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==Disciplines== Or cool vampire superpowers. Without these, vampirism would just be "Schere's Disease" with the only advantage being a prolonged lifespan. ===Core Disciplines=== {|align=right border=0 cellspacing=0 cellpadding=1 style="margin: 1em; border: 2px solid black;" |- align=center | colspan=14 | '''Disciplines of the Thirteen Clans''' |- align=center | || [[File:Assamite.png|30px]] || [[File:Brujah.png|30px]] || [[File:Followers of Set.png|30px]] || [[File:Gangrel.png|30px]] || [[File:Giovanni.png|30px]] || [[File:Lasombra.png|30px]] || [[File:Malkavian.png|30px]] || [[File:Nosferatu.png|30px]] || [[File:Ravnos.png|30px]] || [[File:Toreador.png|30px]] || [[File:Tremere.png|30px]] || [[File:Tzimisce.png|30px]] || [[File:Ventrue.png|30px]] |- align=center ! '''Animalism''' || || || || X || || || || X || X || || || X || |- align=center ! '''Auspex''' || || || || || || || X || || || X || X || X || |- align=center ! '''Celerity''' || X || X || || || || || || || || X || || || |- align=center ! '''Chimerstry''' || || || || || || || || || X || || || || |- align=center ! '''Dementation''' || || || || || || || X || || || || || || |- align=center ! '''Dominate''' || || || || || X || X || || || || || X || || X |- align=center ! '''Fortitude''' || || || || X || || || || || X || || || || X |- align=center ! '''Necromancy''' || || || || || X || || || || || || || || |- align=center ! '''Obfuscate''' || X || || X || || || || X || X || || || || || |- align=center ! '''Obtenebration''' || || || || || || X || || || || || || || |- align=center ! '''Potence''' || || X || || || X || X || || X || || || || || |- align=center ! '''Presence''' || || X || X || || || || || || || X || || || X |- align=center ! '''Protean''' || || || || X || || || || || || || || || |- align=center ! '''Quietus''' || X || || || || || || || || || || || || |- align=center ! '''Serpentis''' || || || X || || || || || || || || || || |- align=center ! '''Thaumaturgy''' || || || || || || || || || || || X || || |- align=center ! '''Vicissitude''' || || || || || || || || || || || || X || |} Below are the 17 core Disciplines. Clans all have access to at least two of these that are common amongst other clans, with all but a few having a third one that's unique to them. Most "unique" clan disciplines can be learned by other clans, although they require more XP, a teacher and sometimes drinking the blood of someone who already knows that discipline. That being said knowing "out-of-clan" discipline can lead to false identification, which could go either way, especially given some clans with the most interesting disciplines are on the "kill-on-sight" list for many other clans, and you may have no time to explain that you're not actually a Sabbat scum or Caine-damned Usurper. * '''Animalism:''' Control over animals, possessing them an drawing out the primal fear in vampires and humans alike. Also keeps animals from freaking out around you and instantly giving you up to vampire hunters. * '''Auspex:''' ESP including supernatural intuition, heightened senses (enhanced vision is a must unless you know Protean, as vampires have no innate night-vision) aura vision, psychometry, telepathy and astral projection. Without at least two dots in it you'd feel blind in most investigative and half the combat situations. Also the primary counter to illusion disciplines like Chimestry and Obfuscate. Let you see ghosts and tell vampires and other supernaturals from humans at a glance, which really helps to avoid running into trouble. * '''Celerity:''' Vampire super-speed that adds extra actions per turn. '''The''' combat discipline, as it turns vampire into a living blender if he's even half competent in the noble art of stabbing the shit out of people. In the more combat-oriented scenarios it's considered broken as fuck and homerule-nerfed to the ground. In less combat-oriented scenarios, though, high vitae cost of using it makes Celerity pretty much useless, as well as potentially breaking the Masquerade. * '''Chimerstry:''' Illusions capable of affecting any normal sense, starting with simple static images to illusions so potent illusionary fire can burn someone to death. At higher levels this can permanently alter objects, and at the highest published level Chimerstry can spawn a universe. * '''Dementation:''' The power of madness, starting with emotions being stirred all the way up to outright insanity from a single person to entire cities going mad in one burst. Higher levels include the ability for a stubborn Malkavian to make his/her delusions real, such as denying the existence of a material object to the point that it becomes intangible to the vampire. * '''Dominate:''' Traditional vampire mind control powers, and they often require eye contact. Even at lower levels it makes hunting a walk in a park (sometimes literally). At the higest of levels you can possess people with this. You can have other people carry out your will with this, but it suppresses their independent thought so don't expect to get more than basic tasks out of your victim. Includes ability to redact memories, which is in high demand in the Camarilla's endless quest to cover all the inevitable breaches of the Masquerade, so if you learn this expect more responsibilities to be thrown at you by the Elders, although they do come with a healthy dose of power and prestige. * '''Fortitude:''' Vampires tend to be tough enough as-is, but with Fortitude they can become supernaturally so. This adds dots to Stamina to soak Bashing and Lethal damage alike, but more importantly Aggravated damage like Lupine claws and teeth, fire, magic, sunlight and such. One of the Antediluvians had this discipline leveled up so high he could safely walk under the sun. * '''Necromancy:''' Death magic of all kinds. It can command ghosts and interact with the land of the dead, as well as use potent death magic. It has many paths, see below for all their uses. * '''Obfuscate:''' Invisibility and mimicry powers. It doesn't actually make you invisible or change your appearance, it just tricks people into not seeing you or seeing you as something else. This is incredibly useful to those clans who look like corpses. Beware that cameras can still see you as you really are, as do vampires with Auspex and about half of other supernaturals, and it has finite (though long) range, so sneaking up on a sniper may take some expertise in actual sneaking. * '''Obtenebration:''' [[Homestuck|Sinister shadow-based magic]] that lets you sneak around, create shadowy tentacles, become a shadow version of yourself and manipulate the shadow-stuff of the Abyss. No, not the one from [[Demon: The Fallen]]. Or the one from [[Werewolf: The Apocalypse]]. Or the Tempest from [[Wraith: The Oblivion]]. There's a LOT of Abysses in the World of Darkness and they're all different, okay? * '''Potence:''' Vampire super-strength. Aside from making all your close combat hurt like a motherfucker it have almost limitless potential when combined with other skills: from jumping three stories high, to punching through walls, to dismantling locked doors, to breaking handcuffs, to wrestling down Frenzying/Rötschrecking Kindred before they could break the Masquerade, to [[Ferrus Manus|forging the cold metal with your bare hands]]. If you want a combat character who's not a minmaxing Celerity twink and can actually contribute to non-combat stuff you go Potence. Of important note, it does not grant you some required additional powers to super-strength (well, until you reach elders-level stuff, which you probably wouldn't), so for example you cannot punch a hole through a brick wall with your bare fist without high level Fortitude, because your fist is less durable than brick and would break first, and you cannot use a car as effective weapon even if you have enough strength to lift it effortlessly, because conservation of momentum still exists and you weigh far less than a car, and would probably fly ''along with'' the car in mid-air should you toss it sideways rather than in an arc. * '''Presence:''' Vampire animal magnetism. You can turn into some rather hot stuff and make people do what you want, without ruining their initiative or independent thought like Dominate does. Also unlike Dominate it does not require eye contact or even line of sight, and if you have both can help you make your future mind-zombies make that eye contact to begin with. Whether Dominate makes people your obedient but stupid personal living zombies this one turns them into your adoring worshipers that can and would go overboard in their desire to please you. Overuse tend to turn people (including other vampires) into creepy stalkers who kill all your friends to get more of your attention, so proceed with caution. * '''Protean:''' Vampire transformation powers: seeing in the dark (by transforming your eyes), growing deadly claws and/or giant fangs, sinking into the ground, turning into wolves or bats, turn into mist and so on. Claws that deal aggravated damage(shit vampires run from) in particular seem to be the most sought-out ability, and given they're only two-dot, it became quite common for every single goddamned combat character to learn them as soon as they get some Gangrel contacts. Higher levels make you into mist, or even A GODDAMN SUN. * '''Quietus:''' The assassin powers of the Assamites. A mix of sneaking and poison powers mixed in with the ability to spit Vitae like acid. At the highest level you can affect entire generations of vampires this way. * '''Serpentis:''' Snake powers and powers associated with snakes. Also the ability to remove someone's heart and put it in a jar for safekeeping or blackmail. The most potent of Methuselahs can do this on the spot and even turn into giant snakes made of darkness. * '''Thaumaturgy:''' Blood magic that can do just about anything. See below for its many applications. * '''Vicissitude:''' Fleshcrafting that allows you to make anything, so long as it's made of meat and bones. Infamous for allowing all sorts of edgy body horror, but can also turn you into a murder machine, a sapient puddle of Vitae, turn your blood acid for better or worse and even breathe fire. Also the most difficult core Discipline to pronounce and spell. Rumored to be demonic (or at least Deep Umbral) in origin, universally hated by ''everyone'', and the most likely discipline to get you killed on sight unless you're Sabbat. The highest published level allows the spectre of a vampire whose body was completely disintegrated to slowly reform their body atom by atom. ===Bloodline Disciplines=== Many of the various Bloodlines have their own unique Disciplines that grant them unique powers that are not accessible to the core Clans. * '''Abombwe:''' Animalism's African cousin, more dedicated into giving self animal powers than fucking with others. * '''Bardo:''' Taught to the Children of Osiris, Bardo gives one a mastery over their own humanity. Carries an extra Egyptian flavor minus the snake stuff that the Setites use. In addition to stuff to help them hold onto their humanity, they get a couple of cool defensive powers and ways to counteract other vampires’ stuff. They even have a ritual that can reverse the Final Death itself and resurrect dead vampires. * '''Daimoinon:''' Creepy demon stuff used by the Baali. Includes curses, mastery over fire and even summoning demons. Using it in front of non-Baali will probably get you killed. * '''Dur-An-Ki:''' Quietus mixed with Thaumaturgy, has lots of paths like Tremere blood wizardry. Specialty of Africa. * '''Flight:''' The fourth Discipline used by the Gargoyles, it's not really a discipline and more of a measure as to how fast a Gargoyle can fly. * '''Melpominee:''' The singing powers of the Daughters of Cacophony. Dominate meets Dementation in one handy package that allows a vampire to sway others to their will and even shatter things with a scream. * '''Mytherceria:''' The fey powers of the equally fey Kiasyd. This includes detecting truth and seeing what is real, hiding things and powerful mind powers at the highest levels. * '''Obeah:''' Used by the "true" Salubri and gives them the power to heal and protect, as well as mastery of the soul at higher levels. At the second level a Salubri grows the clan's signature third eye on the forehead. This Discipline is what the Tremere used to slander Clan Salubri because it allows them to pull the soul out of a body, leaving out that the Salubri use this power to mend damaged souls. * '''Ogham:''' The nature Discipline of the Lhiannan. Part nature power, part runes of blood, this Discipline allows the user to communicate with spirits and even drink the life from the very Earth below them to empower them (but not via blood points). * '''Sanguinus:''' Known to the Blood Brothers, this allows them to communicate with one another, divide injuries between them and even pull off their limbs to add to one another, eventually allowing them to form a great gestalt body of flesh and limbs. * '''Spiritus:''' The signature Discipline of the Ahrimanes, this allows them to talk to spirits, summon spirit beasts and even give them abilities of animals and grants them a feline war form. * '''Temporis:''' This grants the vampire mastery over the flow of time. Yes, you too can [[Jojo's Bizarre Adventure|ZA WARUDO]] the shit out of the World of Darkness. Much like the Sphere of Time in [[Mage: The Ascension]] it starts with seeing the flow of time and rapidly escalates things from speeding yourself up, slowing things down, age things up with a touch, step out of time or outright send themselves images of the future to change it, proving that Vampire runs on Multiverse Theory. It has one major disadvantage, however: Besides the usual cost in blood points, Temporis is also powered by the very Stasis that preserves Kindred bodies. Overuse, botched rolls and high-level abilities '''will deal Aggravated damage that can kill you dead''', so be careful with it. * '''Thanatosis:''' The Discipline of the Samedi, which uses death in its aspect of decay. Decay flesh, wither limbs, inflict necrosis, create zombies or turn to ash and (at higher levels) move around like normal. Pretty much all the powers are either underpowered or outright terrible. Think the relationship between Temporis and Celerity, with Thanatosis being the latter to the Cappadocians' Mortis. * '''Valeren:''' The Discipline of the "warrior" Salubri, seen as the clan's Antitribu in the modern days. It too grants the third eye of Saulot at the second level. It can heal and cause pain with a touch, as well as protect and use their third eye to strike true. Higher levels give the user incredible combat powers and angel-like abilities such as being welcome in the local city so that hunters are told off by mortals. * '''Visceratika:''' The mastery over stone and earth used by the Gargoyles. They can camouflage themselves with this power, detect anyone's location inside a building, meld with stone, toughen their skin and move around freely between any form of rock, stone and concrete to allow them to move unseen. ===Blood Magic=== Technically disciplines, but they have versatility and applications on par with magical paths from the ''Sorcerer'' [[splatbook]]. Almost all of them have unique powers on a 1-5 dot scale, allowing them to learn all sorts of terrible powers. Unlike actual disciplines, however, Blood magic is not an innate part of the Beast but an acquired skill similar to the linear magic of unawakened human warlocks modified to run on blood rather than willpower (although some paths use both). As a result when the Beast takes over control it cannot use Blood Magic, which puts practitioners at a major disadvantage in fights if they happen to lose control; which is quite easy given even ''insults'' can trigger Frenzy, and taking damage have a decent chance of frenzying even steel-willed kindred. Speaking of acquired skills, in case a mage is embraced and his Avatar is shunted to next incarnation, the currently dead vampire ex-mage can spend half of his former life's XP points to Blood Magic. Types include: ====Necromancy==== Many different clans and bloodlines practice this, often with their own ethnic variations. The masters are, of course, the Cappadocians and Giovanni. * The Ash Path interacts with the land of the dead, allowing the Necromancer to peer inside, touch stuff there, visit the place or make it difficult for ghosts to visit the material world. * The Bone Path is that of zombies: make the dead move, turn them into (shitty) servants or warriors, rip the souls out of people or stick a soul into a recently deceased body. Sure, it'll still decay as normal but the soul can use the body for a week or so. * The Centaph Path interacts with the Shadowlands, the place between the worlds of the living and the dead. This allows them to interact with the recently deceased and generally fuck up the shit of Wraiths. * The Corpse in the Monster grants mastery of the undead form, allowing a Necromancer to make themselves more dead for a while or avoid damage, make an undead target a bit more alive (like for example needing to shit) and the most powerful ability allows for the temporary suppression of their status as a Vampire. This requires a staggering 12 points to be spent in one go, and you do NOT want to botch this roll lest you die. * The Grave's Decay weaponizes the physical entropy that Vampires are immune to. It allows the Necromancer to decay bodies, decay the limbs of enemies, cause diseases on otherwise immune Vampires or even rot a Vampire's body away where he stands. * The Path of the Four Humors can do all sorts of nasty stuff with these old classics: damage becomes a lot more potent, soak more damage and exhale a cloud melancholy that makes mortals try to kill themselves and sinks Vampires into torpor. * The Sepulchre Path allows the Necromancer to see, summon and command the undead. The five-dot version allows them to bitchslap ghosts without being attacked back. * The Vitreous Path command the energies of death. This involves entropy, decay, allows the Necromancer to eat ghosts and has a potent cry that deals aggravated damage to mortals, Vampires and ghosts alike. ====Thaumaturgy==== What clan Tremere took with them when they split from [[Mage: The Ascension|the Order of Hermes]]. The various paths are: * Elemental Mastery deals with inanimate objects: speak with the spirits of inanimate objects, animate objects to whoop some ass or outright summon [[Elemental]]s... who then tear you to shreds, because as nature spirits they hate unnatural undead abominations like you. * Green Path is plant magic, simple as that. Learn from plants, make stuff grow, manipulate vines, create a powerful Haven or command the trees to go forth and whoop some Kindred ass. * Hands of Destruction is rumored to be demonic in origin. Whether this is true or not, it is still a potent Path capable of rotting things with a touch, create acid or age mortals into dust, ''Indiana Jones and the Last Crusade'' style. As the name indicates, all powers on this Path require a physical touch. * Lure of the Flames is rightfully feared by many Vampires because of its ability to permanently kill them. It deals damage over time however, so while it cannot kill a Kindred in one go up to three levels of aggravated damage per turn is nothing to scoff at. Above all, however the Lure of Flames is scary because any uncontrollable fire scares the shit out of the Beast inside every vampire, causing Rötschreck. Do note that Thaumaturgist casting the Lure is not immune to Rötschreck either, nor are his kindred allies, which can lead to some hilarious shenanigans. Good thing there are rituals that can reduce or even outright suppress the fear of fire for a time, but none of those rituals are easy or even safe. * Mastery of the Mortal Shell grants you the ability to mess with the bodies of your enemies and even control them. * Movement of the Mind is telekinesis, simple as that. You can move stuff around, with the more powerful versions being able to throw things around. Three dots should be enough to lift a fair number of Vampires, though picking up that bulky Brujah dude (>100 kg/200 pounds) requires four. Oh, and at three dots you can use it to fly. * Neptune's Might is an odd duck given the general lack of connections to water that Vampires have. Still, this is a potent Path capable of seeing into the past, create prisons or walls, mess with the blood of people (by turning it into water) or at five dots just rip the water out of someone's body. [[Wat|That last one is also really useful for drying your clothes.]] Upon reaching third level a practitioner may opt to specialize in either salt or fresh water, lowering the difficulty of one while raising that of the other. * Path of Blood manipulates Vitae. It is one of the most fundamental paths for the Tremere and the most commonly studied one. * Path of Conjuring allows you to summon stuff. Unusually the power remains the same throughout the levels, instead increasing the scope of the one dot ability. You start out with simple stuff (lead pipes, stakes, rocks), but as you level you can make objects permanent (always start with at least two dots in this Path unless you like spending large amounts of Willpower on things), summon complex stuff like weapons and vehicles, banish it back and even summon living (if mindless) things like animals and even people. To stop it from being completely OP you have to know how to create something ''without'' conjuring to make it with conjuring, so no rocket launchers out of thin air, unless you're a professional gunsmith with a military clearance. There's also a key limitation that you cannot conjure things bigger or heavier than you, although there's a ritual that let you bypass it in case you want to [[JoJo's Bizarre Adventure|squash your enemies with road-rollers]] (it's really the only justifiable way of using it). * Path of Corruption does just that. It fucks with the minds of its victims, turn people gainst one another and create potent addiction. * Path of Mars cries havoc and lets slip the dogs of war. This makes their attacks a lot more powerful, increases their stats and conveys the powers of this Path on allies. * Path of Mercury lets you teleport safely within your sight, unsafely to the distant places you're familiar with and telefrag yourself into distant places you're not familiar with. * Path of Shadowcrafting is a blood magic version of Obtenebration that reaches into the Abyss to summon and manipulate shadows with less tentacles and more spooky scary focus. Notable for being specifically designed to troll Lasombra. * Path of Spirit Manipulation is the [[Mage: The Ascension|Sphere of Spirit]] but for a Hermetic wizard. * Path of Technomancy is a rather new one, but with a badass concept: CYBER VAMPIRES. With this Path they can figure out technology, destroy devices, encrypt data to supernatural degrees (Vampire DRM!), access devices without touching them and at the five-dot capstone SEND THEIR MINDS THROUGH THE INTERNETS and engage in PSYCHIC VAMPIRE HACKING. [[Shadowrun]]ners wish they were this awesome. * Path of the Father's Vengeance is Vampire Bible Magic. Taking from the Book of Nod this Path is primary used to punish Vampires when they get out of line. It reveals blood bonds, reduces someone's Appearance to 0 for a night (for Toreador this might as well be the Final Death), forces a Vampire to live on ash instead of blood for a week or makes them extremely susceptible to light to the point where [[flashlight]]s can kill them. But the most dreaded of all is Valediction, which returns a Vampire to their original Generation for a week. This greatly reduces their power and makes them a lot easier to kill for a high-Generation Vampire and steal their powers. * Path of the Focussed Mind has a number of magic Zen powers, allowing you to focus and think better. * Path of the Levinbolt is a collection of lightning powers, from shutting down electrical devices and giving small shocks to commanding the power of Thor, tossing around lightning bolts that are difficult to soak. * Weather Control is... well, what do you think? This can conjure up weather from fog, breezes and temperature changes all the way to major temperature changes, storms and lightning strikes (10 dice of lethal damage, bitch!) ====Dark Thaumaturgy==== Regular Thaumaturgy is blood magic given form by experimentation and research. Dark Thaumaturgy is instead granted by demons that vampires can make pacts with in exchange for these Paths. This is a shortcut to power, one that leads to the dark side and makes one a Infernalist. As such, employing Dark Thaumaturgy is risky as just about any Kindred: in the Camarilla the Tremere have the monopoly on magic and don't like it when someone treads on their turf: to the Sabbat Infernalism is a very big no-no and the Anarchs lack the resources and knowledge for Dark Thaumaturgy. As part of the pact to obtain it, all of the Paths have a price to pay that affects either the Infernalist or limits the usefulness of the Path under certain conditions. Like its normal counterpart, Dark Thaumaturgy has a number of paths that each do something different: *'''Fires of the Inferno''' is more or less the Lure of Flames, except the flames are a sickly green. Said green flames taint the user's aura, making them even easier to identify as an Infernalist. *'''Path of Evil Revelations''' or by its original name, Video Nefas, lets you see the future, into the spirit world and the souls of mortals and use this knowledge to shape demons. *'''Path of Phobos''' has to do with inflicting fear upon others in increasingly horrible ways to the point where said fear can be feasted upon as if it were Vitae. This also makes the user suffer horrific nightmares. *'''Path of Pain''' inflicts pain, shields the user from pain and can even make a vampire's blood rip them apart from the inside. As a price the user becomes addicted to pain. *'''Path of Pleasure''' lets you inflict great pleasure on a target, eventually rendering them stunned and even catatonic. *'''Path of Spirit''' allows for the conjuring of demons and damaging all kinds of spirits. *'''Path of Summoning ''' grants the ability to summon powerful demons, but this taints the area in which one is summoned. *'''Path of the Defiler''' spreads corruption of the spirit, playing to the fears and inadequacies of people to the point where you turn someone's self-loathing into a deformity. This does make one jealous and possessive of their victims. *'''Path of the Unspoken''' grants access to knowledge: you can learn it from books, the voices of entropy, talk to peoples' shadows and evne make someone drop from the collective consciousness at the cost of memory lapses. *'''Taking of the Spirit''' allows for the draining of Willpower: the higher the rank the more Willpower you drain. This makes the user an arrogant magalomaniac. *'''Tyranny of the Wyrm''' or by its original and far more badass German name, '''Die Herrschaft Des Wyrm''', is a unique Path that does not traffic with normal demons. Instead it parlays with the three-headed dragon himself. And no, this is not ''Azhi Dahaka'' that the [[Tzimisce]] seek: this is none other than the Triatic [[Wyrm]] of [[Werewolf: The Apocalypse]]. Created by a Hessian [[Malkavian]] cabal, it serves a power greater than even the most potent demons: the very essence of the Universe's destructive third. After the Path's creation all of its practitioners were betrayed to the Wyrm by Harold the Engraver, one of the members of the cabal, who later disappeared. His writings are remarkably well-conserved, allowing for the creation of many new Infernalists in the area. This Path allows for the manipulation of Malfean demons, letting them possess either the Infernalist's targets of the thaumaturgist themselves, granting anything from constant pain and suffering to a massive boost due to being possessed by an aspect of a Maeljin, which for those of you not vested in the ways of Werewolf is both a REALLY BAD IDEA as well as REALLY BAD FOR ANYONE FACING THE POSSESSED. The Path does have one big weakness: its instability. If the victim understands that it's being played they get a Wits + Occult roll against the Infernalist's Willpower and dots in the Path: if the victim wins the curse bounces onto the Infernalist. On top of that, a blessing from someone with True Faith immediately removes any ill effects caused by the Discipline. As for what became of Harold the Engraver? Nobody knows, but there is a powerful Malkavian (probably a Malkavian [[Baali|Apostate]]) on the [[Werewolf: The Apocalypse#Pentex: Evil Incorporated|Pentex Board of Directors]], making him a servant to the Wyrm. He happens to have the name Harold Zettler, <s>which gets a lot more ominous when you realize what the German word for engraver is...(Ja, Zettler bedeutet "Engraver" auf Englisch)</s> (Actually, Zettler seems to be an outdated term for a job performed in a weaving mill: someone who transfers threads onto another machine so they get incorporated into a larger weave. Whether this is a piece intentional or accidental irony is up for debate.) ====Sadhana==== ''Sadhana'' is a Hindi word meaning ''Thaumaturgy''; it is basically just Thaumaturgy as practiced by the [[Danava]] and other Hindu bloodlines such as the [[Nagaraja]], [[Daitya]], [[Ravnos]], and even the [[Salubri]] of the Watcher bloodline who remained in India after [[Saulot]] departed from there. As ''rakta-sadhus'' ("blood-workers") primarily worship [[Shiva]], Sadhana also includes some Dark Thaumaturgy paths and rituals. ====Sorcery==== A bunch of groups have their own "Insert-Name-Here Sorcery", even the Anarchs. * '''Assamite Sorcery:''' Used exclusively by the Assamites, this brand of magic grants them [[Weeaboo Fightan Magic]]. * '''Koldunic Sorcery:''' Practiced by the Tzimisce, this brand of magic demands not just mastery, but perfection. It grants you mastery over one of the elements like you're the Avatar. No [[Avatar|not that one]] [[/v/|or that one]]: [[Avatar: The Last Airbender|it's the bald monk child one]]. Five dots per element, each with both utility and potent possibly Masquerade-shattering powers. This type of magic is mainly used by the Old Tzimisce, who have a distaste for making meat toys. ====Rituals==== Vampire ritualistic magic that requires incantations, ingredients and preparation rather than vitae and the force of will (although blood is a very common ingredient). Technically speaking anyone can use it, but in practice Blood Magic users keep it to themselves (although they do often share rituals between schools, so having Tremere using necromantic rituals or Assamite sorcerer performing Koldunic ritual is not that unusual). There's literally thousands of rituals pretty much anything - from finding your lost keys to imbuing the blade with a green fires that eat through anything, to emulating pretty much any discipline effect, to avoiding tax collectors (or siccing them on someone you don't like), to creating Frankenstein monsters. Generally speaking the more powerful the ritual is the more exotic and/or immoral are the actions and ingredients required, down to self-mutilation and mass human/kindred sacrifices, although some necromantic rituals manage to break through the morality event horizon even at level one. Notable for creating "Vampire Batman" archetype that relies on a deep bag of tricks a few dozens of rituals and a ''lot'' of preparation can provide. Especially infuriating when Storyteller makes an antagonist of this type.
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