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List of Disciples and what they do
Topic Started: Jul 30 2013, 11:19 AM (111 Views)
Eleanora M.B. Hamilton
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A discipline is the term used for one of the supernatural powers of Cainites and Kindred. The origin of the Disciplines is unknown, but many believe they are gifts from Caine or Lilith, and a few Antediluvians are thought to have invented unique Disciplines that have been passed down through their childer. There are seventeen "main" Disciplines that are well known and relatively common.

Aside from their immortality, ability to heal, and ability to improve their physical capabilities through expenditure of vitae, the Disciplines are what grant vampires their supernatural power. Training in each Discipline provides several related powers such as superhuman senses, shapeshifting abilities, and influence over the minds of others

In this section you will find a list of what exactly your character can or cannot do.  Your disciplines will depend on what clan you decide to pick and the age of your character. Please note if you are new to the game, you probably should NOT try and play a very old character. A Childe is the recommended starter characters. 

The clans can be found at the bottom of the page so you know exactly what abilities your character will have. Disciplines are meant to aid roleplay, this is NOT a forum to run around and beat each other up on, its simple to aid the course of a story. 



Here is a key to determine which level your character would fall under:

Neonate or Childe: Ages 1 to 99

Ancillae: ages 100 to 199

Elder: 200 and up





Animalism

Animalism is a Discipline that brings the vampire closer to their animalistic nature. This not only allows them to communicate with and gain dominance over creatures of nature, but gives them influence over the Beast itself. It is particular common among the clans that are most removed from humanity, though many of its powers specifically target the Beasts of mortals and Cainites. 

Levels of Animalism 

Nenonates:

Feral Speech : Speak telepathically with an animal whose eyes you meet 

Beckoning : Summon animals of a particular type to you 

Song of Serenity: Soothe a creature, making them docile

Subsume the Spirit : Possess the body of an animal 

Shared Soul: Meld minds with an animal and probe their memories


Ancillae:

Sense the Savage Way: Share the senses of a animal 

Shepherd's Innocence: Gain the trust and attention of all animals 

Tier of Souls: Gain memories from the blood you drink 

Twist the Feral Will: Force an animal to obey you without speaking or remaining near it


Elder:
Mass Summons: Summon all animals within miles of you 
Possess an animal's body without losing control of your own 
Physically meld with one or more animals





Auspex


Auspex is a Discipline that grants vampires supernatural senses. It is one of the most common and favoured Discipline among Cainites due to its versatility and overall usefulness in just about every facet of vampiric existence. In addition to the individual powers granted at each level, Auspex allows someone the opportunity to see through illusions, such as from Obfuscate or Chimerstry, so long as the user possess at least an equal mastery in Auspex as the Discipline in question. 

Levels of Auspex 

Nenonates:

Heightened Senses: Raise one ((AND ONLY ONE SO CHOSE WISY AS YOU CAN NOT CHANGE THIS LATER)) of your five sense to superhuman levels 

Aura Perception: Learn various qualities of a person from their aura 

The Spirit's Touch: Learn something of an object and its previous owner from its resonance 

Cipher: Gain the ability to read any nonsupernatural language or code 

Clairvoyance: See what is happening in a location that is no more than 5 km away and has to be known to the kindred (Has to have been there before)


Ancillae:

Eagle's Sight: Gain a bird's eye view of your area 

Telepathic Communication: Mentally speak with someone, even if they are a great distance away 

Karmic Sight: View someone's aura, personality, morality, and other karmic qualities 

Psychic Projection : Free your mind to travel the world in astral form


Elder:

The Oracle's Sight: Hear and see the thoughts of everyone around you 

Psychic Assault: Make a powerful mental attack against a target's psyche 

Spirit Link: Speak with multiple people telepathically at once





Celerity


Celerity is a Discipline that grants vampires supernatural speed and finesse. This extraordinary speed violates the laws of physics in that the Cainite doesn't experience any change in momentum, friction, etc. A knife thrown by someone using Celerity isn't any faster, and a vampire moving at incredible speeds will never catch fire no matter how fast they move. 

Levels of Celerity

Nenonates:

There are no individual powers for Celerity until Ancillae level, you are simply very fast!


Ancillae:

Projectile: Throw objects with the speed of your Celerity 

Tireless Tread: Run at 50 miles per hour for at least eight hours 


Elder:

Zephyr: Move so fast that you seem to defy gravity, allowing you to climb vertical surfaces or run on water for a short time.





Dominate


Dominate is a Discipline that overwhelms another person's mind with the vampire's will, forcing victims to think or act according to the vampire's decree. While undeniably powerful, its use almost always adheres to two important restrictions: the user must meet the eyes of the target and must speak in language that is clearly heard and understood by the target. Furthermore, this Discipline cannot be used upon Cainites of lower generation and cannot force someone to be self-destructive or defy their Nature. Using Dominate is often considered very heavy-handed, hardly appropriate within what passes for polite vampiric society, but it is also favored by those of age and status as a efficient means of asserting their authority. 


Levels of Dominate

Nenonates:

Command: Give a simple one-word order that a target must obey 

Mesmerize : By holding a target with your gaze you can implant false thoughts or hypnotic suggestions in a target's mind 

Conditioning: Over time make a target a slave to your will alone 


Ancillae:

Mass Manipulation: You can use Dominate on small groups at once 

Command Obedience: You no longer require eye contact for Dominate, relying on skin contact or your voice 

Oberon's Grail: Erase entire nights of a target's memory 

Elder:

Tranquility: Ease a vampire out of frenzy

Loyalty: It becomes very difficult for other vampires to override your Dominate commands with their own

Rewrite target's memories or fill in for removed ones




Fortitude


Fortitude is a Discipline that grants the vampires incredible resilience and the ability to resist the natural banes of the undead, fire and sunlight. 

Levels of Fortitude

Nenonates:

There are no individual powers for Fortitude until Ancillae - you are simply very tough!

Ancillae:

Personal Armor: Weapons that hit you may break 

Stand Against All Foes: Cannot be moved from your spot by any force 

Elder:

Curse the Laurel: Slowly move stakes from your heart 

Repair the Undead Flesh: Heal aggravated damage without need of rest




Obfuscate


Obfuscate is a Discipline that allows vampires to conceal themselves and create some manner of illusions. It is one of the more popular Disciplines practiced by Cainites, and is the source of legends surrounding the ability of vampires to vanish and appear seemingly from nowhere. Obfuscate is mentally based; its powers achieve their effects by manipulating the minds of others, not in creating any real changes, and thus will not work against creatures immune to such mental effects. Generally, this is played out as the Nosferatu becoming "part of the environment"; any observers technically see the vampire, but the bloodsucker's presence simply does not register in their minds. They appear to be perfectly natural and in-place within the environment, the equivalent of a piece of furniture or yet another tree.

Levels of Obfuscate

Nenonates:

Unseen Presence: Become invisible to others so long as you do not attract attention 

Vanish from the Mind's Eye: Disappear right from in front of someone 

Mask of a Thousand Faces: Change your appearance and mannerisms to mimic someone else 

*Hide a hand-held object from view

Ancillae:

Scrawl: Hide messages in writing legible only to an intended viewer 

Cloak: Hide yourself from Auspex powers searching for you 

Cloak the Gathering: Extend your Obfuscate powers to others 

Elder:

Conceal: Hide an object independent of you up to the size of a house 

Mind Blank: Protect your mind from attempts to read it




Potence


Potence is Discipline that grants the vampires supernatural strength.
Levels of Potence

Nenonates:

There are no individual powers for Potence until Ancillae level, you are simply very strong. 

Ancillae:

Earthshock: Send shockwaves through the earth 

Fist of the Titans: Attack or throw someone away telekinetically 

Force: You're so strong that others have an increased difficulty at resisting your might. 

Elder:

Flick: Make a simple motion that sends a target flying away

Touch of Pain: Put the full force of your strength against one person or object




Presence

Presence is a Discipline of supernatural allure and emotional manipulation. It is a fairly common among vampires, especially within the Camarilla, both because of its versatility and because of its subtlety. Many Presence powers can be used upon large groups of people at once and transcend virtually all boundaries of gender, race, religion, class, and supernatural status. Though Presence can be resisted through force of will and by ignoring the user, most do not realize when it is being used upon them. 

Levels of Presence

Nenonates:

Awe: Make your words seem interesting and reasonable to those who hear you 

Summon: Compel someone to come to you immediately 

Entrancement: Make someone feel impulsed to please you. 

Dread Gaze: Frighten someone with a look 

Ancillae:

Majesty: Appear as a figure of absolute power and authority

Melusine's Song: Command someone through song 

Passion: Fill a person or group with lust, greed, anger, or fear 

Two-Tiered Communication: Subliminally say different things to someone than what is heard publically 

Elder:

Bloodlust: Rouse your troops into an enraged horde capable of ignoring their wounds 

Corruption: Make someone addicted to sadistic acts or go into a frenzy when presented with pleasurable things




Thaumaturgy

Thaumaturgy is the closely guarded secret blood magic practiced by the vampiric Clan Tremere. Created by exhaustive research and extensive experimentation, Thaumaturgy utilises the principles of Hermetic magic used by House Tremere when it was still a cabal of mages, adapted to be fuelled by the inherent magical power of Vitae rather than the Quintessence known to mortal mages.

Levels of Thaumaturgy 

Nenonates:

Manipulate: Allows you to lift and handle a object that you would with one hand. TV remote, Hand Gun, a Lever et al. 

Thaumaturgical Forensics: Gain information from a tissue sample 

Elemental Strength: Gain greater strength and resilience from the earth 

Palm of Flame: Create a small fireball that that will not burn anything until released 


Ancillae:

Cauldron of blood: Heat up the blood of a victim up to boiling point through a touch

Power Array: Discharge or absorb a greater amount of energy 

Theft of Vitae: Steal blood from a target from a distance


Elder:

Bonfire: As palm of flame, but with a much greater sized fire

Movement of the Mind: Allows the caster the ability to hoist a person or the caster into the air or can shunt a object of 200lb or less toward or away




Vicissitude:


Vicissitude is the trademark Discipline of Clan Tzimisce, and one of the most horrifying powers available to Cainites. With it an experienced crafter can sculpt the flesh and bone of a subject, making them a creature of alien beauty or gnarling them into a deformed monstrosity. Tzimisce use Vicissitude on themselves extensively, altering their appearances with their mood or changing their bodies to be as vile as their souls.
Outside of Thaumaturgy, Vicissitude is the most versatile of the Disciplines, and is often used in tandem with extensive ghouling. Tzimisce tend to deform their servants into war-forms szlachta, which are optimized for combat through extensive bone plating, spiked forearms and other modifications. True masters of fleshcrafting are capable of fusing multiple victims together into mammoth killing machines known as vozhd, but such creations are incredibly rare. Vicissitude was also used to create the Blood Brothers bloodline, and their Discipline Sanguinus is a derivation of the Tzimisce art. While its effects are normally permanent, vampires of lower generation can heal fleshcrafting transformations over time. Likewise, the clan curse of the Nosferatu cannot be removed through use of Vicissitude.
The nature of Vicissitude is shrouded in mystery, with even the most elder Fiends only speculating as to its origins and true potential. More than just a Discipline, it seems to act as a virus that "infects" others through transmission of blood. It is assumed to be invented by the Tzimisce Antediluvian, with some speculating that Vicissitude itself is an extension of the Elder Tzimisce and that it continues to learn and experiment through those that fleshcraft. The Tzimisce themselves view the control over physical forms granted by the Discipline as proof of their superiority over mortals who are slaves to their bodies. Practitioners of the Path of Metamorphosis go a step further and consider Vicissitude the path to achieve individual evolution and transcendence through a somewhat scientific approach of research and experimentation.

Levels-

Neonate:
Malleable Visage : Alter body height, build, voice, facial features, hair, and skin tone

Fleshcraft: Alter muscle, fat, and cartilage

Bone Craft : Alter bone

Ancillae:

Horrid Form : Transform into the war-form zulo

Bloodform : Instantly transform into a pool of sentient vitae

Body Arsenal: Transform the bones in your body into weapons

Blood of Acid: Permanently make your vitae highly corrosive

Chiropteran Marauder Transform into a huge, flying bat

Elder:

Plasmic Form: similar to Blood form, except you can move and hold any shape as a pool

Cocoon: Wrap yourself into an incredibly resilient shell

Impaler's Fence: Cause a victim's spine to shoot up and down, impaling them.

Kraken's Kiss: Transform your face into a tentacle that can drain blood

Breath of the Dragon: Exhale a blast of flame

Will over Form: Use Vicissitude without one's hands over a distance ((please be

Reform Body: Recreate your body after dying. In other words… you cannot die… period.
(I’d call that one a win for the Fiends ;) BooYa bitches! )




Protean


Protean is a Discipline that gives vampires the ability to change form, from growing feral claws to evaporating into a cloud of mist. Protean is the signature Discipline of the Gangrel and many of its powers are geared towards surviving in the wild or evoking the strengths of natural predators. 

Levels of Protean 

Nenonates:

Eyes of the Beast: See normally in complete darkness 

Feral Claws: Turn one's hands into dangerous claws 

Earth Meld: Melt into the earth to hide and rest 


Ancillae:

Shape of the Beast: Transform into a specific animal 

Restore the Mortal Visage: Temporarily appear as one did while mortal 

Loki's Gift: Briefly change into the shape of a creature who's blood you've tasted 

Elder:

Mist Form : Transform into a cloud of mist

Shape of the Inner Beast: Enter frenzy and transform into a monstrous killing machine 

Adaptability: Attune oneself to survive in extreme environments 




Obtenebration

Obtenebration is the trademark Discipline of clan Lasombra which grants them control over shadows and the supernatural darkness of the Abyss. The unnatural darkness summoned by Obtenebration is extremely frightening to mortals, animals, and even other Cainites unaccustomed to its use. The exact nature of this Discipline is unknown even among its greatest masters, and it has been a subject of religious, philosophical, and metaphysical debate among vampires for millennia. Its greatest scholars are the followers of the Path of Night and practitioners of Abyss Mysticism, which draws on knowledge of this Discipline in its rituals. While fairly common within the Sabbat, Obtenebration is virtually nonexistent among Camarilla vampires and anyone seen using it would be regarded with extreme suspicion.

Neonate:

Shadow Play: Move and shape the natural shadows around you

Arms of the Abyss: Summon black tentacles from the shadows to assist you

Black Metamorphosis: Encase your body in nightmarish armor and grow black tentacles from your sides

Nightshades: Create temporary objects made of shadow

Ancillae:

Transform into pure shadow that can only be harmed by fire, sunlight, or magic

Aegis of Shadows: Cover yourself in powerful shadow armor

Eyes of the Night See without light, even though supernatural darkness

Shadowstep: Teleport from shadow to shadow

Shadow Parasite: Grow a black tentacle within a target until it kills them

The Darkness Within: Cover a target in a horrid shadow that drains them of blood

Shadow Twin: Animate your shadow into a weaker duplicate of yourself

Elder:

Hunter: Create a shadow duplicate of yourself that hunts a specific target

Inner Darkness: Drawn the shadow into yourself to gain great power

Night Shades: Summon shades to act as your servants

Ahriman's Demesne: Blanket an area in a darkness that devours everything it touches

Enter the Abyss: Enter and leave the Abyss at any time, allowing you to teleport from shadow to shadow around the world






Dementation

Dementation is a Discipline widely known as the hallmark of the Malkavians. It draws on the vampire's own insanity and uses it achieve profound insights or inflict madness upon others. Such powers are one of the primary reasons the clan is often considered both insightful and very dangerous. It also seems to grant a more powerful link to the Madness Network (though a non-Malkavian who learns Dementation cannot access it), and many have suspicions about its connection to the Malkavian Antediluvian. 

Levels of Dementation

Neonets:

Incubus Passion: Greatly amplify emotions present in a victim 

The Haunting : Inflict maddening visions upon a victim. The “haunting” effects occur mainly when the victim is alone, and mostly at night. They may take the form of the subject’s repressed fears, guilty memories, or anything else that is dramatically appropriate.

Confusion: Make someone wander around in a daze 

Ancillae:

Babble: The Malkavian with this ability can link a number of people together, allowing them all to converse at will — however, everyone involved must carry on their conversation out loud. What's more, each person hears their fellows as if the other people were standing next to them.

Mind of a Killer: Temporarily make someone a cold-blooded killer until they take it out on someone 

The Call: Summon others within the Madness Network to meet 

Elder:

Total Insanity: Make someone temporary deranged

Prison of the Mind: Lock someone's mind in a delusional state and leave his body catatonic





Chimeristry


Chimerstry is an art of conjuration; the vampire may draw upon her inner reserves to bring phantoms to life. These false images can confound mortal senses and sensory equipment alike. If the Cainite's power is strong enough, illusions created by Chimerstry may even baffle the heightened senses of the vampire. The Ravnos are fond of using this power to seduce, swindle or enslave mortals, effectively purchasing their victims' souls in exchange for a sack of bouillon that isn't there.

Illusions created by Chimerstry may be detected by Auspex. They may also be seen for what they are by a victim who "proves" the illusion's falsehood (e.g., a person who walks up to an illusory wall, expresses his disbelief in it, and puts his hand through it effectively banishes the illusion).

Nenonate:

Ignus Fatuus: Summon single static monosensory image

Ancillae:

Fata Morgana: Summon static imagery that deceives all senses

Elder:

Apparition: Make static image move

Permanency: Image continues to exist even if the Ravnos isn't in the vicinity

False resonance: Give an illusion a simple aura and superficial thoughts to deceive others





Quietus


Quietus, the Discipline of silent death, is practiced by the assassins of Clan Assamite. Using the principles of poison, vitae control and pestilence, this blood-based Discipline focuses on the destruction of its target through varying means. Quietus does not always cause a quick death; the Assassins rely upon its secret lethality to hide their involvement with their victims.

Create 6m radius of silence around the Assamite
Turn small amounts of blood into poison to weaken enemies
Touch a victim to mark it for the call. The call can be issued up to an hour later and lets the bloodvessels of the victim burst. Deadly to humans, quite harmful to kindred.

Spit: spit caustic blood at target Leave a certain emotion in blood of herd that affects others who drink from it.
Edited by Eleanora M.B. Hamilton, Aug 5 2013, 04:50 PM.
"It isn't monstrous... It's just business...."
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