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DISCIPLINES

We feel that it should be noted now that no character will at any time understand the nature of any discipline without possession of that discipline or an appropriate Lore. The purchase and/or earning of any Lore will be approved by the Character ST.

At any time when a character is forced to risk a trait, she will know that something has happened. However, she may not know the nature of the challenge or the source. Targets of static challenges are unaware of anything unusual (i.e. Aura Perception, Eyes of Chaos, etc...)

Characters may learn Discipline with the expenditure of experience points, and the power becomes available at that time. Disciplines may be taught by someone who carries the power in-clan and masters the power at least one level higher. For example, a Brujah can teach up to Intensity if she has Puissance. To teach anything, including Disciplines, the teaching character must possess the Instruction ability at the level to be taught. The Milledgeville game supports the LotN:R rule that any discipline, other than the eight common disciplines, requires the consuming of the teacher s blood before teaching.

Out of Clan Disciplines that are Clan Specific can carry negative effects if learned. If a PC learns one of these disciplines, (s)he may develop a portion of the disadvantage of the mentor clan or signature discipline. The negative effect will manifest temporarily for one month at basic, 3 months at intermediate, and 6 months at advance.

Any discipline level that requires a Physical Challenge followed by an immediate Mental or Social Challenge can ONLY be performed during the normal action of physical combat. Animalism (Quell the Beast), Necromancy (Soul Stealing), Paths of Thaumaturgy (where applicable), and other potential disciplines all follow this rule of combat.

Eight common disciplines: Animalism | Auspex | Celerity | Dominate | Fortitude | Obfuscate | Potence and Presence.

Clan specific disciplines: Chimerstry | Dementation | Melpominee | Mytherceria | Necromancy
Obtenebration | Protean | Quietus | Serpentis | Sorcery | Thanatosis | Thaumaturgy | Vicissitude and Visceratika.

Other Clan specific disciplines exist and may become apparant as necessary.


Animalism

  • Feral Whispers - As per LotN:R

  • Beckoning - As per LotN:R. Player must make an animal sound.

  • Quell the Beast - As per LotN:R. The use of Quell the Beast will bring a Garou out of Crinos form.

  • Subsume the Spirit - As per LotN:R. A failure while jumping from body to body will send the character back to her body, and disorient her for one minute. If damage taken by the possessed body exceeds the maximum wound levels of the kindred body, the kindred body will take as much damage required to place him into torpor.

  • Drawing out the Beast - As per LotN:R. Remember that you must be near frenzy to use this power. Should the victim die while Frenzying, the screaming rage of the Beast immediately returns to you, requiring you to make a Self-Control/Instinct Virtue Test or Frenzy immediately - you are unable to fight against your Frenzy with Willpower Traits. If the victim leaves your sight before the Frenzy is over, you lose your connection with the Beast, remaining placid and complacent. To get the Beast back, you must work yourself up to the point of frenzy, not resisting by spending Willpower Traits or testing with Virtue, or kill the victim so that the Beast's aggression returns automatically. If the option to kill the possessor is chosen, when it returns, you must win a Virtue Test or else frenzy. If the victim is brought out of frenzy after leaving your presence, she suffers from the Brujah clan disadvantage until you can tempt your Beast's ire back. If someone Draws out your Beast, you may not attempt to pass it off to someone else if you possess the Beast of another.

  • Animal Succulence - As per LotN:CG

  • Shared Soul - As per LotN:CG

  • Species Speech - As per LotN:CG

  • Eye of the Szlachta - As per CB: Tzimice

  • Quell the Herd - As per CB: Gangrel

  • Song in the Dark - As per CB: Nosferatu

Auspex

  • Heightened Senses - As per LotN:R. This discipline is only active if a hand signal is used or a card is worn. No exceptions. When active, attacking characters must add one to the surprise count. When detecting a character with Obfuscate, in the case of a tie, discipline levels are compared first (Basic, Intermediate, and Advanced). The higher discipline level will win. In the event that both are at the same level, compare traits. Note that the first or second power in a level is not relevant.

  • Aura Perception - As per LotN:R. This may be used to establish creature type, determine if the current statement is a lie, determine emotional state, determine if the body is being possessed, discover Thaumaturgical Sparkles (Possess Thaumaturgy or have a ritual cast upon the target), or reveal Diablerie. Ghouls register as mortal with pale aspects to their auras. In the event of a failure when searching for deception, the character cannot detect deception. The character is unaware of failure. Reminder - This is a Static Challenge and has no defensive retest aside from Luck. The defender does not bid a trait. The initiator may not spend Willpower to retest.

  • The Spirit's Touch - As per LotN:R. This may only be used on objects or places. Use of this discipline ALWAYS requires an ST or Narrator. Persons employing Obfuscate powers will not leave any impression, but they do not "steal" or wipe clean any previous impressions. It is as if they had not even ever touched the item. This power cannot be used on dead bodies, detached appendages, or attached items.

  • Telepathy - As per LotN:R. The range of the discipline includes city wide. Communication outside of the line-of-sight can only be established with a target whom the user if familiar with. For each additional ten minutes maintaining a telepathic link, the user must spent a mental trait or the link will fail. If you do not possess telepathy, you will be unaware that it is being used upon you unless in the form of communication. If the telepathy is initiated with the intent of conversation, then the identity of the user, if she wishes it to be, can be known by the target. Otherwise, the character is unaware of the user of the discipline. You may not perceive directly through another's senses with this power. You may only gain access to the target's surface thoughts. Use of this ability does not allow access to scenes through the use of the power upon a PC in the scene. If Telepathy is used to spy upon a scene, it must be retold by the target in a manner revealed through that person's subjective surface thoughts.

  • Psychic Projection - As per LotN. Only powers of Auspex can be used while in Psychic Projection. You may not use any other Mental, Social or Physical disciplines while using this power.

  • Clairvoyance - As per LotN:CG

  • Prediction - As per LotN:CG

  • Babble - As per CB: Malkavian

  • Crocodile's Tongue - As per CB: Toreador

  • Sibyl's Tongue - As per CB: Malkavian

Celerity

Applying to all scenes involving Celerity: The burning of blood must be declared at the start of the round. If a character cannot match speed with his perpetrator, he is unable to take any action not defending and must bid any traits endurance related (enduring, resilient, robust, rugged, tireless, and tough). Willpower may only be spent in the normal round with the single exception of willpower expenditure to ignore wound levels. Mental/Social challenges can only be initiated in the normal round. You may not use mental/social challenges in conjunction with Celerity. We do not allow the use of mental for firearms within Celerity as recommended by the LotN:R. Celerity advantages such as the Bomb and winning on ties cannot be used in conjunction with Potence related tests.

You may take up to 3 steps during a physical combat action. However, if you take 3 full steps, you are unable to attack. You may take up to 2 steps during a physical combat action and still attack. For each step taken (up to 2 steps) while conducting an attack, you are at a 1 trait physical penalty in your combat action. One step and an attack would place a player at a 1 trait physical penalty. Two steps and an attack would place a player at a 2 trait physical penalty. Steps may only be taken before the physical attack

  • Alacrity - As per LotN:R. This only involves a simple action that cannot initiate a challenge. It is not an additional action; it is merely the right to go first.

  • Swiftness - As per LotN:R

  • Rapidity - As per LotN:R. The Bomb does not need to be declared. Ever.

  • Legerity As per LotN:R

  • Fleetness - As per LotN:R

  • Projectile - As per LotN:CG

  • Precision - As per CB: Assamite

Chimerstry

All forms of Chimerstry except Horrid Reality are visible, at the discretion of the user, to an individual or to everyone. In order to create an illusion visible to many, the user must first win a static social challenge against a difficulty determined by a Narrator relative to the social trait level of those who are in the area, able to witness, currently. If the test is failed, the user still loses the activation cost of the discipline. All tests involved in sustaining the illusion are performed as it becomes evident that the illusion has reason to be disbelieved. If a character has reason to challenge the illusion and is successful in a test to resist the illusion, she may demonstrate to others that the image is false; wherein, they will each be allowed to test for disbelief. The user must risk a trait for each separate challenge, but she may drop the illusion at any time to avoid losing traits.

  • Ignis Fatuus - As per LotN:R.

  • Fata Morgana - As per LotN:R

  • Apparition - As per LotN:R

  • Permanency - As per LotN:R

  • Horrid Reality - As per LotN:R. Any extreme or unusual uses of the Horrid Reality must be supported by the ST staff in the form of an approved card describing the illusion that she is able to create. Illusions in the form of foes will carry the traits and power limitations of the user. If the user does not possess Celerity, she may not imbue the illusion with such powers. All challenges against the target would include the physical, social and mental traits of the user. The Horrid Reality uses the retests of the user. All costs, lost traits and lost abilities are paid by the user. Illusionary weapons have equal illusionary trait bonuses.

  • Pseudo Blindness - As per LoE. This level is treated as an Elder discipline. This power repels equal or lower generations.

  • Mass Reality - As per LoE. This level is treated as an Elder discipline.

  • False Resonance - As per CB: Ravnos

  • Fatuus Mastery - As per CB: Ravnos

  • Shared Nightmare - As per CB: Ravnos

Dementation

  • Passion - As per LotN:R.

  • The Haunting - As per LotN:R. Once per person per night.

  • Eyes of Chaos - As per LotN:R

  • Voice of Madness - As per LotN:R. You must be aware of your target(s) presence to inflict Voice of Madness against them. You may select and choose which targets to inflict Voice of Madness on. Everyone whose attention you have obtained need not be targeted by this power as per your selection.

  • Total Insanity - As per LotN:R. Players should have 10 ST approved cards ready with derangements listed on them, 5 of which will be chosen at random by the victim. These cards will be chosen at random to determine this powers effects. All derangements acquired activate immediately and cannot be ignored through willpower expenditure. Drawn derangement that conflict one another may cause the target to make a frenzy test. This power lasts only an hour.

  • Lingering Malaise - As per LotN:SG.

  • Shattered Mirror - As per LotN:SG.

  • Babble - As per CB: Malkavian

  • The Call - As per CB: Malkavian

Dominate

  • Command - As per LotN:R. You cannot be made to violate your nature, path (based on current level of path traits), or be put in harm's way.

  • Mesmerism - As per LotN:R. You cannot be made to violate your nature, path (based on current level of path traits), or be put in harm's way.

  • Forgetful Mind - As per LotN:R. The static test difficulty to undo or detect Forgetful Mind uses is equivalent to the number of traits possessed by the aggressor at the time of the Dominate.

  • Conditioning - As per LotN:R. An alternative use of this power may make a permanent or longer lasting Dominate of a lesser Dominate power. Those subject to the alternative write-up are not subject to the Dominate resistance penalties against automatons in the original write-up.

  • Possession - As per LotN:R. While possessing, Aura Perception challenges for creature type will answer with the creature type of the possessor. All normal aspects of the possessors aura will be apparant while in the possession host. Diablerie veins may be detected as normal through the possessor. Emotional state reveals that of the possessor. The Humanity/Path rating of the possessor also transfers to the possession host. Deception challenges are against the possessor. A separate Aura Perception challenge may be made to determine if someone is being possessed. If damage taken by the possessed body exceeds the maximum wound levels of the kindred body, the kindred body will take as much damage required to place him into torpor.

  • Chain the Psyche - As per LotN:CG

  • Loyalty - As per LotN:CG

  • Obedience - As per LotN:CG

  • Oberon's Grail - As per CB: Tremere

Fortitude

If you are successfully staked while having Fortitude, all powers of Fortitude cease functioning until you are either unstaked or brought out of torpor (when applicable).

  • Endurance - As per LotN:R. Remember that this level does not allow you to ignore the ruised level.

  • Mettle - As per LotN:R

  • Resilience - As per LotN:R

  • Resistance - As per LotN:R. A trait does not need to be bid to negate bashing damage on a tie. You may attempt to test off staking damage only if you make the Resistance test before the simple tests for staking. If any damage remains after the successful staking test and after the Resistance test has been made, simple tests for staking are made as normal.

  • Aegis - As per LotN:R. Aegis will prevent staking if declared prior to the two simple challenges. You may only spend unused willpower or unused physical traits when employing this power. Willpower or physical traits that have been exerted are not available for use

  • Personal Armor - As per LotN:CG

  • Sensory Shield - As per CB: Gangrel

Melpominee

  • The Missing Voice - As per LotN:R

  • Phantom Speaker - As per LotN:R. Persons using Heightened Senses are considered close enough to perceive the "voice" if they are within ten feet of the target.

  • Madrigal - As per LotN:R You must sing to use this discipline

  • Sirens Beckoning - As per LotN:R You must sing to use this discipline

  • Virtuosa - As per LotN:R

  • Shattering Crescendo - As per LotN:CG

Mytherceria

  • Folderol - As per LotN:SG. Unlike with Aura Perception, you are aware if you fail this challenge.

  • Fae Sight - As per LotN:SG. This power also allows viewing of Chimerical items and creatures.

  • Aura Absorption - As per LotN:SG.

  • Chanjelin Ward - As per LotN:SG. This power lasts for one hour after the ritual is cast if the caster is eighth generation or higher.

  • Riddle Phantastique - As per LotN:SG. The victim of this power is not required to stay in a trance state but must pursue the answer to the riddle with every effort. No other conversations or actions may be made until the effect passes.

  • Steal the Mind - As per LotN:SG.

Obfuscate

Note: As per LotN:R, a character cannot use a willpower for a retest defending against Auspex while Obfuscated. The nature of the discipline does not allow it. When using Auspex to detect a character with Obfuscate, in the case of a tie, discipline levels are compared first (Beginning, Intermediate, and Advanced). The higher discipline level will win. In the event that both are at the same level, compare traits. Note that the first or second power in a level is not relevant.

  • Cloak of Shadows - As per LotN:R

  • Unseen Presence - As per LotN:R

  • Mask of 1000 Faces - As per LotN:R. Voices may not be masked. A character may have one specific mask as well as one generic mask that cost nothing.

  • Vanish From the Minds Eye - As per LotN:R. If you use this power before an unawakened creature, they respond as if you had always been there or had never been there in the first place.

  • Cloak of the Gathering - As per LotN:R. You may only cloak a dead, unconscious, or torpored body if you are carrying it, and it counts toward your mental trait total. Cloaked individuals must remain in light of sight of the discipline user.

  • Conceal - As per LotN:CG

  • Mind Blank - As per LotN:CG

  • Soul Mask - As per LotN:CG

  • Blithe Acceptance - As per CB: Assamite

  • Confusion of the Eye - As per CB: Setite

  • Mental Maze - As per CB: Setite

  • Scrawl - As per CB: Malkavian

Obtenebration

You cannot stack Obfuscate and Obtenebration to require extra challenges.

  • Shadow Play - As per LotN:R The user may manipulate the shadows to create numerous shapes and animations against any surface that already contains a shadow. The user is required to have knowledge of the shadow and be in the vicinity; line of sight is not required.

  • Shroud of Night - As per LotN:R

  • Arms of the Abyss - As per LotN:R. You may only create as many Arms as you have levels of Obtenebration.

  • Black Metamorphosis - As per LotN:R

  • Tenebrous Form - As per LotN:R

  • The Darkness Within - As per LotN:SG.

  • Shadow step - As per LotN:SG.

Potence

Any combat that goes beyond a few love taps and could end in the death of a character needs to be adjudicated by a Storyteller. Players may make decisions about whether or not a test will be strength related. For the most part, this is a matter of common sense, but if there is a question of a challenge's nature, an ST or Narrator should be consulted. Potence of ANY level may NOT be used defensively. Potence advantages such as the Bomb and winning on ties cannot be used in conjunction with Celerity related tests.

  • Prowess - As per LotN:R. You may gain the advantage of Prowess during Celerity actions. Tough is listed as a Stamina related trait in HOB with Brutal as strength.

  • Might - As per LotN:R

  • Vigor - As per LotN:R. The Bomb does not need to be declared.

  • Intensity - As per LotN:R

  • Puissance - As per LotN:R

  • Imprint - As per LotN:CG

  • Gentle Rebuke - As per CB: Brujah

  • Relentless Pursuit - As per CB: Brujah

Presence

Majesty may include the specific "flavor" of the trait used to initiate the challenge or a "flavor" of the initiator's choice that she has unspent, in regards to Majesty. For example, a character may have Intimidating Majesty up, and those within the area effect feel a Majesty of Intimidation. The effect radius of the "flavor" for Majesty is restricted to the size of the room, though the discipline is still felt within the range listed in the level write-up.

  • Awe - As per LotN:R

  • Dread Gaze - As per LotN:R. You must bid a Manipulation, or Intimidation related trait. Retests with leadership.

  • Entrancement - As per LotN:R. This forces the victim to act politely to the challenger. The victim does not have to perform any sort of action.
  • Summon - As per LotN:R. If the target loses the social challenge, he may not avoid the summons by any other means or try to recruit a response team. He wants to go. The victim is summoned out of a feeling of respect. He does not feel forced. This cannot EVER be resisted, only retested. If a character loses a challenge to be summoned to her death, get ready for your character to die. If the Summoner leaves the area, the effect is canceled.

  • Majesty - As per LotN:R, except that it extends from line of sight or at least ten feet

  • Love - As per LotN:CG

  • Paralyzing Glance - As per LotN:CG

  • Spark of Rage - As per LotN:CG

  • Absent Sway - As per CB: Toreador

  • Temptation - As per CB: Setite

Protean

  • Eyes of the Beast - LotN:R

  • Feral Claws - As per LotN:R

  • Earth Meld - As per LotN:R. When in this form, the kindred is in a state almost like torpor. She may not initiate or be subject to any challenges except that she may be summoned. While in this state, she may observe the area immediately above where she had entered the earth and around that point within a ten-foot radius. This lucid form of separate consciousness is the only difference in state from torpor. If the character is covered by a large rock or some other obstacle while in earth meld, she may not return until the obstacle is removed.

  • Shape of the Beast - As per Clanbook: Gangrel with ST discretion. Any weapons or items that are warded against a user of this power may not be "consumed" as normal weapons or items when taking animal shape. This extends to ANY weapons or items that would require a willpower expenditure to maintain contact. If an explosive item is "consumed" in to animal shape and detonates, it will bring the user of this power out of animal form and cause any applicable damage.

  • Mist Form - As per LotN:R

  • Earth Control - As per LotN:CG

  • Flesh of Marble - As per LotN:CG

  • Shape Mastery - As per CB: Gangrel

Quietus

Items may only be covered with a number of blood points equal to their bonus traits with a minimal of one point of blood however more then one effect can be activated in a single blood point.

  • Silence of Death - As per LotN:R

  • Scorpion s Touch - As per LotN:R

  • Dagon s Call - When this power is used a single willpower must be spent to tag the person which you plan to target then more willpower may be spent with in the hour to begin the attack. Each willpower spent even the one used to tag the person, allows a single test as per LotN:R.

  • Baal s Call - As per LotN:R

  • Taste of Death - As per LotN:R Additionally Only a single blood point may be sent into this power per round, each point spent does 3 aggravated wounds. The blood is like acid and will burn trough objects like such.

  • Blood Sweat - As per CB: Assamite.Selective Silence - As per CB: Assamite.

  • Ripples of the Heart - As per CB: Assamite.

  • Purification - As per CB: Assamite.

Serpentis

  • Eyes of the Serpent - As per LotN:R

  • The Tongue of the Asp - As per LotN:R

  • The Skin of the Adder - As per LotN:R

  • The Form of the Cobra - As per LotN:R

  • The Heart of Darkness - As per LotN:R

  • Cobra Fangs - As per CB: Followers of Set. Use the target's stamina related traits as per the LotN:R trait recommendations to determine the number of Aggravated wounds delivered. Use formula 10 - [Stamina Traits]. The target will receive a wound at each increment of time equal to (five minutes / number of wounds delivered) until all wounds have been given. This power may not be stacked, though it may be used again if the victim has survived the attack and the duration has passed.

Thanatosis

  • Hags Wrinkles - As per LotN:R

  • Putrefaction - As per LotN:R

  • Ashes to Ashes - As per LotN:R. If the Ashes are separated, you may reform from any location where the Ashes are located, taking varying degrees of damage depending on how small of an ash pile you are reforming from, adjudicated by the supervising Narrator or ST. If your ashes are separated, awareness of your immediate surroundings (as per LotN:R) is only applicable from the pile of ash from which you intend to reform from.

  • Withering - As per LotN:R

  • Necrosis - As per LotN:R

  • Creeping Infection - As per LotN:CG

Vicissitude


Body modifications or deformities caused by ANY practitioner of Vicissitude may not be healed back as normal. Generation of the wielder of this discipline or their target is not a factor. These are permanent alterations that may only be removed or changed through use of Vicissitude or other powers designed specifically for manipulating flesh, bone, and muscle tissue.

  • Malleable Visage - As per LotN:R

  • Fleshcraft - As per LotN:R

  • Bonecraft - As per LotN:R

  • Horrid Form - As per LotN:R

  • Bloodform - As per LotN:R

  • Chiropteran Marauder - As per LotN:SG

  • Blood of Acid - As per LotN:SG

Visceratika

  • Skin of the Chameleon - As per LotN:CG

  • Scry of the Hearthstone - As per LotN:CG

  • Bond with the Mountain - As per LotN:CG

  • Armor of Terra - As per LotN:CG

  • Flow within the Mountain - As per LotN:CG

  • Rockheart - As per LoE. This level is treated as an Elder discipline.



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