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Vampire: The Requiem
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==Disciplines== {|align=right border=0 cellspacing=0 cellpadding=1 style="margin: 1em; border: 2px solid black;" |- align=center | colspan=14 | '''Disciplines of the Clans''' |- align=center | || [[File:Requiem Daeva.png|50px]] || [[File:Requiem Gangrel.png|50px]] || [[File:Requiem Mekhet.png|50px]] || [[File:Requiem Nosferatu.png|50px]] || [[File:Requiem Ventrue.png|50px]] |- align=center ! '''Animalism''' || || X || || || X |- align=center ! '''Auspex''' || || || X || || |- align=center ! '''Celerity''' || X || || X || || |- align=center ! '''Dominate''' || || || || || X |- align=center ! '''Majesty''' || X || || || || |- align=center ! '''Nightmare''' || || || || X || |- align=center ! '''Obfuscate''' || || || X || X || |- align=center ! '''Protean''' || || X || || || |- align=center ! '''Resilience''' || || X || || || X |- align=center ! '''Vigor''' || X || || || X || |} Disciplines are the main powers used by the Kindred to impose their will upon the night. Many of these are based on powers taken from [[Vampire: The Masquerade]], if not in name then certainly in theme. Something that Requiem does explore further is that certain Disciplines are more common than others. These five common Disciplines (Animalism, Celerity, Obfuscate, Resilience and Vigor) can be learned by just about every vampire without the need for a teacher. The only difference is that the three out-of-clan common Disciplines cost an additional dot of [[Experience]] to buy. Each Clan has their own unique Discipline that reinforces their theme. These can also be self-taught by vampires of that Clan, but out of Clan training not only requires a willing teacher of that Clan, it also requires the Vitae of a vampire who possesses this Discipline of at least the level the student wants to learn (note that this does not require the vampire to be of that Clan). And yes, this carries the usual risks of ingesting Vitae. The five common Disciplines all appear twice amongst the five Clans. Given that there are ten different combinations of two possible, with the third Discipline being unique to the Clan. While this would give ample opportunity to pick a set of five of these combinations so that each Discipline appears twice, White Wolf made the mistake of picking two identical combinations (Animalism and Resilience) for both the Gangrel and the Ventrue. Way to go, guys. The five common Disciplines are: *'''Animalism:''' Control over animals and at higher levels humans and Kindred alike. Animals can be talked to, summoned or raised as a familiar, while kin and kine can be cast into a frenzy. At the highest level a vampire can mark a territory as their own, granting them bonuses and penalties to their enemies. *'''Obfuscate:''' Allows a vampire to fade from view and memory alike. At higher levels this can also extend to objects, make themselves utterly disappear, or fill in the blanks with something else. At the highest a vampire can infuse an area with shadows and illusions, making everything in it vanish or not appear for what it is. *A trio of Disciplines form the Physical Disciplines: each of them enhancing the vampire's physical abilities in some way. They all have some sort of persistent, always on bonus and a couple of effects that require the expenditure of Vitae. These Disciplines are: **'''Celerity:''' The power of GOES FAST. Adds your Celerity to your defense against attacks that you can see coming, and can spend Vitae to perform great feats of speed (but can't attack twice). **'''Resilience:''' This lets you be so dead that it increases your Stamina for the purpose of damage soaking, and it lets you soak everything that's not sunlight. Spend Vitae to subtract Resilience from all incoming damage not dealt by your Bane or the sun. **'''Vigor:''' Super strength! Add your Vigor to your Strength for extra lifting and super jumps. By spending vitae you can increase your damage output (but can damage your weapon) and juggle dumpsters and cars like a champ. Then there are the five Disciplines of the Clans: *'''Auspex:''' The Beast's senses cranked up to 11, this lets you read a room for emotions and intent, figure out someone's secrets, employ psychometry, read minds and astrally project. This suits the purposes of the sneaky Mekhet just fine. *'''Dominate:''' Via eye contact (and it works if the victim sees the vampire's eyes, even through sunglasses and tinted windows) a vampire can impose their will upon a victim. From here a vampire can issue orders, implant a command, alter memories or even outright possess the victim. Perfect for the demanding attitudes common amongst the Ventrue. *'''Majesty:''' The one-dot power, Awe, lets you shine a spotlight on yourself and from there charm people, play with their emotions and enthrall them, with other powers in this Discipline enhancing the core power. Very useful but not very subtle, just like the diva-like Daeva themselves. *'''Nightmare:''' Starts with the casting of an aura of dread around the vampire and lets them cause small terrifying illusions. From there it all goes up: directly cause fear, fill a person's mind with terrors visible only to them, inflict powerful hallucinations or cause terror so strong it can potentially kill. A natural power to have for the revolting Nosferatu. *'''Protean:''' The power of nature itself. This lets a vampire hide in the ground (or any earth-like material), grow natural weapons or armor and at the apex become a cloud of Vitae-devouring smoke, pierced only by a pair of bright yellow eyes. This comes naturally for the wild, predatory Gangrel. Various other minor Disciplines exist, but most if not all of them are exclusive to specific Bloodlines or have been forgotten over the ages.
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