Disciplines:
All vampires possess Disciplines, supernatural powers granted by
the Embrace. These powers separate the undead from mortals, providing vast physical and spiritual might. With Disciplines,
a vampire can display the strength of ten men, bend another being to her will, or transform into an animal. Elders, who have
not only learned several Disciplines but mastered them as well, are truly beings to be feared.
No vampire knows exactly whence Disciplines originate. Some kindred
claim that Disciplines are gifts from Caine, or Lilith the dark Mother; others believe they are simply innate supernatural
abilities intrinsic to the vampiric form. Regardless, it is mastery of the Disciplines, more than any other factor, that enables
a vampire to play at Jyhad and survive to tell the tale of it.
Like other traits, Disciplines are raised from 1 to 5. A score of
1 indicates that the Discipline in question has barely been awakened, while a score of 5 indicates mastery of the highest
powers. As a character increases her score in a Discipline, she gains access to the powers listed next to the appropriate
number of dots, and of course retains access to lesser powers as well. Certain elders are rumoured to have Discipline levels
of higher than 5, but such beings are assuredly potent in Blood.
Players begin the game with three dots to spend on their character’s
clan Disciplines, which are listed on the pages of this site that detail the clans. Caitiff may place their three dots in
any Disciplines they like, subject to the ST’s discretion. Characters may also acquire Disciplines other than those
commonly taught by their clan, provided they spend the proper freebie or experience points and have access to a vampire teacher.
Please Note: Only the "Open Eight" Disciplines can be bought as Out
of Clan Disciplines without MST approval. These are Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence,
Presence. But please be warned, we will not allow Disciplines other than the "Open Eight" to be bought without a
VERY good reason as to why and how the character would be learning it.