top of page

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 10 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 of it.

 

Like other Traits, Disciplines are rated from 1 to 5. A score of 1 indicates that the Discipline in question has barely been awakened, while a score of 5 indicate 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 rumored 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 characters' clan Disciplines, which are listed with each clan description in Chapter Two. Caitiff may place their three dots on any Disciplines they like, subject to the Storyteller'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 vampiric teacher.

A Vampire the Masquerade Chronicle

© 2023 by Mortis Nocturne.

bottom of page