. while truly potent, Dominate powers can be exacting to
perform. Commands must be issued verbally; after all, direct mind-to-mind contact is the purview of Auspex. Still, some simple
orders may be made with signs.

 

On to more disciplines?


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