# Disciplines and Powers
## Overview
Disciplines are supernatural powers fueled by vampiric blood. Each discipline has powers at levels 1-5. Using a discipline power typically requires a Rouse check, which may increase your Hunger.
## Commands
### View Your Disciplines
```
+disciplines
+disc
```
Shows all your known disciplines and their powers.
### View Specific Discipline
```
+disciplines <discipline name>
+disc animalism
```
Shows all powers for a specific discipline you know.
### Get Power Information
```
+powerinfo <discipline>/<power name>
+pinfo celerity/cat's grace
```
Shows detailed information about a specific discipline power.
### Activate a Power
```
+power <discipline>/<power name>
+activate animalism/bond famulus
+use dominate/compel
```
Activates a discipline power. If the power requires a Rouse check, it will be performed automatically.
## The 11 Core Disciplines
### Animalism
Command over beasts and the Beast within. Bond with animals, communicate with them, or control multiple creatures.
**Key Powers:**
- Bond Famulus (1): Create supernatural bond with an animal
- Feral Whispers (2): Communicate with and command animals
- Subsume the Spirit (4): Project consciousness into an animal
### Auspex
Supernatural senses and perception. See the unseen, read auras, or project your senses remotely.
**Key Powers:**
- Heightened Senses (1): Dramatically enhance all five senses
- Sense the Unseen (1): Detect supernatural presences
- Scry the Soul (3): Read auras and emotional states
- Telepathy (5): Read thoughts and communicate mentally
### Blood Sorcery
Blood magic and rituals. Unique discipline that includes both instant powers and time-consuming rituals.
**Key Powers:**
- Corrosive Vitae (1): Spit blood as acid
- Scorpion's Touch (3): Blood becomes paralyzing poison
- Cauldron of Blood (5): Boil victim's blood
### Celerity
Supernatural speed and reflexes. Move faster, react quicker, or act multiple times.
**Key Powers:**
- Cat's Grace (1): Automatic success on Dexterity rolls, passive defense bonus
- Fleetness (2): Double movement speed
- Blink (3): Teleport short distances
- Lightning Strike (5): Multiple attacks in one turn
### Dominate
Mind control and mental commands. Alter memories, implant commands, or control crowds.
**Key Powers:**
- Compel (1): Issue one-word command
- Mesmerize (2): Issue complex commands
- The Forgetful Mind (3): Rewrite extensive memories
- Mass Manipulation (5): Dominate multiple targets
### Fortitude
Supernatural resilience and endurance. Resist damage, ignore wounds, or become invulnerable.
**Key Powers:**
- Resilience (1): Add Fortitude to Health
- Toughness (2): Reduce fire/sunlight damage
- Flesh of Marble (5): Near invulnerability
### Obfuscate
Supernatural stealth and illusion. Become invisible, change your appearance, or hide others.
**Key Powers:**
- Cloak of Shadows (1): Invisible while stationary
- Unseen Passage (2): Invisible while moving
- Mask of a Thousand Faces (3): Appear as someone else
- Vanish (5): Disappear even while observed
### Oblivion
Power over death and the Underworld. Control shadows, see ghosts, or animate corpses.
**Key Powers:**
- Shadow Cloak (1): Hide using shadows
- Oblivion's Sight (1): See into the lands of the dead
- Shadow Cast (3): Control shadows to attack
- Shadowstep (5): Teleport through shadows
### Potence
Supernatural strength. Hit harder, jump farther, or cause earthquakes.
**Key Powers:**
- Lethal Body (1): Unarmed attacks deal extra damage
- Prowess (2): Bonus dice to Strength rolls
- Fist of Caine (5): Devastating single attack
### Presence
Supernatural charisma and emotion manipulation. Inspire awe or terror, entrance victims, or summon people to you.
**Key Powers:**
- Awe (1): Become center of attention
- Daunt (1): Inspire terror
- Entrancement (3): Create obsessive fascination
- Majesty (5): Others cannot act against you
### Protean
Shapeshifting and transformation. Transform into animals, mist, or monstrous forms.
**Key Powers:**
- Eyes of the Beast (1): See in darkness
- Feral Weapons (2): Grow claws
- Metamorphosis (2): Transform into bat, wolf, or rat
- Earth Meld (3): Merge with earth
- Horrid Form (5): Transform into combat monster
## Rouse Checks
Most discipline powers require a Rouse check. When you activate such a power:
- Roll a single d10
- Success (6+): Hunger stays the same
- Failure (1-5): Hunger increases by 1
- Bestial Failure (1): Hunger increases AND your Beast stirs
The power activates regardless of the Rouse check result, but failure means you're closer to losing control.
## Amalgam Powers
Some advanced powers require knowledge of multiple disciplines. For example:
- Possession (Auspex 5) requires Dominate 3
- Unerring Aim (Celerity 4) requires Auspex 2
- Living Hive (Animalism 3) requires Obfuscate 2
You must have BOTH disciplines at the required levels to use amalgam powers.
## Resonance Bonuses
When you feed from mortals with strong emotions, you gain Resonance which provides +1 die to related disciplines:
- **Sanguine** (enthusiastic): Celerity, Presence
- **Melancholic** (sad): Fortitude, Obfuscate
- **Choleric** (angry): Potence, Presence
- **Phlegmatic** (calm): Auspex, Dominate
- **Animal**: Animalism, Protean
## Learning Disciplines
Disciplines are typically learned during character creation based on your clan, or purchased with XP using the +spend command.
See also: +help xp, +help clans, +help hunger
## Examples
View all your disciplines:
```
+disciplines
```
View only your Animalism powers:
```
+disc animalism
```
Get info about a specific power:
```
+powerinfo celerity/cat's grace
```
Use a discipline power:
```
+power animalism/sense the beast
+activate dominate/compel
+use celerity/fleetness
```