Disciplines and Powers

Disciplines are the supernatural powers of vampires. 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.
Every clan has three in-clan Disciplines which they pick up more readily and do not require training to learn. Many clans also have signature Disciplines that are not widely known outside of their clan and are sometimes carefully guarded, though this varies from clan to clan. The 3 Clan Disciplines for available Clans are:

Brujah Celerity, Potence, Presence
Gangrel Animalism, Fortitude, Protean
Malkavian Auspex, Dominate, Obfuscate
Nosferatu Animalism, Obfuscate, Potence
Toreador Auspex, Celerity, Presence
Tremere Auspex, Dominate, Thaumaturgy
Ventrue Dominate, Fortitude, Presence

Alternate Powers

Most vampires learn common mainstream powers. However, some bloodlines seem to have developed deviating powers, which are passed on from Sire to Childe. In addition it is rumored that as vampires grow older they are able to shape their to-be-learned higher level disciplines to fit their individual needs.
This is reflected by the list of powers accessible via +news lores/power lore. Mainstream powers are those preceded by full numbers 1-5. Powers appended with a, b, c, etc. are more uncommon forms.


Discipline Systems

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For each discipline or power a character has, there's an associated 'card' with the power detailed on it that can be shown to the discipline's target. These power 'cards' are coded with the +power command.
Most powers will work automatically, without a roll - but many can be resisted.
The resistance roll for most discipline-based contests is usually based on half your willpower, so is unlikely to succeed without spending the target willpower point. Note that powers are all assumed to work unless a character successfully resist them. A tie on the contest means a character has failed to resist or, if players have come to an agreement, it can mean a character partially resists.

Characters are not automatically aware that a power has been used on them, no matter how experienced they might be. If detection of power use cannot be resolved through cooperative roleplaying, please find rules for detecting powers here.

When a power card shows a resistance test, a character may resist that power if they challenge the power user to the contest mentioned on the card, and win. A tie is not enough to resist a supernatural power. By using the command +power/modifier in game, it shows you the explanation for a power modifier. These are listed on the bottom of the power cards in parentheses. They are usually the limitations of the power that make it easier to resist. If you successfully resist a power, you will have still felt it affect you momentarily. This may be enough for you to suspect something was amiss, depending on the circumstances.

The power user is not aware that a power has been resisted unless it's obvious from the effects or the target spent multiple (more than one) willpower points to resist. Such a massive effort of will cannot go unnoticed.

Example:

Emerson uses Dominate2 on me, in the course of a normal conversation, says to me: "I would truly appreciate it if you would tell me who is responsible for that graffiti." > The card says:

You may resist this power with a test of:
Willpower/2 vs Manipulation+Leadership

In order to resist the command, I must challenge Emerson using half my current willpower, and defeat his Manipulation+Leadership. I imagine I'd have to burn a lot of willpower to have any chance of resisting, and this would leave me more vulnerable to later uses of powers, so I don't bother resisting.

The request is quite well-disguised as part of the conversation, and its not completely improbable that I'd tell Prince Emerson this if I knew. I'll likely never know that he Dominated me.
Of course, not all power users are as subtle as Emerson….

Note that while this examples' mechanic remains illustrative, the +dominate command will help sort out the numbers to be used in the above example.

Contradicting Powers

On some occasions, two powers might be used in opposition to each other in a contradictory manner. These apparent contradictions can generally be resolved through negotiation.
If negotiation fails, the character who proves to have the higher discipline or path level related to the power they are attempting to use has the superior effect without need to +contest. If the two power users have equal discipline levels, the power effects moot each other. For all purposes, disciplines are considered to be superior to paths of the same level.


Commands for Power Use

Supernatural powers are described on 'cards'. To use a power, you will generally show the card for that power to the target of that power. The card explains the rules for that power to them, and how they may resist it, if they choose to. Although you cannot read the cards for powers you do not have (unless someone is using the power on you, and shows you the card), you can get an overview of what the powers do through the +explain command, eg: +explain Auspex.

+power <target>=<power> show a power card for <power> to <target>.
<power> must be one of your own powers.
<target> may be someone present. Special targets include:
'here' to show the power card to the whole room, or
'me' to just look at it yourself.
+power/modifier <modifier> shows you the explanation for a power modifier. These are listed on the bottom of the power cards in parentheses, and are usually limitations of the power that make it easier to resist.
+power/list lists all the power cards you 'own'.

Commands for Ritual Use

+ritual <target>=<ritual> Show card for <ritual> to <target>
+ritual/list List your ritual cards
+ritual/active List your active rituals
+ritual/cast <ritual> Expends bp and casts ritual
+ritual/end <ritual> Terminate an active ritual

Note that under most circumstances, rituals (even Hedge-mage ones) will terminate at dawn. This is our way of handling the 1 day issue. Some rituals will last longer, and this is noted in their card.

Notes:

  1. Some rituals require more bp than 1. Extra costs should be expended by the player (+blood/expend or +willpower).
  2. You may never have more rituals active than your thau/magic score or current willpower.
  3. Rituals terminate at dawn, except those marked '*Post-dawn*'.
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