Disciplines
Disciplines are the ways a vampire's blood changes what is possible. Your sheet records Discipline dots and the powers associated with each Discipline. A power is not merely a spell to announce; it is a promise about what the character can force into the world and what the Beast may demand in return.
Using a power
When you invoke a power, name the intent and the target. Check the power entry for its cost, roll, difficulty, range, and duration. If the entry gives no roll, the power works automatically when its fictional requirements are met. If the entry gives no cost, the Storyteller decides whether it requires a Rouse check based on how much it changes the scene.
For an unassigned or improvised effect, roll Discipline dots + the most relevant Attribute against a difficulty from 1 to 5. Auspex commonly pairs with Resolve or Intelligence; Celerity with Dexterity; Presence with Charisma or Manipulation; Fortitude with Stamina or Resolve. The Storyteller may choose another Attribute when the approach is different.
Costs and Hunger
A power that calls for a Rouse check uses the normal Rouse procedure. Failure raises Hunger. A power may also require Willpower, a blood cost, a spoken command, eye contact, touch, preparation, or a specific target. Write those details with the power so nobody has to reconstruct them during a scene.
A messy critical on a Discipline roll succeeds with a visible or costly supernatural consequence. A bestial failure means the power fails and the Beast takes an immediate opportunity to express itself.
Power entries
Record powers in this form:
| Field | What to write |
|---|---|
| Discipline | The Discipline that grants the power |
| Power | Its name |
| Cost | Rouse check, Willpower, or none |
| Roll | Pool and difficulty, or automatic |
| Effect | What the power does on a success |
| Duration | How long it lasts |
| Limit | The clearest boundary or counter |
Common examples
- Heightened Senses expands perception. It is usually automatic, but an active search may call for Auspex + Resolve.
- Sense the Unseen contests concealment with Auspex + Resolve or Awareness. On a success, describe what is hidden without revealing more than the power permits.
- Awe makes a first impression unusually compelling. Roll Presence + Charisma against the target's Composure when the target has a reason to resist.
- Dread Gaze weaponizes fear. Roll Presence + Intimidation against Composure; on a success, the target must retreat, freeze, or give ground unless it accepts a serious cost.
- Cat's Grace enhances movement and balance. It is generally automatic for a brief feat; a prolonged or impossible maneuver may require a Rouse check and a Dexterity + Celerity roll.
These examples establish the table's default language. Specific power entries may override them. The Storyteller should always explain the cost and the likely consequence before a player commits to a power.