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