Discipline

Disciplines:
**Note: level 6+ disciplines will be dealt with on a case by case basic except as follows, those that act like Resilience, Potence, and Celerity will simply add one more point as normal. Resilience 6 will grant +6 stamina/health level, Celerity will increase initiative by +6, reduce incoming attacks by -6, and increase speed by a proportional factor. We will be avoiding level 6 disciplines that have individual effects each level (ex. Dominate, Majesty, Auspex, Nightmare, etc) and those that are spellcasting systems (ex. Cruac, Thamaturgy, Theban, etc) except for use as story elements.

New Disciplines: Because we are bring back old Gargoyles, Tremere, Tzimisce, and Lasambra we need to redefine these abilities to work in Vampire the Requiem which is a very different system than Vampire the Masquerade. Abilities will be based on an ability, a skill, and a discipline as opposed to just an ability and a skill. (example

Thaumaturgy:
Old Thaumaturgy was treated as paths of magic available to mages, with the exception that you had to acquire ranks in the Discipline before you could advance to paths of magic of that level. The rolls were willpower to activate the ability, and a separate roll to activate.
New Thaumaturgy will be using a similar system to current spell-casting systems for Cruac and Theban Sorcery. You will use:
Thaumaturgy Dots + Resolve + Occult
to activate any of the powers of the discipline. Each activation costs at least one Vitae to be expended, and possible other costs as listed with the spell. Failure to achieve any successes means that the power fails and the Vitae as well as other costs are spent. A botch causes not only the results of a failure, but also removes a permanent point of willpower. This point may be repurchased with experience as normal.

Paths: Thaumaturgy consists of many paths, and as opposed to Cruac and Theban you will have to advance through the paths linearly instead of being able to purchase spells and rituals of any level you have access to. When you take you first dot in Thaumaturgy you will choose a primary path, and receive the first level and associated ability in that path. You will also receive one level 1 ritual that you learn. When you gain additional levels of Thaumaturgy, you will receive the corresponding level of your primary path as well as one ritual of that level. You may spend experience points to purchase any non-primary path of a level less than or equal to your Thaumaturgy score, with the restriction that your primary path must be at least equal to the level of the new path.

Thaumaturgy Costs:
Dots: 5 x new level for Tremere
Paths: 3x new level for Tremere, can be purchased up to level of primary path
Rituals: 2x new level for Tremere, can be purchased up to level of primary path
(Theban: Most Theban rituals and spells are available as Thaumaturgical blood magic – purchase on a case by case basis with Storyteller)

Paths:

Path of Blood: Most Tremere study the path of blood as their Primary Path, but this is not required.
1)Taste of Vitae: taste a sample of blood, no risk of blood bond or addiction, successes each grant a single piece of information.
1) sword of blood: as whip
2) Shield of Vitae: as hauberk of blood but self only.
2) vitae reliquary: as spell but usable my Thaumaturgists only.
3) Vitae Salvo: roll penalized by Blood Potency. Each odd success deals one damage, each even success causes the target to lose one blood, each exceptional success takes one of the lost blood from the target and returns it to the caster up to a maximum of the am mount of blood lost.
3) Acidic Vitae: as Bloodfire but also if fed on.
4) Ward of Blood: wards against a specific target – entering takes a successful Comp+Res roll that overcomes the activation roll. Successes are cumulative – but each attempt past the first costs a willpower to make In addition each failed attempt deals 1 lethal damage equal to activation roll – cumulative overcome roll.
4) companion of Vitae: create homunculus
5) Mass Vitae Salvo: as Salvo of Blood but each target in addition to the first reduces dice pool by one. Roll penalized by highest blood potency.
5) Boil Vitae: activation roll penalized by subjects BP, each success deals one point of lethal damage and causes one point of vitae to be lost as it boils away.

Path of Counter Magic:
Counter Magic: each dot of Thaumaturgy Counter Magic gives you a passive resistance pool against Thaumaturgy and allows successively higher active counter magic dice pools against Thaumaturgy. As you learn more dots both of these abilities gain additional dice as well as additional types of magical effects that they can counter.

Passive Counter Magic is always active and it let’s you roll one dice of counter magic per dot possessed in the path against all magic spells and abilities targeting you or your immediate area. The kindred decides whether or not to use her counter magic when targeted by a spell or ability that may be affected by it, this costs 1 vitae to be expended, this vitae expenditure counts toward your maximum expenditure for your next turn as determined by your blood potency. The kindred then rolls her level of counter magic minus any penalties, and then removes the number of successes she rolls from the total successes on the opposed enemy roll. This occurs before you roll your opposed resistance roll if any. If there is no resistance roll and the ability simply losses dice based on the targets Ability scores or other defensive statistics, like armor or defense, then the target roll her dots in counter magic and adds them to her defensive trait. If the amount of successes removed causes the total enemy successes to reach 0 or less, their ability fails. If a magical ability has multiple targets, and one of them has the Path of Counter Magic, her passive resistance only reduces the successes targeting her. After determining the remaining number of successes on the opposing mages roll the ability is then treated as if they had only scored that many successes.

Active Counter Magic works similarly to passive counter magic except you roll an opposed check against the targeted spell or ability equal to:
Thaumaturgy (path of counter magic dots) + resolve + occult – any penalties against opposing roll for spell or ability. You may prepare an action to do so if before another character in initiative. You may also act out of order by sacrificing you turn later that round and taking a -2 penalty on your roll. Successes scored are taken away from opposed enemy rolled successes. If the total success are 0 or below the spell is a failure. This does not cause the spell to botch.
1) May use active and passive Counter Magic on Thaumaturgy and Theban.
2) May use active and passive Counter Magic on other kindred magics, Cruac etc.
3) May use active and passive Counter Magic on rituals and active spell effects of all kindred magics at a -2 penalty to dice pools for active.
4) May use active and passive Counter Magic on non-blood magic (mages etc) at a -2 penalty to dots for passive and -3 penalty to dice pools for active.
5) May use active and passive Counter Magic on vampire disciplines at a -2 penalty to dots for passive and -5 penalty to dice pools for active.

Path of Fire: path of fire + resolve + occult. 1) small fire 2) larger 3) much
larger 4) bonfire 5) largest
size/damage based on dots. Control and duration based on successes – 1 round + 1
round per success / 1 target area 5ft+ starting radious based on level + more
per success. Damage is X + 1 per 2 sucesses. Decided upon roll.
1) 1 damage round, x area
2) 2 damage round, x area
3) 3 damage round, x area
Etc based on sizes of fire. Successes to upgrade size 2-3, increase duration 2,
(size determines damage).

Visceratika:
gargoyles disc claws / flight / armor.
1) flight on level, lethal damage claws
2) stone sense on level
3) armor 1, +1 damage claws
4) stone meld
5) armor 2, +2 damage claws

stealth: obfuscate, celerity, Visceratika
tank: vigor, resilience, Visceratika

Devotions:
Granite skin: Visceratika 3, Resilience 2. Instead of the armor gained from Visceratika the gargoyle gains armor equal to his resilience when he activates it. Cost 12

Obsiduam claws: Visceratika 3, vigor 2. Instead of the bonus damage to claw attacks gained from Visceratika the gargoyle gains a bonus equal to his vigor when he activates it. Cost 12

Skin of the chameleon: Visceratika 3, when in contact with stone the gargoyle gains a bonus to stealth equal to his Visceratika. Cost 8

Vicissitude: Vicissitude is the trademark Discipline of Clan Tzimisce, and one of the most horrifying powers available to Cainites. With it an experienced crafter can sculpt the flesh and bone of a subject, making them a creature of alien beauty or gnarling them into a deformed monstrosity. Tzimisce use Vicissitude on themselves extensively, altering their appearances with their mood or changing their bodies to be as vile as their souls.

1 Malleable Visage: Alter body height, build, voice, facial features, hair, and skin tone 2 Fleshcraft: Alter muscle, fat, and cartilage 3 Bone Craft: Alter bone 4 Horrid Form: Transform into the war-form zulo, the transformation takes 2 turns to complete. 5 Bloodform: Instantly transform into a pool of sentient vitae

Obtenebration: Obtenebration is the trademark Discipline of clan Lasombra which grants them control over shadows and the supernatural darkness of the Abyss. The unnatural darkness summoned by Obtenebration is extremely frightening to mortals, animals, and even other Cainites unaccustomed to its use. The exact nature of this Discipline is unknown even among its greatest masters, and it has been a subject of religious, philosophical, and metaphysical debate among vampires for millennia. Its greateat scholars are the followers of the Path of Night and practitioners of Abyss Mysticism, which draws on knowledge of this Discipline in its rituals. While fairly common within the Sabbat, Obtenebration is virtually nonexistant among Camarilla vampires and anyone seen using it would be regarded with extreme suspicion.
1 • Shadow Play
By spending a blood point, the vampire can manipulate shadows and dim (but can not extinguish) lights, gaining a bonus on all Intimidation and Stealth rolls equal to his dots in Obtenebration. This bonus lasts until the end of a scene, and may be canceled at will. The area and brightness of light that can be affected increases with level. Cost 1 vitae.

2 • Shroud of Night
Roll: Manipulation + Occult
The vampire may cover ten square feet, per success, in a black matter that obscures all light and sound. Most are blind and deaf within it; those with Heightened Senses or Gleam of Red Eyes are not, but lose three dice in relevant pools. Cost 1 vitae.

3 • Arms of the Abyss
Roll: Manipulation + Occult
The vampire may create dark tendrils. Each success either summons a six-foot shadowy tendril, or increases such a tendril by six feet. Each tendril has Strength 4, Dexterity 3, Brawl 2, 5 health. Each additional 6 feet increases strength, brawl, health by 1. Cost 1 vitae.

4 • Nightshades
Roll: Wits + Occult
The vampire may create a circle of moving shadows. Within such a circle, all adversaries, and even all allies who don’t have Obtenebration, suffer a penalty to initiative rolls equal to the level of obtenebration, and lose two die from all dice pools. With one success, this circle is ten feet in diameter. Each additional success adds five feet to the diameter. Cost 1 vitae.

5 • Shadow Body
By spending three blood points, the vampire may transform, over three turns, into a shadow. In this state, the vampire may see in absolute darkness, slither through cracks, and is invulnerable to physical attack. The drawback is that Rötschreck rolls are at two dice lower than normal. Exceptional success, Rötschreck rolls are at one dice lower, and you can attack while in Shadow Form.

Discipline

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