DISCIPLINES

REVIEWED AND REVISED ON 11/19/14.


STARTING OUT

ALL KINDRED BEGIN WITH THE USE OF THREE DISCIPLINE powers, AT LEAST TWO OF WHICH MUST BE OF THE CHARACTER'S OWN CLAN. CHARACTER'S MAY ALSO CHOOSE ADDITIONAL DISCIPLINES PURCHASED WITH KARMA. (SEE DISCIPLINE COSTS BELOW)

GARGOYLES AND LYCANS MAY NOT SUBSTITUTE ANY OF THEIR INITIAL DISCIPLINES. GARGOYLES MAY HOWEVER, PURCHASE CELERITY ADDITIONALLY WITH KARMA. ALL OTHER DISCIPLINES ARE UNAVAILABLE TO THESE CHARACTER'S EXCEPT IN VERY RARE INSTANCES.

THE FOLLOWING ABILITIES ARE NO LONGER STANDARD FOR KINDRED AND WILL ONLY BE AVAILABLE THROUGH THE USE OF DISCIPLINES

ENHANCED STRENGTH (POTENCE)
MIST FORM (PROTEAN)

THE FOLLOWING ABILITIES ARE NO LONGER STANDARD FOR GARGOYLES AND WILL ONLY BE AVAILABLE THROUGH THE USE OF DISCIPLINES

CONCEALMENT (VISCERATIKA)
ENHANCED STRENGTH (POTENCE)


POWER LEVELS

THERE ARE 10 power LEVELS OF each DISCIPLINE (WITH THE EXCEPTION OF THAUMATURGY - SEE SEPARATE RULES). DISCIPLINE LEVELS ARE BASED ON A CHARACTER'S TOTAL KARMA POINTS AT A RATE OF ONE LEVEL PER 100 KARMA POINTS (rounded down). THIS APPLIES ONLY TO EACH OF THE THREE CLAN DISCIPLINES SELECTED AT CREATION. HENCE A RAVNOS WITH 425 TOTAL KARMA POINTS WOULD HAVE USE OF UP TO LEVEL 4 IN EACH OF THEIR CLAN DISCIPLINES (ANIMALISM, CHIMERSTRY, and FORTITUDE). once the RAVNOS earned a total of 500 karma points, they would now gain the ability of level 5 in each of their clan disciplines.

IN CASES WHERE A SPECIFIC DISCIPLINE LEVEL HAS MORE THAN ONE POWER LISTED, THE PLAYER MAY SELECT ONLY ONE POWER FROM EACH LEVEL. ADDITIONAL POWERS MAY BE PURCHASED SEPARATELY WITH KARMA or earned when a character reaches higher levels (SEE BELOW). CHARACTERS MAY NOT LEARN ANY DISCIPLINE AT A HIGHER LEVEL THAN THEIR POWER LEVEL RATING.

NEW DICE POOL - DISCIPLINE - A CHARACTER'S DISCIPLINE POOL IS EQUAL TO THE TOTAL OF THEIR MENTAL ATTRIBUTE RATINGS, DIVIDED BY 2 (ROUNDED DOWN), PLUS THE CHARACTER'S DISCIPLINE POWER LEVEL RATING, AS DESCRIBED ABOVE. A CHARACTER MAY ADD A NUMBER OF DICE FROM THIS POOL TO ANY DISCIPLINE TEST, EQUAL TO THE RATING OF THE APPROPRIATE ATTRIBUTE OR SKILL BEING USED.

RESTRICTIONS - CHARACTERS MUST POSSESS A TOTAL OF AT LEAST THREE DIFFERENT DISCIPLINES, SUCH AS KINDRED CHARACTERS, IN ORDER TO RECEIVE FULL DISCIPLINE POOL. CHARACTERS POSSESSING ONLY ONE OR TWO DISCIPLINES CALCULATE DISCIPLINE POOL AT HALF THE NORMAL RATING. ANY CHARACTER THAT POSSESS LIMITED DISCIPLINE POWERS, SUCH AS HAVING ONLY ONE OR A FEW SPECIFIC LEVEL POWERS, BUT NOT AN ENTIRE DISCIPLINE, DO NOT RECEIVE DISCIPLINE POOL. ALSO, CHARACTERS POSSESSING ONLY PHYSICAL DISCIPLINES SUCH AS CELERITY, FORTITUDE, AND POTENCE, DO NOT HAVE ACCESS TO DISCIPLINE POOL.

LYCANS - UNLIKE KINDRED, LYCANS DO NOT RECEIVE A DISCIPLINE POOL. THIS IS DUE TO THE FACT THAT THEY ARE NATURALLY RESISTANT TO THEIR SUPERNATURAL COUSINS' INFLUENCES, AND HENCE HAVE NO NEED FOR IT. LYCANS ARE, HOWEVER, VULNERABLE TO DISCIPLINE POWERS USED BY other supernatural beings, i.e. angels and demons.

important note - non angel characters do not receive the benefit of discipline pool, either offensively or defensively, when engaging with angels.


"MAXXING OUT"

EVEN THOUGH there are no DISCIPLINE POWERS HIGHER THAN LEVEL 10, THIS DOES NOT MEAN THAT CHARACTERS CAN NO LONGER GAIN NEW POWERS AS THEY INCREASE IN LEVEL. HOWEVER, IN ORDER TO MAINTAIN GAME BALANCE, THERE ARE RESTRICTIONS WITH PHYSICAL DISCIPLINES.

MAXIMUM BONUSES FOR PHYSICAL DISCIPLINES ARE AS FOLLOWS:

DISCIPLINE MAX LEVEL MAX EFFECTS
CELERITY UNLIMITED +4 QUICKNESS AND +1 REACTION FOR EVERY FIVE LEVELS
FORTITUDE 14 AT MAX LEVEL - 12 POINTS NATURAL ARMOR AND CHARACTER SUFFERS NO AGGRAVATED DAMAGE EFFECTS
POTENCE 12 AT MAX LEVEL +12 TO STRENGTH ATTRIBUTE

FOR NON-PHYSICAL BASED DISCIPLINES SUCH AS DOMINATE AND AUSPEX, EACH TIME THE CHARACTER ACHIEVES A NEW POWER LEVEL BEYOND 10TH, THEY MAY CHOOSE ONE ADDITIONAL LOWER LEVEL POWER FOR EACH OF THEIR 3 BASE CLAN DISCIPLINES ONLY, FREE OF CHARGE.

EXAMPLE: AFTER YEARS OF RUNNING COVERT OPS, CASSIE MANAGES TO STAY ALIVE LONG ENOUGH TO REACH 1100 KARMA POINTS, BRINGING HER TO 11TH LEVEL. AS A 10TH LEVEL LASOMBRA SHE ALREADY POSSESSES LEVELS 1-10 IN CELERITY, DOMINATE, AND OBTENEBRATION. SINCE CELERITY IS AN UNRESTRICTED PHYSICAL DISCIPLINE, IT WOULD NOW INCREASE TO 11, AND SHE WOULD ALSO BE ABLE TO CHOOSE ONE ADDITIONAL POWER IN EACH OF THE OTHER TWO, SUCH AS AN ADDITIONAL 6TH LEVEL POWER IN OBTENEBRATION AND a 7TH LEVEL POWER IN DOMINATE.


USAGE AND DICE ROLLS

TO USE A DISCIPLINE, THE CHARACTER ROLLS A NUMBER OF DICE EQUAL TO THE CORRESPONDING  ATTRIBUTE RATING (INCLUDING BIOWARE, CYBERWARE, AND INCREASE ATTRIBUTE SPELLS EXCEPT ARMOR), OR SKILL RATING AS APPROPRIATE, PLUS ANY AVAILABLE DICE FROM THE CHARACTER'S KARMA and discipline pools. FOR MOST OPPOSED TESTS, CHARACTERS USE THEIR APPROPRIATE ATTRIBUTE RATING WITH A BASE TARGET NUMBER OF FOUR.

EXAMPLE: USING CHIMERSTRY, SHARWYN ATTEMPTS TO PASS OFF A DEPARTMENT STORE DRESS AS A VERSACE ORIGINAL TO KHANADA. SINCE THIS IS AN OPPOSED ATTRIBUTE TEST, SHARWYN'S BASE TARGET NUMBER WOULD BE A FOUR. SHE THEN ROLLS HER OWN INTELLIGENCE RATING OF 12, PLUS 12 DICE FROM HER KARMA POOL and 12 from her discipline pool FOR A TOTAL OF 36 DICE. SHARWYN ROLLS AND GENERATES 26 SUCCESSES AGAINST KHANADA. CONFIDENT IN HER ABILITIES, SHARWYN SITS BACK AND SMILES.

TO RESIST, THE DEFENDING CHARACTER ROLLS USING THE APPROPRIATE ATTRIBUTE RATING, PLUS ANY ADDITIONAL DICE FROM THE CHARACTER'S KARMA and discipline POOLS. THE BASE TARGET NUMBER WOULD AGAIN BE A FOUR .

WHILE EXAMINING THE DRESS, KHANADA ROLLS USING THE 14 DICE FROM HER INTELLIGENCE RATING, PLUS ANOTHER 14 FROM HER KARMA POOL and 14 from her discipline pool FOR A TOTAL OF 42 DICE. KHANADA ROLLS AGAINST A TARGET NUMBER OF FOUR AND GENERATES 32 SUCCESSES - 6 MORE THAN SHARWYN! WITHOUT SAYING A WORD, KHANADA PROCEEDS TO BEAT THE LIVING CRAP OUT OF THE POOR LITTLE Gypsy. SHARWYN IS NOT SMILING ANYMORE.

FOR UNOPPOSED TESTS, TARGET NUMBERS WILL VARY DEPENDING ON THE SPECIFIC DISCIPLINE. THE USE OF MOST DISCIPLINES, EXCEPT WHERE OTHERWISE SPECIFIED, REQUIRES A COMPLEX ACTION. PHYSICAL DISCIPLINES SUCH AS CELERITY AND POTENCE, WHICH ADD TO A CHARACTERS ATTRIBUTE RATINGS, ARE AUTOMATIC AND DO NOT REQUIRE ANY DICE TESTS. SOME DISCIPLINES SUCH AS AUSPEX AND OTHER DETECTION BASED POWERS MAY STILL REQUIRE A DICE TEST BUT ARE GENERALLY UNOPPOSED UNLESS THE TARGETED SUBJECT HAS MAGICAL OR OTHER DEFENSES SUCH AS AURA MASKING, ETC. CHARACTERS WHO UNDERTAKE OTHER ACTIONS, WHILE USING A SUSTAINED DISCIPLINE, DO SO AT A +2 MODIFIER TO THE TARGET NUMBER AS PER SPELLCASTING.

SOME DISCIPLINES REQUIRE THE CHARACTER TO TOUCH THEIR TARGET. FOR UNWILLING SUBJECTS (WHICH IS OFTEN THE CASE), THE CHARACTER MUST SUCCEED IN AN UNARMED COMBAT TEST WITH A BASE TARGET NUMBER OF THREE. CHARACTERS USE COMBAT POOL TO ATTACK AND DEFEND IN PLACE OF DISCIPLINE POOL FOR THESE TESTS UNLESS OTHERWISE SPECIFIED. CHARACTERS MAY USE DISCIPLINE POOL TO RESIST DAMAGE. ALL RESISTANCE TESTS ARE MADE USING A CHARACTER'S ATTRIBUTE RATING, UNLESS OTHERWISE NOTED, PLUS APPROPRIATE AVAILABLE DICE POOLS.

DISCIPLINE COSTS

NEW LEVEL ONE DISCIPLINE - 10 KARMA POINTS
EACH ADDITIONAL LEVEL (NON CLAN DISCIPLINE) - 3X NEW RATING
ADDITIONAL IN CLAN DISCIPLINES - 2X new RATING